I have been tinkering with the CK a bit since it got released, and I've come up with some mods of my own. I tried my hand in Morrowind and Oblivion, but never got to the point of releasing anything.
So, with this thread I will show some of my work and I hope I can get some feedback about issues and improvements.
My skills within modding is mostly restricted to placing models, interiors, NPC, some number tweaking and the like. So no scripts, new models, new textures or voices are featured in these mods, for now at least.
I will update this whenever I update one of my mods or release something new.
I have gathered my four mods and/or projects here, and I hope you take the time to look through all of them.
Kill Them Generals
My first mod ever released. This mod simply makes the Field Commanders and Legates in the Military Camps killable. It was a major annoyance for me, so I fixed it as soon as the CK came out.
It will also mark the camps as cleared on the map when you kill the Generals.
http://steamcommunity.com/sharedfiles/filedetails/?id=7464
http://skyrim.nexusmods.com/downloads/file.php?id=8060
With this mod, I have already gotten some worrysome feedback, sadly. So I would appreciate to get these confirmed.
One person had a problem with a brand new save, where something got stuck in the Helgen escape.
Another one told me the Imperial Questline got troublesome, and the Battle for Whiterun quest came to a stall.
If I could get these confirmed, I could fix it, but as of now I will not start changing lots of things for problems that may not be caused by this.
The Necromancer's Blade (NB! MODELER WANTED)
It is simple really, when you use it to hit a dead body, any body, it is returned to life. And not like the Zombie spells or the Ritual Stone.
It works exactly the same way as the Resurrect command, instantly returning the NPC to a point where it lived.
For increased immersion and roleplay as a powerful Necromancer.
Findable at Farengar's quarters in Dragonsreach. A simple and accessable location.
http://steamcommunity.com/sharedfiles/filedetails/?id=8435
http://skyrim.nexusmods.com/downloads/file.php?id=8359
As if now, it does not have a unique model or texture, currently based on the Orcish Dagger, so I am looking for someone willing to help me with this and maybe make a simple dagger model that got some Necromantic look.
Dragon Bridge Enhanced (WIP, Beta now available. Seeks help with NavMesh)
The work is coming along nicely.
I have added several new structures and made 11 new NPC so far.
As of now, there are some new structures on the southern side of the Dragon Bridge, two walls, a Smithy, a General Goods store, a farm, a well, two houses and a Fisherman's Hut.
http://bb.xieke.com/files/2012-03-11_00001.jpg
http://bb.xieke.com/files/2012-03-11_00002.jpg
http://bb.xieke.com/files/2012-03-12_00001.jpg
http://bb.xieke.com/files/2012-03-12_00002.jpg
http://bb.xieke.com/files/2012-03-13_00001.jpg
http://bb.xieke.com/files/DragonBridgeEnhanced.jpg
I'm slowly making progress.
Dragon Bridge Enhanced Beta now available. Try it out if you like, and tell me what you think. Should I change anything, add something or do you simply want to comment or give me a kind compliment? Up to you guys, as this is not yet on
Nexus or Workshop, Forum exclusive.

I have not yet done dialogue, schedules or NavMesh, this is only first Beta anyway.
http://webgel.net/bb/files/Dragonbridge%20Enhanced.esp
I currently have problems with NavMeshes and NPC schedules, so it may be some time before I update.
Any help with NavMeshes would be appreciated.
Fighting For Glory (Cancelled as it exceeded my scriptingskill)
These are my mods as of now, I will probably use this thread later for other releases I might come up with. I'm open for critisism and feedback.
I'm also currently looking for something to do, so if anyone needs some help with their own projects and need help with new NPCs or interiors or the like, send me a PM.





