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These Skyrim mods are of a non-adult nature.


    1. Left-Paw-Alight

      This mod is in early alpha.
      After some playing around in the CK and looking at other peoples mods posted here and on the Nexus I decided that its high time I spent some time and learned how to make a chartacter up from my Elder Scrolls Online experience. 
      He is an argonian shaman called Left-Paw-Alight who was a hero of the 3 banner war roughly 3000 years ago. I will be making a back story about him and how he has managed to appear in Skyrim along with a quest, but for now this is just a simple test piece. 
      As a shaman he should heal himself, cast flesh spells for protection, summon a flame atronach (for now) and turn undead. He also has the flame bolt spell. His starting equipment are mage robes for restoration. He will level up with the player with I hope balanced stats. 
      I will be uploading this to the Nexus as well so Lovers Lab. Please leave comments in the thread or any problems you find with him. 
      Location:- Falkreath mill pond. I used this as its less busy with other follower mods and easy to get to in early game. 
      Future Features:- I hope to have some voice overs done for him at some point, a quest to find him and free him. Along with a story driven quest as he gets to know the player. I will also be taking apart other peoples scripts to see how they do special AI for their followers and see if I can make something special for Paws as in a special lesser power and the use of illusions. 
      So please use him, abuse him and give him a good seeing to and let me know of any problems you find. 
      As usual you will need the following mods installed.



    2. K-Girl Outfits for Skyrim - UUNP

      This is a conversion of UNKUT K-Girl outfits from FO4 to Skyrim LE - UUNP, but not all of them. I really like the textures on those clothes, get them by using Additemmenu (google)
      Still has minor clipping, but not very significant, 
      Drag and drop the file in your Skyrim data folder
      K-Girl Outfits by UNKUT
      DB9s for Bell, Norae, and Prism
      - Do whatever you want with the mod, reupload to anywhere you like



    3. (Tool) Stack Dump Checker

      A user has argued that there is no need for this script and that stack dumps are benign, and therefor monitoring them is unnecessary. See their counter argument post here:
       This is a python script that checks for stack dumps in papyrus logs.
      If too many papyrus scripts exist in memory (the papyrus engine stack) all at once, the engine will dump some of its stack to garbage to prevent a stack overflow. Those dumped scripts are not retrieved nor revived, some will restart from scratch with all their state reset, but some will never restart on their own. Script dependencies can break, threads can break, state is lost and thus; Mods can break.
      Once you get a single stack dump your save is broken. Maybe you can save clean the affected mods from your save to reset them with a save cleaner, but you have to clean every affected mod those scripts are attached to, and you lose settings/state/quests and everything saved to that mod anyway. I'm speaking theoretically, as I have never successfully fixed a save this way myself without realizing it wasn't worth it and stopping early.
      The above has been challenged in the support thread.
      Stack dumps are silent too, sometimes you get a brief pause as the game locks for maybe a full second as it dumps memory, but there is no other alert or notification to a user that a dump occurred. You just start getting really weird and specific bugs that would never happen otherwise, and are therefor impossible to find/fix for mod authors and yourself.
      So I built this script to detect when a dump happens after every night of playing Skyrim. I save frequently enough that I can just delete any save I make after a crash dump to keep my save intact, and then I look at the stack dump time and scripts dumped to help me figure out what caused it to avoid it in the future.
      I made this years ago, but didn't bother uploading it anywhere, and haven't seen another similar script or program anywhere, which is weird considering its a problem I've seen many users have. If something like this but better already exists feel free to tell me or post it in the support thread.
      Move the script file to your skyrim logs folder, typically:
      C:/Users/*your user name*/Documents/My Games/Skyrim/Logs/Script/ <- there should be papyrus logs here
      From there, assuming you have python installed, you can just double click the script and it should search all the logs in that folder for stack dumps and print to a small text window. That's it.
      Explaining the details printed about each stack dump:
      The file is listed, the line count so you know how big the file at a glance.
      Each file can contain multiple dumps, counted here
      The line in the file where the dump starts, making it easier to find/search if you want to look at the actual file later
      Time is printed per dump as it was printed in the file, most likely uses the same clock as your operating system. This can help you figure out when the dump occurred if the dump contents aren't enough info.
      Then the scripts that were dumped from the stack are listed in decending order of frequency.
      - the left number is the count of how many scripts with the following name were found, if its 10 then there were 10 scripts like it in the dump with the same name.
      - if a dash is shown instead, that means the script next to the dash is part of a mini stack with the script above it, showing you what scripts called which subscripts.
      the hex of the object the script is attached to is printed next, if its 0x0000014, that's the player, the script was attached to the player's actor, otherwise the hex will often tell you which mod a quest (the script is attached to) belongs to. The first two characters are in base 16 the load order for that mod.
      then finally the name of the script and the functions being run, on the far right are shown
      Maybe one day I'm modify this so that it reads the main papyrus script in realtime and will notify you while you play the game, but for now it works well enough for me. Once I started using it, and reverted to an early save before the first stack dump, I can just check every night and that's frequent enough to stop it being an issue.
      todo: add feature to allow it to search for the log folder from anywhere, so you can keep it on the desktop for easier use
      todo: add feature to allow it to read still open papyrus files if skyrim is open, so it can notify users in real time if there's been a dump
      Unlicensed open source, its a really basic script do what you want with its code
      Thanks to:
      @bicobus for pointing out some of the awful things I do when I'm in a hurry to bang out a quick script so I could fix them



    4. Final Fantasy XV: Royal Arms (1,5,12)

      Sorry for not posting any pictures for the mod, too lazy. I can assure you this is a legit mod. If you guys want you can show your screenshots and I can put them in the mod's main page.
      This mod adds: Sword of the Wise, Blade of the Mystic and Katana of the Warrior from Final Fantasy XV.
      SquareEnix: Final Fantasy XV
      Some dude from DeviantArt that ripped and ported them for XnaLara
      Sets00na: Porting into Skyrim



    5. Dragon Quest Sword&Shield of Roto and Supreme Sword of Light

      Sorry for not posting any pictures for the mod, too lazy. I can assure you this is a legit mod. If you guys want you can show your screenshots and I can put them in the mod's main page.
      This mod contains the original Sword+Shield of Roto and Supreme Sword of Light.
      SquareEnix: Dragon Quest XI
      Dude that made ninja ripper
      Sets00na: Porting



    6. Ihlenda Reconstructed

      Now with SSE Support!
      Some time ago, a group of modders came together to create a creature pack with all sorts of unique and interesting things inside. Some time after that a modder by the name of nofear88 took it upon himself to make a companion from one of those models. This is not his story, he disappeared. The resulting companion, Ihlenda, was plagued with all sorts of issues ranging from graphical errors to extra data that didn't belong. She needed a tune-up. I had a wrench!
      Ihlenda Reconstructed is a much more refined, carefully adjusted version of the original mod. She sports greatly improved features, better visual cues, and is overall more reliable!
      Installation Instructions
      Manual, No Toys
      - Download archive.
      - Extract contents of archive to your Skyrim/Data folder.
      - Activate IhlendaReconstructed.esp using the Skyrim Launcher.
      Upgrade Instructions
      When upgrading from a previous version some abilities may not function properly. There are two quick methods, besides an uninstall/clean save/reinstall, to fix this:
      Safest, or Mid-Dungeon
      Find an open empty space.
      Open your console (usually the tilde ~ button on US keyboards).
      Click Ihlenda.
      Type "disable" without quotes, hit enter.
      Type "enable" without quotes, hit enter.
      Close your console.
      Enjoy the new features!
      Less Reliable
      Find an area transition, such as a door that causes a loading screen.
      Use door, changing areas.
      New features should be enabled.
      Where To Find Her
      She's trapped in the Dwemer Storeroom just outside Mzulft, you can't miss her. Don't trip over the skeleton, he's been her only company.
      - Female Dunmer voice. Mostly friendly.
      - Essential, so no accidental offing her mid-combat.
      - Caster. Prefers to stay on the edge of the fight whenever possible.
      - Custom spells. Likes to scald people with blazing hot steam blasts dealing fire damage.
      - Does not equip weapons (to my knowledge), but will equip armor.
      - Uses vanilla follower system, should be compatible with any follower mod.
      - Marriageable! You know, if you're into them hot metal curves.
      - No, seriously, hot metal. Careful with that.
      - If you're really into that, read below for warnings.
      Updates from Original
      - COMPLETELY rebuilt plugin file from the ground up, no copy/pasting, for maximum cleanliness and organization.
      - No longer has a flame trail, and now properly rides on a cloud of steam and smoke.
      - Stats have been readjusted (way down).
      - Now starts at level 5 and no longer has a maximum level, growing indefinitely with you.
      - Custom spells have been updated significantly.
      -- Her main spell, steam blast, has had its damage cut back quite a bit. Starts off decent and applies a Damage-Over-Time effect which tapers off over 10 seconds when she stops casting. I'd be interested in feedback, and see spell damage scaling below.
      -- Her backup spell is now a lightning bolt rather than fire bolt, has a 0.5 second charge time, and costs almost nothing.
      - Spell damage now scales with her destruction skill as well as her level. At 100 Destruction her spells do 50% additional damage, and she also gains an additional 1% Destruction spell damage per level.
      - Being based off of flame atronachs her magicka regen is fairly high. However, flame atronachs cast a spell with a low mana cost. Sure in theory it could eventually drain their magicka but they rarely live that long either due to combat or to summon duration. Ihlenda's primary spell costs quite a bit of mana and is channeled. Now, have you ever seen a flame atronach actually melee someone? I haven't. To help make up for this her magicka recovery has actually been tripled from the usual amount, to bring her in-combat recovery up to par with the standard out-of-combat recovery of a flame atronach. She's still likely to run dry in a medium or longer length fight but that's why she has that backup spell. I'm also interested in feedback with this.
      - Used to have a fire aura similar to flame atronachs, now has an electrical aura imitating storm atronachs.
      - Now also more closely imitates other dwemer machines in terms of resistances and passive abilities.
      - Self-repairs! Has a 3/second health regeneration rate. She needs it, nobody likes being scalded with blazing steam.
      - Now starts with damage resistance equal to a full set of dwarven armor, on top of dwemer machine resistances. This may make it a bit difficult to replace her gear, but she puts a heavy preference on magical enchantments which may help.
      - Rewrote small story that she originally came with. No more historical lore logic holes!
      - Increased carry weight.
      - Additional special effects. When downed and in recovery her battery ruptures, causing her to spew smoke and be covered in electricity. Don't worry, she can self-repair!
      Extra Changes
      - Forwarded a simple change included in the USKP/USLEEP patch: changed the FollowerHuntingBow to be playable and droppable. This is to allow you to remove the bow should she decide she wants to try and use it, because to my knowledge she can't. Going for the simplest approach this change is unobtrusive and rarely seen, and leaves compatibility open for other follower mods that may edit the offending script that spawns the weapon in the first place. Plus the thing sucks anyway, so it's not unbalancing to get it.
      Potential To-Do
      - Stat, skill, and spell balancing.
      - Possibly add more spells and abilities.
      - Still looking into texture options. Permission granted from langley02 to use Dwemer Meter Retexture, need to get matching boot/gauntlets.
      Known Issues
      - Doesn't handle ranged attackers (primarily archers) very well. May set avoidance tactic higher in the future. Kites melee for days though!
      ~~ (Changes have been implemented, hoping to see a noticeable change)
      - Level-to-damage scaling script only works on the ORIGINAL Ihlenda. Spawning a clone through the console means you get a lesser version. Actually go rescue her from her cage, it doesn't take that long!
      Safe -> Unlikely -> Possibly -> Definitely
      - Has keyword JobHireling, enabling compatibility with some more obscure follower mods.
      - Minimal additional script cost, single script checks level and updates own Variable09 accordingly once per 30 seconds, scaling Destruction damage.
      - Uses vanilla follower packages/scripts, does not make changes. Mods changing these will affect her, but shouldn't cause problems.
      - Modifies actor value Variable09 on self. Generally used for innkeeper room dialogue functions, which followers don't need.
      - Should be compatible with major follower overhauls due to usage of vanilla scripts. (Untested)
      - Uses installed textures. May end up looking strange depending on mod install. (See Recommended Mods)
      - Contains custom combat AI, perks, spells, and more. May not be affected by overhauls to these features. (Spells use Destruction school)
      - NOT currently compatible with AFT or ImAFT, as these follower mods are looking for vanilla spells specifically. Trying to find a solution.
      Recommended Mods
      Most Useful
      - Unofficial Skyrim Legendary Edition Patch - by Arthmoor & Team (Everyone should have this!)
      Screenshot Appearance (Not included with Ihlenda)
      - aMidianBorn Book of Silence - by CaBaL120 (Dwarven boots and gauntlets)
      - Dwemer Metal Retexture - by langley02 (Remaining metal textures)
      Other Misc
      - Markarth - The White City - by FrankFamily (Dwemer Metal Retexture comes with a compatibility pack to match!)
      - NobleSkyrimMod HD-2K - by Shutt3r (Be sure to grab that SSE version if necessary! Install before "Markarth - The White City", "Dwemer Metal Retexture", and "aMidianBorn Book of Silence".)
      - Enhanced Landscapes - by AceeQ
      - Verdant - A Skyrim Grass Plugin - by Preeum
      - Purity - by Laast (This guy needs more love, beautiful mod)
      nofear88, for the original mod found here.
      Vicn, for the creature pack containing the original model.
      Vicn Creature Pack - Dwarven Gynoid
      Enhanced Character Edit by ECE Team
      DIMONIZED UNP female body by dimon99
      Hair packs of TES IV Oblivion for Female Only by Radioragae
      REN, Peggy, NewSea, SKS
      Special Thanks
      tonicmole, for being the one to somehow convince me (purposely or otherwise) to do more modding stuff.
      vpoteryaev, for without their help I'd probably still be pulling my hair out over leveled skill weights!
      Content Warnings
      - Included story journal contains naughty vulgar words not suitable for children. The man wasn't a nice guy. Really.
      - Technically Ihlenda is naked, all the time. I mean, if you're into that sort of thing.
      Also On The Nexus
      Ihlenda Reconstructed for Skyrim Classic
      Ihlenda Reconstructed SSE for Skyrim Special Edition
      Mod Review - New Blades and the Metal Maiden (by Porterhause)
      To All You Robosexuals



    7. MODE: Fire Dragon King

      New Voice Attack.
      AOE Fire Damage with Healing
      All undead will run away
      will make you invisible a few sec however you will be in an armor of fire.

      for min 60 seconds you will gain massive regen boost of 5000% and 5000hp
      anything within 500 range will be hit with the roars effect. and can 1 hit even a mammoth if in range.

      it can be found in whitrun in the water near the tree  just as you walk up the steps. see image.

      requires all dlc and unofficial legendary patch



    8. Myconjuration



      Complete rework of the conjuration summons and reanimation which makes being a conjurer or Necromancer fun and interesting. As requested.
      This mod was on Nexus until recently. I removed it because I was not going to support it anymore because I felt that fixing so called bugs would remove the freedom this mod allows the user. Use this mod wisely and it works great! Save often so if something is broken by accident you can recover.


      Works with SSE!


      Have you ever played a conjurer or Necromancer and abandoned the class because of the way it works?
      For example: Your pets are more or less useless because they die fast, get lost or just don't work. The reanimated turn to ash within seconds after you zone. Your prized Thrall goes poof. You know what I mean here. Well this will change the way you view conjuration or necromancy.
      My Conjuration key features:
      1. All summons level with you!
      Summons can become powerful allies because they stay 1.25 levels over you all the way to level 999. Not only that, but through the perk system they gain health, health regeneration, resistances, damage and speed. They ignore friendly hits and are clasified as teammates.
      2. Summons last 1 day and port with you across zones so no more lost pets. Since the timer is reset upon zone change the summon will last forever.
      3. You can have up to 6 active summons or reanimated through the perk system. HOWEVER, each active one takes away a portion of your Magicka until they die or you destroy them.
      NOTE: Do not use summons for inventory storage because when they die the inventory goes POOF!
      For the Necromancer in you:
      4. Reanimated get health, damage, resistances, skills and more based on YOUR level and the perk tree. This makes even a level 1 NPC useful at level 100+ !
      5. You can access your minions inventory! You can dress them and give them weapons YOU want them to have! You can use your reanimated as storage!
      6. NO MORE ASH PILES!!! NADA! ZIPPO! Ash piles have been removed from the spells so if your reanimated die just cast again.
      7. Each reanimation spell increases their power. So it is still advised to use the upgraded spell BUT you can pick one spell and stick with it all the way to 999 if you so desire.
      8. You can raise things you couldn't and some things you shouldn't! Dead dragons will reanimate but will not move. Giants and Mammoths are really hard to control in dungeons but you can use them!
      9. When you though you were powerful enough you learn a special spell and get a book at skill level 100, when and if, you take SoulMaster Perk! You will get a book and learn a new spell to RESURECT human NPCs (requires items). You can have up to 4 of these and they are blood linked to you. they take 20% of your damage and you take 20% of their damage.
      Changes to bound weapons:
      10. Bound weapons now last up to 10 minutes and are MORE powerful.
      Changes to the perk tree.
      (Note: Perks that affect magicka cost also affect cost to maintain summons and reanimated. The higher in the perk tree the less it costs to maintain them but 4 Magicka is minimum.)
      (Note: Default heal rate is 2, Heal rate is out of combat health regen so minions recover quickly.)
      Novice Conjuration:
      Cast novice level conjuration spells at half magicka. Can have 2 minions. Raises Minion health regeneration by 1.
      Apprentice Conjuration:
      Cast Apprentice level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 2.
      Adept Conjuration:
      Cast Adept level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 1.
      Expert Conjuration:
      Cast Expert level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 1.
      Master Conjuration:
      Cast Master level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 2.
      Mystic Bindings:
      Bound weapons do 100% more damage.
      Soul stealer, Oblivion bindings, Conjuration dual casting unchanged at this time.
      Increase the minions physical damage resistance by 80 (armor rating)
      Can summon atronachs or raise undead twice as far away. Raised Minions get improved melee damage.(100%)
      Can summon atronachs or raise undead three times as far away. Summons and zombies get boost to weapon speed.(100%)
      Minions gain 20% crit chance modifier.
      Minions have 100 points more health, magicka and stamina. Minions get 75% elemental resistance's.
      Twin Souls (Now called Soul Master)
      You can now be a real master of the dead!
      Spells affected in alphabetical list:
      New Spell:
      ConjureSpriggan - Almost anything can be raised but someone requested this and I removed call animals so it won't use it.
      A couple maintenance spells you will get at start and one special skill 100 spell which is a spoiler.
      Upgrading pre 1.3 after 1.2 the upgrade is automatic:
      1. If you want to keep your current minions, kill them and loot them otherwise go to step 2.
      2. Save your game and exit to desktop.
      3. Uninstall or Disable MyConjuration-Vanilla
      4. Reload your new save and save it again without the mod installed. (absolutely must make a clean save)
      4. Install the newest version.
      5. Reload the clean save.
      6. Reanimate your minions.
      7. Enjoy!
      Use NMM. It is better.
      1. Extract the files to a temporary location.
      2. Examine the folder structure and make corrections where necessary.
      3. Copy files to (install folder)\Skyrim\Data\
      4. Enable the MyConjuration-Vanilla.esp
      5. Enjoy!
      Use NMM. It is easier.
      1. Disable MyConjuration-Vanilla.esp
      2. Delete the files/folders associated with the mod.


      Any mod that affects the conjuration tree may conflict.
      (Load Order):Put this file down in the list. I have it last in the load order and it works with 188 existing mods.
      Known Issues or Bugs


      Sometimes (rare) the summons go aggro if you hit them to much and to hard. They are teammates so immune to damage. Use the spell to kill them or console.
      Summons can be used as storage but they do not drop your items! Raised dead can be looted but like mentioned summons do not drop your items. I have verified this one.
      Do not reanimate dismembered bodies.

      Version 1.4 
      I reworked the game esp to now include DLC so there is two versions.
      Updated all spells to work now as some were missed.
      Minion run speed was increased to reduce teleporting and minions now teleport behind the player.
      Adjusted the reanimation spells to actually work past level 50. In fact you can now reanimate any NPC regardless of spell at any level to 999.
      Reanimated that were decapitated or dismembered should now reanimate with all their body parts.

      Version 1.3
      Added an error check to zombies that if the game, for some reason decides to mark the minion for delete, the minion will be removed.
      Added additional checking on distance if the minion becomes stuck completely due to being disabled by the game engine. It will try to move the minion 5 times and if it fails the minion gets removed form the array.
      Conjuration summons now are player only. The spells used by the player are completely different than the spells used by NPCs. The NPC summons will NOT be added to the array anymore.
      Added auto update feature so no more need to clean save.
      Version 1.2
      4/10/15 - Expanded the array of minons to allow for necromancer and summoner pets.
      Remove an error when dispelling the zombie buff.
      Version 1.1
      4/6/2015 - Added additional error checking to the scan on Zombies to remove dead ones. This happens if you raise a zombie and it is not in the same zone and there are no slots.
      4/6/2015 - Fixed the reanimation spells to work properly. Seem I missed something.
      Version 1.0
      Initial release. Planned to do downloaded content and tweak this based on feedback
      Message me here.
      Bethesda for this awesome game.
      Tools Used
      7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
      Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp
      You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod but do give credit.



    9. Blade and Soul Armor Collection - CBBE Bodyslide

      This is an all-in-one download.

      The Original of this file can be found here:
      But it is in Russian, this is an English translation with Heels sound.

      XP32 Skeleton Extended: https://www.nexusmods.com/skyrim/mods/68000
      CBBE: https://www.nexusmods.com/skyrim/mods/2666
      Bodyslide: https://www.nexusmods.com/skyrim/mods/49015
      HDT Physics: https://www.nexusmods.com/skyrim/mods/53996
      HDT Heels System: https://www.nexusmods.com/skyrim/mods/36213
      Heels Sound:



    10. Argonian to Anthro Dragon TF Pack

      New Features
      Fixed female horn clipping problems?
      Overwrite where prompted
      This mod adds several custom made meshes and textures to Skyrim to make YOUR argonian look almost as badass as mine.
      Custom Alduin style horns
      Custom Alduin style back spines
      Custom Alduin style tail
      Custom Alduin style wings
      Custom Alduin style feet
      Custom version of Dragonic Textures for Argonain

      Primary body texture for males is 8K resolution. People with anything older than the 9xx series of nVidia cards WILL have trouble with this.
      Body texture for females is 4K.
      If you need a smaller resolution, download GIMP and resize it yourself. I will not cater to the needs of people who do not help themselves.
      Only install the Female Horns Fix if you are having noticeable clipping or floating problems with the female horns.
      Manual only. DO NOT USE NMM OR VORTEX.
      Overwrite absolutely everything.
      The horns can be added via the race menu. RaceMenu the Mod is not required but it is recommended.
      The tail and back spines can be added via AddItemMenu or using the console to add them manually.
      The wings can be toggled with a spell added to the game called "Mutagen: Toggle Dragon Wings". You may need to cast it more than once to get it working. You have to use the console to add it.
      The back spikes, wings, wing membrane, horns, and tail all follow the skin and hair tints. See "bugs" for more info.
      I've included reworked SOS penis textures to fit the new body textures.
      PornHub video featuring my ice dragon preset:
      This mod is incompatible with any other mods that change the Argonian feet and textures.
      Animated Dragon Wings is not required.

      Dragonic Textures for Argonian is not required.
      Wearable Dragon Tails and Horns is not required.
      The back spine tint is reset on loading a save. Opening the race menu and manually setting it fixes this until the next load.
      The wing tint is reset on loading a save. Opening the race menu and manually setting it fixes this until the next load.
      The wing membrane tint is reset on loading a save. Opening the race menu and manually setting it fixes this until the next load.
      The tail tint is reset on loading a save. Opening the race menu and manually setting it fixes this until the next load.
      Users of Magic Duel: Reborn will have their wings removed during a duel. 
      The foot lighting is a little off. Anyone skilled in generating model-space normalmaps contact me please.
      I cannot fix any of these bugs. I don't know the cause nor the solution.
      The female low weight foot model is bigger than it's supposed to be if you are using a custom CBBE/BodySlide preset. I modeled the feet after the default CBBE meshes - you will need to manually adjust them to fit your custom preset. To fix this for the low weight meshes, set the ankle size to 100%. High weight meshes don't seem to be a problem for me.
      Permissions and Credits
      Permission for usage of the dragon wings have been obtained from Anton. All credit for the mesh, animations, and ESP data go to Anton. Link to original file: https://www.nexusmods.com/skyrim/mods/53271
      Permission for usage of the body textures have been obtained from ChaserTech. All credit for the creation of the original textures go to ChaserTech. Link to original file: https://www.nexusmods.com/skyrim/mods/76127
      Permission for usage of the wearable tail mesh has been obtained from Faelrin. All credit for the creation of the tail mesh goes to Faelrin. Link to original file: https://www.nexusmods.com/skyrim/mods/53746
      Under no circumstances should this download and the files contained within be redistributed without the explicitly written permission of myself and the other named authors. Doing so without said permission will result in legal action.
      I am the creator of the back spine mesh, the foot mesh, and the Alduin horns hair style mesh. Do not upload ANYWHERE without my permission.
      Additional Help Information
      If you are having difficulty with any part of this mod, USE GOOGLE BEFORE PESTERING ME WITH YOUR IDIOTIC QUESTIONS. My patience for modees (term for people using mods without being mod authors themselves) is extremely short and I will not help anyone who doesn't help themselves first.
      Usually a 5 second Google search will get you the solution to any given problem not listed here.
      Future Plans
      Add more styles of dragon horns, tails, and wings.



    11. A Werewolf Should Know Decency

      A werewolf should really know some decency and dress up after transforming back to human form. No one wants to see that ass, ok?
      It re-equips all your gear and spells when you transform from a werewolf back to human form. Including your power. And it puts your left hand items back in your left hand instead in your right.
      ATTENTION: there is a time lag before the re-equipping happens. It's due to the transformation anim taking longer than it seems to. Just be patient, your char will get dressed. Give it 5-10 sec.
      Those who know my other mods can probably guess that for me it wasn't about decency, but convenience. It truly is a bother to equip every piece of armor, every weapon and every spell again, just because I transformed once. Especially the power. Jeez, I just used the Beast Form transformation power. Why would the game unequip it, come on? Of all the things, why this?
      So here's a fix. It's not the first one around, and being a lazy person I wouldn't make my own if it wasn't out of necessity. All the other mods I found had some serious flaws - incompatible with Dawnguard, with RaceCompatibility, overwriting records I needed for something else, weird handling of crossbows, weird handling of left-hand weapon, ignoring non-vanilla slots (like for example underwear, wings, backpacks).
      I've never wrote a script for Skyrim before. I tinkered with Morrowind around 2003, but back in the day you wouldn't even need to compile it! The code structure was easier too... Anyway, it's 2019, I taught myself the Skyrim version of Papyrus, and there it is, behold. I managed to work around almost every bug Bethesda has thrown at me, except for the torch. It's bugged so I decided not to re-equip it. Sorry, but Beth fucked up torches badly. Don't believe me? Try mounting a horse holding a torch. See where the torch goes. Enough said. Congratulations, Bethesda.
      Anyway, I was considering not re-equipping the torch in the first place, so it kinda works for me. When you transform back, you should avoid being seen doing it. The torch draws attention, so lighting it should be a conscious choice, rather than a scripted, automatic action.
      This mod was made for use with:
      - Dawnguard (required)
      - SKSE (very required)
      - RaceCompatibility (the script is based on it - will work without RaceCompatibility, but it's better to have it)
      The QF_PlayerWerewolfQuest_0002BA16 script is all good, same in Dawnguard / vanilla and not even covered by RaceCompatibility.
      PlayerWerewolfChangeScript however differs between Dawnguard and vanilla. Analyzing the code, using Dawnguard version in vanilla game shouldn't break the game, but it might throw errors and maybe, *maybe* bloat your save. RaceCompatibility further changes the script, but not in a game breaking way.
      This mod will conflict with any other that relies on changes in any of the 2 scripts:
      - PlayerWerewolfChangeScript
      - QF_PlayerWerewolfQuest_0002BA16
      Sometimes the script is hidden in the BSA, so you may not know you're overwriting it with my mod.
      Every script author who provides the source code. The real MVPs. On the other hand fuck the authors who keep the source for themselves
      Creation Kit Wiki was helpful too, so kudos to all the contributors.
      My code is roughly based on Werewolf Aftermath Re-Equipper by Korodic.
      Oh, and the img idea is from WereWolf Return Form No Naked by aaa. It's crude and simple, but caught my fancy.



    12. Narysa and Myshka Storm citrus head Follower's Standalone

      This is my first follower attempt, I know that sometimes that puts people off but we all have to start somewhere, give them a go.
      If they work fine and you like them please endorse it makes me feel good. Screenshots, much appreciated has to be NSFW safe or
      will be deleted.

      Narysa Storm Breton
      Weight 40
      Height 100
      Class Mage
      yes Marriage

      Narysa is strictly a mage with a couple of spells by me, If you give her a weapon she will pack it away and that's were it
      will stay, she's not OP she'll need your help with the bigger beasts of skyrim.
      She is set up as violence against enemies, which means sometimes she won't fire up unless you or her are attacked,
      nobody wants the follower to always beat you too the job.
      She is your friend, be nice to her and she will grow to be your ally or lover, be bad to her and she will hate you.

      Myshka Storm Breton
      Weight 40
      Height 100
      Class Ranger/Swordsman
      yes Marriage

      Okay I have decided to add her older sister here as well. I will explain, in my game I have these two linked too each
      other, pick one and the other follows her sister and protects her, very endearing. I have removed the link for you's but
      feel they should be together.

      Her name is Myshka Storm you will find her in the same place as Narysa, Myshka has no Magicka she is a
      Ranger/Swordsman, Ranger first if in close she will swap to one handed sword and shield if given one.

      Both are HDT everything! yes everything: All-in-one UUNP special and they needs clothes.

      They're in Riverwood.
      Armor used in screen shots is (Dint) Dark Knight BDO v1.4 (female)
      (NINI X TAL) MBO 0048
      TAZ enb

      I would like to make several big shot outs to Skyla for her follower tutorial and esp big help and to Ashes2Asherz for
      his encouragement to give up on citrus head lol, and his citrus head mesh mock up for me to use massive help, thanks D.
      you champion you.

      Requirements: Must have or CTD


      Thank You to the mod creators for making this possible:

      CITRUS Heads (HD Meshes) -Created by Blabba
      Leyenda Skin-Created by HeroedeLeyenda
      XP32 Maximum Skeleton Extended - XPMSE -Created by Groovtama and Daymarr
      BodySlide and Outfit Studio -Created by Ousnius and Caliente
      RaceMenu -Created by Expire6978
      HDT Physics Extensions -Created by HydrogensaysHDT
      KS Hairdos - Renewal -Created by Kalilies and Stealthic
      The Eyes Of Beauty -Created by Gabriel Mailhot as LogRaam
      Lind's Human Eyes -Created byLind001 - LindsWorkshop
      Brows -Created by Hvergelmir
      Improved Eye Reflections and Cube Map -Created by fadingsignal
      Nifskope from github
      If I have missed any author please let me know.

      Permissions: Do not load this up to any other site, I will do so myself. Do not reproduce them in anyway and call it your own work, citrus head is very distinctive and vertices have been placed to combat plagiarism. Do not profit from them in any form.



    13. Vanilla Skyrim Choker & Earrings - with enchantments

      This esp replacer adds enchantments to gomaperopero's mod.
      Each of the choker and earrings got the enchantment of their vanilla counterparts. There are a few additional changes.

      You will need the original mod for it.
      Download and install the original mod from the link above.
      Download this Choker of Skyrim.esp and overwrite the original one. 

      added vanilla enchantments - They didn't have any enchantments at all, so I've added the vanilla ones.
      reduced weight to 0.5 - because Complete Crafting Overhaul Remade changed the original amulets to 0.5
      added weight 0.5 to weightless items
      added missing keywords to Choker (but not the earrings)
      Choker of Ancient Nord - the vanilla amulet has no enchantment, so I've added EnchArmorResistMagic01 "Resist Magic" (Magic resistance of 10%).
      I wanted to have something like "shouts do stagger more easily", because Kyne (Kynareth, you Imperial scum!) granted the Thu'um to the Ancient Nords, but couldn't find it immediately.
      Choker / Earrings of the Elder Council - same as the vanilla counterpart: no enchantment, but a value of 1000 Septims
      Choker / Earrings of Articulation - added EnchArmorArticulation05 "Articulation" - the item is scaling in the original game, this will give you a flat bonus of Speech +20, which is stronger than Dibella with +15.
      renamed Choker of Necromancer to Choker of the Necromancer - the same with the earrings.
      renamed Eearrings to Earrings
      The original mod belongs to gomaperopero.
      Make sure to unequip enchanted items before upgrading or uninstalling. Magical effects might get stuck on your character when messing with enchantments.
      I didn't change the vanilla magical effects, so the enchantments are unballanced (e.g. +10 health), but thus are compatible with mods that change them.
      It is possible to equip the same effect twice with choker and earrings, but I don't know how the percentages will be calculated. E.g. Talos 2x +20%.
      Divine Amulets and Daedric Rings - Upscaled Textures is compatible and just got released.



    14. DW UNP Armor Matching High Heels

      A set of 17 UNP high heels, designed to match the default Skyrim armors and their various remakes and mashups.
      -game play balanced (stats and cost)
      I Added a replacer version of the .esp. Use the replacer version if you want all of the default boots (females only) replaced with high heels. (the items will be called "____ boots" in game rather than "_____ heels" but will appear as heels.
      -don't modify or re-upload anywhere without permission



    15. DS Cathedral Knight Set.zip

      DS Cathedral Knight Set.zip Adds the Cathedral Knight set from Dark Souls 3. The set comes with the Cathedral Knight Helmet, Armor, Gauntlets, Leggings, Greatshield, Greatmace, and Greatsword. The armour set and weapon can be crafted at any forge under the "Advance Armor" smithing perk and can be tempered at any work bench and grindstone for the weapons. The shield is also "Dual Sheath-Redux"/"Equipping Overhaul" compatible. 
      Original contents from the Souls series' Dark Souls, by From Software
      Special big thanks to @Nameless God for letting me use his mesh for the Greatsword and showing me some mesh/texture fixes, thank you! 



    16. horns 2




    17. Naked Magicka Regen

      What does it do?
      Invisible armor piece (slot 32 Main Body) that gives 150% magicka regen
      How to get
      open console and type: help "naked regen"
      then you know the drill. player.additem xxxxxxx 1
      Made this because I couldn't find anything simple like it although I'm sure something like this is out there in other mods.
      I felt like if my character wasn't wearing any main armor then she should have some sort of a buff.
      That's all there is. No big deal, easy to make but hope it helps with you mages out there who don't like clothing 😉



    18. FNV Alien Blaster for Skyrim (LE and SSE)

      Adds the Alien Blaster from Fallout: New Vegas to Skyrim. Functions like a staff that shoots a blue laser which disintegrates foes.
      To acquire the blaster, you must steal it from the case inside the dwemer museum in Markarth. It will be deactivated, but by combining it with an Alien Power Cell at the forge you can restore its power.
      It can be recharged with normal Soul Gems, or you can use the more fitting Alien Power Cells (yes, these also function as normal soul gems. it's alien tech, I ain't gotta explain shit)
      More Power Cells can be crafted at the forge. How many made at a time depends on what level of Soul Gem you use. So in a way, it's an "upgrade" to your soul gems, as the power cells have the equivalent recharge power of a Grand gem but are cheaper to acquire.
      Included is a patch for the LE version that makes the blaster line up better in your character's hand if you're using Pistol Shooting Animations. If you're not using that mod, however, I recommend sticking with the normal version, which looks better with vanilla staff animations. Whatever animation replacer you use for staves might make the guns look odd when held, but it's fairly easy to fix in NifSkope if it bothers you.
      Skyrim. No other mods needed. DLC might be required.



    19. Script Test

      What make this mod???
      None fun... I made it ONLY for answer the BIG QUESTION.
      Can a script slow down the game? Are there really "SCRIPT INTENSIVE HEAVY" mods?

      The easy answer is "YES, of course, many people have problems caused by the script".

      The REAL answer is NO, the game can run hundreds and hundreds of scripts at the same time without any problem.
      You have all the technical explanation in the blog
      I have done a mod with 4 different tests to demonstrate the capacity of the game and the results may surprise you.
      All tests work with an event system to have several runs at the same time and can start 1, 25, 50, 100, 200, 400, 800, 1600 and 3600 events of each test.
      Each event runs SIMULTANEOUSLY and you can save the game and open it with ReSaver to see that all events are in Active Scripts.

      The test begins with the launch of a voice command called ST_VOICE and runs CONSTANTLY. You will hear a sound of water every time you use the Voice Command.
      To stop the test, run the voice command again. You will receive a message indicating the duration of the test.
      I added a latency checker in my mod to calculate the time needed to run 5 simple lines of code.
      This special test is DIFFERENT from the latency test performed by the Elephant latency tester.
      Elephant calculates the latency of the scripts with the OnUpdate event.
      My test uses a call to the game engine that can calculate the REAL delay in the script engine.
      In this way, Elephant can say that the game has a latency of 200 to 300 milliseconds, while my test can say that it has a REAL latency of 7-10 seconds.
      TEST 1:
      This test performs a CELL SCAN of all nearby npc and performs some checks on each npc.
      During the execution of this test, your game should work normally and you should NOT notice that the test is running.
      This is because the test has a large number of external calls that suspend execution many times at the cost of more execution time.
      But this frequent suspension allows other scripts to be executed and for that the game can run 3200 events of this test without any problem.
      TEST 2:
      This test executes a MATHEMATICAL operation without stopping and only makes a call that can be suspended.
      Each event of this test runs during ALL the asigned time of 1.2 or 1.6 milliseconds and can give you some problems.
      While running this test, your game should work normally without losing any frames, BUT you may have a slow response from other scripts, for example any MCM.
      This is because the test uses all the execution time in each event and can not be suspended because no external calls are made.
      My events are running constantly and the game may take a few seconds to find a free execution slot and that may delay the execution of others scripts a lot.
      This delay can go from 1 second to 30 seconds and YOU MUST HAVE IT IN MIND WHEN EXECUTING THIS TEST because that delay affects my own test.
      The game may take a long time to display the message box to stop the test.
      Then, when you press the voice command button to stop this test, WAIT for the message to appear.
      TEST 3:
      This test only have ONE line of code and is:
      This line of code force the game to recompute all the mesh of the body of the player character and the game need a bit of time for made it.
      This test is locked to ONLY 5 events for prevent CTD.
      When i run this test with one event my frames down to half. If i launch 5 events my frames down from 60 to 5.
      TEST 4:
      This test is compatible with the other tests and I did it ONLY to demonstrate the capacity of the game and the priority system.
      Enable a magic filter in each npc and show in the GAME CONSOLE how many magic effects are thrown in each npc in the cell.
      If you enable the debug log in Skyrim.ini, you can see all the magic effects that are thrown on each npc.
      You can activate test 4 and start any other test CONCURRENT, but to stop test 4 you MUST first stop the other type 1 or 2 tests and then stop test 4.
      Of course, this filter adds load and may increase latency.
      Final note:
      When you want to STOP the test, use the voice command AND WAIT WAIT, WAIT, WAIT AND WAIT.
      The mod works and the test stops and the message box appears, but it may NEED A LONG TIME.
      ATTENTION: The game may need 1-3 minutes to stop 800 mathematical type 2 events.
      ATTENTION: The game may need 1-6 minutes to stop 1600 mathematical type 2 events.
      ATTENTION: The game may need 1-10 minutes to stop 3600 mathematical type 2 events.



    20. Rieklings In Skyrim

      You ever wonder why there are no rieklings in Skyrim? The riekling Chief in Thirsk Mead Hall says that rieklings live any and everywhere with great bodies of water.. Skyrims next to a great body of water...guess the Nords killed them off too.
      Anyway, all this mod does is add some rieklings to a few areas of Skyrim.
      I tried to find the most convenient places to put them, while attempting to keep them next to water.
      So far there are four locations with rieklings. All hostile
      Yngol barrow
      Frostflow Lighthouse
      Alftand Ruined Tower
      I didn't add ambush rieklings because they scare the hell out of me.
      Only problem in this is that they don't really make much noise like the rieklings in Solstheim. They still grunt but won't make dying noises or speak lines from their language.
      I may add some new areas in the future, and/or create areas from scratch.




    21. BAT Scripts Collection



      WHAT IT IS
      This is a compilation of my old BAT scripts I had posted on Nexus + some new ones. I'm banned there, so I'm migrating here.
      These scripts serve different purposes, some are actually usefull in gameplay.
      Others were made for testing purposes and cheating (cheating is really fun it first, but gets boring fast).
      Some of the scripts deal with Dawnguard/Dragonborn content, but will work just as good without them installed.
      Everything works based on assumption that your load order is correct, which means:
      00: (Skyrim.esm)
      01: (Update.esm)
      03: Dawnguard.esm
      04: HearthFires.esm
      05: Dragonborn.esm
      ...: (other ESM & ESP files)
      ATTENTION! The above load order is correct when using Unofficial Skyrim Legendary Edition Patch (OR when NOT using any Unofficial Patches at all).
      If you use the combination of old Unofficial Patches (USKP+UDGP+UHFP+UDBP), then see spoiler.
      To use BAT scripts they need to be in Data folder. Then you call them in game console with "bat filename" command.
      Example: "bat divorce" executes a code from Data\divorce.txt file.

      Below is a full list of commands with descriptions:
      bat addshouts Adds all shouts to your magic menu (they will be greyed out and ready to unlock with dragon souls).
      bat aelaeq Gives Aela's equipment to player (only if not in inventory already) and equips as much of it as possible.
      bat divorce Click spouse and use it to remove all marriage data allowing for a new one. Wait 24h for AI to reset.
      bat experimenter Unlocks all tiers of Experimenter perk. Requirements are bypassed, no perk points are spent.
      bat perks Unlocks all perks (werewolf/vampire too), sets lvl to 100, health/stamina/magicka to 1000, carryweight to 9000.
      bat perks0 Everything "perks" command does plus reduces the cooldown on shouts to 0%.
      bat perks50 Everything "perks" command does plus reduces the cooldown on shouts to 50% of base values.
      bat stats Sets all your stats to 99.
      bat stats100 Sets all your stats to 100.
      bat unlockshouts Unlocks all the shouts you've learned so far (the greyed out ones) without spending dragon souls.

      Scripts are well commented so feel free to edit them to suit your needs.



    22. DS Sir Alonne's Set.zip

      DS Sir Alonne's Set.zip Adds Sir Alonne's set from Dark Souls 2. The set comes with Sir Alonne's Helmet, Armor, Gauntlets, Leggings, and Bewitched Blade. The armour set can be crafted at any forge under the "Advance Armor" smithing perk, and weapon is crafted under the "Ebony" smithing perk, and can be tempered at any work bench and grindstone for the weapon.
      Original contents from the Souls series' Dark Souls, by From Software



    23. jBS2BG - BodySlide to BodyGen Converter/Generator

      jBS2BG - BodySlide to BodyGen Converter/Generator
      This is a rewrite of the original one that can be found here, rewritten in JavaFX to have better layout and functions.
      Credits to shoka for the original guide and converter.
      Requires Java 8 installed.
      If you don't know how to use BodyGen, check out the bottom of the description for a guide.
      As of v1.1.0, inverted sliders are calculated differently, so instead of zeroing all sliders, a new neutral preset is required for building the base body, armors and clothing.
      Use the following presets for building your base bodies and outfits.
      CBBE: -Zeroed CBBE-.xml
      UUNP: -Zeroed UUNP-.xml (This is already included in the UnifiedUNPPresets.xml in BodySlide, but just in case...)
      (Remember to check the UUNP checkbox in jBS2BG if the imported XML preset is for UUNP)
      Clams of Skyrim: Zeroed Clams of Skyrim + Settings.7z
      CBBE SE Settings: CBBE SE Settings.7z (For RaceMenu SE using CBBE SE base body)
      BodySlide - For creating XML presets. RaceMenu - BodyGen. TES5Edit - Optional, for retrieving a list of NPCs from different mods/masters.  
      This is a GUI program for generating RaceMenu BodyGen INIs from BodySlide XML presets. With this, you could just add your BodySlide presets and target NPCs
      through the user interface and generate the "templates.ini" and "morphs.ini" required for BodyGen instead of writing the INIs manually.
      BodyGen is a feature in RaceMenu for assigning different body morphs to every NPC in the game.
      Check out some documentation on BodyGen here.
      Important Note:
      Once a character is morphed in-game, reassigning a different preset to it by changing the "morphs.ini" will not work.
      To solve this, you need to clear your save's skse co-save file where the morphs are stored. You can use this tool for that: NetImmerse Override Cleaner
      Fallout 4 Support:
      I've been informed that it works with Fallout 4's LooksMenu BodyGen.
      Just modify the "settings.json" so that it looks like this:
      { "Defaults": { }, "Multipliers": { }, "Inverted": [ ] }  
      Changes from the old one:
      Now written in JavaFX instead of Swing, which allows awesome looks and styles. The old one was written on a whim which resulted in poor UI layout. This one's window is now resizeable. Confirmation prompts for some actions. The NPC list is now viewed in a table that is sortable and filterable. Some other improvements.  

      Generate templates and morphs INI. Save and load your settings to and from a .jbs2bg file (json file) that can be shared to anyone since the data of the presets are stored in the file so the external XML and text files that were used are no longer required.  "Edit SetSliders" allows you to set the weight or even set the range to which a SetSlider will randomize. Table views for NPCs are sortable and filterable for easier management. BodyTypes of Skyrim JSON conversion.  
      For this guide, I'll be using CBBE body as that is what I mainly use.
      Also, this guide will be assuming that you already have both BodySlide and RaceMenu installed and that you know how to use BodySlide.
      -Zeroed CBBE-.xml
      -Zeroed UUNP-.xml
      Zeroed Clams of Skyrim + Settings.7z
      CBBE SE Settings.7z



    24. DS Silver Knight Set.zip

      DS Silver Knight Set.zip Adds the Silver Knight set from Dark Souls. The set comes with the Silver Knight Helmet, Armor, Gauntlets, Leggings, and Shield. The shield is also dual-sheath redux/equipping overhaul compatible. The armour set can be crafted at any forge under the "Advance Armors" smithing perk and can be tempered at any work bench. No weapons are included in the mod set. 
      Original contents from the Souls series' Dark Souls, by From Software



    25. DS Catarina Set.zip

      DS Catarina Set.zip Adds the Catarina set from Dark Souls. The set comes with the Catarina Helmet, Armor, Gauntlets, Leggings and Zweihander. The armour set can be crafted at any forge under the "Ebony" smithing perk and can be tempered at any work bench. Zweihander can be crafted at any forge and sharpened at any grind stone. No shield is included in the mod set. The shield comes from Vicn's Vigilant mod:
      Original contents from the Souls series' Dark Souls, by From Software
      Mesh and texturing fix and weight painting by @Siegmeyer Knight of Catarina