
- All games
- Skyrim Special Edition
- Mods
- Modders Resources
- Invicta - A Medieval Style Modlist
Invicta - A Medieval Style Modlist
-
Endorsements
-
Unique DLs4,885
-
Total DLs58,481
-
Total views107,637
-
Version0.9.2.5-Alpha
File information
Last updated
Original upload
Created by
RGR29Uploaded by
RGR29Virus scan
Some manually verified files
Tags for this mod
Current section
About this mod
Invicta is a (WIP) modlist; this modlist features a darker but lush medieval fantasy theme with a mixture of the 14th-15th centuries.
- Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 0.9.2.5-Alpha
- >Fixed the NPCs not sleeping issue that was making it impossible for "Theft" and "Vampire" users.
>Added "Sleeping Expanded - Animations and NPC reactions" for immersion.
>Removed "Dragon War—A Dragon Overhaul" due to a game-breaking bug with Odahviing staying in permanent aggro, not allowing you to fly to Skuldafn.
>Removed "Dragon from the start" because getting attacked by random dragons calling you Dovahkiin when you haven't even done the first quest is immersion-breaking.
- >Fixed the NPCs not sleeping issue that was making it impossible for "Theft" and "Vampire" users.
-
Version 0.9.2.4-Alpha
- >Removed "Soul Resurrection - Injury and Alternative Death System," it was causing weird bugs.
>Removed "Static Skill Leveling Rewritten." It gets annoying when you have to stay stuck on the leveling menu for a long time when you gain many levels..
>Fixed many more of the armor and weapons that were turning black because of Parallaxgen Complex conversion.
>Fixed the broken "navmesh" that was causing Ralof and Hadvar to get stuck at the beginning of Riverwood village, also. added an alternative path.
>Removed "Surmr" due to the super reflective eyes bug.
>Added "Sleep Tight SE" fixes the 24/7 not sleeping schedule for many NPCs. (Need further testing)
>Added the missing "SPID" files for the merged QND plugins that I forgot that fixed the distributions of many armors. if you find any NPCs with invisible body please let me know.
- >Removed "Soul Resurrection - Injury and Alternative Death System," it was causing weird bugs.
-
Version 0.9.2.3-Alpha
- >Removed 662 trees around the map that were either clipping, duplicated placement, floating, or blocking a path..
>Fixed the weird black lines on the mage robes.
>Removed "ethqnm's blowing snow thing" mod since people think that is a bug.
>Fixed the walking speed for NPCs.
>Fixed a crash in the Temple of Mara.
>Fixed "Rienhardt's home" broken interior in Falkreath..
>Fixed the clipping and duplicated "Missive board." in Falkreath.
>Removed "Skyrim Exterior Particle Overhaul." Love the mod, but 5fps is 5 fps depending on the location lol.
>Did some optimization.
- >Removed 662 trees around the map that were either clipping, duplicated placement, floating, or blocking a path..
-
Version 0.9.2.2.2-Alpha
- >Fixed some of the armor and weapons turning black. (I forgot to exclude them from Parallaxgen.)
>Re-changed the dodge animations to step by default instead of roll.
>Fixed some of the weapons in "Immersive Equipment Displays." They were too far from the character's and NPC's body.
>Reinstalled the "For Honor in Skyrim I Warden" people seem to enjoy it more than the current "Greatsword Animation.".
>Fixed the flat looking roads. (Sorry! I forgot to create the mipmaps for the texture)
>Fixed a Dyndolod error that was causing some of the textures to look different when you got closer.
- >Fixed some of the armor and weapons turning black. (I forgot to exclude them from Parallaxgen.)
-
Version 0.9.2.2.1-Alpha
- >Fixed the armor distribution issue with the "Silver Hands": it was causing the silver hands to be in underwear.
>Fixed the "Death Animation" not playing correctly when an NPC dies.
>Fixed the dodging bug that was causing the player to get stuck in place when you dodged a lot.
- >Fixed the armor distribution issue with the "Silver Hands": it was causing the silver hands to be in underwear.
-
Version 0.9.2.2-Alpha
- >Restored my old "Immersive Equipment Displays" preset.
>Disabled the "real-time wait" from "immersive interactions.".
>Disabled the "Improved Combat Awareness" from "Netter's Follower Framework"; it causes issues when brawling.
>Added Verolevi walk, run, and sprint "Conditional Armor Type Animations" for light armor, heavy armor, non-armored (robes/clothes/naked), and non-armored (robes/clothes) for mages.
>Added "Timing is Everything SE" so we can delay the start of some of quests.
>Fixed some of the "firewood piles" that were using vanilla textures.
>Added "Chatty NPCs and Followers" to make NPCs feel a bit more alive.
>Added "City Bag Checks" guards will randomly check your bags for illicit goods when you try to enter a major city.
>Added "Hidden in the Shadows" to improve the "stealth mechanics" when sneaking.
>Update to "Non-Combat Animations": added "Dynamic Looting and Harvesting Animations" to further improve those specific animations in 3rd person.
>Added IamWiitz: "Conditional Armor Type Animations for Sneak."
>Improved the particles and ambience of the game in general.
>Removed "Look what you see!" not necessary with "True Directional Movement"
>Fixed some of the models from "Unique Uniques" that were using the vanilla ones.
>Added a new "Dragon Voices Sound" "The Enigma Series - Dawn -."
>Update to "Two-Handed Katana Animations" Replaced the Samurai Dai "Katana/Nodachi animations" with one from Elden Ring; it feels more smooth in my opinion.
>Added the missing animations to "one-handed katana" and "dual katanas" and fixed the conditions.
>Update to "Two-Handed Battleaxes/Warhammers shared animations." Separated both animations with conditions so each weapon uses a unique one: "For Honor in Skyrim I Gryphon" for battleaxes and one from "Elden Ring" for the Warhammer Animation.
>Fixed the conditions for the "One-Handed Spear animations" that were using the "one-handed sword animations.
>Added the missing animations for the "Two-Handed Spears."
>Update to "Two-Handed Greatsword Animations": Replaced "For Honor in Skyrim I Warden" with the one from "Elden Rim Collection," which gives the greatsword more of a heavy feel.
>Updated the "Simple Wearable Lanterns" to "Simple Wearable Lanterns - Remastered," "Torches Candlelight and Simple Wearable Lanterns Remastered," and "Handheld Lanterns."
>Fixed again! the stupid invisible "carcass" lol (Press Shift + E to pick up an animal carcass).
>Fixed the civil war checkpoint load order in Whiterun was causing a navmesh issue, but now the landscape seam is back.
>Fixed the dodge animation not changing from steps to roll and vice versa, also. Added "TK Dodge RE Addon," which implements an MCM menu to change your dodge keybind.
- >Restored my old "Immersive Equipment Displays" preset.
-
Version 0.9.2.1-Alpha
- >Fixed the invisible "Ancient Falmer Armor.".
>Removed "Show Player In Menus"; it's causing random menu crashes.
>Fixed the weird-looking wood planks in "Riverwood."
>Added a new custom texture for the road. (Parallax WIP)
>Fixed "Farengar" and "Camilla" outfits, now they have the their unique ones.
>Fixed the "Grass Cache" It was removing all the small rocks.
>Removed "Elden Root - A Tale Of Valenwood." Since this uses their own resources and not vanilla, textures and meshes are not being touch by retextures so looks pretty old and bad.
>Fixed the landscape seam in Whiterun farm where the fight with the giant takes place.
>Fixed the "trees" not being properly replaced in order with my custom handpicked models due to an error with Parallaxgen.
- >Fixed the invisible "Ancient Falmer Armor.".
-
Version 0.9.2-Alpha
- >Fixed the "ingredients" appearing invisible due to an error with Parallaxgen.
>Fixed the bug where you were able to collect poison without an empty bottle; same as crafting, now you need an empty bottle to be able to get poison from creatures.
>More "first-person animations" have been added for a more immersive experience.
>Fixed the potion animations bugs by replacing "Animated Poison" and "Animated Potions" with "Ultimate Animated Potions NG."
>Removed "Jumping Attack" due to incompatibilities with the parrying mod.
>Fixed the "Dual War Axe" animations that were not working properly.
>Fixed the infinite and unbreakable "Poise" bug for NPC.
>Added a new trap system, making them more immersive and deadly.
>Restored "Nether's Follower Framework" and fixed the conflict and the issue with magic damage for "Dragon War" and "Odin," also. this fix the follower limit.
>Removed the "Quest Dialogue Tags" mod due to gender inconsistency calling a male, female, and vice versa.
>Fixed many mishmash textures and updated them to complex parallax material.
>Fixed the cow's invisible body being just an empty shell with hair.
>Fixed the "Flame Atronach" using a vanilla model instead of the "4thUnknown" version.
>Removed some of the "Mihail Monsters and Animals" mods due to being unbalanced.
>Many of the animal models have been replaced with a better fluffy version.
>Removed the "Undead FX"; it was causing an invisibility bug in some creatures.
>Fixed the broken "Jumping" animation when a weapon is equipped.
>Added a new creature from Oblivion, called "Scamps," by "4thUnknown."
>Fixed the bug where "Farkas" was disappearing from the scene in "Dustman's Cairn" during the "Proving Honor" quest.
>Fixed the landscape seam in front of "The White Hall" in Dawnstar.
>Update to "dungeons," added "EVG Traversal," combining it with "Dungeons - Revisited."
>Fixed the missing rock under the bridge by the Solitude market.
>Removed the trees blocking two of the towers in Solitude and manually swapped the aspen ones for something greener for better visual consistency.
>Fixed a hole on the second floor of "Proudspire Manor," player home in Solitude.
>Fixed all the floating and removed clipping trees in "Rorikstead," "Falkreath," "Morthal," "Dawnstar," and "DragonBridge."
>Added "Cities of the North" to "Dawnstar," "Morthal," and "Falkreath," combining them with "The Great Cities."
>Update to "Broken Fang" added "Snozz's Broken Fang Overhaul," combining it with "Dungeons - Revisited."
>Fixed the no mossy meshes in "Markarth." Now it should look more consistent.
>Fixed the wrong bridge textures in "DragonBridge" and replaced the roof textures with something more fitting of the location.
>Removed all the clipping trees and cleaned the surrounding areas for each "Orc Stronghold."
>Added a new camera movements for walking and sneaking in first person.
>Removed all the clipping trees from "Riften interior" and replaced some of the big model for a better-fitting one.
>Many textures and meshes have been updated to "Complex Parallax Material."
>Added new animations for the "Curve Swords," separating them from the regular sword, making them unique.
>Fixed the "Orcish Weapons" not being replaced with the new models.
>Fixed the "High Hrothgar Steps" textures not matching with the terrain.
>Fixed the "Arch-Knight Judicator" blocking the second-floor hallway in the "Solitude Blue Palace."
>Update to "Castle Volkihar" removed the "Castle Volkihar Rebuilt": The last update changed the ESP name, causing patches to stop working. So I installed "JK's Castle Volkihar" instead, combining it with "Volkihar interesting exteriors."
>Fixed the dirt cliffs purple textures in "Soul Cairn," added a new trees model, big ruins and added "footprints."
>Update to "NPC Combat AI" updated "SCAR - Skyrim Combos AI Revolution" to "SCAR - Skyrim Combos AI Revolution v2.01.AE."
>Fixed the blinding ash in "Solstheim."
>Fixed the muted "Footsteps" sounds.
>Update to "Thieves Guild" added "JK's Thieves Guild HQ," combining it with "GG's Thieves Guild Headquarters."
>Fixed the missing hair causing some "female" NPCs to be bald.
>Fixed many named "female" NPCs not getting their appearance replaced.
>Fixed the weird 1st person "dagger" animations.
>Added a new 3rd person "dagger" animation with a less flashy moveset.
>Fixed the "Javelin," "Spear," and "Spear + Shield" animations that were using the "Battleaxe" animation.
>Added new combat animations for "Draugrs" and "Dragons."
>Update to the "Dwemer Pipes": replaced "Dwemer Pipework Reworked" and "Golden Pipes" with "Seifu's PREEM Dwarven PipeWorks - Optimized HD Models and Textures."
>Update to the "unarmed animation": replaced "Unarmed Non Combat Locomotion" with "Vanargand Animations II - Unarmed Pugilism Stance" for a smoother transition.
>Fixed the "Rapier" and "Dual Rapier" animations that were using the regular sword animations.
>Added new animations for the "Two-Handed Katana/Nodachi," separating it from the regular Greatsword moveset.
>Added a new exclusive animation for the "Two-Handed Orcish Greatsword."
>Fixed the "Sprint Attacks" that were using the vanilla moveset.
>Added a few more "armors and weapons" and removed some not flagged as an ESL, also. Replaced the "Blades outfit" with a more realistic samurai one.
>Removed the "Simple Offense Suppression mod," it's causing an immortality issue when you need to kill an non hostile NPC for a quest.
>Fixed many flat-looking textures by increasing the parallax normal maps strength.
>Fixed the "brawler," normal attacks no longer make NPC hostile, the "V" keybind power attacks work as well.
>Update to the "Sleeping system" restored "Sands of Time Sleeping Encounters" from alpha 0.8; now sleeping in non save places is "dangerous,"
**----(Not Fully Tested Section)----WIP if you encounter any problems please report**
>Update to "Serana" replaced "Serana Dialogue Expansion" with "Serana Dialogue Add-On." .
>Update to the "magic" added "Triumvirate - Mage Archetypes."*
>Update to the "religion" replaced "Pilgrim" with "Wintersun - Faiths of Skyrim."
>Update to the "Enchantments" replaced "Thaumaturgy" With "Summermyst - Enchantments of Skyrim" To complete the whole "EnaiSiaion" collection.
- >Fixed the "ingredients" appearing invisible due to an error with Parallaxgen.
-
Version 0.9.1-Alpha
- >Fixed crash in the "Temple of Mara" due to the Riften consistency of windows mod.
>Fixed Environs "The Ruined Tundra Farmhouse" Not starting.
>Fixed the guards having an invisible head due to the bandages.
>Removed a tree clipping with the Morthal carriage.
>Fixed Falkas not giving you a job at the beginning when you join the companions.
>Fixed the "navmesh" around the "Knight's Rest" player home.
>Fixed the map being super bright.
>Removed the painting blocking a door in "Solitude Blue Palace".
>Fixed Environs "Whiterun Watchtower Doesn't Stay Broken" Not getting re-build after the dragon attack.
>Fixed the "Inventory" invisible or missing icons.
>Fixed the fire under the first table in "Elianora's Breezehome".
>Fixed the floating paintings in Inn's and player homes.
>Fixed "SunHelm" + "Reliquary of Myth" broken cannibalism function.
>Fixed "The Horn of Jurgen Windcaller" Quest marker sending you to Whiterun instead of Morthal.
>Fixed duplicated and floating carriage driver in Solitude.
>Fixed the "DX Dark Knight Shield" blocking the hold way in the "Solitude Blue Palace".
>Removed a clipping piece of bridge from "Riverwood Revitalized" that I forgot to remove when I replaced the main bridge.
>Fixed the werewolf being invisible and broken after a transformation.
>Removed "RS Children" due to being incompatible with "Imperious - Races of Skyrim" Causing racial conditions to break so because of that I decided to re-install "Simple Children" from Alpha 0.8.
>Removed "Elden Counter" due to inconsistency and bug but added **"Charged Attacks"** back. Check out the keybind video to learn how to use them.
>Half-Fix for the **brawl **system. for the time being only the **"V" keybind power attacks works**, normal attacks still broken it makes all NPCs hostile.
>Removed the empty CSKILLS slot from Edge UI interface.
>Fixed the "Carry Your Carcasses" bug making the animal invisible.
>Fixed Farkas spawning in underwear in the Whiterun giant fight at the beginning.
>Fixed NPCs missing hair due to "High Poly Head" missing for not being enabled at the time I recompile the list.
- >Fixed crash in the "Temple of Mara" due to the Riften consistency of windows mod.
-
Version 0.9.0.2-Alpha
- >Fixed the game freezing when you try to trade with "Eorlund Gray-Mane" in Skyforge and when you try to equip some random weapons around the world.
>Fixed the invisible "Frost Giant" in High Hrothgar troll den.
>Removed "For Honor Power Attack" due to people getting confused with the block key.
**New mods added**
Soul Resurrection
EVG CLAMBER
EmbersXD Torch Edit
Fishermen Fish
- >Fixed the game freezing when you try to trade with "Eorlund Gray-Mane" in Skyforge and when you try to equip some random weapons around the world.
-
Version 0.9.0.1-Alpha
- >Trees clipping in "Ryn's Ritual Stone" have been removed.
>Fixed crashes inside the city of Whiterun.
- >Trees clipping in "Ryn's Ritual Stone" have been removed.
-
Version 0.9.0-Alpha
- Sorry! Too much to list! This update is a massive clean-up and content restoration from my older videos; almost every single region of the game has been reworked.
-
Version 0.8.3.1-Alpha
- >"Beards of Power - Sons of Skyrim," "HS Whiterun - House Gray-Mane," and "HS Whiterun - House Battle-Born," have been removed due to continue causing a random crash when the "Missing in Action" quest start.
>The white glow that appear when it's raining have been fixed sorry I forgot to make a preset for R.A.S.S everything is supposed to be set to particles only.
>The kill move bug have been fixed, now you wont get one shot by a random NPC
- >"Beards of Power - Sons of Skyrim," "HS Whiterun - House Gray-Mane," and "HS Whiterun - House Battle-Born," have been removed due to continue causing a random crash when the "Missing in Action" quest start.
-
Version 0.8.3-Alpha
- >Landscape retextures have been replaced and manually mixed for personal preference, but now they are "Terrain Parallax Blending Fix" compatible.
>EEK's Whiterun interiors and its patches have been removed due to some NIF files causing random crashes; now it's only JK's interiors instead of JK's EEK's in Whiterun.
>"At Your Own Pace" has been made "optional" due to new people getting lost not knowing what to do next to continue the main quest (to use, just enable the unchecked plugins on the right side).
>The landscape edits in "the reach areas" have been removed due to too many floating objects; also, more than 100 unnecessary mods have been removed due to being really hard to find or never being interacted with. More mods will be removed in future updates to make more space for new worldspaces.
>NPC's appearances have been reworked, but more work needs to be done, and there's no bodyslide preset generated yet.
>New Crusader Headquarters has been added to Whiterun, Windhelm, and Solitude; now you can visit and pick up new armor and weapons.
>More random encounters and treasures around the map have been added to reward a bit more the exploration.
>Some of the Ryn's standing stones have been removed due to breaking a bit the pace of the main quest. When you instead use the "Guardians stone" while talking with Hadvar or Ralof, they will continue walking and won't wait for you; now they do, and the "Lady Stone" location has been replaced with "Shadows Over Ilinalta - Lady Stone Island" instead.
>The "Dragonborn's Bestiary" has been added to the list now. Similar to the Witcher, you can see information about the animals and creatures that you encounter and learn their strengths and weaknesses.
>"Help To Have A Compass" has been removed due to too many new people complaining that they didn't know where to go, so the compass is back now, but I kept "Help To Have A Map," so you still need to buy a physical map to be able to use it, and the same goes for "fast travel." You need to buy "travel packs" to be able to fast travel.
>"Infinite stamina out of combat" has been removed due to a conflict with "Thunderchild: Epic Shouts and Immersion," leaving you unable to continue the quest.
>The broken landscape near "Falkreath" caused by the water hag has been fixed.
>New grass has been added to the volcanic areas for testing. (I'm not sure if I am going to keep it though.)
>Three new "Player Homes" have been added: "Knight's Rest SE" near Shor's Stone, "ClefJ's Moonstone Holdfast" near Nightgate Inn, and "Half-Moon Cottage" near "Half-Moon Mill.". >Crafting functionality has been extended, the same as in "Help to Have a Compass" and "Journeyman," needing actually physical items to be able to use a map or fast travel. Now you will need the appropriate tools to be able to craft things, but don't worry, the game will tell you the necessary tools that you need.
>New paintings have been added to the interior of "Inns," "NPC's Houses," "Player Homes," "Shops," and "Temples.".
>A broken landscape near "Loreius Farm" and "New Weynon" caused by a wrong load order has been fixed.
>New things have been added on the way to High Hrothgar" to make the 7000 steps more immersed and interesting, and also the Graybeards robes have been replaced.
>Three new tree models have been added to the snow areas for more variety.
>New overhauls for the Blackreach and ambient sounds have been added, but they need more testing. >Combat has been reworked a bit; it should feel more smooth and responsive, but it needs more testing, so please let me know what you guys think.
>A new overhaul has been added to "Raven Rock" and surrounding, but a patch still needs to be done to fix a clipping issue.
- >Landscape retextures have been replaced and manually mixed for personal preference, but now they are "Terrain Parallax Blending Fix" compatible.
-