By God of ChaosThis is DragonLord Skin Texture, You can use it for anything You want!...
:: < UPDATE > :: ( Temp Message )
2020-11-25: ( 19:30 - my time zone xD ) Ty, for reporting that CBBE is missing Hands and Head Textures ❤️
tbh. i was always using UUNP but only by looking at CBBE UV Map... gosh its way better than UUNP... 4.7% more texture space is used by Mesh and also UV Map is way better placed...
- I don't fking care, do anything You want... if You do... then plz. let me know, maybe ill download :3...
<!> tbh i was using something what i had in my Textures but i don't remember what it was xD my Skyrim is 260GB big atm. i don't controll all this xD but at least 51% of texture is mine :D...
:: Discord -> https://discord.gg/CDkcv22
:: Patreon -> ... Hee xD i was like typing another reason "why i don't upload patreon" but then i said to myself "ok fuck it, let's launch Patreon" so i clicked "Launch"... there is veryfication xD
<!> Tbh. i have no fking idea how Patreon works... i made some cool Badges and other stuff... but atm. im gonna leave it like it is... ( just use Discord )
I uploaded this Texture because many ppl ask...
And because i want Tatsu to have a lot of Dialogues
It will take much longer to finish
Right now i focus on EclipseCity
So i was not working on Tatsu for last 3 weeks
This is Modders Resource...
as Title & File Type says...
But i was using it for long time so if u want to
use it in Your game but u dont know how...
just ask on DISCORD...
Hope that pic. is working fine...
first time doing something like that :D...
If this pic. works fine, from now im gonna upload only like that
Because i can type on left and upload pic-s on right
Thats amazing xD lol....
By MadMansGunedits the sky mesh so there is only one galaxy circling the world, not 3 copies of one.
do note that it will need texture editing to look good, eg: if using "HQ Milky way galaxy" ( https://www.nexusmods.com/skyrim/mods/810/? ) you will need to crop it down to 4096x768
if your using a different galaxy texture then i would suggest going up to 6114x1024(tested and works) or 12288x2048(not tested) and combining it with other textures for a more impressive sky (Eg: see the screenshot)
...also you should go get the "High-density starfield" from "Enhanced Night Skyrim" ( https://www.nexusmods.com/skyrim/mods/85/? )
By GameothicSo, I watched some dint 999 tutorials on HDT and he has a full collision body that doesn't seen to be included in his tools pack (at least I didn't find it)
I made my own and I'm willing to share it with you to save your time going through this painfully tedious work.
You may need to change some capsules radius to match your hair/clothes. Do this under TaperCapsule instead of rescaling it (works best for accuracy in my opinion)
-3ds Max 2011
-Havok content tools 2012-2
Good luck in your mods ^^
By PamatronicThis is a very small script which can be attached to furnitures, to correct the position of NPC´s entering said furnitures.
If you have ever used something from Zap, you should know the problem.
this mod ads the script "pamaFurnitureAlignmentHelper"
attach it to any furniture added by a mod, and the problem should be gone.
install with mod manager of your choice or drop manually into data folder (Or your own mod Folder if you want to make new furnitures yourself.)
The propertys can safely be ignored. only use them for Furnitures which have An Offset to their entry points.
(vast majority of Furnitures don't have one. IF they do, you can find the values for them with nifscope in their respective .nif Files)
By huanrenfengfour powershell files currently， might be more
These commands are made for modders who want to import existing voice files to their own mod.
they are ps1 files, use Notepad or other text editor to open. But I suggest using Windows Powershell ISE
Replace the parameters and directories in the file to fit your needs. It's mandatory.
Need to have the xWMAEncode.exe and the fuz_extractor.exe ( I downloaded "LazyAudio" and have them in its folder )
These commands are made for modders who want to edit voice files in their own mod.
So you need to want to add some dialogues and want to do some voice over. Then you may find out that the original valina game has exactly the words. That's where the powershells are going to be in use.
Skyrim Add Voice Basics:
Once you learned all the stuff in the basics, you can continue.
So once we press save in the "Edit Response Window", the ck saves the temp.wav to all the voicetype folder for you. If your dialogue is only valid for one or two voiceType then that's not a big deal. You can assign your dialogue to one voicetype, save it and assign the dialogue to another, record and save again.
The problem happens when you are making voice for every possible voiceType and using valina audio resource. You might feel tired to do the procedure again and again. (Expecially the copy, convert and delete procedure repeatly in each voicetype folder)
Then you may use the "copyVoices" powershell. It copies valina resources directly in your mod's sound folder.
And if you've already have wav and lip files of many different voice types in your mod folder, then you can use “wavLip2Fuz” to convert them to fuz in a minute!
The shell is useful because unlike "LazyAudio" or other tools, the shell convert the files exactly in their own place, so you don't need to copy them to the audio folder LazyAudio told you to, and you don't need to copy the converted files back as well
If you don't want a voice of a line any more, you can use "removeXwm" or "deleteWavAndLip" to quickly delete them! Replace the dialogue name parameter in the file to delete your file. Change the extension in the powershell to "lip", "wav" or "fuz" to remove the type you want to remove. These are very useful because the creationkit itself won't delete any files for you!
you might need to unlock the powershell file by right click -> property -> unlock. See https://4sysops.com/archives/powershell-bypass-executionpolicy-to-run-downloaded-scripts/
My files are completely ok because they are shell commands. You can examine them by yourself.
By PsycheHHHJust a simple rig of trolls for modders.
(Can't find trolls\Werewolf legacy rig, so I made it)
If you got some bug, tell me about that and I 'll fix it.
if you got error coz wrong skew\scale when exporting, check this:
Really thanks to babo (ABC)
By si811Due to my lack of skill in making Armour I thought i'd put this here in case someone with more skill knows how to make this and upload it because I really want this armour in my game.
hopefully I am allowed to upload this but I am unsure as the assets are from Marvel Future Fight. If this does go against LL's terms and conditions I will take it down.
By KikiapplusWelcome to the Custom Voice Resource!
Here in this resource are brand new voice types that will enhance your
Skyrim experience. There are over 100 lines of dialogue per voice type
and well over 1000 lines from all voice types! The files are in WAV format. They are not plug and play, they will require to be added to a follower of your choosing via Creation Kit. The download link will take you to the Nexus Mod page to download as the files were too large to upload directly.
Alternatively you can click here to download
Permissions of Use:
Supply credit link back to this page so that others may utilize this resource.
Credit the voice actor of the voice set you use and this page in your credits section.
02/21/2020 Update : Permissions have changed. Audio edits are now allowed in spirit of Nanoreno2020.
Dialogue Writer: Kerstyn Unger
Voice Actress for Female Voice Types: Kerstyn Unger
Voice Actor for CHARMING: Christian Gaughf
Voice Actor for PURE/LILAC: Mr.Bromin SubStar Ko-Fi Youtube
Voice Actor for JADED/DAGGER: Blue Jei Twitter Ko-Fi
Voice Actor for TRADER/SQUALL: Jonas Fresh Twitter Ko-Fi
Female Voice Types:
(Viewable on Nexus)
Male Voice Types:
(Viewable on Nexus) Addons
Additional Player Voices Version
PC Headtracking and Voice Type Version
CVR Framework & SSE Version
Sahra The Pirate by damakarmelowa & SSE Version
Lilissa The Druid by damakarmelowa & SSE Version
Markus The Knight by damakarmelowa & SSE Version
Shalahad the Reaper by Liadys
Ariella by Kittyness & SSE Version
Seductress Faye by Xiderpunk
Beatrix by Taoxue & SSE Version
Xyviona SSE by ratBOY68
Nylvalyne SSE by ratBOY68
Kaelyn Tsai by sp4rkfist & SSE Version
Amethyst by THEpsyco44
Xanthe by ratBOY68
Tyas Wulandari by sp4rkfist & SSE Version
Sorsha the Ember by sp4rkfist
Dana'Ka & Sisters by WarMachinex0
Maria Theresa Standalone Follower by Taoxue & SSE Version
Fallout 4 Followers
Zoey by Gaming4lif3
James by Gaming4lif3
Jennifer by Gaming4lif3
Chloe by Gaming4lif3
Bella by Gaming4lif3
Gemma by Gaming4lif3
By Nameless GodChest Resource
Join the Discord
This is a High Poly chest Resource/Replacer. Comes with custom meshes and textures.
Chest is also animated, using a modified Chest01.nif animation.
Chest01.nif Vanilla - 41kb
Chest01.nif "Mine" - 309kb
If you are looking for some more improvements to meshes and haven't looked at my SHIT MOD yet, it contains many improvements to areas and things not touched by normal mesh improvement mods, such as Riften's blocky railing.
Want a more dynamic world? Check out my Destructible Urns or my High Poly Animated SMP Barrels.
I made this because I was bored. Also there are only really 3 types of chests that appear in Skyrim, the basic chest, the regular Nordic chest, and the large Nordic Chest. More variety is always nice, now it just needs to be implemented.
Rules on Usage
-This resource can not be used in any form that would net monetary gain in any way.
-To make it easier to use based on credits, I require no credit, only a message that you will be using it, and preferably a mod link.
- View my other mods here -
By DocCloxI've been making some Python as I go to make life easier when working on the Slaver's Spellbook. Nothing earth-shaking, but I thought I'd post in case someone else found them useful.
Currently there's two modules in two files, each with some sample code.
This is collection of context managers for the CK's almost HTML book format. So for example, this is the first couple of pages from Opus Korneum:
# # frontspiece illo, maybe a bit much? # img( "Textures/docbook/illos/well_behaved.png", width='288', height='252', caption="Well behaved slavegirls pay close attention to their master." ) para("<br>") pbreak() # # don't know if I'll keep the drop caps # with Para(): cap( "Seeker! Know you now that you hold in your hands the life's work " "of the great mage Korneum, often called \"The Objectionable\", " "though rarely to my face and always by lesser minds, jealous of my intellect." ) # # it's not a purely mental collection though, even if it started out that way # with Para(): cap( "Seeker! Know you that with this book you can gain insight into " "and indeed control over, the bodies and minds of Man and Mer, and other races besides. " "Know that the potential to cause harm spells is very great; " "With these magics, minds can be twisted into helpless dependency, " "their owners reduced to sad, twisted parodies of their former selves." ) The context managers make sure the tags are closed correctly and there are a pile of convenience functions. Cap() for instance, applies a normal paragraph with a Drop Cap on the first character. You'll probably want to fiddle with the funcs or write your own, but the classes should be farily solid.
This is a parser for esp/esm files. It reads the data in, finds the SPEL group, find the spells and gives you a list with the name, editor_id and formid for each of them. I wrote it mainly so I could auto generate some json I could feed to JsonUtil to auto load some spell lists when you read the spellbook. That script is in there unaltered, but briefly, it works like this:
def main(): ss = Plugin("slavers_spellbook.esp") slhp = Plugin("slavers_spellbook_slhp.esp") ss.find_spells() slhp.find_spells() #print [ sp.editor_id for sp in slhp.spells ] print_json(ss.spells + slhp.spells) Of course, you don't have to make json files with it, and it can probably be extended to make lists of other records.
WHAT IS THIS FOR?
BookTxtAPI, quite simply, allows the user (or modder) to write into books, and for modders to receive the written content and do something with it.
This is an experimental plugin. To our understanding, it is stable and robust. However, you should be prepared for unexpected behavior and even a rare crash. There is no defined character limit. The user can type until the SKSE plugin runs out of memory, which probably wouldn't even stand a chance of happening until 10,000+ characters. When more then one page of content is entered, each character returns it back to the first page. This makes multi-page entry technically possible, but impractical.
1) Attach the included script BookTxtAPI.pex to books you would like to use for text entry. Notes are supported as well. Input is sent to the ModEvent (step 3) when the book is closed. Book Input support all alphanumeric characters (A-Z,0-9) and some special characters (!,@,#,$,%,&,*,(,),:,',-,_) plus comma.
2) Set the properties for BookTxtAPI.pex. These properties change the book's behavior:
DisableResetOnClose_ThisBook Set to TRUE if you would like to retain the written content after the book is closed. EnablePickUp_ThisBook (EXPERIMENTAL) Allows book to be picked up. You cannot write into books within your inventory. SkipIntroPage_ThisBook Skip the intro (creation kit default) text and load right into any custom text. DisableUserWrite_ThisBook Disables user's ability to write in the book. Used if you would like to dynamically create books but not allow theuser to write in them (ex, wanted posters) 3) (OPTIONAL) Set the book's text via script:
Book Text can either be entered in papyrus prior to opening the book, or by the user. In a script that will fire before the book is opened, write:
;PROPERTIES BookTxtAPI Property API Auto ;CODE Function FiresBeforeBookOpened() API.SetTextByObjectReference("Hello, World") EndFunction Set the property BookTxtAPI to the ObjectReference of the book you would like to modify.
4) Catch events by using our ModEvents:
Registration: ; on each game load RegisterForModEvent("BookTxtAPI_TextEntered", "BookResult") ; catch book text Event: Event BookResult(Form sender,string BookText) ; catch book text ;form sender is what sent the event ;booktext is the user input from the time the book was opened until it was closed and reset. EndEvent
ANY AND ALL SOFTWARE USING THIS API MUST REQUIRE THIS PLUGIN TO BE DOWNLOADED INDEPENDENTLY FROM THIS DOWNLOAD PAGE. THE SOFTWARE MAY NOT BE INCLUDED IN A MOD PACKAGE AND DISTRIBUTED INDEPENDENTLY.
This software is licensed to you Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International.
- You may not modify (fork) the code.
- You may only use the work in a non-commercial manner, with attribution.
- Commercial uses of the work (paid mods) will be considered if we are notified and give prior approval with mutually agreed upon terms.
- We will not charge for the usage of this content, if the user is not profiting upon the distribution of this content, at any time.
By FixadentUntextured Blender model of Rabbot from the Adult Swim cartoon Aqua Teen Hunger Force.
I'm sure you can find a use for it.
By FixadentThis is just a free modder's resource/blender file because I have absolutely no idea how to turn it into a wearable/equippable item into Skyrim. If you have the technical knowledge of how to do this, please do so, but please give me credit for it.
The only requirement that I know of is the latest version of blender.
Getting it into the game as an item might require nifskope and/or outfit studio, and since it comes in a zip file, you might need to use winrar.
This mesh has an extremely high polygon count, over 30,000 in fact, so scaling that down might be important for in-game use. It also needs to be textured accordingly, preferably white plastic, but silver would also work well.
This was designed after an actual women's sportswatch, and is intended for female characters, but there is no reason why it can't be worn by men as well.
By Todd420Emfy Cleric UNP Black retexture.
property of Deserter X and Mitosuke
requested by TyMatt
only what is needed is included.
drop it in your data folder if you intend on using it.
if you want to decrease on increase glossiness, you will need to change the meshes in nifskope.
Sorry.. .upload the bad version... Fixed in 0.6
I'm a bit bored of Skyrim and this my apportation to make it more atractive...
We can make all that we want in skyrim.. we can make any of the availables quest when we want or make none and make it how we want.. and of course, if we load a savegame ALL the game have exactly the same state that when save...
BUT ALL OF THIS IS OVER...
TIME MISSION CONTROLLER (TMC)
This mod control the following things:
Time passed in Skyrim
Number of Fast Travel
Number of RELOAD'S
Yes... Number of RELOAD'S...
I change the Radiant Bounty Quests availables from the Tavern Keeper and Jarl Steward, but only for test and demo.
When you install my mod the missions are controled by TMC and you can have 2, 3 or 4 of them as the same time.
Simply exit the Inn or the Jarl House, enter again and ask again for job. Must exit and enter because the misions are availables only when fire the event change location.
Probably, you can get 2 quest(BQ01 and (BQ02 or BQ03)) from the same Tavern Keeper and/or Jarl Steward but the third quest must be requested in other location because not all cities have Bandit camp + Forsworn camp + Giant Camp.
And for get BQ04 you must advance in the Story until kill the first dragon after deliver the Dragon Stone in Whiterun.
The quest's must be made in 2 days with 2 fast travel and 2 Reloads...
If you excess the Time, the Fast Travel or the Reload.. the quest's fail...
Every 12 hours i give you updated info about yours Controlled Quest and say you Time, Reload and Fast Travel remaining on each.
If you DIE.......... you are FORCED TO RELOAD YOUR GAME... AND I COUNT IT...
If you have a enslavement mod you can be enslaved and, maybe, you cant make the mission because you can't scape.
If scape with small time.. make fast travel is not the way... because i count it...
Of curse, this is a Resource for Moders.. all the work is made with events in the most easy way that i found...
If you are a moder and whant see how work one of your quest with my mod you only must make 4 things. Is too easy and simple.
1 - Register your mod for catch the event TMC_MissionFail
2 - When your quest start send a event TMC_RegisterMision
3 - When your quest end send a event TMC_UnRegisterMision
4 - UnRegister your mod from the event TMC_MissionFail
Of course, you must be too carreful when you cacth the event TMC_MissionFail because near none quest in Skyrim are designed to fail, and you MUST change the design of your quest to FAIL and restart. Before this mod the posibilitys of fail a quest are minimal.
This mod is specialy designed for small missions like: Go to xx location, get xx item, deliver the item to xx.
The idea of make this mod come from the simple missions of Captured Dreams about the simple quest Delivery and Recover. The Master of the house say that the mission are urgent and they count time. But none of that are true.
Now, when you fail a quest, you must asume the consequences... you can be punissed, enslaved, lost items, lost future quest... any can append...
Of course, you can use my mod for control EACH step of your big quest. You only must Register and Unregister for each step.
I can manage all the quest that you want at the same time with diferents conditions and, of course, i compute each condition of each controlled quest.
But think.. they are cumulative.. if you Register 2 quest in the same time whit the same conditions they have the same caducity and reload count... then all quest can fail in the same second.
This is designed for have 1 long quest with a lot of time MERGED with small quest with lite time. The player must select carrefull what quest make in what order to be free of the consequences...
Technical info for moders:
Event's are the less intrusive way for two mods colaborate. Your mod not have HARD dependency of my mod and the user is free to install my mod or not.
If my mod is NOT installed NOT affect your in any way, because your mod only make a register for a event that never ocurr (TMC_MisionFail) and only send two events that none catch (TMC_RegisterMision and TMC_UnRegisterMision).
This only affect the game in some miliseconds.
Skyrim core game have a lot of events but not have one event for Fast Travel, Wait or Teleport.
Had event for sleep, and i catch it, but for control Fast Travel i monitor a mix of cell and time.
If the actual cell is not the same and time has advance a lot i presume player make fast travel. This have some problems:
If the player wait and inmediatelly cross a door before my control routine is fired i catch an erroneus Fast Travel, because cell is not the same and time has advanced a lot because player has wait.
The other problem reside in the use of teleport because teleport change cell but not advance time. I cant catch it. Tecnicaly is not a fast travel, but i want catch it.
If any know how can i fight with this errors i can be very gratefull.
I go to explain HOW use my events in your mod and control your quest.
Dont worry if you don't know papyrus.
You can make it with Creation Kit.
DETAILED EXPLICATION AND SAMPLES
The metod and code need for Register are exactly the same if you start the quest manualy or when the quest is started automatically.
------------- Code Fragment-------------
SendModEvent("TMC_RegisterMision", "BQ01", 48)
----------- End Code Fragment-------------
The metod and code need for UN-register are too simple.
------------- Code Fragment-------------
SendModEvent("TMC_Un_RegisterMision", "BQ01", 0)
----------- End Code Fragment-------------
In the call SendModEvent("TMC_RegisterMision", "BQ01", 48) the parameter "BQ01" is the name of the quest and the number 48 is the number of skyrim hours for make the quest
In the call SendModEvent("TMC_UnRegisterMision", "BQ01", 0) the parameter "BQ01" is the name of the quest and MUST MATCH with the parameter 'name of the quest' used in the call for Register
With this simple call I asume 2 reload's and 2 Fast Travel and alert the player every 12 hours. THE QUEST ARE MANAGED BY MY MOD
Look the COMPLEX CALL for understand what mean ---->> THE QUEST ARE MANAGED BY MY MOD <<-----
If you want more control you can use the COMPLEX CALL in the Register like the following example:
------------- Code Fragment-------------
SendModEvent("TMC_RegisterMision", "BQ01&48&2&3&12&1", 0)
----------- End Code Fragment-------------
I use the common call used in the url of web pages with '&' separator and is too simple and effective.. i use it in a lot of developents and is the most easy way for pass a lot of parameter to another function.
The strip of the parameter is this:
BQ01&__Your quest name
48&_____Time alowed in skyrim hours
12&_____Alert when passed time in skyrim hours
1_______0 = sendEvent(you manage) 1=Management by my functions
And when join all the parameter you get this: "BQ01&48&2&3&12&1"
You can use this complex call on Creation Kit and use diferent parameters for each quest.
All the parameter are too evident, but the last parameter is TOO IMPORTANT:
If the last parameter is 0 my mod ONLY send the event TMC_MisionFail and make NONE more... YOU MUST catch the event and YOU must manage your quest
If the last parameter is 1 my mod MANAGE YOUR QUEST.. I NOT SEND the event TMC_MisionFail and i call FailAllObjectives() and Stop() OVER YOUR QUEST. This is the default state for SIMPLE CALLS...
I put the last parameter thinking on people that not know papyrus and only work with Creation Kit...
People that are good moders and designers but tremble when see a script because they not are developers and cant understand what make the code.
But you must be prepared.. i STOP your quest and you MUST give the option to the player of START your quest, usualy with a dialog (after the corresponding punishement, of couse.... JAJAJAJAJA)
If you ALWAYS use SIMPLE CALL or ALWAYS put the last parameter in 1 you not need use RegisterForModEvent and UnRegisterForModEvent because i not send the event.
But if you are developer and know how manage multiple script i explain you how catch and manage the event.
In a generic script of the quest you must put this:
------------- Code Fragment-------------
Event On_TMC_MisionFail(string eventName, string strArg, float numArg, Form sender)
if numArg == 1 ;time expired
;put it in a property if you want
elseif numArg == 2 ;reload excess
;put it in a property if you want
elseif numArg == 3 ;fast travel excess
;put it in a property if you want
Debug.Trace("On_TMC_MisionFail ERROR.. invalid parameter")
Debug.Notification("On_TMC_MisionFail ERROR.. invalid parameter")
MiscUtil.PrintConsole("On_TMC_MisionFail ERROR.. invalid parameter")
;put here the code for re-generate your quest... for example...
----------- End Code Fragment-------------
In this code you have the node if.. elseif.. for know the motive of fail and some lines for manage the quest.
I add some screnshots and the download have the modified source code of the Radiant Bounty Quest.
You can open my esp with Creation Kit and see the modified code in the steps 10 and 200 in BQ01, BQ02, BQ03 and BQ04.
If any need MORE explications can ask in the forum...
But i think the instruction are TOO clear and explanatory...
Sorry.. .upload the bad version... Fixed in 0.6
By HæreticWhat is this?
This is a modified version of the Niftools python script for the blender nif export, I made it for myself some time ago but decided maybe someone else could use this too.
I edited the script so no material files will be exported when using the fallout 3 export options. These material files are not needed for skyrim.
This has the advantage of not having to manually delete the material files in Nifskope everytime after a nif gets exported from blender.
All you have to do now after export is changing the version number, setting the bodyslot and copying a BSLightingShaderProperty from an existing nif.
How to Install
You need blender 2.49b and a matching niftools version already installed. Then put the export_nif.py file into your blender folder under ".blender\scripts\export".
By DoogeBrings simple idles within easy access for mod makers
This is a modders resource to play suitable idles with an easy papyrys call.
Current state and plans
229 animations included so far, currently adding more variety and improving tag quality. Includes poses and gestures, suitable for spicing and enhancing dialogues, scenes and events.
This mod can ONLY be used as a resource in free mods. Credit for authors must be mentioned.
Halofarm for animations Dooge for the mod hafertaler for help
Run FNIS for users
Known mods using this resource
SLUT Sexlife (planned) Showcase sample project (hafertaler)
Calls SKSE plugin to return random animation file name that matches required tags. Since it is external dll it is fast. Tags are passed as bitmask, see code in the first post in support .
Using Animator it is relatively easy for anyone to add and help classifying idle animations. Tip me off about animations free to use. Submit your own animations, discussion gestures on a standing pose would be useful, such as giving the finger, facepalm, simulated blowjob, a-a-aa (no, with finger) etc.
By Enter_77Original | Special Edition
Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim.
What has and hasn't been ported
Almost all of the original models from the TES4 modders resource have been ported.
Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs.
All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures.
Additional modders resource recommendations
For more classic Dwemer resources, the following mods are available:
Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito*
* = requires author's permission to use in mods
TES5 - Original & Special Edition Compatibility
This resource's assets are compatible with both the original TES5 and TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the original Creation Kit, but will load just fine in the SSE Creation Kit.
Mods that use this resource pack
If you want your mod added to this list, you may post a comment or send a PM to Enter_77.
Maids II: Deception Morrowind Dwemer Resources - Skyrim Textures
LOD models David Brasher
Dwemer Ruins (original model and texture source) Enter_77
Model conversion and resource compilation for TESV InsanitySorrow
Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable)
This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized.
AFK Mods Assimilation Lab Nexus Mods TES Alliance
By mlee3141Here, you can find a complete collection of lines, dialogue, quests and stories I've written for my various Skyrim projects thus far. Feel free to use them for your own mods, as long as proper credit is given, and no profit is made. Thanks!
By 4onenHello ladies, gents, and everything in between!
Fed up with trying to figure out what scales were applied to my actor through other means, I decided to make a simple MCM menu that lists all modkeys associated with a given player skeleton bone! Finally a mod to diagnose those scaling bugs!
NOTE: Present version is only capable of retrieving modkeys and listing transforms in a numeric manner. Future versions may have the ability to remove or manipulate transform data.
Usage note: When entering a node name, the name must appear exactly as in the skeletal structure. For example, the pelvis node is "NPC Pelvis [Pelv]"... for some reason. If you enter part of the node's name and the node is being modified by NiO, the mod can now help you out by suggesting the full node name. (E.x. type "NPC R C" and hit enter, the mod will suggest "NPC R Clavicle [RClav]")
Get the mod and its files recognized by Skyrim, then wait for the MCM to pick up the menu. Nothin' else to it.
As a simple MCM that only accesses data when the menu is open, there's no need for clean saves or anything so complex. Just overwrite the old version and you're done.
expired6978 for NetImmerse Override, and all its wonderful compatibility.
CPU for help with translation_LANG files.
By markdfWARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles.
NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it.
WHAT IT DOES
ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good!
The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later.
Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe".
Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements.
The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled.
Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly.
ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state.
I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good.
Java is a requirement -- ReSaver is written entirely in Java.
WHAT YOU CAN DO TO HELP
Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface.
If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout.
By MrObamatronFirst and foremost, this is a modder's resource!
In other words, it's not in the game.
I'd love to rig this myself for Skyrim or Fallout 4 but I don't know how to rig for Skyrim...
Regardless, feel free to use this however you want just give credit where credit is due.
If anyone is interested, I can upload the whole model, just shoot me a PM.
It is not rigged either!
Capcom- base model
Model/Textures rip- Sticklove
All I did was convert from .mdl to obj and .3ds along with removing the exposed skin.
By popcorn71Just an edit of the Dwemer throne mesh I did for personal use. The mesh has a working furniture marker node and (mostly) accurate collision. Use it, sell it, burn it; I don't really care. No permissions or credit needed.
By h38fh2mfSimple plugin that allows to overwrite actor detection from papyrus. Needed it for something, posting here in case anyone else finds it useful
; Function AddUndetectable(Actor target, Actor detector) Global Native ActorDetectPlugin.AddUndetectable(target, None) ; <- target can't be detected by anyoneActorDetectPlugin.AddUndetectable(None, detector) ; <- detector can't detect anyoneActorDetectPlugin.AddUndetectable(target, detector) ; <- detector can't detect targetActorDetectPlugin.AddUndetectable(None, None) ; <- nobody can detect anything; Function RemoveUndetectable(Actor target, Actor detector) Global Native
Read Scripts/Source/ActorDetectPlugin.psc for all the commands and how it works.
Detect means that the NPCs will completely ignore you even if you run into them. Sneaking is not necessary. If you hit someone while they can't detect you they will start to search but won't find anything even if they walk into you.
Could be useful alternative to disabling the AI completely.
If this is already possible with papyrus then I'm dumb and ignore this.
You have permission to include it with your mod if you use it. It's not likely I will update this unless some bug is found.
By MadMansGunWerewolf Head Resource (V1.0)
Made by MadMansGun
these are the werewolf heads from my Hermaphrodite Werewolves mod.
this has been released as a modders resource because i hate the original & MLT heads.
the files in this 7zip are for the following:
For Moutarde421 Female:
this is made to fit the Female werewolf body made by Moutarde421
For Everything Else:
this will fit most other bodies like...
the original skyrim Werewolf
Derrax's Male Werewolves
HDT Werewolves by Jacques00
Note: if you replace the "BSLightingShaderProperty" with your own, go to "Shader Flags 2" and enable "SLSF2_Double_Sided"
unlike the original mesh, this mesh requires Double sided rendering.
/)__)> |creative commons, give credit, No One May Profit|
here is a compatible tutorial for using this resource:
note: use Ctrl+Delete to remove the old head and teeth mesh.