About this mod
A core resource dumpster of over 800 files contained of; Meshes, Scripts, some SFX and Textures that qualify as assets to be used publicly so long as conditions are respected
- Permissions and credits
- Changelogs
- Donations
- Architectural, Landscape, Plants, Clutter, Dungeons, effects, planters, a solar system, chains, ropes, zipline ropes, wall, stone, floor, doors, wood, stairs, way, way more
- Lots are setup for reference in the stage cell from DatadumpMARCell.esp. Uncompiled source code means its not being used by example
- Just very minimal amount of wav's I created in an audio editing software geared for Thur Vonun
- Many we created, some are from asset packages and others are straight up vanilla
- Staging a lot from this package
MESHES/TEXTURES
- ENRD (EternalNightResourceData) Directory Path > All content created from/for the TruTorches SE Project (The Laboratory)
- MARC (MAResourcesCell) Directory Path > All content created for the sake of the MAResourcesCell unspecific to anyone project
- RND (Random - Not made yet but sure it will) Directory Path > Random outcasts and stuff that doesn't meet the standard to be in anyone particular folder
- SEG (Segmentation) Directory Path > Segmented Models (although, TSRD path possesses tons of the partitioned); these were never particular for anyone project
- TSRD (ThurVonunSanctumResourceData) Directory Path >
- Scripts and Source-code will be prefixed in its name adhering to the Ladder folder naming scheme (Its all TSRD_ ATM)
- All scripts uncompiled only having source-code means they are not being used in the Cell for mechanical purposes but available to be used by whomever
- Any scripts planned for reuse should be given a new, unique name and recompiled
- Staged like the Meshes/Textures folder scheme (Its all TSRD ATM)
DATADUMPMARCELL.ESP (ESM-ESP)
- New Base Record Prefixes will adhere to the custom asset path name scheme they are relevant to/from
- Has handle on all content down Ladder asset paths (if staged) and uses all compiled scripts.
- Contains entire Sanctum design from Thur Vonun which is just for reference purposes NOT allowed to be reused one-for-one as a resource.
- All stuff therein is script rigged as to help the user understand how to mechanically set it up for themselves for your own creations
- A provided Teleport Lessor Power will be Player equipped upon entering game along with tons of coin and some other items. The Teleport Power is to fast travel the Player/Current Follower(s) anywhere you select to go from its defined selection options. The selection options consist of; 5 locations where you can recruit/dismiss a follower that has no mini-quest prerequisites, travel to the main staging cell MARCell, a "Mark Spot" and "Recall" function. This Power is a resource not just setup to supply a working, mechanically implemented example but the Cell needs a Follower for other things. Setup by example are lots of stuff that have conceptual ties to Follower mechanics
- Use the Power to get to the Cell selection option MARCell or the Console approach COC MARCell
- Teleport here with an added Teleport Lessor Power (Followers will accompany you) or Console ~, COC MARWORLD, Enter
- Many models (not all, some) once opened in NifSkope or entering the template Cell will have the Purple Clue right off the bat requiring its missing Easter egg
- Follow the Textureset Path (per model) to the missing textures directory path(s)
- There will be a URL link exactly where the missing texture should be named identical as the missing texture EX "candle.dds.url"
- Click the link and it will send you to the Original page the asset comes from
- Download the File(s) from the page sent and the texture will be in the file named the same as the missing texture its named in the model of interest from here
- Some textures may be pathed differently from one downloaded file to the next compared to the pathing scheme supplied from this here Datadump
- Just get this tool Everything. Make searching simple not only explicit to this but in general
MOST LINKS THE EASTER EGG HUNT WILL LEAD YOU TO
Listed here are links to the original Creator profiles and their pages where lots of textures originated from. Some on more explicit level to use over others. If sent to any page to piece together your desired model; follow those page conditions, give the authors the appropriate credit they deserve/request and an endorsement is always a commendable gesture. Fun way to puzzle together the model of interest I thought bearing in mind also that I wouldn't feel right re-distributing in full other resource assets without explicit permission. Furthermore; its my way of knowing the user is visiting the original location the asset(s) derive from hopefully abiding to instructions stated
- BaronF of Bosmer City Kit Resource
- Brumbek of Static Mesh Improvement Mod - SMIM
- cunny1975 of 4K Glowing Staffs, Giants Toe Retextured and Retextured Pulsing Daedra Heart
- Elinen and Ztree, Ga-Knomboe Boy, SparrowPrince and vurt of Hoddminir Plants and Trees
- EvilEyedKyo of EEKs Resource Repository
- Flintone & Garnet of Orient Set
- Hallgarth of Hallgarth's Resource Dump
- Hanaisse (Nexus), Hanaisse (TESA) of Hanas Blank Roadsigns - Resource and The TESA Skyrim Resource Kit Project
- InsanitySorrow (Nexus), InsanitySorrow (TESA) of Insanity's Collectible Cards 1.0 and Insanity's Static Armour Stands
- Jokerine of Jokerine's Misc Resources
- kelretu of Kelretu's Modders Resources (WIP)
- lilith (TESA) of Ready Clutter and Furnishings
- LorSakyamuni of The Witcher 3 Mega Resource Pack
- mindflux of Smoking Torches and Candles
- Oaristys of Modder's Resource Pack - The Witcher Extension
- Oaristys and Tony67 of Modder's Resource Pack
- OrinLinwe of Basic Shapes - Lego for Skyrim
- RoboBirdie of Interior Decorations
- Stroti and Tamira of Strotis Craftsman Tools, Stroti Lighthouse, Strotis Outdoor Toilet Resource and Stroti Resource Pack II
- Some models in this package will come with a .txt document right beside them named the same as the Model file-name
- Whatever instructions are given in that txt geared for its model must be fulfilled if using that model
- Some instructions will send you to the original URL Page some features of that model come from and I exempted it from the Easter-egg texture hunt being its texture asset would be too difficult to find so I incorporated it in the package. Still means 100% the user needs to go to the original location; credit the Creators and comply to any other conditions stated on their original page to use the assets of interest here
- Different Txt's will have different conditions depending on the model its regarding. Conditions stated in the Txt's are non-negotiable and fixed. Comply or don't use
- Look it up, research it, Youtube it, Google it, ask a friend, join Discord Modding Servers and don't quit trying until you find the help it takes
- This is a Modding Resource Package page. Not a School to teach mechanics and asset-implementation. There's a proper place for everything. Not here for that. Sorry
- Obviously; I will provide help as thoroughly as I can relevant to something I may have setup in a questionable way or perhaps wrong so don't be shy to ask. For the record as a statement of principle is that here is not the intended place to learn basics, disciplines and concepts but there are many places out there for that
- AutoDesk 3ds Max
- Bethesda of CreationKit
- BowmoreLover of Yakitori Audio Converter
- Caliente and Ousnius of Outfit Studio - has some rich features
TIP: If some models are too segmented or overboard for your use-case; Outfit Studio has a handy "Merge Geometry" function - David Carpenter of Voidtools Everything - not a modding tool per-say but regardless how I want to look at it; its always in the picture
- ElminsterAU and the xEdit Team of SSEEdit
- Gka1 of Cathedral Assets Optimizer
- jonwd and the NifSkope Team of NifSkope
- MO2 Team of Mod Organizer 2
- Nuukem of SSE CreationKit Fixes
- ousnius of SSE NIF Optimizer
- zilav of S'Lanter's NIF Helper (SNIFF)
- All Credits on behalf of the THUR-Team are extended in full on Thur Vonun Sanctum SE as this page will always be Thur Vonun dominate
- Any additional credits not covered there for content unrelated will be added when and if that materializes but ATM this page is fully covered under Thur Vonun Credits
- Adhere to the conditions on each page the Easter-Egg hunt takes you piecing together your models
- Follow instruction of any explicit .txt's packaged alongside your model in that directory path named the same
- DO NOT reuse the full Sanctum design. It is ONLY existent in the Cell for reference purposes to spark ideas how you might like to use the assets to create your own unique designs and creations. YOU MAY extract assemblies and sub-assemblies from Thur Vonun design and implement those into your own home or fortress (EX. extracting an entire room or several from the Sanctum is fine) but don't rip the entire thing. Thur Vonun is my madness and vision. Be creative and make something from your own
- Giving myself and the Thur-Team a credit always sits well but more importantly; a link to this page (from yours) for others is 100% essential and a must
- You DO NOT charge money for your mod. EVER
- Depending what asset(s) are used may compromise the option to upload your mod to another website. Read where you go
- Comply and adhere to ALL conditions stated by the authors you are using said assets from and always give them recognition even if using a fragment of their content