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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.

    515,696 downloads

    Updated

  2. 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
     

    421,678 downloads

    Updated

  3. SKSE - Register Custom Animation Events

    INTRODUCTION
     
    This SKSE plugin allows registering custom animation events on ObjectReferences.
    Pretty much like the existing Form.RegisterForAnimationEvent, but not limited to
    the vanilla animation events.
     
    I might need to run papyrus code triggered by animations called from arbitrary
    mods. I thought it was not possible registering custom animations, until I found
    these amazing work: https://github.com/towawot/DLL-GunsmithSystem
     
    ================================================================================
     
    INSTALLATION
     
    Copy the contents of the Data folder into Skyrim\Data
    Or use any mod manager.
     
    ================================================================================
     
    USAGE
     
    Register animation events, for a specific object reference or globally.
    For example:
     
    ; registers the animation only for the player
    RCAE.RegisterForAnimEventOnRef(Game.GetPlayer(), "MyAnimationEvent")
     
    ; registers another animation for any character
    RCAE.RegisterForAnimEvent("AnotherSexyAnimation")
     
    Then an OnAnimationEventEX callback event is called whenever a reference plays
    the registered animation event. This event has some restrictions, read the notes
     
    Event OnAnimationEventEX(ObjectReference akSource, string asEventName)
    if akSource == Game.GetPlayer() && asEventName == "MyAnimationEvent"
    ...
    endIf
    EndEvent
     
    ================================================================================
     
    NOTES
     
    - Won't work on ObjectReferences that are not actors. I think it could, but
    currently is hardcoded just for actors (NPC or player)
     
    - The OnAnimation Event callback only seems to work when its script points to
    the player character. Actually I'm not sure on this.
    I've successfully tested the callback on ReferenceAlias and ActiveMagicEffect
    scripts, both pointing to the player.
    The callback is not called if it's on a quest script, neither on a NPC's
    ActiveMagicEffect.
    I think this is because the player character is being used as a base object when
    the SKSE plugin sends the event to Papyrus.
     
    - The stuff registered is stored in memory and is lost when the game is closed
     
    ================================================================================
     
    CREDITS
     
    - towawot for https://github.com/towawot/DLL-GunsmithSystem
     
    - himika for https://github.com/himika/libSKSE
     
    - SKSE Team for http://skse.silverlock.org/

    ================================================================================

    CHANGE LOG

    v02: Added thread safety
    v01: Initial release

    126,843 downloads

    Updated

  4. Furniture Alignment Correction for NPC´s (No esp)

    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!

    26,082 downloads

    Updated

  5. ConsoleUtil

    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.

     

    29,728 downloads

    Updated

  6. 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

  7. 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

  8. 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.

    3,952 downloads

    Submitted

  9. 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

  10. 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

    Updated

  11. The Custom Voice Resource - CVR

    Welcome 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.
    Thank you.
    02/21/2020 Update : Permissions have changed. Audio edits are now allowed in spirit of Nanoreno2020.

    Credits: 
    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



    Followers Available
    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

    960 downloads

    Updated

  12. 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

  13. 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

  14. HuossaDraco

    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

    Updated

  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. NiO Diagnostic 2016-07-10

    Hello ladies, gents, and everything in between!
     
    Fed up with trying to figure out what scales were applied to my actor through other means, I decided to make a simple MCM menu that lists all modkeys associated with a given player skeleton bone! Finally a mod to diagnose those scaling bugs!
     
    NOTE: Present version is only capable of retrieving modkeys and listing transforms in a numeric manner. Future versions may have the ability to remove or manipulate transform data.
     
    Usage note: When entering a node name, the name must appear exactly as in the skeletal structure. For example, the pelvis node is "NPC Pelvis [Pelv]"... for some reason. If you enter part of the node's name and the node is being modified by NiO, the mod can now help you out by suggesting the full node name. (E.x. type "NPC R C" and hit enter, the mod will suggest "NPC R Clavicle [RClav]")
     
    Installation instructions:
    Get the mod and its files recognized by Skyrim, then wait for the MCM to pick up the menu. Nothin' else to it.
     
    Update instructions:
    As a simple MCM that only accesses data when the menu is open, there's no need for clean saves or anything so complex. Just overwrite the old version and you're done.
     
    Special thanks:
    expired6978 for NetImmerse Override, and all its wonderful compatibility.
    CPU for help with translation_LANG files.

    801 downloads

    Updated

  17. SolitudeHouse

    This is a House in Solitude without anything.
    You can use this as Playerhome or for your mod.
    Furnish the house according to your images
     
    Ext.: Navmeshes ,Doormarker ---YES
    Int.: 2 Fireplaces Doormarker
    working Navmeshes ---- No

    294 downloads

    Updated

  18. R.Mika Modder's Resource

    First and foremost, this is a modder's resource!
    In other words, it's not in the game.
     
    I'd love to rig this myself for Skyrim or Fallout 4 but I don't know how to rig for Skyrim...
     
    Regardless, feel free to use this however you want just give credit where credit is due.
    If anyone is interested, I can upload the whole model, just shoot me a PM.
    It is not rigged either!
     
    Capcom- base model
    Model/Textures rip- Sticklove
     
    All I did was convert from .mdl to obj and .3ds along with removing the exposed skin.

    340 downloads

    Submitted

  19. 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

  20. Werewolf Head Resource

    Werewolf 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.
     
    ----------------------------------------------------------
    .___.
    {0,0} ________________________________________________
    /)__)> |creative commons, give credit, No One May Profit|
    -"-"- """"""""""""""""""""""""""""""""""""""""""""""""""
     
    here is a compatible tutorial for using this resource:
    http://www.loverslab.com/files/file/2418-howto-dick-with-nifskope/
    note: use Ctrl+Delete to remove the old head and teeth mesh.

    185 downloads

    Updated

  21. TimeMissionController

    UPDATE:
    Sorry.. .upload the bad version... Fixed in 0.6
     

    I'm a bit bored of Skyrim and this my apportation to make it more atractive...
     
    We can make all that we want in skyrim.. we can make any of the availables quest when we want or make none and make it how we want.. and of course, if we load a savegame ALL the game have exactly the same state that when save...
    BUT ALL OF THIS IS OVER...
     
    TIME MISSION CONTROLLER (TMC)
     
    This mod control the following things:
    Time passed in Skyrim
    Number of Fast Travel
    Number of RELOAD'S
     
    Yes... Number of RELOAD'S...
     
    I change the Radiant Bounty Quests availables from the Tavern Keeper and Jarl Steward, but only for test and demo.
    When you install my mod the missions are controled by TMC and you can have 2, 3 or 4 of them as the same time.
    Simply exit the Inn or the Jarl House, enter again and ask again for job. Must exit and enter because the misions are availables only when fire the event change location.
    Probably, you can get 2 quest(BQ01 and (BQ02 or BQ03)) from the same Tavern Keeper and/or Jarl Steward but the third quest must be requested in other location because not all cities have Bandit camp + Forsworn camp + Giant Camp.
    And for get BQ04 you must advance in the Story until kill the first dragon after deliver the Dragon Stone in Whiterun.
     
    The quest's must be made in 2 days with 2 fast travel and 2 Reloads...
    If you excess the Time, the Fast Travel or the Reload.. the quest's fail...
    Every 12 hours i give you updated info about yours Controlled Quest and say you Time, Reload and Fast Travel remaining on each.
     
    If you DIE.......... you are FORCED TO RELOAD YOUR GAME... AND I COUNT IT...
    If you have a enslavement mod you can be enslaved and, maybe, you cant make the mission because you can't scape.
    If scape with small time.. make fast travel is not the way... because i count it...
     
    JAJAJAJAJAJAJAJA....
     
    Of curse, this is a Resource for Moders.. all the work is made with events in the most easy way that i found...
    If you are a moder and whant see how work one of your quest with my mod you only must make 4 things. Is too easy and simple.
    1 - Register your mod for catch the event TMC_MissionFail
    2 - When your quest start send a event TMC_RegisterMision
    3 - When your quest end send a event TMC_UnRegisterMision
    4 - UnRegister your mod from the event TMC_MissionFail
     
    Of course, you must be too carreful when you cacth the event TMC_MissionFail because near none quest in Skyrim are designed to fail, and you MUST change the design of your quest to FAIL and restart. Before this mod the posibilitys of fail a quest are minimal.
     
    This mod is specialy designed for small missions like: Go to xx location, get xx item, deliver the item to xx.
    The idea of make this mod come from the simple missions of Captured Dreams about the simple quest Delivery and Recover. The Master of the house say that the mission are urgent and they count time. But none of that are true.
    Now, when you fail a quest, you must asume the consequences... you can be punissed, enslaved, lost items, lost future quest... any can append...
     
    Of course, you can use my mod for control EACH step of your big quest. You only must Register and Unregister for each step.
    I can manage all the quest that you want at the same time with diferents conditions and, of course, i compute each condition of each controlled quest.
    But think.. they are cumulative.. if you Register 2 quest in the same time whit the same conditions they have the same caducity and reload count... then all quest can fail in the same second.
    This is designed for have 1 long quest with a lot of time MERGED with small quest with lite time. The player must select carrefull what quest make in what order to be free of the consequences...
     
    JAJAJAJAJAJAJAJA....
     
    Technical info for moders:
    Event's are the less intrusive way for two mods colaborate. Your mod not have HARD dependency of my mod and the user is free to install my mod or not.
    If my mod is NOT installed NOT affect your in any way, because your mod only make a register for a event that never ocurr (TMC_MisionFail) and only send two events that none catch (TMC_RegisterMision and TMC_UnRegisterMision).
    This only affect the game in some miliseconds.
     
    Skyrim core game have a lot of events but not have one event for Fast Travel, Wait or Teleport.
    Had event for sleep, and i catch it, but for control Fast Travel i monitor a mix of cell and time.
    If the actual cell is not the same and time has advance a lot i presume player make fast travel. This have some problems:
    If the player wait and inmediatelly cross a door before my control routine is fired i catch an erroneus Fast Travel, because cell is not the same and time has advanced a lot because player has wait.
    The other problem reside in the use of teleport because teleport change cell but not advance time. I cant catch it. Tecnicaly is not a fast travel, but i want catch it.
    If any know how can i fight with this errors i can be very gratefull.
     
    I go to explain HOW use my events in your mod and control your quest.
    Dont worry if you don't know papyrus.
    You can make it with Creation Kit.
     
    DETAILED EXPLICATION AND SAMPLES
    The metod and code need for Register are exactly the same if you start the quest manualy or when the quest is started automatically.
    ------------- Code Fragment-------------
    RegisterForModEvent("TMC_MisionFail", "On_TMC_MisionFail")
    SendModEvent("TMC_RegisterMision", "BQ01", 48)
    ----------- End Code Fragment-------------
     
    The metod and code need for UN-register are too simple.
    ------------- Code Fragment-------------
    UnRegisterForModEvent("TMC_MisionFail")
    SendModEvent("TMC_Un_RegisterMision", "BQ01", 0)
    ----------- End Code Fragment-------------
     
    In the call SendModEvent("TMC_RegisterMision", "BQ01", 48) the parameter "BQ01" is the name of the quest and the number 48 is the number of skyrim hours for make the quest
    In the call SendModEvent("TMC_UnRegisterMision", "BQ01", 0) the parameter "BQ01" is the name of the quest and MUST MATCH with the parameter 'name of the quest' used in the call for Register
    With this simple call I asume 2 reload's and 2 Fast Travel and alert the player every 12 hours. THE QUEST ARE MANAGED BY MY MOD
    Look the COMPLEX CALL for understand what mean ---->> THE QUEST ARE MANAGED BY MY MOD <<-----
     
    If you want more control you can use the COMPLEX CALL in the Register like the following example:
    ------------- Code Fragment-------------
    RegisterForModEvent("TMC_MisionFail", "On_TMC_MisionFail")
    SendModEvent("TMC_RegisterMision", "BQ01&48&2&3&12&1", 0)
    ----------- End Code Fragment-------------
    I use the common call used in the url of web pages with '&' separator and is too simple and effective.. i use it in a lot of developents and is the most easy way for pass a lot of parameter to another function.
    The strip of the parameter is this:
    BQ01&__Your quest name
    48&_____Time alowed in skyrim hours
    2&______Reload's permit
    3&______FastTravel permit
    12&_____Alert when passed time in skyrim hours
    1_______0 = sendEvent(you manage) 1=Management by my functions
     
    And when join all the parameter you get this: "BQ01&48&2&3&12&1"
    You can use this complex call on Creation Kit and use diferent parameters for each quest.
     
    All the parameter are too evident, but the last parameter is TOO IMPORTANT:
    If the last parameter is 0 my mod ONLY send the event TMC_MisionFail and make NONE more... YOU MUST catch the event and YOU must manage your quest
    If the last parameter is 1 my mod MANAGE YOUR QUEST.. I NOT SEND the event TMC_MisionFail and i call FailAllObjectives() and Stop() OVER YOUR QUEST. This is the default state for SIMPLE CALLS...
     
    I put the last parameter thinking on people that not know papyrus and only work with Creation Kit...
    People that are good moders and designers but tremble when see a script because they not are developers and cant understand what make the code.
    But you must be prepared.. i STOP your quest and you MUST give the option to the player of START your quest, usualy with a dialog (after the corresponding punishement, of couse.... JAJAJAJAJA)
     
    If you ALWAYS use SIMPLE CALL or ALWAYS put the last parameter in 1 you not need use RegisterForModEvent and UnRegisterForModEvent because i not send the event.
     
    But if you are developer and know how manage multiple script i explain you how catch and manage the event.
    In a generic script of the quest you must put this:
    ------------- Code Fragment-------------
    Event On_TMC_MisionFail(string eventName, string strArg, float numArg, Form sender)
    if numArg == 1 ;time expired
    ;put it in a property if you want
    elseif numArg == 2 ;reload excess
    ;put it in a property if you want
    elseif numArg == 3 ;fast travel excess
    ;put it in a property if you want
    else
    Debug.Trace("On_TMC_MisionFail ERROR.. invalid parameter")
    Debug.Notification("On_TMC_MisionFail ERROR.. invalid parameter")
    MiscUtil.PrintConsole("On_TMC_MisionFail ERROR.. invalid parameter")
    endif
    ;put here the code for re-generate your quest... for example...
    Reset()
    SetStage(10)
    EndEvent
    ----------- End Code Fragment-------------
    In this code you have the node if.. elseif.. for know the motive of fail and some lines for manage the quest.
     
    I add some screnshots and the download have the modified source code of the Radiant Bounty Quest.
    You can open my esp with Creation Kit and see the modified code in the steps 10 and 200 in BQ01, BQ02, BQ03 and BQ04.
     
    If any need MORE explications can ask in the forum...
     
    But i think the instruction are TOO clear and explanatory...
     
    UPDATE:
    Sorry.. .upload the bad version... Fixed in 0.6

    81 downloads

    Updated

  22. default skyrim female animations in kf format

    these are the vanilla female animations in KF format from Skyrim - Animations.bsa \meshes\actors\character\animations\female

    709 downloads

    Submitted

  23. MFG Console +

    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) )
     
     

    1,384 downloads

    Updated

  24. Emfy Cleric UNP Black.zip

    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

  25. High Heel Footstep Sounds

    High heel footstep sound replacer for the player.
     
    There is no difference in sound for armor type.
     
    Engoy

    2,236 downloads

    Updated


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