STEALTH MODS
THE REDGUARDS
Wilbur, owner of The Count's Arms in Anvil, a major port on the western coastline.
The artistic direction in regards to Tamriel's most naturally talented and athletic race was exceedingly simple: make them appear like African Indigenous peoples, African Americans, Caribbeans, and peoples from the Middle East - Egypt and Morrocco in particular. And yet even with this clear and concise mindset, I had to make sure that a certain amount of tenderness peered through their hard outer shells, like the older members of this proud race had gained much insight and wisdom as a result of their encounters with conflict and death. As an interesting sidenote, I can also add that throughout TNR's development, I made myself listen to music that represented as closely as possible the spirit of each race. Obviously, for the Redguards, that meant R&B, Indigenous tribal beats, Arabic music, Jazz, Reggae, and yes, even some Rap. Because the work atmosphere was so much fun, I can honestly say that the Redguards gave me the least amount of trouble.
TNR MODS
OVERHAUL MODS
STEALTH MODS
TNR All Races Final and TNR-SI (and TNR-SI-NoHelms) are now the only supported TNR mods. Use TNR for Shivering Isles as well as TNR All Races Final if you have the Shivering Isles Expansion pack.
TNR Shivering Isles
TNR SI (No Helms)
TNR All Races Final
Designed to maximize your thieving and immersion in the game, TIE utilizes only vanilla resources. Visit the TIE page for more information.
Tamriel Immersion Experience (TIE)
Also, please watch this space for the upcoming Shivering Isles version of TIE (SIE or Shivering Isles Experience). I and a few other people are still working on it.
Hear Me Not
Enhances thieving by reducing sounds such as doors, lockpicking, sack and crate opening, and a whole lot more.
Stealthier Magic
Removes most spell's
travel effects and casting as well as travel
sounds, leaving only impact related ones. End result is a stealthier
magic experience. Also affects enemies, so be careful.