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Public Poser SE
By Daymarr
PUBLIC POSER SE
This is an EMPTY POSER. There are NO POSES in this mod by default. This is a mod of 15 empty pose modules (1250 empty pose slots) for pose makers to put their poses into.
Credits
Halofarm for giving me permission to share this with you guys
Please don't bother Halofarm via his own page about this SSE port.
4766 downloads
Updated
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Wulf's Poser SE
By Daymarr
Wulf Pose SE
A pose mod featuring 81 unique poses for many type of screen-archery scenarios !
- Credits -
Kaos Wulf for the screenshots and giving me permission to share this with you guys!
Please don't bother Kaos Wulf via his own page about this SSE port!
8796 downloads
Updated
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Yuih Poser SE
By Daymarr
Yuih Pose SE
A pose mod featuring 42 unique poses for many type of screen-archery scenarios !
- Credits -
Yuih for the screenshots and giving me permission to share this with you guys!
Please don't bother Yuih via his own page about this SSE port!
15051 downloads
Updated
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Lykaios Race for SSE with SOS Light Support
By GtrrzLove123
LYKAIOS RACE FOR SSE WITH SOS LIGHT SUPPORT
This is just the Lykaios race made by KrittaKitty converted to Skyrim Special Edition converted by Appalmemnom and added SOS Light support by me.
Thanks should go to original creator KrittaKitty and converter Appalmemnom.
If you have nexus endorse the original mod. Lykaios Race - Legacy Version
For Apachii hair support download the optional Apachii file from here.
(Do not download "Lykaios Vampire at creation kit fix", I already fixed that when I added the SOS support and it will mess up Lykaios feet)
2285 downloads
- race
- lykaios race
- (and 4 more)
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vore Devourment mod collection
By Guest
Have you ever wanted to enjoy a big wiggly belly filled with prey? or would you rather be in a comfortable stomach and at the mercy of your container?
then this is the mod for you!
ported by a friend the Devourment .65D version is now fully functional on SE (including a MCM menu)
prerequisites:
XP32 skeleton
SKSE
SkyUI
FNIS
installation guide:
1. install prerequisites according to their guides
2. install the devourment .65D mod, do NOT overwrite any files from the XP32 skeleton
3. run FNIS
4. boot the game and wait for the mod to activate
5. enjoy
optional files:
Strangermod-> adds in conversation topics that allow you to be gulped by anyone
devourment mod v.1-> adds in even more conversation topics and branches. but requiers strangermod to run.
when swallowed/carrying press G to talk with your pray or pred.
NOTE: I DID NOT MAKE ANY OF THE MODS NOR DID THE CONVERTION TO SE FORMAT. I only tested it and got it to work and decided to share it with the rest of the players out her.
P.S: anyone feel free to send/upload your screenshots so the mod page can be livened up :3
24284 downloads
Submitted
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Ultimate Enchanter's Potion
By xUNRESTEDx
Made for my son, who likes to use the restoration loop, but found he couldn't for some reason on his game.
A simple mod that adds an Ultimate Enchanting Potion, to the cook pot crafting menu under miscellaneous.
Fortifies enchanting by 175000%
I didn't want to make it completely easy for him,
So to craft it you will need the following:
3 - Spriggan saps
3 - Snowberries
3 - Hagraven Claws
1 - Filled Black Soulgem
Only sells for 500 gold.
For those that used the resto loop know what this potion does.
For those that don't..... It allows you to increase enchants on items by a substantial amount.
Allowing you to create powerful weapon enchants, smithing gear - which while worn allows you to upgrade armor to powerful defensive capabilities, and alchemy gear - which while worn will allow you to create powerful potions.
So far no negative returns on enchants made with this potion.
Though crafting and potion making is lore friendly the contents on the potion are not.
Should be compatible with anything.
875 downloads
Submitted
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Scottish Basket Hilt Broadswords II SE
Version 2 of the World-Renowned Scottish Basket Hilt Broadswords! Now available in almost every metal in the game. All swords are done in 2K textures with remarkable depth. See for yourself in the pictures. The ones with the gray background are from 3DS Max where they were created. The game shots are lower screen resolution.
As with the previous version, the blades’ design was inspired by the Cold Steel Scottish Broadsword:
So, what is the story of these swords and their history in Tamriel you ask?
In Tamriel, Basket Hilt Broadswords originated in the Colovian Highlands. The Nord smiths there used their incredible skills to combine metals and techniques from other cultures with traditional Nord crafting practices to create a sword almost on par with Akavari katanas.
While Nords typically favor heavy two-handed weapons, the steep, often rocky terrain of the Colovian Highlands creates the need for a quality one-handed weapon. This enables the user to better keep their footing and not have to over-commit on a swing of their weapon. The Basket Hilt Broadsword is lighter weight and stronger than a traditional sword of the same material and is so well balanced that the wielder is faster and lighter on their feet as well.
As word of the revolt against the Empire and the Thalmor in Skyrim spread, Nord smiths began manufacturing and selling more of the swords to their brothers in Skyrim. Sometimes even smuggling them in with Khajitt caravans. Rumor has it they’ve even trained some of the smiths in Skyrim in the art of crafting their remarkable blades.
My attempt at adding a bit of lore to the blades done, lets get to the details:
First, the mod was rebuilt from the ground up. Swords include the following metals; Rusty Iron, Iron, Steel, Silver, Orcish, Dwarven, Nordic, Skyforge Steel, Glass, Stalhrim, Ebony, Daedric, and Dragon Bone.
The Skyforge Steel sword in particular is a masterpiece. It has a Damascus steel finish and looks like dark steel at first, but at some angles you get a sort of deep purple reflection. The whole sword slightly changes at different angles from slight hints of color to the way the pattern looks. The scabbard is dragon scale as well.
All swords are fully craftable, temperable, and enchantable. They have also had ALL vanilla magic variants created for them (even the silent moons option for iron and steel variants) and added to leveled lists for merchants, townsfolk, encounters, and treasure chests. Anywhere there’s a chance of a vanilla sword, there’s a chance of these swords. They will appear a bit less often than vanilla swords however, as they’re supposed to be a little on the rare side.
Stats-wise,the swords are typically one point lighter, and do one point more damage than their vanilla counterparts. They also have a speed rating of 1.15, which puts them dead in the middle of swords and daggers. Lastly they have a 5% higher chance than normal to critical hit as well. The aim here was to add weapons that were of exceptional quality to the game but still remain relatively balanced.
Cost vs a vanilla sword is about 30% higher (give or take). Unlike the vanilla weapons, I also adjusted the value of magical ones up a little over the mundane versions. If it’s enchanted, it has to be worth more right?
Lastly, as an added bonus that came about creating the Silver variant, the vanilla silver swords are now craftable and temperable. They’ll be under the Misc category at the forge. I also tried to get them to occasionally pop in vendor and loot lists. It always bothered me that they only showed up in the hands of Werewolf hunters.
If you have a mod that does more extensive stuff with Silver Weapons, just put it below this one in your load order and the other mod should take priority.
401 downloads
Updated
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Daedric Museum of Artifacts
By Enter_77
Description Adds a museum east of Falkreath near the Skyrim-Cyrodiil border gate dedicated to the Daedra. Inside, you'll find a safe place to store and display your accumulated Daedric artifacts. There are also other Daedric-related displays and Daedric items to purchase.
NOTE - NPCs are unvoiced. All subtitles will need to be enabled.
Museum Rooms Lobby
Serves as a gateway to the rest of the museum Museum of Artifacts
Display/storage area for all unique Daedric artifacts Daedric shrines that can be activated to give you unique blessings NPC that gives you hints as to where Daedric quests may be started Museum of Lords
Mannequin displays of the live Daedric Lords featured throughout the game Museum of Daedra
Mannequin displays of the live Daedra featured throughout the game Atronach Forge with already available Sigil Stone. NPC trainer/vendor that specializes in Conjuration and sells Daedria conjuration spell tomes, scrolls, and staves. Also sells special Atronach Forge Recipe book containing all 34 recipes in the game. Museum of Relics
Preset displays of miscellaneous Daedric items seen and acquired throughout the game NPC vendor that sells Daedric clothing NPC smith trainer/vendor that sells Daedric weapons & armor Crafting & enchanting center Library
Contains all of Skyrim's Daedra-related books Book shelves are safe for storage and an ideal place for players to place their own books in an organized manner
Mirrors AFK Mods Bethesda NET (PC) Bethesda NET (Xbox One) Mod DB Nexus Mods
Versions for Other The Elder Scrolls Games
The Elder Scrolls IV: Oblivion
The Elder Scrolls V: Skyrim784 downloads
Updated
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Dawnguard Sentries SE
After many days of work I'm proud to bring you all the evolution of my Dawnguard Sentries mod from Steam. This mod adds Dawnguard vampire
hunters as extra guards to all the hold capitals in Skyrim, as well as some towns. In those towns, you'll see Vigilants of Stendarr working
with the Sentries. That's done for immersion and variety in NPCs. The Dawnguard are supposed to be reforming after centuries and the Vigilants
need a way to regroup after their HQ was burned
Now compatible with Open Cities and Interesting NPCs
First, Dawnguard is required, as are SKSE64 1.0.5 or newer and SkyUI SE 5.2 to support the MCM Menu.
For Those Who Don't Like SKSE or SKyUI, or just like to keep their mods as simple as possible, I now have a "Lite" version; Dawnguard Sentries Classic in the downloads tab. Like the main fiile, it's Interesting NPCs and Open Cities Compatible, and it includes all the AI improvements in ver 1.1
So what features does the mod have:
1) TWO DAWNGUARD SENTRY GUARDS AT EVERY VAMPIRE SPAWN POINT IN HOLD CAPITALS
All of them are unique NPCs with distinct faces and a full range of Dawnguard gear. Some even have unique weapons. Some villages are also
patrolled by teams of Dawnguard and Vigilants of Stendarr. VIllages covered are Dragon Bridge, Ivarstead, Riverwood, Rorikstead and Shor's
Stone.
All Sentries are set up as members of guard factions to make this mod more compatible with When Vampires Attack and Run For Your
Lives. This also means they'll assist guards, make arrests AND FIGHT DRAGONS. Sentries are set to react neutrally to player and follower
vampires however, meaning player vampires can go into town to sell and do quests, so long as they don't attack anybody or have a bounty. Other
NPC vampires will be attacked mercilessly on sight however.
Depending on your personal playing style and which side you're playing on the Dawnguard DLC, the Sentries can be set to Essential, making them
unkillable, or to respawn only, meaning if they're lost in a vampire attack they'll re-appear after 10 game days.
A note on Riften: I also took into account the Thieves Guild quest in the market and positioned the Dawnguard patrols wide enough from that spot to not impact the quest significantly. All Sentries also should disable during Civil War sieges (vanilla game script) so the fight doesn't become unbalanced
2) EXTERIOR SENTRIES OUTSIDE THE CITIES OF RIFTEN AND SOLITUDE
Riften's North gate seems a spot of constant attack spawns for me. Now that spot, and the docks are watched by the Dawnguard, as is the Road just
above the Solitude harbor. Mostly for immerison bu they will help with the occasional dragon attack at the Solitude stables. These particular
Sentries can be toggled to Essential or completely disabled in the MCM
3) A DAWNGUARD PATROL BETWEEN RIFTEN'S NORTH GATE AND THE ENTRANCE TO DAYSPRING CANYON
Mostly for immersion. After all, the Dwnguard has to keep it's supply lines open. This patrol does a great job of clearing bandits and wolves from
the road. Again they can be set to Essential, Respawn OR toggled completely off if they're too much for you or you're already using Immersive Patrols.
4) VAMPIRE GUARDS OUTSIDE CASTLE VOLKIHAR
A handful of unique Vampire guards now protect the outside of the Castle. Since the mod has all NPCs walking 24/7, these Vampires have a modified
version of the Vampire sunlight weakness magic effect. They will be significantly weaker in sunlight, but won't take actual damage from it.
Ergo, you have an advantage attacking during the day. These guards are respawn only but can be toggled off
5) DAWNGUARD RECRUITS IN DAYSPRING CANYON
Similar to Castle Volkihar, Fort Dawnguard has it's own security. 10 unique NPC Dawnguard recruits are positioned along Dayspring Canyon standing
guard. They're respawn only but can be disabled via the MCM
So there you have it; a lore friendly, non-cheating and extremely customizable way to protect your favorite NPCs from Vampires and Dragons. The 'When Vampires Attack' and 'Run For Your Lives' mods are also recommended and compatible if you want maximum lore friendly protection for your NPCs. The mod was built with the MCM Menu being the only script added to the game also, so it should be very uninstall and compatibility friendly.
The best part is that thanks to the new MCM Menu, you have multiple options on how to configure the number of Dawngaurd Sentries running about and
if you want them to be killable or not (via essential state toggle options). Basic protection for the capitals and bigger towns, or max it out, it's all up to you.
TRANSLATIONS (OldRim Version):
Dawnguard Sentries Plus - Traduzione ITA by logan1710
Dawnguard Sentries Plus traduction fr by yassincraft
MOD COMPATIBILITIES and CONFLICTS:
I've played versions of this mod with over 200 other mods installed at once. Thanks to the only scripts it uses being the disable during civil war and MCM scripts, it's very friendly to most other mods.
I have an article on the articles tab listing mods that are known to work with this one, and one that lists all KNOWN conflicts and incompatibilities. Check those articles before you ask if something works with this mod.
As a basic guideline, the only mods that would probably not work are mods that make major changes to the structure of towns so that the mapped patrol routes for the Sentries wouldn't work. Cosmetic town changes are fine though. Mods that change AI around or monkey with Factions may also cause erratic behavior by the Sentries.
RECOMMENDED:
FUZ RO D-OH for silent dialog. VERY few voices work with the Dawnguard dialog factions, so this will let you "hear" more than a huh? from some Dawnguard Sentries.
Likewise any mod that improves the Textures on the Dawnguard & Vampire equipment. I personally like EcthelionOTW and MissLexi's (absolutely amazing) EotW DAWNGUARD DLC TEXTURES REMASTERED.
If you use a Sevenbase or UNPB body replacer, I also recommend FastestDogInTheDistrict's SEVENBASE ARMOR CONVERSIONS for the Dawnguard & Vampire Armors. Both look similar to the originals, just better textures and they don't make 7B characters look flat chested. Yes, UNPB bodies are so similar that Fastest Dog's mods have worked fine for me as a replacer.
With all that said, I'd also like to give huge THANK YOUs to everybody who's given me an endorsement here or a thumbs up at Steam. I do this for fun and as a learning experience, but the ratings do help give me the motivation to continue.
Likewise huge thanks go out to Crimson Blade, CPU, CDCooley, DarkFox127, lofgren, pevey, EnaiSiaion, Aqqh, FastestDogInTheDistrict, and several others who have all contributed directly or indirectly to my being able to make this mod work. Crimson Blade, mentioned above, was the author of the original Dawnguard Sentries mod. I took over the mod with his permission after he took a break from the game. While the mod has evolved a good deal since then, ALL credit for the original idea and initial work go to him.
806 downloads
Updated
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Vanilla Voices Reference Sheet
By Roggvir
THIS IS A MODDERS RESOURCE
Open Office Calc spreadsheet, listing all Skyrim SE dialog voices
With a convenient way of playing unpacked WAVs directly from the list.
It can be useful if you want to find original voice files that you can repurpose for your needs.
You can filter the list as needed - by number of words, used voice, DLC (using the TopicInfo formId), and many more.
The "data" list contains all data exported from Creation Kit using main menu "Character" -> "Export Dialogue...".
The "view" list shows the data filtered according to your needs (by default the view shows only few selected columns, but you can of course insert others from the data list).
To be able to play the WAV files...
This is done via normal hyperlink in the spreadsheet table, using a made up "PLAYWAV" protocol.
You need to register the PLAYWAV protocol in your system.
See the "playwav.reg" file and alter it according to your needs.
NOTE: the original REG file was made for Windows 7, so if you are using some other system, it's up to you to alter the file accordin to your OS needs. You need AutoHotkey to compile the "playwav.ahk"
I didn't wanted to upload the actual EXE, because i don't like downlading EXE files myself, sorry for the inconvenience.
Do not forget to place the compiled EXE into the path you configured in the "playwav.reg" file (or wherever else, depending on the way you performed the registration of the PLAYWAV protocol). Unpack "Skyrim - Sounds.bsa", convert to WAV, and set path in spreadsheet
I won't explain how to convert the unpacked files to WAV, as there are plenty of tools and tutorials already.
You need to set the correct path in the CFG list in the spreadsheet, which is used by the hyperlinks to play the WAV files - this should be self-explanatory.
(btw. how the hell can i add screenshots??? ...yeah i know, picture of a spreadsheet is probably boring, but still)
291 downloads
Updated
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Scottish Basket Hilt Broadswords SE
Coming soon to a draugr decapitation near you! Authentic Scottish Basket Hilt Broadswords! Sharp enough to impale a dragon and still cut a tomato razor thin!
OK, all cheese aside... What Vioxsis and I have for you all is a collection of masterfully rendered Scottish Broadswords in 2K textures. The hilt design is based on the Cold Steel Scottish Broadsword:
Our collection includes Iron, Steel, Dwarven, Nordic Steel (ala Dragonborn), Glass, Stalhrim, and Daedric. All weapons have balanced stats compared to vanilla swords, and are completely craftable, temperable, and enchantable. The Glass and Stalhrim swords have transparencies. You can probably see them in the pictures. Daedric sword has a proper daedric red glow set also.
I've also managed to populate them into leveled lists for merchants and loot. They SHOULD be there so long as you're using a bashed patch or merged patch. They've tested present for me in merchant and caravan vendor sales lists, on a few bandits and being carried by NPCs also. Most notable there was Talsgar the Wanderer seen wearing a steel one when my character was level 8.
I also scattered a few "Worn" versions of the Iron Basket Hilt Broadsword around. One is in Helgen Keep and one is in Riverwood in Gerdur's logging mill. These ones aren't quite up to par BUT can be cleaned up at the FORGE (not grind stone). Once cleaned up, they'll look like normal Iron versions (tassel and basket hilt liner added) and be temperable and enchantable.
As a general guide line on stats... The Basket Hilts will do 1 point of damage more than the vanilla sword equivalent, usually be 1 unit lighter (depending upon how bulky the vanilla sword looked) and just a hair faster and more valuable. All of which is meant to reflect better crafting technique and rarity (in the case of the slightly higher values). See the pics for base damages with NO skill points or tempering factored in.
FINAL NOTE: Anybody who loves the look of the swords as much as I do, Thank Vioxsis. He put in a ton of work getting the meshes and textures just right and did a top notch job.
153 downloads
Updated
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Carnival - Automatic matchmaker
By LazyGirl
TLDR - Automatically detects and matchmake all nearby NPCs
FEATURES
Scenes can be started with or without player character
Genderswitch toggle
Continuous operation toggle
Creatures and same sex matching toggle
Can start group scenes up to the five actor limit
HOW TO USE
* Install mod
* Equip "Carnival" power
* Crouch and active it to access settings menu
* Stand and use it to trigger the matchmaking system
SETTINGS
IncPlayer - Toggles if player should be included in the scenes or not
Player Female/Male - Sets players SexLab gender allowing them to us opposite gender animations
Scan Def/EXT - Default or extended scan mode. Extended is without any limit on distance meaning it'll tag pretty much every loaded NPC. Only recommended to use in small interiors where a range check is unnecessary in which case it *might* be slightly faster than default mod
ScanRange - Set how far to look for NPCs in default mode
LoopDelay - Set how long to wait before starting a new scan once the previous is finished. Set to 0 to disable looping and automatic re-scanning/matchmaking. To quickly exit a running looped scanner simply unequip the Carnivale spell to prevent any more scans from starting.
MatchLvl - Set which scenes and actors to use. LvL 0 will attempt to set up mixed scenes, LvL 1 allows same sex scenes no mixed ones are possible and LvL 2 does the same but for creature/animal scenes
Same6Old vs Same6New: Toggles between different matchmaking modes where the new one might work better for same sex matchups.
5some/4some/3some ON/OFF: Enables or disables these types of matchings, useful if these have too few animations for your composition of NPCs resulting in scenes being frequently replayed
MATCHMAKER PRIORITIES
MatchLvL 0 = Group with 5 -> Group with 4 -> Group with 3 -> Pair
MatchLvL 1 = Group with 5 -> Group with 4 -> Group with 3 -> Pair -> Same sex pairs of whichever gender is left
MatchLvL 2 = Group with 5 -> Group with 4 -> Group with 3 -> Pair -> Female with beast -> Same sex pairs of whichever gender is left
KNOWN ISSUES
Scenes may occasionally fail to start - Large area scans take time to complete which means once done the tagged NPCs may have wandered off, died, been unloaded by the game or otherwise become invalid for animations.
Groups of 5 failing - Included animations only support MMMMF or FFFFM groups
FUTURE PLANS
None, this was mainly a test to play around with the SLLSE framework. For anyone wanting more features and options the excellent Random Sex mod is being ported to SSE.
CREDITS
Vinfamy for SexLab Light SE and MatchMaker Light SE which I used for source reference material
37898 downloads
- WIP
- SexLab Light SE
- (and 1 more)
Updated
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Hedonism
This is a lightweight mod that allows the player to engage in prostitution and surrender to hostile NPCs. Both events blend seamlessly into the game and don't require additional configuration or toggles.
Prostitution is a random forcegreet-event that will trigger periodically whenever the player is in a non-hostile location (like cities, towns or inns). The respective NPC will also check for nearby observers and ask you to search for a quiet place.
Surrender on the other hand will be triggered either by spell or whenever the player is about to die. Once the player has submitted to a hostile NPC, the game will play a small scene and than teleport you to a random city or town.
Requirement
SexLab Light SE
Future Plans
Remove items from the inventory when surrendered Enslave the player character, instead of teleporting to a "friendly" location Calculate prostitution reward and chance based on player attributes, such as speechcraft for instance Randomized dialog for the forcegreet FadeOut / FadeIn effects for better looking scenes succubus STD Exhaustion for NPCs
29488 downloads
Submitted
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FallrimTools -- Script cleaner and more
WARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles.
NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it.
WHAT IT DOES
ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good!
The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later.
INSTALLATION
Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe".
INSTRUCTIONS
Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements.
The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled.
Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly.
ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state.
I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good.
REQUIREMENTS
Java is a requirement -- ReSaver is written entirely in Java.
WHAT YOU CAN DO TO HELP
Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface.
DONATIONS
If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout.
1917 downloads
- ReSaver
- SkyrimTools
- (and 7 more)
Updated
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Abduction - SSE
By LazyGirl
DISCLAIMER
This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road.
TLDR: Skyrim version of the Fallout 4 mod with the same name
NON-TLDR: The goal of this mod is simple - allow the player more options in their encounters with NPCs. If you ever been disappointing in yet another quest culminating in a simple kill-or-be-killed situation, felt unsatisfied with the fate of a NPC or maybe wished they had a more prominent one in your gameplay this is the mod for you! Some examples:
Assassin and tired of having to kill people you're not getting paid for? Avoid combat entirely by sneaking and restraining NPCs on your way to your target!
Thief and problem with patrolling guards keeping an eye on "your" valuables? Tie them up with a blindfold so you can work in peace.
Finished the quest by killing the boss but though the punishment was too harsh? Resurrect them and give them a jailcell as new "home"
Want to be a bandit chief? Beat other bandits in battle and recruit them to your gang
Dissatisfied with the limited home owner options in Skyrim? Take ownership of any location as your own!
Want to live wild and free with the forsworn? Best the camp in battle and make them recognise you as an ally with the abduction feature!
A necromancers life for you? Find a nice damp cave and obtain wandering travellers for your experiments with the bag feature!
Found growing more interested in a merchant than their wares? Marry them and bring them on your trips!
Want to reunite that workholic mother and her daughter? Have mom come and live with her with the set home feature!
And so on, the options are generally available for all NPCs and can be combined allowing for many possible scenarios.
HOW DOES IT WORK?
Install the mod, the necessary perk and control spell should be automatically added to your character. Next you need to find (or "make" ahem ) a NPC eligible to put in a restrained state. There are three different categories of "candidates"
* NPCs sleeping or knocked out
* NPCs in bleedout or the optional knockdown state (see below)
* NPCs unaware of a sneaking players presence
By activating them the option to "Restrain" them will be displayed which upon selection will put them in the bound animation and the following options
* Restrain - Normal use
* CloneKill - Makes a copy and kills the original if possible. Try this if the NPC is having their behaviour controlled by quests or scripts causing problems if abducted normally
* CloneCopy - Makes a copy and keeps the original untouched. Use this to abduct vital NPCs without breaking them. May still cause problems since some data is still shared between the versions so make this decision based on the assumption the original will break.
Activating them again will offer some more options
* Abduct - strips factions, hostility etc and makes them friendly towards player
* Bag - puts the NPC in a bag so you can transport them elsewhere.
* Release - Frees the NPC which will attack you. Sheathing your weapon may stop combat. Another option is simply leaving them, the restraints will be removed once the target is unloaded.
* Strip - Unequips all items
* Inventory - Shows targets inventory
* KIll - As it says
There are also some extra options available through the Abduction spell
Bag/Summon Menu
* Unbag - Releases all NPCs in the bag at your current location
* Unbag-Abduct - Same as above but also automatically abducts everyone
* Summon All - Summons all NPCs, both bagged and abducted to you
* Summon All Restr - Summons all NPCs, both bagged and abducted to you in a restrained state
* Re-abduct All - Re-applies the abduction stuff to all registered NPC in case the game did a reset or despawn on them
Capturing Menu -> Restrain Options
* Restrain hood - Equips a hood over restrained victims which is removed once they're released or abducted. Uses default game asset, purely cosmetic.
* Quick-Restrain - Skips the verification popup and immediately restrains the NPC in normal mode
* Trigger hostility - When active restraining and abduction counts as a criminal action that will prompt the NPCs nearby allies to attack
Capturing Menu -> Abduction Options
* Auto-Reabduct - Re-applies the edits on game load to all abducted automatically on game load (only use when needed)
* FactionQuery - Pops up a window when abductin where you can decide to keep the NPCs factions or not. Keeping them *may* keep custom dialogue and functions. This is handy if you want to make a merchant your friend keep their services, not so handy if you use it on a bandit so they're seen as enemies by every friendly NPC
* AutoOutfit - Will automatically applied the currently active outfit on abduction. More about outfits below
* Adoptions - This will add the necessary faction for adoption options to child NPCs missing it.
Capturing Menu -> Knockdown Options
* Enable knockdowns - Puts NPCs in bleedout mode when the health limits are met, player HP is MORE THAN value and enemy is LESS THAN value. Triggers on physical melee or ranged attacks. It's recommended to keep this on since the default bleedout is between 0-10% and very easy to overshoot killing the NPC instead.
Capturing Menu - Regarding the "Target" option
You can toggle if you want the mod to work on only humans (default) or any NPC. This feature is in testing and not recommended to use.
Outfit Menu
* Enable Outfit Edit - Makes Abduction register any wearable item you equip or unequip. Easiest way to set an outfit up is to put on the stuff you want to wear, activate this option and then simply unequip/requip the items. After that disable the edit mode to "lock in" the outfit.
* Apply Outfit to All - As it says
* OnLoadRequip - Applies every NPCs outfit whenever you load the game. Is normally not needed as long as you've applied the outfit once. Recommended to keep off since it takes a few seconds to check every registered NPC.
You can have five different outfits. Applying an empty outfit is a quick way to strip one or all NPCs
Home Menu
* Take ownership - Will turn the current cell ownership including all items and containers over to the player.
WARNING - owning things/places you shouldn't may interfere with quests/npcs/whatever assuming you're not. This will NOT disable respawning (if enabled) so stored items may vanish and enemies re-appear.
* Set as home, sleeping or work area - Does as it says for all abducted NPCs. Requires My Home is Your Home
The tool menu accessible by sneaking and activating an abducted NPC offers the following
* Restrain - Puts the NPC in tied up position again
* Release - Removes the NPC from Abduction entirely, useful if you want to manage them with other mods and avoid the summon, re-abduct and other functions to mess them up. Don't worry their factions, allegiances, aggression settings and so on will remain.
* Resurrect - Resurrects and puts the NPC in restrained state. Useful if they're accidentally killed or dead already when found. Won't work on NPCs set to start out as dead, they're dead-dead Jim let it go.
* Kill - as it says
* Vendorize - Turns the NPC into a merchant. Uses the same merchant chests as spouses setting up shops in Whiterun do. Note that it takes a few seconds for the dialogue to activate on the first activation and even longer when you change from one merchant type to another. Waiting a few ingame hours and/or travelling elsewhere and back may speed up the process.
* Outfit - Brings up the outfit menu so you can apply one
RECOMMENDED MODS FOR FULL FUNCTIONALITY
Amazing Follower Tweaks SSE - Allows you to recruit more than one NPC at a time as well as making them much more useful and tweakable
My Home is Your Home - Makes it possible to give the NPCs a home as well as designate them areas to work/guard/sleep in
Relationship Dialogue Overhaul - Greatly extends the voiced dialogue for a multitude of NPC voices
Animated Prostitution and/or Flower Girls SE - If you want sexy time options
Public Executions - If you want to bring criminals to justice. Or innocents to injustice if that's your thing I'm not judging.
Hearth Craft and/or Placeable Statics - Allows placement of various furniture, workbenches and other items. Useful to turn locations into comfy/functional homes for your abducted.
KNOWN ISSUES
General note: Re-abduction now skips stripping allegiances from NPCs in the CurrentFollowerFaction to prevent active companions from breaking but if you use any mods handling followers applying different/more factions for their functionality this protection won't work and they'll likely still break. If you abduct a NPC you intend BFF up it's recommended to remove them from this mod once abducted/pacified and only put them in the follower mod system once that's done.
* Some abducted NPCs won't fight - Non-aggressive NPCs often lack a combat style which means they have no idea how to fight and will run away instead. Use AFT to assign one manually and the should work fine.
* Abducting NPCs can break them - Just assume it will and don't use this on anyone important
* NPCs may vanish, change gender/gear or act odd/hostile - This mod does not remove any attached quests/scripts/packages/etc from NPCs that control their behavior. Catching these problematic NPCs with the clone options *may* help.
* Wrong amount of NPCs displayed or some missing - The registry for bagged and abducted NPCs is very simple so NPCs suffering the problems from the previous point may throw a wrench in it
* Some NPCs won't be possible to recruit at all - If they lack the vanilla voice support for the necessary dialogue it won't show
* Mod is not tested with Oldrim - While it actually works it's unsupported.
* Bagged NPCs still talk and show the dialogue option in their spot - To prevent the NPC being unloaded by moving them to a storage cell and risk having them reset or disabled they're instead made "invisible" by having their scale set to 0.01. This will keep them persistent at least for as long as the player is in the same cell.
* Abducted NPCs may turn hostile towards former allies - Many groups are set to be friendly to only specific factions and hostile to everyone else including those with no factions at all. Provided they're allied with the player recruiting the NPC will stop this but in some cases combat will prevent the recruitment dialogue. In these cases use the bag option to move the restrained actor somewhere safe where you can abduct/recruit them without interruptions.
* Unbagged actors may briefly or permanently be freed - If you use a lot of HD skins, armors, script intensive items or have a slow rig dumping a bunch of NPCs near instantly at you will make the game work hard to load everything causing lag/glitches in the script checking hostility.
* Can't marry certain NPCs - The mod only adds the PotentialMarriageFaction nothing else. If the NPC misses the dialogue for marriage or you fail to have fulfilled the pre-quisities this option will not be availible. You may "marry anyone" mods for it to work or issue the command "setrelationshiprank player X" where X is the required level for them to like you enough.
* Some options missing for child NPCs - This is intended and will not be changed. If inappropriate actions still show up you have a mod that's changed that individual or NPC type to be read as adult for whatever reason.
* Custom dialogue not showing up - In some cases you need to save and reload once for them to work
* Certain Win 10 setups will block the mod from working - Unknown why, possibly related to built in or added security software.
121299 downloads
Updated
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Mana Tanks [SSE]
By darkconsole
This mod will control the breast size based on how much Magica, Health, or Stamina the character has. It is fully configurable via MCM. Maybe you aren't playing a mage, perhaps you're playing a shield basher. You can go into the options and tell it to use the Stamina bar instead, or even the Health bar.
Mana Tanks SSE works exactly like the original mod for old Skyrim, the only difference is that we are defaulting to use NetImmerse until Racemenu comes out for SSE. I'd mention that it will fight with other mods trying to change the size of the tits but pretty sure as of writing this, this is the only mod that does it for SSE
Current Version: mana-tanks-103
Ayy SSE
Requirements
SKSE64 XPMSESE SkyUI SE Armours that actually have breast weighting.
USE THE CBBE BODY PHYSICS BODY IN BODYSLIDE. AND USE THE BODY PHYSICS REFERENCE WHEN COPYING WEIGHTS TO ARMOURS TO MAKE THE CLOTHES SCALE TOO. NO WE DONT ACTUALLY HAVE PHYSICS YET BUT ITS NEEDED FOR SCALING AS WELL. AND GIVE UP ON UNP FOR SSE, SERIOUSLY, OK? BODYSLIDE CAN GET YOU ANY SHAPE YOU WANT ON THIS NICE HIGH POLY BODY STOP BEING A GRUMPY OLD MAN.
Setup
Install it. I ain't your mom you can do this.
You must open the Mana Tanks MCM at least once after INSTALLING or UPDATING to update the effect on you.
Featured In Videos
FAQ / Stuff
Change Log
2017-10-17 SSE version defaulting to NetImmerse until Racemenu comes out.
Older Changes:
16461 downloads
- hillarious
- breasts
- (and 1 more)
Updated
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Haishao's Elly Follower for SSE FIXED
By tox-sick
I have fixed this file to work with SSE
From, http://haishao.blogspot.com.au/
This is Haishao's mod, thank-you for creating such an awesome mod...
Should the owner want this mod taken off this forum, Contact me and I can remove the files.
thanks
4657 downloads
Updated
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Basic Pregnancy Cycle
By Narue
Oldrim version is available here.
Description
In the base game you can build a family through adoptions, but cannot give birth or impregnate your spouse. This mod attempts to resolve that discrepancy by adding a fertility cycle to tracked women. They can be inseminated, get pregnant, and give birth to a Hearthfire-compatible child.
Requirements
Hearthfire DLC is required.
Additional functionality is supported for those who want it (or in the case of Skyrim Special Edition, when it becomes available).
Dialogues: An optional patch adding dialogue options as an alternative method for inseminating actors. Both male and female branches are available which take into account relationship rank. This patch is currently in beta and may be expanded into a more complete romance option.
SKSE: Belly node scaling will occur if SKSE is installed. Note that the scaling will not work without a body replacement that includes a belly node and all requisite dependencies involved. Further, clothing and armors will not scale unless they too include a belly node. Without SKSE there will be no visual changes as pregnancy progresses.
SexLab: An appropriate orgasm event is hooked if SexLab is installed, which offers alternative methods for insemination.
SexLab Light SE: An optional patch is provided for hooking into the SexLab Light SE orgasm event.
Hearthfire Multiple Adoptions: Allows birthed children to go to a custom home that has been blessed, and BPC fits within the new adoption limit of 6. Support is provided without any patches.
Flower Girls: An optional patch that allows BPC to hook into the scene events and apply insemination when appropriate.
The Kids Are Alright: An optional patch that adds support for additional child races. Episode 1 is supported without any patches.
RS Children Overhaul: Supported in the base version without any patches.
Installation/Removal
To install, simply add the mod with your favorite mod manager (recommended), or drop the extracted contents of the archive to your Skyrim Data folder.
To uninstall, remove the mod with your favorite mod manager (recommended), or delete the files from the Skyrim Data folder, scripts folder, and Source folder.
Recommended Mods
For the best experience, the following additional mods are recommended:
The Kids Are Alright: Replaces child models/textures and adds more children for all of the vanilla races. Basic Pregnancy Cycle is compatible out of the box for Episode 1. Patches are available for Episodes 2 and 3. Hearthfire Multiple Adoptions: Expands the adoption limit from 2 to 6, and provides support for sending your children to a custom home. Basic Pregnancy Cycle is compatible out of the box. Flower Girls: Adds an immersive way to have sex in Skyrim. Basic Pregnancy Cycle is compatible with an optional patch.
Technical Details
After installing the mod, a Basic Pregnancy Cycle Configuration power will be added. Nothing else will happen until the mod is started from this power. It is recommended to configure behavior to your liking before starting the mod. Following are the configuration options:
Cycle Options
Sleep Insemination Chance: Sets the probability of a female player being inseminated when sleeping. Set to 0% to disable. Note that when sleeping with an appropriately gendered spouse, the insemination chance is always 100%. Conception Chance: Sets the probability of any tracked woman becoming pregnant on unsafe days. Set to 0% to disallow pregnancy. Sperm Quality: Sets the base quality of sperm required for conception. Conception chance and sperm quality must both be sufficiently high for conception to occur. Toggle Buffs/Debuffs: Enables or disables additional effects for each stage in the cycle and during pregnancy.
Pregnancy Options
Duration: Sets the number of days a tracked woman will remain pregnant. Baby Item: Toggles whether a baby item is received at the end of pregnancy. Child Actor: Toggles whether a child actor is spawned at the end of pregnancy. Only the player or a spouse are affected. NPC Child Actor: Toggles whether a child actor is spawed by NPCs at the end of pregnancy. Baby Days: Sets the number of days a baby item must be nursed before becoming a child actor. Belly Scale: Sets the maximum size of a pregnant belly (N x 100%). This option is SKSE-dependent.
Note: If both the baby item and child actor are enabled, a nurturing quest will be started wherein the baby is nursed into a child actor. For spouses, the quest is hidden and occurs automatically. For female players, milk will be added daily and must be consumed to feed the baby. It's possible to fail this quest and lose your child, so be vigilant.
Miscellaneous Options
Debug Mode: Toggles whether debug notifications are shown as BPC performs its work. Note that this may be very chatty. Highlight Mode: Toggles whether tracked actors will have a brief colored highlight on their status on each polling interval. Blue=safe days, green=unsafe days, red=pregnant. Inseminate NPC Spell: Adds or removes an alteration spell which forces the target actor to be inseminated. Note that it will only affect non-child women. Inseminate Self Spell: Adds or removes an alteration spell which forces the player to be inseminated. Status Spell: Adds or removes an alteration spell which gets a target actor's current cycle status. Cheat Spell: Adds or removes a lesser power with cheat options. Random Child Names: Toggles whether spawned child actors are given a random name. This option is SKSE-dependent.
Start/Reset: Starts tracking with a clean slate. If the mod is started or paused, resetting the mod will clear all tracked actors.
Pause/Unpause: When paused, all scripts will be halted, but the current status of all tracked actors will remain.
Stop: Completely stops the mod. All tracked actors (including the player) are cleared of their current status.
Only adult female actors are added to the tracking list. Upon being added to the tracking list, the actor is given a random day within the 10 day cycle. After the 10th day, the cycle repeats at day 1 if pregnancy was not achieved. During the cycle there are safe days and unsafe days. On safe days, there is a small chance of becoming pregnant. On unsafe days, the conception chance applies and there is a larger chance of becoming pregnant.
When initially inseminated, there is a 3 hour window before the conception chances apply. This window is intended to give the player time to consume a washout potion which can be crafted at any cooking pot. The washout potion will remove all active sperm, but has a small chance of failure. If not washed out, sperm has a 3 day life. Every time an actor is inseminated, the sperm life resets. Additionally, each insemination applies a sperm quality value. The higher the value, the greater the chance of conception. Multiple inseminations increase the sperm quality, so promiscuous actors are more likely to become pregnant.
After becoming pregnant, the regular cycle is paused for the duration of the pregnancy. After pregnancy ends, the cycle will start over at day 1.
Female players will additionally receive active effects noting which stage of the cycle they are on and whether they have been inseminated. These can be checked at any time from the Active Effects section of the magic menu. Optionally, buffs and debuffs may be applied depending on the stage of the cycle or pregnancy.
The child actor spawn has certain limitations. It hooks into the Hearthfire adoption system, so if the spawn succeeds, the child will behave the same as any adopted child. However, the spawn can fail for a few reasons:
The player does not own a Hearthfire-compatible home with at least one free child's bed. This is the same restriction as with adoption. The player already has the maximum number of children. This is the same restriction as with adoption. The player is in the target home when trying to spawn the child. This is a technical limitation of the adoption scripts which rightly assume an adoptable child will never be in your home until after the adoption is completed. The mother must be either the player or a female spouse. No other NPCs will spawn child actors presently.
The NPC child actor spawn only occurs if the NPC is in a currently loaded cell, and the child actor will sandbox around the area where it was spawned.
If the spawn succeeds, the child will be given a random gender and race matching the mother. If the mother's race is not supported, a random supported race will be chosen for the child.
In addition to the washout potion, contraception and fertility potions can be crafted at any cookpot. These potions will decrease or increase the chance of conception, respectively, depending on the potency of the potion. The amulet of Mara and amulet of Dibella will also increase or decrease the chance of conception, respectively, when worn. The potions may be found at the local apothecary.
FAQ
"Why another pregnancy mod?"
There are a few out there already, but they either did not fit my needs or were excessively heavy. The heavy part is not a huge issue, in fact BeeingFemale has been an essential mod on my list since its release, but the larger issue that prompted me to write my own was none of them have been ported to Skyrim Special Edition.
"Can NPCs get pregnant?"
Yes! Due to overwhelming feedback, NPC support was added as of version 2.0. The NPC must be tracked to become pregnant. Up to 100 NPCs can be tracked at any given time, including the player if female. NPCs are added to the tracking list when inseminated.
"I play male characters, will this mod work for me?"
Yes! The Inseminate Actor spell will add any female (non-child) actor to the tracking list and inseminate them. A female spouse will also be inseminated when you sleep in the same location with her. If you have SexLab installed, orgasm events are hooked as an alternative to the spell. Further, with the Flower Girls patch, a climax event is caught which will automatically inseminate the appropriate actor after an appropriate scene.
"What is the script load?"
Every polling interval (1 game hour), all tracked actors have their cycle updated. This is a reasonably quick process, but it could potentially conflict with script-heavy events. Otherwise no cloak spells or intense operations are performed. This mod should border between script light and script medium. To avoid conflicts, polling can be paused from the configuration menu.
"Hearthfire Multiple Adoptions support?"
Yes!
"Flower Girls support?"
Yes! Support is only available for Special Edition presently.
"I get pregnant too often!"
This mod relies heavily on random numbers. Try reducing the conception chance, but keep in mind that when inseminated the conception chance is checked every in-game hour. Further, there is a small chance of getting pregnant even on safe days. If you still get pregnant too often, I'd recommend keeping a few washout potions handy and taking advantage of the 3 hour window after insemination, or use contraception potions.
8999 downloads
Updated
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R246 Female Presets
By R246
16/09/2017 SKSE64 (alpha) and ECE 1.5 for Skyrim SE are now released.
I advise removing R246 Female Presets or R246 Concept prior to installing ECE.
A small plugin that changes Human female presets to have faces from my old RaceMenu slot files, not exact replicas, but improved, or perhaps botched. There are no hard requirements for this mod. The only soft requirement is that you use better female skin textures than vanilla SE.
V1.5 has presets added to all Human Races: 4 Breton, 4 Imperial, 5 Nord and 5 Redguard.
V1.5 and USSEP. Those armed with SSEEdit might have noticed a warning that R246 Female Presets.esp overides USSEP's TINL (Tints IN List) value for Imperial and Redguard races. This is perfectly fine. USSEP adds stuff to Imperial and Redguard races, R246 carries applicable USSEP race changes forward and thus has no actual conflict with USSEP and doesn't need patching to be compatible.
Original version is still available as v0.91 (only adds 4 Nord presets, no custom tints or hair colours). Use one or the other, not both!
For updated images please see the Support topic.
To Install:
Remove older versions first.
Install "as is" with Nexus Mod Manager using "Add mod from file".
With other mod managers install as you would any archived mod.
Known Issues:
Tips:
Archive contents:
Mods used in screenshots:
Credit:
tktk1 for ECE 0.86 tri
http://www.nexusmods.com/skyrimspecialedition/users/3841389/?
16176 downloads
Updated
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Women's White Wristwatch
By Fixadent
This is just a free modder's resource/blender file because I have absolutely no idea how to turn it into a wearable/equippable item into Skyrim.SE If you have the technical knowledge of how to do this, please do so, but please give me credit for it.
The only requirement that I know of is the latest version of blender.
Getting it into the game as an item might require nifskope and/or outfit studio, and since it comes in a zip file, you might need to use winrar.
This mesh has an extremely high polygon count, over 30,000 in fact, so scaling that down might be important for in-game use. It also needs to be textured accordingly, preferably white plastic, but silver would also work well.
This was designed after an actual women's sportswatch, and is intended for female characters, but there is no reason why it can't be worn by men as well.
105 downloads
Submitted
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Playable Transgender Character/Race (Ningheim Race)
Version 0.3 is out, see the change log.
Hi guys !
OK first of all I would like to apologize to Seren4XX, Hellosanta, Urshi and co to butcher their mod like this. I'm sorry !
OK so basically I wanted to play with a transgender character in my old Skyrim but there were no mods for it. even though there were mods likeSchlong for Females by B3lisario, they are basically female characters with penises. But I din't want that and even if you manage to change the body, you couldn't do anything with the Head. So I tried to do it myself. I edited The Ningheim Race by Seren4XX. It took a lot of time but I did it. I also had to edit Schlong for Females a little to use female schlongs on male character and some outfits too. For vanilla armors and clothes I used Raestloz's mod PC Exclusive Armor Path.
Requirements :
Skyrim (SSE)
Dawngaurd (SSE)
XP32 Maximum Skeleton Extended (SSE)
Force New Idles in Skyrim SSE (SSE)
Race Compatibility (SSE)
Installation :
Install XP32 Maximum Skeleton Extended. Install and Run Finis. (make sure to check both "fix" boxes) install Race Compability. Download latest version of the mod here and install manually (just Copy all the files inside "Data" folder and paste in your "Skyrim Special Edition Data folder".
Notes :
You don't need original Ningheim Race mod for Version 0.3 This is just the modified esp file for now, you still need original Ningheim Race installed in your Skyrim SE game. This mod edits the male playable character of The Ninghiem Race but you still need Armors and Outfits to use with it, that means you need female Armors and Outfits to be able to use on a male character. Right Now you can only use custom armors and clothes, but you still need to mod them. As for the vanilla Armors and Clothes I can't do anything right now, not untill Raestloz ports his mod PC Exclusive Armor Path to Skyrim SE. If you want any specific Armor or Outfit to be modded that you want to use with your character, let me know. And of course if you encounter any bug please let me know. Version 0.1 is 32bit.
Credits :
Seren4XX, Hellosanta, Urshi and co for The Ningheim Race.
Requirements :
14948 downloads
Updated
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Lilithya Silverstorm
Background:
Lilithya is grew up with her younger Sister in Markarth, after her mother left both alone. Her father also left the family, joining the Stormcloaks. Lilithya took care of her younger sibling, till her sister decided to go to Solitude, to her mother and join the Imperial Legion.
After the departure of her younger Sister she decides to find her father, finally get answers why he left them.
One Night her younger sister went out on a walk through Markarth, when she gets attacked by a Vampire. Lilithya interfered but contracted herself with Sanguinare Vampiris but wasn't really able to get herself cured. So she transfromed into a Vampire, but refuses to drink blood. She has a magical necklace which prevent her looking like a vampire.
In her Inventory is a little Diary with some backstory. Not much. I'm working at her own little questline, but I'm new to this and need some time.
I'll update her when I'm finished.
Equipment:
Armor: Vampire Leather Armor
Weapons: Glass Bow and Glass Daggers, Crossbow
Spells: Healing, Healing Hands, Invisibility, Vampire Cloak, Vampiric Drain,
Perks: Armsman (20), Assassins Blade, Avoid Death, Backstab, Bladesman, Bullseye, Concentrated Poison, Critical Shot, Deadly Aim, Deft Movement, Dual FLurry, Muffled Movement, Poisoned, Quick Shot, Range of Movement, Steady Hand, Stealth (80), Wind Walker, Light Foot
Mainstats: Stealth, One-Handed, Light Armor, Archery
Misc.:
She can be found in the Palace of the Kings in Windhelm. Lilithya levels with the player till Lv 150.
She ist not marriageable, actually everyone can take her as a follower.
With her Questline only Stormcloaks are able to have her as follower, Imperial players she will tell to leave her alone.
If you find bugs, please tell me so I can look over her. I hope someone likes her.
Credits:
Eyes: The Eyes of Beauty by Gabriel Mailhot as LogRaam
Skin: PureSkinTexture by Anini n Regenbot03
Brows: Brows by Hvergelmir
The Ningheim Race by Seren4XX HelloSanta Urshi and co
Hair: KS Hairdos - Renewal by Kalilies Stealthic Khaos and Shocky
RaceMenu by Expired
Bodytype: DIMONIZED UNP female body by dimon99
Armor: Another Vampire Leather Armor by Ravendier
Make A Follower Workshop MAFKit 2017 by Ashes2Asherz
2098 downloads
Submitted
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Khajiit Body Overhaul For Modders
By NightroModzz
The first download file contains the body, finger and toe claws, as well as the head and mouth as separate meshes. The claws are merged down to the body on the second file.
Hello all. This is a Complete body replacer for modders who wish to add their own variation, CBBE or UNP compatibility. It contains a new head, mouth, hands, feet, body, and claws in a .OBJ file format and ZPR for Zbrush. The body also contains a deep anus and vagina with a uterus moved towards the stomach. I plan to make a male version and human/default body as well. Maybe even Argonians in the distant future.
I am working in Unreal Engine, various other applications, and plan to share some of my future assets to the Skyrim Community so long as they stay in Skyrim or for personal use only. None of my future mods will have or get permission for commercial use. Personal use is fine. My intentions for this particular model is to test it with Neofur. The model version I'm using for my project has no naughty bits for various reasons. My project is also inspired by Skyrim, SAO, Assassins Creed, and Final Fantasy
I am unfamiliar with Blender, NifSckope, the Creation Kit, other small applications from the Nexus, and will not take the time to learn them among the various other applications I am trying to learn. This is why I am releasing it as a modders resource. I did the tough part which took so much of my time to make so I hope there are some modders willing to take advantage of this.
More Pictures
NOTE: some of the following links to the pictures are not the latest or up-to-date.
Head and neck replacer:
Before
https://gyazo.com/da...c0f62c7e0c6af0e
https://gyazo.com/8a...e7800cfe5dd234b
After
https://gyazo.com/8b...55ff67d2f83a3e1
https://gyazo.com/81...b070d1d5f70b17e
Mouth:
Before
https://gyazo.com/6b...4ef7c6eebe4d530
After
https://gyazo.com/da...f1453a565b24965
Human Female Preview
https://gyazo.com/55...0aaa27127a0e530
Introduction to Zbrush 4R7
Allegorithmic (Substance)
Unreal Engine & Neofur
Permission:
All Modders can use these models for their own mods so long as it stays as a free Skyrim Mod and not for Commercial use. Uploading for or with a free software will also violate my terms. These apply even to a tweaked version if easily identified through a 3D modeling software. Personal use is fine. This does not apply to free to see/watch pictures or videos like YouTube for example, but does to sites that require an account to see/watch or pay to see/watch service.
Any violations to my terms may prevent me from uploading anything else in the future and the removal of my models. The violator may be contacted as well as Nexus and the owner or employee of the site the violator uploaded to. If selling, a refund for every purchase from a track record may be attempted either by the site or violators expense.
None of the above applies to the edited head and mouth mesh, but should not be re-uploaded as a modders resource mesh like this one because partial rights also go to blabba, the author of "Citrus Heads (HD Meshes)" and Bethesda.
Credits must also be given where it is due. Do not re-upload my files anywhere else. If you do make a mod with my model(s), please only upload to the Nexus or LoversLab.
Credits:
Thanks to Bad Dog which the mod was discussed on his "Complete Khajiit" mod page.
A big thanks to Blaze69 who helped a ton and was always quick to respond.
Thanks to blabba for his "CITRUS Heads (HD Meshes)" mod which is where I got the high poly head to modify.
4866 downloads
Updated
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Halo's Poser S1.6 SSE Edition
By Guest
Halo's Poser S1.6 SSE Edition
SSE conversion
HKX files converted to SSE Object NIFs optimised Form version changed from 43 to 44
More screenshots at
Halo's Mods
(mirror)
Credit
Halofarm : permission to share with you guys
screenshot body, textures and outfit:
ousnius & BringtheNoise : UUNP
Regenbot03 : Demoniac Body textures
guk : "The Yoga Teacher" Bodyslide preset
Calyps : Nightshade Armor/DB Replacer & wtfuun for the UUNP conversion
Petrovich : original boots (my texture edits & added to DB replacer esp)
Note:
issues with the 'Beach' poses causing a ctd, dunno why. Just don't use 'em for now. If somebody knows how to fix them let me know.
14945 downloads
- Halos Poser
- poser
- (and 5 more)
Updated
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Schlongs Of Skyrim Light SE
By Dragonjoe69
This is the complete original SOS light version converted to Skyrim SE
All features of the original mod are functioning including the animations, body shape and genital options, texture options, all selectable through the fomod installer.
Also included an optional patch for the invisible feet/leg bug with certain vanilla outfits
I recommend installing the xpms skeleton(tested with this installed)and amorous adventures + flower girls and the
provided patches to fully use the animations
CREDITS: All credit for the mod goes to the original authors Vector Plexus, Smurf, and b3lisario
PERMISSIONS: Per original author request DO NOT POST THIS MOD OR ANY OF ITS ASSETS ANY WHERE BUT HERE(lovers lab) and credit the original authors (not yelling just making sure that portion stands out) Enjoy
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