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  1. XunAmarox Modder's Resource

    Description
    I'll add some more stuff later after I finish my current project but I feel that these two things are severely needed by the modding community so I want to get them out there right away.
     
    What's Included
    As of right now there are just three scripts: One to create custom displays (e.g. for stuff like elder scrolls, thieves guild stuff, daedric artifacts, or whatever you want!), another for a disenchanting font which removes all enchantments and improvements from an item placed in a container and returns it to the player. Well, you could call it a renewal font or whatever you want since it pretty much renews the item to its original state before anything was done to it. And as of 1.3 a script to display animated objects (toggle their animation on/off) much like the display script does but it's set up for the Auriel's Bow Pedestal (a static version of it) so you'll need to edit the source and rename it for any other animated object you want to use it for. 
     
    I've also included an esp with a small test cell with the scripts implemented so you can study how the scripts work. You can go to the area via console with "coc 0xtestlab" and it's in the CK under 0xTestLab right at the top. As of 1.3 it's probably not too useful for showing the newer features. I recommend just taking a look at my Stormcrown Estate mod to see how I implemented the scripts if you're having issues.
     
    Tip: To create a static object of any item you don't need to extract it from the BSA just edit it in the Object Window and copy the entire line it lists under Model, something like Clutter\Containers\Satchel.nif and then when you create a new static object make sure you're in your Meshes folder then just paste that address and click Open.
     
    How to use
    aaXunDisplayScript
    -Create a static item that will be what you are displaying and set it to initially disabled.
    -Create a container (set to not respawn), and hide it off of the map like under the floor or behind a wall or something (hiding it is optional but recommended).
    -Add the script to a new trigger.
    -Go to Primitives tab and make sure player activation is checked.
    -Go to the scripts tab and then Properties and click Auto-Fill.
    -Hover over various sections for descriptions, it should be intuitive.
     
    Only one of DisplayArmor, DisplayWeapon, DisplayItem, DisplayBook, or DisplaySoulGem, should be used at a time and should point to the original item's BaseID. The words after Display are the category it falls under - Item is for MiscItem.
     
    DisplayReference should link to the disabled static item you added earlier, the script will enable/disable it based on whether the real item is added or not.
     
    DisplayContainer should link to the hidden container you created earlier. It doesn't need to be unique, you can use one container for your entire display setup.
    When activated, the script should take the item out the player's inventory, move it to the container, and enable the static item.  When activated again it will disable the static item and move the item back to the player's inventory. Any improvements or enchantments will have been retained.
     
    aaXunDisenchantingScript
    -Add the script to a container, any container will do.
    -Create a new Global under Miscellaneous/Global called RFontGlobal with variable type of short, value set to 0, and Constant left unchecked.
    -Create a new message under Miscellaneous/Message called RenewalFontMSG and keep Message box checked, inside the text box add a warning letting the user know what's happeing for instance "Items you place here will have all improvements and enchantments removed." or something.
    -Go to properties in the script and click Auto-Fill.
    -Done. Script will now work, any item added will be "disenchanted" and renewed to its original state. It'll also remove any smithing improvements done or renaming. Additionally, on its first activation the user will get the help pop-up that you wrote earlier.
     
    aaXunDisplayScriptAnim
    Currently this one only works for the Auriel's Bow pedestal which you'd want to create a static object for. If you wanted to use it for a different object you'd need to edit the source and change "AnimIdle01" and "AnimIdle02" to the appropriate animations but if you're going to do that then ensure you change the name of your script before distributing it so it doesn't conflict with anyone else's. The animation names are listed when you prevew an item (right click > preview)
     
    To set this one up you need to place a static copy of auriel's bow pedestal and then create an activator and add this script to the activator.
    --Go to Primitives tab and make sure player activation is checked for your activator.
    -Open the script and hit auto-fill, PlayerRef and defaultLackTheItemMSG should be filled for you.
    -Set the DisplayContainer to the hidden container where the bow will be stored for safekeeping.
    -Set the DisplayAnim to the static copy of the auriel's bow pedestal
    -Set the DisplayWeapon to Auriel's Bow (DLC1AurielsBow)
    Hit OK.
     
    Permission
    This is a modder's resource. You are free to re-use it, modify it, and include it in your mods as much as you want as long as credit is given.
     
    Changelog
    Version 1.1
    -DisplayItem renamed to DisplayMiscItem to avoid confusion.
    -Linking the static reference to enable/disable to the activator is no longer required. It was just an oversight as we already set it in the script, now the script uses that variable rather than checking for linked references. It should be easier to do multiple displays now.
    Version 1.0
    Initial release.

    28 downloads

    Submitted

  2. Sculpture Statue Mannequins

    Sculpture Statue Mannequins
    by XunAmarox
     
    Description:
    This replaces the default wooden male mannequin with a female stone sculpture/statue mannequin.
     
    I never particularly cared for the wooden mannequins, though I suppose a female one would have been nicer. And well, the "real" ones just weird me right out. Like a bunch of brainwashed models standing around or something. *shivers*
     
    So anyways, I thought having them like Greek Sculptures would be nice. Both realistic and yet fake. Best of both worlds.
     
    What it does:
    Replaces Skyrim mannequins. If you have HearthFires DLC and want your HearthFires mannequins to look like this as well there's a separate main download for that which includes both the Vanilla and the Hearthfires mannequins. The HearthFires version includes both HearthFires and Vanilla mannequins in one convenient download - choose one or the other: Either Vanilla Only or Vanilla+Hearthfires.
     
    If you don't have or don't want the Hearthfires ones, the Vanilla one should be fine. HearthFires isn't required for the Vanilla one so anyone that doesn't have it shouldn't have to worry about that. BUT THERE CAN BE ONLY ONE. If you want the Vanilla one grab it here: Sculpture Statue Mannequins - Vanilla-26266-1-1.7z
     
    No Scripts are modified in this mod. Only the Mannequin Actors and Mannequin Race are changed.
     
    By default, the mannequins use the default CBBEv3 models, and some modified textures. You can use any CBBE texture compatible mesh you'd like however. Just drop the meshes in: "Data/Meshes/Galatea/" and it should be how you want it.
     
    If you want to use it with another body mod... it may be more complex of a process. Textures go in: "Data/Textures/Galatea" but you'd have to edit them yourself to make them look like a sculpture.
     
    If you have Photoshop, here's how you do that really easily:
    Desaturate
    Brightness/contrast: 44 59
    Filters > Noise > 6
    Save as DDS as either 8.8.8 (no alpha) or 8.8.8.8 (alpha)
    You'll need the appropriate NVIDIA plugin to open and save DDS files.
     
    Installation:
    Pretty straight forward. As the files are just an esp and a bsa, just drop them in your data folder and activate. NMM should take care of everything for you.
     
    I added an optional file for those of you that have UNP. Well, it's UNPB textures which I assume are the same anyhow. UNPB textures-26266-1-1.7z
     
    Here's the UNP install procedure:
    1. Navigate to Data\meshes and create a folder called galatea
    2. Navigate to Data\textures and create a folder called galatea
    3. Navigate to Data\meshes\actors\character\character assets and copy your UNP texture compatible body files to the meshes/galatea folder you made
    4. Navigate to Data\textures\actors\character\female and copy your UNP textures over to the textures/galatea folder you made
    5. Now install the optional UNPB texture pack I put up. NMM or manually, whatever works for you.
     
    Uninstallation:
    Just delete the esp and bsa. Should be fine.
    Credits:
    Caliente for CBBEv3
    If I missed anyone, let me know!
     
    Permission:
    -You can INCLUDE assets from this mod in your mods as long as credit is given.
    -You can not MODIFY assets of this mod and re-release them without first obtaining permission.
     
    Known Issues:
    -Brows may look outlined a bit darkly in some lighting. I'll likely release a patch to fix this in the near future.
    -Small seam at the neck (likely existed in original, only more noticeable with noise). May 3D paint in Blender to see if I can fix it at some point. If it proves too difficult I may just make it a seam in the statue itself like it belongs there to mask it.
     
    If you need the loose files grab them here: Sculpture Statue Mannequins - Loose Files-26266-1-1.7z
     
    Incompatible Mods:
    -Any mod that changes the mannequin races (manakin race) or overwrites files in the galatea directory (meshes/galatea or textures/galatea).
    DartHairColors - dirty edit to mannequin race, clean with TES5Edit
    Sweet and Sexy Lingerie shop CBBE - remove any esp entries relating to mannequins (open in CK, Details, hit Delete key next to entries, load esp in CK & save - done), remove galatea loose files.
     
    Changelog:
    11/11/12 - Version 1.1: Hair Fix. Hair now properly replaced by Hair Biped object.
    10/30/12 - Version 1.0: Vanilla+Hearthfires Initial Release
     
    Permissions
    -You can INCLUDE assets from this mod in your mods as long as credit is given.
    -You can not MODIFY assets of this mod and re-release them without first obtaining permission.
     
    Credits
    Caliente for CBBEv3
    If I missed anyone, let me know!

    745 downloads

    Submitted

  3. XunAmarox Colored Map Markers

    Summary:
    Contest winning map marker design based on EzEs Colored Map Markers. SkyUI 4.1 & all DLC compatible. Colored compass & unvisited markers included.
     
    Required:
    SkyUI 4.1 - May not actually be required... If you don't use it, let me know if it works alright without it.
    I'm not sure how it'll do on older versions of Skyrim since there are markers from Dragonborn & Dawnguard. I'm also not sure if not having those DLC will affect it.
     
    Design:
    I started out with the idea that not everything needed unique colors because it becomes overwhelming and confusing and similar places should share colors to reduce clutter and make things easier to find on the map. So to do that I went through and reorganized the whole thing to make sure it all made sense. I tried to use mostly desaturated warm colors to that end. As for the coloring itself... I went with a yellow/orange (same spectrum) combination for the Major Cities & Palaces because I wanted them to be visible but not obnoxiously colorful, but still look related (e.g. same spectrum). They could have been about any color, but I thought a warm color would go best with the rest of the colors I chose which were also in the warm color spectrum.
     
    I went with a very desaturated light brown color to indicate settlements because they're things that shouldn't really stand out that much and aren't a threat, so they should have a very mild color. For dungeons (e.g. very dangerous places) I gave them red as per the natural color response stimuli of red meaning danger so it indicates that the places is probably going to be hostile and dangerous, but I kept it very light and desaturated since these places are numerous as to not overwhelm the map with colors and become overly obnoxious... For the other world locations I went with a darker brown since they're more important than settlements though generally not as hostile as the more dangerous locations. The dark brown is a bit more vibrant, but brown tends to not be a color people associate with colorful and vibrant, so I figured it wouldn't draw too much attention other than making them noticeable.
    As for the couple of special things, I wanted them to be very identifiable. Daedric Shrines are very rare in the world and attributed to Daedric Princes, so I wanted that to really stand out on its own. Dragon Lairs, a very dangerous and very unique set of places on the map and there aren't that many of them. With the Doomstones, I wanted these to have their own color and stand out more than other things because being able to find and change one's sign is pretty important. Giant Camps I made a lighter slightly more saturated red than the dungeons because they aren't really dungeons, but they're still extremely dangerous places. As for Stormcloak/Imperial camps, I wanted to give them their side's respective colors: red and blue.
     
    Now, the player markers... Those are things the player is going to be seeing all the time and they tend to be vitally important. That's why I chose to go with green for the markers indicating places the player needs to go, since I made sure not to use the green spectrum anywhere else on the map so they would be noticeable. I left the generic markers a desaturated green, but made the player's custom marker a very bright green to be still in the same spectrum of normal markers, but to really pop out. I made the locked door thing an orange-ish color to indicate you can't go that way or it needs a key or whatever so it would be obvious but not stand out too much. And the player marker itself... I was actually really iffy on that. At first I had it a really bright red to make it stand out, but after I went with red for dungeons and Imperial camps I decided it might get too washed out and be hard to find... so I gave it a unique color. I went with the blue spectrum since very few things used that, but went much brighter so it'd be immediately noticeable and really pop out.
     
    History:
    Back in November of 2012 I won a design contest for the next new design of EzEs Colored Map Markers (linked above). I've used it ever since - I love it. Unfortunately when xEightballx updated his mod for SkyUI 4.1, much to my dismay, mine was never included. I completely understand -- it took me hours to do just this one while xEightballx was juggling 12 different versions. Insanity!
     
    It makes sense to me in retrospect why only a handful were chosen to be updated and also why he does not include unvisted markers or the vast majority of compass markers. If you just do the map's discovered markers that's 1/2 of one page. If you do what I've done however, it's a full page for both the discovered and undiscovered markers, and then that is doubled because I did them for the compass as well. So my one map marker set that I'm uploading now is probably equivalent to about 4 of the others in terms of how much was done.
     
    Making these colored map markers is not hard. It is however tedious and time consuming. If you want to know how to do it yourself, it's really so simple anyone could do it; xEightballx has a video tutorial on how to do it, so check it out if you're interested. I couldn't have made this without it.
     
    The biggest problem for me using SWF Decompiler is that it doesn't play nice. Ctrl+A and Ctrl+V don't work so I have to manually highlight then right click and choose paste every time and every single time I have to select Solid from a drop down on what type of fill I want to do. Then, pretty frequently all the thumbnails will just disappear so I'd have to close the program and re-open it. Then, sometimes it refused to fill some markers at all and I had to go into select and individual groups and ninja my way around it. Tedious, time consuming, and a lot of work done exclusively with one hand since your other is completely useless.
     
    All of that said, with the stark reality that EzEs markers will likely never be updated with mine ever again and xEightballx's video tutorial found I decided to just do it all from scratch myself, updated for SkyUI 4.1 and all the DLC's.
     
    I actually had to redo the compass markers 3 times because first I started on the one included with EzE's which was horribly outdated, then I did it on the one extracted from my Interface bsa file, and then finally once more on the one from my Update bsa file. I'd gotten at least 80% done on each of those so yeah.. I was ready to start banging my head against the wall.
     
    Changelog:
    1.1 - Shape 307 which was previously thought unused (3 quest pointers stuck together) was colored (it's used one time, when you're sent to talk to Arngeir for the Peace Council I believe, or something like that). So, just minor update. You probably won't even notice, but I've got you covered anyways.
    1.0 - Initial release
     
    Credits:
    xEightballx's video tutorial on how to edit Skyrim SWF & GFX files. I couldn't have made this without it. Also, he should be credited for the contest which inspired me to originally design my own map marker scheme.

    195 downloads

    Submitted

  4. Realistic Wooden Mannequins - CBBE - UNP

    Description:
    This initial release only has female mannequins and requires either a CBBE or UNP compatible body and texture installed. Later I may do a male version if there's enough interest.
    This mod changes the mannequins in the game to a realistic wooden mannequin with the anatomical shape you would expect for a person but with a wooden texture - much better than the vanilla game's wooden mannequin textures. As a result they look less creepy while still preserving the original ideals of the game's designers. They also happen to be proper female mannequins rather than males which don't exactly display female armors very well.
     
    Some of you may remember my Statue Sculpture Mannequins. The knowledge I gained from making those assisted in my creation of these. While my statues were great without an ENB they don't look so great with one and lately I've been looking at home designs (specifically some of Elianora's work) and they just seem like wooden mannequins would go better with the decor, color-wise. And so, these were born. It was quick and easy - to be honest I spent more time packaging this thing up than I did making it!
     
    READ THIS: Screenshots provided are not indicative of how the mannequin bodies will be shaped in your game - they will use your existing female body meshes.
     

     
    Installation:
    If you have NMM you should be presented with an installer. Choose whether you want the Vanilla or HearthFires version. The difference is that the Vanilla version doesn't change any mannequins introduced in HearthFires and the HearthFires version does, along with having a dependency to the HearthFires DLC. I understand not everyone has it though so I have the Vanilla version available.
     
    Next you'll choose whether you have a CBBE or UNP type body. Of note, you don't need CBBE or UNP specifically, just bodies that are compatible with their textures, but as the mod draws on your existing models and textures it's important that you choose the correct one.
     
    By default 100 weight mannequins will be installed. If you'd prefer 50 weight mannequins they have been provided for manual installation within the file archive in the folder "[Optional] Weight-50" - you will have to install this manually if you want it.
     
    I recommend only installing this before you start a new game. If you don't you may experience issues such as neck gaps or discolored faces, or even more bizarre ones like a wrong face or body. Warning: if you choose to add this to an existing save I recommend creating a backup save before doing so as these things tend to get baked into saves and you would end up having to troubleshoot potential issues with the mod whether you kept it installed or not at that point. The issues are of course minor in nature and easily fixable with console commands but it's still good practice. There are however no scripts involved in this so aside from facetint data and NPC weight data being baked into saves for mannequins this mod is completely safe.
     
    The general procedure to correct neck seams is to use the following command after clicking the NPC in question: setnpcweight ### with ### being the intended weight. After you do this close the console and the neck gap should have disappeared. Now you would use disable then enable as at this point the face will have discolored with the facetint data being lost once the weight was changed. Follow that with a quicksave and a quickload and if it didn't fix it try to disable/enable again. Unfortunately, this doesn't seem to work with mannequins for me. So, uh... good luck with that if you run into it!
     
    Credits:
    Stock wood texture from Mayang's Free Textures: LINK
    CBBE by Caliente - base texture for CBBE version (specifically my CBBE Innies modified version)
    UNP by dimon99 - base texture for CBBE version
     
    Incompatible Mods:
    -Any mod that changes the mannequin race (Manakinrace) or overwrites files that are added with this installation.
    Find another? Let me know.
     
    Known Issues:
    -Neck gaps can occur if wrong NPC weight values are baked into an existing save, this can be fixed with console commands or by simply starting a new game. It's not the fault of this mod, it's just how data is baked into saves by the game engine.
    -Discolored faces may result from setting an NPC's weight with console commands but this can be resolved by disabling and enabling the NPC along with a quicksave and quickload.
    -Mannequins walking around? That's a vanilla bug but there are mods that correct that issue - it's not introduced by this mod.
    -Incorrect face or body race? Something is incorrectly baked into your save, try starting a new game. If that doesn't work you have a mod conflict.
    -People are incapable of reading and/or grasping the concept that these mannequins use their own existing body meshes and may be prone to making stupid comments. No solution currently available.
     
    Version History:
    1.0 - Initial release, female only. CBBE & UNP available.
    1.1 Hotfix - This hotfix addresses a neck gap issue that surely would have arisen by my accidentally forgetting to include the FaceGeom mesh data, the hotfix will update 1.0 to 1.1 for the default 100 weight variant.
    1.1 (full) - This is essentially just the combination of 1.0 and the 1.1 hotfix along with FaceGeom data for the 50 weight variant included for manual installation if it's the preferred weight. This is more or less the release that 1.0 originally should have been - just adding some meshes I forgot to include.
     
    Credits:
    Stock wood texture from Mayang's Free Textures: LINK
    CBBE by Caliente - base texture for CBBE version (specifically my CBBE Innies modified version)
    UNP by dimon99 - base texture for CBBE version

    766 downloads

    Submitted

  5. Dovahzul wah Joorzul - An in-game Dragon to Mortal Dictionary

    Description
    Adds a book to the game that contains the entire dragon alphabet as well as all known common translations.
     

     
    Add it to your game via console.
     
    player.additem xx000d62 1 ;Dovahzul wah Joorzul  
    Replace xx with the mod's load order. Text after ; not required, that's just a label if you want to make a bat file.
     
    Video
    Start at 10 minutes 36 seconds: video 
     
    Credits
    Thuum.org - dragon alphabet font and translations
    Dovah Zul Wiki - further translations
     
    Changelog
    •Version 1.1
    Minor corrections. A "/" after "Mine" was removed and an extra "Mine - Dii" was removed.

    •Version 1.0
    Initial release.

    67 downloads

    Submitted

  6. CBBE Innies

    Description:
    Changes the texture that comes with CBBE to have an "innie" rather than "outie" pussy. It may be called a "cameltoe" pussy, or in Japanese "sujiman." Comes in six styles (currently): shaved, traditional, small strip, strip, v, and imperial dragon. Features brand new nipples, and several normal map options to choose from. See images/installer for exact depictions.
     
    No ENB or post editing were done on images. If you want to make some better ones feel free to upload them!
     
    Want to learn how to make an NMM installer yourself? Check out my NMM Installer Tutorial.
     
    If you're looking for Innies for UNP compatible bodies you can get that here:UNP-UNPB Innie - no support-39301-1-5-1.7z (untested and no support provided)
     
    Changes include:
    1.0+ "innie" pussy/reworked vulva
    1.0+ edit of lower back, vulva, stomach, and nipples on normal map
    1.0+ new spec map
    1.1+ does not change belly button from default CBBE
    1.1+ includes an optional face texture
    1.3+ includes an optional Better Males style abs
    1.4+ includes 4 new shaving styles: small strip, strip, v, imperial dragon
    1.4+ includes brand new nipples and normal for nipples
    1.4+ includes Sporty Sexy Map + Fitness Body by xs2reailty and SvarogNL, included with their permission
    1.4.1+ removes "fat rolls" from feet that most other textures have
     
    Should be compatible with adding shaving styles via TextureBlend if you would like more options than provided. Just install shaved/waxed style if you intend to add different styles with texture blend.
     

     

     
    REQUIREMENTS:
    (required) Calientes Female Body Mod Big Bottom Edition -CBBE- by Caliente
    (optional) Official textures from CBBE pack. Otherwise, use TextureBlend to remove seams around neck/wrists. Make sure you do it for color/norm/spec. If you've already ran TextureBlend on your textures previously then you shouldn't need to do this.
    Note: As of 1.1 there is an optional face texture included if you prefer to just use that instead.
     
    Installation:
    -Install default CBBE textures first (otherwise run TextureBlend on face/hand textures afterwords because it's made to be compatible with the default CBBE textures.
    -Install with NMM. Choose option in installer.
     
    Non-NMM installation:
    -Install CBBE's default textures first as per above.
    -Install "0 - Common" folder (e.g. open, then paste textures folder over your own textures folder in Data directory, confirm overwrite)
    -Choose either "1 - Shaved", "2 - Traditional", "6 - sm strip", "7 - strip", "8 - v", "9 - dragon" and install as per above. There can be only one.
    -[Optional] If you prefer toned abs choose either "4 - BM Abs" or "5 - Sporty Abs" being abs based on Better Males and Sporty Sexy Map respectively.
    -[Optional] If you want to install face textures as well then use folders "3 - Face"
     
    Changelog:
    1.6 - February 22 2014 New!
    -reverted leg normal map to default CBBE to remove cellulite looking effect
    -changed butt normal to more like default CBBE
    -completely redid spec map to remove the blockiness when glistening
    -removed BM abs from the package since I just don't think it's very good
    -arms reverted to default CBBE normal map
    1.5.1 - January 9 2014
    -Neck seam fixed. The supplied spec map didn't have TexBlend ran on it. You can download the Update file if you already have 1.5 so you don't have to redownload the entire package. 
    1.5 - January 8 2014
    -Incorrect face textures were accidentally included in previous versions. This has been corrected. Face textures supplied now from CBBE skin texture by navetsea, ran through Texture Blender to remove seams.
    -Vampire Face Textures now included in fomod installer as optional rather than requiring the user to download an extra optional file.
    1.4.1 - August 26 2013
    -Fixed the problem with the ModuleConfig.xml introduced in version 1.4 which was due to NMM not installing from folder paths properly and they needed the individual files to be explicitly defined.
    -Fixed the foot fat rolls that I'm not sure who the heck decided that it would be a good idea to add to the normal map but all of them have it as far as I know of save for mine now.
    1.4 - August 09 2013
    -brand new nipple texture
    -redesigned nipple normal map
    -4 new shaving styles: strip, small strip, v, and imperial dragon bringing us to 6 total
    -"Sexy abs" renamed to Better Males Abs to prevent confusion
    -[Optional] Sporty Sexy Map abs (by xs2reality) + Fitness Body ab smoothing (by SvarogNL)
    -Made NMM Installer script a bit less clunky
    1.3 - August 6 2013
    no change, just packaged the archive with better compression so it's half the size so it saves everyone a bit of bandwidth
    1.3 - August 5 2013
    -Removed a few moles/imperfections
    -Added an optional "sexy abs" normal map
    1.2 - August 4 2013
    -fixed 1.1 package. The shaved texture included in 1.1 was actually the one from 1.0 so it would look pretty bad with the 1.0 texture and 1.1 normal. So now it's the right texture! xD
    1.1 - August 3 2013
    -updated some textures to use 8.8.8 uncompressed formats rather than DXT1/DXT5 to prevent any unsightly "blocking" due to bad compression.
    -Reverted belly button to default CBBE belly button.
    -Supplied optional face textures for people that can't figure out texture blend or cba to install the official CBBE face pack.
    -resized fomod images to better fit installer
    1.0 - July 31 2013
    -initial release
     
    Credits:
    Thepal for his nude females texture Caliente based his texture on supplied in the CBBE 3.2.3 release
    CBBE skin texture (face textures (as of 1.5), some norm - tummy, nipple, lower back, full spec, belly button from color), by navetsea (note: nipples/belly button no longer used as of 1.4+)
    Better Males by FavoredSoul for the base normal map ab texture I modified for the optional "sexy abs" normal in versions 1.3 and higher which is called "BM abs" in 1.4+
    xs2reality's Sporty Sexy Map for the new optional abs included in 1.4 as well as SvarogNL's Fitness Body for the upper and lower ab smoothing of the Sporty Sexy Map
     
    Permissions
    You are free to:
    - Share: copy and redistribute the material in any medium or format.
    - Adapt: remix, transform, and build upon the material for any purpose, even commercially. 
     
    Under the following terms:
    - Attribution: You must give appropriate credit, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
    - ShareAlike: If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
    - Exclusions: You may not under any circumstances remix, transform, include in a collection or mod pack, or redistribute any of these contents on NexusMods.
    - No additional restrictions: You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
     
    Exceptions:
    Some assets belong to other authors and you must gain permission from them first before you may use those assets. Assets include:
    - xs2reality's Sporty Sexy Map for the optional abs included
    - SvarogNL's Fitness Body for the upper and lower ab smoothing of the Sporty Sexy Map

    1731 downloads

    Updated

  7. NMM Installer Tutorial - FOMOD - FOMM

    This is a tutorial and example file of how to make a fomod NMM installer for your mod. Inside the download you'll find an Instructions.rtf - read it. It'll explain all of the tags of the xml files required, what they do, and how to use them. Some example xml files are also provided so that you can see how it's done.  
    Personally I wanted one when I was trying to figure out how to make an NMM installer but I simply couldn't find one. The only ones I could find were extremely long and far more complicated than they needed to be. This one just covers the basics of exactly what you need to do to make yours work for your mod.
     
    I go into detail with what all of the tags and fields do, to a point, but if you have a basic grasp of any kind of code, even basic HTML or BBCode will do, then you can probably just check out the provided xml files and you'll have a pretty good idea of what's going on and what you need to do and then you can check the instruction file if you come up with any questions you need to reference.
     
    If you've looked at the xml files and read everything in the Instructions.rtf and are still scratching your head then it may be helpful to go ahead and head on over to my CBBE Innies mod that I based this installer on (WARNING: It's NSFW and contains adult content, and nudity). You can download that file manually and check out how I have the xml files set up. They should be almost identical to this but with the fields filled in so you can see how one works in action if you can't figure it out. It shouldn't be necessary, but I'm just going to suggest that as a last resort.
     
     
    Also as an important note: I didn't mention in the instructions that you'll need to open the xml file with notepad (or ideally something like Notepad++ for syntax highlighting), because you're not going to get much use out of it if you just double click it and let it open in your browser. So make sure you're editing it with the text editor of your choice.
     
    Changelog:
    1.2 - August 26th 2013
    -It turns out that NMM isn't actually smart enough to install your mod if you only put the source folder and leave the destination blank. It'll go all the way through then when you click finish it'll say "Mod Not Activated" - this is at present time of editing with NMM 1.45.6. Each file needs to be explicitly defined and linked to.
    1.1 - August 9th 2013
    -added information explaining Flags and made the moduleConfig much more complex
    -a simple moduleConfig is still included
    -added information about file source and destination that will save people a lot of time
    -explained what the config tag up at the top of the xml file does just to make a certain someone happy
    1.0 - August 2nd 2013
    -initial release
     
    Permissions
    Don't upload this anywhere else.
     
    You have my permission to translate this mod to your language and do not need permission to upload a translation to this site or any other as long as it is very clearly credited to me originally. You only need to send me a message informing me that you've made a translation.

    129 downloads

    Submitted

  8. SlowerDampedJigglingBreast-Butt-Physics

    Hello,
     
     
    this is the BBP (breast- butt- physics) file, that commands the behavior of the butt, breast and belly of your character.
    Caliente Bodyslide is coming with one version, that is quite well, and the original file that comes with the original mod (HDT-physic-extension)  has always been to "quick" for my character.
     
    This file is now created from the original file, but I have "screwed down" the "quick-moving", so that bigger jiggles will look more natural and don´t speed up too much and react more slowly. From time to time I will edit this file and try to get my "special" or "beloved" HDT-body behavior. But for my taste it´s for now quite interesting and of course ready to be used.
     
    If you play with a shape that has "little" more breast, this may be a file for you.
    The mod will overwrite the existing hdtPhysicsExtensionsDefaultBBP.xml and if you want to return, you can simply reinstall the original mod again, or overwrite with caliente´s physics.
     
    Installation should work with every mod manager,
    or you can do it manually by exchanging the existing file with mine:
     
    data - SKSE - Plugins : hdtPhysicsExtensionsDefaultBBP.xml
     
    Enjoy!
     
    p.s. the latest file version is the LAST file in the list of the downloads

    27128 downloads

    Updated

  9. Bodyslide Shape Files

    Hello,
    this one I made from the SKYRIM SE-Bodyshape, which I once created for SE. (I added in the past the legs and hip-area for more beautiful legs)
    This is made now also for UUNPHDT and it allows us to play that shape in SKYRIM (LE).
    I hope you liked my creations so far and always think about the stuff is owned by their authors-I only formed it into "correct" curves:-)
     
    (Can be used for example for new character-creations, for followers or for a reference-body together with bodyslide, or as a new slider-morph-creation as well)
     
     
    (textures can be used from the first upload of this series)
     
     
    p.s. for a neutral-breast-distance you can use my added physics-file for a 1:1 breast-physics in the game and if you want to use your own  physics-file, you can zero the orange marked numbers inside of your physic´s file, which may give you a more suiting result in the case you use this body (make a copy of your old file before you do this!):
     
     
    (example of the content of the physics-file)
     
     
     
     
    ..............<hkparam name="name">NPC L Breast</hkparam>
                <hkparam name="properties" numelements="0"></hkparam>
                <hkparam name="material">
                    <hkobject>
                        <hkparam name="responseType">RESPONSE_SIMPLE_CONTACT</hkparam>
                        <hkparam name="rollingFrictionMultiplier">0.000000</hkparam>
                        <hkparam name="friction">0.200000</hkparam>
                        <hkparam name="restitution">0.000000</hkparam>
                    </hkobject>
                </hkparam>
                <!-- limitContactImpulseUtilAndFlag SERIALIZE_IGNORED -->
                <hkparam name="damageMultiplier">1.000000</hkparam>
                <!-- breakableBody SERIALIZE_IGNORED -->
                <!-- solverData SERIALIZE_IGNORED -->
                <hkparam name="storageIndex">65535</hkparam>
                <hkparam name="contactPointCallbackDelay">65535</hkparam>
                <!-- constraintsMaster SERIALIZE_IGNORED -->
                <!-- constraintsSlave SERIALIZE_IGNORED -->
                <!-- constraintRuntime SERIALIZE_IGNORED -->
                <!-- simulationIsland SERIALIZE_IGNORED -->
                <hkparam name="autoRemoveLevel">0</hkparam>
                <hkparam name="numShapeKeysInContactPointProperties">0</hkparam>
                <hkparam name="responseModifierFlags">0</hkparam>
                <hkparam name="uid">4294967295</hkparam>
                <hkparam name="spuCollisionCallback">
                    <hkobject>
                        <!-- util SERIALIZE_IGNORED -->
                        <!-- capacity SERIALIZE_IGNORED -->
                        <hkparam name="eventFilter">3</hkparam>
                        <hkparam name="userFilter">1</hkparam>
                    </hkobject>
                </hkparam>
                <hkparam name="motion">
                    <hkobject>
                        <!-- memSizeAndFlags SERIALIZE_IGNORED -->
                        <!-- referenceCount SERIALIZE_IGNORED -->
                        <hkparam name="type">MOTION_SPHERE_INERTIA</hkparam>
                        <hkparam name="deactivationIntegrateCounter">15</hkparam>
                        <hkparam name="deactivationNumInactiveFrames">49152 49152</hkparam>
                        <hkparam name="motionState">
                            <hkobject>
                                <hkparam name="transform">(1.000000 0.000000 0.000000)(0.000000 1.000000 0.000000)(0.000000 0.000000 1.000000)(0.000000 0.000000 0.000000)</hkparam>
                                <hkparam name="sweptTransform">
                                    <hkobject>
                                        <hkparam name="centerOfMass0">(0.000000 0.000000 0.000000 0.000000)</hkparam>
                                        <hkparam name="centerOfMass1">(0.000000 0.000000 0.000000 0.000000)</hkparam>
                                        <hkparam name="rotation0">(0.000000 0.000000 0.000000 1.000000)</hkparam>
                                        <hkparam name="rotation1">(0.000000 0.000000 0.000000 1.000000)</hkparam>
                                        <hkparam name="centerOfMassLocal">(0.000000 0.000000 0.000000 0.000000)</hkparam>
                                    </hkobject>
                                </hkparam>...........................
    hdtPhysicsExtensionsDefaultBBP-neutral-breast-distance.xml

    375 downloads

    Updated

  10. LamaKreis's Maidens of Skyrim - Loreley Follower CBBE HDT - UUNP HDT and Default

    A Breton shieldmaid (High Poly)
     
    Loreley is excellent at handling daggers and swords and can teach you these skills. Her dream was to join the companions in Whiterun, but on her way from High Rock through Skyrim, she ran out of money close to Rorikstatt. She had no choice but to look for a job at the local inn and earn some money.
    Should you be around, take a look at the inn and free the maiden from her predicament...
     

     
    Name: Loreley
    Race: Breton
    Weight: 100
    Body: The Nordic Bombshell
    Texture: Demoniac
    Combat: Trainer One Handed, left hand flames
    Location: Rorikstatt, Frostfruit Inn
    essential and marriageable     My followers of the Maidens of Skyrim series LE:

    Arinya
    Domana
    Hedy
    Ivy
    Liss
    Suki
    Lydia Replacer or Lynn Follower
    Serana Replacer and Lysanne Follower
    Inuel
    Dariya
    Wenya

    1492 downloads

    Submitted

  11. DMGfollower and more English translation

    English translation for above mod here on loverslab

    Since there isnt a discussion board for this mod on the loverslab mod page anymore, im posting this here.


    Just run a normal install of the base mod and replace the esp provided here

    62 downloads

    Submitted

  12. WOW Druid Cal Elph

    WOW Druid Cal Elph
     
    replaces the wolf model with an elf so far only 1 model later I will add a coloring 
    summon wolves and you will be lucky
     
    заменяет модель волка на эльфа  пока только 1 модель позже добавлю расцветку 
    призывайте волков и вам повезет 
     
    SexLab.esm
    SexlabAroused.esm
    CreatureFramework.esm


    SkyUI.esp
    UIExtensions.esp
    FNIS.esp

    SexLabTools.esp
    MoreNastyCritters.esp
    HentaiCreatures.esp (можно сразу вызывать )
    SexLabMatchMaker.esp 
    SLAnimLoader.esp
    slal Billyy_Creature рекомендую

    412 downloads

    Updated

  13. DARK MAGICAN GIRL and more!!!!

    this dmg can be found on whiterun palace with his twin ,on this mod you will find cards and armor stuff from yugi oh duel disk also 2 bikes and a third follower summon by card,on wizard palace desk. this a port from original version from se. i made it also check the original version too, this made it with autorization of creator of mod.
     
    on folder both version se/le : https://www.mediafire.com/folder/9ge3nhtzqwxkd/dmg
    if you wanna sponsor me :https://www.patreon.com/XAYS
    visit my tweeter for skyrim stuff: https://twitter.com/xays19https://app.mediafire.com/9ge3nhtzqwxkd
     

    187 downloads

    Submitted

  14. SexLab Shrines

    If you like my mods, you can support me on Patreon
     
    With this mod, if you find some human dignity in yourself, you have an option to redeem yourself. Once per day you can pray at and Shrine of The Nine Divines to raise purity(Sexlab "Sexual purity") and reduce lewdness(Sexlab "Sexual perversion").
     
    Required Mods
    Sexlab
    SkSe
     
    Description
     
    Hello there adventurer, can i ask you a question. YOU believe in The Nine Divines. I haven't seen you yet in our sanctuary, you must pay it a visit and pray there or something bad can happen. In our times Skyrim is full of depraved souls, that need Divine guidance, as an adventurer you must have been having a lot of sex, sleep with dogs, breed with chauruses, and other do carnality. Divines forgive!
    Pray The Divines and redeem your sins. Wait, what? You are not one of those dirty perverts? You hate all that debauchery going all over Skyrim? Well that good to hear, maybe you can become a Nun, no, not those depraved Dibella sluts selling their bodies for flowers, you can become a real Nun - fortress of purity and chastity! Don't hesitate, visit our sanctuary at once!
     
    eh?
     
    By playing Skyrim with Sexlab and its mods you are basically turning you character into slave-slut-whore-breeding-piece of meat whose sole reason of existence is have sex with everything that moves. Your sexlab stats and everything you do are pretty irrelevant.
    That is until you install SexLab Separate Orgasm, where stats matter and eventually you character can be broken to always horny nympho that is always craving and can never have enough satisfaction.
     

    errrm...
     
    Works with (10) npc's too.
    Mod works without SLSO.
    there is no MCM, everything configured in json file
    Cool-down is reset everyday at midnight
     
     
    Configuration:
     
    You can change default values in SKSE\Plugins\StorageUtilData\SL_Shrines\Config
    example:
                                    (purity, lewdness, arousal), can be negative
            "shrine_of_talos" : [ 1, -10, -100 ],
    this will raise purity by 1, lower lewdness by 10 and reduce arousal by 100
     
     
    You can add message that would play for player, when using shrine
    example:
            "shrine_of_talos" : [ "I must support author on Patreon", "Here could be your add", "Did you know that Ed86 is Talos?" ],
     
     
    You can add additional spell effects to blessing, spell id is saved as DEC in json, you'll need to convert it from HEX used in tes5edit/CK
    example:
            "shrine_of_talos" : [ "1030554|Skyrim.esm", "1030554|Skyrim.esm" ],
     
    Mod supports 10 npc's. You can manually add/duplicate more aliases to quest if your want.
     
    Conflicts:
     
    Mods that change TempleBlessingScript and DLC2TempleShrineScript scripts of shrine activators
     
    Patches:
    Wintersun Patch:
    https://www.loverslab.com/topic/95410-sexlab-shrines/?do=findComment&comment=2995034
    Wintersun Patch guide
    https://www.loverslab.com/topic/95410-sexlab-shrines/?do=findComment&comment=3369409
     

    90605 downloads

    Updated

  15. Bodyslide Female Shape Files

    Hello,
    this one is also a nice one and is working with the existing hands and feet easily together.
    I am not exactly ready with the breasts (I think I can make it little better in some days) but I wanted to safe the file and share it.
    I called it "Viola"-Shape-it has a compact and fine working leg, hip and waist area with all the necessary curves.

    648 downloads

    Updated

  16. S.L.U.T.S. Resume Russian Translation

    Translation requires original mod to function|Для работы перевода нужен оригинальный мод:
    S.L.U.T.S. Resume Original Mod

    S.L.U.T.S. Resume
    Skyrims Licensed Universal Transport Service is looking for willing Sl- erhem.. Staff! to transport various goods through the cold and fierce Regions of Skyrim! 

    (Не)Долгожданный перевод этого прекрасного мода. У меня наконец дошли до этого руки, ура!

    В моде наверняка есть дофига и больше ошибок, так что докладывайте о всех, особенно грамматических.

    О файлах оригинального мода:
    Sluts - Redux_Cart требует Skyrim Special Edition, если сможете его переделать под LE, Scrab наверняка будет благодарен. (лично у меня на LE не сработала телега)

    Если у вас будут вопросы на русском языке, то попрошу вас обращаться на форум перевода, а если вопросы к моду, то на оригинальный форум мода.

    Ещё немного личных слов. Scrab проделал невероятную работу, и как по мне, пока что сделал для мода очень много, он уже создал задел на задания(части которых я видела когда переводила), и в моде есть много того, что вы вероятно никогда не узнаете. Наслаждайтесь переводом. И ещё, я выложила файл на LE, так как не все игроки LE проверяют моды на SE, а таким образом, я возможно распространю популярность, хоть немного


     
    Credits
    DocClox: Creating the original mod MrEsturk: Updating this mod to 1.18 -> Click Scrab: Updating mod to 2.4 and further, and allowing me to translate it AnInsaneMoose: HDT Chain Yoke 4nk8rb: BodySlide Files slvsaris: Alternate Cart Mesh Searinoxii: Creating a DCL Patch El Duderino: For creating the ponygirl mittens used in this mod. Rob J: For the custom S.L.U.T.S. Cart audhol: For the Filly Coin texture LinaHirata: UUNP & BHUNP SlaveTats Textures Neydzz: POP Patch Translation by: MaJaNamesuu Additional ponygirl screenshots provided by: MrEsturk, LatexLuger, max99max, valcon767, random11714 (Original Mod Page)

    394 downloads

    Updated

  17. cortana suit cbbe 3bbb and bhunp

    original creator rektas i made this port to le , come on cbbe 3ba and bhunp, all credits to recktas
     
    se version by recktas: https://www.rektasmarket.com/post/rektas-cortana
     
    my port to le : https://t.co/59hwRyUvX4?amp=1
     
    visit my tweeter ;  here i got 99% of things of what you see here XD
     ther

    229 downloads

    Submitted

  18. Devious Dremora

    Summon female dremora, wearing devious gear.  Sometimes they rape the caster.
     
    The staff which summons them is in the Arch-Mage's quarters, at the College of Winterhold.
     
    Outfits come in locked and unlocked versions.  They start locked, but to use the girls in combat you should unlock them soon.  The spell book which does that is at  Urag Gro-shub’s desk, in the Arcanaeum.
     
    They are meant to be used in combat like dremora lords, the main difference being they level with the player rather than being fixed at 46.  The girls have better perks, but devious gear offers no armor. Sex with the player converts them to thralls.
     
    If your character has high magic absorption which causes the atronach bug with the staff, use its spell version “Conjure Devious Dremora” instead.
     
    Devious Dremora - Primal Arenas is an add-on, where the player battles their primal forms in a combat arena.  Success toggles the Devious outfit for the lady, gives you her conjuration book, and you can win loot rewards. 
     
    To participate, go to the Midden underneath the College of Winterhold and use the atronach forge to craft the edible ingredients, which begin the arenas.  If you don’t have any forge ingredients, there will be some around, but bringing extra daedra hearts is good.  If you take off your armor during combat, you can win unique magic items like the Council of Queens staff, which conjures the primal dremora to fight for you.  
     
    Their primal forms are invulnerable so no point in attacking, just defend.  It is a shield challenge where the goal is to stay alive in the arena for 72 seconds.  For better, less crazy hit windows, especially while dodging naked, the mod Realistic Melee Range is recommended.
     
    *
     
    Devious Devices (DD4 or DD5) is required, and Dawnguard and Dragonborn.  It shares files with Conjure Bikini Dremora, but those files are the same so load order won’t matter.  They work together fine, and none is dependent on the other.  (Load order between all three files shouldn't matter, though my load order is bikini dremora first, then DD - summons, then DD - primal arenas.  Click OK when asked to overwrite.)
     
    Known issues:  Primal Arenas can be buggy, which is why I made it a separate add-on from the main mod.  I think what is happening is that some aspect of the arena does not load, updates freeze and arenas stop working thereafter.  How often this occurs, seems to vary per user, and is rare for me, maybe 1/20 times, though for some it happens a lot more.  Reloading the last save works for me, I can continue forth and arenas work ok.  What also can work is saving when things appear to be amiss (like the primal lady won’t attack, or there are no notifications which indicate progress and the arena does not complete) and then quitting and reloading that save.  If that fails, the main Devious Dremora mod is stable.
     
    Credits and thanks to Corsec and DontTouchMeThere for collaboration, ideas, support, and testing.  Hairs come from KS Hairdos.  Some eyes, horns, and face decals come from Dremora Assets by Hallgarth.  The primary face decal comes from Dremora Head Detail Re-imagined by Nikoli Grimm.
     
    In-game Readme for  Devious Dremora - Summons
     
    In-game readme for Devious Dremora - Primal Arenas

     

    6179 downloads

    Updated

  19. Race Delimited Vampire Lord

    This is something I cobbled together almost a year ago to get rid of being locked into one race the first time vampire lord form is assumed.
    It is pure script and therefore is suitable to both Skyrim LE, Skyrim SE, and very likel;y Skyrim VR.
     
    If you change race after haveing been a vampire lord one or more times, it now returns you to your new race, not the old.

    43 downloads

    Updated

  20. modern scroll SE

    this is a modern city is a mod like moderntown but this much better and big also have npcs around, i upload with autorization of owner .
    the door is on riverwood a book on the floor is a spell teleport to the city see the pictures for see location of the book.
     
    there a le version too i uplodad on his recptive le section too
     
    https://drive.google.com/file/d/1Sj1yOwWiRnahdtc4EZp44CE_VQ0YM0VA/view

    418 downloads

    Updated

  21. Horse Play Mask (WIP) LE(SE?)

    Giddy Up, Buttercup
     
    This is my first Skyrim Mod a simple one but everyone started small(At least i hope this) so,   
    please dont judge me to hard and also sorry for spelling mistakes. 
     
     
     
    What is this Mod ?
    This Mod adds a wereable Horse/Ponymask. It can simply equiped like everyother clothpiece.(There are no scripts at the moment)
    At the moment there is only the Texture shown at the pics, there will be maybe more and better.  
    The last 2 pics are examples for how the Mask looks in combination with DD items. 
     
    Technicall: 
     
    I play the LE Edition with an UNNP Body. So it is possible that it will work with the Special Edition and CBBE but icant promiss this. 
    Maybe you need to build an Outif In Bodyslide.  I tryed to install the Mod with ModOrganizer and for me its works hopefull for you too. I not sure if i complettly able to help with Problems at the moment but i try my best. 
     
     
    Requires
     
    Sexlab, SexlabAroused, DDAsset, ZaZanimationPack, DD Integration, DDEquip, DDContraptions( try to remove this in the next update) 
    I use the newest Versions( 20.06.21) 
     
     
    Future Plans:
    I think i need to grow some Carotts?Just jokeing
    I need to learn how to make better textures.
    I also would like to  learn how to edit scripts. 
    I thinking about a quest but thats far form happen soon. 
     
    THANKS:
    My big Thanks go to @Bad Dog for let my using his Horse Race mod for this Hood.
    Many Many Thanks to @HyperonicX who showed me to add the DD Script. Without his help i would be probably still clueless    
     
     
    Permissions:
    I have no Problems with the use of this Mod in other Mods ot with other Textures.
    BUT Keep it on Loverslab, keep it free(dont try to make Money in any form with it)
    Always Keep @Bad Dog in the Credits for the Basic Modell and me for make it useable as a Clothpiece.
     
     
    Miscellaneous:
    If you like to add better Textures, feel free to do it. (Would be nice if you share them with me  )
    Any helpfull Tipps and suggestions are welcomen.
     
     
    Want to help ?
    I always interested in teaming up, so if you would like to join me on my journey ,PM me. 
     
    UPDATE
     
    The Mask are now Devious Devices, finally the masks can locked up. 
    When equipped you run like a Pony and have your hand in Pony position
    Also the folder structure should be cleaner now.
     
      
     
     
     
     

    530 downloads

    Updated

  22. Bodyslide Body-Shape-Files

    Hello,
    this is a custom female shape trimmed up curvy.
    The common sliders work very nicely together with this shape and it may spend you very surprising results.
     
    All the credits belong to the authors of bodyslide and fair-skin-complexion-I only edited the body to this shape and I used some trims at the textures.
    Textures can be downloaded at my first BS-upload if wanted.
    The exactly settings can be reproduced easily by taking the last two pics as an example for your RACE-MENU.
     
    This body may get some FINE-TUNING later, because I think it is very much perfect suiting to the BS-sliders.
     
    Enjoy:-)

    934 downloads

    Updated

  23. [TES5] Barefoot Mod

    Please be aware that this mod is still a WIP, I am aware that it has some issues but hopefully I can resolve them in the next update. Thanks for your understanding!
     
    Backport of my SSE Barefoot Mod (These screeshots are from SSE,) I did not include the afflicted race to prevent requiring dawnguard as a master, if you use dawnguard you might have to include the additional races from dawnguard for some armors into your bashed patch in xedit.
     

    This is my first post so I apologize if it's not that good. I made this mod just for fun after not being able to find such a mod anywhere ( wonder why o-o )
    I will try to improve on this mod in the future, but I will need feedback and helpful advice. Please let me know if you run into any issues or if you have a better solution to any of my implemented changes, it would be much appreciated , Thanks! 
     
    Description:
    This mod changes all of the vanilla skyrim footwear meshes into the default naked bare feet mesh (via a plugin, none of your existing meshes will be overwritten), turning all footwear "invisible" when worn by both the player and NPCs/followers. The armor defense and enchantment buffs of the footwear will still be applied, and the footstep sounds will still be the same as if you were wearing them like normal, the only difference will be the appearance, and it's all done through the plugin so no extra mesh assets required or messed with. Only the vanilla skyrim footwear is changed, for custom clothing you will have to make your own patch. Yes I know the mod name isn't grammared correctly. Patch instructions below.

    Mod Info:
     
    Plugin Variants: Use only one plugin!
    All of the plugins are an .esp that were made in xEdit. They all contain the custom bare feet armor which can only be obtained with console commands (idk of an easy way to automatically give them to the player without scripting it.)
     
    BareFeet Cheat Armor.esp
    If you only want specific NPCs/Followers to be barefoot use this one.
     
    BareFeet Female Replacer.esp
    This plugin modifies all vanilla skyrim footwear, changing the female meshes to bare feet while leaving the male meshes normal. You can still wear the boots and shoes and they will still give armor and enchant buffs, but it will just look like you're not wearing them. Unfortunately there are some invisible leg/floating feet glitches I was unable to fix. You will need to test out different footwear and clothings in-game.
     
    BareFeet Male Replacer.esp
    Same as above but instead only male meshes are changed to bare feet while female meshes are left like normal.
     
    BareFeet All Of The Above.esp
    Both female and male footwear are modified. 

    Known Issues:
     

    274 downloads

    Updated

  24. Riding Styles 2 (6-7-21)

    Version 5.0 is a major update to the mod, fixing a lot of issues and adding some new capability.
     
    This mod is now a framework/esm designed with two things in mind: Better stability and the ability to be used in other mods. To help facilitate this, I'm now including the source code for the mod in the downloads.
     
     
    INFO FOR V5.0 UPDATE (Read This to Understand how the mod now works! Seriously!)
     
    This mod now supports Four (4!) different methods for mounting up and riding.  These are described below:
     
    Method 1: Menu
    This is the previously available method.  Using the Menu key (assignable in the MCM), you can target creatures to convert them into mounts, assign riders, or dismount riders, including the player.  This works basically the same as the previous version, though it should be work a bit better and more consistently.
     
    Method 2: Summoned Creatures
    Riding Style Summon Creatures have returned!  A toggle in the MCM will dump the slew of Riding Style spells on the player, including 5 summon spells corresponding to the 5 different races that can currently be mounted using the Mod.  These are Horse, Giant, Wolf, Werewolf, and Frost Atronach.  After summoning the creature, the player can simply ride the summon like a normal mount and will be able to use the mods alternate riding animations.
     
    Method 3: Spells
    A set of additional spells for controlling and mounting have been added.  The spell names should be fairly straightforward, but they allow the player to choose a mount and a rider and have the rider mount the mount using the alternative animations.  IMPORTANT NOTE: CURRENTLY THE DISMOUNT SPELL DOESN'T WORK FOR THE PLAYER, SO IF YOU MOUNT THE PLAYER VIA SPELLS YOU WILL NEED TO DISMOUNT VIA THE MENU KEY.  The spells are:
    RS Choose Mount - Targets the mount you are trying to get the rider to mount
    RS Choose Rider Target - Chooses a non-player actor to be the rider
    RS Choose Rider Self - Chooses the Player to be the rider
    RS Dismount - Dismounts the target.  Can target either the rider or the mount.
    As soon as a valid mount and target are fed in, they will mount up.  There's a time out of 30 seconds if you select one but not the other, and if you target two mounts in a row or two riders in a row, the new one will replace the old one in the queue.
     
    Method 4: Followers Using Mounts
    Ok, this one was a bit more challenging. IMPORTANT NOTE: THIS WILL REQUIRE YOU TO HAVE A MOD THAT HAS FOLLOWERS USE HORSES SUCH AS ATF.  The actual implementation is fairly simple.  The player has a spell called RS Set Mount Ownership.  Use this spell on the rider/follower and the mount that you want for them to ride.  This can be one of the summoned mounts added from the spell, or a creature of the appropriate base type should work as well.  After casting on both of them, when the PC mounts their horse, the follower should mount the mount using an alternative riding animation if you have an appropriate mod to let them do this installed.  The player can ride either normally or use one of the RS alternative riding animations.  
    Note: There are currently 4 slots for followers in the related quest.  If you wish to either: 1) Reassign a follower a different mount, 2) Have a follower stop riding using the RS AA the mount, or 3) free up space for a different follower, speak with the NPC and choose the dialogue option to have them relinquish their slot.
     
    Riding Outfit
    There is now an option in the MCM to set a "riding outfit".  By pressing this option, the mod will take a capture of the players currently equipped gear.  After this, if the "Use Riding Outfit" option is selected, any time a rider (player or NPC) mounts up to a target, it will unequip all of their armor and then equip the riding outfit (it should check to see if they have a copy of any particular piece of riding equipment before adding a new one).  WARNING: FOR NPCS, IN ORDER TO NOT HAVE THEIR BASE ARMOR USED, THIS WILL REMOVE BOTH THEIR DEFAULT AND SLEEP OUTFIT.  IF THIS IS A PROBLEM FOR YOU, DO NOT USE THIS OPTION.
     
    There were several additional bug fixes that can be seen in the bug notes.
     
    End V5.0 Update

    IMPORTANT UPDATE:
     
    As of Version 2.0, Creature Framework is a hard dependency of the mod. This also means that the animals will have dicks now.
     

    What is this mod:
     
    This mount adds and enables alternative riding styles to be called. More succinctly, it's a bestiality/bondage based mod revolving around riding several different types of animals found throughout Skyrim.
     
    Using The Mod, or How does it work:
     
    Currently, there is only a basic implementation in this file. Hopefully some creative modders will use this to make fun plug-in mods and creative scenarios.
     
    For this framework, the only way to currently get an actor riding is to target an individual and use the menu key. The menu key can be set inside of the MCM, and the default key is is the Numpad (-) key. Once you're inside the menus it should hopefully be fairly intuitive. You will not mount anything in an alternative style if you attempt to use the regular action key. Unlike previous version, you can now turn any valid race into a mount, meaning you can use your favorite pet horse and no longer have to summon them. However, currently there are only 4 slots for riders/mounts. If needed/requested I might extend this in the future, but for the time being it is good enough.
     
    In order to change the rider position, use the X, Y, and Z keys that can be set in the MCM. By holding the shift direction key (default bind is Left-Shift) you will change the position in the negative direction. The position will not update while riding, but should update upon remounting.
     
    Currently, the mount MUST be one of the following races: HorseRace, WolfRace, GiantRace, AtronachFrostRace, WerewolfRace. Custom versions of these races WILL NOT WORK. (As of the new version, additional races can be added by other mods).
     
     
     

    If you are having trouble getting the mod to work, before posting do the following:
     
    1) Re-run FNIS to make sure that the animations are loaded.
    2) In game, open the console and type "Stopquest _RS2Quest", and then "Startquest _RS2Quest". There is a space between the startquest/stopquest and the questname (_RS2Quest in this case).
    3) If BOTH of these fail to fix the problem, when you post requesting for help, take a screenshot of the target you are trying to mount, with the console window open and the target selected and post it when asking for help.
     
    Installation Instructions:
     
    If you have a previous version of this mod, nuke it from orbit and then make a clean save before installing this new version.
     
    Steps:
     
    1) Download the mod
     
    2) Install the mod (recommending use of a mod manager)
     
    3) Run FNIS to generate the animations
     
    4) Load into a clean save and try it out
     
     
     
    Requirements (New Requirements as of V2.0):
     
    For all of these, I would recommend using the latest versions of them.
    Skyrim Script Extender (SKSE)
    Fore New Idles in Skyrim (FNIS)
    Mod Configuration Menu (MCM)
    NiOverride
    Creature Framework
     
     
     
    How do I make a mod to plug in to this?
     
    Making a mod connect to this should (hopefully), be fairly simple. Load the Riding Styles mod as an ESM and connect your script to the _RS2Functions script (Property should look something like _RS2Functions Property RS2Functions Auto). Once connected there are a few functions of interest:
     
    1) MountActor(Actor Mount, Actor Rider, String Modname, Int Index) As you might have guessed from the name, this function attempts to mount the Rider actor on the Mount actor, and if a Modname and Index are provided, attempts to use the animation registered to the mod at the index location for the mounting.  If Modname or Index aren't provided it chooses a random available animation for that race.
     
    2) DismountActor(Actor Mount, Actor Rider): Like the previous, but in reverse!
     
    3) SetMount(Actor Mount): Sets an actor to be a riding styles mount
     
    Registration Functions are given in the _RS2RegisterFunctions script.  Hook into it the same way as with the other functions, and this is where you can do all the new registration things with your mod. (It might looks like _RS2RegisterFunctions Property RS2Reg Auto)
     
    1) RegisterNewMountAnimation(String ModName, Int Index, Race Mountrace): Registers a new set of AA animations for a Mountrace (which will propagate to all members of that "race" behaviour set, such as all types of horses, or all types of giants, that are registered).  The ModName is the ModName FNIS is using for the animation set (not the Prefix), the Index is the index location of that AA set (From 0-9).  Once this is registered, RidingStyles will attempt to use these animations as part of it's repertoire.
     
    2) RegisterNewMountRace(Race MountRace, Formlist MountRaceFormlist): This is relateively straight forward for registering new races to work with Riding Styles animations.  The race is the race you want to register to, and the MountRaceFormlist is one of the formlists you can find in the Riding Styles Mod.  For example, if you are trying to register a new race to the horse block, you would choose _RS2HorseRaces as the MountRaceFormlist.  If you are trying to register, say, a Spider, you want to register to the _RS2SpiderRaces.  If you are unsure where you register the race to, look to the path of the races skeleton and go there.  If a formlist for that race doesn't exist, let me know and I'll add it.
     
    Finally, there is one more set of function locations, which _RS2AAScript (Hooking into which may look like _RS2AAScript Property RS2AA Auto).  There is only one function of importance that you should be calling here, which is:
     
    1) InitAnims(String ModPrefix, String Modname): ModPrefix is the 3 letter prefix associate with FNIS and Modname is the Modname associated with FNIS.  This is what lets Riding styles find the appropriate AA animations to play from your mod.
     
    So, to put all of this together, you may have an initializing script that looks like:
     
    RS2AA.InitAnims(MyModPrefix, MyModName)
    RS2Reg.RegisterNewMountRace(MyNewMammothRace, _RS2MammothRaces)
    RS2Reg.RegisterNewMountAnimation(MyModName, 0, MyNewMammothRace)
     
    And a different script that looks like:
     
    RS2Fun.SetMount(MammothMount)
    RS2Fun.MountActor(MammothMount, Player, MyModName, 0)
    (Some other code that waits while we ride around)
    RS2Fun.DismountActor(MammothMount, Player)
     
    If you have any issues or want more information on how the mod works, I'm happy to try and help.
     
     

    Known Issues with current version:
    I have had a report of this causing issue with FNIS PCEA2 (Disabling the animations from the mod) and that certain other mods that add events while riding cause the character to, at least temporarily, break out of animation. There appears to be a problem (from my testing, at least) with mounting followers when using some of the follower frameworks. I'm unlikely to dig through the code there to figure out what's wrong but if anyone has any suggestions I'm listening. Animations are bad/misaligned/etc. Yes, I know. Go convince one of the excellent animators on LL to make new ones and I'll happily replace everything.  
    As always, I love to see your screenshots of using the mod!
     
     
     
    Permissions:
    You are free to use this mod as a part of another mod as long as you are not redistributing it.  If you let me know where you are using it, I am happy to update the mod page and let others know where this mod is being used.
     
    Warnings:
    - Having an NPC ride is working better than it was before I posted this, but it is still possible to have weird physics thing happen (I'm sorry, Lydia, for flinging you from Whiterun to Solitude) so always make sure to keep a safety save when using this mod.
    -Other things as people find them.
    -I have had a few crashes/freezes on dismounting. I have no idea what causes it other than sometimes Skyrims decides to stop doing things.
     
    Thanks and Credit:
    Special thanks to Haeretic who helped me out with a lot of the initial thoughts on the new framework
    EternalBlack for making the mountings for the horse/wolf harnesses
    Gone for several of the meshes/textures in this mod
    Zaz for originally giving me this idea with the Oblivion Mod
    Bethesda for Skyrim and making me waste far too much trying to make their freaking horse system work like I want
    Unnamed People - There are probably some people from whom I have used their work, either getting permission at some point and then forgetting from who or possibly not getting permission. If you recognize a nif/texture etc in the mod and you know where it comes from, and they aren't listed here, please let me know. I want the original authors to get the credit they deserve.
    IMPORTANT UPDATE:

    As of Version 2.0, Creature Framework is a hard dependency of the mod. This also means that the animals will have dicks now.

    53946 downloads

    Updated

  25. How To Dick with NifSkope + Creature Framework Integration Guide

    a howto on my way of adding dicks (or any mesh) to nif files, only using NifSkope.
    (click by click screenshots with text)
     
    now with a Creature Framework Integration Guide.
     
    WARNINGS:
    1. the receiving creature need to be using the same skeleton that the ABC/ASOS penis is made for, cross race/skeleton penis transplants are a no go without a 3d editing program.
     
    2. you can't adjust/move the penis with NifSkope due to the ABC/ASOS weight painting, a 3d editing program (max or blender....or maybe even outfit studio but i'm not sure about that one) will need to be used to do that.
    3. make sure any meshes in the nif are NOT sharing the same string names as the nodes, nifskope may "auto sanitize" the node's name to something else instead of the meshes to "fix" it, if this happens parts of your mesh will "T pose" (part of the mesh will be stuck in the air and wont move with the rest of the mesh)

    7494 downloads

    Updated

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