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  1. TDF Equipment Restriction v2.6.8

    Short Description
    This mod seeks to mirror the level/skill restrictions found in some RPGs and MMOs regarding usable equipment. Weapons, armor and magic will now have skill requirements to be usable.
     
    Long Description
    When equipping weapons and armor, this mod will check to see if the player character meets skill requirements. As of v2.0, weapons are dealt with in the style of Dark Souls: the player can still attempt to swing the weapon, but will deal less damage, suffer heavy stamina damage, and be staggered/stunned temporarily. As of v2.5, armors are also no longer simply unequipped. Higher-level armor can still used, but at the cost of decreased effectiveness and, in the case of Heavy Armor, increased encumbrance. With the MCM menu, the skill requirements for each material type can be modified, and the mod can be made to affect or not affect Heavy Armor, Light Armor, Archery Weapons, One-Handed Weapons, Two-Handed Weapons, equipment used to block, and Magic. v2.6 adds support for shields and magic spells. Higher-level shields (and weapons for which the player fails the Block skill test) will cause staggering to the wielder when they block or bash. Higher-level magic can be used at the cost of lower effectiveness (Destruction and Restoration), lower duration (Conjuration and Illusion), and higher cost (Alteration).
     
    To explain the mod with an example, assume that the player has set the skill requirement for Iron equipment to 50; for the purposes of the example, this player has a One-Handed skill of 60, a Two-Handed skill of 40, a Block skill of 45, and a Heavy Armor skill of 35. The player may equip an Iron Sword without issue. As of v2.0, attempting to swing an Iron Warhammer will have the player deal significantly less damage and suffer staggering and stamina damage. In Dark Souls, the concept is that you lack the strength/dexterity to effectively wield the weapon, which results in your epic-ly failed swings. Bows which the player cannot use effectively will not cause the stamina damage and staggering, but will also deal significantly reduced damage. As of v2.5, the player's attempt to equip an Iron Helmet will result in the helmet being 15% less effective and increasing encumbrance. Similarly, higher-level Light Armor pieces are 30% less effective, but don't affect encumbrance. As of v2.6, the player's attempt to block or bash with the Iron weapons will cause the player to be staggered.
     
    By default, the mod affects Heavy Armor, Light Armor, Archery Weapons, One-Handed Weapons, Two-Handed Weapons, equipment used to block, and Magic, and the level requirements are as follows:
    Draugr, Hide (and Forsworn), Imperial, Iron, Leather (and Thieves Guild), Stormcloak, Wood - 0
    Bonemold, Steel (and Dawnguard), Studded - 20
    Chitin, Elven, Falmer, Glass - 30
    Aetherium, Dwarven, Nordic, Orcish - 40
    Ebony, Stalhrim - 50
    Daedric, Dragon - 60
    Novice - 0
    Apprentice - 20
    Adept - 40
    Expert - 60
    Master - 80
     
    v2.6.5 adds a new MCM option that incorporates a minor feature. Now, weapon swings when the player has 0 stamina will cause a staggering effect, if the feature is enabled.
    Requirements
    Latest Official Skyrim Patch (v1.9.32.0.8)
    Dawnguard and Dragonborn DLCs (optional)
    SKSE
    SkyUI (Highly recommended to allow customization and safer uninstallation)
     
    Installation
    Extract and merge contents with Data folder.
    Can be placed anywhere in load order because it does not edit any Vanilla objects, and is thus fully compatible with all other mods.
     
    Updating
    Unequip all equipment and save. Overwrite the files.
     
    Uninstallation
    Unequip all equipment, and use the Uninstall option in the MCM (if possible, otherwise a clean uninstall is not really possible).
    Save, quit, uninstall the mod, reload, and save again.
     
    FAQ (or, at least, good concept-related questions)
    Isn't this mod useless since Skyrim levels with the player, so they won't see higher-level equipment until they are a higher level?
    A lot of people use mods that delevel the world, like SkyRe and Requiem, so they can encounter higher-level equipment at low levels. Even without these mods, consider a high-level character specializing in Two-Handed weapons. They will be able to pick up some high-level One-Handed weapons, but probably would not be able to use them due to this mod. In a sense, this mod discourages multi-classing and encourages specialization. Additionally, even the the Vanilla game, many unique items that would qualify as higher-level items are available early in the game, so this mod discourages their premature use.
     
    Isn't a sword just a sword? Why should you wield one more effectively than another?
    Consider that high-level swords are heavier. That means that you need more experience to deal with the new weight properly, which explains why a lower-level player will wield a higher-level sword less effectively.
     
    Isn't this sort of system better suited to games based on skill investment rather than skill progression?
    I agree, but I feel that it still works quite well with Skyrim's system despite this. You could always use a mod like Skyrim Experience Mod if you prefer skill investment.
     
    Does this affect custom equipment from other mods?
    If the mod author added Keywords properly, it should affect that equipment or magic.
     
    Does this mod conflict with any mods?
    This mod was designed for maximum compatibility. I didn't edit any existing perks/weapons/armor/quests/etc. The only conflicts might be stylistic. For example, if you use a mod that gives you stamina as you swing a weapon (which doesn't make any sense), it will cancel out the stamina damage that my mod causes.
     
    Bugs
    - When the script unequips armor pieces, the change may not appear in the menu, but it is a purely aesthetic problem. This feature was removed in v2.5.
    - If a mod attempts to force you to use a specific weapon/armor to complete a quest or complete some action, for example, and the weapon/armor is (as far as my mod is concerned) requires higher skill levels, you won't be able to equip the item and thus won't be able to complete the quest. A Vanilla example would be with Nettlebane. My mod accounts for Vanilla conditions (i.e. gives Nettlebane, the Rusty Mace, and the Blade of Sacrifice exemption), but cannot account for equipment from other mods. In that case, you'd just have to temporarily disable my mod's feature(s). v2.0 is not based on weapon unequipping anymore.
    - I forgot to add a line to the translation file that causes the "dollar-sign" bug with the MCM header "Apply restriction to...". Fixed in v2.0.
    - The new spell magnitudes and durations may not display properly in SkyUI, but I don't think there is anything I can do about that.
    Thanks
    R0R0N0 for the mod idea.
    CGi for help with the MCM localization.
    monbabii for help with the mod concept.
    Chesko for a script that prevents the unequip-enchantment-charge bug.
     
    Version History
    v1.0 caused weapons/armors, that the player lacked the skill to use effectively, to be automatically unequipped.
    v2.0 developed the weapon aspect. It allowed the equipping of weapons that the player lacked the skill to wield, but using the weapon in combat would have consequences. Inspired by Dark Souls, such weapon swings would deal significantly reduced damage and cause the player to suffer staggering and stamina damage. I removed v1.0 because I felt that the original concept was very bland and too removed from what is realistic.
    v2.1 made minor tweaks. It causes staggering and stamina damage from failed two-handed weapon swings to be more severe than their one-handed weapon counterparts. To combat the Vanilla game bug where the player can attack while staggered, this version also causes weapon swings to slow dramatically to mimic the inability to swing the weapon again temporarily.
    v2.5 allows the use of higher-level armor pieces, but at the cost of decreased effectiveness (15% for Heavy and 30% for Light). Also higher-level Heavy Armor will increase encumbrance. It also adds support for lesser-used Armor/Weapon types that I missed earlier.
    v2.6 added support for Bound Weapons. Specialized support for Magic and Shields (and weapons used for blocking) was also added. The player can choose level requirements for Novice, Apprentice, Adept, Expert, and Master level spells. Failing the level requirements in the respective school causes Alteration spells to cost more Magicka, Illusion and Conjuration spells to not last as long, and Destruction and Restoration spells to be less strong. For Blocking, failing the level requirement causes attempted bashing and blocking to stagger the wielder while blocking effectiveness is reduced by 25%.
    v2.6.5 adds a new minor feature that can be enabled/disabled through the MCM. When the player has 0 stamina, weapon swings will cause staggering to the player. v2.6.5b is identical to v2.6.5, except that it does not extend support to DLC equipment and does not require them. v2.6.6 and v2.6.6b rendered v2.6.5 and v2.6.5b, respectively, obsolete. They fixed an issue with one-handed Bound Weapons being improperly associated with the incorrect weapon type.
    v2.6.7 and v2.6.7b (for Dawnguard and Dragonborn DLC users, and non-DLC users, respectively) add a new option to cause a chance to be disarmed after a failed weapon swing, block, or bash. By default, the chance is 10%, but the chance can be modified in the MCM.
    v2.6.8 and v2.6.8b finished up any keywords I missed. The No-DLC version added support for Stormcloak Officer armor; the DLC version added support for Dawnguard armor sets and Falmer Hardened armor sets.
     
    Permissions
    Modify/Edit/Upload anywhere as you wish, but credit me.

    675 downloads

    Updated

  2. Turbosnowy's 'Fallen Angels' Mk2

    This is a reboot of my original 'Fallen Angels' mod - quite a few changes have been made and for anyone who knows my original Mk1 version, hopefully you will think the changes are for the better.
     
    ------xXo0oXx------ Summary ------xXo0oXx------
    Four Fallen Angels are now available to be summoned if you are skilled and powerful enough in the Dark Arts. The spell books are located in Whiterun's 'Hall of the Dead' on the right hand side coffin as you enter.
     
    The fallen angels vary in how they fight - some have skills to raise dead, cast hellfire and other nasty new spells, heal themselves, use demonic bows and more - all wiill however kick ass with a crazed vengeance and a beautiful style so find the fallen angel(s) that suits your playstyle best or just like the look of.
     
    They will fight/accompany you for 5 minutes and then go back to whatever nefarious business they were up to before you rudely interupted them with your summonation (knitting black stockings, arranging dead flowers, ripping the spines out of extra-planar adventurers - possibly that kind of thing)
     
     
    ------xXo0oXx-------- Video --------xXo0oXx------

     
    ------xXo0oXx---- Requirements ----xXo0oXx------
     
    You will need Apachii Skyhair for this mod - available on Nexus here:
     
    http://www.nexusmods.com/skyrim/mods/10168/?
     
     
    ------xXo0oXx- The Fallen Angels -xXo0oXx------
     

     
    Suffer -
     
    Slinkier, very capable melee with choice of hell magic for ranged attacks and can summons/animate dead.
     
    Writhe -
     
    Hell Armoured, uses hell magic for ranged attacks and summons/animates dead.
     
    Twilight -
     
    Hell Armoured, uses hell bow for ranged attacks, melee heavy with limited self healing.
     
    Sin -
     
    Slinkier, uses hell bow for ranged attacks, melee heavy with limited self healing.
     
    Frequently Asked Questions (FAQ):
     
    Q1) How duz I download this?
    A1) There is a download button on the top right - ideally use a mod manager to install it for you once downloaded, otherwise unpack and plonk contents in your Skyrim Data directory.
     
    Q2) How does this differ from the original version?
    A2) I made them levelled with levelled weapons which means as you level and summon them again they will have become stronger. They start off weaker at lower levels than the original version but become stronger later - also will happily level past 80 now. I also changed the appearance despite saying I wouldn't (so hopefully you will like the new look)
     
    Q3) Where do I find them/How do I summon them?
    A3) WIll make a video shortly, but in essence, find the spellbooks in Whiterun's 'Hall of the Dead' - coffin top right hand side from entrance - is a small room so you should feel a bit embarrassed if you cannot find 4 large books in the open, in quite a small room.... Read the books, learn the spells, cast them ...if you can...
     
    Q4) I found the books and learned the spells but I cannot cast them - 'itz brokan!!1 lulz'
    A4) Quit being shit at magic - stick some points in magic, level up conjuration and you will be fine - this was always designed to be a top end spell for evil characters so don't imagine at level 1 with your trusty rusty spoon as a main weapon you should be able to summon freaking demons...
     
    Q5) I cast the spell but nothing happens - wtf?
    A5) It has a long cast time, so you can't just spam them in a tight spot - keep casting that spell...no don't release yet...no no still don't release....wait for it....wait for it.... ok go! BOOM 'Fallen Angel'
     
    If I get further queries that repeat will add to the FAQ, however knowing you lot I'll probably be hit with a deafening wall of silence until the mod disappears to page 836....
     
    OK that said, have fun out there and hope you enjoy the reboot!
     
    Kisses,
     
    TS
     
    P.S Thanks to Thulas for the lovely banner

    1195 downloads

    Updated

  3. Hurk Player Voice Replacer

    I've always wanted a more "action-oriented" player sounds . Vanilla's are just meh, so here is it my little mod that replaces human voices with a Hurk from Mabinogi Heroes/ Vindictus.
     
    Its a standalone voice mod so you won't hear any other Hurks beside you.
     
    Replaces attack, attack on low stamina , power attack ,power attack on low stamina , death , getting hurt and block & bash which doesn't seem to play always. I have no idea why.
     
    Sample video below :
     
     
     
     
    If you like it I might make more of these . . . since there is "vella ( is probably made already . I've seen her files somewhere ) , evie, lann , fiona , kai , karok already sitting on my HDD and soon lynn will be. All of them are in korean like hurk, howeever japanase voice counterparts are also possible.

    270 downloads

    Updated

  4. Lustmord Vampire Armour SeveNBase TBBP

    SeveNBase with TBBP conversion of the Lustmord Vampire Armour.

    1843 downloads

    Updated

  5. OSARE School Uniform Unofficial Retexture Pack

    OSARE School Uniform Unofficial Retexture Pack - LL EXCLUSIVE
    by Rayblue and a mutual friend
    12:13 PM 1/20/2014
     
    REQUIRES Anano's OSARE SCHOOL UNIFORM (UNP Body) -- leech it at Nex.
     
    What's inside?
    SET #1 - Twelve Kingdoms Yoko, Inuyasha Kagome, Majisuka Gakuen 1/2, Mariasama ga Miteru/Lilian Jogakuen
    SET #2 - Cardcaptor Sakura, Lucky Star, Sayonara Zetsubou Sensei, Shakugan no Shana
    SET #3 - Traditional 3-stripe White, Traditional 3-stripe Dark Blue/White, Traditional 3-stripe Black/Red

    Sorry if some of them look a bit off, but the other sets should look great.
     
    Installation Instructions (MANUAL ONLY):
     
    1.) If you have the Osare School Uniform mod already installed, first backup the contents of this folder found in your Skyrim installation:

    Data\Textures\Osare\SchoolUniform
    This ensure that if you want to restore the textures back, you can use the backup to do so.
     
    2.) Pick the set of your choice, and then copy and replace the contents of any numbered folder (01 to 08) or the dark uniform folders (Blue01 to Blue04).
    3.) ENJOY!

    1222 downloads

    Submitted

  6. Ballista Turret

    =============================
    - WHAT IS THIS MOD -
    =============================
     
    This mod adds an auto-targeting, levitating, rotating, mobile, automatic, Dwarven Ballista Turret... Simply drop the compressed version from your inventory, and watch it decompress. After activating, it will target your enemies as would a follower (or you could set it to target you), and shoot bolts towards them. The Ballista Turret will need to be loaded with ammo. There are 4 different types of ammo, each having their own damage. The 4 different types of ammo and the Ballista Turret are craft-able through the forge.
     
    This mod does NOT require any DLCs or any other mods.
     
     
    =============================
    - USING THE BALLISTA TURRET -
    =============================
     
    WARNING!!!
    Only use one Ballista Turret at a time or it might not work correctly! (more testing needed)
     
    Simply drop it anywhere you want and wait for it to decompress. Activate it and click the [start] button to start it. Load it with the type of ammo you have and exit. Whenever you have enemies, it should automatically rotate towards them and shoot 3 bolts, using up 3 ammo, dealing 3x damage of the ammo used. There will be an explosion on impact and you will get blamed for whatever damage it deals, so be careful on where/when you deploy it.
     
    The Ballista Turret also have a health of 10, which go down on every hit from any source except itself. At 0 health, it will decompress, and it will go back to your inventory, along with any ammo loaded in it. You can also set it to target you and will re-scan and try to look for another target whenever it is hit. If the Ballista Turret does not function correctly, try packing it up and redeploy. Currently, I haven't figured out an efficient way to stop the BT from attacking enemies that are not in the line of sight, making the BT shoot at walls. There is a settings option that re-scans for a target after a certain amount of shots to help with this issue.
     
    If the Ballista does not seem to work, pack and redeploy it. I advise to always pack the Ballista Turret when done using.
     
     
    =============================
    - CRAFTING -
    =============================
     
    You need the Dwarven Smithing perk to craft the ballista parts as well as the ammo, all under the Dwarven smithing category. To craft the Ballista Turret (Packed), you will need 2 parts and the materials needed for each of those parts. All 4 ammo recipes have a 10x version for faster crafting.
     
    Ballista Turret (Packed)
    .... 1 BT Part - Ballista
    .... .... 1 Dwarven Bow
    .... .... 3 Large Dwemer Strut
    .... .... 5 Dwemer Scrap Metal
    .... 1 BT Part - Base
    .... .... 1 Centurion Dynamo Core
    .... .... 2 Dwemer Gear
    .... .... 2 Dwemer Cog
     
    BT Ammo - Damage [25/50/100/200] (30)
    .... [1/2/4/8] Dwarven Metal Ingot
     
     
    =============================
    - UPDATES -
    =============================
     
    1/19/2014
    - Follower mods compatibility fix.
     
    1/17/2014
    - Load/Unload Ammo UI now has "-ALL" and "+ALL" buttons.
    - Added a "Re-Scan Shots" option that automatically re-scans for a target after a certain amount of shots.
     
    1/16/2014
    - Settings UI delay increments fixed.
    - Cleaned with TES5Edit.
    - Initial Release.
     
     
    =============================
    - TECHNICAL -
    =============================
     
    This mod is basically a script (a really long one), and will run whenever the Ballista Turret is out and there are enemies around. Make sure to pack the Ballista Turret when you are done with it. More tests are needed for leaving the Ballista Turret in another cell, and coming back to it still functioning. Packing it will ensure it has been disabled and deleted and will stop the script.
     
    Do not use more than one Ballista Turret because it might not function correctly. More Tests are needed for having more Ballista Turrets out, but in another cell.
     
    It's always good practice to back up your saves before installing any mod. If you need to uninstall this mod, make sure you have no Ballista Turret out before uninstalling. If you want to let me know of a bug, let me know in detail how you got it, so I can try to replicate it on my end. This mod might not work properly in laggy areas or cells, or there are other heavy script mods running at the same time.
     
     
    Comments/Feedback appreciated!
     
    Alternative Download Links:
    http://steamcommunity.com/sharedfiles/filedetails/?id=217328862
    http://tesalliance.org/forums/index.php?/files/file/1652-ballista-turret/
    http://www.loverslab.com/files/file/652-ballista-turret/

    388 downloads

    Updated

  7. Master Sword With Shield

    This is the first ever mod i have made for Skyrim while im tinkering and geting into all the tools needed please download it and give it a try its a 1 handed beast named the Master Sword it can be created at a forge and should be fully upgradeable, Extract from the zip then just drop into your main skyrim data folder and activate the ESP, you can find this sword & Shield at the end of Dead Mens Respite Tomb by the dragon wall look in pics for map location... please leave any feedback and suggestions as i said this is my first ever mod and all input would be much appreciated.
     
    No Special Requirements needed
    No DLC's Needed
     
    Weight = 16
    Reach = 1
    Speed = 1
    Crit Dmg = 23
    Damage = 45
    Sagger = 0.7500
    Value = 5000

    629 downloads

    Updated

  8. Astaroth Horns Redone - Demon Horns

    http://www.nexusmods.com/skyrim/mods/49847/? on nexus in case you'd rather download from there
     
     
    *Updated* with a new ALL IN ONE file
    This way you can use all 3 (heavy/light/cloth) at the same time
    Only the main file is needed
    Thx DPnavpoc for the idea
     
     
    Astaroth Horns Redone - Demon Horns V1
    --------------------------------------------------------------
    I made this mod for personal use but I figured someone else could appreciate it too!
    --------------------------------------------------------------
    Its my first mod also :-O
    --------------------------------------------------------------
     
    Description:
     
    This is a standalone armor mod for Skyrim-You will not need any other mod for this to work
     
    ~ Adds 4 new "head armor" options for you to use for your character
     
    ~ These armors are classified as CIRCLETS. Therefore they will not cover your hair/ears/etc..You might be able to wear them with certain head armors that display circlets. I haven't done exstensive testing as I've just made the mod.
     
    ~ You will be able to choose Heavy armor, Light Armor, or Cloth : PLEASE ONLY USE ONE ESP (example: do not use heavy and cloth esps active at the same time)
     
    ~ The heavy armor version has the same values as ebony armor
     
    ~ The light version has the same values as glass armor
     
    ~ The cloth has ...well 0 armor
     
    --------------------------------------------------------------
     
    Details:
     
    ~ All of these Horn armors require 1x Dragon Bone 1X Dragon Scale and 1x Void Salts to craft
     
    ~ They require 1x Dragon Bone and 1x Dragon Bone to Temper
     
    ~ Enchanting them should work fine (haven't tested yet though)
     
    --------------------------------------------------------------
     
    Crafting:
     
    Requiremens are made so that they are not overpowered for new characters
     
    However, if you want to test them or dont feel like crafting just type in the console:
     
    HELP FATE
     
    ~ For the heavy version you are required to have the ebony smithing perk- they will be in ebony section
     
    ~ For the light version you are required to have the glass smithing perk- they will be in glass section
     
    ~ For the cloth version you have no requirements- they will be in the MISC section
     
    --------------------------------------------------------------
     
    Compatability:
     
    ~ Tested with Frostfall, works with W.E.A.R. - the frostfall setting to give exposure protection
     
    ~ Tested with SkyRe- The scaling works, it will scale exactly like ebony/glass because it uses the same values.
     
    ~SkyRe - Remember to place this mod in your load order BEFORE REPROCCER
    Then simply run Reproccer as you normally would when installing a MOD.
    Reproccer will sort your mods with BOSS.
    Simply move this esp with the rest of your armor mods(its not supposed to be loaded after reproccer) in your load order)
     
    YOU DO NOT NEED ANY SKYPROC PATCHES or anything extra for this to work in SkyRe
     
    ~ Tested with Ashen race- which is my character in the screenshots, should work for any player character
     
    ~ NOT Tested - Companions, but it should
     
    ~ NOT Tested - Should work when in normal form for vampires
     
    --------------------------------------------------------------
     
    Installation: Very simple
     
    ~ Use nexus mod manager
     
    ~ Use Mod Organizer (which i use)
     
    ~ Use Manual Install
     
    Tested all three of these methods
     
    --------------------------------------------------------------
     
    Credits:
     
    ~NPR for the orginal mod
    ~KURESE for uploading original to nexus
    --------------------------------------------------------------
     
    ~Th3Mut4nt

    1200 downloads

    Updated

  9. Pretty Ranger - 7b Bombshell BBP

    Pretty Ranger conversion
    Sevenbase Bombshell
    Weight slider supported
     
     
     
     
    Requires:
    Pretty Ranger by Severus616

    1648 downloads

    Submitted

  10. Velvec Outfit - 7b Bombshell BBP

    Velvec Outfit conversion
    Sevenbase Bombshell
    Weight slider supported
     
    Requires: Velvec Outfit - UNP by anano

    1122 downloads

    Submitted

  11. Dash Bomb

    =============================
    - WHAT IS THIS MOD -
    =============================
     
    This mod adds 1 shout and 1 lesser power spell. The shout has 3 words: Dash, Dash Attack, and Dash Bomb. The spell is an Options spell that gives full customization on the shout. Watch the YouTube video.
     
    What you can customize (so far):
    - Damage for each of the 3 words
    - Stamina cost for each of the 3 words
    - magicka cost for each of the 3 words
    - Stagger amount
    - Range
    - Hostile check (prevents accidentally attacking non-hostiles)
    - Experimental (better looking Dash Attack, but more glitchy)
     
    =============================
    - HOW TO LEARN -
    =============================
     
    Drink the potion "Dash Bomb Potion". There are 2 of them: in Dragonsreach, and in Riverwood. This will only teach the shout, but not unlock the words. You will also need to have a target in your cross-hair to actually use them.
     
    Word 1 (Dash): first word of Unrelenting Force.
    Word 2 (Dash Attack): first word of Whirlwind Sprint.
    Word 3 (Dash Bomb): first word of Marked For Death.
     
    See the pics for their exact location or watch the YouTube video.
     
    =============================
    - UPDATES -
    =============================
     
    1/7/2014
    - Minor bug fixes with translations
    - Options UI update
    - Added stagger amount option
     
    1/6/2014
    - Added an experimental option which replaces the Dash Attack. (Better looking, but might cause glitches/CTDs)
    - Re-uploaded to fix options bug
    - Re-uploaded to fix experimental in script
     
     
    Comments/Feedback appreciated!
     
    Alternative download links:
    http://steamcommunity.com/sharedfiles/filedetails/?id=214979774
    http://www.loverslab.com/topic/24984-dash-bomb
     
    Other mods used in the video:
    http://modtype.doorblog.jp/archives/26796193.html
    http://www.nexusmods.com/skyrim/mods/15703/
    http://steamcommunity.com/sharedfiles/filedetails/?id=206046501
    http://steamcommunity.com/sharedfiles/filedetails/?id=197287508

    678 downloads

    Updated

  12. Ahkeron

    REQUIRES "Apachii Hair for Males" (ApachiiSkyHairMale_v_1_1, http://www.nexusmods.com/skyrim/mods/10168/?)
    --------------------------------------
     
    Ahkeron is in Riverwood, Sleeping giant inn.
    He doesn't have any clothing on, so make sure you bring something for him
    He is essential, levels with you, marriageable, can heal himself, has every 2H and heavy armor perk (I think, maybe I missed some), can't trigger pressure plates, ...
    He's a bit OP.
     
    Mods in the picture:
    --------------------------------------
    ApachiiSkyHair (ApachiiSkyHairMale_v_1_1): http://www.nexusmods.com/skyrim/mods/10168/?
     
    Cute Eyes: http://www.nexusmods.com/skyrim/mods/13076/?
     
    Schlongs of Skyrim: http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/
     
    Fine Face Textures for Men by Urshi: http://www.nexusmods.com/skyrim/mods/27815/?
    - I installed Fine Face Textures for Men by Urshi, but "malehead.dds" is not Urshi's "malehead.dds"
    - I combined Urshi's "malehead.dds" with "malehead.dds" from MacKoms Real Skin for Men
    (http://www.nexusmods.com/skyrim/mods/28879/?)
    - my "malehead.dds" is in "Optional" folder
     
    Oiled Up Males: http://skyrim.nexusmods.com/mods/13834
     
    TERA Armors Collection for Skyrim: http://www.nexusmods.com/skyrim/mods/25846/?
     
    Kountervibe ENB Extensive

    1529 downloads

    Updated

  13. Destructo Balls!

    This mod is a couple of months old on the Steam Workshop now, but I wanted this mod here as well.
     
     
    =============================
    - WHAT IS THIS MOD -
    =============================
     
    This mod adds 6 Destruction Spells (3 deploys, 3 triggers) to the player, all of which functions with "Destructo Balls" (which are basically projectiles).
     
    All damage output (excluding fall damage) can be set in-game with an options spell.
     
     
    =============================
    - THE SPELLS -
    =============================
     
    Destructo Launch:
    Deploy a fast moving Destructo Ball. Will knock back and damage targets on hit.
     
    Destructo Scatter:
    Continuously deploy slow moving Destructo Balls. Will damage targets on hit.
     
    Destructo Set:
    Continuously set Destructo Balls at your position.
     
    Destructo Trigger Discharge:
    Will find all Destructo Balls and explode them, damaging adjacent targets.
    Ideally used with Set or to clear all deployed Destructo Balls.
     
    Destructo Trigger Mega Ball:
    finds the nearest Destructo Ball to create a Mega Ball, which sucks in and damages targets within a 300 ft radius. Will explode at the end (or at recast), dealing explosive damage. Nearest DB priority: Launch > Set > Scatter .
    Ideally used with Launch or Set for combos.
     
    Destructo Trigger Onslaught:
    Targets aimed at by the crosshair will get hit by all deployed Destructo Balls at a high velocity.
    Ideally used with Scatter or Set for combos.
     
    Destruco Balls - Options:
    Brings up an options menu to set damage output for all spells. I will probably work on a cost options later on.
     
     
    If you are creation kit savvy, you can set the cost of all 6 spells. They are spell items labeled "__DBLaunch", "__DBScatter", "__DBSet", "__DBTriggerDischarge", "__DBTriggerMegaBall", and "__DBTriggerOnslaught". Just type "__" two underscores in the filter of the object window to quickly find them. Open the spell item, untick "Auto-Calculate", and set the cost to whatever you want. Keep in mind that these spells are destruction magic, so things like destruction perks will affect the cost (cost in-game will be less than what you set in the CK if you have the perks).
     
     
    =============================
    - HOW TO LEARN THE SPELLS -
    =============================
     
    All 6 spells + the options spell are learned via reading a book (all or separate). The books can be bought from these vendors:
     
    - Belethor's General Goods in Whiterun
    - Farengar Secret-Fire in Dragonsreach in Whiterun
    - Riverwood Trader in Riverwood
     
    Or you can manually add the book or spells via console by typing [ help destructo ] which should give you 7 SPEL items and 8 BOOK items with the "Destructo" names.
    Use the commands player.additem or player.addspell
     
     
    Alternative download links:
    http://steamcommunity.com/sharedfiles/filedetails/?id=197287508
    http://www.loverslab.com/topic/25090-destructo-balls/
    http://tesalliance.org/forums/index.php?/files/file/1650-destructo-balls/

    679 downloads

    Updated

  14. Simple Kill Move

    This is a kill move mod, that aims to enchance immersion in combat. It does not unlock the unused kill moves. This is a simple mod (no added objects, no scripts, no requirements) that does the following:
     
    - Removes last enemy condition for kill moves (except ranged/magic).
    - Removes perk requirements for unlocking kill moves.
    - Performs the kill move, slit throat, when sneaking with sword or dagger, even when detected.
    - Makes the global variables KillMove and KillMoveRandom save their values when set via console, so their values will stay the same in between saves.
     
    set KillMove to [1 or 0]
    - This enables/disables kill moves (this should stay 1).
     
    set KillMoveRandom to [0 - 100]
    - The chance to perform a kill move.
    - Set to 100 (from 50) by mod.
    - You can set to whatever you want (0-100).
     
    set DecapitationChance to [0 - 100]
    - Chance to perfrom a decapitating kill move.
    - Untouched by mod.
    - You can set to whatever you want (0-100).
    - This global should already keep its value between saves when set.
     
     
    For example, to set the decapitation chance to 25% when doing kill moves, type in the console:
    set decapitationchance to 25
     
    If you want to know the current value, type in the console:
    getglobalvalue decapitationchance
     
     
    Right now, it does not have many customization options because I'm keeping it simple. If you want more options, use The Dance of Death mod. I simply made this, for me initially, because I didn't like most of the killmoves TDoD added, and (my own experience) was bugging out for me once in a while - dragon kill moves, CTDs, etc...
     
    Installing/Uninstalling this mod should be no problem because this basically only alters conditions to initiate the kill move animations. No requirements, No added objects, no scripts. This obviously won't be compatible with any other kill move mod (like TDoD).
     
     
    What exactly determines when you can do a kill move:
    http://gaming.stackexchange.com/questions/35077/what-determines-when-you-do-a-finishing-move
     
    Alternative download links:
    http://steamcommunity.com/sharedfiles/filedetails/?id=206046501
    http://www.loverslab.com/topic/24252-simple-kill-move/
     
    Mods used in pics:
    Body: http://www.nexusmods.com/skyrim/mods/37900/
    Face: http://www.nexusmods.com/skyrim/mods/12951/
    Textures: http://www.nexusmods.com/skyrim/mods/35267/
    Hair: http://www.nexusmods.com/skyrim/mods/10168/
    Armor: http://www.nexusmods.com/skyrim/mods/25846/

    860 downloads

    Updated

  15. RBC - Round Based Combat (Final Fantasy Style)

    Hey =)
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------
     
    Now to the Core part of this mod :
     
    What will happen?
     
    - How the combat works will show you the video on the Mod page here http://steamcommunity.com/sharedfiles/filedetails/?id=194874958
    Note : Not every Spell or summon is shown in the videos
     
    - A maximum of 3 Enemies that have line of sight to you, are not Essential and do want to attack you or your follower or dog
    will get moved into a Combat zone with you and your team
     
     
    - Actualy are nearly all usefull combat spells includet, all learned spells that are includet are usable
     
    - Human enemies have 3 casting stages for different levels, creatures do attack, draugr should attack and cast
    Dragonpriests using spells and all randomly to your team
    - Dragons hover till a percentage of health then they crash land and stay on the ground
    - If your companions life is under 5 % you cant chose him/her anymore for a turn until you healed him/her
    enemies will then ignore this companions as primary target
     
    - Currently no support for magestaffs or Crossbolts since it was buggy a bit but maybe i find a solution later
    with bow it should be usefull to aim a bit in first person view
     
    - You will get a spell to disable the combat ingame you should cast it before you start to ride a horse since it will bug while ride and entering combat
    you also get a spell to toggle camera mode but its still in early stage since im still figuring out how to move camera correctly
    ---------------------------------------------------------------------------------------------------------------------------------------------------
     
    Why do you Upload it unfinished?
     
    - Thats because i just cant test it alone so ill upload it and waiting for responses
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------
     
    Any stuff to say at last?
     
    - Remember how it works in the videos so it works for me! If something isnt working for you like in the videos it could
    have different reasons:
     
    1- A mod that you are using isnt compatible with mine
    2- you have found a bug =) instantly tell it to me after you are sure the problem isnt 1
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------
     
    So have fun with this it completly changes the whole game experience
     
    if you got suggestions just tell it in the comments if i like them and beeing able to add them i will do it
     
     
    Update 1:
     
    - Smoothed some scripts
    - Added a Summon : Doomtrain to get it you must finish the summoning quest
    - New spell ultima ! not tested yet ^^ tell me if it works
    - lots of minor stuff fixed excample : recreated the attacking scenes for cleaning the bug where enemies not attacking
     
     
    Update 2 :
     
    - Fixed Ultima
    - Made it now that Dragons will crash land and die when reaching 2 percent of health so it cant bug anymore on ground
    - Fixed Dragondouble shout
    - Fixed not to hit dragon with melee weapon , still if you bug somehow into the dragon type Tfc into console to unbug
    - Fixed Bug when riding : now it disables RBCcombat while riding
    still gotta do :
    -camera settings
    -figuring out the best positions for bigger creatures
    -more spells and summons

    845 downloads

    Updated

  16. Dragon Break Episode 1: Bad Wolf

    Donation Link
    https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=ddproductions83%40gmail%2ecom&lc=US&item_name=DDPRODUCTIONS83&item_number=Loverslab&currency_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted


    All proceeds are split with the Prime VA's



    Like Optimus and Septimus..


     

    CHANGED TO ESM WITH VERSION 2.0+ PEOPLE WHO COMPLETED WITH ESP PROBABLY HAVE TO REDO QUEST, I APOLOGIZE BUT ESM IS CLEAN AND FUTURE UPDATES WILL BE IN THE FORM OF ESP'S



    BE SURE TO DELETE OLD ESP



    V2.1 Out


     

    I would like to thank everyone who has contributed on this mod, from feedback to positive encouragement, to bug testing, cleaning and adding clutter, and to those who donated, some of you way too much. We should have a final version out sometime after Christmas when I get home. Work has already begun on my end for Part 2 and I will go full bore when i get back to triple high def 50'' monitors and a internet connection that doesn't make me relive my everquest days. On behalf of the silent ass VA's (I KNOW YOU WILL READ THIS YOU LURKING ASS GIRLS) thank you all as well, and if they don't ever respond someone make a sex mod version of them as punishment plz. So merry Christmas everyone and look forward to more crazy adventures in 2014.



    Dragon Break Episode 1: Bad Wolf






     

    Important: Quest is activated upon leaving or entering Solitude Main gate


     
     

    Download Links (Or download at bottom of the page)



    https://dl.dropboxusercontent.com/s/cq4g3o1cd4uz0n6/Dragon%20Break%20Episode%201%20-%20Bad%20Wolf%20-V2-3.7z?dl=1&token_hash=AAHBYxYTXYq4KKLUB7hCSD6W2EJTxb4H7onik1bIbsY2Hg

     

    My halfassed webpage




    http://www.ddproductions83.com

     

    Show some love to the creative crack music I spam when doing my shit, all their stuff is free so show them some love




    http://www.au4.ca/

     
     
     

    Skyrim Nexus Page is up ENDORSE MEH lets get the masses to d/l in droves




    http://www.nexusmods.com/skyrim/mods/48745/?

     
     
     

    One of the scenes gets very very vocal.. NSFW vocal so watch speaker volume.. had it on the bose once. neighbors probably weren't impressed.


     
     
     
    INSTALLATION
    3 FIles, a BSA and a ESM and ESP, extract both to DATA folder or use with NMM (I think, someone confirm or deny all my shits fucked up atm)
     
     
     
    KNOWN ISSUES (None gamebreaking)
    Some ENB's and graphic cards are having trouble with the strange cave load in. Screen goes black or white or blotchy upon load in. If it happens save game, drop to main menu and reload apparently fixes it. Looking into it tonight as its been reported by multiple people. FIXED
    ​0 From Any Official DLC (So far)
     
    Some bitches wont start combat with you, kill them anyway you are evil right?
    The girls like to leave combat in the middle of it, they start right away again but it leads to some funny shit FIXED
    Inside solitude Bar Allune takes a few seconds to start the scene, pathing navmesh issue, always resolved in under 10 seconds
    Dhalia likes to teleport herself in said inn, was a failsafe that is only needed 2% of the time but meh better safe than sorry
     
    Sometimes allune starts the mod naked... enjoy, should be fixed but if it happens you're welcome
     
    The girls are off normal follower frameworks but some follower overhaul mods COULD cause conflict, let me know if you run into any
    (The former would be due to those mods invasively changing tons of shit and scripts and packages not anything I did so don't expect me to break my back trying to make them work together if it happens)
     
    Favor dialogue initiation has been removed, they still have all favor agree disagree and end states but for some reason it breaks them even when I do the "akspeaker.setdoingfavor(false)" AND reset the follow quest paramaters and set them back to 20 which should trigger their follower packageFor now it will be disabled, if anyone has a idea throw it at me.Will release the source scripts soon
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    CREDITS


     

    Kristyn Mass - Allune
    http://ohnobones.wix.com/kristynmassva#!gallery/c199t


    Katelyn Hamilton - Dhalia
    http://voiceactingalliance.com/board/member.php?8366-Katerinu


    Tjalle "Kami" - Laskar ​ tjalle.keus@hotmail.com



    Michael Rogel - Note Delivery Man



    Callum Janes - Man 1
    http://www.youtube.com/user/profkranc


    Steve Green - Soldin
    http://www.shriekstudio.com/


    My Fail Ass - Man 2 (I gave up, mic sucks sue me)



    Konner Ellefson - Akatosh
    http://www.youtube.com/user/RaindropsTheGamer


    Ian Deppa - Dremora
    http://voiceactingalliance.com/board/member.php?39965-Dagamerian


    Scannerlegend-Clutter and Life to zones --
    http://www.nexusmods.com/skyrim/users/1286376/?tb=mods&pUp=1

     

    Dragon Break Episode 2: The Infinity Engine (Coming Soon)


     
     
     
    Version 1.1
    Quest begins outside Main gate of Solitude
    3 Files BSA and ESM and ESP, extract to Data folder or use NMM (I think I packed it correctly)

    2596 downloads

    Updated

  17. Turbosnowy's Whipcane

    http://www.loverslab.com/files/file/568-%7B%3F%7D/
     
    Hello again everyone.
     
    So I was a little bit at a loose end and saw a mod on Steam which reminded me of something I meant to try a while ago when I first saw Mora's tentacles whipping away in the Dragonborn DLC for Skyrim, so I present to you 'Turbosnowy's Whipcane' for your delight and amusement.
     

     
    Craftable at a forge and requires ebony and steel ingots with some leather strips - temper at a sharpening wheel with ebony and silver ingots.
     
    I imagine this requires the Dragonborn DLC since I manipulated some assets from that expansion.
     
    Hope you enjoy - was fun to make.
     
    For info the outfit in the pics/vid is from my enhanced catsuit and ballet heels mod also available here.
     
    Credits:
    Thanks to ZaZ since I am using his cane for this - seemed appropriate
    Kudos to Freelance4D since you reminded me I wanted to try this after seeing your castlevania mod
    Soundbible for the whipcrack sounds

    6066 downloads

    Updated

  18. Roguish Mavari Armor

    Roguish Mavari Armor
    ~~~~~~~~~~~~~
     
    oh yes, I've made yet another "ghetto-ass" armor mod!
    based on the retex mod by Caelrya, made a little more ..uhh.. generic :\
     
    + uncovered some skin (yay, top-downs!)
    + no bags
    + none of that armlet-mess
    + a little more contrast in materials
    + more visible amulets
    ? gloves now hide rings
    ? BONUS -- FREE (terrible) hood I tried (and gave up on) making. Console cheats only "help mavari 4" etc.
     
     
    Replacer, uses CBBE skin.
    REQUIRES : http://www.nexusmods.com/skyrim/mods/38386/?
    Credit to Zerofrost for the armor set.

    1338 downloads

    Updated

  19. JAF ENB

    JAFENB (Just another fucking ENB) is just an enb that I created to suite my own aesthetics, without going hyper realistic or supper effect crazy. The original variant of this enb was Matso's Natural preset from .119 and probably shares little with the originals settings.
     
    This enb utilizes alot of basic enb effects, ssao, skylighting water effects cloud lighting.
    DOF is disabled normally. but its rather subtle once enabled and wont do much of an effect unless you focus the cross hair on an objects that's very close to the camera.
     
    I play the game on a rather monsterish rig so I cant say how toaster friendly it'll be but in general I'm usually running at 60 FPS almost all the time, although I am frame capped there.
     
    This preset is a first release on the .241 binaries and will be tweaked possibly if i find something i don't like.
     
    This was designed with vanilla weathers and ELFX (WITHOUT enhancer) only. Probably will look fine with CoT but I don't use it.

    176 downloads

    Submitted

  20. The Cathedral

    since the owner of this mod disappeared out of thin air on steam, im Re-upoading his Tristram Cathedral mod here on LL
     
    The Cathedral is located on Falkreath, here's the video demonstrating the mod
     

    1359 downloads

    Submitted

  21. stuffed bunny's awesome stuff

    This mod is not to be taken seriously.
    Early release, bugs included.
     
    Somewhat skimpier remodel of Simply Clothes by Petrovich, with a twist.
    Regular top, 10 example texture variants of shorts, 8 different texts for the Silly Top.
    And an easter egg. A bunny actually. Easter bunny? Nope.
     
    All craftable. Will probably add a chest version of the esp later, perhaps with some other goodies.
     
    UNP version included by default. Also an addon package for Bodyslide UNP. Requires Bodyslide UNP Body v0.4:
    http://www.loverslab.com/topic/11468-bodyslide-unp-v04-30-sliders/
     
    Now, there's also CB++ support (in the Bodyslide folder). Default mesh in meshes folder is still UNP,
    so you need Bodyslide to install standard CBBE version.

    1675 downloads

    Updated

  22. NUHairstyles

    [ D O W N L O A D ]



    This mod adds 4 new different hairstyles for your desu waifus (humans & Elves only).



    Models and meshes were originally created by the wonderful Nuska, who has recently uploaded a character modders resource pack,



    in which these hairs where included! The only thing I have done are renewing the hair textures. So all the credits and praise should go to Nuska.


     

    Chence the mods name, 'NU'Hairstyles. (Also, thanks Honey buns for the name suggestion. ilu.)









    C H A N G E S



    1.2 Minor hair fixes! No longer are the hair slightly floating,
    added stubble to all Mohawks and now all hair styles are available for Orcs! NEW
     
    1.1 Added, now 'Straight hawk' available for female Khajiits!



    1.0 Release point.


     





    R E Q U I R E M E N T S



    - Well, obviously a legit-non-pirated-and-uptodate version of Skyrim.



    - Good looking waifus.



    F U T U R E . P L A N S
    Adding extra options - Highlights (No desu rainbows ones tho, just natural).



    Adding a PSD file in case others want to achieve a rainbow desu highlighted hair.



    Male compatibility.




    Nuska for her wonderful meshes & Character Mod Resource Pack.



    And yours truly for the hair textures.


    3336 downloads

    Updated

  23. Shadow Body Ward

    Hey
    Videos can be seen here: http://steamcommunity.com/sharedfiles/filedetails/?id=198805882
     
    this mod adds a Spell to the game that can be found at the Winterhold fountain
     
     
     
    What is with this spell ? :
     
     
     
    Its a full body ward with nice effects that gives you 500 armor while cast and can absorb up to 500 spell dmg
    enemies in melee range take shadow Dmg
    full body means it does not mather from what direction you get hit
     
     
     
    have fun and watch the video dont forget to like

    333 downloads

    Updated

  24. Weapons of Gods - Shooting Weapons

    Requires Dawnguard and Dragonborn
    Note : !!!! to make all effects working you should not switch from one weapon to an other !! you need to unequip all weapons before you Equip a weapon of god to make all effects working!!!!!

     
     
    for videos go here : http://steamcommunity.com/sharedfiles/filedetails/?id=148309147
     
    3 Weapons
     
     
    Soul Eater:
     
     
    Class: Longsword
     
    Effects: Each strike Casts Thunderbolt, Block Creates Whirlwind, block stance casts thunderbolt
     
    Enchantment: Life leech 25 mag, Stamina Leech 10
     
    Passives: When Enemy near , Sun will go black and You gain Bonuses and the dragonborn form
     
     
     
    Lightbringer:
     
     
    Class: 1 Hand Sword
     
    Effects: On equipp you get a Shield that wards your whole body for 500 dmg when block incoming spells from the front can additionaly be blocked for 500, Each strike shoots out an Orb of light that deals extra dmg to undeath, same with block stance
     
    Enchantment: Additional Lightning Dmg and Additional dmg to undeath
     
    Passives: You gain Bonuses and the dragonborn form
     
     
     
     
    Shadow Claw
     
     
    Class: 1 Hand Sword
     
    Effects: Each strike Casts Paralyze, Block Muffles you and makes movement Silent, block stance casts Paralyze
     
    Enchantment: Life leech 15 mag, Stamina Leech 15
     
    Passives: You gain Bonuses and the dragonborn form, nearby enemies getting Shadow Dmg
     
     
     
    to find at ?
     
     
     
    Can be Forged in any forge but requires Deadric smithing
     
    Can be Upgradet too

    754 downloads

    Updated

  25. Child Followers Liette and Natesse - STANDALONE

    This is a standalone version of my other mod at http://skyrim.nexusmods.com/mods/46284/ (which requires Revised Children of the Sky plus some DLCs, but has them looking more childlike, includes a brother, and allows you to play as a child race)
     
    Requirements:
    Skyrim
    More Follower Voices Mod (http://skyrim.nexusmods.com/mods/36913/) - needed for them to have the right dialogue (not needed if you just want to adopt them)
     
    (They're also at http://skyrim.nexusmods.com/mods/48052//? for those of you who like the Nexus)
     
    Their bodies are standalone (they use a custom race) and so won't be affected by any body mod you have (exceptions are listed under "Compatibility")
     
    They're both located in Riften, in the Bee and the Barb Inn.
     
    Liette is a custom Bosmer child follower, and a prodigy to boot. She's a destruction-orientated mage, although she can also use conjuration (atronachs and familiar) and alteration spells. She'll level with the player (like most followers, you need to use console commands to force this - it isn't auto). She has the Lightfoot perk (so she won't set off traps!), plus Muffled Movement, all of the Destruction-costs-less-magicka-line (Novice..., Adept..., etc), and Destruction Dual Casting. She's willing to commit any crime, and won't report the character. She has RIDICULOUS stealth. Seriously, she hits 100 ranks at level 24. I gave her basically every destruction spell, with the notable exception of area-of-effects and Chain Lightning, because those hit bystanders. She's foolhardy and loves fighting, and really doesn't get the concept of "retreat." (I gave her all the spells she needs at the outset; she starts using them once she has enough magicka).
     
    Liette is carrying her deceased father's journal, which she has contributed a few pages to.
     
    Natesse is her baby sister. She's a bit different from Liette - less of a prodigy, doesn't really have a knack for magic. She's also far more cautious. Natesse's talents like in shadow and sword - she's an excellent thief, with some ability in light armor, archery, and one-handed, also making her a good assassin. She has the Light Foot, Muffled Movement, Backstab, Deadly Aim, Silent Roll, Silence, and several lockpicking and pickpocketing perks. She has far more health and stamina than her older sister, but no magicka and she doesn't know any spells.
     
    (If you have Hearthfires and want to adopt them, and don't want them as a follower, target either and use the command "addfac xx004290 1", where xx is the position of Hearthfires in your load order (should between 01 and 03). It'll disable the follower dialogue, though, and if either's already your follower, you'll have to dismiss them first, then add them to the adoptable faction. Unfortunately both can't be active at the same time, and it looks like making them adoptable and as a potential follower will require a lot of work... Also, DON'T GIVE THEM CHILD'S CLOTHES)
     
    They both have a custom combat class, which affects their leveling. All three are very heavily weighted towards stealth. Liette will gain a lot of magicka as she levels, some health, but no real stamina, and her destruction skill advances faster than her other combat skills. Her onehanded will increase very slowly. Natesse has ridiculous health and sneak. Her lockpicking and pickpocketing level up at a decent rate. Her combat skills - onehanded, marksman, and lightarmor - don't level up quite as quickly, but they'll be sufficient for most uses, especially if she has good gear.
     
    CREDITS:
    All of their hairs are taken from the Oblivion Hair Packs by rodeorage, who gave blanket permission to repackage and redistribute individual hairs, and who did the amazing work of converting Oblivion custom hairs to Skyrim. Credit also goes to the massive list of modders rodeorage got permission from, although I couldn't figure out which modder went with which hair
    To LogRaam for their eyes (from the Eyes of Beauty mod)
    To tktk for their faces/eyebrows (from the Pretty Face mod)
    To triplex2011 for the AMAZING Book Creator for Skyrim - BCFS mod that I used to make the journal.
    To narphous, for the freckles
    To caliente for CBBE, and to stuffed_bunny for Bodyslide++, both of which I used to create their bodies (using the NeverNude base)
     
    Compatibility:
    I've tested them in combat at level 1, 12, 24, and 65. Tested them with Effective Follower Framework (so they should be fine with other multi-follower mods) and with Convenient Horses (some clipping problems, but not much). Because of MFVM, they are NOT compatible with My Home is Your Home
    They're semi-incompatible with armor replacers - for instance, I have a CBBE body, with a CBBE-compatible armor replacer. Having either of them equip a replaced armor forces their body to conform to the body I have at the moment, resulting in various levels of weirdness. They're fine with vanilla armors, though, and with some custom armors. (Boots, gauntlets, and helmets are almost always fine, too, as are most clothes)
    There is a small chance they'll conflict with other mods editing the Bee and the Barb. I didn't touch anything, so if you just place ChildFollowersBosmerStandalone.esp after whatever in your load order you should be fine
    I would strongly recommend against trying to turn them into vampires. Very, very strongly.
     
    They were having a bug earlier where their lips wouldn't move when they spoke. I did have other stuff affecting animations loaded at the time. I think I fixed it, but I'm not sure. If it happens to you, please report it!
     
    Their story: details in Anorien's Journal. I actually put a good bit of effort into making this lore-friendly and consistent with the timeline
     
    Future changes: custom skeleton, to fix their body proportions (their legs are ridiculously and annoyingly long) (maybe). Custom dialogue (voiced) + quest (custom dialogue will come before voicing) to get them to follow you. Maybe adoptable and followers at the same time - is there any demand for this? Because it'd probably be a ton of work
     
    Permissions: do whatever, though don't upload to other sites without permission first. I used free-to-use resources, which I'd recommend getting from their source. Make sure you credit the same people I did if you change anything
     
    File paths (for manual uninstall, or if you want to mod them; all the things I added in the CK are prefixed with "aaa" and usually contain "child"):
    ...Meshes/Actors/character/ChildFollowersLiettePlusSibs <----contains head, body, hands, and feet nif files, plus the FemaleHeadRaces.tri file
    ...Meshes/Actors/character/ChildFollowersLiettePlusSibs/Hair <-------meshes for their hair
    ...Meshes/Actors/character/facegendata/facegeom/ChildFollowersBosmerStandalone.esp <----FaceGenData meshes
    ...Textures/Actors/character/ChildFollowersLiettlePlusSibs <-----contains textures for head, body, hands, feet, eyes, and freckles
    ...Textures/Actors/character/ChildFollowersLiettlePlusSibs/Hair <------contains Natesse's hair texture. Couldn't find the one for Liette
    ...Textures/Actors/character/facegendata/facetint/ChildFollowersBosmerStandalone.esp
    ...Textures/BookCreator/Anorien's Journal/ <-----png files for the book

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