#Elder Scrolls Universalis

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tulip plume
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ducat DLC Requirements: None
technology Compatibility: 1.37.*
ironman Achievements: No (That's a total overhaul Mod)

Download Elder Scrolls Universalis:

Download Dovahkiin UI - Elder Scrolls Universalis:

Elder Scrolls Universalis is a total overhaul mod that will take you to the expanses of the fantasy world of the Elder Scrolls. Immerse yourself in the First Era filled with wars and catastrophes. Prove that you are worthy of maintaining your independence, and face down the threat of elves, orcs and humans alike. Conquer Tamriel and hoist your banner on top of the White-Gold Tower. Build the strongest economy through the strength of civic duty, or on the backs of your slaves.

The light of Magnus ushers in a new dawn, and the possibilities are endless. When all is said and done, will your ancestors be smiling down at you?

Features:

  • Hand-crafted map, covering the continents of Tamriel, Yokuda, Atmora, and Akavir
  • Custom terrain graphics, 3D landmark models, and other new features like hot springs, volcanoes, and celestial bodies.
  • Familiar characters and countries
  • Dozens of custom 3D unit models
  • Countless flavour events and decisions that fully immerse you in Elder Scrolls lore
  • A branching Ideas tree with custom Idea Groups
  • Custom national ideas and missions
  • Custom estates and institutions that fit seamlessly into the world of the Elder Scrolls
  • Daedric Invasions, the Nordic Empire and the Empire in Cyrodiil
  • Sweetrolls and arrows to the knee

Additional Links:

We hope that you will like the result of our labours, that you will spend your time well, and that you will discover this magnificent game from a new perspective! Thank you so much to all our fellow Elder Scrolls and EU4 fans, your love and support is what keeps us going!

Selected Posts:

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

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sacred barn
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If you want suggestions, how about a Akaviri Invasion, sunset Invasion style? :p
Sick mod btw

tulip plume
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Although thank you for your suggestion! I will try to update all the content after the last map rework for Akavir as soon as possible meow

sacred barn
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Great to hear :D
Btw what did you use to model akavir and atmorra after? iirc there is no canon depicition of either continent

tulip plume
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However we are now designing a new version of Atmora based on the map by the third artist

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(And we will ask add some new landmasses as well)

sacred barn
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Thats so cool

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase the newly added Alchemy system to you. Its idea is pretty simple: you start the game with 11 randomly unlocked ingredients and try to combine them in order to create powerful potions that can boost your economic, diplomatic and military capabilities. There are no negative effects for the potions, so in the worst case, you will simply not receive any bonuses but lose money, spared on ingredients. However, to make this mechanic more balanced, you will be required to spare 100 of Alchemy Concentration for each potion brewery - a special currency that you generate based on your monarch skills. At first, many of your experiments could result in failure. Still, even in this case, you will start receiving special alchemy-related events that will unlock new ingredients for you, give you interesting dilemmas to resolve or provide you with a chance to become a vampire lord. Thus, we hope to provide you with a new way to influence the balance of powers in your games and change the tide of the most challenging conflicts.

That's all for today, thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to show you the Smithing Mechanic, which was added in the latest update of Elder Scrolls Universalis. This mechanic provides you with the ability to select various materials and smithing techniques that will be used for creating weapons and armour for your armies. All smithing techniueqes and materials have their own requirements, which are necessary to fulfil if you want to use them. For materials, there is a requirement to own 5 provinces producing the material of interest, while smithing techniques can also require you to own some provinces and complete smithing ideas. Moreover, while smithing techniques provide you with only bonuses, each material provides you with a small penalty for a bonus it grants. Therefore, you should carefully consider what materials to use in your army composition, not to turn your soldiers into "glass canons". Thus, with the addition of the Smithing mechanic, the players will receive yet another way to prepare their own armies for battles on different terrains with various races, some of which, like orcs, are especially hard to deal with due to the huge amount of military bonuses they get via other dedicated mechanics.

That's all for today, thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase 143 Icons of Personal Deities. Gods play a very important role in the religions of the Elder Scrolls universe and the gameplay of the mod itself. On the one hand, the most widespread beliefs are pantheons, which unify various Deities, each of which has its own sphere of influence, while on the other hand, those gods determine flavour events, which nations receive on a yearly pulse. Of course, many Deities, like Mara or Kynareth, are shared between different pantheons, which at one point reduces their variety. Therefore, we selected different images for the same Gods in different religions and picked up name variations where possible while maintaining diversity in bonuses that the personal deities provide and accompanying the deities with short descriptions. Additionally, due to the high number of Gods for some pantheons, a system was created to grant a player a smaller selection of Deities to pick, which is changed once a couple of years. In this way, we would like to prevent situations when the player constantly selects a single God during all his playthroughs. Thus, we hope that we were able to represent this vital piece of lore accurately and successfully integrate the enlarged pantheons into the vanilla game system.

That's all for today, thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase to you around 100 of 205 estate privileges that were added with the latest update of the Elder Scrolls Universalis. Therefore, we have completed the overhaul of the Estates System, which includes the addition of new agendas, introduction of new privileges, improvements of the user interface, and rebalance of various modifiers to make the estates more important and less overpowered. To note, all new estate privileges have unique icons, modifiers and localisation. Same kind of diversity we tried to implement in the design of estate agendas and estate modifiers themselves. Thus, we hope that the current changes will give a second breath into our Estate System and provide the players with new ways, challenges and opportunities during their games, no matter if they are focused on the conquest of the whole Tamriel or the development of a small part of it.

That's all for today, thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase new mechanics for religions like Divines, Marukhism, and Tribunal - the Saints. In the Elder Scrolls lore, Saints were pious people who lived their lives among common people and conducted miracles, for which they are now venerated by the priests of their respective religions. However, as they are less important compared to the Gods themselves, a personal deity system was used to represent the otherworld Deities, leaving Saints behind. Therefore, with the last update of Elder Scrolls Universalis, we decided to fix this issue by adding Saints in the mod in addition to already existing personal deities. The saints use the same mechanics as the deities, although it is implemented via scriptable GUI, allowing the players to interact both with the Gods and their chosen. After the death of the current ruler of a nation, the players will be able to select both a Personal Deity and a Saint, provided that special conditions, like owning a home province of a Saint, are met. Thus, we hope to both add an interesting mechanic to the mod and introduce the players to another piece of Elder Scrolls lore.

That's all for today, thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to show you the new Dwemer Observatory Mechanic, already added with the latest update of Elder Scrolls Universalis for every nation that owns a province with Dwemer Terrain type. The observatory allows you to find celestial constellations and activate them with monarch points to gain powerful bonuses that might come in handy in tough situations. The interactions with an observatory, however, might consume a lot of monarch points, and therefore, special buttons were added for each constellation to quickly select it after the first activation. Therefore, it is better to spare a surplus of monarch points in peaceful times to unlock as many constellations as possible, not to waste resources for that during wars and disasters. We do hope that the addition of this mechanic will make your games more interesting and provide you with yet another tool to take control over not just Tamriel, but the whole Nirn.

That's all for today, thank you for your attention!

https://youtu.be/yyiYHxhDfcY?si=N3-RpMm2w_kaHWDM

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

Teaser of the Dwemer Observatory mechanics, which is going to be available for any nation owning a Dwemer Stronghold.

You can subscribe to the mod on:

For exclusive updates and teasers, subscribe to our subreddi...

▶ Play video
tulip plume
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Hello, everyone!

In today's development post, we would like to showcase to you the Generic Mission tree, which has been overhauled during one of the latest updates of Elder Scrolls Universalis. This mission tree is one of the most important ones in the mod, as unlike vanilla, the generic missions are available for every nation in the mod. This is possible due to the extension of the mission column number up to 10, the first 5 of which are dedicated to the generic missions, while the latter 5 are to the flavour ones.

However, this requires the generic mission not only to be interesting but also extremely flexible to prevent players and AI from being stuck at certain chokepoints, making further completion of missions impossible. The latter problem was addressed pretty easily by separating the Generic Mission tree into multiple branches, including the missions dedicated to conquest, trade, colonisation, expansion, religion and building construction. Therefore, for example, naval missions will not prevent landlocked nations from completing trade missions. Making the Generic Missions interesting, however, took a lot of our time, as we aimed to create unique icons, rewards and requirements for each of the 73 generic missions. Nonetheless, I do hope that this work was successful enough to provide you with content that can be gradually explored while guiding you through the main milestones that every nation should ideally pass on its way to world dominance.

Of course, we should note that our work with missions is not done yet. The overhaul of the Generic Missions is just another step on our path to adding Flavour missions to each culture on the mod. We are going to show you more flavour missions in the next development posts. That's all for today. Thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase 6 new factions that were added to the mod with the latest update. Factions can provide powerful bonuses to nations, or they might depend on unexpected influx of precious monarch points in case the balance of powers changes in the not desired way. However, their addition to the mod was pretty much limited due to technical difficulties associated with the presence of more than 50 governmental reforms, each of which defines its own set of factions, therefore forcing us to create generic factions that would theoretically fit every nation. Nonetheless, now this limitation has been bypassed, and we can create flavour factions for specific cultures and religions, including three Houses for Breton nations and notable groups of Reachmen for Reachmen nations exclusively. Of course, we do plan to continue the work in this direction and add unique factions for other nations as well, so feel free to throw in your suggestions - I will be glad to discuss them and implement them for the next update of Elder Scrolls Universalis.

That's all for today, thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase to you the new Reachmen mission tree, available for each and every nation of Reachmen heritage, inhabiting the highlands of Skyrim and High Rock. This mission tree, consisting of 42 missions with unique icons, triggers and rewards, is formed by several branches, allowing you to independently focus on strengthening your clan and completing religious-associated clans while conquering your neighbours, no matter the starting nation you choose. However, certain nations might still find it easier or harder than others. Additionally, there are a couple of special missions, allowing you to get access to a unique type of advisor, the Hagrevens, and spawn a new religion if you manage to conquer Cyrodiil during your playthrough, following the path of Longhouse Emperors. We do hope that the addition of this flavour content will make your games more interesting and provide you with both the guidance for your expansion and the power to freely embark on your own journey to lead the Reachmen tribes to places where they have never been before.

That's all for today, thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase to you the Knightly Orders mechanics available to Breton and Horsemen nations. The lore of Elder Scrolls features many Knightly Orders - too many to be added via the Holy Orders mechanics. Therefore, to add every known Knightly order to the mod, a new mechanic was created that allows the players to hire those orders as mercenary companies. Those companies can be hired outside of 3 active mercs per country limit, but they do not have any special military bonuses assigned to common mercenaries. Additionally, to recruit Knightly Orders, the player should spend a special currency called Chivalry, which is dependent on the player's actions. Thus, we hope that the introduction of this mechanic to the mod will make your High Rock campaigns more entertaining and will provide you with new ways to defeat Orcs and High Elves, who desperately want to claim the lands of Breton and Horsemen.

That's all for today, thank you for your attention and have a nice weekend!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase the new governmental mechanics for Horsemen nations, implemented using the custom GUI to represent a variety of gods and minor deities revered on the shores of Iliac Bay. Originally, this content was supposed to be added to the mod via the personal deities, but the introduction of the Piety mechanic to Druidism religion, widely spread among the Horsemen nation, made it impossible, as there was simply no space there to add another button. Therefore, after careful rethinking, it was decided to use the space available in the government tab to create a new window featuring 14 Iliac deities, the blessing of which could be acquired by owning some province in High Rock. Thus, the player will be given the goal to pursue and the additional methods to withstand the growing influence of Breton and Orsimer nations, who would not lose their chance to secure their own dominance around the Iliac Bay. I do hope that the addition of the Iliac Deities mechanic will also introduce additional flavour into the mod and give you something to play with why you are waiting for a Horsemen mission tree.

That's all for today, thank you for the attention and have a nice weekend!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase to you the newly added Reachmen Authority mechanic. This mechanic, in some way, is similar to the Emperor of China mechanic, but instead of owning tributaries, you need to own special provinces inhabited by various Reachmen clans, which are too minor to be added as an independent nation. As adding the information of the exact locations of those provinces to the GUI itself is not really possible, the players are also granted a special decision to unify the Reachmen tribes, which requires the named provinces exactly. Therefore, the players should be able to accumulate Reachmen Authority quite naturally during their gradual expansion in order to spare it on passing 5 Reachmen Reforms or 5 special actions, such as changing personal deity, increasing development or divorcing with a consort. Thus, we do hope that the introduction of Reachmen Authority will not only add additional flavour to your playthroughs but also make them more interesting and enjoyable.

That's all for today; thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

sacred barn
tulip plume
tulip plume
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Hello, everyone!

In today's development post, we would like to showcase to you a couple of Altmer national ideas added by Vertas. National ideas are important parts of the mod, as they affect the gameplay and provide additional flavour to the game. Therefore, we aim to add them not only for every formable nation but also for prominent countries present at the start of the game so the players can see diversity among cultural ideas that have already existed for every nation based on their primary culture. Additionally, those changes might also affect the choice of the nation to play as, so you would not have to choose it only based on geographical position, religion or ruler skills. Of course, the work with national ideas is not done yet, and we will add more of them in the next updates of the mod.

That's all for today; thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

tulip plume
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Hello, everyone!

The time has come to look back at the progress on the development of ESU during 2024, and therefore, we have created a special post highlighting various flavour and rebalancing changes conducted, all of which are publicly available for you to try.

The "Progress Through 2024" is quite big, so it was uploaded only to our subreddit: https://www.reddit.com/r/elderscrolls_mod/comments/1ifhwn4/progress_through_2024/

That's all for today, thank you for your attention!

You can download the mod via:

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.

Reddit

Explore this post and more from the elderscrolls_mod community

This is a global mod that will take you to the expanses of the fantasy world of Elder Scrolls Universalis.

tulip plume
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Hello, everyone!

In today's development post, we would like to showcase to you the Dwemer Mission tree. Dwemers are perhaps one of the most advanced races in the Elder Scrolls universe, who have settled in multiple regions in the northern hemisphere of Tamriel, where you can still find the remnants of their existence in every modern Elder-Scrolls-based game. A lot of content, like various flavour events, custom GUI mechanics, special unit and terrain types, were already released for dwemers throughout the last years of the mod's development, hence why the mission tree in the first place acts as a bounding knot between the aforementioned flavour content, encouraging the players to interact with Tonal Resonance and Snow Elven enslavement mechanics, overdevelop own provinces, secure production of Aetherium, et cetera. Secondly, Dwemer's mission tree also has a lot of missions focused on the expansion of the nations, dealing with the Vampire threat, establishing outposts and propagating influence over the other, less advanced races. Therefore, this mission tree joins together the existing content for Dwemers while setting up various new goals for the player to achieve, pointing them in a direction that leads to the restoration of the once mighty Dwemer empire, so suddenly lost as a result of the battle of the Red Mountain.

That's all for today; thank you for your attention!

We are also looking for new members in our dev team. Modding experience is not required - if you are interested in it, we will teach you. If you would like to join us, contact Aetherum, or any other developer, or just leave a note on our Discord/Subreddit/PDX Thread.