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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.
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Not all of these mods are required to enjoy TNR. If you like the new look of all ten races, just use TNR All Races Final - it contains all of them in one. 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

- TNR The Imperials

- TNR The Bretons

- TNR The Redguards

- TNR The Nords

- TNR The Altmer

- TNR The Bosmer

- TNR The Dunmer

- TNR The Orcs

- TNR The Argonians

- TNR The Khajiit




- 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.
TNR MODS
STEALTH MODS
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