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Modders Resources

Skyrim resources for other mods or modders to make use of

50 files

  1. 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:

     

    626 downloads

    Updated

  2. 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.

    8,115 downloads

    Updated

  3. 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

  4. 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

  5. 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

  6. 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.

    1,990 downloads

    Updated

  7. 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

  8. 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

  9. mlee3141's Library

    Here, you can find a complete collection of lines, dialogue, quests and stories I've written for my various Skyrim projects thus far. Feel free to use them for your own mods, as long as proper credit is given, and no profit is made. Thanks!

    149 downloads

    Submitted

  10. 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

  11. 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

  12. Actor detect override

    Simple plugin that allows to overwrite actor detection from papyrus. Needed it for something, posting here in case anyone else finds it useful
     
    Examples:
    ; Function AddUndetectable(Actor target, Actor detector) Global Native ActorDetectPlugin.AddUndetectable(target, None) ; <- target can't be detected by anyoneActorDetectPlugin.AddUndetectable(None, detector) ; <- detector can't detect anyoneActorDetectPlugin.AddUndetectable(target, detector) ; <- detector can't detect targetActorDetectPlugin.AddUndetectable(None, None) ; <- nobody can detect anything; Function RemoveUndetectable(Actor target, Actor detector) Global Native
    Read Scripts/Source/ActorDetectPlugin.psc for all the commands and how it works.
     

    Detect means that the NPCs will completely ignore you even if you run into them. Sneaking is not necessary. If you hit someone while they can't detect you they will start to search but won't find anything even if they walk into you.
     
    Could be useful alternative to disabling the AI completely.
     
    If this is already possible with papyrus then I'm dumb and ignore this.
     

    You have permission to include it with your mod if you use it. It's not likely I will update this unless some bug is found.

    229 downloads

    Updated

  13. 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.

     

    29,672 downloads

    Updated

  14. 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

    126,702 downloads

    Updated

  15. 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

  16. 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

  17. 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

    1,219 downloads

    Updated

  18. 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.

    4,540 downloads

    Submitted

  19. 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

  20. 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

  21. 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.

    3,931 downloads

    Submitted

  22. Actor Events Framework

    What is this?
    This is a modders resource. As more and more mods trigger events when actor values reach specified values there are conflicts as they compete to start up their events. This mod is a framework to manage those events.
     
    Who Should Use It?
    Modders who want to trigger events when monitored actor values enters a specific value range. Gamers who install a mod and the mod author lists this as a required mod.
     
    Modders who want to use Actor Events in their mods should download the Github copy (Wiki is a WIP).
     
    Everyone Else should download the mod from loverslab.com.
     
    Files
    actorEvents.esm & .bsa: the framework files

    How does it work?
    Actor value changes trigger the activation and deactivation of magic effects attached to an ability added to the actor. This activation/deactivation triggers scans a list of registered mods to see if they are watching that value and if the value being monitored falls within their selected range. Mods competing for the same event are chosen by a prioritized random selection set by the user in MCM.
     
    The selected mod event then gets it's custom event sent appended with "_start". The actor is flagged as being within an event associated with the monitored actor value ( other actor values can still receive events ) by adding a hidden spell "ae_marker_{value}" (e.g. "ae_marker_health"). The actor must not already have the spell for an event to be sent.
     
    When the actor value moves out of range of the selected mod event, the custom event is sent again appended with "_end" At this time the spell is removed and the actor value can again trigger mod events.
     
    Monitor an Actor
    Parameters
    Actor akActor: the actor to enable/disable monitoring for.
    Bool abMonitor: enable (abMonitor = true) or disable (abMonitor = false) actor event monitoring.

    Returns
    Bool: Success/Failure.

    function monitor(Actor akActor, Bool abMonitor = true)
    Events Assocated with the monitoring an actor.
     
     
     

    SendModEvent("ae_monitor", "add", akActor.GetFormID() as float)SendModEvent("ae_monitor", "clear", akActor.GetFormID() as float)
    Monitored Actor is Ragdolling?
    Parameters
    Actor akActor: the actor to test.

    Returns
    Bool: Is/Is not ragdolling.

    Bool function isRagdolling(Actor akActor)
    Get Last Attacker on Monitored Actor
    Parameters
    Actor akActor: the actor to test.

    Returns
    ObjectReference: akAggressor returned by the OnHit event.

    ObjectReference function GetLastAttacker(Actor akActor)
    Get Mod Index By Name
    Through the customOwner property you can access other mods functions by casting the ref to _ae_mod_base. e.g.:
     
     
     

    (ae.customOwner[N] as _ae_mod_base).qualifyActor(kTarget, stat)
    Parameters
    String asName: The name of a registered owner of an event.

    Returns
    Int: The index of the named mod or -1 if not found.

    Int function GetModIndexByName(String asName)
    Register a callback to watch for actor events.
    The block's associated with an event can be edited within MCM. A mod event can also be disabled.
    Parameters
    Quest akOwner: Any refid within the mod that's using the framework. It cannot evaluate to none when the save is loaded or the registration is removed. The scripting must extent "_ae_mod_base".
    Int aiStatBlockHi: Valid range is 0-9 representing 0% to 99% in 10% increments. 100%+ remains clear so the 90% - 99% block can send a exit request when the actor is 100%
    Int aiStatBlockLo: Valid range is 0-9. A registered event cannot span more than 4 10% blocks (inclusive)*.0 = Less than 10%
    1 = Greater than or equal to 10%, less than 20%
    2 = Greater than or equal to 20%, less than 30%
    3 = Greater than or equal to 30%, less than 40%
    4 = Greater than or equal to 40%, less than 50%
    5 = Greater than or equal to 50%, less than 60%
    6 = Greater than or equal to 60%, less than 70%
    7 = Greater than or equal to 70%, less than 80%
    8 = Greater than or equal to 80%, less than 90%
    9 = Greater than or equal to 90%, less than 100%

    [*]String asCallback: The custom ModEvent that will get sent.
    [*]String asStat: The actor value. Currently available are Health, Magicka, Stamina


    Returns
    Int: The registered callback's index.

    * This may be increased but there must always be some uncovered range so the event can clear and allow other event to happen.
    int function register(Quest akOwner, Int aiStatBlockHi, Int aiStatBlockLo, String asCallback, String asStat)
    The format of the custom event:
    akActor.SendModEvent(asCallback + "_start", asStat, akActor.GetActorValuePercentage(asStat))akActor.SendModEvent(asCallback + "_end", asStat, akActor.GetActorValuePercentage(asStat))
    Events Assocated with the callback index.
    Purge: sent when Actor Events cannot resolve the callback owner's RefID.
     
     
     

    ae.SendModEvent("ae_update", "purge", idx as float)
    Disable/Enable: Sent when the user enables/disables the callback in MCM.
    ae.SendModEvent("ae_update", "disable", idx as float)ae.SendModEvent("ae_update", "enable", idx as float)
    Remove: Sent when the player removes a mod event in MCM
    ae.SendModEvent("ae_update", "remove", idx as float)
    Unregisters a mod event
    Parameters
    Quest akOwner: The refid used to register.

    Returns
    Bool: Success/Failure.

    bool function unRegister(Quest akOwner)
    Animation Mod Events
    This animation event is sent when the animation event "RemoveCharacterControllerFromWorld" is triggered. The actor is flagged as ragdolling by adding a hidden spell "ae_marker_ragdoll" with the effect keyword "ae_ragdoll". The actor must not already have the spell for the event to be sent.
     
     
     

    kActor.SendModEvent("ae_anim_start", "ragdoll", Utility.GetCurrentRealTime())
    This animation event is sent with the animation event "GetUpEnd" while the actor has the hidden spell "ae_marker_ragdoll". At that time the spell is removed allowing ragdoll events to be sent again.
    kActor.SendModEvent("ae_anim_end", "ragdoll", Utility.GetCurrentRealTime())
    Scripting
    The event owner must be a quest now and extend the _ae_mod_base script. Within your quest script you must define the following functions.
     
    Functions
     
     

    Bool function qualifyActor(Actor akActor = none, String asStat = "")
    This will be called during the mod selection process to see if the actor in question qualifies for your event. If this function returns false then your mod will be skipped. If it is not defined in your mod then your mod events will not be triggered.
    function aeRegisterMod()
    This may be called during AE's cleanup process. Possibly due to a refid change. It will reregister the mod with AE.
    function aeUninstallMod()
    This function will be called when the user permanently disables the mod through the AE MCM menu. It's suggested that you do not use this function as a method to reinstall/update the mod. Use this as an alternative for uninstalling your mod.
    int function aeGetVersion()
    This functions exactly as and has the same purpose as the SkyUI function GetVersion(). It returns the static version of the AE script.
    function aeUpdate( int aiVersion )
    This functions similarly and has the same purpose as the SkyUI OnVersionUpdate() event. Called when a version update of this script has been detected. The parameter aiVersion is the old version number of the script.
     
    Properties
    _ae_framework Property ae Auto
    Required: This has to point to _ae_base
    String Property myEvent Auto
    Required: This is the base name for your mod's AE events
    String Property myCallback Auto
    Required: This is the base name for your mod's AE event callback
    Actor[] Property myActorsList Auto
    Required: This has to point to a form list containing actors your Mod monitors.
    String[] Property publicModEvents Auto
    Optional: This is registry of public mod events sent out by your mod. see: http://www.creationkit.com/RegisterForModEvent_-_Form
     
    Aliases
    Much like SkyUI, each AE quest runs maintenance code when the game is reloaded.
    In the quest you created, select the Quest Aliases tab and add a new reference alias. Name it PlayerAlias.
    For Fill Type, select the player reference (Specific Reference, Cell any, Ref PlayerRef).
    In the Scripts list, add _ae_PlayerLoadGameAlias.

    107,248 downloads

    Updated

  23. Quest Versioning SDK

    If the Mod lists this as a requirement and you are not a Modder:
    Then all you need to do is install this.
     
     
    If you are a Modder and you want to use this as a resource
    This is a conceptual copy of SkyUI's version control with some minor changes.
    Versioned quest scripts must extend questVersioning.
    Under the Quest Aliases tab, add a new reference alias pointing to the Specific Reference, Cell any, Ref PlayerRef. Then add the questVersioningPlayerAlias script

    function qvGetVersion
    int Function qvGetVersion()
    Returns the static version number of the script.
     
     
    function qvUpdate
    function qvUpdate( int aiCurrentVersion )
    Called on every game load. In addition to version control it can be used to register mod events.
    param int aiCurrentVersion - This is the current running version of the quest at the time of game load. The running version is updated to the value returned by qvGetVersion() after this function is called.

    property qvCurrentVersion
    The current running version of the quest script.
     
     
    GIT
    https://github.com/jbezorg/questVersioning

    31,241 downloads

    Updated

  24. 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

  25. 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


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