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These Skyrim mods are of a non-adult nature.

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  1. Haku Wedding Dress Bikini CBBE

    Description: CBBE Haku Wedding Dress Bikini v 1.0.0

    CBBE Bodyslide conversion for Haku Wedding Dress Bikini:
    Changes Made:
    -Conversion to CBBE Bodyslide
    -Added Zaps


    Install as normal with mod manager or manually


    Utilize AdditemMenu and search "IcyHaku"  

    I am unsure who the original creator is of this mesh, but thank you.



  2. [Tobi] MFG Console++ [ModdersResource]

    Its better MFG Console for ppl who makes LEWD Videos in Skyrim
    its not a MOD its a MODDERS RESORUCES... last time when i uploaded DragonLord MR i got so much spam xDD
    Look at videos:
    I made this Script for my "Friend" that is making LEWD Videos in Skyrim
    so his content can be better and more animated ❤️
    If You need help and You make Videos just talk to me on Discord:
    Maybe i will create something i already called "FilmStudio Mod"
     Mod that allows you to manipulate every thing and even use Pose2Pose Animation in Skyrim ( i already made it to work in CK so its just GUI implementation <333 )
    at this moment:
     PushMeTest -> Scripts that allows You to bind MFG Console to Keyboard Keys ( look at tutorial )
     PuthToTalk -> Script that move your Lips to animate "talking" / "Speaking"
    well... its probably waste of time to write about that...
    but You need MFG Console and SKSE... waste of time because probably every1 have it...
    PushMeTest Download Tutorial:
    PushToTalk Download Tutorial:



  3. Standard FNIS Poses and Animations List

    First of all, let me just make this clear: this isn't actually a mod, nor does it have any animations in and of itself. 
    What it is, is a text file that has a description of the animations that come pre-packaged with FNIS.
    Let me explain: 
    Every time I start a new game, Skyrim, for reasons of its own, automatically sets the spells FNIS Idle Selection and FNIS Player Idles as my default equipped "items." Naturally, I always forget this has happened until the first time I try to pull out a sword and get this screen:

    The worst part about it is that there is no way to get out of that screen without picking something, so I always pick some random selection and then have to jump out of whatever idle it put me in.
    After some time (measured in years,  considering I'm just now looking into it), I began to wonder what all the animations were. I googled it but couldn't find a list anywhere. The closest thing I found was a post right here by Fore himself pointing to the text file that had the animations.
    C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\meshes\actors\character\animations\FNISSpells\FNIS_Animations.txt
    Which kind of helped but they still weren't very descriptive. Here are a few, as an example. You can see the entire list yourself by following the path above:
    FNISSPc001.hkx    db_astrididle.hkx
    FNISSPc002.hkx    idlewarmarms.hkx
    FNISSPc003.hkx    idlewave.hkx
    FNISSPc004.hkx    npc_applaud4.hkx
    FNISSPc005.hkx    mt_pointfar_02.hkx
    FNISSPc006.hkx    idleblessingkneel_loop.hkx
    FNISSPc007.hkx    special_ceremony1welcome.hkx
    FNISSPc008.hkx    2hw_attackpower.hkx
    FNISSPc009.hkx    special_civilwarcheer.hkx
    So I just plucked the first poor NPC I found, forced him to become a follower, then forced him to stand still and went through all of the idles, poses, and animations that the spell brought up. And that, dear friends, is what this is - slightly better descriptions of the standard FNIS idle spells. 
    There are other posers out there but since these come automatically, you might as well know about them. If they are no used to you, no worries - I place them here for those who might care or, at least, are as curious as I was.



  4. Collygon's Poser LE

    Collygon's Poser

    Collygon's Poser contains a series of poses and animations designed for the Skyrim Storyteller, but not limited to them. Use them in any way you would like!
        1. 45 Animations
        2. 360 Poses
        3. Unique Objects
            a. Wooden Dice
            b. Empty Potion Glasses(Lesser, Greater, and Extreme)
            d. Droppable Blood Effect Tiles
        1. Skyrim (Duh)
        2. FNIS (http://www.nexusmods.com/skyrim/mods/11811/?)
        1. Unzip and drop into your Skyrim Data folder or use a mod manager of your choice.
        2. Run FNIS for Users.
            a. If you're using Nexus MM or a manual install, this tool will be located in Skyrim/Data/tools/GenerateFNIS_for_Users
            b. If you are using Mod Organiser, make sure you run Generate FNIS for Users from the MO tools menu.
        3. Go in game, pose your character, and shoot away!
        1. Uninstall your previous version of Collygon's Poser and then follow the installation steps above.    
        1. Deactivate the .esp in the mod manager of your choice. If you are running a manual installation, remove all the files from my mod out of your data folder.
            a. FOR MANUAL USERS! DO NOT, I repeat, DO NOT delete the files in "scripts" and "source" if you ARE using other pose mods in your game. Simply delete all
               OTHER files besides the ones inside "scripts" and "source".
        2. Rerun "FNIS for Users" and you are good to go!       
        Should be compatible with anything and everything.
        Q: How do I pose my character or an NPC?
        A: When you load the game, rings called "zz Colly's ___" will show up in your inventory. One selects the pose, the other
           makes the PC perform the selected idle. To pose an NPC, use the same selection ring, but use the power inside your magic menu
           and use it on the chosen NPC.
        Q: How do I "unpose" my character or NPC?
        A: Easy! Simply use the ring on your character again to return and exit the pose, jump, or just use the power again on the posed NPC to return them to normal as well.    
        Q: All my characters are stuck in T poses? What gives, yo?
        A: Did you run FNIS for users?
        Q: There is a TON of clipping in your poses! My girl's gigantic ___________ are cutting right through the arms/legs!
        A: I personally use UNP, so all of my poses were tested with that body in mind. If you want them aligned perfectly, you will have to use the same body.
           Otherwise, you will have to use NiOverride Pose Adjustments (http://sesamin.tumblr.com/post/161312728101/nioverride-pose-adjustments-ver-01) to position the body as
           best you can. Keep in mind that it will not look perfect, but it is the best you got. Furthermore, though I have not personally tested this, this mod probably
           will NOT work with my animations. Feel free to try it out, but it will either make the animations look really fucked up or it won't affect them at all and rather
           Pose Adjustments won't work. Use at your own risk.        
        Q: Why aren't your paired poses aligned correctly?
        A: As stated above, I use UNP, so paired poses are designed around that. Clipping and proper alignment will work as long as you
           use the same body (90% of the time). However, other factors could come into play. For example, Skyrim's races have varying heights and sizes. This
           will cause problems if the two characters you are using are different races. The most extreme case would be a High Elf to a Breton. Because their
           heights are so different, the paired pose probably won't align perfectly. My recommendation would be to be creative with camera angles and use \tc
           (a command in the console. Open it with the ~ key) to control the NPC and tcl (another console command) to disable clipping, allowing the characters
           to move into one another freely.
        Q: Why do the armpits look so stupid?
        A: Skyrim's armpit meshes suck. Poses that extend the arms a lot tend to stretch out the mesh and make it look funny; nothing I can do about it.
        Q: My weapon/shield moved when I used a pose! Is that normal?
        A: Yes, some poses feature alternate weapon/shield/magic node placements. These node placements were tested with the following
           vanilla items: Imperial Shield, Steel Sword, and Ebony Blade.
           Other Specific Tested Poses:
               Colly's Poser 1, Pose #18: Tested and designed around petting a vanilla wolf below the scruff of the neck and over the back. Confirmed to fit smoothly with "True Wolves of Skyrim"
               Colly's Poser 1, Pose #28-#31: Tested using the vanilla Staff of Magnus. Doubtful that other staffs will yield noticeably different results, but just in case, I am telling you here.
               Colly's Poser 1, Pose #53: Tested using SOS light. Any other pen!s meshes/sizes will most likely result in clipping with the magic node.  
               Colly's Poser 1, Pose #70: Designed for use with a helmet; was specifically tested with the Imperial Light Helm.
               Colly's Poser 2, Pose #27-#36: Tested with the vanilla alteration staff design; should function identically with all other staves.
               Colly's Poser 2, Pose #75: Tested with the vanilla steel sword; other swords may not align the same way.
               Colly's Poser 3, Pose #34, #35, and #38: Designed to be used with warhammers. Will not properly align with greatswords.
               Colly's Poser 3, Pose #81: Designed to be used with a greatsword equipped.
               Colly's Poser 4, Pose #37-45: These poses are designed to fit the vanilla horse model. Clips with certain saddles.
               Colly's Poser 4, Pose #46-47: These poses are aligned to fit the character onto the mast of the vanilla skyrim ship, such as the Dainty Sload.
               Colly's Poser 5, Crossbow Poses: The crossbow bolt will not align with the crossbow. This is because of how Skyrim weights the bolt and the crossbow. I recommend using Jaxonz to position the bolt in the correct spot if you need it.
              Colly's Poser 5, Archery Poses: Similar to the crossbow poses, the arrow will not be inn the bow, nor will the string be drawn.
        Q: Oh, so the above is intentional. Then why is my shield/weapon/spell not aligned properly?
        A: As stated above, I tested these poses with the Imperial Shield, Steel Sword, and Ebony Blade. Other items may not align the same way,
           especially ones from other mods. If you still want the weapon placed correctly, do so manually with Jaxonz Positioner.
           http://www.nexusmods.com/skyrim/mods/52583/? A fantastic mod, especially for screenarchery. All credit to Jaxon.
        Q: I want to take a screenshot of an animation, but the character keeps moving! How do I pause the animation?
        A: You cannot directly "pause" the animation, however you can turn off an NPC's AI processing in the console. Don't worry, this is absolutely safe. Open the console with ~
                  (it should be just below the Esc key). Then select the NPC with your mouse and type "tai" (no quotations). To freeze your player character, just open the console at the
           point you want the animation at and enter free fly cam with "tfc 1" (again, no quotations)(This can also be used to freeze an NPC). To unfreeze you either exit free fly cam
           with "tfc 0" or reenable AI processing by typing "tai" again.
        Q: How do I get the custom items?
        A: Collygon's Poser currently has the following extra items:
            Empty Potions (Help "Empty Potions")
                Note: I made empty potion variants for the health and magicka potion meshes (lesser, greater, and extreme). In addition to the new textures and transparency,
                      each potion also has an "uncapped" variant. This is simply the same empty potion NIF, but without the cap in the lid. Use it however you like!
            Wooden Dice (Help "Wooden Dice")
            Blood Tiles (Help "CP5-Blood Tile")
            To get these items in game, type what you see above (what is in the parentheses) into the console them add them to your inventory with: player.additem xxxxxxx #,
            where xxxxxxx represents the displayed ID and # is the desired amount of them you want added to your inventory.
        Q: Are there any reference shots that I can use while in game?
        A: Yes! You can find them inside the Data folder in a file titled: "Collygon's Poser Reference shots"    
        Q: Will you make a Skyrim SE version?
        A: Yes! Get it here: https://www.loverslab.com/files/file/16435-collygons-poser-sse/
    Credits and Thanks:
        Bethesda for Skyrim
        Blender for the fantastic program
        Animation Tools N3. This mod wouldn't exist without it. (http://www.nexusmods.com/skyrim/mods/34671/?)
        Blazingsai; Helped with early beta testing. (http://blazingsai.tumblr.com/)
        KaosWulf; Actually sat down with me for over an hour to help me decipher why the rings were not working. Huge thanks. (http://kaos-wulf.tumblr.com/)
        YuiH; Offered a lot of advice and resources when I was first learning Blender. (https://www.flickr.com/photos/145710284@N04)
        Tex; Helped with beta testing. (http://texnsfw.tumblr.com/)
        ther1pper; Actually gave me a lot of ideas for poses, whether intentionally or not, and helped with beta testing. (http://ther1pper.tumblr.com/)
        Alter Native; Was very helpful in the late stages of beta testing. (http://www.loverslab.com/blog/659-of-blood-and-pleasure/)
        Tirloque; Helped with beta testing. (http://www.loverslab.com/blog/526-chronicles-of-mereth/)
        Tinaa Slobodnik; Beta testing (https://twitter.com/tinaask24)
        Devianna; Special Edition Testing (https://www.loverslab.com/blogs/blog/1120-skyrims-misadventures/)
        Daymarr; Previous SSE conversions, before I learned to do them myself.
        Everyone who reads my stories; Thanks for all the support! I have learned so much since I first started in October 2016, I couldn't have made it without you guys.



  5. Solitude Dolls 3.0

    Requested by PureDreamEcstasy
    3.0 build General Adjustments, upgrades the entire mod & fixes some of the facegen files.
    Many people requested that I re upload this mod, this mod replaces all of the ladies of Solitude, it gives them high quality skin textures, custom hair and much more.
    I wanted to personally get make an overhaul for all the ladies of Solitude. I gave all the prominent ladies of Solitude area a major makeover, and also a new hairstyle, and HD skin textures.
    This mod is free from copy righted content. permission has been granted to use the custom asset's, DJ Red Rad personally spoke with the mod authors mentioned in the hall of fame, the rest are free modding resources. 
    Hall of Fame 
    DJ Red Rad
    Hello Santa
    Pure Skin Textures



  6. [full_inu] Armors and Outfits

    This is a collection of mods that I made from December, 2018 to October, 2020.
    UNP body and textures
    Schlongs of Skyrim 

    You can get more information on corresponding mod pages, to see correct requirements, more screenshots and details:
    Geralt Hair, Yahar'gul Set, Ordained Set, Henryk's Hunter Set,
    Sebastian Castellanos Outfit, Cainhurst Knight Set, Ada Wong Coat, Annalise Dress,
    Lord Nicholas Armor, Gloom Set, Grave Warden Set, Painter Hair,
    Lothric War Banner, Antiquated Plain Set, Tower of London Guard Set, Noble Dress,
    Black Witch Set, Medieval Knight Set, Maria Outfit, Eredrim, the Venerable,
    Galahad Renegade Coat, Millwood Knight Set, Saint's Set, Elise's Evening Dress.
    * Original models and textures - FROM SOFTWARE, KOEI TECMO, Asobo Studio, CD Project RED, Tango Gameworks, CAPCOM, Ubisoft, Cold Symmetry, Ready at Dawn
    * List of games - Bloodborne, DARK SOULS III, Demon's Souls, Sekiro, A PLague Tale: Innocence, The Witcher 3: Wild Hunt, Nioh, Resident Evil 2: Remake, The Evil Within, Assassin's Creed: Unity, Mortal Shell, The Order: 1886
    * Artwork - Betsujin, Witchy, Starkhark, CrimsonSky, Smokeybear187, Luceian. Necomatta Cece



  7. [Tobi] Tatsu Preset

    Ohh Hello!... I'm Tobi!... God of Chaos :o...
    What this Mod do?... completly NOTHING !... Because it is just a preset :3
    She is crazy Wild girl that don't like to wear clothes.
    Do lewd things to her and send nudes ❤️
     ❤️ ❤️ ❤️ 
    ps. she like ur dick in mouth
     Hey!... You want to talk about this?...
    :: Discord -> https://discord.gg/CDkcv22
    :: Patreon -> i do have Patreon... but i'm not gonna give u my patreon!...

    What Mods I'm using?...
    :: This is little update for face NIF ( Download: ---TatsuV05.nif )
     - removed elf ears ( You can bring them back with RaceMenu Ear Shape )
     + Fixed Skull mesh ( hair was not touching skin with some Hair Styles )
     + Fixed teeths
     + Little edits around lips
     + Edited Brows
    If You want to download new version download this file: ( its only NIF File Update ( Mesh ), you still need jslot file - Main Download )
    Idk... if You want u can try this High Poly version: ( You need High Poly Head from Vector Website !!! )
    HighPoly Test.ddsHighPoly Test.nif



  8. WIP - Fertility Adventures LE (ALPHA)

    Have you ever wanted to immersively start a family of your own in Skyrim? Well now you can! When Hearthfire released back in 2012, I was disappointed that you could only adopt children and couldn't have you own. Fertility Mode by Narue fixed that problem, but it lacked dialogue. Fertility Adventures is an add-on for Fertility Mode that aims to solve that problem by adding relevant dialogue to NPCs, allowing them to be fully aware of their own (and the player's) pregnancies.
    A Unique Experience for Unique NPCs
    Having a baby is a big deal, and having a few generic lines that they everyone shares isn't good enough for a topic that's so important. If you decide to have a kid with an NPC who's on the list below, they'll have completely unique dialogue that's separate from everyone else. Just because Aela the Huntress shares a voice actor with Uthgerd the Unbroken doesn't mean she should have the same reaction to discovering she's got a kid on the way. Unique NPCs also have their pregnancy progress tracked by the mod, which allows them to have dialogue for specific stages of pregnancy. If your spouse/lover of choice is not on the supported list than they won't be able to use all of these features. Read the "Generic NPCs" section below to learn more.
    Supported Females: Aela, Lydia, (more to come)
    Supported Males: Vilkas, Farkas, (more to come)
    For Male Players
    There is no longer any need to open up the MCM to see if your lover is pregnant; she will tell you. Keep in mind she won't tell you right away, she'll have to figure it out. Most women of Skyrim will manage to discover their new passenger in about two weeks (this time is dependant on your pregnancy duration setting), after which she'll give you the good news. The next step is to wait. This mod will track her progress behind the scenes, according to your pregnancy duration setting in Fertility Mode, and will determine what kind of dialouge should be said. In the early stages she may exclaim that her belly is starting to show while in the later months she'll probably say something about how large she feels. During the last two weeks she'll be feeling strong signs of labor, and will warn the player that their little one could come any day now. Once the baby is born you can do it all over again. Should you decide to have another kid with the same NPC they may have different lines from the first time.
    For Female Players
    Much like the NPC tracking described above, female players have their own dedicated tracking and no longer need to look in the MCM. If you suspect you've got a new passenger on board you'll need to confirm it by seeking an priest/healer or by crafting a pregnancy test solution at a cooking pot. In the event that you don't seek confirmation, time will do the work for you. Once you pass "2 months" the awkwardness of your slightly bloated belly will be made apparent the next time you sleep, forcing any Dragonborn in denial to realize the truth. Once you've "discovered" your pregnancy you'll be able to tell the father. Just like the mothers described above, fathers will have unique lines appropriate for the current stage of the player's pregnancy. You can also expect the citizens of Skyrim to occasionally comment on your pregnancy, depending on how big you are.
    Family Planning with Spouses
    After getting married you can have a chat with your spouse about potentially having children. Some spouses will bring it up to you while others will wait for you to make the first move. This dialogue doesn't do anything mechanically speaking, it's just there for some immersion. Triggering this dialogue will require marriage for vanillas NPCs but patches and future add-ons can trigger it through other means if necessary.
    *Supported characters only
    Coming Soon: Quests
    Supported NPCs will be getting quests similar to how Amorous Adventures worked (but in a non-sexual way). If you played older versions of my mod than you'll know about the existing quests, which will likely return with better implementation and less awkward dialogue thanks to the new VA Synth tool.
    Generic NPC Support
    In the event that you're lover is not on the supported list they will still have limited support. They will have generic dialogue to announce their pregnancy to you (and vice-versa) but not too much beyond that. It's not possible to track NPC pregnancies without me setting it up manually which is why I'll try to cover as many NPCs as possible; because of this, generic females will not be able to make comments specific to their current size. For female players, if your baby daddy is not on the supported list you will have the (optional) opportunity to find him manually. If you opt in, you will be able to select any male in the game as the father through the dialogue topic "I have something important to tell you." This will work with unsupported vanilla characters and mod added characters.
    Voice Acting
    I will be making an effort have have as much of this voiced as possible. The generic lines will have voices provided for NPCs using commonly used voice types. The most common female voices are covered. Male voices will be coming soon.
    Fetility Mode Fuz Roh D'oh (optional) for unvoiced dialogue  
    This will install into the data folder like any other mod. Remember to install Fertility Mode and ensure that it's working for you!
    Recommended Settings
    Have pregnancy duration in the MCM set to at least 10 days. Going below this will result in less accurate timing for dialogue. For best results, avoid using the MCM debug options "impregnate" and "give birth," and let these events happen naturally. The impregnate option is okay to use if impregnating someone on the supported list or on a female player. Turn off the widget from Fertility Mode for more immersion. Turn off random insemination unless you're cool with your lover being impregnated by a beggar or something because they were in the same area as them.  
    You can expect many future updates to require clean saves. I'll write in the patch notes if this is is the case. When new characters are added to the supported list a clean save will always be required.
    Should be highly compatible because nothing vanilla has been changed.
    Will not work for other pregnancy mods.  
    Like my mod? Join my Patreon!
    If you want to support me by tossing a coin my way I would appreciate it. If not, don't worry, nothing will be exclusive to Patreon and my mod will remain free.
    Check it out: patreon.com/CHIMinyCricket
    Q: It says I'm missing the Fertility Mode ESM file while Fertility Mode is using an ESP!
    A: You're using an older version of Fertility Mode. The new versions switched to an ESM format. Note that saves using the older ESP version will not work when updating to the ESM version.
    Q: Can you make it compatible with other pregnancy mods?
    A: No. I've said maybe in the past, but that was wishful thinking on my part. I've rewritten the mod since then and it will now be even harder to convert to other pregnancy mods, and with all of the content I'll be developing I will not have any time to even think about doing that. Please don't ask.
    Q: Can you add "adult" features and/or fetish content?
    A: No. This mod is about enhancing immersion and role playing in the game, not adult stuff. I understand that some of you will be using it for adult stuff but it's not my focus. This mod will always make the assumption that conception occurred during consensual heterosexual sex. Do not ask me to make content involving bestiality, tentacles, rape, BDSM, futa, cuckoldry or other specific fetish content. 
    Q: Will this work with same sex or male pregnancies?
    A: No idea. I don't play this way and have no idea what will happen.
    Q: Will you create unique dialogue for X?
    A: Possibly. Leave your suggestions in the posts section. Here's some things that I consider before deciding on giving them unique dialogue...
    Are they a reasonably popular character? Do they have enough personality to actually base dialogue on?  
    Q: Can you make an add-on for X mod character?
    A: That's complicated. For now I'm focusing on the core experience of the mod, which means vanilla and dlc content only.  If you want specific dialogue written for generic waifu followers, the answer is no. As for larger follower mods it would all depend on the wishes of the mod authors.
     All known Translations are available here:
    Thanks to Narue for making Fertility Mode



  9. Riften Dolls

    We are back to modding. Riften Dolls 1.0 build no longer in BETA phase. 2.0 coming soon! This mods turns most of the ladies in South East Skyrim 7 times better.
    DJ Red Rayne & Caliente
    DJ Red Rad
    KS Hairdos
    Hello Santa
    SG Eyebrows
    MAK - Armor resourceRequested by anonymous 



  10. Megan Follower by nightwalk7

    This is a gift for Lunar New Year 2021 for everyone still playing Skyrim LE. She using UUNP body as default. If you want her as extreme SMP body or UUNP 3BB body just pm me. 

    Megan using 4k textures so for good PC only

    Name: Megan
    H & W: 172cm, 62kg
    Body: Venus type, D cup 
    Class: Sorceress (Healing, Lightning spells, reanimate)
    Location: Temple Of Kynareth (Whiterun)

    If you like watching Skyrim dance videos, please visit my Youtube channel here: 



  11. Ring of Havok Control

    You know those vertex warps that followers get if they have BBP physics and HDT hair?  [Now with nipple rings.]
    Like when they go through doors?  Hair moves chaotically, or bodies stretch across the screen.  Sometimes they disappear completely?  This ring stops that.
    To use it, add the “Ring of Havok Control” with AddItemMenu or console commands, and equip it on the affected character.  It is mainly designed around followers with HDT wigs, but the PC can wear it and it helps with regular HDT hair as well.
    It has three effects on any character who equips the ring: 
    1) When the player goes from standing still to moving, havok is briefly frozen.
    2) NPCs remove wigs after loading screens, which are replaced when the player moves.
    3) NPCs and PCs will unequip and re-equip wigs when the player blocks, if not in combat. 
    Effect 1 and 2 happen on their own.  Effect 2 usually triggers but not always (not in cities in particular, or oft-frequented areas).  Effect 3 does the same thing as effect 2, but is available when needed at the player's command. 
    These effects will go mostly unnoticed in regular play, except for the refreshing absence of vertex warps. 
    Two additional items have been added in update 1.1 to free up the ring slot. 
    Nipple Rings HC: uses the original enchantment, without using the ring slot. If you don't have Devious Devices, the nipple rings will not be visible, but should still work. 
    Nipple Rings HC-a: is a pared down version that uses only the first effect, which is the only one that matters if the equipping character isn’t wearing a wig. Havok anomalies still will occur after loading screens but usually resolve within a few seconds, or sometimes a minute in the worst case where a character disappears.
    Under consideration is adding the magic effects automatically to PCs and NPCs, without rings or spells, and/or a disenchantable version.



  12. Folkvangr Grass and landscape overhaul LE port

    if any TOA is broken, please warn me before any radical action is taken, i am reasonable and i respect the modding cummunity.
    Tested and working on skyrim LE latest patch with Unofficial patches installed.
    Can be used together with other grass mods, must be put lowest in load order.



  13. Skyrim 3D Trees and Plants LE port

    Skyrim 3D Trees and Plants LE port
    if any TOA is broken, please warn me before any radical action is taken, i am reasonable and i respect the modding cummunity.
    Tested and working on skyrim LE latest patch with Unofficial patches installed.



  14. My Female Animations

    Just a combinations from various animation mods that my female character is using right now. For Skyrim LE. 
    How to install? Just extract into the game "Data" folder. A different way if you're using FNIS PCEA2.



  15. Active Overlays

    Upgrading to v0.3 requires a clean save.

    This mod uses scripts to actively change racemenu overlay colors based on conditions and colors set in the MCM.  Currently only supports the player character.

    There are two main conditions, driver and pulse. The driver of a slot indicates what is being looked at and scripts calculate the appropriate color based on the driver and color limits set in the MCM.  The pulse of a slot indicates a condition that triggers the pulse color to be applied and then fade the slot back to its calculated current color once that condition is no longer met.  The mod comes with several baked in setting for each, as well as the recently added method for plugins to add more.

    Each area has its own page, body, hands, feet, and face. On each page you can select which slot number you are defining.  For the slot to be fully defined you'll need to select a few options.  First you'll need to tick the enable slot button.  Then you need to select your pulse and drive conditions, details about the options are below.  Next you define the driver minimum and maximum.  These two numbers define the lower and upper limits for the calculation of the current color.  For example if the driver is set to Destruction and your minimum is 25, maximum 75 and current skill level is 50 then the color of the slot, both tint and glow, will be set to half way between the min and max colors.  If the skill level is at or below 25 then the slot color is set to the minimum, if the skill level is at or above 75 then the slot color is set to the maximum.  Finally you need to set the minimum and maximum colors. For each condition, minimum, maximum, and pulse, you'll need to define the tint color and alpha level and the glow color and alpha level.  The default colors are black and alpha 0.0, which will leave the slot hidden.  In order to have a color show up the alpha will need to be greater than 0.  The colors can be defined in three ways, you can select the color from the color menu, you can define the colors in racemenu and use the collect slot colors button (this will pull the tint color and alpha as well as the glow color and alpha currently set for the slot), or, with excessive color mode on, you can define the RGB for each color with the sliders.

    Warning: there is currently no restore previous color button so if you turn off the mod after colors have been changed they will remain at their current colors, you'll have to redo any overlay colors via racemenu at that point.  Also, this being my first attempt at scripting, use at your own risk.

    This new version requires a clean save as well as some editing to avoid any known issues.  I recommend the save settings function in the utilities page before updating.
     1 - Turn the mod off in the MCM and wait a couple minutes then make a new save.
     2 - Exit the game, uninstall active overlays.
     3 - Load the game with the save you just made, then create a new save, then exit the game.
     4 - Open the latest save with a save cleaner, search for scripts and script instances starting with "zao" and delete all that come up.  Save and exit.
     5 - Install the latest version of active overlays.
     6 - Open the game and load your cleaned save.

    MCM general options:
    Enable mod: does what it says, if this is off then nothing happens. Turn off this option and exit the MCM to remove all spells before uninstalling. Pulse options: these options create the list of pulse options that show up for each slot. Default includes No Pulse, OnLevelUp, OnSkillUp, OnCombat, OnHit, OnSpell, OnContinuous.  The animated pulse options are experimental and include OnAnimCastLH, OnAnimCastRH, OnAnimLoopPulse, OnAnimLoopDriver.  The external option will add pulse options from other plugins if any are available. More details below. Driver options: these options create the list of driver options that show up for each slot.  Default includes Character Level, damageresist, magicresist, game time increasing, game time decreasing. Skills includes all 18 base game skills.  Stats includes health, magicka, stamina. External drivers will add driver options from other plugins if any are available. More details below.
    Pulse options:
    These are global settings that affect all slots that have relevant pulse options selected.
    "Fade combat pulse on hit": all slots set to OnCombat will drop to the current color then fade back to the pulse color when hit, uses the same timing as OnHit. the "current" color refers to the slot color calculated based on the slot's driver. "Reduce glow intensity when sneaking": this option will change the glow alpha value of all slots by the multiplier on entering sneak mode and return them to normal on exiting sneak mode. "Hit Pulse duration": the duration that the pulse color lasts before fading for all hit events.  if the fade combat pulse option is selected this timer is also used for the current color duration. "Pulse duration": the duration that the pulse color lasts before fading for any momentary (usually event driven) pulse options, eg. OnSkillUp. "Hit Fade duration": approximate time it takes for fading between pulse and current colors for on hit events.  The way the script works this is the target time but could take longer depending on script load.  This is also used to fade back to the pulse color for the fade on combat option above. "Fade duration": the approximate time it takes for fading between pulse and current colors for most other pulse events. "Spell Fade duration": the approximate time it takes for fading between pulse and current colors for spell pulse options. Here because some spell animations are longer or shorter than others. "OnContinuous Fade duration": the approximate time for a fade cycle for OnContinuous pulse option.  Due to this one being a continuous cycle the fade timer is separate to allow for longer full cycles. "Sneak glow multiplier": if the "Reduce glow intensity when sneaking" option is active, this number is multiplied with the glow alpha to reduce the intensity when sneaking. "Time for complete anim chase cycle": the approximate time it takes for a complete animation cycle.
    Pulse details:
    The slots that pulse on level up are triggered by the level up event, which triggers after the level up menu is exited.

    The slots that pulse on skill level up will trigger any time the skill level up event fires and the slot is driven by the skill that leveled up.

    The slots that pulse on combat will set color to pulse when weapons / spells are readied, or if the player enters combat.

    The slots that pulse on hit will apply the pulse color and fade back each time an onhit event fires. the script is set up to handle multiple rapid consecutive hits.

      - "OnSpell"

    The slots that pulse on spell cast will fade up and remain at the pulse color while the spell is held then fade back once the spell is cast or otherwise is no longer held. the script also accounts for ritual spells by using a different fade time.
        - Left hand only: restricts the pulse to only trigger if the spell is cast from the left hand.
        - Right hand only: restricts the pulse to only trigger if the spell is cast from the right hand.
        - Skill driver magic school: restricts the pulse to only trigger if the slot's driver is a magic school skill and the spell cast is from that school.

    Slots that use this pulse continuously fade between the pulse and current colors. the fade is continuously updating so the color adjusts as the current color gets updated by the driver.
    "OnAnimCastLH" & "OnAnimCastRh" 

    Left hand an right hand versions of animated on spell.  This pulse requires 1 body slot and 1 hand slot. If you forget to set up both the script will select an available slot and set it up for you.  Each version, as indicated in the name, only triggers when a spell is cast by the corresponding hand.  The animation will overwrite the textures in the slots used and drivers are disabled.  Allows for external texture sets / animations to be used.  Please keep in mind that these animated pulse options are very experimental and may cause issues such as getting stuck or other odd behavior.
    "OnAnimLoopPulse" & "OnAnimLoopDriver" 

    Plays a looping animation which can be selected and allows for external texture sets / animations.  Allows for multiple slots to be picked, creating a trailing effect.  The pulse version disables drivers and only uses the pulse color(s).  The driver version continuously updates the color(s) based on the driver selected.  Each slot using these will have their textures overwritten.  As with the spell animation, this is very experimental and can get stuck or out of sync.  If something breaks it is recommended to go into the MCM and exit, or save and re-load, as this will force the mod to reload all spell effects.

    Also please note that all anim types included in the base mod are based on UNP / default male body, other body types might experience issues.
    If you have SexLab / SLSO:
    "OnOrgasm":  Triggers a pulse event when the orgasm event is sent.  The code can handle restarting if multiple events are sent by SLSO in rapid succession. "OnSex":  Fades up to pulse colors at the start of the scene and fades down at the end.     
    Driver details:
    All drivers have 2 common options, hide below minimum and hide above maximum.  These do as you'd expect, if a slot's driver is below the selected minimum or above the selected maximum, respectively, then the alpha for tint and glow for that slot are set to 0.0 until the driver comes back in range.
    "Character Level": uses the character level number and the minimum and maximum limits set in the MCM to calculate the current color based on the defined min and max colors. "damageresist" and "magicresist": uses the armor level and magic resist value, respectively, as the driver value. "game time increasing" or "game time decreasing": increases or decreases the driver value for the slot based on the selected time interval in game hours by the selected increment value. the script polls every game hour and checks against each slot's selected interval before updating. allows for direct setting of the driver in case you want to start somewhere other than zero. - "Add to counter when hit": if selected each time the character is hit the driver counter is increased by 1. the script attempts to filter out the multi hit issue from enchanted weapons.
    - "Time interval for slot": the time interval in game hours between updates.
    - "Amount to add or remove per interval": as stated, the amount by which the driver value is adjusted on update.
    - "Set driver value directly": does what it says.
    Skills: uses the value of the skill selected as the driver and calculates the color based on the min and max settings selected. health, magicka, stamina: uses the value of the selected stat as the driver, continuously updates rapidly when below 100% and when levels are changing. 

    - "only active in combat": hides the slot when not in combat.
    - "only active out of combat": hides the slot while in combat.
    - "use percentage not magnitude": uses the stat percentage instead of the full magnitude. also reduces and limits the maximum possible driver max to 100.
    If you have SexLab / Aroused:
    "Arousal":  Driver tracks arousal and updates slots accordingly.  Driver maximums above 100 won't be reached. "SL partner":  Driver tracks sex partners that are human, creature, or the difference between those.  These stats are tracked internally or can be pulled straight from SexLab. "Enjoyment":  Driver tracks enjoyment variable during sex scenes, hides the slot once the scene ends.  From what I can tell the variable doesn't go above 120 but I'm not sure. "SL stats":  Tracks the 3 default SexLab stats directly from SexLab on the scene ending event.
    External pulse and drivers:
    This version now allows for plugins to use this MCM to offer pulse and driver options not hard coded into the base mod.  To facilitate this, and because of how hard a time I had compiling things with frostfall scripts, I've separated the frostfall exposure driver into its own plugin.  I've also included an example plugin, zao moon and star, that shows how to use the system.  This plugin offers two drivers and one pulse option.
    "OnFullMoon": Fades up to and maintains pulse color at the first day of the full moons and fades back down to current once the moon phase changes.  This script uses the method of calculating the moon phase described in the creation kit wiki so if something in your LO plays with the length or start of moon phases then this might de-sync. "day time" / "night time": Both drivers monitor the time of day and increase the driver value as time passes through the day / night.  The cut is 6am/pm.  For example the night time driver starts at 0 at 6pm and increases to 600 at midnight, then decreases back to 0 at 6am, remaining there until the next 6pm.
    Info for merging plugins:
    If you decide to merge plugins for this mod you will also need to change the json files for each plugin merged.  First you need to change the "modname" variable of each file to point to the name of the merge plugin.  Then you also need to update the form information for all spells in each plugin's json file.  I haven't tried converting to ESL yet so I'm not certain how easy that is to do here, but as long as the json file correctly points to the spells added then it should work, in theory.

    For modders:

    For adding animation sets:

    FISS - technically optional

    I've also built in compatibility for some mods found on LL.

    Conflicts with any other mod that plays with overlay colors, like RaceMenu - Animated Overlays.  This mod can be made to play nice with that one by leaving any slots controlled by Animated Overlays deactivated in this mod.  The same goes for any other mods that adjust color or alpha of an overlay slot.

    Known Bugs:
    For some reason the color swatch doesn't always recognize certain values from the blue color component slider, but the slot color definition works anyway, no idea why this sometimes happens. There are certain occasions where the pulse function will miss a condition, such as pulling out and putting away a weapon several times too rapidly.  To fix this simply cycle through weapon out / away giving a second pause after each action. If you are casting spells in rapid succession the script monitoring that may miss a trigger and you might end up holding a spell without the pulse active.  To fix this put the spell away or finish casting, the script should catch the next iteration.
    Thanks to Hawk9969 and Monoman1 for their scripts and help, and AthenaESIV for beta testing.  And I'm not sure who all else, I dug through so many scripts trying to figure out what I was doing.



  16. Skyrim Distances

    Technically this isn't a mod, but it is a great resource for your immersive gameplay.
    Version 2.3 - While playing with it, I noticed several distances just didn't make sense, so I started from scratch. I also removed some places that were so obscure I'm not sure why they were originally included and added places that should have been there. Goodbye Eldergleam, hello High Hrothgar!
    Version 2.0 - Updated map with more locations plus several locations that were given more accurate surrogates. Thanks to CPU for the intersecting maps. Genius idea!

    What is this?
    In this download you will find an Excel workbook that contains several tabs. These tabs contain the following:

    The distance, in miles and kilometers, between the cities and towns of Skyrim.

    The number of days it would take to walk from place to place if you were to travel for 8, 12, or 16 hours a day.
    New! The distance in miles and kilometers HALVED and QUARTERED to better fit the actual game time it takes to move around. The halved and quartered only have the travel time on foot and by horse in 8-hour increments.

    Skyrim is clearly meant to be a big place, not a place you could jog the circumference of in one morning. When I looked online for the actual dimensions of Skyrim, the main answer was patently ridiculous - about 14 square miles. There was logic behind the conclusion, but it is clear that Beth just crunched everything down so the game would actually be playable (much as there are only a dozen people in cities that, in reality, would have thousands).

    So I looked further, and found that someone had extrapolated the size of the map to real-world proportions and determined that Skyrim is about the size of Poland. That sounded quite reasonable, so I went with it.

    I pulled up a map of Poland (which, possibly not coincidentally, is shaped VERY much like Skyrim) and picked the cities and towns that seemed to correspond best with those in Skyrim. For your reference, here is what I chose:

    I then looked up the distance from the Polish cities to all of the other Polish cities, changed the names to their Skyrim counterparts, and put them in the handy charts that you will see if you choose to download it.

    If there are any people here from Poland who would like to give me what they feel are better cities for any of these (or for any of the other Skyrim places), please let me know.



  17. Grace Renim

    • An up-to-date Skyrim
    • Dawnguard DLC (Required by High Poly Head)
    • [HARD REQUIREMENT] High Poly Head V1.11 for LE: This is needed for her head and eyebrows.

    • Spawn her via console. Just type help grace.

    Mod Organizer 2 and Vortex users:
    • Install as you would with any other mod.
    Manually (Not recommended):
    • After extracting the archive, drag and drop Meshes, Textures, and Grace Renim.esp to your Skyrim Data folder.

    Mod Organizer 2 and Vortex users:
    • Remove using your mod manager. 
    • Delete Grace from Data\Meshes and Data\Textures.
    • Delete Grace Renim.esp from Data\Meshes\Actors\Character\FaceGenData\FaceGeom and Data\Textures\Actors\Character\FaceGenData\FaceTint.
    • Delete Grace Renim.esp from the Data folder.
    • Remove the previous version and install the new version.

    • You DO NOT have permission to reupload my mod on other sites (Steam Workshop, etc.)

    • Body textures (while unclothed) may or may not be glitched.
    • She may or may not have the "blocky lips" visual bug. This can be fixed by getting a tintmask replacement mod.

    • KouLeifoh for High Poly Head (Head mesh and eyebrows)
    • Kalilies and Stealthic for KS Hairdos - Renewal: https://www.nexusmods.com/skyrim/mods/68311
    • HHaley for Fair Skin Complexion: https://www.nexusmods.com/skyrim/mods/51602
    • LogRaam for Eyes of Beauty: https://www.nexusmods.com/skyrim/mods/13722
    • TheDaedricDoll for assisting me with using NIFMerge

    • Amazing Follower Tweaks: No issues.
    • Relationship Dialogue Overhaul: No issues.

    Q: But this mod requires an offsite requirement!
    A: Too bad. If you want your game to crash upon launch, that's on you.
    Q: Will there ever be a standalone RaceMenu preset?
    A: No.
    Q: Special Edition version?
    A: Soon_TM
    Q: Is the outfit in the screenshots included?
    A: No. She has a different outfit in the mod.
    Q: Why is the file size so big!?
    A: This is due to the High Poly Head requirement and textures used for the body.



  18. Scarlett Renim

    • An up-to-date Skyrim
    • Dawnguard DLC (Required by High Poly Head)
    • [HARD REQUIREMENT] High Poly Head: This is needed for her head and eyebrows.

    • Spawn her via console. Just type help scarlett.

    Mod Organizer 2 and Vortex users:
    • Install as you would with any other mod.
    Manually (Not recommended):
    • After extracting the archive, drag and drop Meshes, Textures, and Scarlett Renim.esp to your Skyrim Data folder.

    Mod Organizer 2 and Vortex users:
    • Remove using your mod manager. 
    • Delete Scarlett from Data\Meshes and Data\Textures.
    • Delete Scarlett Renim.esp from Data\Meshes\Actors\Character\FaceGenData\FaceGeom and Data\Textures\Actors\Character\FaceGenData\FaceTint.
    • Delete Scarlett Renim.esp from the Data folder.
    • Remove the previous version and install the new version. Overwrite if asked.

    • You DO NOT have permission to reupload my mod on other sites (Steam Workshop, etc.)

    • Body textures (while unclothed) may or may not be glitched.
    • She may or may not have the "blocky lips" visual bug. This can be fixed by getting a tintmask replacement mod.

    • KouLeifoh for High Poly Head (Head mesh and eyebrows)
    • Kalilies and Stealthic for KS Hairdos - Renewal: https://www.nexusmods.com/skyrim/mods/68311
    • HHaley for Fair Skin Complexion: https://www.nexusmods.com/skyrim/mods/51602
    • LogRaam for Eyes of Beauty: https://www.nexusmods.com/skyrim/mods/13722
    • TheDaedricDoll for assisting me with using NIFMerge

    • Amazing Follower Tweaks: No issues.
    • Relationship Dialogue Overhaul: No issues.

    • Sword Rebellion: https://www.nexusmods.com/skyrim/mods/98516

    Q: But this mod requires an offsite requirement!
    A: Too bad. If you want your game to crash upon launch, that's on you.
    Q: Will there ever be a standalone RaceMenu preset?
    A: No.
    Q: Special Edition version?
    A: Link is at the top of the mod page! :^)
    Q: Is the outfit in the screenshots included?
    A: No. Scarlett has a different outfit in the mod.
    Q: Why is the file size so big!?
    A: This is due to the High Poly Head requirement and textures used for the body.



  19. [Tobi] TrainMe Mod

    Ohh... You want to know what this Mod do to Your game?...
     You can train Your Combat skill on Archery Targets and Combat Targets !...
    Some of them are just static targets but there is some moving and "blinking" targets to shot !...
    In this Video You can see how this Works: ( YouTube ( Eclipse City Mod ) )
    Combat Training
         :: Find Combat Target and hit it with any weapon You want to train!...
         You will get some Xp for every hit
    <!> Its slow on High levels
    <!> It might work with Custom Weapons but only if Weapon have correct KeyWord ( default Skyrim Weapon Type KeyWord )
    Archery Training
         :: Hit Static, Moving or "Blinking" archery Targets and get Xp
         Moving and Blinking Targets gives you much more Xp but also cost some Septims!...
    <!> Only Skyrim arrows counts ( no Bound Arrows )
    <!> You need to stay in Shooting Zone ( Wooden Platform around Archery Targets - No platform = Invalid location )
    You want to talk or something, do that on Discord!...
    :: Discord ->https://discord.gg/CDkcv22
    :: Patreon -> Naa... i don't have... i mean... i do have it... but i don't want it xD ( if u want to support talk to me on Discord )
     Soon: More Targets and options !...
    < Special Rewards for High Score on Archery Training >
    < Special Quests and Rewards for Achievments >
     Soon: PowerfulMe ( TrainMe Mod but for Magic !... )
    :: Permissions?...
    -> as always, i don't fking care... do anything u want ( Just let me know if u use my Scripts - can be LL msg, can be Discord )
     if You want to download Script Source Files: ( scroll down )
    Here You can see Map where You can train Your combat:

    In case if You want to edit this Graphics: ( + Source Scripts )
     XCF File format is GIMP Project Format ( You can use Layers and Edit everything as u like ) ( Created with Gimp 2.10 )



  20. Werewolf Head Resource

    Werewolf Head Resource (V1.0)
    Made by MadMansGun
    these are the werewolf heads from my Hermaphrodite Werewolves mod.
    this has been released as a modders resource because i hate the original & MLT heads.
    the files in this 7zip are for the following:
    For Moutarde421 Female:
    this is made to fit the Female werewolf body made by Moutarde421
    For Everything Else:
    this will fit most other bodies like...
    the original skyrim Werewolf
    Derrax's Male Werewolves
    HDT Werewolves by Jacques00
    Note: if you replace the "BSLightingShaderProperty" with your own, go to "Shader Flags 2" and enable "SLSF2_Double_Sided"
    unlike the original mesh, this mesh requires Double sided rendering.
    {0,0} ________________________________________________
    /)__)> |creative commons, give credit, No One May Profit|
    -"-"- """"""""""""""""""""""""""""""""""""""""""""""""""
    here is a compatible tutorial for using this resource:
    note: use Ctrl+Delete to remove the old head and teeth mesh.



  21. no Radiant Journal Entries

    no Radiant Journal Entries
    this removes the 2 unending quests from the Journal's active quest list but still lets you do them:
    "The Dark Brotherhood Forever"
    "talk to the companions leaders for work"
    {0,0} __________________________________________________________
    /)__)> |creative commons All May Host This File, No One May Profit|
    -"-"- """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""



  22. Dawnguard Horse Combat Patch

    Dawnguard Horse Combat Patch
    a patch for:
    the right hand side sword charge bug...
    angle of attack data...
    reversel of left and right attack buttons...
    a patch for:
    the right hand side sword charge bug...
    angle of attack data...
    was added to the "Unofficial Skyrim Patch" so there is no need to upload it here.
    {0,0} . ________________________________________________
    /)__)> |creative commons All May Host This File, No One May Profit|
    -"-"- - -"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""



  23. Frostmoon rings to Hircine Ring

    this turns the Frostmoon rings into Hircine style Rings + color
    here is a edited Version of this mod you may like more



  24. A Small Patch For Labyrinthian

    Edit: it looks like USLEEP has taken stuff without giving credit again.
    there was a small error at Labyrinthian that was bugging the hell out of me, so i fixed it.
    0006142D & 00084050 are NorBridge1wayEndCap02ice [sTAT:00060F1C] when they should have been NorBridge1wayEndCap02sn_light [sTAT:000A464D]
    this problem can stand out a lot if you have the "Better Dynamic Snow" mod installed.
    (that mod can be found in "The Ruffled Feather" mod pack under Miscellaneous here: http://www.nexusmods.com/skyrim/mods/11/? )



  25. USLEP UnPatch

    since USLEEP is not getting updated anymore i think now would be a good time to try and undo some of it's smeg ups.
    (and i'll start off by saying that it has one "E" too many in it's abbreviation)
    only people that are actually trying to get 2 Dawnbreakers will encounter this "bug" so there was no need to fix this at all.
    i'm sure that was done on purpose to make the Ebony Blade work on them, you know THE SWORD THAT FEEDS OFF OF BETRAYAL!!!
    that just means she got a lot better at using two-handed weapons since she lost her one-handed Grimsever.
    unpatched the "LvlAnimalForestPredator" (000F826D) in the caves beneath Helgen, USLEEP removed it's enable parent and it was messing up the part where you had to sneak past the bear by adding extra creatures to the area. (problem found by EinarrTheRed)
    the Skyforge and khajiit merchant chests have been moved back to there original locations.
    because only people that are actually trying to cheat would even know where to find them anyways, so why bother?
    unpatched the "Totem of the Moon" werewolf Perk, so you can now summon multiple werewolves again.
    "Ill met by moonlight" quest exploit restored (not tested)

    patched and/or repatched:
    but it's so dull that it can't even cut a paper bag, i'm sure Mephala would let you sharpen it.
    and they made the sword slower as well which makes no sense at all because it has a thinner blade then all the other two-handed swords.
    BOOOO!!! Madesi needs the gold (but to hell with Grelka she is a bitch, and Anoriath is a dead man walking anyways so i skipped them for now)
    Madesi's Dialogue about his name:
    they still have not fixed this right, where as i have had it truly working right for years in one of my own mods.
    dresser and chest in Hjerim:
    the "Noble Chest Drawers" (00016778) that is in the bedroom was placed super badly (in front of the shelves on the right side of the room) and it needed to be moved (uslep did not move it far enough for my likeing, and it has the wrong enable parent), so i moved it to be behind the bed.
    another error that was not fixed at all is the chest (000E0E51) that was part of the Butcher quest, it gets removed from Hjerim when you "clean up the murder mess", there is no need for it to be removed at all and it leaves a empty space behind.
    unique Leveled items:
    i made it so unique Leveled items are no longer Leveled, they will always be spawned/rewarded as there most powerful variant.
    Note: does not work for unique items that you have already gotten.
    Dawnguard Rune Axe (loosely based on Trothminbonboicksenfavette's idea https://www.nexusmods.com/skyrim/mods/90334? )
    replaced the Axe's enchantment with a edited copy of Dawnbreaker's Enchantment to prevent the original enchantment's script from killing save files.
    EinarrTheRed's navmesh edits:
    -44,-5  Wilderness - adds missing navmesh near Dead Crone Rock.
    -44, -4 DeadCroneRockExt02 - connects new navmesh to existing navmesh island.
    -29, 28 Wilderness - adds missing navmesh on wall at back of Fort Hraggstad.
    -29, 27 FortHraggstadExterior05 - connects existing tower navmesh to new navmesh.
    -28, 28 FortHraggstadExterior04 - connects existing navmesh to new navmesh.
    Updates one NorWoodDoorLoad at Dead Crone to ensure the door link works properly.
    EinarrTheRed's "DefaultCreatureSandboxEditorLocation4000" fix:
    Animals should now have the option to run off across tundra to escape the player or NPCs rather than being determined to stay on roads.
    other fixes i throwed in, or based fixes on:
    Bigger Pelagius' Hip Bone by Gojirex https://www.nexusmods.com/skyrim/mods/68449?
    Argonian Sneak Tail Twist Fix by Callak https://www.nexusmods.com/skyrim/mods/32949?
    Argonian Decapitation Fix by Chilean Wolf  https://www.nexusmods.com/skyrim/mods/22624?
    Cultist Mask Decapitation Fix by pauderek https://www.nexusmods.com/skyrim/mods/50447?
    Esbern BUG FIX by SirGhaz https://www.nexusmods.com/skyrim/mods/65670?
    Werewolf Footsteps Repair by amra0 https://www.nexusmods.com/skyrim/mods/67564
    Shrouded Cowl Fix by Dee Twenty https://www.nexusmods.com/skyrim/mods/5611?
    Archmage Privacy fix by maximluppov https://www.nexusmods.com/skyrim/mods/57238?
    Dawnguard Summons Absorb fix by Thivus https://www.nexusmods.com/skyrim/mods/22105
    dragon aspect shout frost fix by hubrismandibles https://www.nexusmods.com/skyrim/mods/66100?
    Ghorza gra-Bagol Investment Fix by George1 https://www.nexusmods.com/skyrim/mods/9194
    Hired Thugs Fixed by RJinthematrix  https://www.nexusmods.com/skyrim/mods/73811?
    Vampire invisible Shield Fix by johnwayne1930 https://www.nexusmods.com/skyrim/mods/21755?
    Necromancer Amulet Correctly Renamed by Mcchuggernaut  https://www.nexusmods.com/skyrim/mods/57724?
    Return to Grace Amulet of Talos Fix by Ritaku https://www.nexusmods.com/skyrim/mods/30769
    Riften jail visual bugfix by Zaflis https://www.nexusmods.com/skyrim/mods/8560
    Riften jail secret escape route fix by Dxcufgb https://www.nexusmods.com/skyrim/mods/17282?
    Real Silent Moon Enchantment Fix by falco99  https://www.nexusmods.com/skyrim/mods/84981
    Ulfric's Bracers Fix by FrogF https://www.nexusmods.com/skyrim/mods/76074
    Werewolf Bleedout Fix by ColonelCorn https://www.nexusmods.com/skyrim/mods/61244?
    Yngol Barrow Button Fix by OfftheRails https://www.nexusmods.com/skyrim/mods/12937?
    Throw Voice Dialogue FIx by oldcyder https://www.nexusmods.com/skyrim/mods/57093?
    useful list of mods/fixes that i don't have permission to use (at least not yet anyways), or i'm not sure about yet:
    Skyrim Supplemental Patch
    FXdustDropRandomSCRIPT by steve40
    LvlPredatorScript by steve40
    dunBluePalaceArenaSCRIPT by steve40
    Dragonborn DLC Spamming FIX for DLC2PillarBuilderActorScript by Xerperious
    Dragon Bleed Bug Fix - FXDragonBloodDamageScript by Taka2nd
    Critter - Simply script fixes by ReDragon2013
    Flora Respawn Fix by bluedanieru
    note: it edits one of the same scripts that "Critter - Simply script fixes" edits, so i don't know if that would be a problem or not.
    Unbound Dremora fixed by SourGrape
    Ash Pile Expiration by Christopher Grabowski
    The Wolf Queen Awakened and Grimsever Return FIX by Lonti84
    note: less of a problem now because the DLCs let you go past level 81.
    Bard Quest Fixes by Soltaris
    Dragonborn Dragon Soul Absorb Fix by joshuagt
    Reanimate Disintegration Fix by SSL  
    Ash Guardian Bugfix by flexcreator
    Werewolf script/Vampire Lord fix by ShooD
    Nightingale Hall Portal fix by George1
    MS11 Blood on the Ice Non-start Fixed by mrjentipede
    Skyrim Shadow Striping Fix by forum42087
    Hearthfire Plant Dawnguard's Yellow Mountain Flowers fix by someshta
    Palace of Kings Rugs Fixed by GrandBulwark
    Lip sync delay fix by TDOGH
    Miraaks Mask Fix by LoveAlice
    note: i'm not sure if this one counts as a bug or not
    Wiseman303's Critter Fixes by wiseman303



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