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NanaKochan Race for Skyrim LE
Not lore at all's Nanakochan are invade to skyrim (NanaKochan Racefor Skyrim LE v0.6 Alpha)
SE version goes here
Original Mod Page from FO4
Cause English is not my mother language ,so i'm not good at English. forgive me if my wrong words offend to you
Requirements:
RaceMenu
Race Compatibility
There is still no much slider can adjust so , I suggest you can watch the preview video first ,which can help you know which slider can adjust
and also very welcome to take pictures to me
Description:
This is FO4’s popular anime race, port and remake to the Skyrim
This is pre-launch test v0.6 version and not yet been completed,
and hiyokomod does not seem to be active on the Nexus anymore,
As a result, there is still no response to the permission letter which I send it more than a month ago,
so I will wait until update to version 1.0 than release to the Nexus
The original author is hiyokomod
and I used its model as a base. re-created a lot of expressions according to my own opinion.
And after continuous failure and improvement
I combine the advantages of customization and playability
which is the sixth edition head model published
Since I am not a 3d professional and my PS technology is as bad as shit...
Originally I wanted to learn how to make a race from scratch
So I’ve been thinking about it more than one year ago, and it’s until nearly three months that I started to get results.(special thanks boombox keep remind me do it ,haha
Since the basic texture and model adjustments of the sixth edition are almost done by me
So there must be some imperfections, please point out that if I have the ability to complete it will be updated in the future
Optional body:
Optional CBBE and UUNP
Using the traditional TBBP body, you can replace the model yourself in the Meshes\Xing\NanaRace\Body path
Compatibility:
If you have other independent races installed
this the way to compatible with RM slider
You need to open the following file and copy its content and paste it into the file you want to save:
(1)
interface\translations\racemenu_english.txt
:
$NanaKochan_ElfEar1Elf EarType1
........................and other prefix is $NanaKochan
(2)
Meshes\actors\character\facegenmorphs\racemenu.esp\races.ini
:
NanaRace = sliders\Nana.ini
NanaRaceVampire = sliders\Nana.ini
Nanakochan uses Fair skin, if you need to change it to other skins,
I have included Psd files that can be modified, Modresource.7z
just change the layer to the head and normal maps of the skin you want
it can quickly change
Known issues:
1. After the be a vampire, if you enter showracemenu, it will immediately CTD
And there will be a problem with the different eye color with two eyes
2. There are still slight seams and color different issues.
If Enb has an option border, you will vaguely see black strokes.
Expected updates:
SMP physical hairstyle,
compressed textures,
Support for ECE
,More extra expression bubble sliders, more customizable sliders
more and better eye skin textures
,and maybe add more presets
Special thanks:
Yu5h1 technical support
Boombox worked with me on the problem of Normal maps
Ayakaze's commentary on how to avoid independent race conflicts
Blyatman's early normal map drawing
Jiang's test CBBE
Perture's 3dsmax script
Expired6978 and TMPhoenix
on How to make an independent race document
HHaley's fair skin
OutfitStudio by Ousnius
Spongeman131's How to add slider to Racemenu
And all my sponsors, they allow me to delay the production of costume mods,
so that I can research mods in different fields, and still continue to sponsor and support me
1,931 downloads
Updated
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Pandora Vellucci - Standalone Follower
By The Gauntman
Description
Hello, everyone. This mod will add to your game my bounty hunter character Pandora Vellucci. She appeared in my first picture story I put up on the LoversLab, and in other forms so far. She is in a bit of trouble with the Whiterun guards, and is found in the guard barracks to the left when you enter Whiterun. With her weapons and horse confiscated, she could use your help. Give her a ranged weapon and she will not let you down. Thanks to the LoversLab community for making this mod possible.
Requirements
XP32 Maximum Skeleton Extended
Installation
Download and install (via any Mod Manager or manually copy ESP/extracted files into your “DATA” folder)
Permission
Please do not upload this file to other sites, thank you.
Credits
RaceMenu – Expired
Women of Skyrim female face textures- zzjay
KS Hairdos - Renewal - Kalilies Stealthic Khaos and Shocky
Natural Eyes – nevenbridge
CBBE Manga Body and Rogue Armor conversion- Ledo4ek
Skyrim - Bethesda
Creation Kit - Bethesda
Have Fun!
3,620 downloads
Updated
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Focus Pokus
By Corsayr
Focus Pokus by Corsayr!
(Okay @Monoman1 did like most of it. ?)
Focus Pokus adds a spell that tracks various armor slots (configurable in the MCM) and depending on what you are wearing in that slot (also configurable in the MCM) increases your MagickaRateMult and thus increases your magicka regeneration.
?Why would I want that? (You ask)
I'm glad you asked!
What it can also do is set that MagickaRateMult to 0 as default this will make it so that you have no natural magical regeneration, and will require some outside assistance to regen magicka. So if you as a mage are wearing cloth items in the tracked slots, the mod checks the number of slots filled VS the number of slots tracked and provides a global rating. Based on that percentage it triggers magicka regen
Changed to this in 1.3 from 25/50/75/100
20% filled slots = 20% Magicka regen.
So if you track 5 slots
1 slot = 20% regen
2 slots = 40% regen
3 slots = 60% regen
4 slots = 80% regen
5 slots = 100% regen
as an example.
Obviously the more slots tracked the more items that have to be worn to achieve the percentage thresholds. But the magicka regen is always at the 25, 50, 75, and 100 percent. (So to get 50% regen when tracking 12 slots you need to be wearing valid items in 6 of those slots.)
? I'm still not getting, why would I want this (You ask)
Well, it's simple, the mod is basically designed to work with mods that damage or destroy your armor like Loot and Degradation, Mortal Weapons and Armor, Bikini Armor - Break, Equipment Durability System, etc, etc.
So as you become more naked, and un-able to equip armor in those spots you become more helpless. (less magicka regen)
That's right! This is just another perv mod in disguise! ? Designed to make your poor magic character vulnerable when naked so she has to scrounge for any scrap of clothing to put on so she can use her boom magic! ?
? Is it for LE or SE (You ask)
That's a great question! you are so smart! The answer is BOTH! Doesn't matter it can be installed without conversion into either platform. (You will get a File 43 error in SE on the esp, but just ignore it, if you are here on LoversLab and using SE you probably already have a thousand File 43 errors already. What's one more? ?)
Recommended Mod(s)
Obviously as mentioned before this whole thing works better and is more meaningful if your gear can be lost, stolen, or damaged in someway. So any mod that does that (I already mentioned a few)
I like Widget mod for monitoring your Magicka Regen this mod is actually a corner stone of a larger magicka philosophy that a characters magicka regen shouldn't be something that happens without outside intervention. So knowing what your regen is at all times is helpful.
Widget Mod LE or Widget Mod SE has an attributes widget that is helpful for that. Although it tracks the less useful MagickaRate stat and not the MagickaRateMult stat. This can be fixed by replacing the script pex in widget mod with this
WM_AttributeCountQuestScript.7z
This script was made for me by @Blackbird Wanderer to change the Attributes widget in Widget mod to track MagickaRateMult. Just put that in the Widget Mod Scripts folder and allow it to overwrite (SE or LE doesn't matter works on both)
Anyway, I am sure there is stuff I am missing, but I can always add more info later.
For now I leave you with
Special Thanks!
@Monoman1 For basically making this mod (He made me do the spell myself so I'd learn, but the Scripts, the MCM, the FOMOD... all him) ?
@Ashal for LoversLab and bringing us all together here to digitally beat our favorite games into the games we actually want. ?
@Blackbird Wanderer for the Widget Mod Script and for being an inspiration for me ?
466 downloads
Updated
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Tail Standing Idle Replacement
By MadMansGun
Stock Remade Tail idle: a replacement for the original mt_idle animation without the odd twist in it.
SexLab Tail idle: a edited mt_idle that moves the tail aside in an attempt to redue the "Tail Impalment Syndrome" problem in animations that lack matching files for the tails.......
....in other words all of them except for MNC, Sailing Rebel's, and my own. (stares angrily at the other animators with spite and hatred)
2,230 downloads
Updated
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Active Overlays
By iamzip
Upgrading to v0.3 requires a clean save.
Description:
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.
Updating:
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.
Details:
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:
"OnLevelUp"
The slots that pulse on level up are triggered by the level up event, which triggers after the level up menu is exited.
"OnSkillUp"
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.
"OnCombat"
The slots that pulse on combat will set color to pulse when weapons / spells are readied, or if the player enters combat.
"OnHit"
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.
"OnContinuous"
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:
Requirements:
SkyUI
RaceMenu
PapyrusUtil
FISS - technically optional
I've also built in compatibility for some mods found on LL.
Warning:
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.
3,977 downloads
- color change
- racemenu
- (and 1 more)
Updated
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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/Uninstall:
=======================
Install as normal with mod manager or manually
Acquistion:
=======================
Utilize AdditemMenu and search "IcyHaku"
I am unsure who the original creator is of this mesh, but thank you.
2,604 downloads
Updated
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Collygon's Poser LE
By Collygon
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!
Includes:
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
Requirements:
1. Skyrim (Duh)
2. FNIS (http://www.nexusmods.com/skyrim/mods/11811/?)
Installation:
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!
Updating:
1. Uninstall your previous version of Collygon's Poser and then follow the installation steps above.
Uninstalling:
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!
Compatibility:
Should be compatible with anything and everything.
FAQ:
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.
1,549 downloads
Submitted
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Megan Follower by nightwalk7
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
Info:
Name: Megan
H & W: 172cm, 62kg
Body: Venus type, D cup
Class: Sorceress (Healing, Lightning spells, reanimate)
Location: Temple Of Kynareth (Whiterun)
Enjoy
If you like watching Skyrim dance videos, please visit my Youtube channel here:
891 downloads
Submitted
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My Female Animations
By We Share
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.
1,159 downloads
Submitted
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Skyrim Distances
By jfraser
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.
Why?
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.
395 downloads
Updated
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Werewolf Head Resource
By MadMansGun
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
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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.
----------------------------------------------------------
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{0,0} ________________________________________________
/)__)> |creative commons, give credit, No One May Profit|
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here is a compatible tutorial for using this resource:
http://www.loverslab.com/files/file/2418-howto-dick-with-nifskope/
note: use Ctrl+Delete to remove the old head and teeth mesh.
185 downloads
Updated
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no Radiant Journal Entries
By MadMansGun
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"
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{0,0} __________________________________________________________
/)__)> |creative commons All May Host This File, No One May Profit|
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351 downloads
Updated
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Dawnguard Horse Combat Patch
By MadMansGun
Dawnguard Horse Combat Patch
v3
a patch for:
the right hand side sword charge bug...
angle of attack data...
reversel of left and right attack buttons...
v2
a patch for:
the right hand side sword charge bug...
angle of attack data...
v1
was added to the "Unofficial Skyrim Patch" so there is no need to upload it here.
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511 downloads
Updated
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Frostmoon rings to Hircine Ring
By MadMansGun
this turns the Frostmoon rings into Hircine style Rings + color
here is a edited Version of this mod you may like more
http://www.nexusmods.com/skyrim/mods/58000/?
148 downloads
Updated
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A Small Patch For Labyrinthian
By MadMansGun
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/? )
158 downloads
Updated
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USLEP UnPatch
By MadMansGun
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)
unpatched:
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.
SHE FUCKING BLEACHED IT DUMBASS!!! SHES FUCKING HIDING FROM SIBBI!!!
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
https://www.nexusmods.com/skyrim/mods/91069?
FXdustDropRandomSCRIPT by steve40
https://forums.nexusmods.com/index.php?/topic/732051-fxdustdroprandomscript-errors-fixed/
LvlPredatorScript by steve40
https://forums.nexusmods.com/index.php?/topic/985247-bugfix-for-lvlpredatorscript-errors-no-more-log-spam/
dunBluePalaceArenaSCRIPT by steve40
https://forums.nexusmods.com/index.php?/topic/737061-dunbluepalacearenascript-errors-fixed/
Dragonborn DLC Spamming FIX for DLC2PillarBuilderActorScript by Xerperious
https://www.nexusmods.com/skyrim/mods/88353/?
Dragon Bleed Bug Fix - FXDragonBloodDamageScript by Taka2nd
https://www.nexusmods.com/skyrim/mods/80951?
Critter - Simply script fixes by ReDragon2013
https://www.nexusmods.com/skyrim/mods/76139?
Flora Respawn Fix by bluedanieru
https://www.nexusmods.com/skyrim/mods/31268?tab=files
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
https://www.nexusmods.com/skyrim/mods/9798?
Ash Pile Expiration by Christopher Grabowski
https://www.nexusmods.com/skyrim/mods/13448?
The Wolf Queen Awakened and Grimsever Return FIX by Lonti84
https://www.nexusmods.com/skyrim/mods/21575?
note: less of a problem now because the DLCs let you go past level 81.
Bard Quest Fixes by Soltaris
https://www.nexusmods.com/skyrim/mods/9723?
Dragonborn Dragon Soul Absorb Fix by joshuagt
https://www.nexusmods.com/skyrim/mods/31685?
Reanimate Disintegration Fix by SSL
https://www.nexusmods.com/skyrim/mods/74213
Ash Guardian Bugfix by flexcreator
https://www.nexusmods.com/skyrim/mods/54972
Werewolf script/Vampire Lord fix by ShooD
https://www.nexusmods.com/skyrim/mods/11307
Nightingale Hall Portal fix by George1
https://www.nexusmods.com/skyrim/mods/9207?
MS11 Blood on the Ice Non-start Fixed by mrjentipede
https://www.nexusmods.com/skyrim/mods/74757?
Skyrim Shadow Striping Fix by forum42087
https://www.nexusmods.com/skyrim/mods/27418?
Hearthfire Plant Dawnguard's Yellow Mountain Flowers fix by someshta
https://www.nexusmods.com/skyrim/mods/26224?
Palace of Kings Rugs Fixed by GrandBulwark
https://www.nexusmods.com/skyrim/mods/56183?
Lip sync delay fix by TDOGH
https://www.nexusmods.com/skyrim/mods/63984
Miraaks Mask Fix by LoveAlice
https://www.nexusmods.com/skyrim/mods/31321?
note: i'm not sure if this one counts as a bug or not
Wiseman303's Critter Fixes by wiseman303
https://www.nexusmods.com/skyrim/mods/54485?
18,449 downloads
Updated
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Faster Book Animations
By MadMansGun
a must have mod for speed readers, it makes flipping book pages much less aggravating.
demo video:
https://www.youtube.com/watch?v=an4OoH4Orak
tip: adding this to your skyrim.ini will help speed things up even more
[Interface]
fBookOpenTime=200
lower numbers are faster but it tends to bug out sometimes (100 seems to be the best setting for the "ludicrous speed" version)
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{0,0} _______________________________
/)__)> |creative commons, No One May Profit|
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https://creativecommons.org/licenses/by-nc/4.0/
https://creativecommons.org/licenses/by-nc/4.0/legalcode
3,338 downloads
Updated
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F### the Thieves Guild
By MadMansGun
F### the Thieves Guild
Made By MadMansGun
----------------------------------------------------------
its best to start a new game if:
1. A Chance Arrangement has been completed
2. civil war has been completed
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this mod lets you kill Brynjolf instead of framing Brand-shei, so you can skip The Thieves Guild + some other things:
killing Brynjolf before "A Chance Arrangement" (TG00) starts/ends will unlock:
Brinewater Grotto
Thieves Guild headquarters
Goldenglow Estate
Honningbrew Meadery
Snow Veil Sanctum
Calcelmo's lab
Irkngthand
Mercers house(shoot the ramp)
and most of the Twilight Sepulcher (the last door is locked because you would get stuck if it was unlocked)
extra: Nightingale Easter egg hunt (not a quest, just look in TG quest locations for armor, weapons, and the key)
the Stone's of Barenziah are disabled until "Loud and Clear" (TG02) is set to stage 30, therefore making the quests TGCrownMisc and TGCrown unable to start before joining the guild.
the Silver Mold in Pinewatch is disabled until you join the guild, so it wont get stuck in your inventory.
a different Objective is given in "A Cornered Rat" (MQ202) instead of asking Brynjolf (sorry no quest marker, just go to riften and ask Keerava and/or Vekel...or you can skip the bullshit and just go straight to Esbern)
Arondil's Journals are disabled until the quest FreeformRiften21 starts (because how would you know Vekel wants them if he never asked you for them?)
the following NPCs become killable immediately after killing Brynjolf:
Brand-shei
Madesi
Bersi
Haelga
Keerava
GulumEi
Olfrid Battle Born
Endon
Torsten
Niranye
Mallus
Risaad
Mercer Frey
Vekel
Tonilia
Vex
Dorian
Sabine Nytte
warning some NPCs remain essential until certain quests are done:
Enthir is killable after completing:
"Onmund's Request" (MGRAppOnmund01)
and
"Arniel's Endeavor" (MGRArniel04)
and
killing Brynjolf before "A Chance Arrangement" (TG00) starts/ends or completing "Under New Management" (TGLeadership)
Delvin Mallory is killable after completing:
killing Brynjolf before "A Chance Arrangement" (TG00) starts/ends
and
completing "Destroy the Dark Brotherhood!" (DBDestroy) or "Where You Hang Your Enemy's Head" (DarkBrotherhoodSanctuaryRepair)
Black-Briar family is killabele after completing:
completeing the Civil War on the Stormcloaks side
and
killing Brynjolf before "A Chance Arrangement" (TG00) starts/ends or completing "Under New Management" (TGLeadership)
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extra stuff:
you can "fail" the paarthurnax quest by killing the blades (but you need to kill Alduin first)
or
you can kill the greybeards after completing the quest........(YOUR DEAD TO ME)
note: if the kill paarthurnax quest is already running when you installed this mod open the console and type "setstage mqpaarthurnax 35" to make the blades killabe (but only if Alduin is dead first)
killing Grelka will allow Madesi to move into the Bunkhouse (Grelka hates Madesi and that's why he sleeps in the rat way)
fixed Madesi's broken dialogue branch about his name (the uskp only fixed half of it)
Wujeeta is essential until her quest is done (so you can become thane in the rift)
multiple dialogue condition changes to stop immersion braking conversations (like talking about dead npc as if they were alive)
Dawnstar Sanctuary is a little bigger
the jarls, staff and officers of the losing side of the civil war are killable after the war
warning some NPCs remain essential until certain quests are done:
Faleen or Yngvar are Essential until "The Book of Love" is done
Balgruuf is only killable after The Whispering Door quest is done
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2,535 downloads
Updated
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one galaxy sky mesh
By MadMansGun
edits the sky mesh so there is only one galaxy circling the world, not 3 copies of one.
do note that it will need texture editing to look good, eg: if using "HQ Milky way galaxy" ( https://www.nexusmods.com/skyrim/mods/810/? ) you will need to crop it down to 4096x768
if your using a different galaxy texture then i would suggest going up to 6114x1024(tested and works) or 12288x2048(not tested) and combining it with other textures for a more impressive sky (Eg: see the screenshot)
...also you should go get the "High-density starfield" from "Enhanced Night Skyrim" ( https://www.nexusmods.com/skyrim/mods/85/? )
202 downloads
Updated
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Knockdown Immunity
By Darkpig
Formerly known as: Who Knocks Down the Fucking Dragonborn
Why is the Dragonborn being shouted down a mountain while not being able to knock down a stinkin redguard?
So simple story, I got sick of getting knocked down in combat and I couldn't find a mod that stops that from happening so I made one myself. It is a simple .esp that keeps your character from falling when getting Fus Roh Dah'd by draugr or being knocked down period. But you can still knock down others OH YES.
I added a few keywords to the player character and a few conditions referencing that character. With some trial and error I can finally go toe to toe with the greybeards.
Is the name too boring? ¯\_(ツ)_/¯
Also thanks to Bethesda for making a huge ass game that I can dink around in.
637 downloads
Updated
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Osare One Piece UUNP SMP HDT+
By zapho
UUNP SMP HDT+ Bodyslide Conversion of the Osare One Piece outfit by anano!
HDT+ Cloth mesh and xml by SunJeong!
Currently in beta because I dunno if the occasional flickering oppai physics is a personal setup problem of mine or not(probably is)... Let me know what you think in the support page comments! I also dunno how to backport SMP to PE stuff so yeaaah... just one of those things I haven't figured out for the life of me. Probably gonna take some elbow grease to figure out if you haven't worked that stuff yet, and its gonna be with its pros and cons, but I'm rooting for you!
Requires:
Bodyslide and Outfit Studio
HDT-SMP (and probably SMP+PE Path... I personally use the 0802 version from uhh... somewhere, but hopefully the nexus available 0730 works too)
Original Osare OnePiece - UNP and UNPB outfit
Links:
Check out this vicious plug of my Patreon page to support my work!
Follow me on Twitter!
1,038 downloads
Updated
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What am I - Transforming Mod & Framework
By Geehral
!!! File moved to SE page !!!
Hi Folk,
first i have to execuse myself for my bad English. This is my own first mod and its still WIP i have pretty big plans to go on with it ^^
What is this?
Well basicly its a transformation mod triggered by different events (i will list them below) u will recieve a random Transformation to become a Fury, part for part.
Which Tf's are implemented?
I will add a list for it too look below. The list also contain the implemented systems like curse etc
Just why?
Because i love the idea being transformed and fucking hell, FURRY!!!
Framework usage:
You can also look on the Function script in the source folder. I wrote comments to each function.
Requierments:
All Dlc's (exept hearthfire) SkyUi XP32 Racemenu Slavetats Po3 Papyrus Extender
SE AND LE Version Here
512 downloads
- furry
- transformation
- (and 1 more)
Updated
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Colovian Vanguard Armor and Greatswords SE - BHUNP
By Siegmeyer
About This File
SUMMARY:
This mod adds a unique set of modular female armor with matching greatswords, ported from "The Legend" by Aeon Soul.
Due to the Graeco-Roman style design and horse motif, I decided to base it on the Colovian culture of Cyrodiil, hence the name.
-------------------------------------------------------
MAIN FEATURES:
-Modular female armor set, made from a mix of Light and Heavy pieces, with three different color variants.
-BHUNP Bodyslide options for the armor, with custom Zap Sliders for even further customization.
-Greatsword and scabbard with three texture variants to match the armor sets.
-FOMOD installer with lots of custom options, including ESP variants, texture resolution, and Bodyslides.
-Textures are 4K (with 2K options in the installer), with an optional Uncompressed archive for even higher texture quality (for a performance cost).
-ESP options for various integration, such as crafting recipes or adding to leveled lists, as well as a "no integration" option.
-Optional custom enchantments for the armor's helmet crests and greatswords, with special Set Bonus effects and cosmetic glowing gemstones on the meshes.
-Glowing parts of the armor and swords utilize the "ENB Particle Lights" functionality for even more radiant glow. Requires an ENB version that supports this feature, in order to be visible.
-Custom reshaped helmet meshes for Khajiit, Argonians and Orcs.
-Armor pieces come "packed" in a Misc item "set" that when activated in your inventory, adds that set's pieces to your bags. This is primarily done to reduce Crafting menu clutter, in the versions of the ESP that include crafting recipes.
-All armor and weapons are temperable, and some are enchantable.
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REQUIREMENTS:
SKSE
RaceMenu (for NetImmerse Override functionality)
XPMSE
CBP Physics
Bodyslide and Outfit Studio (for BHUNP Bodyslides)
BHUNP
UNP-compatible skin textures
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MOD VERSIONS: (selected via the installer):
IMPORTANT: When uninstalling, updating, or deactivating this mod, unequip all items, and remove them from your inventory without dropping them on the ground (e.g. store them in a chest, corpse, or other container). This is especially important for the helmet crests and swords, regardless of what ESP version you are using. Failure to do this may introduce bugs into your save!
EQUIP SLOT INFO:
For more detailed info on this mod's features, feel free to consult the Documentation PDF.
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CREDITS:
Original 3D armor/sword assets from "The Legend" by Aeon Soul
Ousnius and Caliente for Outfit Studio
Bakafactory and Haeun for BHUNP
Humus Cubemaps resource, uploaded to Nexus by Billyro and used according to the permissions given.
denRubi and Smokeybear for testing and screenshot contributions.
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PERMISSIONS:
Do not reupload any unmodified files from this mod anywhere.
Do not port this mod to any other game.
You are free to make edits to this mod, including but not limited to retextures, conversions to other bodies, and patches for other mods, but you must only upload what files are needed for your edits to work, and link back to the original mod.
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LE VERSION HERE
1,254 downloads
Updated
-
Colovian Vanguard Armor and Greatswords LE - UUNP and BHUNP
By Siegmeyer
SUMMARY:
This mod adds a unique set of modular female armor with matching greatswords, ported from "The Legend" by Aeon Soul.
Due to the Graeco-Roman style design and horse motif, I decided to base it on the Colovian culture of Cyrodiil, hence the name.
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MAIN FEATURES:
-Modular female armor set, made from a mix of Light and Heavy pieces, with three different color variants.
-UUNP and BHUNP Bodyslide options for the armor, with custom Zap Sliders for even further customization.
-Greatsword and scabbard with three texture variants to match the armor sets.
-FOMOD installer with lots of custom options, including ESP variants, texture resolution, and Bodyslides.
-Textures are 4K (with 2K options in the installer), with an optional Uncompressed archive for even higher texture quality (for a performance cost).
-ESP options for various integration, such as crafting recipes or adding to leveled lists, as well as a "no integration" option.
-Optional custom enchantments for the armor's helmet crests and greatswords, with special Set Bonus effects and cosmetic glowing gemstones on the meshes.
-Glowing parts of the armor and swords utilize the "ENB Particle Lights" functionality for even more radiant glow. Requires an ENB version that supports this feature, in order to be visible.
-Custom reshaped helmet meshes for Khajiit, Argonians and Orcs.
-Armor pieces come "packed" in a Misc item "set" that when activated in your inventory, adds that set's pieces to your bags. This is primarily done to reduce Crafting menu clutter, in the versions of the ESP that include crafting recipes.
-All armor and weapons are temperable, and some are enchantable.
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REQUIREMENTS:
SKSE
NetImmerse Override (or RaceMenu)
XPMSE
HDT Physics Extensions
Bodyslide and Outfit Studio (for UUNP and BHUNP Bodyslides)
BHUNP (only required if you want to use the optional BHUNP Bodyslides)
UNP-compatible skin textures
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MOD VERSIONS: (selected via the installer):
IMPORTANT: When uninstalling, updating, or deactivating this mod, unequip all items, and remove them from your inventory without dropping them on the ground (e.g. store them in a chest, corpse, or other container). This is especially important for the helmet crests and swords, regardless of what ESP version you are using. Failure to do this may introduce bugs into your save!
EQUIP SLOT INFO:
For more detailed info on this mod's features, feel free to consult the Documentation PDF.
-------------------------------------------------------
CREDITS:
Original 3D armor/sword assets from "The Legend" by Aeon Soul
Ousnius and Caliente for Outfit Studio
Bakafactory and Haeun for BHUNP
Humus Cubemaps resource, uploaded to Nexus by Billyro and used according to the permissions given.
denRubi and Smokeybear for testing and screenshot contributions.
-------------------------------------------------------
PERMISSIONS:
Do not reupload any unmodified files from this mod anywhere.
Do not port this mod to any other game.
You are free to make edits to this mod, including but not limited to retextures, conversions to other bodies, and patches for other mods, but you must only upload what files are needed for your edits to work, and link back to the original mod.
-------------------------------------------------------
SE VERSION HERE
1,497 downloads
Updated
-
adjustment Uniform Character Heights
By Guest
Uploaded DLC version - requires all 3 dlcs
Races have different heights (nords slightly taller, altmer way taller), some sexlab animations look like air humping or penis stabbing, sexlab even actors feature in mcm disables ctd fix (some say it works some say its irrelevant), couldn't find plugin to make them all the same height so I did it myself very quickly didn't even check for conflicts because I forgot how and its just height change what could go wrong? Doesn't even have prerequisites just skyrim.
I changed male and female heights for vanilla race, vampires too. I even changed astrid's race (she's nord but almost as tall as altmer) if you're into her.
I did this very quickly I don't even know if changing astrid's race in CK has any effect in-game. I only checked my imperial against an altmer in-game and see if it made any difference in sexlab animations, and it did. I don't care about realism I just want some animated tender sexing with properly placed dongs and boobs.
Hopefully it doesn't break anything, if it does I apologize. Also if anyone with more experience would care to look into this see if anything is off, that'd be great. Would be even greater if they made a better version of this that wasn't pieced together by an amateur who struggled to remember how CK works.
Do whatever you want with this it took me about 10 mins to make this.
Installation is business as usual its just an esp.
855 downloads
- legendary edition
- actors
- (and 1 more)
Updated