By feiwDescription for gamers
This is not what you need. This is a part of mod. It does nothing until modders integrate it into their code.
Description for modmakers
This is SKSE plugin
This library meant for speeding-up the mods scanning near NPCs (SLA SLAC SLApproach). It is not good when NPC starts to assault PC 20 seconds later after PC left for another town. On each calling native function the Papyrus switches threads, executes internal tasks or just wait. If you reduce the number of calls native functions you spead-up your mod.
The function "FindActors" allow to search all NPC in area and filter off by dozen characteristics.
It can to obtain lots of information about NPC as bits of an integer value and to validate all obtained data by one call Math.LogicalAnd().
MakeAnimation() gets an array of SL animations allowed for provided actors subject to plugged holes. One function for humans and creature animations. The function sorts the array of actors and returns only animations that match the sorted array.
The list of functions
RemoveTags, AddTags, IsTagsConform, HexToId,
GetActorName, TestActor, IsDead, CanPlayAnimation, IsFollower,
ActiveMod, GetWornKeywords, GetWornItems, Chance,
FindActors, FindCorpses, Rob,
GetGenderType, MakeAnimation, HasAnimations.
Skyrim SE 1.5.97
Without restrictions. With source code.
I don't have AE so don't plan to make AE version.
1.0.1 FindActors - improved. Chance - new.
1.0.2 RandomInt - new
1.0.3 GetWornItems - fix
1.0.4 ActiveMod - new
1.0.5 _MakeAnimation, HasAnimations2, FindAdditionalActors - fix
this is for modders/creators, which look for a custom house and which want to bring a more complexer interieur into their mod. Can be used for player´s homes and all other ideas like shops etc.
PLEASE do no use those houses inside of WHITEUN as a replacement! I am preparing a WHITERUN mod by using this resouce, so that we please do not get any sort of similar content or a mod-collision!
The stuff can easily become converted as well to work inside of SSE.
I also added a "ladder-pack", which allows to replace or use a more wider LADDER inside of those buildings for a better navmesh-performance!!!
Creations with the spindle-stair have carefully to become tested so to make sure that NPCs and followers will USE those by a carefully created navmesh.
The texture for the spindle-stair has to be added into your mod as well, please link the gamebryo-file´s texture-path to the suitng folder, then.
Blender addon to export physics setups from Rigid Body Bones by Pauan which can be used to create and test physics setups in blender.
Build and test your SMP physics setup in blender using that addon.
When you are done and satisfied export it all to SMP .xmls through file->export->Skinned Mesh Physics (SMP) .xml
Collision meshes (per-vertex-shape and per-triangle-shape) meshes can be defined by making those meshes rigid bodies set to "passive" and options can be set in the rigid body physics side panel under "SMPRigidBodies"
The latest version will be on github, posting here for visibility.
Basic functionality is there but some things likely need to be improved.
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 AshalWhich file to download:
For Skyrim LE (Oldrim): PapyrusUtil LE v33.zip
For Skyrim SE (Pre-AE, 1.5.x runtime): PapyrusUtil SE v39.zip
For Skyrim SE/AE (1.6.x+ runtime): PapyrusUtil AE v43.zip
SKSE plugin that allows you to save any amount of int, float, form and string values on any form or globally from papyrus scripts. Also supports lists of those data types. These values can be accessed from any mod allowing easy dynamic compatibility.
Also adds the following papyrus commands:
Toggle fly cam and set fly cam speed - TFC. Set menus on / off - TM. Adds an additional package stack override on actors. See ActorUtil.psc Replace any animations on selected objects. See ObjectUtil.psc Print messages to console. Get, set, save, or and load data to a custom external JSON file. See JsonUtil.psc
PapyrusUtil.psc - version check & variable initialized arrays.
StorageUtil.psc - store variables and lists of data on a form that can be pulled back out using the form and variable name as keys. See psc file for documentation.
JsonUtil.psc - Similar to StorageUtil.psc but saves data to custom external .json files instead of forms, letting them be customizable out of game and stored independent of a users save file.
ActorUtil.psc - actor package override.
ObjectUtil.psc - animation replacement.
MiscUtil.psc - some misc commands.
Setting and getting simple values
StorageUtil.SetIntValue(none, "myGlobalVariable", 5) ; // enter none as first argument to set global variableStorageUtil.SetIntValue(Game.GetPlayer(), "myVariable", 25) ; // set "myVariable" to 25 on playerStorageUtil.SetFloatValue(akTarget, "myVariable", 75.3) ; // set "myVariable" to 75.3 on akTargetStorageUtil.SetStringValue(none, "myGlobalVariable", "hello") ; // enter none as first argument to set global variableint ivalue1 = StorageUtil.GetIntValue(none, "myGlobalVariable") ; // get the previously saved global variableint ivalue2 = StorageUtil.GetIntValue(Game.GetPlayer(), "myVariable") ; // get value of myVariable from player; // myGlobalVariable can exist both as int and string at the same time.; // Different type values are separate from each other.float fvalue = StorageUtil.GetFloatValue(akTarget, "myVariable") ; // get float value from akTargetstring svalue1 = StorageUtil.GetStringValue(none, "myGlobalVariable") ; // get "hello"string svalue2 = StorageUtil.GetStringValue(none, "myMissingVariable", "goodbye") ; // get "goodbye"; // an optional 3rd variable can be passed in the Get function to be returned if the given key "myMissingVariable" doesn't exists.
Saving object references
Actor akCasterActor akTargetStorageUtil.SetFormValue(akTarget, "Friend", akCaster)Actor friend = StorageUtil.GetFormValue(akTarget, "Friend") as Actor
StorageUtil.IntListAdd(none, "myGlobalList", 5)StorageUtil.IntListAdd(none, "myGlobalList", 27)StorageUtil.IntListAdd(none, "myGlobalList", 183)StorageUtil.IntListAdd(none, "myGlobalList", 3)StorageUtil.IntListAdd(none, "myGlobalList", -12398); // iterate list from last added to first addedint valueCount = StorageUtil.IntListCount(none, "myGlobalList")while(valueCount > 0) valueCount -= 1 Debug.Notification("List[" + valueCount + "] = " + StorageUtil.IntListGet(none, "myGlobalList", valueCount))endwhile; // iterate list from first added to last addedvalueCount = StorageUtil.IntListCount(none, "myGlobalList")int i = 0while(i < valueCount) Debug.Notification("List[" + i + "] = " + StorageUtil.IntListGet(none, "myGlobalList", o)) i += 1endwhile; // Get the 2nd, 3rd, and 4th elements of the list into an arrayint myList = new intStorageUtil.IntListSlice(none, "myGlobalList", myList, 1) ; // starts pulling elements from the list starting from from the 1 index; // skipping the 0 index value, "5" will fill the papyrus array until it runs out of either list or papyrus array elementsDebug.Notification("2nd: " + myList) ; // prints "2nd: 27"Debug.Notification("3rd: " + myList) ; // prints "3rd: 183"Debug.Notification("4th: " + myList) ; // prints "4th: 3"; // remove 27 from the listStorageUtil.IntListRemove(none, "myGlobalList", 27); // remove last element of listStorageUtil.IntListRemoveAt(none, "myGlobalList", StorageUtil.IntListCount(none, "myGlobalList") - 1); // set first element to -7StorageUtil.IntListSet(none, "myGlobalList", 0, -7); // find first occurance of element in listint index = StorageUtil.IntListFind(none, "myGlobalList", 183)if(index < 0) Debug.Notification("Not found!")else Debug.Notification("Element 183 is at index " + index)endif; // clear listStorageUtil.IntListClear(none, "myGlobalList"); // create a new list from a papyrus arrayfloat newList = new floatnewList = 4.04newList = 39.2newList = -42.25StorageUtil.FloatListCopy(PlayerRef, "myCopiedList", newList)Debug.Notification("Copied value 0 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 0)) ; // 4.04Debug.Notification("Copied value 1 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 1)) ; // 39.2Debug.Notification("Copied value 2 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 2)) ; // -42.25
Saving values that are shared among all savegames in an externally saved file.
JsonUtil.SetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything", 42); // (optional) Save any changes made to your file and creates it if it does not yet exists.; // This is done automatically without needing to be done manually whenever a player saves their game.; // Files are saved and loaded from Skyrim/data/SKSE/Plugins/StorageUtilDataJsonUtil.Save("MyModConfig.json") ; // ... Start a new game ...int mySetting = JsonUtil.GetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything") ; // mySetting == 3; // Alternative version using the globally shared external file; // All mods using these commands share this file, saved/loaded from Skyrim/data/SKSE/Plugins/StorageUtil.jsonStorageUtil.SetIntValue("AnswerToLifeUniverseEverything", 42); // ... Start a new game ...int mySetting = StorageUtil.GetIntValue("AnswerToLifeUniverseEverything") ; mySetting == 3
SKSE latest version: http://skse.silverlock.org/
Address Library for SKSE Plugins: https://www.nexusmods.com/skyrimspecialedition/mods/32444
Use mod manager or extract files manually.
Remove the files you added in Installing step.
Just overwrite all files.
7. Compatibility & issues
Should be compatible with everything.
Ashal - continued maintenance & refactoring of original plugin's source code
h38fh2mf - original version, idea, address library conversion
SKSE team - for making this plugin possible
milzschnitte - for suggestions
eventHandler, Expired, aers, arha, ianpatt - SKSE64 conversion & update assistance
By grawiСегодня зашел в старую игру и на меня напал такой (парень). пришлось подружится )))
Today I went into an old game and I was attacked by such a (guy). make befriend
Replaces all Wolves and a Dog
By grawiКак вам такие волки
Сегодня наткнулся на такую модельку - вот решил добавить в игру
Заменяет всех волков на этих Дракончиков отфотошопил еще двух - можете перекрасить если что
How do you like these wolves
Today I came across such a model - so I decided to add it to the game
Replaces all wolves with these Dragons Photoshopped two more - you can repaint if that
3D model (Blender 3.0) modder's resource of a women's wedding ring and engagement ring combo.
This is meant to either replace, or serve as a substitute for the default band of matrimony model.
It is meant for female characters and is intended to be fitted onto the left-hand ring finger.
Comes in gold, silver, and black versions.
By Vader666These are more or less deadric themed containers i need for something im working on.
They have working collision and animations, you just need to assign the model to a container form in your .esp
Feel free to use it as you like.
By zstjThis is a modder's resource, which does not do anything on it's own. Install it only as a dependency of other mods, or if you are planning to use it in your mod.
MFG Console plus is a monkey-patched version of original MFG Console by kapaer https://www.nexusmods.com/skyrim/mods/44596
Also note that it now requires StorageUtil from Papyrus Utility Scripting functions or Sexlab.
It is the same as original mod with one new feature - expression locking.
In original if mod A does this:
MfgConsoleFunc.SetPhonemeModifier(myActorRef, 0, 1, 50) And mod B this
MfgConsoleFunc.SetPhonemeModifier(myActorRef, 0, 1, 30) Actor will end up with value 30, and mod A has no way to know of this change, that expression it set was overwritten.
With plus version, mod A can prevent any other mods from modifying it:
MfgConsoleFunc.LockPhonemeModifier(myActorRef, 0, 1) MfgConsoleFunc.SetPhonemeModifier(myActorRef, 0, 1, 50) Then, when mod B tries to overwrite expression, instead of changing expression MFG will emit event MfgExpressionLocked, wich mod A can catch and process
Event OnInit() RegisterForModEvent("MfgExpressionLocked", "OnExLocked") EndEvent Event OnExLocked(Actor akRef, int mode, int id, int value) Debug.Notification("I should process expression change") EndEvent Expression can be unlocked back with
MfgConsoleFunc.LockPhonemeModifier(myActorRef, 0, 1) If for whatever reason you want to bypass expression locks, you can do it with 5th parameter set to true
MfgConsoleFunc.SetPhonemeModifier(myActorRef, 0, 1, 30, true) )
I'll add some more stuff later after I finish my current project but I feel that these two things are severely needed by the modding community so I want to get them out there right away.
As of right now there are just three scripts: One to create custom displays (e.g. for stuff like elder scrolls, thieves guild stuff, daedric artifacts, or whatever you want!), another for a disenchanting font which removes all enchantments and improvements from an item placed in a container and returns it to the player. Well, you could call it a renewal font or whatever you want since it pretty much renews the item to its original state before anything was done to it. And as of 1.3 a script to display animated objects (toggle their animation on/off) much like the display script does but it's set up for the Auriel's Bow Pedestal (a static version of it) so you'll need to edit the source and rename it for any other animated object you want to use it for.
I've also included an esp with a small test cell with the scripts implemented so you can study how the scripts work. You can go to the area via console with "coc 0xtestlab" and it's in the CK under 0xTestLab right at the top. As of 1.3 it's probably not too useful for showing the newer features. I recommend just taking a look at my Stormcrown Estate mod to see how I implemented the scripts if you're having issues.
Tip: To create a static object of any item you don't need to extract it from the BSA just edit it in the Object Window and copy the entire line it lists under Model, something like Clutter\Containers\Satchel.nif and then when you create a new static object make sure you're in your Meshes folder then just paste that address and click Open.
How to use
-Create a static item that will be what you are displaying and set it to initially disabled.
-Create a container (set to not respawn), and hide it off of the map like under the floor or behind a wall or something (hiding it is optional but recommended).
-Add the script to a new trigger.
-Go to Primitives tab and make sure player activation is checked.
-Go to the scripts tab and then Properties and click Auto-Fill.
-Hover over various sections for descriptions, it should be intuitive.
Only one of DisplayArmor, DisplayWeapon, DisplayItem, DisplayBook, or DisplaySoulGem, should be used at a time and should point to the original item's BaseID. The words after Display are the category it falls under - Item is for MiscItem.
DisplayReference should link to the disabled static item you added earlier, the script will enable/disable it based on whether the real item is added or not.
DisplayContainer should link to the hidden container you created earlier. It doesn't need to be unique, you can use one container for your entire display setup.
When activated, the script should take the item out the player's inventory, move it to the container, and enable the static item. When activated again it will disable the static item and move the item back to the player's inventory. Any improvements or enchantments will have been retained.
-Add the script to a container, any container will do.
-Create a new Global under Miscellaneous/Global called RFontGlobal with variable type of short, value set to 0, and Constant left unchecked.
-Create a new message under Miscellaneous/Message called RenewalFontMSG and keep Message box checked, inside the text box add a warning letting the user know what's happeing for instance "Items you place here will have all improvements and enchantments removed." or something.
-Go to properties in the script and click Auto-Fill.
-Done. Script will now work, any item added will be "disenchanted" and renewed to its original state. It'll also remove any smithing improvements done or renaming. Additionally, on its first activation the user will get the help pop-up that you wrote earlier.
Currently this one only works for the Auriel's Bow pedestal which you'd want to create a static object for. If you wanted to use it for a different object you'd need to edit the source and change "AnimIdle01" and "AnimIdle02" to the appropriate animations but if you're going to do that then ensure you change the name of your script before distributing it so it doesn't conflict with anyone else's. The animation names are listed when you prevew an item (right click > preview)
To set this one up you need to place a static copy of auriel's bow pedestal and then create an activator and add this script to the activator.
--Go to Primitives tab and make sure player activation is checked for your activator.
-Open the script and hit auto-fill, PlayerRef and defaultLackTheItemMSG should be filled for you.
-Set the DisplayContainer to the hidden container where the bow will be stored for safekeeping.
-Set the DisplayAnim to the static copy of the auriel's bow pedestal
-Set the DisplayWeapon to Auriel's Bow (DLC1AurielsBow)
This is a modder's resource. You are free to re-use it, modify it, and include it in your mods as much as you want as long as credit is given.
-DisplayItem renamed to DisplayMiscItem to avoid confusion.
-Linking the static reference to enable/disable to the activator is no longer required. It was just an oversight as we already set it in the script, now the script uses that variable rather than checking for linked references. It should be easier to do multiple displays now.
By XunAmaroxThis is a tutorial and example file of how to make a fomod NMM installer for your mod. Inside the download you'll find an Instructions.rtf - read it. It'll explain all of the tags of the xml files required, what they do, and how to use them. Some example xml files are also provided so that you can see how it's done.
Personally I wanted one when I was trying to figure out how to make an NMM installer but I simply couldn't find one. The only ones I could find were extremely long and far more complicated than they needed to be. This one just covers the basics of exactly what you need to do to make yours work for your mod.
I go into detail with what all of the tags and fields do, to a point, but if you have a basic grasp of any kind of code, even basic HTML or BBCode will do, then you can probably just check out the provided xml files and you'll have a pretty good idea of what's going on and what you need to do and then you can check the instruction file if you come up with any questions you need to reference.
If you've looked at the xml files and read everything in the Instructions.rtf and are still scratching your head then it may be helpful to go ahead and head on over to my CBBE Innies mod that I based this installer on (WARNING: It's NSFW and contains adult content, and nudity). You can download that file manually and check out how I have the xml files set up. They should be almost identical to this but with the fields filled in so you can see how one works in action if you can't figure it out. It shouldn't be necessary, but I'm just going to suggest that as a last resort.
Also as an important note: I didn't mention in the instructions that you'll need to open the xml file with notepad (or ideally something like Notepad++ for syntax highlighting), because you're not going to get much use out of it if you just double click it and let it open in your browser. So make sure you're editing it with the text editor of your choice.
1.2 - August 26th 2013
-It turns out that NMM isn't actually smart enough to install your mod if you only put the source folder and leave the destination blank. It'll go all the way through then when you click finish it'll say "Mod Not Activated" - this is at present time of editing with NMM 1.45.6. Each file needs to be explicitly defined and linked to.
1.1 - August 9th 2013
-added information explaining Flags and made the moduleConfig much more complex
-a simple moduleConfig is still included
-added information about file source and destination that will save people a lot of time
-explained what the config tag up at the top of the xml file does just to make a certain someone happy
1.0 - August 2nd 2013
Don't upload this anywhere else.
You have my permission to translate this mod to your language and do not need permission to upload a translation to this site or any other as long as it is very clearly credited to me originally. You only need to send me a message informing me that you've made a translation.
By grawiКому-то не хватает костей, познакомлю с маленьким драконом очень страшным и опасным)))
так же как и остальные моды - можешь использовать как хочешь,
модель я взял из игры dragon's prophet.
вы можете редактировать и добавлять в свои сборки
HuossaDraco> Humus ossa Draco> Ground Skeleton Dragon ( Swe-DivX )
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.
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 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 GuestJust 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
This is a reupload with permission. The original author is my friend ybsj520. Here is the original link: http://www.skycitizen.net/post/66517
Ever think that high heels should have their own "click" sound? Now, the dream comes true!
This modder resource let high heels have standalone sound without replacing any vanilla sound files. Sound variants including different surfaces and movements. For now, there is only sounds for pumps.
From now on, I take care of the updates.
And of course any high heels mod.
Reassign the foot step set(in AA) of the high heels to "AngelFSTHeelsFootstepSet". The esp you modified will make "Heels Sound.esm" as master.
If you are using TESVEdit, you have to right click the esp to add "Heels Sound.esm" as master, first.
Open TESVEdit, right click and select none. Check Heels Sound.esm and the esp you want to modify. Right click the esp and select Add Masters. Check Heels Sound.esm and click OK. Expand Heels Sound.esm and expand Footstep Set. Copy FormID of AngelFSTHeelsFootstepSet. Now expand Armor Addon branch of esp. Select the high heels you want to modify. You can see the reference tab at bottom for help. Browse to SNDD – Footstep Sound. Paste the FormID to this column. Repeat again with every heels. Close TESVEdit and click OK with esp checked.
High Heel Footstep Sounds by Indrisblake - For some sound files.
prm399 for sound resources.
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.
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
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.