Modders Resources
Skyrim resources for other mods or modders to make use of
50 files
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[Blender addon] SMPRigidBodies create, test and export SMP .xml:s from blender
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.
https://github.com/OpheliaComplex/SMPRigidBodies
Basic functionality is there but some things likely need to be improved.
physics test.webm
95 downloads
Updated
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3ds max Creature controller rig
By Guest
Just 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)
339 downloads
Updated
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Actor detect override
By h38fh2mf
Simple plugin that allows to overwrite actor detection from papyrus. Needed it for something, posting here in case anyone else finds it useful
Examples:
; 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.
229 downloads
Updated
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Actor Events Framework
By jbezorg
What is this?
This is a modders resource. As more and more mods trigger events when actor values reach specified values there are conflicts as they compete to start up their events. This mod is a framework to manage those events.
Who Should Use It?
Modders who want to trigger events when monitored actor values enters a specific value range. Gamers who install a mod and the mod author lists this as a required mod.
Modders who want to use Actor Events in their mods should download the Github copy (Wiki is a WIP).
Everyone Else should download the mod from loverslab.com.
Files
actorEvents.esm & .bsa: the framework files
How does it work?
Actor value changes trigger the activation and deactivation of magic effects attached to an ability added to the actor. This activation/deactivation triggers scans a list of registered mods to see if they are watching that value and if the value being monitored falls within their selected range. Mods competing for the same event are chosen by a prioritized random selection set by the user in MCM.
The selected mod event then gets it's custom event sent appended with "_start". The actor is flagged as being within an event associated with the monitored actor value ( other actor values can still receive events ) by adding a hidden spell "ae_marker_{value}" (e.g. "ae_marker_health"). The actor must not already have the spell for an event to be sent.
When the actor value moves out of range of the selected mod event, the custom event is sent again appended with "_end" At this time the spell is removed and the actor value can again trigger mod events.
Monitor an Actor
Parameters
Actor akActor: the actor to enable/disable monitoring for.
Bool abMonitor: enable (abMonitor = true) or disable (abMonitor = false) actor event monitoring.
Returns
Bool: Success/Failure.
function monitor(Actor akActor, Bool abMonitor = true)
Events Assocated with the monitoring an actor.
SendModEvent("ae_monitor", "add", akActor.GetFormID() as float)SendModEvent("ae_monitor", "clear", akActor.GetFormID() as float)
Monitored Actor is Ragdolling?
Parameters
Actor akActor: the actor to test.
Returns
Bool: Is/Is not ragdolling.
Bool function isRagdolling(Actor akActor)
Get Last Attacker on Monitored Actor
Parameters
Actor akActor: the actor to test.
Returns
ObjectReference: akAggressor returned by the OnHit event.
ObjectReference function GetLastAttacker(Actor akActor)
Get Mod Index By Name
Through the customOwner property you can access other mods functions by casting the ref to _ae_mod_base. e.g.:
(ae.customOwner[N] as _ae_mod_base).qualifyActor(kTarget, stat)
Parameters
String asName: The name of a registered owner of an event.
Returns
Int: The index of the named mod or -1 if not found.
Int function GetModIndexByName(String asName)
Register a callback to watch for actor events.
The block's associated with an event can be edited within MCM. A mod event can also be disabled.
Parameters
Quest akOwner: Any refid within the mod that's using the framework. It cannot evaluate to none when the save is loaded or the registration is removed. The scripting must extent "_ae_mod_base".
Int aiStatBlockHi: Valid range is 0-9 representing 0% to 99% in 10% increments. 100%+ remains clear so the 90% - 99% block can send a exit request when the actor is 100%
Int aiStatBlockLo: Valid range is 0-9. A registered event cannot span more than 4 10% blocks (inclusive)*.0 = Less than 10%
1 = Greater than or equal to 10%, less than 20%
2 = Greater than or equal to 20%, less than 30%
3 = Greater than or equal to 30%, less than 40%
4 = Greater than or equal to 40%, less than 50%
5 = Greater than or equal to 50%, less than 60%
6 = Greater than or equal to 60%, less than 70%
7 = Greater than or equal to 70%, less than 80%
8 = Greater than or equal to 80%, less than 90%
9 = Greater than or equal to 90%, less than 100%
[*]String asCallback: The custom ModEvent that will get sent.
[*]String asStat: The actor value. Currently available are Health, Magicka, Stamina
Returns
Int: The registered callback's index.
* This may be increased but there must always be some uncovered range so the event can clear and allow other event to happen.
int function register(Quest akOwner, Int aiStatBlockHi, Int aiStatBlockLo, String asCallback, String asStat)
The format of the custom event:
akActor.SendModEvent(asCallback + "_start", asStat, akActor.GetActorValuePercentage(asStat))akActor.SendModEvent(asCallback + "_end", asStat, akActor.GetActorValuePercentage(asStat))
Events Assocated with the callback index.
Purge: sent when Actor Events cannot resolve the callback owner's RefID.
ae.SendModEvent("ae_update", "purge", idx as float)
Disable/Enable: Sent when the user enables/disables the callback in MCM.
ae.SendModEvent("ae_update", "disable", idx as float)ae.SendModEvent("ae_update", "enable", idx as float)
Remove: Sent when the player removes a mod event in MCM
ae.SendModEvent("ae_update", "remove", idx as float)
Unregisters a mod event
Parameters
Quest akOwner: The refid used to register.
Returns
Bool: Success/Failure.
bool function unRegister(Quest akOwner)
Animation Mod Events
This animation event is sent when the animation event "RemoveCharacterControllerFromWorld" is triggered. The actor is flagged as ragdolling by adding a hidden spell "ae_marker_ragdoll" with the effect keyword "ae_ragdoll". The actor must not already have the spell for the event to be sent.
kActor.SendModEvent("ae_anim_start", "ragdoll", Utility.GetCurrentRealTime())
This animation event is sent with the animation event "GetUpEnd" while the actor has the hidden spell "ae_marker_ragdoll". At that time the spell is removed allowing ragdoll events to be sent again.
kActor.SendModEvent("ae_anim_end", "ragdoll", Utility.GetCurrentRealTime())
Scripting
The event owner must be a quest now and extend the _ae_mod_base script. Within your quest script you must define the following functions.
Functions
Bool function qualifyActor(Actor akActor = none, String asStat = "")
This will be called during the mod selection process to see if the actor in question qualifies for your event. If this function returns false then your mod will be skipped. If it is not defined in your mod then your mod events will not be triggered.
function aeRegisterMod()
This may be called during AE's cleanup process. Possibly due to a refid change. It will reregister the mod with AE.
function aeUninstallMod()
This function will be called when the user permanently disables the mod through the AE MCM menu. It's suggested that you do not use this function as a method to reinstall/update the mod. Use this as an alternative for uninstalling your mod.
int function aeGetVersion()
This functions exactly as and has the same purpose as the SkyUI function GetVersion(). It returns the static version of the AE script.
function aeUpdate( int aiVersion )
This functions similarly and has the same purpose as the SkyUI OnVersionUpdate() event. Called when a version update of this script has been detected. The parameter aiVersion is the old version number of the script.
Properties
_ae_framework Property ae Auto
Required: This has to point to _ae_base
String Property myEvent Auto
Required: This is the base name for your mod's AE events
String Property myCallback Auto
Required: This is the base name for your mod's AE event callback
Actor[] Property myActorsList Auto
Required: This has to point to a form list containing actors your Mod monitors.
String[] Property publicModEvents Auto
Optional: This is registry of public mod events sent out by your mod. see: http://www.creationkit.com/RegisterForModEvent_-_Form
Aliases
Much like SkyUI, each AE quest runs maintenance code when the game is reloaded.
In the quest you created, select the Quest Aliases tab and add a new reference alias. Name it PlayerAlias.
For Fill Type, select the player reference (Specific Reference, Cell any, Ref PlayerRef).
In the Scripts list, add _ae_PlayerLoadGameAlias.
107,248 downloads
- Open Source
- Actor Events
- (and 1 more)
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BookTxtAPI - Write In Books, Read the Output! [Experimental/Modders Resource]
By SewerRats
BookTxtAPI::Read,Write,Books
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.
REQUIRES
SKSE.
DEVELOPMENT CONSIDERATIONS
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.
INTEGRATION
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
USAGE TERMS
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.
85 downloads
Updated
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ConsoleUtil
By h38fh2mf
1. Description
2. Requirements
3. Installing
4. Uninstalling
5. Compatibility & issues
6. How to use
7. FAQ
8. Changelog
1. Description
A modder resource that implements few papyrus functions related to console. You can execute console commands, change selected reference and some other things.
2. Requirements
SKSE 1.7.1 or higher: http://skse.silverlock.org/
3. Installing
Exctract Data folder over your Skyrim Data folder or use a mod manager to install.
4. Uninstalling
Remove files you added when installing or use a mod manager. Any mod that requires this mod will not work properly (at least the console parts).
5. Compatibility & issues
Don't think there are any.
6. How to use
Once installed, open Data/Scripts/Source/ConsoleUtil.psc. You will see which commands are available and how to use.
Examples:
Change field of view to 90.
ConsoleUtil.ExecuteCommand("fov 90") Open actorRef inventory to allow taking items.
ConsoleUtil.SetSelectedReference(actorRef)ConsoleUtil.ExecuteCommand("openactorcontainer 1") Print message to console.
ConsoleUtil.PrintMessage("Hello") Check installed version of mod.
int version = ConsoleUtil.GetVersion()if(version == 0); not installedendif
7. FAQ
Why make this?
Some commands were not available from papyrus but are from console.
Can I include this with my mod?
I would rather you didn't, if there's an update and multiple mods include this then the versioning becomes confusing and would cause problems. Include link here as requirement or write your mod with optional support ConsoleUtil.GetVersion will return 0 if mod isn't installed.
I screwed up my game
Console commands are powerful and can cause a lot of problems if misused. Make sure you (or mod author) knows what they are doing.
It doesn't work
Create a text file in Skyrim's directory called "ConsolePlugin.txt", start Skyrim and get to the part where it doesn't work, then open the file and see if any errors were written. If no errors then your script is incorrect or plugin wasn't loaded in SKSE.
8. Changelog
3 - 14/10/2015
Added a command to read last line that was written to console. Fixed bug where sometimes SetSelectedReference would not work immediately. Thanks to Kerberus14 for that.
29,675 downloads
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Customized Whiterun Houses And Parts - A Resources For Mods Based By Using Custom Building(s)
By t.ara
Hello,
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!!!
Hint:
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.
Hint 2:
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.
Enjoy:-)
159 downloads
Updated
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Daedric Containers / Furnitures
By Vader666
These 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.
173 downloads
Updated
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default skyrim female animations in kf format
By shedidwhat
these are the vanilla female animations in KF format from Skyrim - Animations.bsa \meshes\actors\character\animations\female
709 downloads
Submitted
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DragonReplacerWolfDogDragon`sProphert_GrawiV0.9
By grawi
Сегодня 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
264 downloads
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Dwemer Toilet modders resource
By popcorn71
Just 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.
238 downloads
Updated
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Emfy Cleric UNP Black.zip
By Todd420
Emfy 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.
422 downloads
Submitted
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Empty Jar mesh
By xenic
Yes, this is actually just a jar. I needed an empty jar to put people in and removed the fish that were in it. I honestly can't remember where I got the original mesh from but it was a modders resource so it should be fine to upload.
It uses vanilla textures.
Hopefully if someone needs an empty jar, this will help. You'll have to know how to use it in the CK though.
I don't see the need for permissions on a jar....that's just silly.
Original mod:
When I find it, I'll add it here.
102 downloads
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FallrimTools -- Script cleaner and more
By markdf
WARNING: 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.
INSTALLATION
Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe".
INSTRUCTIONS
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.
REQUIREMENTS
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.
DONATIONS
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.
8,115 downloads
- ReSaver
- SkyrimTools
- (and 7 more)
Updated
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Frosted Skin - Alpha Release (8-19-15)
Description
This is just a quick mod I threw together for myself (trying to come up with a frost alien theme in my Skyrim atm
)
This may or may not work for your game as I'm using it as a texture replacer for the Succubus Race instead, but I figured if people wanted
to play around with the textures and put them on their own favorite custom race they could. At present, it will install over the regular
female textures, so if you like your current ones, either manually back them up, or don't install it.
To install just use NMM (if you don't mind replacing your default female textures)
I suggest using a frosty blue skin tone with this mod, but feel free to experiment with other colors
Requirements
Currently the only requirement for the mod would be:
Any CBBE based body, I recommend one done via BodySlide
(Currently no plans for a UNP version, depends on direction the mod goes)
Credits
The original textures that I used for the body, face, and hands (I've changed my textures so many times with edits
that I've completely lost track of what the ones were before I edited them to this), so I can't really know who to
give credit to for the original textures, if anyone knows who they are from by looking at them, please let me know,
and I'll be more than happy to give credit to them for the originals
Change Log
(8-19-15) Alpha Release - Just the release of the mod, based on feedback, will continue work on it from here
436 downloads
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Full Body Collisions
By Gameothic
So, 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)
Requirements:
-3ds Max 2011
-Havok content tools 2012-2
-Niftools
-Autopilot 1.0
Good luck in your mods ^^
329 downloads
- hdt
- modder resource
- (and 4 more)
Submitted
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Furniture Alignment Correction for NPC´s (No esp)
By Pamatronic
This 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)
Full sourceCode:
enjoy!
25,236 downloads
Updated
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Heels Sound
By ApoKrytia
Declaration
This is a reupload with permission. The original author is my friend ybsj520. Here is the original link: http://www.skycitizen.net/post/66517
Description
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.
Requirement
Skyrim.
And of course any high heels mod.
Usage
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.
For newbie:
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.
Credit
High Heel Footstep Sounds by Indrisblake - For some sound files.
prm399 for sound resources.
514,763 downloads
Updated
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High Heel Footstep Sounds
By sparrowjuice
High heel footstep sound replacer for the player.
There is no difference in sound for armor type.
Engoy
2,236 downloads
- high heel
- sound replacer
- (and 2 more)
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High Heel Footsteps only for High Heels
By Toastbre4d
I have found a footstep sound replacer that replaces the players footstep sounds with ones that sound like high heels.
The problem with this is that you sound like you're wearing stilettos even when you're barefoot.
I made an esm-ified esp that adds a new FootstepSet in CK that can be selected in the ArmorAddon of the heels, so only the heels actually sound like heels.
Installation
1.: Download this.
2.: Open the archive you just downloaded and rename sound/fx/fst/player to sound/fx/fst/heels
3.: Drop the contents of the archive into your Data folder.
4.: Download my archive and drop its contents into your data folder, activate the esp.
Loadorder should be above any high heels.
How to use it
1.: Open CK, load HighHeelFootsteps.esp and your heels' esp. Set your heels' esp as Active File.
2.: In the ArmorAddon category, find your heels and doubleclick them
3.: Change the Footstep from whatever it was before to DefaultFootstepHeelsSet with the dropdown menu.
4.: Click OK.
5.: Save and exit.
6.: ???
7.: Profit.
3,931 downloads
Submitted
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Huan's Voice File Powershell
By huanrenfeng
four powershell files currently, might be more
These commands are made for modders who want to import existing voice files to their own mod.
removeXwm
wavLip2Fuz
deleteWavAndLip
copyVoices
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 )
Details:
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:
https://www.creationkit.com/index.php?title=Adding_Voice_Intermediate_Tutorial
http://variedvoices.weebly.com/replacingadding-new-dialogue-audio-in-the-creation-kit.html
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!
Safety
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.
91 downloads
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HuossaDraco
By grawi
Кому-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 )
334 downloads
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Idler
By Dooge
Brings 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.
Permissions
This mod can ONLY be used as a resource in free mods. Credit for authors must be mentioned.
Credits
Halofarm for animations Dooge for the mod hafertaler for help
Installation
Run FNIS for users
Requirements
SKSE FNIS
Known mods using this resource
SLUT Sexlife (planned) Showcase sample project (hafertaler)
Workings
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 .
Help
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.
1,990 downloads
- animations
- tags
- (and 1 more)
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MESKSEUtils
By zaira
This is a separate release of my SKSE plugin that I have written for Maria Eden.
Only usefull for modders and especially for modders that don't use Maria Eden.
It contains several function that I miss in Papyrus - and that might be useful for other modders too:
You can create and copy Outfits dynamically You can add and copy keywords to forms You can replace a form by another form You can get a list of filenames (without path and fileextension) You can move one file to a different location
I use outfits instead of putting armor to a NPC because it is much faster and a NPC will never un-equip armor from the current outfit.
I use the keyword feature to clone keywords from ZaZ devices to several devices (ZaZHDTWorkshop, DD, other blindfold mods) so that they behave like native ZaZ devices.
Restrictions:
Use it on own risk. Source code is available on personal demand. Dynamically created outfits must be recreated after game load AddKeywords produces (very) small memleaks - you should prefer CloneKeywords Maria Eden contains always the latest version This is W.I.P
Code:
626 downloads
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MFG Console +
By zstj
This 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) )
1,373 downloads
Updated