By jaycraneThis is an ALPHA RELEASE. Do not install on any saves you intend on keeping as there are still elements that have not been fully implemented:
You need to activate a shrine twice in order for the dialogue to show up. You are not charged on the second activation. The shrine is still active from the first activation and will remain that way until you choose a location / travel. If you switch over to a different cost when a shrine is already active, you will not see it take any affect until you choose a location / travel. Shrines are currently using placeholder statics / custom assets for the moment until I complete the assets. Random Encounters have not been fully implemented.
Wayshrines – Remnants of a Forgotten Era is a simple plugin that adds remnants from the second era, wayshrines, as an alternate means of traversing Tamriel. Unlike the shrines left behind the Snow Elves, these shrines can be used by regular mortals at the right cost.
This project is a reboot of “Wayshrines of Old”.
The Elder Scrolls V: Skyrim + Dawnguard + Dragonborn Optional: SKSE Optional: SkyUI Files have been checked and cleaned with TES5Edit!
Multiple Activation Costs and Consequences
Select one of the multiple activation costs: Magicka, Dragon Souls, Soul Gems, Gold or completely free.
You will be charged 30% of your Magicka to activate a shrine however if you have exhausted all of your Magicka it will eat into your Stamina and then eventually your Health. Chances of arriving at your chosen destination will decrease when you reach below 50% of your Stamina.
You will be charged 1 Dragon Soul to activate a shrine.
You will be charged one full lesser soul gem to activate a shrine.
You will be charged 50 Gold to activate and travel with a shrine.
You are able to travel between shrines without any sort of cost.
Before you can go on any adventures you first need to discover some shrines. Every location can be found inside of the following categories: Hold Capitals and Cities, Towns and Settlements, Orc Strongholds, and Unique Locations. In order for any locations to show up, you will need to discover the shrines in those locations. Alternatively, you can unlock almost all locations through an optional cheat which can found in the book “Configure Wayshrines” or the Mod Configuration Menu. With the exception of a few shrines, which were intentionally left out to not break the quests that unlock those locations. If you want to reach them, you are going to have to discover them on foot.
Take charge of how the shrines operate in your game by configuring options through the book “Configure Wayshrines” or the Mod Configuration Menu.The book will be added to your inventory whenever you load a save for the first time. Make sure you do not lose your copy of the book as you will not be given another one the next time you load the save. In case you ever lose your copy of the book, open the console, type help JC_ShrineConfigBook, add the book to your inventory with the following code player.additem xxxIDofBook. Alternatively, you can use AddItemMenu – Ultimate Mod Explorer by Towawot to add it to your inventory.Both more or less offer the same options so it doesn’t really matter which one you use.
However, do not use both simultaneously as it will only create problems. Simply use one or the other. If you are going to switch from one to the other MAKE SURE that you reset all options to their DEFAULT options.
Civil War Limitations
You will not be able to use the following shrines during any of the sieges: Whiterun, Solitude, Windhelm. The shrines are being maintained by the people and they would not leave a backdoor open for enemies to come in through. They will blocked off during the sieges. This has not been fully tested.
Unfortunately followers will not accompany you when you travel between shrines. To get around this, I recommend using one of the following tools to summon your followers:
Extensive Follower Framework Amazing Follower Tweaks Ultimate Follower Overhaul Summon Followers
Hold Capitals and Cities
Riften Solitude Whiterun Windhelm Winterhold Morthal Falkreath Dawnstar Markarth
Towns and Settlements
Riverwood Ivarstead Shors Stone Rorikstead Karthwasten Kynesgrove Skaal Village Raven Rock Orc Strongholds
Dushnik Yal Largashbur Narzulbur Mor Khazghur Unique Locations
High Hrothgar (High Hrothgar's Shrine Gates are locked until you start the The Way of The Voice) Castle Volkihar Soul Cairn Dayspring Canyon Tel Mithryn Skyhaven Temple Eldergleam Sanctuary Blackreach Credits
ZeniMax Online Studios for The Elder Scrolls Online which serves as the inspiration for this entire project.
Bethesda Softworks for The Elder Scrolls V: Skyrim and the Creation Kit.
Schlangster for providing the resources (SkyUI SDK) needed to create a Mod Configuration Menu.
DarkFox127 for his various tutorials on how to create a Mod Configuration Menu on Youtube.
Special thank you to everyone on AFKMods, Pyro's Asylum, JayCrane's Brewhouse and the following people for all of their suggestions, assistance and support.
DSoS Arthmoor Winterlove Undriel Arron Dominion Enai Siaion CyborgArmGun WalkingMassofComplexes
Harkon made a pact with Molag Bal. While it's widely known that he became a vampire as a condition of this pact, it's not so well know that he also keeps a book in which he recorded a two recipes and some brief rantings about his wife, as well as mortals.
In his book, Harkon recorded the recipe that he was given by Molag Ball himself, as well as a potion that he devised himself.
The recipe that was given to him by Molag Bal is that of the Potion of Blood. The other, well, that was an inspiration that has to be seen to be believed (WIP, remember).
As you enter Harkon's chambers in Castle Volkihar, look around for a book that doesn't look like it belongs there. Also, don't lose it or sell it; it doesn't respawn.
I'm still planning a couple of more things to do with this, so don't get all bent out of shape when you find out that it isn't really that great yet.
Also, the new potion uses the texture of the original Potion of Blood. I want to recolor the red part of the bottle, if I can, to a black so dark that it looks like a void, rather than a bottle. Tutorials help.
Thanks for stopping in here, folks.
By VicyntaeSkyrim Capacity Limited is a mod that adds some effects of eating on actors, such as slowing actors down for eating too much and visually showing the results of that last feast. It also features systems to increase one's stomach capacity and to store various items in there for later retrieval.
This is a completely new code base from the old(er) Stomach Capacity Mod, and as such the two are not compatible.
Documentation Blog: http://www.loverslab.com/blog/712-stomach-capacity-documentation/
Recommended Version: SCL 0.32
Modern Brawl Bugs Fix
(not a strict requirement, but still recommended)
(Required for optional menus)
or Netimmerse (Required for inflation)
Also requires a skeleton and body with a belly node
is the best option for this
built with Bodyslide is recommended for females
For males, I think SOS has a HDT body
with HDT is also recommended
Has out-the-box compatibility with
Install prerequisites with your favorite mod manager Install this mod the same way Open Skyrim Open the MCM and find this mod Click "Start SCLimited" Close MCM, and open it again Adjust options to your liking Play!
Should be compatible with everything except things like Enderal
Items added by mods may not work as intended (You might end up eating a poultice), patches are needed
Highly Recommended that before closing out the mod, you erase the database in the MCM. This will help clean your save.
Otherwise, it should be safe just removing it.
By dnoahA personal take on the dwemer dissapearance theme. Linear freeform adventure mod focused on story and puzzles.
"I have no idea what happened to the Dwemer. I have no sense of them in the timeless divine world outside of mortal time. And, in fact, if I did believe they existed, I would be in no hurry to make contact with them. They may, with some justice, hold the Dunmer race responsible for their fate. My intuition is that they are gone forever -- and that is perfectly fine with me." -- Vivec
In late 3E' 4th century, a series of discoveries made by a loose group of like-minded mages and scholars across Tamriel has led them to believe in a possibility of a new insight into the events that led to the disappearance of the ancient Dwemer race. The efforts of that group had resulted in an expedition that had found itself approaching the slopes of the Red Mountain on Vvardenfell in 3E 414 and shortly after, vanished without a trace. While this occurrence along with other large-scale efforts to unravel the great Dwemer conundrum have been all but forgotten and abandoned due to numerous turbulences in modern history and studies on the Dwemer per se have been reduced to isolated and misguided attempts of a few self-centered individuals of dubious skill and intentions, it may well be that it would fall to but a single person, albeit one of unfathomable talent and dedication, a champion, of a kind, to discern the elusive edge between a truthful path and a road leading to inevitable peril, discovering and possibly making use of, the nature of those world-shaping forces behind one of the greatest known mysteries of all time.
This mod primarily attempts at two things:
- Providing a plausible from a lore point of view explanation to the Dwemer disappearance. The explanation comes mostly in form of text or unvoiced dialogue, uncovered during playthrough.
- Increasing variety and challenge of stock gameplay by adding puzzles, that are essentialy fairly basic combinatorics with occasional lateral thinking involved. For puzzle commentary & solutions please refer to this post
The structure is basically a series of caverns/ruins with a freeform approach; no displayed quests or quest markers, but a self-evident objective of surviving and finding a way out. As such, the playthrough may have a bit of a no-frills old school feel to it: while attempting to remain as user-friendly as possible, the mod will not tolerate obvious or intentional mistakes (such as jumping into lava or locking oneself behind a magical barrier); hopefully, this will encourage the player to be more aware of his/her actions and their consequences.
No game-breaking issues have been found during testing, but making a save prior to installing this mod to revert to if something goes terribly wrong, is, as always, highly recommended.
Fuz Ro D-oh - Silent Voice by shadeMe with its required SKSE, Skyrim with Dawnguard and Dragonborn.
In-game soft requirements.
As it should be obvious from the mod's location and theme, the player character must be able to handle Blackreach on chosen difficulty/rebalance setting, and should express certain interest in Dwemer lore, in form of having completed most of vanilla Skyrim's Dwemer-related quests. There are no hard checks for those quests' completion, but the story can become somewhat less meaningful from role-playing point of view.
There are no installation flavors. Use whatever method you prefer, as long as mod's files end up in corresponding folders and its .esp is activated.
Uninstall the old version and install the new one, while meeting the requirements for both installation and uninstallation.
Use a back door in cell "War Quarters" in Blackreach.
The mod should have no active scripts once its main quest (exsd_qmain) stops, which should happen at the end of the mod's storyline. After finishing it, exit any of the mod's cells as well as "War Quarters" cell, save and uninstall. As a general rule though, it is recommended to revert to a save made prior to mod installation.
Any mod that overwrites the cell blackreachzcell03 ("War Quarters") is expected to conflict. A possible workaround is 'coc exsd_blackreachpre' at the console. Any mod that overrides this mod's behaviour, like interfering with scenes or substantially modifying stock gameplay, is a potential threat.
1. Distracting a certain NPC while he's casting a potent spell may get the player char hurt.
Severity: inconsequential. Consider it an immersion feature. May get randomly resolved during upcoming development.
At this time, this mod is as complete as it can be as far as my skills will allow. However, I filed it under the category of WIP because there is one particular aspect that I want to add that I simply do not have the knowledge to do. That is animations. With Fore's FNIS Alternate Animations feature, I would like to add proper lute-playing animations to replace the default attack animations. Certainly, the LoversLab community has some of the best animation artists for TES games around. And that is why I have released this here and now. In addition to mod users who might be interested, I'd like to invite mod-makers who are familiar with animation-making to try out this mod and, if it shows promise, to consider helping me accomplish that goal.
This mod brings a playstyle from Dragon Age: Inquisition's Multiplayer to Skyrim. Dragon Age: Inquisition's Virtuoso is primarily a support class with a diverse arsenal of magical abilities. But the method by which the Virtuoso readies these abilities for use is rather unique.
The mod will add a Lesser Power to the player called "View Bardic Perk Tree". This Lesser Power will bring the player to an area where they can obtain the Lute Weapon (which is the player's access to the majority of the mod's features). Here, the player can also choose from a selection of 18 Perks specifically designed for this playstyle. 3 of the perks are offered for free. The others will require perk point investment, sufficient Speech skill, and prerequisite perks. 10 of the 18 perks allow your character to use unique abilities with their Lute. Using the Lesser Power again or activating the floor returns the player to their original position.
With a Lute equipped and out, the player can queue Fire, Frost, and Shock "Notes". The keys used to queue these must be configured in the Mod Configuration Menu (MCM) of the SkyUI mod. Up to 3 Notes can be queued. When 3 Notes are queued, but further Notes are added to the queue, the earliest Notes queued will be replaced. Using normal attacks will fire off basic projectile spells with the type corresponding to the earliest note queued. These projectiles deal very modest damage, but allow the player to regenerate Magicka. Using Power Attacks cause the player to play "Songs". Songs are your special abilities and which Song is played depends on the combination of Notes queued. To play a song successfully you must know it by obtaining the corresponding perk. Songs also consume Magicka.
The effectiveness of the player's Songs and basic attacks are governed by the attack rating of their lute, whose damage scales highly with Speech skill.
The majority of the Songs give a buff to the player and their allies while delivering debuffs to foes, within a 12 foot radius (shown visually with a ring effect). This is designed for a support class playstyle that enhances the combat efficacy of followers and nearby non-hostiles, while delivering little damage from the player him/herself.
A list of the Songs' effects is below:
SKSE v1.7.3 or later
SkyUI v4.1 or later
Qsleeves on Looperman for sounds
Sampleswap for sounds
Hey everyone. Did you guy's ever get frustrated with Riften's performance when it comes to framerate? I did and that's why i have made this little mod. This mod tries to do what a very popular mod for Fallout nv did. Removing unneeded things that are never really visible and cause lots of lag on top of that. Currently it only removes the leaves lying on the ground. It seems to have increased performance for me a bit but if you find any more things that can safely be removed without causing weardness please tell me.
New version added: Currently there are no more leaves on the floor, no dead bushes, removed one kind of fallbush (red ones), removed kelp and mist in the canals.
Another new version added this time cleaned through tesvedit as a request to someone in the forum. You never know. For conveniences sake i also removed my two older files, so there is now only one file in the downloads section.
As this is a very lightweight mod so i didn't feel the need to add pictures. It doesn't need any weard stuff right now except Skyrim. So if someone has any trouble walking around in riften please try this mod if you want.
I hope this helps for someone.
If it does let me know.
And again if you have any ideas of what could be removed please let me know.
Have fun and i hope it works for you.
27.08.16 : THIS MOD ISNT DEAD , READ MY POST ON PAGE 4 ABOUT WHAT'S GOING ON.... Now im working on this https://gyazo.com/cfca2548c9aeafad81305b848a2180c2 and made a post about that on page 4 aswell.
Hello everyone ,
[im pretty new to this modding thing and as such don't be to harsh on this initial release
As i was browsing through the Forums i stumbled upon some requests for Hooves , either for Succubus characters , Races they want to make and Etc.
I found an very old file on my Computer , which basically had the Hooves that im presenting you now ( Which is why i don't know whom to credit for making the initial model).]
After finally learning how to use Blender , I'm able to make smooth and goodlooking ( atleast i think so ) models. Now after my Initial release , I'm happy with the current results, and will still try to optimize the hooves. Enjoy
1. The UUNP HDT Special body or CBBE HDT ( CBBE Version has been posted on page 2 by Karmilla )
3. New [3.0] - HDT HighHeels System
And that's it i guess
1. The UUNP HDT Special body (CBBE WILL BE ADDED AFTER I FIXED UUNP WHICH MEANS HighHeelsystem AND Shadow!)
3. HHS will be added soon
PS: If you have tips for fixes or a better texture for the hooves to offer , you can send them to me and I'll take a look at them ! Report Problems so we can fix them together!
You should be able to just use a Modorganizer or put the files in the folder manually into the Data folder in the Skyrim directory
How to Obtain :
Type "help Hooves" into the console and then just type player.additem [the items ID] , now it should be in your inventory ( Yes my mod isn't very immersive..)
To do list :
I. Make the Forumpage look better
II. Better 3D model for the Hooves
III. Better Textures (ATM they look bad .. ) ; Multiple colours or even bodytint colour
IV. Better Screenshots (With actual poses)
V. Start creating the Credit list
VI. More 2.0 Pics
VII. Make a CBBE 3.0 Blend
?. Add new things to this list
! Warning / Things that Occur when using my Hooves ! :
I. Only CHOOSE ONE PLEASE , DON'T KNOW IF INCOMPABILITIES OCCUR IF INSTALLING BOTH!
II. LONGHOOVES: Everything should be fine by now , and clipping might only be caused in a very minor fashion by having heavy distortions!
III.SHORTHOOVES : Currently there are problems when ENTERING SHADOWS and the SKINTEXTURE DOESNT LOOK ASONISHING ( But still good ) and CLIPPING INTO THE GROUND ( Fixed soon with HHS ) , and please DON'T EQUIP THEM THROUGH PSQ SINCE THE TEXTURES WILL CHANGE AND MESS UP!
Obviously .... I'm alone with this Project atm. But it doesn't have to be that way.
You guys or girls can help me creating a good hoove mod. Like I mentioned , I would love to get help from people that actually can use 3D modeling softwares or can create good textures for the hooves. (Or both at the same time )
Obviously I will give you credit once you help me (I'm not a dick )
You can use this mod as long as you dont use it for purposes such as monitizing. And ofcourse you should mention me as the publisher of this mod somehow (Credits)
Soo that's basically it for now Enjoy the initial release , and give me some feedback
17.05.2016 Initial release of CBBE and UUNP Hooves
18.05.2016 Black and White retextures
25.05.2016 FINALLY RELEASE THE NEW BLEND
26.05.2016 An even better blend that fixed clipping and you can use Armor [Very soon] now .
31.05.2016 Fixed Clipping even more , ARMOR CAN BE USED NOW!!! PLEASE DEINSTALL 3,0
27.08.2016 New Short Hooves!
After a hard , bloodsweating mess of Bugfixes , frustration and Blending its finally here. The new , Blended hooves. On my way to become a somewhat decent modder , I found a new friend called Zquad1 who patiently helped me fight through the mess I had . It went as far as calling my blender possessed and the niffiles that came out of it were.... (you only would understand if you wouldve worked with me on that ... and trust me .... it wasn't nice... they had their own mind NOT EVEN KIDDING ). From now on , the both of us will work on future projects ( well for now the hooves ) , and I'm happy to do so.
The Hooves will take a lot of work , and will have some clipping issues ( 25.05 ) BUT THAT WILL BE GONE SOON [i hope].
So for now , have fun with the new created hooves
At the current time I'm very busy , so I ask for your patience. I can't use that much time on this project anymore , which won't stop me from making more stuff , but delays it , since im pretty ocd about working in blender and trying to make perfect meshes , so bare with me C:
FOR YOU GUYS :
You can download the UV map and create your own textures ( Dont be afraid to share them ) and If they are really good , we can feature them in this mod as well , also , please take the clipping with a grain of salt >.> should be gone now
MY NR.1 Zqaunt1 for helping me a huge lot and working with me on this from now on <3
II. Everybody who worked on the UNP UUNP and UUNP Special bodies ( There are a lot to name , so if you wanna be here , just contact me ill add ya)
III. For whomever made the first Hooves that i uploaded so that this thread got some attention
IV. Thanks to hydrogensayshdt for creating HDT HighHeels System
V. AND OFCOURSE YOU FOR DOWNLOADING AND HELPING ME WITH MAKING A GREAT MOD :*
By EinarrTheRedPrettier Bandits (BETA)
Prettier Female Bandits Prettier Female Warlocks Prettier Vaermina Devotees Prettier Witches and Hags Prettier Female Thalmor Prettier Thieves Prettier Adventurers
Q: What is Prettier Bandits?
This mod updates the appearance of roughly 320 female actor types, including all bandit encounters, warlocks, witches and hags, Thalmor and randomly encountered adventurers. It is primarily an appearance mod, removing dirt and grime, adding new hair models and generally making your various hostile female NPC encounters a lil easier on the eyes.
Q: Does it give NPC any new abilities or make them tougher?
No, Prettier Bandits was intended to be primarily an appearance mod only. It does increase the level range of encounters witches and hags to be similar to encountered warlocks, but that's about all it does for boosting the strength of NPCs.
Q: Does it add anything new?
Not really, there is no new armor or anything include in this mod. It does add a few new NPC encounters, mostly to the roadside thieves you sometimes encounter, I added two more female dark elves and one female wood elf to the possible encounter types. That's really about it, its an appearance mod.
Q: Does this replace existing bandits?
Yes, in so far as it updates the appearance of existing NPC actors. It does not alter their outfits, gear, etc.
Q: Why use this mod?
You like eye candy? I made this mod with the intent of supporting Paradise Halls Extension so that captured bandits, warlocks, thalmor, etc. would be nicer looking slaves.
Q: Why is the file so large?
320 update face geometry and tint mask sets take a up a lot of space.
Q: Will you add prettier guards or other NPCs?
I'm considering it, we'll see how this first mod goes.
Q: Is this Smexy Bandits?
No. That's a separate project that is still being worked on.
Q: Can I use your NPCs appearance in my own mod project?
A: Yes! Copy in any NPC you like, I won't mind. If anything I'll be a lil flattered. I'm hoping in a future version of this mod to include a separate resource .esm that will contain all the appearance templates for people to use as a resource. So yes, if it would help you populate your mod with better looking NPCs, feel free to borrow and copy from this mod.
Apachii Hair for Females 1.5
Apachii Hair 1.6 Full
Download and install with your favorite mod manager.
Load order is up to you, you can let other things overwrite it or not as you wish.
Removal is simple, just uninstall with your mod organizer.
There are no scripts included in this mod so it shouldn't break anything.
To Do List:
WE Road encounters with Thalmor were overwriting the default armor sets, I believe I have fixed this. Doubling the number of PB Bandit NPCs in the encounter lists -- 100% done Doubling the number of PB Warlock NPCs in the encounter lists -- 80% done Doubling the number of PB Witch NPCs in the encounter lists -- 80% done Prep work for adding the Hunters faction to PB -- 0% done Adding and doubling the number of PB Hunters in the encounter lists -- 0% done Prep work for adding the Vigilants of Stendarr to PB -- 60% done Adding and doubling the number of PB Vigilants to the encounter lists -- 0% done Custom appearance for Keeper Carcette -- 90% done
By spoonsingerIn real life, if you enter someones house and wander around looking in their knicker drawers and bedside tables your host would probably say "Oh! No, what the hell are you doing?". In Skyrim, your host will probably just look on in total disregard to your actions unless you actually take their knickers out of the wardrobe and wear them on your head.
So this a simply horrible mod to make a check if someone is actually looking at you while you go through their things and, if they do, will raise a trespass alarm. Actually if lots of people see you do it, (and care), they will all raise the alarm - thus increasing the bounty.
SKSE - and it's requirements
This uses totally misappropriated and rejiggered code from 'Deviously Enchanted Chests', (BaneMaster) & a very old version of 'Sexlab Defeat', (Goubo). So thanks to you both for that. (and probably also Princessity/Ms Leeches who came up with the FormsList/Perk idea for stuff back in the day, which looks like it saves a shit load of work).
1) Well it's work in progress and if there is a thing out there already which does this I apologize, (i.e. I couldn't find one, otherwise I wouldn't have bothered).
2) Probably loads of other things I haven't considered.
By darkteutonicWhat is Ananasi Mod:
When this mod is finish, it will be a Custom race Mod with a custom follower.
Is it working ? What state is it at ?
OK, so the current state of this mod is; WIP (Work in Progress, it doesn't do much for the moment)
I am desperately trying to fix a problem with the Character's Menu (Inventory, Map, Spells etc...) (as of right now, when you transform (Using this spell) you lose all access to your spells and inventory). I am trying to fix that.
But what is it about ? Can you tell me more about it? Any lore ?
For those of you, who are wondering, what this mod is about, you can read a very early version of the lore about this mod in the first link(Below) on the Nexus Forum, my original post.
The second link, was me asking help for the last transformation (What is it/that ? = read the mod description in the first or 2nd link(Below), either way, it has been removed from the, To do list - The Final state of the mod will ONLY have 3 forms NOT 4).
But, how come it isn't out yet ?, these threads are old.
Well like a lot of people, I got tired of Skyrim(Back then in 2013) and moved on, I just recently started playing again.
But weren't you almost finish ?
Well when I stop playing(back in 2013) I deleted everything, my unfinished mod included... Yes I know, I am still angry at myself as I am writing this.
Hey...This name, the name of your mod, it reminds me of something....
If you are a fan of the WOD (World of Darkness) tabletop games, you might have recognize the name, for everyone else, this mod is inspired by the Shapeshifter race of the same name in the Tabletop PnP RPG game; Werewolf: The Apocalypse. They are essentially Werespiders.
But why spider!!!!!?
If you hate spider and you don't want to see them ever, this mod is not for you, it basically turns your character into one(a spider), so don't download this mod if even the vanilla Skyrim's spider disgust you and/or if you can't stand them, this mod is not for you.
Personally, I hate spider and I suffer from a mild level of arachnophobia in real life, that being said, its just a game and I know that. The fact that I am the spider, preying on others, I am not sure how to describe it (I feel empowered, it's like your are the monster, stalking instead of being the prey). Did that make sense ? no anyways..
Plans for the future
If I get help, I would like to add a Quest and a custom voice to my follower, but I am still a very amateur modder with little experience in modding.
Call for Help
[To anyone who has experience in scripting or modding in general]
To experience Modder out there; (Oh! you silly darkteutonic it's easy you just have to do this...)
If you happen to know what is causing the problem with the character's menu please, please let me know so I can finish this mod and upload the full version of it, so that everyone can enjoy it.
I have an open thread regarding this problem in the Non-adult related mod section of this forum;
What is currently included in this version;
The mod adds a Spell [Form of the Swarm]
How do I get the Spell?
You have 2 options;
1) Use the game's console, and type;
Then use one of the following command;
then add the number of the code for the Spell or the Spell Book.
2) For a more Lore-Friendly way to acquire the spell, simply make your way to Riverwood Sleeping Giant Inn. The book is located on the nightstand(the small table) next to the bed in the 2nd room on the left side.
P.S. Do not forget to close the door behind you before picking up the book, as stealing the book, will increase your bounty and you will have to fight your way out of the Inn.
Info about the Spell
Name: Form of the Swarm.
Any bug I should know about ?:
Yes, as mention multiple time above, this is a work in progress and I am currently baffled by a bug which prevent the player from opening the inventory, the spell or the map, after changing into the Spider form. I am currently working on the problem and as soon as I figured out, the problem will be fix, and the mod will be re-uploaded.
What does it do then ?
It does 2 things;
1) It transforms your Character into the Ananasi's Swarm Form (What is that ? - Just a fancy name for the Spider form) But what does it look like ? Well, skin/texture wise, its basically a normal Frostbite Snow Spider. But under the hood, it comes with interesting bonuses such as In combat health regeneration (There are other bonus as well). I will reveal those in time, when I am finish balancing the mod.
2) It summons at your sides, 4 smaller version of yourself (4 Frostbite Snow spiders). For the time being they are Essential, and cannot die. They will follow you everywhere and will only attack those who are hostile to you.
Description of the spell;
This power is meant to enable the caster (if you haven't guess by now), to transform into a swarm of spiders. Due to multiple reasons, such as the engine limitation, entrance being block by these little guys couple with the fact that many of us (myself included) are already using more than 1 follower...[these are just a few reason why,] I have decided to limit the number of spider summoned by this spell to 4. Think of it like this; 1 spider for each of your legs, 1 spider for each of your arms and 1 spider for your main body and head.
By h38fh2mfMade a plugin to help try and fix some of the crashes I've been seeing in http://www.loverslab.com/topic/46913-how-to-debug-ctd/. You can turn each individual fix on / off in the SKSE/Plugins/CrashFixPlugin.ini, default settings recommended but if you have problems with something and you know what you're doing you can change. If you want to see exactly what crashes are fixed (with addresses) and a small explanation of my best understanding of the crash then check the INI file or readme on the nexus mod page.
This plugin is meant to fix some common crashes AFTER you have followed STEP guides and sensible modding rules! It does not fix problems that come from modding irresponsibly or conflicts between mods.
How to use the memory allocator patch?
1. Open CrashFixPlugin.ini and find "UseOSAllocators=0"
2. Change it to "UseOSAllocators=1"
3. Download and install SKSE Plugin Preloader
4. Start game, if you get an error saying that memory patch could not be applied read the message for help, otherwise you're good to go.
(5.) Causes game to crash and you use ENB? Set ExpandSystemMemoryX64=false in enblocal.ini
(6.) Causes game to crash more frequently (especially with UNP RaceMenu sliders)? Try AlignHeapAllocate=1 in CrashFixPlugin.ini
Tips for additional stability:
(These are things I've observed and Not 100% fact!)
If you don't have some lines listed below in your INI it means they are set to default value.
Data/SKSE/SKSE.ini (not needed if UseOSAllocators=1 in CrashFixPlugin.ini):
Set DefaultHeapInitialAllocMB:Memory to 768. If you are using a lot of mods or higher uGrid than 5 then set 1024. Helps with CTD during save load, especially if you can load the save after qasmoke. Max value is 1280. If you are using ENB you may get CTD on startup with higher value than 768 and ExpandSystemMemoryX64 true in enblocal.ini! Set ScrapHeapSizeMB:Memory to 256. Game can't use more than 256 of this and setting higher serves no purpose.
uExterior Cell Buffer:General - setting this too high causes crashes more, especially when game wants to unload many cells at once. If you set 0 or just remove it from your INI then game decides this and that's the best way. bPreemptivelyUnloadCells:General - setting this 1 will mean game purges cell buffers and unload cell whenever it is possible. Default is 0 which means keep cell in memory until we need the space for other cells. I find 0 to be better, there's no reason to unload cell immediately, the buffer was implemented for a reason. fPostLoadUpdateTimeMS:Papyrus - setting higher will cause longer loading. Mine is 500, seems to work well for me. You can try 750 or even 1000+ if you have a lot of script-heavy mods. fUpdateBudgetMS:Papyrus - remove (this sets to default 1.2). If you have a lot of script heavy mods and a good PC you can set higher for example 2.0, however this can reduce your FPS when a lot of things are happening. fExtraTaskletBudgetMS:Papyrus - remove (this sets to default 1.2). See above. bEnableLogging:Papyrus - set 0. There's no reason to log papyrus unless you are developing a mod. Writing to file constantly is not good for performance. Papyrus logs have nothing to do with finding causes for crashes, although you can use this to find misbehaving mod scripts which can be helpful, I'd recommend to disable it for normal gameplay though. bEnableTrace:Papyrus - set 0. See above. Any other papyrus setting - delete. Changing the papyrus from default will just cause instability or lagged scripts. iPresentInterval:Display - VSync enabled or disabled. You shouldn't need to change this as default value is 1 and that's good.
Safety Load (not needed if UseOSAllocators=1 in CrashFixPlugin.ini):
Install Safety Load if you have a infinite loading screen or freeze at any point. It fixes a bug in memory allocation that causes deadlock. Yes you still need this if you have SKSE memory patch, no they don't do the same thing. SKSE memory patch hides the problem of deadlock for longer because it allocates a larger memory block. If you don't have freeze or infinite loading screen at all then you don't need this!
Don't use this. It causes memory corruption and does nothing unless you are changing your uGridsToLoad setting in INI often (I don't know why you would).
I'm not an expert in ENB, but these two I recommend in enblocal.ini:
You should make this. It helps resolve a lot of conflicts between mods, especially related to leveled lists which can be a big problem. If there are no conflicts this doesn't really do any harm but even a small mod list usually has some.
LOOT can be a good tool to help resolve issues with ordering, but it is not perfect, sometimes it places mods incorrectly, use your best judgement. LOOT can also warn you about other potential problems with mods.
Do this! LOOT can tell you which mods need cleaning.
Don't install or uninstall mods (with ESP files) in the middle of playthrough. Even changing the order can be very bad, especially if you use bashed patch or anything with SkyProc (requiem, perkus maximus). This of course applies to ESP files! Graphics mods and pure SKSE plugins are fine most of the time.
UseOSAllocators=1 and crashing when touching sliders in character creation or otherwise.
Set AlignHeapAllocate=1 in CrashFixPlugin.ini, downside is increased load time and increased memory usage.
UseOSAllocators=1 and crashing on game startup or loading save or shortly after.
Set ExpandSystemMemoryX64=false in enblocal.ini
Game says message box "running out of memory" and crashes.
Set ReduceSystemMemoryUsage=true in enblocal.ini
Ground textures flickering weird.
Set ExpandSystemMemoryX64=false in enblocal.ini
12 - 28/08/2016
Errors or warnings from Crash Fixes is now also logged to file - enabled by default. The file appears in Data/SKSE/Plugins/CrashFixPluginLog.txt Added automatic crash dump analysis, disabled by default. It creates files in Data/SKSE/Plugins/CrashLog/crash_timestamp.txt Warn user if they have bad ENB settings on startup. Added a crash fix related to Enderal. Added a crash fix related to magic effects list. Skyrim will display warning if actor has unexpectedly NULL TESCombatStyle form. It tries to display the actor form ID so you can check it out yourself. Changed a bit how the corrupt NIF crash is detected, it might help avoid some false positives.
Check out my other mod Bug fixes.
By menmanmenAuthor : © MenManMen
Version : 1.0 (Work In Progress)
Release date : 02/11/2015
KS Hairdos - Renewal & all of it's requirements : http://www.nexusmods.com/skyrim/mods/68311/
Beards : http://www.nexusmods.com/skyrim/mods/28363/
Brows : http://www.nexusmods.com/skyrim/mods/30411/
Recommended (but not required) :
Shape Atlas for Men (SAM)(NSFW) & all of it's requirement : http://www.ladymoiraine.com/index.php?/files/file/1-sam-shape-atlas-for-men-recoded/
Ixum's Smooth, Hot'nSweaty Muscles Re-texture (require SAM)(NSFW): http://www.ladymoiraine.com/index.php?/files/file/27-sam-ixums-smooth-hotnsweaty-muscles-re-texture/
Cute Eyes : http://www.nexusmods.com/skyrim/mods/13076/
~~~ This is my very first mod, so be comprehensive please ~~~ (and i'm french, so sorry for my bad english :/ )
I was scared by the ugliness of the vanilla males, so I created this little mod that replace the faces and change the hair of all Whiterun men.
Each male have its mod (.esp), so you can choose the ones you want. This mod was originally created for my personal use, but finally i want to share it with you.
AT THIS POINT, THIS IS NOT A VERY SERIOUS MOD (to know more, read the "WIP, Help needed" part below)
(in alphabetical order)
Amren Andurs Anoriath Athis Avulstein Balgruuf Belethor Bjorlam Brenuin Brill Caius Eimar Elrindir Eorlund Farengar Farkas Gloth Heimskr Hjornskar Hrongar Idolaf Jenssen Jervar Jon Kodlak Mallus Maurice Mikael Nazeem Olfrid Proventus Quentin Cipius Sabjorn Severio Sigurd Sinmir Skjor Skulvar Torvar Ulfberth Vignar Vilkas Wilmuth
THIS MOD IS MY VERY FIRST MOD & IS IN A "WORK IN PROGRESS" STEP
So bugs can appear, if a bug (that is not already reported below) appear in your game please report it !
I need help to :
1 - Merging and modify ESPs and BSAs files
2 - Fix the first Issue below
I think I have to completely rework this mod. This is mod is entirely created with the NPC Editor. So have to learn how to use the faces i created in the NPC Editor in a new original mod, and if you want to help Me, i will be very happy ;-) !
In Racemenu, the number of hair can be disproportioned and it can be very hard to choose the hair you want :
Until I fix this bug, If you want to modify the hair of your PC (by the showracemenu command), please load your game without checking any of this mod's ESPs, load your save, change your hair, save, and exit the game. You can now load the game with the ESPs checked.
Open the archive, and copy .esp files (and the respectives .bsa files) of each man you want, to your DATA folder.
Foretrenty for "Skyrim NPC Editor"
Kalilies Stealthic Khaos and Shocky for "KS Hairdos - Renewal"
Hvergelmir for "Beards" and "Brows"
VectorPlexus, Earrindo, lxlHunter & Hymnaru for "SAM - Shape Atlas for Men"
Ixum for his "Ixum's Smooth, Hot'nSweaty Muscles Re-texture for SAM"
TKTK for "Cute Eyes"
By spoonsingerThe Problem
Your toon is a delicate flower. Picking through the mangled remains of dead bodies for apparel which is covered in blood, (most likely fecal matter), and then carrying it around is not the sort of thing they want to do.
Let them use linen to clean off the blood and fecal matter from the piece of apparel.
(In fact they won't take it off the dead body unless they are carrying some linen to clean it off with. The piece of linen is made all messy in the process and your toon will lose it somewhere)
Don't think there are any other than really hating your toon. (Actually SKSE is probably needed).
Mods Which Make It Interesting(*)
Loot & Degradation (http://www.nexusmods.com/skyrim/mods/55677/?)
Temper Clothing - for Loot and Degradation(http://www.nexusmods.com/skyrim/mods/68898/?)
Linen Craft (http://www.nexusmods.com/skyrim/mods/21394/?)
More Believable Carry Weight (http://www.nexusmods.com/skyrim/mods/48929/?)
Any mod which makes the economy more realistic
Any mod which makes running around naked a bit risky, (When paired with Loot & Degradation)
(*) Subjective obviously.
This is only the very first part of the Onmund romance/friendship storyline, which is about 1/5 of the story. In the demo, you will know the basic concepts of the mod, but it's not everything we'll be doing (say, quests that require "doing and killing something").
Please also note that this mod is NOT to be used in a serious save (playthrough). Its purposes are to show players what this mod's concepts are, and to attract voice actors/actresses to help in this project. The content in the demo might change in the future, so what you see in the demo might not be the "real" story.
This is an unfinished mod, and is supposed to be used in a separate test save. We hold no responsibility for breaking anyone's playthrough. Be sure to uninstall it after you finish the demo.
And to clarify, there's NO sex and romance in the demo, just friendship. You'll become intimate with Onmund in the middle of the story.
Lastly, all the dialogues are currently unvoiced, so it's strongly advised to use Fuz Ro D-oh while playing the demo. We're still looking for voice actors and actresses.
Features of the final product:
- Enriched vanilla NPC personality and background story
- Realistic romance with vanilla NPC
- Player's decisions and words have impacts to your relationship with the NPC and the whole story
- Flirting, kissing, and sex
I am looking for people who know CK and scripts to make a follower romance mod, that adds in-depth romance and friendship for VANILLA followers. At first, I only knew a few about CK, the best I could do was doing facelifting; but thanks to WraithSlayer's guidance, I know how to make the dialogues and very basic scripts. My major talent is composing stories and doing writing stuff.
This mod will add new locations as well, and might involve complex scripts in the middle and after. If no one offered help in these parts, I would have to learn making new regions, but complex scripts might take me very much time to learn, which I might just cancel the parts that involve certain degree of complexity; so, your help is needed to make the mod more awesome, and to speed up the development.
In the mod, the player will get to truly romance some MALE followers (and some non-followers made followers). I don't plan to make female ones, at least for now, as Amorous Adventures had already added plenty of qualified female romances, such as Serana and Elisif.
The mod is temporarily named Interesting Vanilla NPCs.
We'll do Onmund first. If the Onmund story is successful, then we'll proceed to other people, possibly Brynjolf or Marcurio.
Why do I want to make this mod:
I know three mods that introduce male romance: Skyrim Romance Mod (SRM), Amorous Adventures, and Interesting NPCs.
In SRM, the PC is unnaturally attractive. Every man added by this mod has irresistible desire to bang the PC, and most of them are similar in a lot of ways. They also speak unnaturally sweet, and I'm embarrassed whenever a man of SRM speaks to me. Only a teenage girl who fancy love stories like Twilight would find SRM exactly what she needs. The romance of SRM lacks depth as well.
Amorous Adventures adds 3 male romances: Vilkas, Farkas and Ralof. The "romance" of Ralof is not a romance at all, and that of Vilkas and Farkas lack depth; also, all three romances haven't even a single interesting point. In short, they're lame. But in fact, the author confessed that (s)he doesn't find making male romances easy or interesting, and won't do male romance in future; so we shouldn't demand too much in Amorous Adventures' male romances, as the author didn't intend to make them in the first place.
As for Interesting NPCs, romance is neither a main part or an important feature, so it shouldn't be enlisted at all.
Meanwhile, I also noticed that the romances in SRM and AA didn't provide much choices for players to pick during the romances. All of the storylines are set and the players just need to follow. To make it sound clearer- you do realize that there's only one dialogue option for you to pick each time you're going to speak in SRM and AA, don't you?
Basically, I have few romance choices when I'm roleplaying as a straight female, but to romance my badass Familiar Face character - in my brain only; and when I say romancing him, it's just imagining that we speak something about the last battle and then we feel quite horny and get laid. That's lame.
Therefore, I wish to add some solid male romance options, which are not overly-sweet, Twilight-ish or lame. I want to make male romances that are natural and realistic, interesting and not lackluster, and most importantly- they should have depth for players to think about and consider.
Sexlab (the story has romance, and there's kiss and sex in the romance; neither is in the demo, but they will be in the final version)
Whom I'm looking for, desperately:
A CK worker who knows how to make new places
Or, if you know more than 1 of the above, you can definitely apply to both jobs.
Whom I'm looking for, but not in urgent:
A CK worker who knows script
What I'll do:
Writing stuff, NPC making (eg. Onmund's family), making dialogues and quests in CK, voice acting (better not, unless no one is offering to voice act).
If you're interested in helping, inbox me or leave a reply, and I'll inbox you.
Anbeegod for mod idea, story and dialogue writing, CK working
WraithSlayer for scripting, teaching me to use CK (this is very important, without that, this mod won't even exist)
By sunhawkenDynamic Naming
Version 0.52 Beta
- Reworked the way naming works for the final time, Names are no longer directly changed instead Display Names are used.
Currently 50 Display names are available for use at any one time. Once the maximum is reached Actors will stop receiving names.
- Names will now stick with the assigned Actor until one of two things happen:
#The Player has left the cell for a set amount of time (Default is 10 hours Game Time), however if the player returns to the cell the Countdown is stopped and will restart from it's original duration when the player leaves again.
#The NPC has died for a set amount of time (Default of 2 Hours GameTime)
- Added Format Randomisation Each race has a pool of 4 formats 2 used for everyday NPCs and 2 for Guard NPCs
When a NPC is assigned a name one of the 2 formats will be taken and used. This is temporary and will be improved in the future.
- Added new keywords for use in formats, \\n, lvl and <BaseName>:
# \\n makes everything after it move to the next line instead allowing for multiline names.
# lvl will show the current level of the actor.
# <BaseName> will show the original name of the actor.
-Re-Added the MCM it currently includes the following options:
#NPC Finder - Allows the player to turn off the Naming Cloak (Useful in case of a brawl bug)
#Lore Names for NPCs - While Enabled NPCs will recieve lore names when this is disabled all naming for Playable races is stopped
#Lore Names for Dragons - While Enabled Dragons will recieve Lore Names. Note: Lore Names for NPCs must be enabled for this to work.
#Purge All Given Names - Clicking this option will Restart the Lore Name quest causing all assigned names to be reset and all NPCs to be removed from the quest.
#Name Fade Time - Allows for changing of the time it takes for a NPC to lose their name after the player has left their cell
#Corpse Name Fade Time - Allows for the changing of the time it takes for a Deceased NPC to lose their name.
#Select Race - This Menu is used for the Format Options. Has all Playable races + an ALL option which will apply changes to all Races.
#Format - The two Format options allow for customisation of the naming formats everyday NPCs use the mod will randomly select one of the two each time a name is assigned.
#Guard Format - This performs the Same function as Format except for Guards.
"Guard Given Affix"
"<BaseName>, Given Affix"
"Given Affix \\n Level lvl <BaseName>"
"Given \\n Level lvl <BaseName>"
"Level lvl <BaseName>"
"<BaseName> \\n Level lvl"
"Given Affix the <BaseName>"
"Given the <BaseName>"
"AffixGiven the <BaseName>"
- Added Lore Naming for Dragons. Dragons will be assigned a Randomised Name while Lore Naming Is enabled Currently they are not effected by formats.
The Dragon name pool consists of 120 Words spread over 3 Seperate Pools, A Pre, Mid and Suffix pool. random words are taken from these pools and added together to create a name.
The used words are then removed from the pool. When a pool is low it will be refreshed.
- Requirements -
Skyrim Script Extender (http://skse.silverlock.org)
- Optional -
SkyUi 3.4+ - While this is not needed to run the mod you will be unable to customise Names, Formats or what the mod effects.
- Overview -
- NPCs of Playable Races* can recieve Lore Names, Like Gavus Severa for a Imperial or S'Barri for a Khajiit.
All names assigned as a Lore Name will be based upon the Race and Gender of the NPC, you won't see a Nord with an Imperial name or a Imperial with a Nord Name.
Though the naming is randomised you won't see repeats for a long while(if ever!), Between the 10 Races there are over 1200 Names and 800 Affixes.
With names that are used being removed and only refreshed when the pool is low.
- Dragons can now also recieve Lore Names, their names are constructed randomly from 3 words of the Dragon Language.
- All Non-Unique NPCs can have different naming formats(Locked to race) don't want a Lore name? You could instead use a Base Format instead or Base and Level (Would show Level 1 Bandit for example.)
- The MCM allows you to customise different features of the mod, formats, Name fade times, Allowing Lore Names, Purging all given names are all options which can be turned on/off, modified or swapped.
*Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Ord, Redguard, Wood Elf
- Compatibility -
Dynamic Naming will be compatible with any added NPCs from mods as long as the following conditions are met:
- The NPC is of a playable race (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Redguard, Orc, Wood Elf)
- The NPC is not Unique.
As long as those two conditions are satisfied added NPCs will be named.
NOTE: AS OF VERSION 0.50 BETA, THE MOD USES A .BSA INSTEAD OF LOOSE FILES WHEN REMOVING 0.45 MAKE SURE TO CHECK ALL
_DNAM SCRIPTS ARE REMOVED FROM THE SCRIPT FOLDER AS ANY REMAINING SCRIPTS COULD INTERFERE WITH THE RUNNING OF 0.50.
Nexus Mod Manager:
Simply Download via Nexus Mod Manager and install.
Extract DynamicNaming.esp and DynamicNaming.bsa into your Skyrim Data Folder
When updating from 0.45 move into an area where no NPCs are and then save and uninstall the mod be sure to remove ALL _DNAM labeled scripts from your Scripts Folder.
After follow the Installation Instructions
With MCM Disable the NPC Finder and Lore Names for NPCs options in the MCM, move to a new cell or interior, then save and uninstall the mod.
Without MCM Move to a cleared out location (Has No Nearby NPCs) then wait for 12 Hours. Save then uninstall the mod.
Nexus Mod Manager-
Uninstall the mod via Nexus Mod Manager.
Remove DynamicNaming.esp and DynamicNaming.bsa from your Skyrim Data Folder.
- History -
0.45 -Dynamic naming will now NEVER rename a Base Object (This is added as sometimes it would rename a
baseobject of an Actor naming all the following actors the same.)
-Affixes for some Races will now only appear around 50% of the time.
-A number of Script optimisations.
-Prepped the Formatting script for MCM and Also for the Alternative which will be added in a future
0.42 - is a complete overhaul of the Mod the following has changed (Also the entire underlying scripts were rebuilt
-All Races are now supported (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Redguard, Orc,
-Between the 10 Races there is over 1200 First names and 800 affixes.
-Area detection now works properly, Look to assign was removed
-MCM has been removed and will be reintroduced in a later version.
0.30 - Main Changes:
- 195 New First Names for Imperials and Nords of both genders (Approx 65 New male Names and 130 Female).
- 161 New Suffixes for Imperials and Nords of both genders (60 Nord, 101 Imperial).
- You can now enable or Disable Suffix Naming for NPCs via the MCM Menu.
- You can now enable an area based detection instead of looking at the NPCs via the MCM Menu.
- The Mod no longer needs to be started via the Menu first time it will automatically start.
- Added Code for to allow for updates without having to reinstall each time.
- Fixed Issues with names not being shown due to a incorrect call.
0.26b - Initial Release
- Credits -
Bethseda's The Elder Scroll series (Morrowind, Oblivion and Skyrim)
SoulofChrysamere - For being a human name generation on demand, brilliant work.
Tamerial Rebuilt's Name Generator - http://tamriel-rebuilt.org/?p=modding_data/ngen
UESP's Lore Section - http://www.uesp.net/wiki/Lore:Names
Are you the Dragonborn, slayer of Alduin, savior of the world, the most powerful mortal in existence?
And are you tired of various self-important NPCs telling you that you're worthless and weak?
Are you irritated at the simpletons who threaten you with bodily harm, when it's obvious that you can destroy them with a flick of your finger?
Do you occasionally wonder, after Unrelenting Force-ing a snarky NPC off a cliff, why nobody seems to recognize your greatness?
Well, wonder no longer, for you can now ask these sanctimonious bastards that all-important question...
Do You Know Who I Am?
Many NPCs throughout Skyrim, who previously would have tried to block your progress, totally convinced that their positions of petty power lent them some sort of protection, will respond to the question appropriately. Assuming that you are, in fact, Dragonborn.
NOTE: Just uploaded a conversion for SSE. As far as I can tell, everything is working just fine.
It requires the SSE versions of Fuz Ro D-oh, SkyUI, and SKSE 64.
The deModCracy made a video too.
This mod alters several NPCs (More to come! Stay tuned!) who think they're somehow better or more important than the savior of the world. It adds that six-word question to their dialogs, allowing you to bypass or complete their particular sections of those quests without violence. Other NPCs have unique dialog for noticing that you're Dragonborn. This does not add, nor do I plan to add, any ability for bandits or other always-hostile beings to recognize your greatness. That's something for another mod, if at all. I made this mostly because I got irritated playing the College of Winterhold quest "The Staff of Magnus" and running into Estormo, who somehow believes that he can kill you, even though you just plowed through a dungeon full of undead horrors and magical monstrosities that he couldn't have begun to scratch at. Jordisslave then suggested the radiant thieves, and this mod was born. I'll add in some more NPCs as I find them, or as people suggest them. Don't expect anyone to recognize your awesome power if you haven't been formally recognized as Dragonborn, and don't expect anyone to stand in awe of your combat prowess if you haven't killed Alduin. While playing Oblivion, after beating the main quest, I do remember getting irritated after a while with every single person in the game praising me constantly. So as of v16, I've added an MCM option to toggle the global hello/greetings lines off.
Fuz-Ro-D'oh for the silent dialog lines.
Dawnguard and Dragonborn official DLC, as of v15.
SkyUI as of v16 (should work fine with SkyUI version 4 or above).
WHO IS AFFECTED:
This mod is a work in progress. It currently affects the following NPCs:
I am taking suggestions and requests for other asshole NPCs. Leave a comment in the support thread!
POSSIBLE CONFLICTS, NOTES, CAVEATS:
Anything that alters the dialog trees for the quests mentioned above might conflict.
Things that alter the NPCs themselves (like their physical appearance) should be fine.
Note that the entries for Nepos the Nose, Riften Gate Guards, Mogrul, and the Valtheim Towers bandit edit vanilla scripts... hopefully I didn't break anything.
There is a confirmed conflict with Sexlab Solutions and Prison Overhaul.
Current list of (possible) conflicts with Solutions (according to TES5Edit, thanks to Destynova99):
Sanuarach Mine quest Brawlers Toll payment at Valtheim Towers Beggars (all beggars blocked, not just Degaine) Riften gate guards Riften jail guard Radiant thieves (this conflict has been confirmed)
Note that these are not major conflicts, nothing game-breaking... just whichever mod is lower in the load order will take precedence... so if you're using this mod and Solutions together, I recommend putting Solutions lower in the list. Same goes for XPO.
Destynova99 has, out of the goodness of his heart, made a patch for this bug located here. It's for v10 and Solutions 3.1.4 only, and the patch probably won't work if either of those mods is updated beyond that point. When this mod is "finished" (for a given value of "finished") I'll try to do the same.
NB: Also included in that archive are patches for Prison Overhaul and LAL.
NB: I forgot to add those into v15. You'll need to download v14 for the patches, and overwrite with v15. Derp.
This mod is technically incompatible with Birds of Skyrim. That is, the mods will work together just fine, but after defeating Alduin, some birds may speak to the player from time to time. It's probably incompatible with any other mods that add in NPCs that are technically playable races.
Bugfix for Solutions and Prison Overhaul located here, thanks to Destynova99. The fix will still be valid until this OP says otherwise (that is, probably forever).
Note: Version 15+ now requires Dawnguard and Dragonborn. Sorry to those of you who don't have them!
Also, I forgot to add in the Solutions and Prison Overhaul patches into the archive. Use the link above for the patches.
Remove "Do You Know Who I Am.esp" from your data directory, and all scripts starting with "dyk" from your scripts folder. You'll also need to remove the following four scripts:
--jordisslave for inspiring this mod's existence
--Estormo for being an unperceptive dick
--Everyone who made, and continues to make, suggestions for target NPCs!
--Destynova99, who located the conflicting dialogue bits and made a patch for v10 and Solutions 3.1.4 and Prison Overhaul.
Russian translation: LINK (not current)
Japanese translation patch: LINK (for v20) and continued thanks to y_sengaku. Older patches can be found in the support thread.
Link for v18 japanese translation for people who do not have Hearthfire (required in v19+)
Link for v21 translation for SSE: https://www.loverslab.com/topic/44432-do-you-know-who-i-am/?page=13&tab=comments#comment-2141191
A whole two people have requested permission to translate this mod, so I figure that's "frequently," because I cannot count. So I figure I might as well put up a FAQ.
Q: I'm having a problem with this mod.
A: That's not only possible, it's likely. I'm a newb to modding. Leave a comment in the support thread and I'll get back to you. I can't guarantee I can fix a problem, but I'll do my best.
Q: I have a question about this or any other mod. Should I PM you?
A: No, please. Use the support thread. That's what it's there for.
Q: Your mod conflicts with <other mod>.
A: That's also highly likely. There's a good chance one of the NPC dialogue nodes I've edited is being referenced by any other dialogue-style mod. In general, for stuff like this, put whichever one you want more lower on the list.
Q: Can I suggest <feature> or <NPC>?
A: Yes please! I can't guarantee the request will get into the mod, because as I've said I'm not very good at modding, but I'll certainly consider it!
Q: Can I translate your mod?
A: Certainly! I didn't write it with any sort of translation in mind, though, and I do tend to use American English idioms and phrasing, so... good luck! Go ahead and post your translation in the support thread and I will link to it in the OP.
Q: Can I or you upload this to another site?
A: Nope. If I want it uploaded elsewhere, I'll do so. For that matter, I already did put it up on Nexus.
v1 - Estormo, The Caller, and Tolfdir
v2 - Added Calcelmo, Nazeem, Farengar
v3 - Added Valtheim towers guard, Calcelmo, Nepos the Nose
v4 - Added Aela, Degaine, Erikur
v5 - fixes a bug with v4, and adds radiant thieves
v6 - Added Sergius Turrianus, Urag gro-Shub, and generic dialog for brawlers
v7 - Added Harrald and Atar, and changed Urag's lines (thanks to Jfraser)
v8 - Added Maul, Hemming, Haelga, Nelkir, Dagny, Delphine, and the Riften jail guard
v9 - Added Summoned Dremora (master spell quest), Malborn, Wuunfurth, Riften gate guards, Odfel, Farengar (again)
v10 - Added Bolgeir Bearclaw, Bendt, East Empire Company dockmaster, Taarie, Kayd
v11 - Added some stuff to previous NPCs, and fixed a Malborn bug
v12 - Added wandering adventurers, Enthir, Galmar, Rikke
v12a - Fixed a missing script, added Rhiada
v13 - Added the Jarls in the Thane quests (except Riften)
v14 - Added Grelka
v15 - Added Mogrul, Isran, Delphine, and a bunch of hello/greetings dialogues.
v15a - Fixed a bug that made a hello/greetings comment visible for pets and horses.
v15b - Hopefully squashed that bug that made hello/greetings visible for pets and horses. Also, added in Silver Hand to hello/greetings.
v15b - Yep, same version number. I think I was an idiot and uploaded the wrong version last time. Here's hoping this one actually works...
v16 - Nothing much, just added an MCM option to toggle the global hello thanks for killing Alduin. Otherwise, identical to 15b.
v17 - Added Irileth and Urzoga.
v18 - Braith vs Ustengrav. Also modified the hello/greetings dialogues, hopefully fixing the Birds of Skyrim bug. Neloth and Kodlak will have some new dialogue too.
v18b - Fixed a bug where Galmar would have the Harbinger dialogue when joining the Stormcloaks if you had not become Harbinger yet.
v19 - Included tnu's condition fixes for Realistic Dialogue Overhaul compatibility, hopefully fixed Delphine/Esbern's Paarthurnax issue
v20 - Fixed a bug with Braith's line about fighting people (hopefully fixed anyway), and updated the MCM version (hasn't been done for a while).
v21 - Fixed Braith's bug (hopefully for real now), added some dialogue during Trinity Restored.
I'm looking for an experienced modder to look over the file The Coming Black Empire. I've worked it to a point at which I can't get any method of paralyzing the player to work. So far I have built poisons, enchantments, and spells to try to make it work but I'm missing something. If someone who knows how to figure out this problem, I'll send the current version in a private message. I'm just in a spot where the road seems to end, but many others have made such things work. Help? thanks, folks.
I need feedback, so I can know how to proceed with future updates. Include how you are using the mod please. Thanks.
It may be worth noting that, if you use Angrim's Apprentice, you will not make it to the trap door at a low level. I placed the Black Empire goons at the same place as Skyrimll's trap door. I forgot about this, and meant to warn folks sooner, but now is still a good time to issue a warning. Have fun.
This mod expands my first mod, Crippling Poisons, and replaces it altogether.
Among the features in Black Empire are:
-Four new poisons with nasty effects (aimed at capturing actors, including the player)
-A new craftable alchemy/food ingredient (visit the nearest cooking workbench)
-Modified vanilla food recipes (original recipes still exist)
-A new NPC vendor who sells poisons (from a leveled list) as well as other alchemy related items
-Bandits carry poison leveled list
-Forsworn carry poison leveled list
-The poison health drain effect counts toward DAYMOYL bleedout.
Near future plans:
-Create a mess of NPCs for the Black Empire faction
-Create a poison attack (similar to charus attack) that bandits and Forsworn will use against the player and followers
-Make Skyrim less safe
-Maybe Dawnguard and Dragonborn food recipe modifications (don't count on it)
-Move Black Empire to "adult mods" catagory
-Poisons may drop too frequently
-Vendor carries a poison that is too high in level for my PC (lvl 20), but not the appropriate poison
Currently still WIP but updated with a few cosmetic changes still have not found a suitable place to put it but might be looking at the area around Dark Water Mine and in through there but nto really at the mine itself. Though there are so few mods for a place like that might place it there.
I did setup a cell where you an go to it and visually look at it:
I will add benches in the water later so you can sit and be merry. Looking for help adding an NPC with basic dialogue merchant preferably with items since npcs are so beyond me. Some scripted effects when bathing in the water to get some buffs and perks per bath.
If there is anyone willing to help please drop me a message.
!Due to the creation kit derping on me and giving me a mess of problems this mod cant be finished by me. I have selected that farm house near the ruined watch tower from the start of the main quest i had a nice place built up but creation kit kept crashing on me when trying to save it. If there is anyone using this resource as a full mod please post a link to it as i would like to see how it is being used.
By ErehrWeapons port from upcoming MMO Bless Online (currently in 2nd closed beta).
As for now mod contains 45 fully working craftable and upgradable weapons.
Added crafting and tempering recipes
Type "help bless" to get barrel ID.
By xenicWhat in the world is this?
This is many locations I used in a story I was doing. It starts (minus the prologue) here: http://www.loverslab.com/blog/148/entry-561-the-blackreach-experiments-part-1-and-2/
There are many interesting locations spread throughout the world. If they are on the surface, they have map markers and should be visible as soon as you install the mod.
All the Blackreach parts are you will need to use "coc BE_SoulEngine_MapOrigin" to reach the cells. They are connected by doorways buttons etc. They are not navmeshed though.
What is actually in this?
There is a worldspace you can reach with "coc BE_SoulEngine_MapOrigin". This space contains, the soul engine, alpha control, and the Refgormation Chamber. Pretty much all the cool dwemer stuff in the pics.
There is a Ephemeral Glade near Markarth and a Tech Shrine near Riften. Both have markers.
Inside Mistvale Keep there are some staic scrolls, journals, and notes on the alchemy table.
The animated backpack meshes are also in a folder but I could never get them to work. They just sit there in an off position,
What can I do with this?
You can take some cool screenshots, and ....well that's about it realy. If you want to make this into a set of working locations by navmeshing it and making it usable, then feel free. I actually hope someone does because I just don't have the time.
Notes for the modder/player:
All cells and items start with AAA or 000 or BE. I usually stick with one or the other but I made this over a very long period of time so I switched it up unintentionally.
It is stable. I have run this over a long period of time with no problems.
I also ran it through TESVedit.
Other than that, enjoy it and have fun.
Worldspace: BE_ManaEngineWorld (Dwemer Tech Stuff)
Worldspace: AAA_MeetingPlace (Sovernguarde area)
AAA_Sky_Test_Cell (actually a worldspace where I was playing with sky settings.)
nothing here really
000ManaEngine01 (cell with a working float )
AAA_CelineBedroom01 (copy of Whiterun Jarls bedroom)
aaaBlackreachExperimentRuin (a cell with a few odd things I found in the game)
contains some bleeding vampire statues, ideal master gem, a object version of the apocrypha sky, and a static Alduin
No longer abandoned. If anyone decided to try to pick up the project, you have permission to continue, as the direction we each will take with it will likely be completely different. Just please give your project a new name. Thanks.
Welcome to Open Skies Trading Post.
This is a player home turned business property. The goal is to make the player the crafter/vendor, and let Skyrim buy from the player.
Near future plans
-Possibly make the player buy the property from the Jarl
-Navmesh the perimiter of the building to keep followers from getting stuck against the outside walls
-Investigate cloning NPCs and generating generic NPCs
-Write quests and dialogue
-Remove the supplies from the outside chests
Two people have offered to help get some of these plans accomplished. We will see if they even have the time. If not, then this may be a long time in coming.
There isn't much to say other than check out my blog that better states my goal with OSTP.
Have fun, folks.
By TurkeytailI don't know Where the post be good
So that was posted here as well
I made Lynn's headmesh from vindictus and transplated it to SKyrim. Also I made .tri file(Facial expression mof is already done), but can't fine out why race that I custumized with Lynn's headmesh still have no facial expression(ex. no blinking eye) whenever I exit Skyrim or on.
there is shadaws on eye part of headmesh, how can I fix it?
You can see it if you use this file
I'm not very useful with photoshop, so I made texture roughly, it's not that servicable mode.. so any one can fix my texture too?
and here is cme file. You should make your character as this file, so that face come up right.
oh I forgot to say, this mod will be transplated on Ygnord race, with ECE, so it requires ECE.
And if anyone use Ygnord race or changinh it, back up your esp file first, then use it.
update 0.5 Release
By xenicThis is a mod I started for myself mostly. I used many many resources from many many authors. I included a readme file if you'd like to see all the sources. I tried to stick to modders resources and mods that allow for using content.
The idea behind the home is that your father left the house to you. He died from X thing and you find this safe place. Nothing dangerous can spawn around the home or even get close to it (except dragons, they clip through everything in Skyrim). I'm not sure how friendly it is to kids and spouses, I have not fully tested that yet, however there are 2 children's beds in the house.
The rooms are a bit bare. I am still working on this. Most items are static although some do have uses. I plan to come back to this at a later date.
The file is quite large. About 133MB compressed so I included a link to it.
By xenicThis is something I am working on mainly for myself. It will be a room for my PC to "invent" and tinker with dwemer tech. So expect lots of whirrly bobs and spiny flashy dwemer stuff. There are a few things that seem out of place in it right now but I will be adding more so that they make sense. Enjoy and please leave feedback or suggestions.
By antigirl2000Downloads : the download section for this file says the size is 0bytes because it doesn't know,the file size is 63MB(mega bytes) and the mirror is a working download link,i uploaded it on that mirror because its faster than loverslab, (for me at least,it takes eons to download files uploaded in here) however im currently uploading it to loverslab as well.(it might take some time)
Don't forget to download the patch ! or you won't see gauntlets in the game !
Summary : a retexture and a remesh of the inquisitor armor set,im open to positive suggestions and feedback.This is still in early beta and i plan to improve it as much as i can hopefully with the help of seasoned modders,mod users and all other members of the modding comunity alike,i would very much appreciate positive feedback and constructive ideas in any field.
Instalation : just put the data folder in your skyrim instalation directory
-i've included an optional folder with all kinds of optional things such as engraving removals etc...
-the textures are 4096x4096 mostly so it might cause a slight pause when you equip the sword for example
Important Note : This is a standalone set and will work by itself,it does not require anything else.
-however,it will retexture the following,if installed after them :
la vallete gauntlets(you can use adenian gauntlets they look exactly like the la valette gauntlets)
ice sword(from game of throens armor compilation mod)
inquisitor heavy plate armor(from the inquisitor armor set,it only retextures one armor set not all of them)
talos cape(from cloaks of skyrim)
How to get it :
can be forged under the ebony section in any forge troughout skyrim,vendors might end up having it on sale as well.
A Request :
i don't have anyone to showcase this set for me,if any fellow screenshot artist is willing to showcase this set for me,they would very much have my gradidute.
Future plans :
-pretty much the reason this mod is still in early beta is because i wanted to improve it as much as i could before i released it,this is where you come in,with your help i'd like to improve it as much as possible before its release since im beggining to run low on ideas.
-change the Set's name from Grand Imperium to Divinity Weapons and Armor set upon its release.
On a personal note.....:
back when i first started this (around one week ago) i asked a rather seasoned senior modder whom i respected if i could use his dawnguard paladin gloves in my mod as a standalone,he said i should throw away my garbage,and that he wouldn't let my still in early alpha mod was ugly.im sure you can tell that he wasn't very encouraing,i asked him if he was upset or something and he was pushing his frustration into me,he told me no no no no don't get the wrong idea im not being a jerk your pile of crap is simply too ugly......by continuing my modding adventure i now feel like i've proven him wrong,hopefully thats the case.
you can use my stuff in whatever you like (it would be nice if you credited me,authors deserve at least that much)....i owe this attitude and free way of thinking to people like KnelTotenschwur and Lordofwar,i got tons of respect for people like them.
made by : antigirl222
Email : firstname.lastname@example.org
tools used :
devinpatterson(AGOT sword of ice,permission was required and granted)
KnelTotenschwur(inquisiotr armor set meshes(permission was required and granted)
Nikinoodles(cloaks of skyrim assets,permission was granted on the mod page by author)
oregano(feedback,helped with lots of clipping fixes,lots of great ideas)