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Modders Resources

Skyrim resources for other mods or modders to make use of

49 files

  1. Heels Sound

    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.

    516,232 downloads

    Updated

  2. Nosis' Locks: Arbitrary Usage Read/Write Locks

    Nosis' Locks: Arbitrary Read/Write Locks
    "Protects your code against CTDs better than Trojan protects against STDs"
    v0.3.0
     
    Description
    NosLocks gives you an generic read/write locking mechanism to use as you see fit. It abstracts out the GotoState() paradigm of Papyrus effectively allowing a single script to have multiple states at the same time (via semaphore barriers). This library provides classic read/write locking capabilities: many readers and zero writers, or one writer and zero readers.
     
     
    WARNING
    Semaphore barriers are dangerous if you aren't careful with them. Only you can prevent dead-locks by avoiding modding while intoxicated!
     
     
    BETA Notice (No Longer a Warning)
    v0.3.0 is a mid-beta release. It's barely been tested under real world conditions but has been heavily self-tested at this point. The API will likely change a bit as well. I'm putting it out there mostly so that other modders can try it out and give feedback/make requests before I move it to a more late beta/stable state and lock the API.
     
    It's core has been proven enough at this point that I encourage you to start using it for any projects that you don't plan on releasing in the next few weeks (I expect to declare it late beta/stable by then).
    My plan is simple. Once it's stable the API gets locked and, other than an unexpected bug fix or two, freeze development of it entirely. So now's the time to make requests, suggestions, etc.
     
     
    Why Would I Need This?
    If you're a modder then it will help you elegantly protect your code from race conditions, particularly with complex multi-state code that "yields the floor" at inopportune moments.
     
    If you're not a modder it might be because another mod is using this (doubtful right now). You can stop reading here unless your curiosity is just boiling over.
     
     
    Dependencies
    v0.3.0:
    Maybe SKSE? If you want great debug information then it's a must have. Otherwise I believe nothing should be broken if you don't have it. If someone could test WITHOUT SKSE (try running the debug dump and see what's in your logs) and get back to me, I'd greatly appriciate it.
     
    v0.2.x:
    None. Zip. Zilch. Not even Skyrim.esm. Nothing.
     
     
    Upgrading From 0.2.x
    If you had any allocated locks in your save file then a clean save is required due to a bug that's now been fixed.
     
     
    Upgrading From 0.1
    Clean save. Start over. Your code will be broken anyhow due to API changes.
     
     
    What's New (from 0.2.x to 0.3.0)
    Bug fixes (two major), support for ActiveMagicEffect as owner, and a bunch of debugging methods/capabilities.
    In detail, the following was done...
     
     
     
    What's New (from 0.1 to 0.2.x)
    A lot. Heavy API refactoring. No bug fixes because I didn't find any . Two major API usage changes:
    Locks are now "owned" so that they may be garbage collected when deadbeef.
    You no longer have to manually get the manager. Everything you need is scoped globally.

    In detail the following has changed...
     
     
     
    Reference Guide
    NosLocks:
     
     
    NosLock:
     
     
    Console Commands:
     
     
    Quick-Start Example
    The below demonstrates NosLocks in a nutshell...
    NosLock MyLockEvent OnInit() MyLock = NosLocks.AllocLockForForm(Self)EndEventInt Function GetSomething(Actor whatever, Int lockID=0) MyLock.ReadLock(lockID) Int res = gottenFromSomeProtectedData MyLock.Unlock() Return resEndFunctionFunction SetSomething(Actor whatever, Int lockID=0) MyLock.ReadLock(lockID) If (!GetSomething(whatever, lockID)) lockID = MyLock.UpgradeLock() If (!GetSomething(whatever, lockID)) ; check again manipulateSomeProtectedData EndIf EndIf MyLock.Unlock()EndFunction
    .
     
    In-Depth Example
     
     
     
     
    Owned vs. Unowned Locks
    In 0.1 all locks were unowned. Starting with 0.2 it's now strongly preferred that you allocate owned locks. If the script using the lock is a Form use AllocLockForForm(). If it's an Alias use AllocLockForAlias(). If it's an ActiveMagicEffect use AllocLockForAME(). Explict lock freeing is still preferred of course, but now the locks can be garbage collected when someone uninstalls your mod.
     
    A Note About Lock Upgrades
    If you are unfamiliar with read/write locks (but understand the concept of mutexing), keep something in mind: you can not make assumptions about the state of your data after the upgrade. The upgrade is not an atomic operation. During the upgrade another writer might have come along and changed your protected data. Basically...
     
     
     
     
    Write Lock IDs
    Two things...
     
    First, 0 is the only invalid write lock ID, so don't expect 0.
     
    Second, they should be passed around in a fully reentrant manner. Don't globalize them (it's tempting... I know) or you might find yourself scratching your head about why you're dead-locking when it looks like you shouldn't be.
     
     
    Lock Leaking
    Release those locks back to the manager if they have a limited life time! Be kind. There's 128 of them but that runs out quickly if they aren't released but new ones keep getting acquired. Examples:
    If you're using a lock in a magic effect, NosLocks.FreeLock(MyLock) on the effect finish event!
    If you have a lock for a quest that only is used when the quest is running, release it when the quest stops!
    If you have "permanent" locks and start an "uninstall" procedure, give them back or they will walk in limbo for eternity!

    If you don't remember to release then owned locks will be garbage collected periodically (not optimum of course), but unowned locks will be lost forever! Leaking unowned locks may eventually result in the player's save game being 100% deadbeef.
     
     
    Pre-emptive FAQ
    Please read before asking questions/asserting positions as they might already be addressed.
     
     
     
    Please try it out (not on a stable branch of your project) and let me know what you think. Particularly if there's issues or feature/API request changes.
     
    ~ nosis

    84 downloads

    Updated

  3. SkeletonUtils

    This is a small SKSE plugin that I needed in order to rotate skeleton bones programatically.
     
    I think there was no way to do this using existing Papyrus functions. Maybe because rotating specific bones it's not that useful.
     
    There is the limitation that bones must not be affected by animations / Havok / HDT or the rotation you set is overwritten by the other animation systems. I'm using this with the dummy CME bones from XP32 Maximum Skeleton Extended version 2.06.
     
    The SKSE plugin adds a new Papyrus script (SkeletonUtils.pex) that provides these funcions:

    float Function GetNodeRotationX(ObjectReference ref, string node, bool firstPerson) native globalfloat Function GetNodeRotationY(ObjectReference ref, string node, bool firstPerson) native globalfloat Function GetNodeRotationZ(ObjectReference ref, string node, bool firstPerson) native global; examples:; SkeletonUtils.SetNodeRotationX(Game.GetPlayer(), "CME Genitals03 [Gen03]", -45.0, false); SkeletonUtils.SetNodeRotationZ(Game.GetPlayer(), "CME Genitals03 [Gen03]", 45.0, false)Function SetNodeRotationX(ObjectReference ref, string node, float x, bool firstPerson) native globalFunction SetNodeRotationY(ObjectReference ref, string node, float y, bool firstPerson) native globalFunction SetNodeRotationZ(ObjectReference ref, string node, float z, bool firstPerson) native global; this is like calling the 3 previous functionsFunction SetNodeRotation(ObjectReference ref, string node, float x, float y, float z, bool firstPerson) native global Requires SKSE 1.07.01 or higher.
    The C++ source files are in the archive if you want to take a look.

    4,546 downloads

    Submitted

  4. High Heel Footsteps only for High Heels

    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.

    3,974 downloads

    Submitted

  5. PapyrusUtil LE/SE/AE

    Which 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
     
     
     
    1. Description
     
    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.
     
    2. Examples
     
    Example 1:
    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.  
    Example 2:
    Saving object references
    Actor akCasterActor akTargetStorageUtil.SetFormValue(akTarget, "Friend", akCaster)Actor friend = StorageUtil.GetFormValue(akTarget, "Friend") as Actor  
    Example 3:
    Value lists
    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 int[3]StorageUtil.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[0]) ; // prints "2nd: 27"Debug.Notification("3rd: " + myList[1]) ; // prints "3rd: 183"Debug.Notification("4th: " + myList[2]) ; // 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 float[3]newList[0] = 4.04newList[1] = 39.2newList[2] = -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  
    Example 4:
    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  
    3. Requirements
     

    SKSE latest version: http://skse.silverlock.org/
    Address Library for SKSE Plugins: https://www.nexusmods.com/skyrimspecialedition/mods/32444
     
     
    4. Installing
     
    Use mod manager or extract files manually.
     
     
     
    5. Uninstalling
     
    Remove the files you added in Installing step.
     
     
     
    6. Updating
     
    Just overwrite all files.
     
     
     
    7. Compatibility & issues
     
    Should be compatible with everything.
     
     
     
    8. Credits
     
    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
     

    422,114 downloads

    Updated

  6. DragonReplacerWolfDogDragon`sProphert_GrawiV0.9

    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

    267 downloads

    Updated

  7. MESKSEUtils

    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:

     

    630 downloads

    Updated

  8. [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

    97 downloads

    Updated

  9. Python Tools

    I'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.
     
    Book Tools
     
    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.
     
    Spell Tools
     
    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.
     

    127 downloads

    Updated

  10. Empty Jar mesh

    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

    Updated

  11. Huan's Voice File Powershell

    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

    Updated

  12. Morrowind Dwemer Resources

    Original | 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


    Credits

    AlpineYJ
    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)


    Permissions
    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.

    Mirrors

    AFK Mods Assimilation Lab Nexus Mods TES Alliance

    196 downloads

    Updated

  13. Thor Infinity War Models and Textures Resource Pack

    Due 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.


    281 downloads

    Updated

  14. Full Body Collisions

    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 ^^


    331 downloads

    Submitted

  15. PapyrusED

    PapyrusED is a script-editor for Papyrus (Skyrim only)
     
    PapyrusED got some features to make your life easier and faster surch as code completion, Syntax highlighting optimized for Papyrus, search with regular expressions, list of all script files with there extend-type, an build in compiler using the PCompile.dll, a script-check that can check your script before compiling, ....
     
    Required
    Windows XP or later
    .NET 3.5 or later
     
     
    Install:
    PapyrusED requires the PCompiler.dll, PapyrusAssembler.exe and all of it's neccessary files. (not included)
    Extract all files directly in the .SkyrimPapyrus Compiler Directory.
    After that you can make a shortcut to your Desktop or whereever you want.
     
    Uninstall
    Just delete the files - as well as the config.ini
    PapyrusED does not create files somewhere else - or any registry entrys.
     
     
    Known bugs
    It still have got some bugs - nothing Special all i know.
    For example: If you close one of several Tabs, a message appears that says there were changes - without having changed anything. Just klick "no"
    There also can be some spelling mistakes - sorry, english isn't my native language :-)
     
    At now - after selecting a function/event from the "Function" or "Event" Dropdown you still have to press 'enter'. The mouse click isn't enough.
     
     
    ChangeLog
    1.3.0.89
    - Use a specific Script Folder
    - Compile to folder...
    - basic things like font and font-size
    - compiler settings like "Debug Mode" and "Optimize"
    - Advanced settings like "Use Flag File" and the flag file that should be used
    - I've added a filter to filter out the files you want to display in the file-list (regular expressions can be activated)
    - Icons for the files using the default CK Icons (quest icon, package icon, ...)
    - A StorageUtil Key Window was added (for those who know and use Storage Util, this can be realy useful)
     
    1.1.52
    - Many bugs are fixed
    - The config.ini is saved correctly
    - no error message is display on startup
    - Search in all Files and Search in selected files was added
    - Wiki Quick Info - select a function and pres F1 - Skyrim Wiki will open and display informations about the function (when it exists) - this is a bit buggy right now
    - Fixed some bugs in Auto-Completion, Insight, Folding
    - Displays the Function Description in the Completion-Window as ToolTip Into

    1,222 downloads

    Updated

  16. FallrimTools -- Script cleaner and more

    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.

    8,125 downloads

    Updated

  17. Daedric Containers / Furnitures

    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

  18. NMM Installer Tutorial - FOMOD - FOMM

    This 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.
     
    Changelog:
    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
    -initial release
     
    Permissions
    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.

    102 downloads

    Submitted

  19. Rabbot modder's resource

    Untextured Blender model of Rabbot from the Adult Swim cartoon Aqua Teen Hunger Force.
     
    I'm sure you can find a use for it.

    15 downloads

    Submitted

  20. XunAmarox Modder's Resource

    Description
    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.
     
    What's Included
    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
    aaXunDisplayScript
    -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.
     
    aaXunDisenchantingScript
    -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.
     
    aaXunDisplayScriptAnim
    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)
    Hit OK.
     
    Permission
    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.
     
    Changelog
    Version 1.1
    -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.
    Version 1.0
    Initial release.

    27 downloads

    Submitted

  21. Idler

    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.

    1,993 downloads

    Updated

  22. Modified Niftools export Script for Blender

    What 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".

    188 downloads

    Updated

  23. Women's Wristwatch

    This 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.

    102 downloads

    Submitted

  24. 3ds max Creature controller rig

    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

  25. Dwemer Toilet modders resource

    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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