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  1. The Provocateur's Armoury

    I assembled these files from different changes I've made over the past few months. I found and repaired all the little problems I could, but if you find any easter bugs, let me know and I'll try to squash 'em.
     
    Weight painting is not my strong suit (I'd rather drink bleach ) so there are some "imperfections" at the bottom hem of the robes. They're at a level I can tolerate. I'm a boob gal myself so I don't pay any attention to the bottom of the robe.
     
    Installation: Use a mod manager to install, tick the ESP, build your bodies in BodySlide 2, and you're good to go.
     
    Make sure your file path for BodySlide 2 looks like this:
    data>CalienteTools>BodySlide If your data path is different, you’ll have to install manually.
     
    The following custom armors use HDT meshes:
     
    These armors can be tempered and enchanted.
     
    Dream Warden- Female version only. Light armor based on Vaermina's robe can be crafted after completing a certain quest. Or search "warden" to use the console to attain it.
     
    The Beacon- Female version only. Light armor based on the Shrouded Armor set can be crafted after completing certain quest. Or search "beacon" to use the console to attain it.
     
    Emissary Combat Robe- Female version only. Enchanted light armor based on College of Winterhold robes can be crafted after completing a certain quest. Or search "emissary" to use the console to attain it. It can be tempered.
     
    The Scoundrel Thieves Guild Armour- Male and Female sleeveless Thieves Guild armour. Does not use HDT because it just didn't look right.
     
    Quests required to craft these armors:
     
     
    The female version of the following robes have HDT meshes, all items have custom textures:
     
    All are replacers.
     
    Female Journeyman Mage Boots
    Blue robe and hood
    Monk robe and hood
    Brown robe and hood
    Grey robe and hood
    Red robe and hood**
    Green robe and hood**
    Necromancer robe and hood
    Warlock robe and hood
    Vaermina robe (I lowered the weight to 1 and defense to 0 while I was at it)
    Blind Moth Priest robe*
    Vampire clothes female*
    Vampire clothes male*
    Vampire boots*
    Vampire gloves*
    Vampire hood*
    *require Dawnguard
    **require Hearthfire
     
    Female Journeyman Mage Robes now have HDT meshes.
    Several mods allow for separate monk hoods and robes. Just search the Googly machine. I use: Winterhold College Improved by Sku11M0nkey.
     
    This mod requires:
    XP32 Maximum Skeleton Extended v2.75 or higher by Groovtama
    HDT Physics Extensions v14.28 by HydrogenSaysHDT
    BodySlide2 and Outfit Studio v2.5 by Caliente
    Dawnguard
    Hearthfire

    472 downloads

    Updated

  2. Bathing in Skyrim

    Uploading this here, since I think there are some bathing-enthusiasts outside of Nexus.
    Originally forked from "Drink, Eat, Sleep, Bathe" - this is basically just the bathing part, enhanced.
     
    FNIS giving you warnings? Get the optional KuNeruNomu Animation package: http://www.nexusmods.com/skyrim/mods/52269/
     
    Current Version: 1.11
    Originally forked from Drink, Eat, Sleep, Bathe ver. 20
     
    Requirements
     
    Required
    SKSE 1.7.1+ PapyrusUtil

    Recommended/Optional
    SkyUI 4.1+ (to change settings) FNIS 5.2+ (to use additional animations) FISS (to save and load settings) Fuz Ro D-oh (to read silent follower dialog)

    Compatibility
     

    This mod is automatically compatible with all known water mods, DLC and Falskaar without the need for additional plugins.
     
    This mod is compatible with survival mods such as Frostfall, iNeed, Drink Eat Sleep Bathe and Realistic Needs and Diseases.
    No direct edits are made to any existing game forms or forms lists.
     
    Compatibility plugins are included in the installer for these mods:
    Interactive Wash Basins Realistic Room Rental (v1.83 - Enhanced)

    This mod has been tested to work with these mods without the need of additional plugins:
    Wyrmstooth Bathing Beauties

    Northern Bath Houses Solitude Public Bathhouse Underground Bathhouse Showers in Inns

    Please ensure that any compatibility plugins are loaded after any of the above mods.
    If you have a suggestion for additional compatibility plugins, please send me a message here on the Nexus.
     

    Overview
     
    Bathing in Skyrim adds bathing and cleanliness to Skyrim. Over time, your character will become visually more filthy and you will receive a penalty to your Speechcraft and disease resistance. If you become exceptionally filthy, you will also receive a penalty to Sneak as enemies smell you coming. To avoid these penalties, you will need to bathe yourself regularly. Staying clean also awards small bonuses depending on what type of soap you use.
     
    To bathe, simply stand in water and use soap or a wash rag from your inventory. Soap can be crafted with the recipes described below in the crafting section. Almost all of the water in Skyrim will work, even if it's only ankle deep.
     
    The following values are the default values for cleanliness. They are all configurable via MCM:
     
    You become dirtier every passing game hour based on your location:
    Settlements - 1.0% dirtier per hour Wilderness - 1.5% dirtier per hour Dungeons - 2.5% dirtier per hour

    Locations are detected based on location keywords. This allows Bathing in Skyrim to potentially work with new areas added by other mods without the need for a patch, as long as the mod author followed Bethesda's keyword conventions.
     

    Cleanliness Tiers
    Clean - between 0% and 20% dirty, affords +5 Speechcraft, +50% resist disease Not Dirty - between 20% and 60% dirty Dirty - between 60% and 98% dirty, affords -10 Speechcraft, -50% resist disease Filthy - between 98% and 100% dirty, affords -25 Speechcraft, -10 sneak, -90% resist disease

    Werewolves and vampires do not receive the disease resistance penalties.
     

    Crafting
     
    All soaps can be crafted at any cooking pot, requiring several ingredients depending on which soap you are crafting. Each recipe yields 5 bars of soap.
     
    Was rags can be crafted at a tanning rack with a bolt of linen. Was rags are infinity reusable, but they can not clean you as well as soap and you will receive no bonus.
     
    Bonuses added by soap will end when you are no longer Clean.
    Bonuses are based on the vanilla alchemy affects of the ingredients.
     
    Plain Soap
    requires: 1 salt pile, 1 troll fat affords: +5 Sneak

    Red Mountain Flower Soap
    requires: 1 salt pile, 1 troll fat, 3 red mountain flowers affords: +10 regenerate magicka

    Blue Mountain Flower Soap
    requires: 1 salt pile, 1 troll fat, 3 blue mountain flowers affords: +10 regenerate health

    Purple Mountain Flower Soap
    requires: 1 salt pile, 1 troll fat, 3 purple mountain flowers affords: +10 regenerate stamina

    Superior Floral Soap
    requires: 1 salt pile, 1 troll fat, 1 blue mountain flower, 1 red mountain flower, 1 purple mountain flower affords: +5 regenerate magicka, health and stamina

    Lavender Soap
    requires: 1 salt pile, 1 troll fat, 3 lavender affords: +5 resist magic, +5 Speechcraft

    Dwemer Soap
    requires: 1 salt pile, 2 dwarven oil affords: +5 Illusion, +15 regenerate magicka, fools automatons

    Dragon's Tongue Soap
    requires: 1 salt pile, 1 troll fat, 3 dragon's tongue affords: +10 fire resist, +10 Speechcraft

    Spriggan Soap
    requires: 1 salt pile, 1 tap root affords: +5 Illusion, +15 regenerate magicka, fools wildife

    Installation and Upgrading
     

    A FOMOD installer is provided for use with NMM or Mod Organizer. This is the recommended way to install.
    Manual Installation instructions are provided within the zip file.
     
    MCM should handle updates between versions gracefully. When significant changes are made, your dirtiness level may automatically reset to prevent old effects from polluting in your save. Old versions of scripts/spells are kept in the mod solely for this safe removal process. If something seems wrong after upgrading, try disabling and re-enabling the mod through MCM.
     
    Uninstallation
     
    Disable the mod in MCM and save the game, then delete the installed files.
     
    For Modders
     
    If you have created a mod that adds bathing and you wish to attach Bathing in Skyrim animations/effects to your mod, add the magic effect named "mzinBatheAttemptSuccess" to a spell that is applied through your bathing method. For example, if you have a bathtub that can be activated and awards a spell named "My Clean Spell" you can add "mzinBatheAttemptSuccess" as another effect of "My Clean Spell" which allows Bathing in Skyrim will properly clean the actor and play animations. Be sure to connect the mzinBathingQuest and a WashProp to the script. The WashProp is the item that will show up in the animations and controls whether a soapy or non-soapy wash will occur. The script will also attempt to remove the WashProp from the Actor's inventory if it is soap.
     
    If you have added a new location/dungeon/town that you want Bathing in Skyrim to detect, make sure you add keywords to your new location the same way Bethesda has done in the vanilla game. For example: dungeons should have the LocTypeDungeon keyword, houses should have LocTypeDwelling, settlements should have LocTypeTown, etc.
     
    Original mod by TheRealRyanB
    Soap resources by InsanitySorrow
    Custom animation and soapy effect texture by canderes
    Additional dirt textures by Ekirts Ykcul
    German MCM localization by Tywele

    55,744 downloads

    Updated

  3. Durana, Orc Female Racemenu Preset

    Requirements listed in the screenshot itself. SkyDreamKittens isn't neccessarily a requirement, it's the eye texture and it's available to all races, so that's what I used.
     
    I'm using FairSkin. Also the screenshot is really tiny because I'm running Skyrim on a quick alt tab mode at a tiny res so I can swap texture files and work on TES5Edit while playing.
     
    Edit: I apparently can't upload pictures, no idea why. You can find a screenshot in the support topic thing or also right here.
     


     
    It's tiny.

    787 downloads

    Updated

  4. Tera Elin 2 Preset Slot - ECE

    So I made this little ECE Preset slot for tera elin 2 after i first tried this mod out and i liked it so much that i wanted to share it here and have a fresh backup in case i ever lost it, which i did when i upgraded to windows 10 whoops.
     
    No worries tho.. I did this way before i even know what elins were or what game they came from so forgive me if she doesnt look like elins, i was focusing to much on making her kawaii.
     
    You are gonna need both Tera Elin 2 by PsychoMachina And Enhanced Character Edit by ECE team for this to work, it uses both TeraElinRace.esm and TeraElin2_AIOHairs_HDT.esm but if you dont have The hdt hair it will be a different hair instead.
     
    Tera Elin 2 - http://www.loverslab.com/files/file/1172-new-hdt-ears-tails-elin-dance-xpmse-244-and-new-features-tera-elin-race-2/
     
    Enhanced Character Edit - http://www.nexusmods.com/skyrim/mods/12951/?
     
    Put this in C:\Users\Your Name\Documents\My Games\Skyrim

    373 downloads

    Submitted

  5. Marriable Follower Pack

    Marriable Follower Pack
     
    Requirements:
    Apachii Sky Hair (the main file plus the additional files for both male and female characters)
    More Follower Voices Mod + Khajiit Marriage (used by Antonir, Raaj, Reeva, Mairael, and Ziravi)
     
    I am also running Ethereal Elven Overhaul and Younger Faces Merged With Men by Geonox from here. (Link has NSFW images) I reccommend both of these mods but they are not required.
     
    This mod adds 20 new marriable followers to Skyrim. I gave them very basic AIs, since I am fairly new to modding, so there are no requirements for recruiting them. Simply travel to their location and speak to them and you will be able to recruit them as a follower. They each have their own esp file, so you can activate and deactivate indivudual actors in NMM whenever you like.
     
    Characters
     
    Knut - Male Nord Warrior
    Found in Frostfruit Inn in Rorikstead
     
    Ysvelta - Female Nord Warrior
    Found in the Drunken Huntsman in Whiterun
     
    Talon - Male Wood Elf Ranger
    Found in the Thieves Guild Headquarters in Riften
     
    Elora - Female Wood Elf Ranger
    Found in the Bannered Mare in Whiterun
     
    Antonir - Male High Elf Elementalist
    Found in the Frozen Hearth in Winterhold
     
    Mairael - Female High Elf Spellsword
    Found in the Blue Palace in Solitude
     
    Branguire - Male High Elf Rogue
    Found in New Gnisis Cornerclub in Windhelm
     
    Mevira - Female High Elf Necromancer
    Found in the Hall of the Dead in Windhelm
     
    Roderigo - Male Redguard Ranger
    Found in the Bee and Barb in Riften
     
    Samara - Female Redguard Warrior
    Found in Jorrvaskr in Whiterun
     
    Adonnis - Male Imperial Ranger
    Found in the Winking Skeever in Solitude
     
    Ariana - Female Imperial Warrior
    Found inside Castle Dour in Solitude
     
    Gavin - Male Breton Warrior
    Found in Moorside Inn in Morthal
     
    Evangeline - Female Breton Elementalist
    Found outside the Mages College in Winterhold
     
    Ard - Male Orc Warrior
    Found in the Ragged Flagon in Riften
     
    Khargash - Female Orc Warrior
    Found in Mor Khazgur
     
    Ziravi - Female Khahiit Thief
    Found in Dead Man's Drink in Falkreath
     
    Raaj - Male Khajiit Spellsword
    Found in the Silver-Blood Inn in Markarth
     
    Kee-Lai - Male Argonian Warrior
    Found in Understone Keep in Markarth
     
    Reeva - Female Argonian Assassin
     
    Found in the Sleeping Giant Inn in Riverwood

    826 downloads

    Updated

  6. Furious - Barbarian Gameplay

    FURIOUS
    If it moves... hit it. Repeatedly.
     
    Between World of Warcraft, Diablo 3, and Heroes of the Storm, I've come to like the fury warrior / barbarian play style. It converts your MAGICKA into FURY or RAGE. This means:
    When you leave combat you'll slowly leak mana.

    You only generate mana [and slowly] while in combat.

    You generate mana in larger chunks by being hit.

    So to recap, in order to cast any spells, you are going to have to get really mad first. From this point on MANA/MAGICKA is going to be called FURY/RAGE.

    Some of the barbarian spells which are OP will be rage percentage based, while others will remain a fixed cost. Putting points into your Magicka will still grow the size of your mana pool, helping you use more barbarian spells, as regen is always percent based.
     

    Note: This mod is my only safe-for-work mod, and it has gotten a lot of positive feedback so I have elected to try posting it on Nexus once to see how long it takes me to regret that decision. LoversLab will remain my primary release platform. I don't know why you should care, but whatever, now you know.
     
     
     
    CURRENT VERSION: 103
    Recent Versions Added:
    You will need to BARBARIAN UPDATE in the MCM menu to see changes take effect.

    [103] Just a minor enhancement to the Sadist perk to reduce save bloat faster than the game does naturally.

    [102] Added two new Rage Overflow perks - healing and stamina - in the Restoration tree. When your rage is full, your passive rage generation goes to health and/or stamina instead.

    [101] Fixes Rage Gen Ranged MCM option. It was freaking out saying NaN when you tried to change it.

    [101] Fixed Barbaric Sadist perk to not include spells and ranged.

    [101] Tempered the default rage gen numbers. Your existing game won't notice.

     
     
     

    BARBARIAN PASSIVE ABILITIES
    CONSTITUTION - Regenerate health and stamina 200% faster than non-barbarians.

    DO YOU EVEN LIFT - Able to carry up to 50 more pounds or whatever that value is.

    BLOOD FOR BLOOD - Do more damage the less health the character has.

    Lose RAGE (remember, magicka) while not in combat. You lose 2% of your rage for every second.

    Generate RAGE while in combat. You generate 1% of your Rage ever second.

    Generate RAGE when hit. These conditions can and will mix and match with each other.
    - Base 10% of max rage when hit.
    - Additional 20% if it was a power attack, because that hurt.
    - Additional 5% if it was a shield bash attack, because that smarts.
    - Additional 10% if it was a ranged attack, ranged attacks are for cowards.
    - Additional 15% if it was a magical attack, because fuck mages and fuck mages.
    - Additional 5% for each enchantment on the weapon that hit you.

     
     
     

    BARBARIAN "SPELLS"
    ENRAGE - Lesser Power - Instantly fill 25% of your rage at the cost of 25% of your health. Generate an additional 10% over 10sec at the same equal cost of health. Yes, it is possible to kill yourself doing this - my D&D guys should be nodding.

    SHOCKWAVE - Lesser Power - Blast a concussive wave with a mighty roar or something to that effect. Staggers assholes in your way. Costs 50 rage.

    BARBARIAN LOCKPICKING - Lesser Power - bashes the locked object under the crosshairs until it unlocks. 25% base chance to succeed which increases with your lockpicking skills. And also increases your lockpicking skill. Lol. Should work on anything that is locked. Breezehome? Mine now motherfucker.

     
     
     

    BARBARIAN PERKS
    BARBARIC CH'I - Absorb energy from attacks upon a successful block. Each rank (max 3) increases rage generated from that hit by 5%. Requires block skill of 20 and at least one point into Shield Wall.

    BARBARIAN SADIST - Also generate rage when *you* hit things, using the same mechanics as when you are hit. Requires One Handed OR Two Handed skill of 30. This perk exists in both trees. Getting it twice (it wont even let you anyway) won't double up the effectiveness. It is in both trees purely so you may specialise in your weapon of choice.

    RAGE OVERFLOWS: HEAL, AND STAMINA - When your rage is full your passive rage generation goes towards your health and/or stamina instead. These perks live in the Restoration tree.

     
     
     

    REQUIREMENTS
    SKSE. I recommend 1.7.3 just in case. That's it.

     
     
     

    VIDEOS

     
     
     
     
    HOW TO: SET UP

     
     
     
     
    HOW TO: UPDATE

     
     
     
     
    HOW TO: REMOVE

     
     
     
     
    RECOMMENDED MODS

     
     
     
     

    CHANGELOG

     

    698 downloads

    Updated

  7. Scottish Basket Hilt Broadswords

    Coming soon to a draugr decapitation near you! Authentic Scottish Basket Hilt Broadswords! Sharp enough to impale a dragon and still cut a tomato razor thin!
     
    OK, all cheese aside... What Vioxsis and I have for you all is a collection of masterfully rendered Scottish Broadswords in 2K textures. The hilt design is based on the Cold Steel Scottish Broadsword:
     

     
    Our collection includes Iron, Steel, Dwarven, Nordic Steel (ala Dragonborn), Glass, Stalhrim, and Daedric. All weapons have balanced stats compared to vanilla swords, and are completely craftable, temperable, and enchantable. The Glass and Stalhrim swords have transparencies. You can probably see them in the pictures. Daedric sword has a proper daedric red glow set also.
     
    I've also managed to populate them into leveled lists for merchants and loot. They SHOULD be there so long as you're using a bashed patch or merged patch. They've tested present for me in merchant and caravan vendor sales lists, on a few bandits and being carried by NPCs also. Most notable there was Talsgar the Wanderer seen wearing a steel one when my character was level 8.
     



     
    I also scattered a few "Worn" versions of the Iron Basket Hilt Broadsword around. One is in Helgen Keep and one is in Riverwood in Gerdur's logging mill. These ones aren't quite up to par BUT can be cleaned up at the FORGE (not grind stone). Once cleaned up, they'll look like normal Iron versions (tassel and basket hilt liner added) and be temperable and enchantable.
     
    As a general guide line on stats... The Basket Hilts will do 1 point of damage more than the vanilla sword equivalent, usually be 1 unit lighter (depending upon how bulky the vanilla sword looked) and just a hair faster and more valuable. All of which is meant to reflect better crafting technique and rarity (in the case of the slightly higher values). See the pics for base damages with NO skill points or tempering factored in.
     
    FINAL NOTE: Anybody who loves the look of the swords as much as I do, Thank Vioxsis. He put in a ton of work getting the meshes and textures just right and did a top notch job.

    196 downloads

    Updated

  8. Redguard Royal for UNP Jiggle

    About the mod:
    This is a conversion of TesTiger's 2 armor resource "Redguard Royal" to the UNP Jiggle body.
    Apparently, TesTiger2 has retired from modding, and he left us an awesome resource pack
    that you can find here: http://www.nexusmods.com/skyrim/mods/68149/?
    If you find this armor any good, please send him a thank you message for sharing it with us.
    Note: since it is a mesh resource, the gauntlets are...well..fairly terrible, so I just used Osare's Bracelet
    (from "Osare HotPants - UNP" by anano) to replace them.
     
    Check list:
    Weight slider support: Check
    Clipping-free guarantee: Semi Check (the armlets will clip in some poses)
     
    Requirement(s):
    XMPSE2 Skeleton
     
    Installation:
    Just use any mod manager to install the armor.
    Or manually, you can just drop everything into [skyrim Directory]\Data
     
    Obtaining the outfit:
    Option 1: Use this wonderful mod AddItemMenu: http://www.nexusmods…im/mods/64905/?
    Option 2: When ingame, press “~” to bring up console, type “help royal” Add them into your game
    using player.additem [item ID] 1
    Option 3: TesVedit, CreationKit, etc (not recommended)
     
    Uninstallation:
    Deactivate in mod manager
    Or delete the following:
    Data\meshes\armor\RR
    Data\textures\Osare\Hotpants
    Redguard Royal Armor.esp
     
    To-do list:
    - None -
     
    Credits:
    TesTiger2 for the armor mesh.
    Kendo 2 for the body.
    Anano for the bracelets mesh and textures.
    Nightasy for the tutorials.
     
    Disclaimer:
     
    I'm not going to do any conversion for CBBE Bodyslide. If you want to make a Bodyslide conversion,
    please let me know and credit the authors properly.
     
    As always, I answer any message regarding anything wrong with my conversions

    3,720 downloads

    Submitted

  9. SkyUI - show armor slots

    Description
    This adds a new column in the SkyUI's inventory, armor category, to show the biped slot(s) the armors are using.
    (Take a look at the screenshot)

    Requirements
    SkyUI 5.0 - only this version

    How to install
    Drop contents into data folder.

    How to uninstall
    Delete:
    data\interface\bartermenu.swf
    data\interface\containermenu.swf
    data\interface\craftingmenu.swf
    data\interface\giftmenu.swf
    data\interface\inventorymenu.swf
    data\interface\skyui\config.txt

    FAQ
    A: What if SkyUI releases a new version?
    Q: Uninstall this mod. This replaces five files from version 5.0. It wouldn't be safe keep using them with newer SkyUI versions.

    A: When reinstalling SkyUI, it complains about some swf files in data\interface
    Q: This is normal. SkyUI doesn't expect this file in your data folder. Should be OK if you are using SkyUI version 4.1.

    A: This mod conflicts with *insert mod*
    Q: I am not using any other mod that modifies these five files, I have no idea if there are conflicts. I guess they will, so let me know if you find any and I'll see what can I do.

    Credits and thanks
    The SkyUI team

    Change log
    v5 - fixed a bug in some displayed messages
    v4 - updated for SkyUI 5.0
    The versions below only work with SkyUI 4.1
    v3 - fixed the "chance to steal" message in container menu for japanese and maybe other languages
    v2 - fixed empty slot columns in barter, container and gift menus
    v1 - initial release

    Cheers

    68,461 downloads

    Updated

  10. Fenghau CBBE TBBP Bodyslide Compatible

    CBBE TBBP Bodyslide Conversions



    Blade & Soul Armor


     
     
     

    Craftable at smith or type help fenghau in console to get id


     


    Requires HDT High Heels Mod


     
     
     

    https://www.youtube.com/watch?v=qTwAh_o-pB8

     
     
     
     
     

    Credits



    Caliente for bodyslide



    Ncsoft for Blade & soul



    optioq


    1,495 downloads

    Updated

  11. Tactical Knives

    Tactical Knives Ported from Battlefield Game Series C:
     
    Currently there are 8 knives,
     
    - Heckler & Koch 14100BT
    - Survival Knife
    - Precision Shiv
    - BJ-2 Combat Knife
    - Seal Knife
    - Boot Knife
    - Trench Knife
    - Swedish Scout Knife
     
    All Diffuse Texxies are in DXT1 1024x512 file, the normals are in DXT5 .
     
    All Knives are Craftable at any forge, Steel section.
     
    Thankies (^ω^)
     
     
     

    Thanks to JRCosta for telling me how to setup the Blood Meshes c:
    Thanks to EA and DICE for the models c:

    2,847 downloads

    Updated

  12. Oppaithon's Bodyslide Presets

    Just sharing my personal presets for Bodyslide.
     
    Mainly just increasing the upper weight of women in Skyrim.

    384 downloads

    Updated

  13. CanadianIce Morrowind Robes and Dresses for Dream Girl

    About the mod:
     
    This is a conversion of the Oblivion mod "CanadianIce Morrowind Robes and Dresses for HGEC" by CanadianIce - Xiamara - herosinger to the Dream Girl body in Skyrim.
    This mod adds 20 different robes and dresses originally textured by CanadianIce for Morrowind, and had been adjusted to fit the HGEC body by Xiamara.
    The original mod was uploaded on Oblivion Nexus by herosinger at this link: http://www.nexusmods.com/oblivion/mods/20054/?
    All credits go to the original authors, all I did was adapting it to the Dream Girl body for Skyrim.
     
    Note: Since Dream Girl's body is incompatible with a lot of hands meshes mods, I already included a pair of gloves using the Dream Girl hands meshes, please do equip them.
     
    Update 1:
     
    Thanks to a kind Anon on /tesg/, I was able to redo the meshes so they now display normal maps properly.
    I also modified the normal maps a bit, so they won't shine too much, and make the dress look plastic-y.
     
    Check list:
     
    Weight slider support: Check
    Clipping-free guarantee: Semi Check
     
    Requirement(s):
    XMPSE2 Skeleton
     
    Installation:
    Just use any mod manager to install the armor.
    Or manually, you can just drop everything into [skyrim Directory]\Data
     
    Obtaining the armor:
    Option 1: Use this wonderful mod AddItemMenu: http://www.nexusmods…im/mods/64905/?
    Option 2: When ingame, press “~” to bring up console, type “help MR.” Add them into your game
    using player.additem [item ID] 1
    Option 3: Nope. Not gonna do that again
     
    Uninstallation:
    Deactivate in mod manager
    Or delete the following:
    Data\meshes\IceRobes\
    Data\textures\IceRobes\
    Canadian Ice's Morrowind Robes and Dresses.esp
     
    To-do list:
    - Nothing -
     
    Credits:
     
    CanadianIce for creating such wonderful textures that still hold up 7 years later.
    (You can also visit her forum at: http://grotto.moddersrealm.com/, she made some really nice stuffs for Morrowind)
    Xiamara for converting the meshes into HGEC, which is an easier body to adapt to Skyrim.
    JClyde and AcidRain226 - for the Fantasy Figures dress mesh.
    herosinger for packaging the meshes and textures, and releasing them on Oblivion Nexus.
    A kind Anon on /tesg/ for teaching me the bases of cleaning up meshes in Nifskope.
    Nightasy for the armor conversion tutorials.
    Petrovich for the Dream Girl body.
     
    As always, have issues? Please message me, or leave a comment in the thread. Have a nice day, guys !

    1,839 downloads

    Updated

  14. Dynamic Naming

    Dynamic Naming
    by
    Wafflesalot
     
    Version 0.52 Beta
     
    Main Changes:
    - Reworked the way naming works for the final time, Names are no longer directly changed instead Display Names are used.
    Currently 50 Display names are available for use at any one time. Once the maximum is reached Actors will stop receiving names.
    - Names will now stick with the assigned Actor until one of two things happen:
    #The Player has left the cell for a set amount of time (Default is 10 hours Game Time), however if the player returns to the cell the Countdown is stopped and will restart from it's original duration when the player leaves again.
    #The NPC has died for a set amount of time (Default of 2 Hours GameTime)
     
    - Added Format Randomisation Each race has a pool of 4 formats 2 used for everyday NPCs and 2 for Guard NPCs
    When a NPC is assigned a name one of the 2 formats will be taken and used. This is temporary and will be improved in the future.
     
    - Added new keywords for use in formats, \\n, lvl and <BaseName>:
    # \\n makes everything after it move to the next line instead allowing for multiline names.
    # lvl will show the current level of the actor.
    # <BaseName> will show the original name of the actor.
     
    -Re-Added the MCM it currently includes the following options:
    #NPC Finder - Allows the player to turn off the Naming Cloak (Useful in case of a brawl bug)
    #Lore Names for NPCs - While Enabled NPCs will recieve lore names when this is disabled all naming for Playable races is stopped
    #Lore Names for Dragons - While Enabled Dragons will recieve Lore Names. Note: Lore Names for NPCs must be enabled for this to work.
    #Purge All Given Names - Clicking this option will Restart the Lore Name quest causing all assigned names to be reset and all NPCs to be removed from the quest.
    #Name Fade Time - Allows for changing of the time it takes for a NPC to lose their name after the player has left their cell
    #Corpse Name Fade Time - Allows for the changing of the time it takes for a Deceased NPC to lose their name.
    #Select Race - This Menu is used for the Format Options. Has all Playable races + an ALL option which will apply changes to all Races.
    #Format - The two Format options allow for customisation of the naming formats everyday NPCs use the mod will randomly select one of the two each time a name is assigned.
    #Guard Format - This performs the Same function as Format except for Guards.
    #Current Formats-
    "Given"
    "Given Affix"
    "Affix"
    "AffixGiven"
    "Guard Given"
    "Guard Given Affix"
    "Guard AffixGiven"
    "Guard Affix"
    "<BaseName>, Given"
    "<BaseName>, Given Affix"
    "<BaseName>, AffixGiven"
    "Given Affix \\n Level lvl <BaseName>"
    "Given \\n Level lvl <BaseName>"
    "Level lvl <BaseName>"
    "<BaseName>"
    "<BaseName> \\n Level lvl"
    "Given Affix the <BaseName>"
    "Given the <BaseName>"
    "AffixGiven the <BaseName>"
     
    - Added Lore Naming for Dragons. Dragons will be assigned a Randomised Name while Lore Naming Is enabled Currently they are not effected by formats.
    The Dragon name pool consists of 120 Words spread over 3 Seperate Pools, A Pre, Mid and Suffix pool. random words are taken from these pools and added together to create a name.
    The used words are then removed from the pool. When a pool is low it will be refreshed.
     
    ============================================================
     
    - Requirements -
     
    Skyrim Script Extender (http://skse.silverlock.org)
     
    ============================================================
     
    - Optional -
     
    SkyUi 3.4+ - While this is not needed to run the mod you will be unable to customise Names, Formats or what the mod effects.
     
    ============================================================
     
    - Overview -
     
    Randomised Naming:
    - NPCs of Playable Races* can recieve Lore Names, Like Gavus Severa for a Imperial or S'Barri for a Khajiit.
    All names assigned as a Lore Name will be based upon the Race and Gender of the NPC, you won't see a Nord with an Imperial name or a Imperial with a Nord Name.
    Though the naming is randomised you won't see repeats for a long while(if ever!), Between the 10 Races there are over 1200 Names and 800 Affixes.
    With names that are used being removed and only refreshed when the pool is low.
     
    - Dragons can now also recieve Lore Names, their names are constructed randomly from 3 words of the Dragon Language.
     
    Naming Formats:
    - All Non-Unique NPCs can have different naming formats(Locked to race) don't want a Lore name? You could instead use a Base Format instead or Base and Level (Would show Level 1 Bandit for example.)
     
    MCM:
    - The MCM allows you to customise different features of the mod, formats, Name fade times, Allowing Lore Names, Purging all given names are all options which can be turned on/off, modified or swapped.
     
    *Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Ord, Redguard, Wood Elf
    ============================================================
    - Compatibility -
     
    Dynamic Naming will be compatible with any added NPCs from mods as long as the following conditions are met:
     
    - The NPC is of a playable race (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Redguard, Orc, Wood Elf)
    - The NPC is not Unique.
     
    As long as those two conditions are satisfied added NPCs will be named.
     
    ============================================================
     
    - Installation/Uninstallation
     
    NOTE: AS OF VERSION 0.50 BETA, THE MOD USES A .BSA INSTEAD OF LOOSE FILES WHEN REMOVING 0.45 MAKE SURE TO CHECK ALL
    _DNAM SCRIPTS ARE REMOVED FROM THE SCRIPT FOLDER AS ANY REMAINING SCRIPTS COULD INTERFERE WITH THE RUNNING OF 0.50.
     
    Install:
    Nexus Mod Manager:
    Simply Download via Nexus Mod Manager and install.
     
    Loose Files:
    Extract DynamicNaming.esp and DynamicNaming.bsa into your Skyrim Data Folder
     
    Updating:
    When updating from 0.45 move into an area where no NPCs are and then save and uninstall the mod be sure to remove ALL _DNAM labeled scripts from your Scripts Folder.
    After follow the Installation Instructions
     
    UnInstall:
     
    Prep:
     
    With MCM-
    With MCM Disable the NPC Finder and Lore Names for NPCs options in the MCM, move to a new cell or interior, then save and uninstall the mod.
     
    Without MCM-
    Without MCM Move to a cleared out location (Has No Nearby NPCs) then wait for 12 Hours. Save then uninstall the mod.
     
    Uninstall:
     
    Nexus Mod Manager-
    Uninstall the mod via Nexus Mod Manager.
     
    Loose Files
    Remove DynamicNaming.esp and DynamicNaming.bsa from your Skyrim Data Folder.
     
    ============================================================
     
    - History -
     
    0.45 -Dynamic naming will now NEVER rename a Base Object (This is added as sometimes it would rename a
    baseobject of an Actor naming all the following actors the same.)
     
    -Affixes for some Races will now only appear around 50% of the time.
     
    -A number of Script optimisations.
     
    -Prepped the Formatting script for MCM and Also for the Alternative which will be added in a future
    version.
     
    0.42 - is a complete overhaul of the Mod the following has changed (Also the entire underlying scripts were rebuilt
    from scratch.)
    -All Races are now supported (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Redguard, Orc,
    Wood Elf)
    -Between the 10 Races there is over 1200 First names and 800 affixes.
    -Area detection now works properly, Look to assign was removed
    -MCM has been removed and will be reintroduced in a later version.

     
    0.30 - Main Changes:
    - 195 New First Names for Imperials and Nords of both genders (Approx 65 New male Names and 130 Female).
    - 161 New Suffixes for Imperials and Nords of both genders (60 Nord, 101 Imperial).
    - You can now enable or Disable Suffix Naming for NPCs via the MCM Menu.
    - You can now enable an area based detection instead of looking at the NPCs via the MCM Menu.
    - The Mod no longer needs to be started via the Menu first time it will automatically start.
    - Added Code for to allow for updates without having to reinstall each time.
    - Fixed Issues with names not being shown due to a incorrect call.
     
    0.26b - Initial Release
     
    ============================================================
     
    - Credits -
     
    Bethseda's The Elder Scroll series (Morrowind, Oblivion and Skyrim)
     
    SoulofChrysamere - For being a human name generation on demand, brilliant work.
     
    Tamerial Rebuilt's Name Generator - http://tamriel-rebuilt.org/?p=modding_data/ngen
     
    UESP's Lore Section - http://www.uesp.net/wiki/Lore:Names
     
    ==========================================================

    256 downloads

    Updated

  15. Plate Armor Plus from Oblivion to Skyrim by Rhodanum

    ust what it says on the tin. This is a port of the 'Plate Armor Plus - Women's Move Edition' from Oblivion to Skyrim. I didn't do the port myself - it was made by the Skyrim forum-member aodnagne. I just managed to download the armor before the mod was set to hidden and I'm sharing it here now.
     
    Why am I doing this, you ask? Because I have massive, MASSIVE contempt for the rule that states you can't port assets from one game to another (and I'm sure that most of the people here will agree with me). It's not enough that I now buy my games day-one, full-price - nooo, I'm also supposed to subscribe to a corporatist, EULA-ridden mindset that basically translates as 'no cool shit for you.'
     
    Fuck that.
     
    There are three types of armor, each of which can be crafted in the Steel, Ebony of Daedric sections of the Smithing menu. The armor can be worn only by female characters and isn't dependent on any sort of body-type (so it will work well with pretty much anything from the vanilla body to CBBE, UNP, ADEC and so forth). The mod also contains two sets of face-masks: full plate masks and half-masks, that only cover the eyes. Look to the images below for more details.

    3,637 downloads

    Updated

  16. R0R0N0 Conversions New

    My new armor and clothing submissions, these will have fixed nif files.
    My previous mods all included nif files that were not fixed to show the normal maps.
    My old thread is locked so it will eventually get buried. Those who wish to download my old mods, you can do so by visiting: https://drive.google.com/folderview?id=0Bzj8ZEkOh_L0a1JiSHRhTllUWjA&usp=sharing
     
    Check screenshots to identify which armor is which!
     
    NOTE: I'am using Bleak ENB Kinematic ENB Bleak ENB again
     
    Current Armors/Stuff:
    02/07/2015 - Kane the Immortal Playermodel (Male Only)
    04/05/2015 - Faraam Set from Dark Souls 2 (MALE ONLY)
    24/01/2015 - Bigsby Wolf Playermodel
    21/05/2014 - Arcane Horror Summon (Buy from Farengar in Dragonsreach)
    17/05/2014 - Edwen's Armor UNP (FEMALE ONLY)
    02/10/2013 - Tiamat Armor Leather Version (MALE ONLY) NOTE: Recently discovered that I packed in an incorrect BSA Archive for this armor, it has been fixed and reuploaded - 04/10/2013 - 16:19 PM
    01/10/2013 - Adamantium Armor Improved (MALE ONLY)

    11,731 downloads

    Updated

  17. Player Home Tavern Music

    What this mod does is change the music in the player homes to the background ambient music you typically hear in taverns. I made this mod because the change made more sense to me than just the random town music Bethesda used.
     
    There are three .esp files available, one for Skyrim, one for Hearthfire, and one for Dragonborn - the two files for the DLC require the main file.
     
    _____
     
    INSTALLATION:
     
    If you don't use NMM or MO, just download manually, extract the archive with whatever unzipping tool you use (7zip, WinRar, etc.) and copy the enclosed Data folder to your main Skyrim directory (where TESV.exe is located), overwrite the folder, then make sure you activate the mod in the Data Files of your Skyrim Launcher.
     
    _____
     
    See my other mods!
     
    Armored Redguard Clothing
    Better Sleeping Arrangements -- Riverwood Trader
    J'heart - Khajiit Merchant and Follower
    Player Home Tavern Music
    Stormcloak Soldier - Grimnir Follower
    Stormcloak Soldier - Grimnir Preset and Game Save
    The Dragonborn Comes by Malukah tavern music replacer
     
     
     




    329 downloads

    Updated

  18. Ciaran Follower By Anon

    ====================
    Ciaran Follower
    By Anon
    ====================
    Adds Lord's Blade Ciaran into Skyrim to cut down your foes.
    Ciaran can be found around the outside of Bloated Man's Grotto.
     
    ====================
    Thanks/People who made this mod possible:
    ====================
    Ciaran's armor/weapons: Xinvaro (Dark Souls Set 01)
     
    ====================
    Installation Instructions:
    ====================
    1) Drag the Data folder into your skyrim directory.
    2) +15,000 souls.
    3) Equip hornet ring.
    4) Spin around in a circle.
     
    ====================
    Uninstallation Instructions:
    ====================
    1) Tell Ciaran to go home.
    2) Save.
    3) Remove all files associated with the mod.
     
    ====================
    Notes:
    ====================
    If you have edited the meshes or textures for Ciaran's armors or weapons previously, this will override them, so be mindful to make backups.

    1,911 downloads

    Updated

  19. ELGO - Enhanced Leveling and Gameplay Overhaul

    Enhanced Leveling and Gameplay Overhaul or shorter.. ELGO!


     

    Incoming updates:
     

    Version: 1.00
    Date: 6/20/2015
     
    Requirements:
    Latest SKSE Version available. Latest SKYUI Version available. Dawnguard, Dragonborn and Hearthfires.

    Description:
     

    Before we start, I'd like to add that most of these features are customizable . (90% of the mod is customizable to your own liking)
     

    1. Alternative Leveling New leveling system -- Using up stamina and magicka will allow you to gain increases to those certain attributes if you sleep for 8 hours or more.. or less. Better statistics system -- Certain skills will give you buffs, for example if your speechcraft is high level enough you will gain reduced shout cooldowns or your magic resist scaling with your other magic skills. Increasing your Magicka and Stamina will increase your level accordingly thus gaining perk points to spend in your skill trees! Skills scaling with Stamina or Magicka where applicable -- Usually the skills which require mini-games to play such as Sneaking, Lockpicking or Pickpocketing will not be scaling with Stamina or Magicka. Randomized skill start-up!
    A more detailed explanation of the mechanics:
    Sleeping for 8 hours will allow you to gain increases to Stamina or Magicka, sleeping for any less than 8 hours will result in you only gaining HALF the increases to Stamina or Magicka that you would have gotten otherwise. You receive notifications every 3 hours of game-time telling you how much Stamina and Magicka you would gain if you slept at that time for 8 hours.
    The default settings for Alternative Leveling:
    Your health is 50% of your Stamina + a flat value of 25. You receive 1 Perk Point per level-up. Every 25 points of Health you get from now on equals a level. Every 25 points of Magicka you get from now on equals a level. You can only have a maximum of 3 perk points at a time, use them or you will waste them when you level-up. Your carry weight is 60% of your Stamina + a flat value of 50. You receive 2 points of Magicka or Stamina per Magicka or Stamina increase. Skills that do not require crafting, sneaking or playing mini-games all scale with Stamina or Magicka, perk points are still required to learn perks in the respective skill trees. Certain skills at certain levels will give your character buffs related to that skill tree.(Note: They are pretty insignificant). Your Jump Height is 35 + YourCurrentStamina/5. Your Movement Speed is 65+ YourCurrentStamina/25. Your Attack Speed is 0.75(vanilla) or 0(Requiem fix) + YourCurrentStamina/2000. Your Weapon Damage is 1 + YourCurrentStamina/500. HeavyArmor Skill is transformed into Health as a modifier. HeavyArmor Skill gives you more damage resist to physical attacks. Alchemy Skill gives you better resistance against Poison and Diseases and gets added to your Magicka as a modifier. Your Magic Resist is the sum of all magic skill trees divided by 15. Speechcraft lowers the cooldown of shouts. The higher the Sneak Skill is the less noise you will make while sneaking. Enchanting Skill can be enhanced by your other magic skill trees, for example if all your other magic skill trees are at 100, then Enchanting will be 100% better. Your healing rate is 0.1% of your Base Stamina. Your magicka rate is 0.2% of your Base Magicka. Your Unarmed Damage is 20% of your current Stamina.
    2. Natural Gains
    Your player's weight scales with your stamina, it updates once every one game hour.
    3. Natural Waiting
    Real-time waiting and sleeping. Compatible with Alternative Leveling. Tap Y to wait, tap Y again to stop waiting. Hold Y for 1 second and release to start sleeping, tap Y again to stop sleeping.
    4. Natural Fatigue
    Running, swimming, sneaking, jumping, using furniture, chopping wood, mining, attacking or aiming a bow drains your stamina based on your carry weight, so the more weight you have, the more stamina you will use up when you do any of those actions. Features a Drowning and Fainting feature. Workstations, chopping wood and mining drain your stamina or magicka where applicable, basically acting as your personal GYM! Reading an unread book will grant you 1 Magicka point!
    A more detailed explanation of Natural World(Natural Gains,Waiting and Fatigue):
    Running, swimming, sneaking, jumping, using furniture, chopping wood, mining, attacking or aiming a bow drains your stamina based on your carry weight, so the more weight you have, the more stamina you will use up when you do any of those actions. While blocking if you get hit and you block the hit you will lose stamina based on your carryweight. Jogging backwards does not drain stamina. Reading a book will grant you 1 Magicka. Tap Y to engage in real-time waiting. Hold Y and release after 1 second to engage in real-time sleeping. Sleeping and Waiting regenerates your stats just as fast as the vanilla system. If you enable Natural Gains then your player's weight will scale directly with the base amount of stamina that you have. If you 'blink' 12 times you will faint, the more often you faint the longer the duration of the episode. If you regenerate all of your stamina you will reset the duration of the fainting episodes to original values. It will reset back to full by itself after some time. If you run out of stamina while swimming you will receive a flat amount of stamina back, if you run out of that stamina as well then you will drown and die, you've been warned .


    FAQ:


    I want "X" feature to be customizable! NOW!

    That's how you don't get your feature to be 'customizable'. Don't do that.
    There's a bug in this mod, how do I report it?
    Post in in the support topic and I'll get right back to you.

    Why don't you just listen to my suggestions and make a completely different mod? Pretty plz?

    Can I use your mod to make profit for myself?

    No.
    Can I edit your mod for my own uses?
    You may, but you may not upload this mod under another name and say you've made it.
    Why is your mod so awful? "Go hang yourself nerd."
    I'm an RPG enthusiast, if you like being spoonfed things in all of your games then my mods are NOT for you.
    I love you, your mod is awesome! Anything I can do to help?

    Send me pictures of cats and report bugs.
    You could make this mod better by listening to my awesome suggestion!

    Maybe, mod guru guy, if your suggestion is as good as it sounds, then it'll be in the next version of the mod! No worries.
     

    ==================VIDEO TUTORIALS AND PREVIEWS=================
     

    [*] [*]  


     

     

     

     

     

     

     

     

     



    713 downloads

    Updated

  20. Dawnguard Sentries Plus

    After many days of work I'm proud to bring you all the evolution of my Dawnguard Sentries mod from Steam. This mod adds Dawnguard vampire hunters as extra guards to all the hold capitals in Skyrim, as well as some towns. In those towns, you'll see Vigilants of Stendarr working with the Sentries. That's done for immersion and variety in NPCs. The Dawnguard are supposed to be reforming after centuries and the Vigilants need a way to regroup after their HQ was burned
     


    First, Dawnguard is required, as are
    SKSE and SkyUI to support the MCM Menu.

     
     
     
     
     
     
     

    Version 1.1 is now Open Cities and Interesting NPCs Compatible.


     


     
    So What Features Does the Mod Have?
     
    1) TWO DAWNGUARD SENTRY GUARDS AT EVERY VAMPIRE SPAWN POINT IN HOLD CAPITALS
    All of them are unique NPCs with distinct faces and a full range of Dawnguard gear. Some even have unique weapons. Some villages are also patrolled by teams of Dawnguard and Vigilants of Stendarr. VIllages covered are Dragon Bridge, Ivarstead, Riverwood, Rorikstead and Shor's Stone.
     
    All Sentries are set up as members of guard factions to make this mod more compatible with When Vampires Attack and Run For Your Lives. This also means they'll assist guards, make arrests AND FIGHT DRAGONS. Sentries are set to react neutrally to player and follower vampires however, meaning player vampires can go into town to sell and do quests, so long as they don't attack anybody or have a bounty. Other NPC vampires will be attacked mercilessly on sight however.
     
    Depending on your personal playing style and which side you're playing on the Dawnguard DLC, the Sentries can be set to Essential, making them unkillable, or to respawn only, meaning if they're lost in a vampire attack they'll re-appear after 10 game days.
     
    A note on Riften: I also took into account the Thieves Guild quest in the market and positioned the Dawnguard patrols wide enough from that spot to not impact the quest significantly. All Sentries also should disable during Civil War sieges (vanilla game script) so the fight doesn't become unbalanced
     
    2) EXTERIOR SENTRIES OUTSIDE THE CITIES OF RIFTEN AND SOLITUDE
    Riften's North gate seems a spot of constant attack spawns for me. Now that spot, and the docks are watched by the Dawnguard, as is the Road just above the Solitude harbor. Mostly for immerison bu they will help with the occasional dragon attack at the Solitude stables. These particular Sentries can be toggled to Essential or completely disabled in the MCM
     
    3) A DAWNGUARD PATROL BETWEEN RIFTEN'S NORTH GATE AND THE ENTRANCE TO DAYSPRING CANYON
    Mostly for immersion. After all, the Dwnguard has to keep it's supply lines open. This patrol does a great job of clearing bandits and wolves from the road. Again they can be set to Essential, Respawn OR toggled completely off if they're too much for you or you're already using Immersive Patrols.
     
    4) VAMPIRE GUARDS OUTSIDE CASTLE VOLKIHAR
    A handful of unique Vampire guards now protect the outside of the Castle. Since the mod has all NPCs walking 24/7, these Vampires have a modified version of the Vampire sunlight weakness magic effect. They will be significantly weaker in sunlight, but won't take actual damage from it. Ergo, you have an advantage attacking during the day. These guards are respawn only but can be toggled off via the MCM
     
    5) DAWNGUARD RECRUITS IN DAYSPRING CANYON
    Similar to Castle Volkihar, Fort Dawnguard has it's own security. 10 unique NPC Dawnguard recruits are positioned along Dayspring Canyon standing guard. They're respawn only but can be disabled via the MCM.
     
     
     
     
     
     
     
     
     




     

    So there you have it; a lore friendly, non-cheating and extremely customizable way to protect your favorite NPCs from Vampires and Dragons. The 'When Vampires Attack' and 'Run For Your Lives' mods are also recommended and compatible if you want maximum lore friendly protection for your NPCs. The mod was built with the MCM Menu being the only script added to the game also, so it should be very uninstall and compatibility friendly.
     
    The best part is that thanks to the new MCM Menu, you have multiple options on how to configure the number of Dawnguard Sentries running about, and if you want them to be killable or not (via essential state toggle options). Basic protection for the capitals and bigger towns, or max it out, it's all up to you.
     
     
     
     
     
     
     




     

    TRANSLATIONS:
    Dawnguard Sentries Plus - Traduzione ITA by logan1710
     
    MOD COMPATIBILITIES:
    Dawnguard Sentries is very light on scripts and designed to be compatible with most other mods. Ver 1.1 greatly simplifies the Sentry AI, and short of dirty edits or mods that change guard factions and AI, the mod should work with most anything. The only mods that have tested incompatible so far are Journal for the Absent-Minded Dovahkin (it breaks Dawnguard and Dragonborn quests), Guild Starter, (Third party report without details), and Skyrim Fearless Encounter (badly breaks the AI system for the game). I also had some issues that I thought tied back to Extended UI, but they may have been caused by the Journal mod.
     
    RECOMMENDED:
    FUZ RO D-OH for silent dialog. VERY few voices work with the Dawnguard dialog factions, so this will let you "hear" more than a huh? from some Dawnguard Sentries.
     
    Likewise any mod that improves the Textures on the Dawnguard & Vampire equipment. I personally like EcthelionOTW and MissLexi's (absolutely amaziing EotW DAWNGUARD DLC TEXTURES REMASTERED.
     
    If you use a Sevenbase or UNPB body replacer, I also recommend FastestDogInTheDistrict's SEVENBASE ARMOR CONVERSIONS for the Dawnguard & Vampire Armors. Both look similar to the originals, just better textures and they don't make 7B characters look flat chested. Yes, UNPB bodies are so similar that Fastest Dog's mods have worked fine for me as a replacer.
     
    With all that said, I'd also like to give huge THANK YOUs to everybody who's given me an endorsement here (oh wait, nobody has lol) or the Nexus, or a thumbs up at Steam. I do this for fun and as a learning experience, but the ratings do help give me the motivation to continue.
     
    Likewise huge thanks go out to Crimson Blade, CPU, CDCooley, DarkFox127, lofgren, pevey, EnaiSiaion, Aqqh, FastestDogInTheDistrict, and several others who have all contributed directly or indirectly to my being able to make this mod work. Crimson Blade, mentioned above, was the author of the original Dawnguard Sentries mod. I took over the mod with his permission after he took a break from the game. While the mod has evolved a good deal since then, ALL credit for the original idea and initial work go to him.
     
    ARMOR IN THE FIRST SCREENSHOT:
    Since I've been asked in the past, my character is wearing the Midnight Breed armor. Formerly on the Nexus, it's now found here

    1,181 downloads

    Updated

  21. Better Vampire Feed Animations

    Well I just started animating two days ago and figured I'd share my work with the community. When playing as a vampire i didnt feel like a vampire. I mean the main thing vampires are known for is DRINKING BLOOD and i just didnt like the animations in the game. (I'm not a pro like the animators at Bethesda but it couldn't hurt to try!) Hopefully everyone will enjoy these and if there are ANY bugs please let me know and I WILL fix them. I've got nothing but time. (old Army Vet so I get paid for sitting at home now.) lmao
     
    I think it requires FNIS bc you may need to run the FNIS Update tool thingy...BUT if I'm wrong let me know.
     
    PREVIEW: If you like what you see then great if not hey no harm done!
    https://www.youtube.com/watch?v=tbVm0KRf2Uw&feature=youtu.be

    3,947 downloads

    Updated

  22. Better VampireLord walking Sound fx

    Ok so while playing as a vampire lord i noticed the footsteps sounded like a fairy walking on silk...isnt a vampire lord suppose to make the earth tremble??? welp thats what i did lol it replaces the soft foot steps of a vampire lord with a more heavier sounding footstep making it much more immersive. Enjoy!
     
    the files go into data/sound/fx/dlc01/npc/vampirelord/foot
     
    once again if those files arent there just create them. Cheers!

    933 downloads

    Updated

  23. Better Vampire Feed SoundFX

    When I was playing as a vampire I noticed when you feed I didnt hear any teeth going into flesh or drinking blood sounds and as a sound designer by trade I couldn't just let that go. Lol so I keep the original sound effect but added the proper sounds of biting flesh and drinking of blood. I am absolutely positive anyone who uses this will find it MUCH more immersive trust me. Hope you enjoy!
     
    just put the wav file in data/sound/fx/npc/human/vampire
    IF you do not have the folders just create them.

    2,198 downloads

    Submitted

  24. Dark Playable Skeletons

    Required Mods:
     
    1 - Dawnguard Dlc
     
    2 - RaceCompatibility for Skyrim and Dawnguard - http://www.nexusmods.com/skyrim/mods/24168/?
     
    This is mod will allow you to play as the skeletons from the soul cairn and also the nercomancer skeletons or also known as corrupted shades that dwell under Meridia, Kilkreath Ruins.
     
    There are 5 playable skeletons, the boneman skeleton, mistman, wrathman and the corrupted shade skeleton, each skeleton comes with their own stats and a couple of spells. If you summon A corrupted shade with either one of the skeletons, that corrupted shade will summon its own skeleton and that skeleton will summon another one then that one will also... until the last one summons a skeleton horse
     
    The corrupted shade as a lesser power that can change into a corrupted shade priest which is completly overpowered just for fun, it comes with additional
    spells and a extra summon, note make sure if you equip all your weapons and spells before changing into him.
     
    The corrupted shades also has spells that will turn other living beings into corrupted shades if killed by said spell, allso comes with crartable armor and keeper books to summon those keepers from the soul cairn
     
    Now you can have your own skeleton army while also being a spooky skeleton yourself.

    362 downloads

    Submitted

  25. NPC's Undress for bed

    Added triggers to make NPC's get undressed for bed. Triggers are smaller than the beds so should not do anything to NPC's walking close by
     
    How NPC's will dress (or undress) to sleep depends on the skin/body you use, the trigger unequips all items when they enter the bed then puts them back on when they leave, so if you use a naked skin they will be naked
     
    Triggers on beds with an enable parent (Player homes where the bed only exists after a certain point in your game progress etc.) are attached to the same enable parent so they only exist in the game when the bed does
     
    Done
     
    Beds in interior cells (I think all, if I missed any... meh...)
    Some beds in buildings in exterior cells (not all)
    Coffin in Alva's Cellar (Morthal)
     
    Not Done
     
    Bedrolls
    Hay piles
    Vampire coffins
    Hearthfires
     
    This uses scripts found in Ac3s "Tutorial by "subtanker" on how to make npcs go skinny-dipping."
     
    I made the scripts and effects they trigger using a different name/formid from what the tutorial suggested so they shouldn't interfere with (overwrite) any other mod using the same scripts
     
    ______________________________
     
    Installation
     
    Separate files
     
    NPCSleep.esp - Main file, base game
    NPCSleepDB.esp - Dragonborn DLC
    NPCSleepDG.esp - Dawnguard DLC
    NPCSleep USKP Patch.esp - For the beds added to the Ragged Flagon by the Unofficial Skyrim Patch
     
    01 - Copy contents of Required folder to your data folder
    02 - Copy contents of other folders you need to your data folder
    03 - Activate mod
     
    Separate DLC esp's are standalone and will work on their own without the base game esp
    All Separate esp's need the contents of the required folder
     
    Combined file
     
    01 - Copy contents of combined folder to your data folder, you DO NOT need anything from the separate folder
    02 - Activate mod

    2,695 downloads

    Submitted

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