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Skyrim Natural Hair Retextures
By slutofshades
Skyrim Natural Hair Retextures
Intro:
Hello, and welcome to my first actual contribution outside of a few bodyslide tweaks.
This is more a mod of convenience than anything else and was born out of finding absolutely nothing that solved this annoyance for me already out there.
What is it?:
Skyrim Natural Hair Retextures is a set of Hue/Saturation altered textures for popular Hair Mods out there. Because most Hair collections use a blonde color as their base texture, if you wanted to create a character with white, grey or pastel hairtones You were always fighting against the inherent blonde.
I went through the process of taking the color out of the hair parts, and finding it to be a rather time consuming and tedious task figured that I would upload the results in a collection for others to download and use, cutting out the frustrating process for others. So far I have only done this for KS Hairdos - HDT Physics, as that is the collection I use the most for my play throughs, but I will be doing the same for KS Hairdos Renewal and Apachii Sky Hair further down the line.
Installation?:
Installation is simple, for manual install, just extract and drop into your data folder, overwriting files when prompted. For Mod Managers such as Mod Organizer, place this mod below KS Hairdos - HDT Physics in your Mod Order List (Left panel). I have not used Nexus Mod Manager for several years so... You're on your own there, I'm sure you know how to do this stuff by now?
Requirements?:
KS Hairdos - HDT Physics V 1.0 ~ http://www.nexusmods.com/skyrim/mods/70363/? (and its requirements)
Credits:
Stealthiac and Kalilies - for KS Hairdos - HDT Physics which all the original textures for this come from
The Skyrim Modding Community - For keeping this game interesting and fresh for so many years.
Changelog:
V 1.0 : Initial Release; KS Hairdos - HDT Physics collection.
1249 downloads
- Hair
- KS Hairdos
- (and 1 more)
Updated
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vlkAdjustPosition
By vpoteryaev
This is a very simple mod that allows you to adjust PC position in some situations like:
1. ScreenShots while posing
2. PC is involved in Non-SexLab animations (like 0Sex/Osa etc...) and you want to tweak PC position without using scaling.
3. Something else...
Usage:
Activate vlkAdjustPos.esp, launch game, save and exit. After second launch functionality will be available
By default 'movement' keys are: '6' Key (not on NumLock) moves PC forward X axis, '7' - Y, '8' - Z. With 'Left Shift' pressed - movement is backward.
If 'Left Alt' pressed and any 'movement' key PC will return to default/original position
For such simple functionality i don't see any reason to create MCM-menu, so you can redefine movement keys in 'SKSE\Plugins\StorageUtilData\vlkAdjust\Settings.json'
Requirements:
PapyrusUtil,
RaceMenu (or maybe something else that contains NiOverride SKSE plugin)
Kind Regards
248 downloads
Submitted
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Nihidra Orc RaceMenu Preset
This is my first orc preset that I was happy enough with. It would not have been possible without the Eitra head scuplt file and head nif created by NoirSlate( so thank you very much for creating it if you're reading this). And also to Shidoni for helping.
Armor is the awesome Ebony bikini armor by Nisetaka
She's made with the Orc Race.
REQUIREMENTS - Also included in download
SG Hair 350
Brows
Ran's Type C
YevMods - Makeup Pack
The Witcher3 eyes
Cross Racial facial features
Fair Skin Complexion
Select Recommended options
Dentist for Orcismer
Eitria head mesh nif - OPTIONAL- Located under optional files in the follower mod, its not critical but it does remove the orc wrinkles, so if you want the exact look you want the file, if not it should be ok.
RaceMenu
417 downloads
Updated
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NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility)
A lightweight utility capable of deleting NetImmerse Override data from SKSE co-save files, thus decreasing both the sizes of those files and Skyrim save and load times.
Description. What kind of NIOverride data is stored in SKSE co-save file
Any NetImmerse Override modifications are saved directly to the SKSE co-save file every time one saves their game. Of course, NIOverride does nothing on its own and the amount and kind of data stored in SKSE save file is closely linked to the mods using NetImmerse Override.
RaceMenu is the most popular mod which utilizes NIOverride. In fact, NIOverride was designed by expired6978 specifically for RaceMenu to extend its capabilities. RaceMenu uses SKSE co-save files to store the overlays, expression definitions and all non-vanilla sliders settings and colours of your character or any NPCs edited directly by other mods.
XP32 Maximum Skeleton Extended (XPMSE) is yet another known mod which uses NIOverride to store all weapon styles, positions, rotations and scales in SKSE save file.
The NIOverride modifications mentioned above can be applied not only to your character, but also to any other NPC in game. Some of RaceMenu and most of XPMSE sliders can by accessed by Tattoo menu provided by Extensible Follower Framework (EFF). SlaveTats also allows you to manually apply overlays on NPCs.
All right, so why can SKSE co-save grow to such a tremendous size since any NIOverride modifications seem to be controlled by the user?
Firstly, it's because not all data stored in a save comes directly from the user. XPMSE itself needs to keep the skeletons data of the NPCs encountered during play through, from "at least 15 to 25 cells" (according to Groovtama, the creator of XPMSE; see this post). That data, however, is very lightweight and, although it may significantly increase the size of the save in the end, it should not be considered a bloat.
Secondly, it's due to the fact that the data may actually come from user when they decide to use entirely optional features of some popular mods, for example, XPMSE's weapon style randomiser. This feature does greatly improve Skyrim's immersion but it takes a toll on the final size of SKSE co-save because it needs to store the styles of all the NPCs you have encountered. Of course, the more NPCs you add to your game, the more data will be produced.
Moreover, the more mods that can alter NPC's appearance without your supervision you have (for example, Blush When Aroused with enabled NPCs option), then again, the more data will have to be kept in the SKSE save.
Side effects of too large SKSE co-save file
As far as my game and experience are concerned, a large SKSE co-save has the the significant influence on duration of Skyrim saving and loading process (about 2 seconds longer with 1 MB SKSE save file than with 20 KB file, on SSD). It neither destabilises Skyrim nor it causes it to crash more often. More data in SKSE save file simply means any IO operations will last longer.
The remedy
NetImmerse Override Cleaner will help you to reduce the size of your SKSE co-save files by deleting either all of the NIOverride data or the data of characters you do not wish to keep (see Excluded Actors for more info).
Keep in mind that data you delete will eventually come back and your save's size will grow once more after you play long enough and re-encounter some of the NPCs.
That is why it is recommended to clean your SKSE co-save files on regular basis, for example, when you begin to feel that it takes more and more time to save the game.
Using the tool
It's very straightforward. There are only two buttons, which is shown in the screenshots. The one button is for loading a desired SKSE co-save file and the second one is for cleaning and saving the file. A backup of original file is created automatically (with .bak extension).
Excluded actors list
You may enter here the reference IDs (refID) of all characters whose data you wish to preserve. Any characters who are not included in this list will have their NetImmerse Override data erased. See Description for more info about data that is stored by NIOverride in saves.
If this list is empty, the entire NetImmerse Override section will be deleted from SKSE co-save file.
Therefore, it is always recommended to keep at least your character's RefID (00000014). Otherwise the only way to preserve your character's data is by saving preset in RaceMenu BEFORE cleaning process and loading it AFTERWARDS.
This feature might be useful if you have a fixed number of NPCs manually edited by mods like EFF, SlaveTats, etc. and you really don't want to lose these NPCs' appearances.
IDs may be separated by a comma, space or new line. Actors whose IDs were not found in the SKSE save file will be omitted.
Ignoring mods load order
ID of every Skyrim object is strictly connected to the position of that object's parent plugin (ESP/ESM) in the mod load order. While the inner ID (the second, third and fourth byte) is always the same and unique within one plugin, its very first byte (the first two digits) indicates what is the position of the mod in the load order. So, for example, if you have a NPC defined by a mod which is sixth in the order and that NPC's ID is 010203, its in-game ID will be 06010203. If you move the mod to the tenth position, the next time you load the game the object's ID will be 0A010203.
This may be problematic if you, let's assume, want to create a rich list of excluded NPCs but you play different characters with different mods or have just sorted the mods with LOOT and some of the mods positions have changed. In order to make sure than the one particular actor is always preserved during cleaning, you would have to change their ID accordingly to the new position of the actor's parent plugin.
However, if you check the Ignore mods load order checkbox, the first byte of every excluded actor will be omitted. Therefore, there is a theoretical chance of more than one actor being excluded, but it's very unlikely to happen.
Note that you still must enter a valid 4 bytes long (8 digits) number. The first byte can be any, though (ex: 00).
Forewarned is forearmed
VirusTotal scan VirusTotal scan as a proof of my heart being in the right place:
1.0 1.1
Permissions
You are allowed to upload this tool to the other sites (except for Nexus mods), as long as you mention me as the author AND provide the users of those sites with a link to the most up-to-date version of the tool and its description (which, for the time being, shall be here on LoversLab).
13018 downloads
Updated
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Skyrim Romance Mod
Skyrim Romance 3.0 is not released to the public.
*Release Date May 27, 2017*
Includes required mods & tutorials
Skyrim is an outstandingly beautiful game, but we all have to admit we are missing something.
Have you ever wished you could explore the land with a ruggedly handsome ranger? Don’t you wish a dashing
knight to escort you to a Grand Ball? Ever fantasize about capturing the heart of a Forsworn chief? Don’t you wish the
men of Skyrim would recognize you for the beautiful, powerful woman you are and have them fighting over you? Well you’ve
come to the right mod!!! Skyrim Romance provides that and more!
Learn about the characters, locations and cheats.
Skyrim Romance Official 3.0 Trailer
Click Link Above or See Permissions & Credits Tab on Skyrim Romance Nexus Page
8111 downloads
Updated
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Placeholders
By valcon767
Please READ entire OP before downloading
this file (containing 3 ESM and 6 ESP files) was uploaded for people who do not have (or cannot use for some reason) the CK
the files contain a single renamed iron dagger (just a renamed form in CK, which will not show up in game) that changes NO stats.
as most who play modded games know removing a mod midgame is bad for 3 reasons (possibly more that I don't know offhand):
1 - the (generally) self clearing error of missing ESM/ESP notice.
2 - left over information that can be baked in the save game (you can sometimes clean it out by "cleaning" the save game).
3 - the fact that it changes the load order of all mods after its position in your load order (which can possibly break mods).
and adding a mod midgame has the problem of number 3 above as well.
the only sure SOLUTION to these problems is start a new game.
this mod's ESM/ESP files provides a WORKAROUND for the problem listed as #3 above.
you WILL still have problems #1 and #2 to deal with regardless of using this mod or not.
by placing the ESM (or more likely ESP) file in the same position as a removed mod it will prevent mods after it in load order from having their load order position changed.
by proper placement (when starting a new game) it can do the same for a mod that is to be added later that for some reason cannot be added at a new game start.
(an example would be the Helgen mod that specifically tells you not to activate the mod until you reach a certain point in your game.)
if you are starting a new game and know ahead of time you will be adding a mod later you can place one of the ESM/ESP files in the correct spot to later
swap with the mod that will take that spot in your load order and thereby keep other mods coming later in the load order from having their load order position
changed.
example - you are starting a new game and know you will be adding a mod later at load order position 47 (normally this would mean all mods after that position
would have their load order positions changed when the mod is added) , you can use one of the included ESM/ESP files (placed manually) in that
position (number 47 in example), then when the time is right to add the preferred mod to your game you can switch the placeholder.esm/esp file with
the correct mods esm/esp file, preventing all the following mods from having their load order position changed. you will still get a missing esp/esm
error (which should be cleared by simply making a new save game at this point). the advantage is not changing all following mods load order positions.
using one of these esm/esp files in this manner can be used as a workaround to prevent load order position changes for mods after a mod is removed midgame.
on a new game it can "reserve" a load order position for a mod that will be added later in a game, providing you know beforehand that you will be adding a mod
and exactly what position it will be in.
the included esm/esp files make NO changes to actual stuff in the game at all {with the exception of adding a single renamed (form name only) iron dagger,
which will not show up in the game at all (unless you use console commands or something like the Add Item Menu mod)}, and should leave no trace when
removed mid game (in testing I have yet to find a trace left behind, but it is possible under certain circumstances, I think).
under most circumstances this mod (the 3 ESM and 6 ESP versions included) are NOT worth using, but for the 2 specific circumstance stated above they can
provide a workaround for 1 of the 3 main problems with adding or removing a mod midgame.
anyone who can use the CK can make their own version to do the same thing in under a minute (after the CK loads).
the only reason I uploaded my personal version is for those who cannot use the CK for some reason.
hopefully this will help someone somewhere at some time or another.
permissions - do whatever you want with the files included at all (just give credit if you use it somewhere else please).
SSE compatible - I have no clue (I don't have SSE to check)
if any Moderator feels this mod should not be here (for any reason at all) just delete it.
80 downloads
Updated
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Moamer RaceMenu Preset
This preset is based on one created by Shidoni but modified by me. Thanks again to Shidoni for creating the original and helping me locate the necessary files to attempt this.
Made using High Elf race.
ENB used is RealLike
Requirements- Also in text file
Apachii Sky Hair
Brows
Rans Type C
The Witcher 3 Eyes
Cross Racial Facial Features
Fair Skin Complexion
Install all recommended options
Etherial Elves Overhaul
May need to install additional patches for compatability with dlcs
Racemenu
176 downloads
Updated
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Nercis Racemenu Presets
By Nercis
My character presets for racemenu.
Grelga, Lucinda, Arnora, Misty and Siggy.
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They are all Nord females.
Grelga is basically a younger Mjoll the Lioness.
Lucinda was designed to be a vampire.
Arnora and Misty are meant to look like sisters.
Siggy was designed to look like a young adventurer.
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Requirements:
Racemenu
Recommended:
Women of Skyrim
Natural Eyes
Covereyes
KS Hairdos - Renewal
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Installation:
(I have included both the .jslot files for the presets folder, .nif and .dds files for the CharGen folder)
Download and extract the .nif and .dds files to Skyrim/Data/SKSE/Plugins/CharGen.
Extract the .jslot files to Skyrim/Data/SKSE/Plugins/CharGen/Presets.
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NOTE! Different Skin textures and head meshes etc may change how your character will look like.
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Permission: I would appreciate if you didn't upload this anywhere else! But other than that, feel free to use my presets as a template for your own creations.
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Credits:
Racemenu By Expired
Women of Skyrim By zzjay
Natural Eyes By nevenbridge81
Covereyes By mrLenski
KS Hairdos By Kalilies
966 downloads
Updated
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aMidianBorn Book of Silence patches - Armors
By jhkhry
I have hidden these files from Skyrim Nexus to the request of the mod authors because they have deemed it inappropriate for it to be on Skyrim Nexus. They have revoked their permissions but have kindly allowed me to upload it in more private forums like LL.
Upcoming patches:
Nexus User-nisetanaka's Bikini series
Check out Nisetanaka's new mod, a compilation of his previous works and new ones for leather and hide with a slight promise of an orcish and elven bikini of his making:
The Amazing World of Bikini Armor
I will now switch on planning to create the AMB patch on this new compilation and giving it a CCOR Breakdown recipes and toggles and Frostfall WEAR system default values for compatibility. No ETA at the moment as I wait for the mod to be in a more stable version according to kofman.
I've been allowed to host these AMB patches back on Nexus please check them out thank you!:
Elvenia - AMB Description Page from Nexus:
Ebokini - AMB Description Page from Nexus:
2685 downloads
Updated
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Latina High Elf RaceMenu Preset
This preset is based on one created by Shidoni but modified by me. The original can be seen in his My used RaceMenu presets forum. This is my first upload so please keep that in mind. I do plan on creating and releasing more presets.
Made using High Elf Race.
ENB used is RealLike
Requirements Also in Text file
KS hairdoes
Brows
Ran's Type C
Beautiful Freak's Warpaint
Fair Skin Complexion
Select the Recommended options in main download
Get the Extra downloads from mod page as well, choose Tanned option
Cross racial facial features
Etheral Elves Overhaul
may need additional patches for compatibility with dlcs
RaceMenu
Adorable Face
Read the textfile for all necessary links
Drop Data folder in your Skyrim folder
230 downloads
Updated
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Talore Nord preset
By lilfam
First file I've ever uploaded to any mod site so please excuse me.
Nord Race
Requirments
Racemenu (duh) Rutah Tattoos (optional/if you want the abdomen tats) Brows Ks Hairdos Eyes of Beauty Demoniac Textures (if you want what's in the screenshots)
Permissions
Feel free to change hair, skin tone, remove tattoos, whatever just don't post this as you're own if you do change something as I put a few hours into this.
I plan to also upload these files to the nexus so do not re-upload please! I don't mean to sound like I have a stick in my butt, but I worked on this for a good bit and I'm very possessive .
If anyone wants to make a follower please message me so I can try to be of help, but please don't make a follower with out letting me know or at least giving me cred (Talore would make an excellent follower I'm sure, but alas, I'm too lazy to learn how to make followers).
Send screenshots if you'd like!
Enjoy, pm me with issues/suggestions!
936 downloads
Updated
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My used RaceMenu presets
By shidoni
The presets i used after creating a whole TF sequence and a few random presets, i'm planning on adding more presets in the nearby future.
Feel free to use the presets for whatever you desire.
Requirements:
All presets are made with the Breton race, except for the ebony preset. (which is redguard)
RaceMenu http://www.nexusmods.com/skyrim/mods/29624
FairSkinComplexion http://www.nexusmods.com/skyrim/mods/51602
(all optional files needed)
KS Haiirdos Renewal http://www.nexusmods.com/skyrim/mods/68311
( i chose the second option)
Natural Eyes http://www.nexusmods.com/skyrim/mods/3589
Brows http://www.nexusmods.com/skyrim/mods/30411
NBScars http://www.nexusmods.com/skyrim/mods/49279
(optional)
The Eyes Of Beauty http://www.nexusmods.com/skyrim/mods/13722
Frecklemania http://www.nexusmods.com/skyrim/mods/52841/?
*Ashoka Tano's hair http://www.nexusmods.com/skyrim/mods/74350/?
*Ghost in the shell hair and clothes http://www.nexusmods.com/skyrim/mods/72870/?
**Adorable Face.
*: These requirements are only truely required when you desire to use the Ashoka tano and Mokoto presets, these are often unique hairstyles/assets that are not directly included in the other requirements.
**. This requirement is only for Galadriel, Mint and the AlohaMer. Some requirements may be different, so do read the requirements list in the archive.
Most new presets all have a .txt file with a list of all requirements. Do read this .txt !
Place The presets in Skyrim>Data>SKSE>Plugins>CharGen>Presets
The ENB used in the screenshots is Reallike Enb
What's your is mine and what's mine is yours.
4430 downloads
Updated
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Dark Souls Combat v1.5.3
Before we begin, if you do not have at least consistently 40 FPS, this mod is not for you. A high framerate is required to keep up with the scripting demand of this mod.
Dark Souls Combat is a mod for Skyrim meant to bring core elements of the combat system of the Soulsborne series (the Souls series and Bloodborne) to Skyrim. Previous work has focused primarily on the numerical aspect of this series' combat system - stamina regeneration or damage, for example - or has been stunted by a lack tools to manipulate the animation engine at the time of their development. Dark Souls Combat is meant to focus on delivering improvements in terms of new and appreciably apparent mechanics from the Soulsborne series that have not been attempted yet or attempted with this sort of depth. This mod is designed for combat to be played in third person.
Courtesy of er hong. A demonstration of some parries and ripostes (as they occur in v1.5+) is shown at 1:26.
Courtesy of Shinji72. A review of the features of this mod.
Courtesy of theDeModcracy. Features multiple mods, but has a review of the features of this mod at 5:00.
Five of the most fundamental mechanics from this series are brought to Skyrim:
Poise System
This entire mod was built off of my Poise System mod (effectively, this mod renders Poise System obsolete). The poise system of that mod is largely left intact with some minor improvements.
This mod's poise system is primarily based on the rules governing the poise system of Dark Souls, with some differences to better suit the already-present mechanics of Skyrim. Poise is calculated as the total weight of worn items, except for shields and weapons if equipped. Poise is damaged when one is hit by an unblocked weapon, unarmed attack, or arrow or bolt; magic does not damage poise. Power attacks will do more poise damage than regular attacks, by default. Poise damage from weapons is based on their weight. This is all configurable in the MCM.
Once an attack causes one's poise to reach 0, a stagger will ensue. Subsequent hits may cause subsequent staggers - a stunlock. The maximum stunlock combo can also be configured. Over time, if one is not hit, poise can recover; the amount and update time is also configurable. The poise feature can be disabled by setting the poise damage multiplier options in the MCM to 0.
The poise system extends to other NPCs in addition to the player, and to creatures as well.
Critical Hits
If, during the beginning of an attack, an actor is hit with a shield or weapon bash attack, the actor will enter a parried state, indicated by a downed animation. During this temporary state, on the next hit, the actor will take double damage, in the style of Bloodborne. If that hit strikes their front, a riposte animation will play. Ripostes are deadly; they can do large amounts of damage. Using the power of Fore's New Idles in Skyrim (FNIS), we can integrate killmove animations that won't automatically kill. In this way, it is possible to execute a riposte animation that does massive damage to NPCs, but does not outright kill them. The damage dealt is configurable in the MCM. It is calculated based on the executor's One-Handed or Two-Handed skill, depending on the weapon used for the riposte. Though now disabled by default, ripostes to creatures are not supported by this feature; they will automatically kill. Parries and ripostes may be executed by all NPCs.
When an actor is struck in the back with a power attack, the actor will also enter a downed state, in the style of Bloodborne. In this state, the first strike against the actor will also do double damage. If the actor is an NPC and the strike hits their back, a backstab animation will play, killing them. Backstabs can be initiated and executed by NPCs also.
Roll Mechanics
Using the power of FNIS, we can bring an equally powerful roll/dodge system to Skyrim. Previous work on dodge mechanics has relied on developer animation events, restricting both the animation itself as well as the time for dodging. Dark Souls Combat brings a roll system that is meant to complement the poise system. Roll weight is considered equal to the player's poise, in addition to any weapons, shields or torches that may be equipped. Roll weight is divided into three categories: fast, medium, and fat. The fast roll weight affords a greater invincibility time (time in which the player cannot be struck by any hit, as a method of simulating the dodging of an attack) as well as fast speed of rolling. The fat roll weight allows a much smaller amount of invincibility time and longer times to roll. Note that the invincibility time is not the entire duration of the roll animation. The medium roll weight lies somewhere in between. Roll weight thresholds are based on maximum stamina. The threshold for mid-rolling is by default maximum stamina divided by 4; the threshold for fast-rolling is half of that. Rolling can only occur if your weapons or magic are out. Rolling/dodging will prevent a poise break, but only fast rolling/dodging can escape a poise break stagger. In the style of Dark Souls 2, rolling can cancel a attack if it is executed early in the attack animation. Rolling can also break out of poise breaks. A poise break can be broken out of towards the end of the stagger. The window for this decreases with increasing roll weight. By default, 50% of the stagger must play before a fast-roll can break out, 65% for a mid-roll, and 80% for a fat-roll.
Rolling is four-directional. Quickly pressing and releasing the roll key (by default LAlt, the default sprint key; configurable in the MCM) while moving a certain direction initiates a roll in approximately that direction (forward, backward, left, or right). Pressing and releasing the roll key while standing still results in a backstep. In the style of Dark Souls, backsteps afford no invincibility time. The rolling feature also supports gamepad-users, such as myself. Remember to customize your roll key for gamepad! Rolling can be disabled by setting the Roll Key in the MCM to a key you will not use.
Stamina Usage
Normal attacks now require stamina and attempts to swing a weapon with no stamina will stagger. The stamina consumed is a function of the today weight of items equipped in either hand. This applies to bows as well. Stamina does not regenerate while performing most weapon combat actions. There is also a delay on stamina regeneration after rolling and bashing, and critical hits will fail when Stamina is 0. This helps prevent the infinite roll- and bash-spamming that was previous possible. To balance this, stamina regeneration is increased by default for the player. You will notice your stamina usage to be very similar to what you would see in a Souls game. This entire feature can be enabled or disabled and customized in the MCM.
Counter Damage
While attacking, enemies will take 50% more damage when struck by the player. In the same vein, while the player is attacking, he will take 50% more damage as well. This is known as counter attacks in Dark Souls. While I really do hate features that are solely based on numbers and add nothing in the way of visible mechanics, the above is only half of this feature. Dark Souls 2 added a second dimension to counter damage compared to its predecessor: a counter also will do more poise damage to an opponent. In that style, this mod allows counter attacks to deal 50% more damage to poise. This is of course a comparatively minor feature, but one worth mention nonetheless.
Requirements
SKSE 1.06.15 or later
FNIS 5.5 or later
SkyUI 4.0 or later (optional for mod configuration)
Installation
Install the above requirements.
Install this mod's files from the download package. The ESM version is recommended for users.
Generate behavior files with FNIS, using its Generate FNIS for Users.
Enter the game, and optionally configure this mod at that time.
Remember that this mod is meant to be played in third person. The roll mechanics do not work otherwise.
"Updating" from Poise System
Use the "Uninstall" option in the MCM menu.
Save, then uninstall the mod.
Reload the game with the save and wait for the Poise System MCM to disappear.
Save again.
Follow the Installation instructions above.
Adding Sounds to the Experience
Certain combat sounds can be played while performing certain actions in this mod. All sound files played should be located in Data\Sound\fx\BB_DSC
You can add sounds that will play during a Fast Roll, a Medium Roll, a Fat Roll, a Parry land, and a Backstab initiation. Remember to convert them to XWM files using a program such as MultiXWM.
Fast Roll: Data\Sound\fx\BB_DSC\LightRoll.xwm
Medium Roll: Data\Sound\fx\BB_DSC\MedRoll.xwm
Fat Roll: Data\Sound\fx\BB_DSC\HeavyRoll.xwm
Parry land: Data\Sound\fx\BB_DSC\ParryLand.xwm
Backstab initiation: Data\Sound\fx\BB_DSC\BackstabLand.xwm
This is entirely optional; you may wish to add sounds for all of these events, some of them, or none of them. Note that there are direct audio extracts from Dark Souls on the internet, if that is what you are looking for.
Updating
Uninstall the previous version.
Install the new version.
Re-run (regenerate behavior files with) FNIS.
Enter the game and select in the MCM the "Reset" option, under the "Uninstall" page.
Uninstallation
In-game, select the "Uninstall" option, under the "Uninstall" page.
Uninstall the mod.
Rerun FNIS.
Installation (for Roll-Only version)
If a Full version is currently installed, perform an uninstallation procedure as described above.
Install the Roll-Only version following the steps described above for the Full package as well.
Updating to ESM versions
If an ESP version is currently installed (this includes all versions prior to v1.4.3 as well as the v1.4.3 ESP versions), perform an uninstallation procedure as described above.
Install the one of the ESM versions following the steps described above.
Thanks
egocarib, for a fundamental component of the script used for the poise system
Fore for giving me suggestions on working with some of the newer aspects of FNIS
canderes and Reena, for guiding me through editing animations
WorshipTheSatan and urielmanx7, for invaluable testing and suggestions
GIF images made with ezgif.com
Bugs/Other Issues
First and foremost, this mod does use running scripts, necessary for the poise element of this mod. There are certainly mods out there much more script intensive than this, so on the grand scale, it's not that bad. The fact is that if you really want to change the way your game is played, you need a healthy dose of scripts!
There may be animation issues. It happens; sometimes, and I'm sure you've seen this in un-modded Skyrim, you may see some NPC or creature animating strangely, and it can happen from this mod too. The most common issue (which is actually not common at all) may occur after a roll/dodge. The player character may finish the dodge with their weapons/magic still out but not in the normal combat stance, but rather appearing in a non-combat stance. This can be easily fixed by rolling/dodging again, or by entering first person, unreadying and then readying your weapons/magic again, then re-entering third person. The same issue can occur after a riposte. NPCs may also suffer from this after being downed for a riposte or backstab. However, this is uncommon, but of course a natural side effect of making ambitious leaps with animations.
Depending on how many scripts are already running, staggers from the poise system may be slightly delayed by a split second. In the same vein, rolls may be less responsive, especially if magic is equipped.
The stamina usage feature does not affect the dual-wield normal attack yet.
Version History
v1.0:
- Initial release.
v1.1:
- Added a bit to the backstab and riposte scripts to help to reduce the likelihood of a victim not drawing their weapons. Not something you can fix entirely, but this will help a little.
v1.2:
- Further edits to help decrease the likelihood of borked combat stances from NPCs in the backstab and riposte scripts.
- Decreased the length of the parry window against NPCs.
- Fixed a part of the poise/roll mechanics script that was generating many repeated errors.
v1.3:
- Backsteps are now considerably faster at all roll weights. Previously, there was no advantage to backstep over backward rolling.
- Rolling/backstepping can cancel attacks if they are executed early in the swing (prior to the "preHitFrame").
- Weapons, shields are torches that are equipped now also count towards the roll weight.
- Counter damage feature added.
- Roll Feature-only version added
v1.4:
- MCM option-set roll thresholds removed; replaced with a formula based on maximum stamina.
- Ability of fast-roll to automatically break out of staggers removed; replaced with specific timings to roll out.
v1.4.1:
- Allowed rolling earlier after the swing of an attack, immediately after the HitFrame animevent.
- Set Actors or Races with the ImmuneParalysis to have virtually infinite poise. I felt that if the developers didn't feel it was appropriate to paralyze these Actors and Races (or perhaps didn't even include the data necessary to properly do so), it would be hazardous to allow staggering, even if it was not necessarily game-breaking. Notable races include the Wisps, Magic Anomalies, and Werewolves (since that playstyle would include having no intrinsic poise yet requiring close combat this change makes sense).
v1.4.2:
- Improved rolling feature. Previously, spamming the roll key would actually cause significant script delays; this has been mitigated, though it is still not a good idea to try to spam the button. A sort of queuing feature has been added so that a roll can flow nicely into another roll if you tap the button towards the end of the first animation.
v1.4.3:
- Edits from v1.4.2 added into the main packages.
- .esm version added. .esm (master plugins) are believed to exhibit better script performance than .esp.
v1.5:
- Ripostes on humanoids no longer force the riposted actor into a ragdolled state afterwards. The bug where riposted NPCs cannot attack afterwards is largely resolved.
- Stamina use on attacks that previously required no stamina, and stamina regeneration delay during attacks, bashes, and rolls. This prevents the infinite roll-spamming that was possible previously. It also punishes bash-spamming with a larger stamina regeneration delay. Normal attacks with 0 stamina will stagger the player.
- New MCM options added to customize stamina usage.
- By default creature ripostes are disabled. There is a new MCM option to enable/disable this.
v1.5.1:
- Stamina cost for attacks now calculated as intended.
- Ripostes and backstabs will fail if stamina is 0.
v1.5.2:
- Script optimizations based on the suggestions and advice of Borgut1337, FBplus, and WorshipTheSatan. This version features much greater stability than previous versions, but much more work potentially remains.
- Option to disable rolling entirely added to MCM.
- Creatures no longer have a delayed death when they have been parried but subsequently killed normally, while the Creature Riposte option is disabled.
- Creatures not explicitly supported by the mod's poise feature have poise automatically calculated based on maximum health and stamina.
v1.5.3:
- Weight calculations for rolling weight class and stamina consumption on attack were not being run as intended due to changes made in v1.5.2. This has been corrected.
- Further script optimizations for improved stability.
Permissions
Please do not reupload, make a derivative work, or use assets from this mod without my permission.
33482 downloads
- dark souls
- combat
- (and 5 more)
Updated
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MyTPC - My Toggle Player Camera
By demack
IT'S BACK!
Rewritten the script and removed the other camera stuff.
This is a new file!
MyTPC is a camera mod I made mostly for Sexlab back when free camera in Sexlab crashed a lot.
The current state of the game has made free camera a bit more useful but this mod has its merits since most importantly the facial animations are possible with the NPC and player since the camera is still attached to the player.
The functions are basic move the camera +/- 600 units in x,y with a zoom from - 2000 to 1000 which is considerable distance. it is sort of a cheat since moving the camera can activate things and access things not normally available.
This allows you to zoom in on the scene. This mod is absolutely a must for scaled down characters!
The function to set the speed of the camera and increments for precise placement. with 0.005 precision.
default key to activate the toggle is scroll lock - can be configured in MCM
default keys to move the camera are arrow keys - can be configured in MCM
in process is a better system with toggle being in combat also.
to install:
remove old customizable camera install MyTPC with NMM and your good as gold.
delete old files manually
data/customizable camera.esp
data/scripts/customizablecamera.pex
data/scripts/source/customizablecamera.psc
to remove this mod
use NMM
data/mytpc.esp
data/scripts/mytpc.pex
data/scripts/source/mytpc.psc
7103 downloads
Updated
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Erinna - Nord Barbarian Follower
By mfeile1974
Erinna
~She's Itching For A Fight~
Name; Erinna
Race: Nord Based - Custom Race
Voice: Female Nord
Marriageable: Yes
Height: .96
Weight: 85
Skin: The Pure (8K/4K)
Body: Custom UUNP
Location: Rorikstead - Frost Fruit Inn
Armor: LadyHorus' TERA Armor - Rogue
Weapons: Nicoroshi Creations (Bow of the Drow w/ Ebony Arrows & Talon of Akatosh)
Class: Combat Barbarian
Style: Custom
ENB: Vividian
Tested with AFT & EFF
Levels with player. Nord traits/bonuses.
Skill bonuses: Sneak, Light Armor, Restoration, Archery, Block, One & Two Handed
Perks: One & Two Handed, Dual Wield, Block, Archery, Light Armor
HDT Compatible Skeleton such as XPMSE
HDT Physics
The Pure is a extremely high quality skin consisting of 4K & 8K textures.
Some lower end systems won't be able to handle without issues.
Manual or your favorite mod manager
Manual or your favorite mod manager
sfeile
LadyHorus' TERA Armor for UUNP and Vanilla Male
Nicoroshi Creations
Bodyslide
Racemenu
Pure Skin
Fair Skin
The Eyes of Beauty
SG Hairs (Google is your friend)
High Resolution Scars
Empyrean Warpaints
YevMods - Makeup Pack
Better Makeup for SKSE
RANs Eye Reflection Extender
Seductive Lips HD
Smile in HD
*If I forgot anyone, please kindly remind me*
This follower is the combination of the work of others, please seek their permissions in addition to mine.
1306 downloads
Updated
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PillowFun's Wren
By mfeile1974
Wren
Based on PillowFun's Character on their
Tumblr & Flickr Account
Permission granted for follower creation by PillowFun
Name: Wren
Race: Breton/Vampire Hybrid
Voice: Female Sultry
Marriageable: Yes
Height: 1.00
Weight: 20
Body: HDT & Non-HDT UUNP/CBBE
Skin: Demoniac (2k & 4k options)
Armor: Witcher 3 Yennefer DLC Option (doubled armor rating)
*No Armor Versions she will be naked*
*Tattoo is currently only on the UUNP 2k Version*
Weapons: Ebony Dagger & Her Hands
Location: Whiterun - Hall of the Dead
Class: Combat Mage Necro
Style: Human Magic (think Serana)
Levels with player.
Skills bonuses/Perk trees: Conjuration, Destruction, Restoration, Illusion, Sneak, Light Armor
Tested with EFF & AFT
ENBs Pictured: SnapDragon, Vividan, & RealVision
Armor Version
Dawnguard
HDT Physics
HDT Compatible Skeleton such as XPMSE
HDT Body Type
Dawnguard
HDT Physics
HDT Compatible Skeleton such as XPMSE
Non-HDT - No Armor Versions
Dawnguard
Facelight
Are You There
Fix Lip Sync
XPMSE
Some ENBs may show slight skin discoloration between body and head
Armor may clip during some poses/animations
Manual or your favorite mod manager
Manual or your favorite mod manager
thedoodlebob
sfeile
Gunzle
Bethesda Mod Creation Collective
Dragonstar99
thedoodlebob
Pillow Fun Tumblr
Pillow Fun Flickr
Witcher 3 Yennefer and Triss Armors
Demoniac Skin
Bodyslide
Racemenu
Linds Human Eyes
Maevan2's Eye Brows
KS Hairdos - Renewal
Smile in HD
Stoja's Warpaints
The Coenaculi
Bethesda
*If I forgot anyone; please kindly remind me. Thank You*
This follower is the combination of the work of others. Please obtain their permissions in addition to mine.
3757 downloads
Updated
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OpenSkiesTradingPost_09062014
No longer abandoned. If anyone decided to try to pick up the project, you have permission to continue, as the direction we each will take with it will likely be completely different. Just please give your project a new name. Thanks.
Welcome to Open Skies Trading Post.
This is a player home turned business property. The goal is to make the player the crafter/vendor, and let Skyrim buy from the player.
Near future plans
-Possibly make the player buy the property from the Jarl
-Navmesh the perimiter of the building to keep followers from getting stuck against the outside walls
-Investigate cloning NPCs and generating generic NPCs
-Write quests and dialogue
-Remove the supplies from the outside chests
Two people have offered to help get some of these plans accomplished. We will see if they even have the time. If not, then this may be a long time in coming.
There isn't much to say other than check out my blog that better states my goal with OSTP.
Have fun, folks.
http://www.loverslab.com/blog/152-gitchegumees-development-blog/
251 downloads
Updated
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SkyHunks
By Guest ffabris
SkyHunks - NPC Replacer
This mod changes the appearance of many Skyrim NPCs. The aim is to make them look a bit better ("better" is, of course, a matter of personal taste). A few female NPCs are also "converted" to male (the female housecarls). No stats were changed, no clothing, nothing else - except that I made Ralof and Hadvar potential followers and marryable. Do not attempt to get them to follow you, or marry them, before the civil war is complete, or your game will likely break!
This mod also includes the functionality of Masculinized Level Lists. This means that generic NPCs such as guards, soldiers, bandits, etc, will now all be male, and you don't need that mod if you use this.
Snapshots by Mylor41, used with kind permission.
(Body used: SOS. Featured image: Solaf.)
Who is included
Housecarls:
Agris Calder Gregor Iona => Ian Jordis Lydia => Lukas Rayya => Thassad Valdimar
Hirelings:
Erik Belrand Marcurio Stenvar Vorstag
Other:
Requirements
All DLCs USLEEP Apachii Hair - Full and Male KS Hairdos Renewal The USLEEP version requires (of course) USLEEP
Recommended
Open Face Guard Helmets ... or ... Helmets Begone (from my Misc Patches)
Installation
NOTE: Files are now hosted on Dropbox, due to their size.
If you use other NPC overhauls/replacers, and want this to take precedence, place it lower in your load order. Also, if your other replacers are supplied loose, then you'll want the loose version of this, overwriting any existing files, or you'll get grey face.
Do not install this into a game in progress, or you are likely to get grey faces and/or neck seams on the changed NPCs. Similarly, updating the mod in a game in progress will result in some of the NPCs often looking ... very strange. See here for neck seam tips.
Can You Remove....?
Yes I could, but if I start doing that, soon there will be no end of customized versions. But, you can do it yourself, it isn't difficult!
Get TES5Edit and install it. Download and install the loose version of this mod Start TES5Edit. When the list of mods opens, rt-click -> Select none. Then scroll till you find SkyHunks, put a checkmark beside it, click ok. Wait for everything to load. Click the + next to SkyHunks to expand it, then click Non-Player Character. Find the NPC(s) you want to remove. Make note of the form number to the left of the name (eg, Ahtar is 0001325F) Right click -> Remove. Confirm that you want to. Once you have removed all you want, close TES5Edit, and confirm you want to save changes. Navigate to your Skyrim install. ../Data/Meshes/actors/character/facegendata/facegeom/skyrim.esm - delete the NIF files with the same name as the form number you noted. ../Data/Meshes/actors/character/facegendata/facetint/skyrim.esm - delete the dds and tga files with the same name as the form number you noted. Done. If you had already "met" the character in-game, you'll likely end up with grey-face so you'll have to start a new game.
Change Log
1.0 - Initial release 1.1 - Fixed Lukas' voice ... duhhh 1.2 - Fixed grey face for Heathfires housecarls; fixed opposite gender anims for a couple of housecarls. 1.3 - Added all the male guards. Surprisingly few of them, so I added a few more, for more variety. 1.4 New NPCs: Arnbjorn, Banning, Bolund, Brynjolf, Captain Aldis, Delvin Mallory, Dirge, Falk Firebeard, Garvey, Gorm, Harrald, Klimmek, Maul, Mercer Frey, Nazir, Onmund, Orgnar, Proventus Avenicci, Saerlund, Sigurd, Thonnir, Vekel
Tweaked skin tone for Ulfberth. 1.5 New NPCs: Jervar, Idolaf Battleborn, Hrongar, Balgruuf, Angrenor Once-Honored, Oengul War-Anvil, Rolff Stone-Fist, Orthus Endario
Tweaked Omnund, Solaf; Removed the guards added in 1.3, since they broke Masculinized Level Lists. 1.6: New NPCs: Erikur, Kust, Jorleif, Galmar Stone-Fist, Lortheim, Jod, Horik Halfhand, Captain Wayfinder, Thoring, Siddgeir
Tweaked: Bolund, Benor 2.0 Tweaked Jon Battle-Born, Sigurd.
New NPCs: Ataf, Beirand, Briehl, Dagur, Gloth, Heimvar, Mikael, Severio Pelagia.
Added more "template" imperial and stormcloak solders for more variety.
Now incorporates the functionality of Masculinized Level Lists, so you don't need that mod if you use this. 2.1 New NPCs: Hod, Lod, Tsun, Sven, Alvor. Plus there were several guards who have unique faces rather than using the templated guards I had already done, so I did those I found. 2.2 New NPC, GuardSolitudeImperialDayMaleGuard, which I overlooked last time (at least two instances of this NPC can be found at Solitude).
More tweaks to: Ralof, Hadvar, Bolund, Mikael, Solaf 2.2 (2016-09-12) Uploaded a version for USLEEP users (SkyHunks_2.2_USLEEP.rar). Requires USLEEP. Install on top of one of the regular versions of 2.2, as only the ESP is included in the download. 2.3 - now requires USLEEP.
Added Sinmir (and removed his helmet), Imperial and Nord road couriers, carriage drivers, Brunwulf, Calixto, Tulvur, Torsten, Torbjorn, Ranmir, Phinis, Sergius, Korir, Kraldar, Fihada, Jawanan, Cedran, Thonar, Thongvor, Yngvar, Ogmund, Hreinn, Hogni 2017-03-16 - updated download links.
Final Note
If lore friendliness is important to you, you probably won't like this, since the KS styles aren't "lore friendly".
NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions.
15588 downloads
Updated
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Imperial Prisoner
Preset Face and Body for Racemenu
mods:
Racemenu Morph for uunp
body - UN7B Uunp
hair - SGHairPackAIO
brows - Maevan2EyeBrows
eyes - Improved Eyes Skyrim
body textures - Demoniac: FairMatureSkin
Glossy
Unp default (non sporty)
Makeup, Teeth, FsHead
.jslot copy in :
Data\SKSE\Plugins\Chargen\Presets
2598 downloads
Updated
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Conan the Barbarian_1982_Arnie RaceMenu preset by gamer2736
By Adventurion
:: Conan the Barbarian_1982_Arnie RaceMenu preset by gamer2736 ::
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“Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandaled feet.”
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Description:
A big, big Hello guys !!!!
This is my first mod, ever ! So, please be gentle with me .
I'm a huge fan of the 1982 Conan the Barbarian movie, and i was thinking just how perfect Skyrim would be for Conan ! I've tried to create Conan's look as closely as possible.This is a .jslot preset file for RaceMenu 3.4.5 and above. Feel free to edit it as you would like. Kindly credit the mod authors i've mentioned in the credits list. It would be nice if you credit me too ....
Thank you for using my mod !
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Installation:
Use NMM or MO. I would recommend you use MO, as it is so convenient. Also, any changes you make in Racemenu and save as a preset can be easily converted into an archive from the "overwrite" section the next time you launch MO.
Manual Install :
Place file in Skyrim -> Data -> SKSE -> Plugins -> CharGen -> Presets
How to use:
1) Select Nord as race.
2) Go to the preset tab and load preset (F9 usually) .Select "Conan the Barbarian_1982_Arnie preset.json"
If you are using this on an existing character type "showracemenu" in the console and follow the steps mentioned above.
Uninstallation:
Just uninstall in NMM or, uncheck in MO.
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Body mod used in the pictures: SOS [Lite]
Texture mod used in the pictures: Fine Face Textures for Men by urshi [Variant 2.0a]
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Credits :
RaceMenu by Expired [http://www.nexusmods.com/skyrim/mods/29624/?]
Arnold Schwarzenegger -1- Conan The Real Barbarian by Lobotomia2040 [http://www.nexusmods.com/skyrim/mods/5137/?]
Fine Face Textures for Men by urshi [http://www.nexusmods.com/skyrim/mods/27815/?]
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Acknowledgements :
I would like to express my deep gratitude to the Skyrim modding community for all the stunning work you guys do ! Without you, Skyrim would not have been the "Alternate world" i transcend into ...
I am in absolute awe of LoversLab and the Geniuses here ! The passion, innovation and inspiration you guys bring is simply too good to be true ! For someone who doesn't know the ABC's of modding, I have been able to post my first-ever mod. That of my all-time favorite fantasy character. I can't thank everyone at LL enough for bringing pure magic into my life !
Bethesda, for giving us the Awe-inspiring game, and then, giving us Modding Tools to bring our creations into that world !
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226 downloads
Updated
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Uni_Skeleton Mount
By Treguld
You will need Dawnguard for this mod to work proper.
After learning how to attach a penis on any critter, Using "How to Dick with NifSkope". I tried the method to attach a horn to Vanilla Skyrim horses and Dawnguad's skeleton horse.
Marrow can be found behind the Hall of The Dead in Falkreath.
Files are loose so you will need to manually put them in place. Just go to C: Program Files (x86)\ steam\ common\ skyrim\data. Into data drop the texture, mesh, and mod. You should be good to go.
With the exception of the horn all resources are from Dawnguard. The horn came off of a unicorn resource I've had for years.
111 downloads
Submitted
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Sorbi - Dual Wield Follower
By mfeile1974
Since being orphaned at an early age, Sorbi has traveled Skyrim in a mission to educate and discover herself.
Rumors exist saying she was trained in the art of combat by the Forsworn and in the art of seduction and fashion by the women of
ill repute across Skyrim.
The only thing known for sure is that she travels with two short swords passed down to her from mystery family members.
She now trains at the Whiterun-Skyforge while waiting for the mysterious Dragonborn to approach her in hopes they they
may learn from each other.
Name: Sorbi
Race: Custom Nord
Voice: Female Young Eager
Marriageable: Yes
Weight: 66
Height: 1.01
Body: Custom CBBE & UUNP (SeveNBase Preset)
Skin: Optimized Fair Skin
Armor: Edhildils Helgenrogue (Some pieces enchanted)
Weapons: Two Fenrir Short Swords (Upgradeable with Ingots in inventory)
Location: Skyforge - Whiterun
Class: Custom or Vanilla Option
Style: Custom or Vanilla Option
Levels with player. Nord traits/bonuses.
Skills/Perk Trees: One Hand/Dual, Lightfoot
Spells: Main File includes scripting for health and armor
Spells: Vanilla-ish Option has healing related spells
*The Main File has custom made class/style/perks which many may find over powered*
*Vanilla-ish Options available that only has vanilla class/style/perks*
Tested with AFT, EFF, & Follower LIve Package
ENBs Pictured: Vividian & RealVision
HDT Body Versions
HDT Compatible Skeleton
HDT Physics
Non-HDT Body Versions
SeveNBase requirements of BBP/TBBP skeleton
CBBE Version has no known requirements
Modified Skeleton such as XPMSE
Facelight
Are You There
Fix Lip Sync
Some ENBs may show slight skin discoloration between body and head
Armor may clip during some poses/animations
Manual or your favorite mod manager
Manual or your favorite mod manager
sfeile
Skyrim Mods & Modders
Children of Akatosh
Bethesda Mod Creation Collective
Skyrim Mods Follower Hoarders
bard66
Dragonstar99
The World of RipX
The New World of Skyrim YouTube Channel
Q: Why do you make so many followers?
A: I'm a follower hoarder/addict; since there is no Followers Anon I only have Nexus.
Q: What is the difference by the Main & Vanilla-ish Versions?
A: Mainly scripting. Vanilla-ish contains no scripting
A: Vanilla-ish also has less perks and speed.
A: Vanilla-ish uses vanilla class/style. Nothing custom.
Q: Is she over powered?
A: Yep, she sure is. I created her that way.
A: She was designed for those higher level players,
playing on advanced difficulty levels.
Q: Will you release the Racemenu preset?
A: My apologies, I no longer release my personal presets.
Q: What armor can be put on the UUNP version?
A: SeveNBase armors will work just fine with Vermith.
A: Sorbi's body is just a tweaked SeveNBase preset.
Q: Do you take requests, suggestions, complaints?
A: I'm open to all requests, suggestions, and feedback as long as they are polite.
Edhildils Helgenrogue Armor
Fenrir Blades
Elewin Jewelry
Fair Skin
CBBE
Bodyslide
Racemenu
True Eyes
Maevan2 Eyebrows
SG Hairs (Google is your friend)
Succubus Preset (Initial Inspiration)
2k Lip Tints
RANs Eye Reflection Extender
Smile in HD
YevMods - Makeup Pack
Bethesda
Nif Merge
Nif Skope
TES5Edit
*If I forgot anyone; please kindly remind me. Thank You*
**A Big Shout Out to all members of Skyrim Mods & Modders Facebook group for their support & feedback
through the creation of Sorbi**
This follower is the combination of the work of others. Please obtain their permissions in addition to mine.
4018 downloads
Updated
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Pantea - Imperial Cleric Follower
By mfeile1974
Name: Pantea
Race: Custom Imperial
Voice: Female Sultry
Marriageable: Yes
Height: 1.00
Weight: 64
Body: UUNP(SevenBase Preset) & Custom CBBE
Skin: Optimized Fair Skin
Armor: Emfy Cleric
Weapon: Emfy Mace (Right Hand) & Alteration/Restoration Spells (Left Hand)
Location: Solitude - Temple of the Divines
Class: Spellsword
Style: Boss One Hand
Levels with player. Imperial traits/bonuses.
Skills/Perk Trees: One Hand, Restoration, Alteration, Heavy Armor
Spells: Restoration & Alteration Focused
Tested with AFT & EFF
ENBs pictured: Vividian & RealVision
HDT/Armor Versions
HDT Compatible Skeleton
HDT Physics
Non HDT/No Armor Versions
None Known At This Time
Modified Skeleton such as XPMSE
Facelight
Are You There
Fix Lip Sync
Some ENBs may show slight skin discoloration between body and head
Armor may clip during some poses/animations
Manual or your favorite mod manager
Manual or your favorite mod manager
sfeile
Skyrim Mods & Modders
Children of Akatosh
Bethesda Mod Creation Collective
Skyrim Mods Follower Hoarders
Q: Will you release the Racemenu preset?
A: My apologies, I no longer release my personal presets.
Q: What armor can be put on the UUNP version?
A: SeveNBase armors will work just fine with Vermith.
A: Pantea's body is just a tweaked SeveNBase preset.
Q: What are the other armors pictured in screenshots?
A: Leather Robe & Sorakage
Emfy Cleric Robes
Fair Skin
CBBE
Bodyslide
Racemenu
True Eyes
True Brows
The Coenaculi
KS Hairdos - Renewal
2k Lip Tints
RANs Eye Reflection Extender
Smile in HD
YevMods - Makeup Pack
Bethesda
Nif Merge
Nif Skope
TES5Edit
*If I forgot anyone; please kindly remind me. Thank You*
This follower is the combination of the work of others. Please obtain their permissions in addition to mine.
1773 downloads
Updated
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We <3 Dunmer
By shidoni
Tamriel has many races willing to put a dagger between your shoulders, none as keen as the inhabitants of the ashes wastes of Morrowind.
Feel free to use the presets for whatever you desire.
Requirements:
All presets are made with the Dark Elf/ Dunmer race (tested).
RaceMenu http://www.nexusmods...yrim/mods/29624
FairSkinComplexion http://www.nexusmods...yrim/mods/51602 (all optional files needed)
RANs type-C Headmesh http://www.nexusmods...rim/mods/7127/?
KS Haiirdos Renewal http://www.nexusmods...yrim/mods/68311
SG hair pack 350 https://mega.nz/#!ac...w_zW7KfrthvX7aA
Natural Eyes http://www.nexusmods...kyrim/mods/3589
The eyes of beauty & Special elves edition http://www.nexusmods...im/mods/13722/?
Brows http://www.nexusmods...yrim/mods/30411
Frecklemania http://www.nexusmods...im/mods/52841/?
Cross Racial Features http://www.nexusmods...im/mods/43525/?
Place The chosen preset in Skyrim>Data>SKSE>Plugins>CharGen>Presets
Place the Head sculpt files in Skyrim>Data>SKSE>Plugins>CharGen
The ENB used in the screenshots is Reallike Enb
What's your is mine and what's mine is yours.
523 downloads
Updated
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[DEM] Necrotica
By avebrave
This file is hidden from the public because of bad experiences wich I already explained on my blog. If you want access to it send a pm.
First this mod is created for the Demonica [Lilith/Eve] race, if you don't use this race, this mod isn't for you...if you don' t convert it yourself.
Requirements
Demonica 2.1.1
Description
add a craftable necromancer styled dress to the game with shoes, cape, gloves, stocking hood and two dresses (long and short skirt), you can find them in the forge under 'Demonica-Lilith'.
there are two versions one with Corundum, Amethyst, dark bones and purple design
and one with Gold, Emerald, light bones and green design.
Update 1.0
Add a Hood for each color version. Also add a option to craft that hard-to-find poison. Craftable now at the cooking pot.
Update 2.0
Add Eve Body Version.
Update 2.1
updated metal and gem versions, add new jewelry Full description for version 2.1
Versions
There are two different versions:
DEM Necrotica.esp, the normal version DEM NecroticaSkyRe.esp, for Skyrim Redone users Only use one esp at the same time! Do I really have to say this?
The Skyrim Redone version requires T3nd0s Skyrim Redone
this version mark the cape, gloves and dress as Dreamclothes, also change the crafting requirements for the dress.
To craft them you need the Weaving Mill perk (smithing) and materials from the Harvest perk (conjuration).
Details
Cape use slot 44
Stocking use slot 46
Known Issues or Bugs
The long skirt got some clipping during walk animations specially in the lower part of the skirt. Thats because the demonica skeleton don't support long skirts. Using the stockings at the same time make it less irritating. If that is not your cup of tea, don't drink it, or use the mini dress. the stockings use the demonica highheel system, so if you only equip them without shoes it looks a little irritating, cause the character walks tiptoe (the other option was to have the lower part clip trough the foot and ground)
Optional Downloads
Modders Resources to recolor the colored parts of the dress (if you prefer another color then the puple and green version) 4k texture pack, oh yeah, for the bones and dress textures (the bone were scaled down to 2k the dress is not scaled it just looks more 'coarse' or 'rough', don't know whats the right word to explain it, just see pic below, 2k left 4k right)
Credits
Krista for creating Demonica [Lilith] and Lady Victoria Secret
GSBmodders for creating Demonika HGEC
BayouBilly for creating Yggdrasill
Alecu for creating Elegant Dress
Licensing/Legal
You must contact me and obtain my permission before re-packaging any part of
this mod.
2692 downloads
Updated