By VerstortA user has argued that there is no need for this script and that stack dumps are benign, and therefor monitoring them is unnecessary. See their counter argument post here:
This is a python script that checks for stack dumps in papyrus logs.
If too many papyrus scripts exist in memory (the papyrus engine stack) all at once, the engine will dump some of its stack to garbage to prevent a stack overflow. Those dumped scripts are not retrieved nor revived, some will restart from scratch with all their state reset, but some will never restart on their own. Script dependencies can break, threads can break, state is lost and thus; Mods can break.
Once you get a single stack dump your save is broken. Maybe you can save clean the affected mods from your save to reset them with a save cleaner, but you have to clean every affected mod those scripts are attached to, and you lose settings/state/quests and everything saved to that mod anyway. I'm speaking theoretically, as I have never successfully fixed a save this way myself without realizing it wasn't worth it and stopping early.
The above has been challenged in the support thread.
Stack dumps are silent too, sometimes you get a brief pause as the game locks for maybe a full second as it dumps memory, but there is no other alert or notification to a user that a dump occurred. You just start getting really weird and specific bugs that would never happen otherwise, and are therefor impossible to find/fix for mod authors and yourself.
So I built this script to detect when a dump happens after every night of playing Skyrim. I save frequently enough that I can just delete any save I make after a crash dump to keep my save intact, and then I look at the stack dump time and scripts dumped to help me figure out what caused it to avoid it in the future.
I made this years ago, but didn't bother uploading it anywhere, and haven't seen another similar script or program anywhere, which is weird considering its a problem I've seen many users have. If something like this but better already exists feel free to tell me or post it in the support thread.
Move the script file to your skyrim logs folder, typically:
C:/Users/*your user name*/Documents/My Games/Skyrim/Logs/Script/ <- there should be papyrus logs here
From there, assuming you have python installed, you can just double click the script and it should search all the logs in that folder for stack dumps and print to a small text window. That's it.
Explaining the details printed about each stack dump:
The file is listed, the line count so you know how big the file at a glance.
Each file can contain multiple dumps, counted here
The line in the file where the dump starts, making it easier to find/search if you want to look at the actual file later
Time is printed per dump as it was printed in the file, most likely uses the same clock as your operating system. This can help you figure out when the dump occurred if the dump contents aren't enough info.
Then the scripts that were dumped from the stack are listed in decending order of frequency.
- the left number is the count of how many scripts with the following name were found, if its 10 then there were 10 scripts like it in the dump with the same name.
- if a dash is shown instead, that means the script next to the dash is part of a mini stack with the script above it, showing you what scripts called which subscripts.
the hex of the object the script is attached to is printed next, if its 0x0000014, that's the player, the script was attached to the player's actor, otherwise the hex will often tell you which mod a quest (the script is attached to) belongs to. The first two characters are in base 16 the load order for that mod.
then finally the name of the script and the functions being run, on the far right are shown
Maybe one day I'm modify this so that it reads the main papyrus script in realtime and will notify you while you play the game, but for now it works well enough for me. Once I started using it, and reverted to an early save before the first stack dump, I can just check every night and that's frequent enough to stop it being an issue.
todo: add feature to allow it to search for the log folder from anywhere, so you can keep it on the desktop for easier use
todo: add feature to allow it to read still open papyrus files if skyrim is open, so it can notify users in real time if there's been a dump
Unlicensed open source, its a really basic script do what you want with its code
@bicobus for pointing out some of the awful things I do when I'm in a hurry to bang out a quick script so I could fix them
By GenioMaestroWhat make this mod???
None fun... I made it ONLY for answer the BIG QUESTION.
Can a script slow down the game? Are there really "SCRIPT INTENSIVE HEAVY" mods?
The easy answer is "YES, of course, many people have problems caused by the script".
The REAL answer is NO, the game can run hundreds and hundreds of scripts at the same time without any problem.
You have all the technical explanation in the blog
I have done a mod with 4 different tests to demonstrate the capacity of the game and the results may surprise you.
All tests work with an event system to have several runs at the same time and can start 1, 25, 50, 100, 200, 400, 800, 1600 and 3600 events of each test.
Each event runs SIMULTANEOUSLY and you can save the game and open it with ReSaver to see that all events are in Active Scripts.
The test begins with the launch of a voice command called ST_VOICE and runs CONSTANTLY. You will hear a sound of water every time you use the Voice Command.
To stop the test, run the voice command again. You will receive a message indicating the duration of the test.
I added a latency checker in my mod to calculate the time needed to run 5 simple lines of code.
This special test is DIFFERENT from the latency test performed by the Elephant latency tester.
Elephant calculates the latency of the scripts with the OnUpdate event.
My test uses a call to the game engine that can calculate the REAL delay in the script engine.
In this way, Elephant can say that the game has a latency of 200 to 300 milliseconds, while my test can say that it has a REAL latency of 7-10 seconds.
This test performs a CELL SCAN of all nearby npc and performs some checks on each npc.
During the execution of this test, your game should work normally and you should NOT notice that the test is running.
This is because the test has a large number of external calls that suspend execution many times at the cost of more execution time.
But this frequent suspension allows other scripts to be executed and for that the game can run 3200 events of this test without any problem.
This test executes a MATHEMATICAL operation without stopping and only makes a call that can be suspended.
Each event of this test runs during ALL the asigned time of 1.2 or 1.6 milliseconds and can give you some problems.
While running this test, your game should work normally without losing any frames, BUT you may have a slow response from other scripts, for example any MCM.
This is because the test uses all the execution time in each event and can not be suspended because no external calls are made.
My events are running constantly and the game may take a few seconds to find a free execution slot and that may delay the execution of others scripts a lot.
This delay can go from 1 second to 30 seconds and YOU MUST HAVE IT IN MIND WHEN EXECUTING THIS TEST because that delay affects my own test.
The game may take a long time to display the message box to stop the test.
Then, when you press the voice command button to stop this test, WAIT for the message to appear.
This test only have ONE line of code and is:
This line of code force the game to recompute all the mesh of the body of the player character and the game need a bit of time for made it.
This test is locked to ONLY 5 events for prevent CTD.
When i run this test with one event my frames down to half. If i launch 5 events my frames down from 60 to 5.
This test is compatible with the other tests and I did it ONLY to demonstrate the capacity of the game and the priority system.
Enable a magic filter in each npc and show in the GAME CONSOLE how many magic effects are thrown in each npc in the cell.
If you enable the debug log in Skyrim.ini, you can see all the magic effects that are thrown on each npc.
You can activate test 4 and start any other test CONCURRENT, but to stop test 4 you MUST first stop the other type 1 or 2 tests and then stop test 4.
Of course, this filter adds load and may increase latency.
When you want to STOP the test, use the voice command AND WAIT WAIT, WAIT, WAIT AND WAIT.
The mod works and the test stops and the message box appears, but it may NEED A LONG TIME.
ATTENTION: The game may need 1-3 minutes to stop 800 mathematical type 2 events.
ATTENTION: The game may need 1-6 minutes to stop 1600 mathematical type 2 events.
ATTENTION: The game may need 1-10 minutes to stop 3600 mathematical type 2 events.
By ErundilYOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS.
A werewolf should really know some decency and dress up after transforming back to human form. No one wants to see that ass, ok?
WHAT IT DOES
It re-equips all your gear and spells when you transform from a werewolf back to human form. Including your power. And it puts your left hand items back in your left hand instead in your right.
ATTENTION: there is a time lag before the re-equipping happens. It's due to the transformation anim taking longer than it seems to. Just be patient, your char will get dressed. Give it 5-10 sec.
A LITTLE BACKSTORY
Those who know my other mods can probably guess that for me it wasn't about decency, but convenience. It truly is a bother to equip every piece of armor, every weapon and every spell again, just because I transformed once. Especially the power. Jeez, I just used the Beast Form transformation power. Why would the game unequip it, come on? Of all the things, why this?
So here's a fix. It's not the first one around, and being a lazy person I wouldn't make my own if it wasn't out of necessity. All the other mods I found had some serious flaws - incompatible with Dawnguard, with RaceCompatibility, overwriting records I needed for something else, weird handling of crossbows, weird handling of left-hand weapon, ignoring non-vanilla slots (like for example underwear, wings, backpacks).
I've never wrote a script for Skyrim before. I tinkered with Morrowind around 2003, but back in the day you wouldn't even need to compile it! The code structure was easier too... Anyway, it's 2019, I taught myself the Skyrim version of Papyrus, and there it is, behold. I managed to work around almost every bug Bethesda has thrown at me, except for the torch. It's bugged so I decided not to re-equip it. Sorry, but Beth fucked up torches badly. Don't believe me? Try mounting a horse holding a torch. See where the torch goes. Enough said. Congratulations, Bethesda.
Anyway, I was considering not re-equipping the torch in the first place, so it kinda works for me. When you transform back, you should avoid being seen doing it. The torch draws attention, so lighting it should be a conscious choice, rather than a scripted, automatic action.
This mod was made for use with:
- Dawnguard (required)
- SKSE (very required)
- RaceCompatibility (the script is based on it - will work without RaceCompatibility, but it's better to have it)
The QF_PlayerWerewolfQuest_0002BA16 script is all good, same in Dawnguard / vanilla and not even covered by RaceCompatibility.
PlayerWerewolfChangeScript however differs between Dawnguard and vanilla. Analyzing the code, using Dawnguard version in vanilla game shouldn't break the game, but it might throw errors and maybe, *maybe* bloat your save. RaceCompatibility further changes the script, but not in a game breaking way.
This mod will conflict with any other that relies on changes in any of the 2 scripts:
Sometimes the script is hidden in the BSA, so you may not know you're overwriting it with my mod.
Every script author who provides the source code. The real MVPs. On the other hand fuck the authors who keep the source for themselves
Creation Kit Wiki was helpful too, so kudos to all the contributors.
My code is roughly based on Werewolf Aftermath Re-Equipper by Korodic.
Oh, and the img idea is from WereWolf Return Form No Naked by aaa. It's crude and simple, but caught my fancy.
By jbezorgYou are an incredibly powerful frost mage yet crippled in other magic. So much so that your frost magic also hard to control. You occasionally leak magicka in the form of frost magic. How will you learn to control your magic? Will you find a way to reign it in or will you live in isolation?
I wanted to play a mage that couldn't do everything. Since this is Skyrim it, of course, had to be frost magic. The name comes from Hans Christian Andersen's fairy tale "The Snow Queen" which also inspired Frozen. It works with male characters too ("The Snow King"). This is an auto start quest that adds a perk and a few frost spells. You can summon an Ice Wraith and the player gains a huge resistance to frost magic. Wild Ice Wraiths will be consumed and recharge the player's magicka. Sometimes the player will consume their own summoned Ice Wraith as well.
Magic is distorted for the player and is warped into frost magic and that has a chance of randomly killing someone.
Any magic effect that has a frost related keyword (or gets included in a list by a modder) gets a huge buff. Any other magic effect gets a huge debuff. Note that potions, enchantments, perks, etc.. are all based on magic effects. If you have a mod that alters weapon speed using a magic effect to do so it's going to be hit by the debuff. You can summon Ice Wraiths. Wild Ice Wraiths will be insta-killed when they get close to the player and restore magicka. Sometimes it will happen with summoned Ice Wraiths There is a chance of a random casting of a frost spell that will target a nearby actor. You stand a chance of attacking and maybe even killing a follower, or a guard, or a nearby rabbit. Increased arousal from Sexlab Aroused Redux will increase this chance. Devious Devices will reduce this chance. Erotic armor from Sexlab Aroused Redux will negate Devious Devices on a 1 to 1 basis.
Minimum required SKSE Version: 1.7.0
Soft Requirements (and all their requirements)
SexLab Aroused Redux Devious Devices Integration
Any mod that modifies player attributes through magic effects. Soultions will be listed below.
SPERG (Skyrim Perk Enhancement and Rebalance Gameplay). Turn off the weapon speed issue autocheck.
You can use "startquest _tsq_quest" and "stopquest _tsq_quest" in console. Stopping the quest will remove the added perk and also remove the starting spells. This will also work with script updates rather then an uninstall / reinstall.
Magic effect AbFXIceWraith. It adds a check in the script to see if the actor base is one of the summoned Ice Wraiths. If so the ashPile is not dropped on death. This is a potential minor conflict which may result in summoned Ice Wraiths dropping the ash pile again.
There's only 3 globals that can be changed via the console. No need to create a MCM interface.
Use "GetGlobalValue <Variable>" and "set <Variable> to <value>" to view and change
_tsg_incidentChanceBase - The base % chance that a random cast will occur. Default: 5 _tsq_incidentChanceRange - The max +/- that can be applied to the base incident chance. Arousal will apply a plus. Devious Devices will apply a minus. Erotic armor will negate devious devices. A random roll replaces these if the associated mod is not installed. You can set this higher than the base which will result in a negative (impossible) chance of a random cast. Default 5 for a range of 0 to 10%. _tsq_incidentInterval - This is the base from which the time between potential incidents are calculated. The calculated interval in game hours can range from 1/2 this value to 2 times. Default 6 for a range of 3 to 12 game hours.
Access the Framework
tsqFramework tsq = Quest.GetQuest( "_tsq_Base" ) as tsqFramework
Some spells, e.g. Frost Cloak, lack keywords that identify is as a frost spell. These functions can be used for those cases of "should but don't"
Bool function addSpell( Spell kSpell ) Bool function removeSpell( Spell kSpell ) Bool function listHasSpell( Spell kSpell )
An incident is a random casting of a frost spell known by the player The interval is the time span between incident checks in game hours with some randomness added with a range between 1/2 to 2x the value.
Float function getInterva() Float function setInterval( Float fInterval )
The base chance of an incident it is modified by Range which can be positive or negative.
Int function getBase() Int function setBase( Int iBase )
Range is influenced by arousal (adds) and the number of Devious devices worn (reduces). A random roll replaces these if the associated mod is not installed.
Int function getRange() Int function setRange( Int iRange )
"tsq_spellIncident" - this event is sent when the player randomly casts a Frost spell.
Actor akPlayer - The player Actor akTarget - The target of the spell Spell kSpell - The random frost spell cast by the player
RegisterForModEvent( "tsq_spellIncident", "myCustomEvent" )
Event myCustomEvent( Actor akPlayer, Actor akTarget, Spell kSpell )
; Do my stuff
By ErundilYOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS.
This mod was made for personal use, but heck, what's the reason not to post it.
It does 2 things, both aimed at making the werewolf transformation more rewarding. Here goes:
- Beast Form power was changed to lesser power, so it can be used multiple times a day, instead of just once per 24h
- debuff that used to prevent werewolves from regenerating HP is gone and replaced with bonus to HP regen (1.00 right now, and it's already OP af, you can just stand there while they hit you)
So there it is - transform and you are unkillable. And you are always ready to transform. How are poor NPCs supposed to take you down? It's impossible.invincible.
By AnkahetSSE Version (Stand-Alone)
Deconstructed Items allows you to break down all the useless items in Skyrim that just get in the way.
All that extra armor and weapons that enemies drop can now be turned into ingots, leather and such.
Wooden bowls can be reduced to wood to make arrows with.
Added Glass recipe via Malachite
Added Malachite recipe via Orichalcum Ingots
By AnkahetDeconstructed Items allows you to break down all the useless items in Skyrim that just get in the way.
All that extra armor and weapons that enemies drop can now be turned into ingots, leather and such.
Wooden bowls can be reduced to wood to make arrows with.
SSE Conversion coming soon!
Added Glass recipe via Malachite
Added Malachite recipe via Orichalcum Ingots
By Nameless GodWeapon Type Based Enchant Scaling
This mod makes weapons have differing enchantment strength base on what type of weapons they are.
Dagger - WeapTypeDagger 50% - .50
Sword - WeapTypeSword 65% - .65
War Axe - WeapTypeWarAxe 70% - .70
Mace - WeapTypeMace 75% - .75
Greatsword - WeapTypeGreatsword 90% - .90
Battleaxe - WeapTypeBattleaxe 95% - .95
Warhammer - WeapTypeWarhammer 100% - 1.0
This is not compatible with the "Daedric Fire Enchantment" mod which I referenced to create this mod. I have included a second file for people that still want to have Daedric items have stronger fire enchantments.
The reason why I did this was based on weapon speed daggers are 1.3x the speed of a sword, warhammers are .6x the speed of a sword, meaning a dagger can attack twice and have a little bit of time before the warhammer finishes it's swing. The reason this is a bad thing is because the way enchantments work, when you enchant a weapon, the strength is always "1" so a warhammer enchanted with "Absorb Health" might drain 16 points of Health, but a dagger will also apply the same enchantment strength and hit at over 2x the speed of the warhammer, meaning you can drain 32 points with a dagger in the time it would take for a warhammer to drain 16 points. With this mod it lowers multiplicative enchantment strength value to be half for daggers, that way you are draining only 16 in the time it would take for a warhammer to hit and drain 16 points.
Plus daggers are OP anyways, especially in my game.
By Code SerpentThe women of Skyrim can now have their bodies reflect their skills, abilities, and addictions.
Your body, and the bodies of female NPCs, will change depending on your skills, to reflect your physical capabilities. This is done through Bodyslide Morphs. Each skill has been assigned a Bodyslide preset, and as you increase your experience in that skill, your body will become more like that preset. Your arms will become burly if you train in combat skills, your legs will become thick and toned if you train in stealth skills, and your chest will bulge from training in magical skills.
In addition to skills, you can enable weight gain, and arousal changes.
Gorging on a feast will now leave a mark on your character, distending their stomach until you rest (if Stuffing is enabled), and the more food you eat, the larger your character will become (if Weight Gain is enabled). Fasting or dieting will slowly slim your character, but illicit drugs like Skooma can also send your metabolism into overdrive, slimming your character faster.
If your character ends up having a lot of sex, and can't stop thinking about sex, then they will turn into a full fledged bimbo, with all the required assets (requires SexLab Aroused). The higher your Sex Addiction (ie SLA Time Rate) the larger your assets will become.
These changes will only happen if your sleep often enough, or drink skill-based potions with the Potion Addon installed. You can also press 'Force Body Update' in the MCM.
The MCM has several options to customize how your body will change. How large you can become, and how quickly you grow, as well as options on how NPCs, both unique and non-unique, will change.
If you don't like the Bodyslide morphs I've made for this mod, you can customize your own and import them into the game. To do this, download the Bodyslide Presets, and Bat Files, and follow these instructions. Reference the images above for additional aid.
Open and make changes to the BodySlide preset to the skill you want to change. Only edit the 'High Weight' side of the preset. Copy the appropriate Bat file to the 'Skyrim' folder, one level up from the 'Data' folder. Edit the Bat folder with the changes you've made to the preset, taking the difference of the High Weight and Low Weight. Open up the Game, and call the bat file through the console: bat [Bat File Name] Perform steps 1-4 for all skill morphs you want to edit. Open the MCM and select 'Update Globals' (Optional) Select 'Force Body Update' in the MCM to see the changes immediately.
Simply install the main file, and the Potion Addon if you want it, through your mod manager. Load order does not matter for the main file, but the Potion Addon should be loaded after any alchemy overhaul.
You should select 'Force Body Update' in the MCM the first time you load the game after you install the mod.
Before you uninstall the mod, you should select 'Reset Body Morphs' in the MCM to reset your character's body. If you have NPC morphing enabled, you should disable that, enable 'NPC Morph Spells' and use the 'Restore Body' spell on any NPC that has been changed by this mod.
If you've lost track of which NPCs were changed by this mod, use the Netimmerse Override Cleaner mod.
By OrpheanedRequiert le mod d'origine : Oui
Lien du mod d'origine : The Manipulator
Auteur d'origine : @ffabris
Version mod original: 6.3
Version traduite: 6.3 (FR 1.0)
Ce mod est un traduction de l'excellent travail de ffabris
Que fait ce mod ?
The Manipulator à commencé comme mod permettant aux joueurs de changer rapidement et facilement certaines valeurs des PNJ (PNJ essentiel, acolytes potentiels, SexLab et SexLab Aroused, etc.). L'objectif était que ce soit un mod rapide, facile à utiliser et surtout léger. Il a depuis grandi pour inclure d'autres fonctions, telles que «stocker n'importe où», marquer des endroits pour le voyage rapide plus tard, et créer un harem de PNJ.
Aucune de ces fonctions n'est "tout chantant, tout dansant". Elles sont simple, en accord avec l'objectif d'un mod léger. Ainsi, par exemple, si vous voulez gérer des PNJ, n'utilisez pas la fonctionnalité du harem, et télécharger plutôt un mod comme "My Home is Your Home", ou similaire.
Attention ! En l'utilisant cela peut casser votre jeu ! Définir un PNJ comme un disciple, ou un membre de votre harem, peut casser des quêtes. Donc, n'assignez pas de PNJ en tant qu'acolyte, mariables ou recrue dans votre harem, à moins que vous ne soyez prêt à prendre ce risque.
Veuillez signaler les bogues au thread de support, au lieu d'envoyer des MP, car vous pouvez trouver que votre question a déjà reçu une réponse - et la réponse à vos questions peut aider les autres. Merci.
Mise à jour
Vous pouvez essayer de glisser/déposer les nouveaux fichiers, mais si cela vous semble bizarre, alors nettoyer le mod comme décrit ci-dessous:
Virez les membres du harem Quittez le jeu, désactivez The Manipulator, chargez le jeu. Sauvegarder. Nettoyez votre sauvegarde avec Save Game Cleaner Installez et activez la dernière version de The Manipulator Démarrer Skyrim Chargez la sauvegarde nettoyée.
Mise à jour de 5.9 à 6.0 glisser/déposer, mais pas de promesses.
Mise à jour de 5.8 à 5.9 glisser/déposer, pas de nettoyage nécessaire.
Mise à jour vers 4.x ou 5.x nécessitera une sauvegarde propre comme décrit ci-dessus.
Installez le mod. Puis, une fois le MCM enregistré, ouvrez-le. Il y a plusieurs panneaux, décrits ici:
Ici vous pouvez changer certaines valeurs des PNJ à la volée. Vous devez avoir un PNJ sous votre réticule, puis ouvrez le MCM. Le panneau affiche le nom du PNJ, suivi du RefID.
Voici ce que vous pouvez faire à un PNJ:
Protégé (in-tuable, sauf par vous) Essentiel (in-tuable même par vous) Acolytes potentiel (utilisez le système vanilla pour recruter en tant qu'acolyte, ou un mod) Potentiellement mariable Forcer n'importe quel PNJ à faire partie d'un harem (voir ci-dessous pour plus de détails) Vous pouvez ouvrir son inventaire pour donner/prendre des objets Déshabiller/habiller le PNJ Tuer/ressusciter Désactiver (attention vous ne pourrez pas le réactiver à partir de ce mod) RaceMenu cosmétique (voir ci-dessous) Changer de tenue En option, définissez l'orientation sexuelle SexLab Facultativement, définissez la préférence de genre SexLab Aroused et autres valeurs SLA.
Notez que les modifications sont appliquées et enregistrées dès que le MCM est fermé.
Si vous avez installé UIExtensions, vous aurez également une entrée RaceMenu dans le panneau. Cela vous permet de modifier certains aspects du PNJ, y compris les valeurs du corps (si votre squelette installé le prend en charge). Le support de tatouage nécessite probablement également des extensions de RaceMenu (The Coenaculi). Cette fenêtre RaceMenu peut également être ouverte via une touche de raccourci (définie dans le panneau Paramètres)
En bref, le menu RaceMenu vous permet de faire à un PNJ tout ce que vous pouvez faire pour votre propre personnage, moins tout ce qui pourrait altérer le visage au point que le facegendata devient invalide. Si vous n'avez pas de morphs disponibles pour vous-même, vous n'en aurez pas pour les PNJ - etc. Tout ce qui pourrait modifier le visage ne peut pas être fait. Ce n'est pas le manque de volonté ou de connaissance; simplement, le moteur de jeu ne le permet pas.
Déshabiller/habiller peut également être fait sans ouvrir le MCM, via raccourci.
Si vous souhaitez que les modifications apportées à ce panneau persistent dans un nouveau jeu, cliquez sur "Enregistrer les informations à config". Cela enregistre toutes les données du panneau dans un fichier de configuration JSON externe, à l'exception de l'état du harem, de la désactivation, de la suppression et de l'équipement forcé. Les informations enregistrées peuvent être rechargées à tout moment via Paramètres, "Charger les données PNJ".
Ce panneau contient des paramètres spécifiques aux PNJ pour les membres du harem. Avant de pouvoir ajouter quelqu'un à votre harem, vous devez définir les marqueurs de la maison et de sommeil quelque part. Les PNJ auront besoin de ceux-ci pour savoir où aller et dormir. Il y a deux marqueurs pour permettre les maisons qui se composent de plusieurs cellules. Les marqueurs sont définis dans le panneau Paramètres.
Une fois les marqueurs définis, vous pouvez ajouter à peu près n'importe qui dans Skyrim (jusqu'à 50 PNJ au total) via le panneau People. Les PNJ ajoutés de cette manière sont automatiquement définis comme des amants. Ils ne sont pas définis comme essentiels. Si vous le souhaitez, utilisez The Manipulator pour définir ceci sur eux.
Si vous ajoutez un PNJ qui est actuellement un acolyte, il sera retiré de la faction CurrentFollower.
Une fois ajouté à votre harem, le PNJ devrait se diriger vers l'endroit que vous avez marqué comme étant la maison, et y rester. Par défaut, ils dormiront entre 23 et 6, dans la cellule marquée pour dormir.
Pour retirer un PNJ de votre harem, vous pouvez sélectionner Rejeter dans le coin inférieur droit du panneau Harem. Le PNJ sera "rétrogradé" à allié, et retournera ses habitude. Si un membre du harem meurt, il/elle sera retiré de la liste interne.
Pour contrôler des PNJ spécifique dans votre harem, sélectionnez-en un dans le menu déroulant. Ensuite, vous pouvez spécifier différents lieux de résidence et de sommeil, ainsi que le sommeil diurne (9-16) au lieu du nocturne (23-6).
Cela permet également un contrôle limité de l'équipement:
Entièrement nu Défaut (la tenue que le PNJ portait avant d'être recruté) Chargé d'un mod. Les tenues sont définies dans le panneau Paramètres.
Les membres du harem peuvent aussi être mariés. Vous pouvez soit sélectionner l'option pour les marier automatiquement lors de l'ajout à votre harem, soit les épouser sélectivement une fois ajoutées. Notez que le mariage via The Manipulator utilise les factions de mariage vanilla, mais ne touche en aucune façon les quêtes de mariage vanilla. Ainsi, si vous préférez utiliser le système vanilla, ou un mod multi-mariage, The Manipulator ne sera pas en conflit. Cependant, vous aurez toujours les commentaires "Bonjour" et "Au revoir" des PNJ que vous épouserez de cette manière, puisque les fichiers texte et voix sont dupliqués à partir du jeu de la vanilla. Notez également que le dialogue vocal exprimé n'existe pas pour tous les types de voix; pour ceux qui en manquent, vous aurez plutôt des commentaires non lus. Enfin, si vous préférez ne pas avoir les voix, n'installez tout simplement pas le fichier BSA inclus.
Divorcer d'un PNJ n'a pas de pénalité. Un PNJ divorcé restera membre du harem à moins d'être renvoyé. D'un autre côté, le renvoi d'un PNJ marié du harem entraînera également un divorce.
Vous pouvez avoir un membre de harem marqué comme favori. Ce PNJ aura l'usage de n'importe quel(s) lit(s) appartenant au joueur.
Notez que les données du harem sont sauvegardées dans le fichier de configuration json. Vous pouvez télécharger ces informations sauvegardées après avoir démarré une nouvelle partie, via Charger les données du harem dans le panneau Info & Data Load.
L'ajout d'un PNJ a des réserves:
La quête du harem est hautement prioritaire. Cela signifie que presque tous les PNJ, sinon tous, peuvent maintenant être ajoutés à votre harem. Notez que les PNJ peuvent être dans une scène qui doit être complétée (quête,...) avant qu'ils ne se dirigent vers leur nouvelle maison désignée. Les PNJ que vous ajoutez à votre harem seront des alliés les uns aux autres via une faction personnalisée (The Manipulator ne gérera pas leurs relations les uns avec les autres). Si vous retirez un PNJ du harem, le statut d'allié est perdu, il est donc tout à fait possible que les autres deviennent hostiles envers lui. J'ai vu cela en testant avec des gardes aléatoires de différentes prises. L'ajout d'un PNJ à votre Harem peut casser votre jeu, utiliser le avec précaution.
Cela affiche des informations sur la cellule (maison, magasin, grottes, ...) actuelle dans laquelle vous vous trouvez. Le nom de la cellule, l'espace virtuel et les coordonnées de la grille (pour les cellules extérieures), l'emplacement et la propriété de l'acteur/faction, le cas échéant. Vous pouvez également marquer la cellule (s'il s'agit d'une cellule intérieure) en tant que propriété du joueur ou détenue par PlayerFaction. Vous pouvez également définir si la cellule est publique.
Sur la droite de ce panneau ce trouve les fonctions de déplacement rapide. Vous pouvez stocker jusqu'à 10 emplacements. D'abord, utilisez la liste déroulante pour sélectionner un élément de la liste. Ensuite vous pouvez:
Stockez votre position actuelle dans la liste. (Si vous avez sélectionné un emplacement déjà utilisé, les informations précédemment stockées seront supprimées et l'emplacement sera réutilisé.) Supprime la position enregistrée de la liste. Voyage rapide à la position sélectionnée (si une position a été stockée là, bien sûr)
Ce panneau donne accès au stockage "sans conteneur". Stocker des articles via "Store", et ils seront triés en fonction de la catégorie à laquelle ils appartiennent (en utilisant les mots-clés intégrés affectés aux éléments dans le jeu). Pour accéder aux éléments, sélectionnez le type dans le MCM. Si la case est cochée, certains éléments sont stockés.
Si vous avez installé UIExtensions, vous pouvez également définir un raccourci clavier (dans le panneau Paramètres) pour un accès rapide au stockage.
Semblable au stockage, cela vous donne accès à des stations d'artisanat de n'importe où dans Skyrim. Si vous avez installé UIExtensions, vous pouvez également définir un raccourci clavier (dans le panneau Paramètres) pour un accès plus rapide à l'artisanat.
NOTE: l'activation de l'un des paramètres de ce panneau va casser votre jeu, puisque vous ne serez plus attaqué dans les donjons, etc. Si vous êtes inquiet de la façon dont l'activation de l'une de ces factions peut interférer avec l'interaction du jeu, le mod ne fait rien si aucune des faction ici n'est activée. Tous les problèmes que vous pourriez avoir si tous sont désactivés et n'ont jamais été activés, sont donc en dehors de la portée de ce mod.
Dans une nouvelle partie, avant que quoi que ce soit puisse être fait sur ce panneau, vous devez charger les factions depuis le panneau Info & Data Load, même si vous n'avez jamais installé ce mod auparavant.
Ici, vous pouvez définir un certain nombre de factions, qui sont normalement des ennemis, pour être amis. Plus précisément, le joueur est ajouté à sa faction (par exemple, si vous activez Bandit, le mod vous ajoutera à la faction Bandit). Il définit également CurrentFollowerFaction comme un allié, de sorte que les acolytes ne soient pas attaqués.
Les orques sont un cas particulier. ils ne sont pas (normalement) des ennemis. Cependant, vous devez remplir une quête de faveur avant de pouvoir devenir un OrcFriend (à moins que votre personnage soit un Orque, bien sûr). Activer le paramètre ici évite le besoin de la quête de faveur.
Notez qu'activer toutes factions que les Vigiles de Stendarr considèrent comme des ennemis (voir spoiler ci-dessous), les amènera à vous attaquer. Pour éviter cela, vous devez également activer la faction VigilantOfStendarrFaction (c'est pourquoi elle a été incluse).
Offre des hacks ne jeu, si vous voulez les utiliser. Tous les hacks peuvent potentiellement briser le jeu, à utiliser avec prudence, ou pas du tout.
Le côté droit contient des triches massives, que voici:
Déshabiller messager: Donne au coursier vanilla une tenue entièrement nue. Bloquer Étudiant & Adversaire: Activez ceci pour bloquer les "attaques" ennuyeuses d'étudiant et adversaire. Pas de commentaires nu: Comme son nom l'indique. Même résultat final que celui offert par ce mod, mais implémenté différemment. Aucun commentaire de chien stupide: même fonctionnalité que celle offerte par ce mod. Aucune attaque de vampire: bloque les attaques de vampires. Aucune attaque de la garde de l'aube: bloque les attaques de la garde de l'aube si vous avez ajouté les Vampires en tant que faction amie Pas de détournement A.D: Empêche certaines quêtes d'Artefact daedrique de détourner votre partie. Quêtes supportées: DA03 (Un daedra pour ami ), DA07 (les fragments du passé), DA10 (la maison des horreurs), DA14 (une nuit mémorable) NOTE: Certaines d'entre elles se déclenchent suite à un changement d'endroit et ont déjà commencé avant, vous pouvez les désactivez. DA10 est une. Obtenez les maisons: Hack pour avoir des maisons pour le joueur, et les meublent entièrement: Markarth, Solitude, Blancherive et Faillaise. Vendeaume est exclu en raison de la quête "Du sang sur la glace", tout comme les maisons d'Heathfires. Ne donne pas les huscarls. Pas de déco pour les enfants. Ne l'utilisez pas si vous jouez au jeu vanilla. Aussi c'est probablement imcompatible avec les mods qui modifient l'intérieur de ces 4 maisons. Notez également que ce paramètre ne persiste pas.
Ici vous pouvez paramétrer:
Touches de raccourcis: pour Déshabillage/Habillage, RaceMenu, accès au stockage. Les réglages globaux du Harem: y compris la mise en place de marqueurs de maison et de sommeil, s'ils doivent être automatiquement déshabillés, désarmés, mariés, et s'ils doivent se rendre rapidement chez eux, ou marcher. Remarque: si Désarmer est activé, toutes les armes, boucliers et bâtons des PNJ seront retirés de leur inventaire et placés dans le stockage de The Manipulator, vous pouvez récupérer les objets à partir de là, si nécessaire. Tenues: Sélectionnez un emplacement dans la liste, puis donnez un nom à la tenue, indiquez le mod qui la contient et l'ID du formulaire en hexadécimal, sans les deux premiers chiffres. (par exemple, Skyrim.esm, 0E3E66) Jusqu'à 50 tenues peuvent être définies de cette manière. Déshabillage de force brute: plutôt que de simplement enlever ce que porte un PNJ, cela change sa tenue à une ne contenant rien. Le problème est que cela menent à des réinitialisations causées par des éléments ajoutés à l'inventaire. Cependant, afin de garder ce mod léger, aucune tentative n'est faite pour se souvenir de ce que le PNJ portait, donc le système équipera un équipement aléatoire (commun).
Info et données
Ce panneau montre la version du mod, les autres mods optionnels installés, et si les marqueurs de harem ont été placés.
Aussi sur ce panneau:
Charger les données PNJ: charge toutes les données PNJ sauvegardées dans le fichier de configuration, si possible. Cela échouera clairement pour les PNJ qui étaient dans des mods qui ont été supprimés depuis que les données ont été sauvegardées. Charger les données de harem: Charge toutes les informations enregistrées pour les personnes ajoutées à votre harem lors d'une précédente partie. Les PNJ sont ajoutés au harem. Charger des données de Friend Faction: charge les relations de faction stockées.
Notez que le chargement de PNJ et de données harem peut ne pas charger les PNJ du jeu, même si les mods qu'ils définissent sont correctement installés (cela arrive quand le PNJ n'est pas défini comme persistant dans CK).
Skyrim Legendary Edition SkyUI Papyrus Util 3.3 ou superieur
SexLab SexLab Aroused (redux) UIExtensions RaceMenu
ffabris pour ce mod et son autorisation de partage de ma traduction.
NOTE: Le Mod n'est pas traduit à 100%. Car ce n'est pas un mod que j'utilise souvent ou pas intégralement (le harem), donc si vous trouvez du texte non traduit faites une capture d’écran et envoyez la moi que je puisse mettre à jour la traduction. D'avance merci.
Ce n'est qu'une simple traduction, aucune stat ou autre a été modifié.
S'il y a une erreur de traduction, un oubli, une faute d'orthographe/de conjugaison ou tout autres problèmes, contactez-moi.
Vous aimez mon travail? Alors laissez-moi un message sur ma page LL ça fait toujours plaisir.
Merci d'avoir téléchargé ce mod, et amusez-vous bien en Bordeciel
N'oubliez pas de remercier le créateur du mod d'origine pour son travail.
Cette traduction est une exclusivité LL, partagez uniquement le lien de la page et non le mod, merci.
By Monoman1Mortal Weapons & Armor
It should be obvious but any mod that destroys your precious armor/weapons should be approached cautiously. But there. I've said it.
Adds a more traditional RPG style durability and degradation system to weapons and armors. Items degrade as they take/give hits until eventually they break. This makes preparation for fighting more important. Going into combat with untempered weapons and armors could very well end badly for you. Armors and weapons dropped by dead bandits (etc) will be badly damaged from their death so you can't really rely on just looting to survive. Bring your destroyed or damaged weapons and armor to a smith or tailor to have them repaired.
Armor and weapon degradation, durability & repair system. All slots supported. Everything breaks (within reason) and can be repaired by smiths and the added tailors Better quality materials have a higher durability (on average) and a higher degradation resistance (degradation resistance is hidden. Top tier weapons and armors like daedric and dragon ignore 50% of degradation damage. Shields have an added 25% extra degrade resistance due to their role) Armor/Clothing suitability. Items dropped by dead NPCs must match your gender and/or weight for it to fit you. Smiths/Tailors can refit armor/clothing for you. Tempering restores item durability. Tempering also refits armor to suit your characters gender/weight. Broken object drops encourage decision making. Fight or flee and risk losing your weapon/armor. Item drop and recovery system ensures you'll be able to get your dropped stuff back. No unfair dropping through the floor (stupid skyrim). Dropping can be disabled. Mage armor spells protect clothes and armor. Higher level spells offer better protection. Degradation over time. Highly configurable Daedric artifacts and any armor with the SexlabNoStrip keyword are immune. Requiem compatible Import/Export settings and item immunity is carried through to new games
Still To be added
Blacksmith tempering An option to degrade items in dungeon containers. Could be tricky. Add an API for modders to use. For Milk addict in particular. A power to highlight weapons and armors on the ground (like frostfalls "Instincts". If I can figure it out) An option to disable smiths/tailors abilities to repair clothes/armor in towns without walls, for er... reasons Sounds! If you can think of mod that would make a good source of sounds (and the author would be willing to share) for MWA let me know. I'm looking to add sounds when objects: 1. Degrade one temper level
2. Hit certain percentages of their durability.
I'll need different sounds for clothes, light armor and heavy armor.
Unofficial Skyrim Legendary Edition Patch - Not a hard requirement but without it when NPCs die their weapon/shield become detached from the body and will cause them not to get initialized with a low durability.
Should be compatible with any mod that adds the SexlabNoStrip keyword to armors. Anything with this keyword will be ignored.
Q: How do I repair destroyed objects?
A: Bring armors/weapons to a smith or clothing to a tailor. Select "I am in need of your services". Select "I have badly damaged gear that could use your skill". A container menu will open. Dump your broken stuff into the container. When finished just exit the menu and you'll be prompted to pay the price.
MWA has limited capacity to track your broken stuff. Broken objects are held in aliases and there are currently 40 (should be enough. I'll add more if need be). Once all aliases are filled, old aliases will be recycled. Aliases will be prioritized for recycling if:
1. The object is NOT in your inventory
2. The object is NOT in the inventory of your follower (CurrentFollowerFaction)
3. The object is NOT in a container in a player home. (Player home keyword check)
4. If all else fails the 'oldest' alias will be used. Oldest = the last time the object was in any of the above 3
Broken stuff not in an alias may still be recoverable if the object reference has not been destroyed by Skyrim but I wouldn't count on it. Skyrim seems pretty aggressive at destroying object references.
Lots of dropping. Objects need to be dropped to get an object reference (it's the only way besides PlaceAt). There's is no way around this (stupid Skyrim). When you equip something for the first time it will be dropped briefly and quickly reequiped. After the first time it won't happen again for that object. Most of the time it's not a problem or very noticeable. The only time it's ridiculous is when leaving a tempering bench/grindstone. All armors or weapons need to be dropped to have their item health updated. It seems GetItemHealthPercent() doesn't update otherwise (stupid Skyrim).
Dual-wielding the very same type of object (Eg: 2 x Steel swords) isn't supported. This is because it is very difficult to get an object reference for the off-hand when the same thing is equipped. (stupid Skyrim)
Comparison with Loot and Degradtion
I've been a long time user (and lover) of L&D. Here are the differences you need to know.
Pros for MWA:
Supports all slots, not just body, head, hands, feet. Everything breaks (Bikini armors).
Items won't break until their durability runs out meaning they can survive some hits when untempered. It's not all random chance.
Destroyed items can be repaired by blacksmiths/tailors at a cost.
Corpses are initialized with a random low durability from the damage they took at their demise.
A more scaled approach to mage armor where higher level spells are actually more useful.
Is more configurable (I feel at least).
Cons for MWA:
Doesn't support followers. And I don't expect it to ever support followers. I've no interest as there'd just be too much micro management
Doesn't add enchanted loot. (I am possibly interested in adding something similar)
Doesn't yet distribute tempered equipment to NPCs
Is largely unproven!
By EinarrTheRedJust a simple mod that adds leveled amounts of gold to the merchants in Skyrim. Yes I know there are already mods that add gold to merchants, but I could not find one that added leveled amounts so I made one. Nothing fancy about this mod, just something I wanted for my own game and thought I'd share it.
What does the mod do?
All merchants (except the Khajiit caravans) have a leveled vendor gold list in their merchant chest. This mod adds a new leveled list inside that called "EtR_LeveledVendorGoldList85". This list begins adding additional gold to the merchant chest starting when the player reaches level 5 and continues to gradually increase this thru level 120. How much depends on the type of vendor, street vendors get a small boost while general goods merchants and blacksmiths get the biggest bump. It does this by checking and adding the listed amount anywhere from 50 to 1000 times depending on the merchant. However, to make things a little more random there is a 15% chance each time it checks that it won't add that amount, which adds some variability to the exact amount the merchant will have when you visit.
The mod doesn't use any scripts, its just a basic leveled list so should have no impact on your game play other than giving merchants more gold as you level up.
How Much Gold is Added?
That's a little tricky to answer because it depends on the player's level and the type of merchant, but I'll give some examples and a more complete description in a spoiler.
A street vendor, like say Carlotta in Whiterun gets a small amount:
At player level 5 the max is 50 extra gold with an average of about 44 gold added. At player level 60 the max is 400 extra gold with an average of around 177 gold added. At player level 100 the max is 800 extra gold with an average of around 280 gold added.
For someone like Belethor in Whiterun, a general goods merchant the amount is much larger.
At player level 5 the max is 1000 extra gold with an average of around 850 gold added. At player level 60 the max is 8000 extra gold with an average 0f around 3500 gold added. At player level 100 the max is 16,000 extra gold with an average of around 6200 gold added.
Why the big difference between the max and the average at high level, its a bell curve effect.
Apothecaries Blacksmiths Fences Innkeepers Misc (general goods) Merchants Spell vendors Street vendors
Note: Khajiit caravans are not currently affected, Bethesda didn't give them a leveled gold list in their chest and I haven't gotten around to figuring out a good way to update them that wouldn't conflict with other mods.
Drop it in your load order and go.
Probably doesn't matter much where you put it, should be compatible with most mods adding other items (not gold) to merchants.
Will likely conflict with other mods that add gold to merchants so pick which one you want (only use one).
By EinarrTheRedThis mod relocates and improves two of the bandit camp locations from the mod More Bandit Camps by skillest (note that mod is required for this mod to work, see requirements below). The original MBC mod gave us a lot of additional bandit camps and overall was good addition to Skyrim, but not everything quite worked. This patch mod addresses a few of those issues. I created this mod mainly for use with Sexy Bandit Camps by Blackbird Wander and that is still its main purpose, but that mod is not required to use this mod and it works fine even if you aren't using it (buy why wouldn't you want all those cute captives to rescue? ?)
Formerly located near Rorikstead it's location threatened travel on the road as well as conflicting with several other mods. I relocated the camp to a new spot below Fort Sungard where it is better concealed, can watch traffic (but not constantly attack) on two roads, and is more defensible for the bandits. The location is fully navmeshed and cleaned. It features a larger camp, additional bandit archers, and hidden cache's of loot scattered about the camp. The original location was restored to its vanilla Skyrim state, including the original navmesh and landscape, any other mod using that location should be loaded after this patch.
Formerly isolated and difficult to even reach it was not clear to me what purpose this camp was supposed to serve. It featured a named NPC that wasn't actually a bandit but was living in the camp. I've moved the camp to a cliff top overlooking Dragonsbridge where it is far enough away not to draw aggro or conflict with mods like ETaC, but where the bandits have a clear view of the town an traffic on the bridge. The camp has six bandits plus the named NPC. The NPC was nerfed and given bandit factions to make him more of a strong bandit mage rather than... whatever he was (I also changed his voice type so he can speak bandit dialogs now). As with Steadwatch the camp is fully navmeshed and cleaned, defensible and mostly concealed (you have to look hard to see any part of it from Dragonsbridge). The original camp location was returned to its vanilla state.
You must have the explorer version of MBC for LE
Just drop the esp in your load order after MBC. There are no scripts or anything in this mod so it's very low impact on your save game.
If you are using mods like Pirates of the North, make sure they load after my mod for best performance.
Mods Using this Patch:
Sexy Bandit Captives by Blackbird Wanderer
I may do one or two more of the camps that aren't in great locations, still deciding about that.
May possible correct navmesh issues with some camps without relocating them.
I plan to release both the non-explorer version for LE and an SE version when time allows. (If someone wants to port this to SE for me and maintain that, contact me)
By -Caden-Clone Conjuration
Works with LE and SE
2.0 Adds a spell called Conjure ????, this spell is fun but a gamble, when you cast you might conjure a giant, or a rabbit, goat, horse, ect, but you also might get Ulfric, a greybeard or a mudcrab :)) It chooses from over 30 different NPCs/creatures when cast and still NO scripts
A simple mod with NO Scripts that allows you to conjure a clone of your PC. Court Wizards have it for sale on occasion, bandit mages will sometimes drop it, or if your impatient it is on the table in Dragonreach with all the food, in the room with the cooking spit (both Spells are found here)
No this does not clone your armor, your clone will be using your spells and shouts, also has a Dawnbreaker sword clone for backup ( no It will not break quest)
Unpack and drop into your data folder or use mod manager of your choice
Choose Male PC version if you play as a Male and vise versa (2 esp's is for male/female voice, nothing else, is better than using a unneeded script)
INCOMPATIBLE WITH HDT HAIR
NO OTHER INCOMPATIBILITIES
Is in my mod Skyrim Unhinged, but is still compatible, this is here for those that are having a hard time to get it in Skyrim Unhinged, or those who are just Impatient
By NretsmahAbout This Mod
This mod is a prerequisite to my “Circulated In Skyrim” (CIS) patches. It contains custom leveled lists that are referenced by CIS patches in outfit templates and leveled lists with the “use all” property. In addition, these core files (will) contain custom object effects. By having my CIS patches use a set of core files, it's possible to perform updates to the CIS series without individually updating every patch. In exchange for one esp, you'll have a library of CIS patches at your disposal (that is, if you use something like Wyre Bash).
What does this mod do, and how so?
This mod is a collection of custom leveled lists and object effects. Each leveled list contains a single vanilla item. Any CIS patch that adds vanilla-based items inject their content into these leveled lists. They are then distributed throughout outfit templates and other leveled lists. Some CIS files use CISCore’s custom object effects, increasing the diversity of Skyrim’s loot pool.
What are the Circulated in Skyrim (CIS) patches?
These patches are intended to distribute items added by other mods that are otherwise unobtainable without the use of console commands or AIM (AddItemMenu). Many mods that add new items to Skyrim don't make them available to NPCs or lootables. It takes a lot of work to distribute gear into Skyrim's leveled lists, so it's understandable why many authors don't bother. With mods like Lootification, one could technically argue that it's unnecessary. The problem with mods like Lootifcation is that they are what I like to call "blanket fixes". They do their job, but like bandages they can only fix so much. My CIS patches are created entirely by hand, allowing for a greater degree of balancing and edits no "blanket fix" can hope to do. These patches are carefully designed to be balanced in relation to the vanilla Skyrim experience.
If you have any questions or concerns, please shoot me a message or leave a comment. Feedback is deeply appreciated, and necessary to the improvement of my work. Also, if you have any ideas or suggestions, let me know and I will consider them for future releases of this mod.
This mod shouldn't conflict with anything.
- To add some screenshots (of what I don't know)
- To add custom object effects
Unzip the contents of the “CISCore” file within your “Data” folder inside of your Skyrim install folder. This mod must be placed ABOVE any CIS patches you have installed.
Known Bugs and Errors
- No (unfixed) bugs or errors have been reported.
Feel free to modify my work to your heart's content. You may share my (modified) work with others, but please provide a link to the original and do not host my mods on other sites without my prior permission. In the event that I cannot be contacted, then you distribute and host my work (to your heart's content).
Questions and Answers
Will you make a “Circulated in Skyrim” patch for [insert mod]?
Are you paying me? If not, I'll hear you out, but I’m not making any promises either.
Version 1.0.0 (Aug 29, 2018)
Added standalone leveled lists for (a buncha) armors
By -Caden-Ok so my time as run short on managing this mod due to RL obligations so I want to put this out there for anyone that is interested. You have my full permission to further this mod as you see fit, and make it your mod and upload it with 2 conditions:
1: Credit where the mod originated ( not just me but others Like Familiar faces have worked to make a mod like this happen)
2: share it here and Nexus - It is time to squash the lingering tension between the 2 sites, in the end we are all gamers who enjoy the work of modders, and we should all benefit in modders work no matter what our taste in mods is
to find the changes in this mod in CK or Tes V Edit search DPGF_
Lovers Lab will always be my home, that will never change but I had to put my petty crap aside and realize there are good and bad people on both sites lets just enjoy the games and the sites that allow us to share our work
If anyone gets upset about these conditions or this statement then the petty issues are on your end!
The Doppelganger Follower
Works with LE and SE
Listen, Straight up, I am sick of follower mods, and I agree there are to many, but this one is at least unique, it is your doppelganger
have yourself as a follower marry yourself and do other things with yourself, this is Lovers Lab Can be found in Sleeping Giant Inn Your Doppelganger will :
use shouts your have learned use spells you have learn already has his/her own custom weapons Is potential Follower so you will have to raise the relationship rank with the Doppelganger, whether its with RDS, RDO, Eager NPCs, or console command to get the "follow me" Dialogue
Requires Dawnguard, Dragonborn, and Relationship Dialogue Overhual if you use a High Elf, Female Khajiit, or Elderly
By -Caden-Read Change Notes
The new PC Doppleganger that takes on your image will now:
Look like you
Have your name
Use any shouts you have learned
Use any spells you have learned
The player Doppelganger conflicts with HDT hair
(Works with LE and SE editions)
Introducing Doppelgängers :
Doppelgängers are not an easy enemy, they will level up 2 to your 1, sometimes 3 to 1:
If your level 1 they will be level 2
If your level 10 they will be level 20
If your level 50 they will be level 100
So decide a strategy
(Will she jump to her death?)
Skyrim Unhinged takes Skyrim in a darker direction. This is a light weight mod, with 0 impact to your game performance.
This adds variance to Skyrim the works into your playthru flawlessly. Adding some NPCs to places usually bare in Skyrim. Events that I have added, you may witness a suicide, maybe the dark brotherhood starts to send assassins into the city to have you killed or you might just stumble onto a gruesome scene of the innocent used in a ritual.
There will be more added weekly, some updates faster than others, but the good news is this mod is a ESP file only, no scripts, there will be no need for a clean save for a update, just plug in and go.
The events, ambushes ect, are not overdone in this mod, they are spread out and will work into whatever playthru you are doing.
Skyrim will not be so predictable now!
I started from Whiterun and worked my way outward from there, most of the Ambushes, new enemies and new NPCs are in Whiterun hold at the moment but are increasingly spreading outwards
(Sometimes the enemy is Watching you)
What this mod adds:
Enemy Ambushes Events such as suicide and child sacrifice Friendly NPCs that may turn on you New Followers/Marriage potentials (You have to find them in your travels, they are not just sitting around a Inn waiting for you) Enemies that were usually only found in certain caves and quest may now be encountered in the wild Unpredictability in many situations New Enemies Rabid Animals Assassin attempts on you in the city New enemies are unleveled Some houses you break into already have a thief raiding the home and they are not too happy so see you and more I cannot give it all away
(Not all merchants reach their destination)
Skyrim, Update, Dawnguard, Dragonborn
A little more
Skyrim Unhinged uses all assets available from the game itself, the new NPCs created DO NOT have the Blackface bug, the new NPCs use already existing face gen data from the original game. With that said, if you download a mod like prettier bandits your new NPCs from Skyrim unhinged will take on a much different look, still with no Blackface Bug.
(Not everyone is a enemy in the wild)
HDT hair conflict
This is a link to a Japanese web site that has the SKSE file for the HDT invisibility fix, I will not upload the file here becasue whoever made this file a couple years ago removed it from the modding sites, so to me it is not my place to upload it, but you can download it, its a Japanese site, just click MediaFire Download:
CREDITS for finding this link go to markdf
The new NPCs used in farms, towns ect, mimic corresponding NPCs in the game so even eif someone moved a farm, or change the location of a house, the NPCs added from Skyrim Unhinged will go to the area they were intending.
Yes this works with Immersive Creatures, Travelers of Skyrim, Inconsequential NPCS, Expanded Towns and Cities, Tes v Arena, and any other mod. This mod tackles areas that have been left untouched in Skyrim
(people who always fast travel thru the game will not see as much as people who manually travel to their next location)
Ashal for Loverslab
EinarrTheRed for advice that saved me hours of frustration
onesumgame for testing and feedback
GenioMaestro for testing and feedback
By chaodynIf you are like me and you love to play with Coda's Monster Hunter Mod, but you were disappointed that the larger monsters did not use any epic music, then this mod is for you.
I have edited the monster's in the mod to have the dragon actor type so now when you face them, dragon music will play.
But if you want the full monster hunter experience I recommend to get my personalized music dragon music mod that add's 20 monster hunter tracks as battle music for dragons, with these two mods working together, for me it just feels right.
recommended to have personalized music for a variety of tracks, or if you want have finale music try the other versions out, although the other versions only have 3 tracks and is not recommended
If you want to see it in action I made a video for it
Start with 1000 magicka , 500 Health and 200 Stamina. As you level up , 1 point per level up will be added to chosen stat (Instead of +5 Vanilla),
So to explain further in case your confused, if you got to level 100 using this mod, and every time you level up you put your point on Health, at level 100 you would only be at 600 health
Every point you add to Stamina will now increase your carry weight by +10
I made this for my own game originally because vanilla Skyrim is too easy to become over powered, this balances out the game. This mod can be used on its own, but I created for myself to go along with another mod I had made to add difficulty to the game :
Just unpack and drop file into data folder of use mod manager to install (Run loot or put low in load order)
This file can be bashed, but doesn't need to be and there should be 0 conflict with anything
Will work will Oldrim or SE
I used mine on a new game, not sure if it will give you a extra 500 health if added to a current playthru
By DJRedRadTES V Mod - April by Kylie X (Teaser Trailer) 2018
Whiterun is supposed to be the center of trade and commerce, but the food they had was lacking so I decided to add more objects, foods, etc. I also added more decoration, new characters, fully voice acted and much more.
This mod adds more immersion to Whiterun! I plan to pimp out every single hold in Skyrim.
Adds more Immersion to Whiterun
2 New Exotic Dancers (Fully voice acted)
This mod gives a new look to Whiterun
Adds tons of new objects to Whiterun
New trees and plants for Whiterun
New Food, Watermelon, Melt In Your Mouth Baked Sweets etc.
Bannered Mare Looks Like a Player's Club Now
Red Wine contains a visual effect
and much more
1. Skyrim Thugs
Roxan & Rosalinda are free lancers in Whiterun trying to survive making a quick buck doing what they do best, some thugs took advantage of them, send a message to the thugs.
2. Sexy Time With Roxan
You can find Roxan in the bannered mare.
3. Sexy Time with Rosalinda
You can find Rosalinda by the entrance.
Rosalinda "Exotic Dancer" - by Shirley Tao, Taoxue
Roxan "Exotic Dancer" by Ashley
Credits/hall of fame
Lor Modders' Resources by LorSakyamuni
CD Projekt & Oaristys- Modding resources
Tamira - Modding resources, tropical plants, palm trees, flowers, etc
Stroti - Modding resources, Aladdin's lamp etc.
MJY - The Author of the mysterious Island, Modding resources. Thank you MJY.
Blackflag & Hyperactivechild - Landscape Textures
Melt in your mouth sweets
(If I missed any mod authors or artists, please let me know and I will update)
By Warlick78Adding Trees, Trees & More Trees to fill More Life into the Cities & Towns of Skyrim & making the World of Skyrim look better
Hey man! So like, Skyrim used to be filled with trees, man but then, like, they mostly got cut down and other horrible things. So, like, I'm
going around Skyrim with my bag of seeds and I'm giving back to mother
So you should enjoy this mod, man. It'll make the whole place beautiful again, man.
By EinarrTheRedHearthfire Dungeon Addon
Ever wished your Hearthfire home had more storage space? Maybe a little extra storage space. Or maybe what you were really hoping for was a place to keep all those slaves, naughty followers, captives, and other NPCs you've collected and have lots of options to play with them? Well wait no longer because that is exactly what this mod gives you.
The Hearthfire Dungeon Addon adds a large dungeon space to each of the cellar of Heathfire homes you can build in Skyrim. The space branches off the main cellar, first adding a small storeroom where you can keep extra books, loot, ammo and other items. Further down it adds a large main room where you can display and play with slaves and NPCs. In this area you will find many activator icons allowing you to install and swap various ZAP furniture options (more than 40 options are included) as well as three different bed style, or just pack them away to make room for your own options either added with console commands, Display Model, or whatever other furniture placing mod you wish to use. From the main room you can enter the upper grotto pool area where you can sit and relax in a natural cave. Or head down to the prison room where your slaves can sleep, or keep them in kennels, the choice is yours. Finally there is the lower grotto where slaves from the prison can bathe and relax after a hard day of being played with (and you can watch them from the upper grotto).
The space includes many other features. In the storeroom you will find an Elder Scroll display case where you can store your Elder Scrolls. There is an arrow ammo storage display that changes according to the type of arrows you have stored in it at the time giving you a visual reference as to what types of arrows you have. There are book cases, weapon racks, chests and strong boxes to keep various other odds and ends.
If you happen to be a vampire, your crafted coffin now has a new location in a hidden room that only becomes revealed after crafting the coffin.
The pool area include the oft used feature of stripping naked those who enter, but there is the additional feature of being able to turn this function off (look for a basket containing clothes by the entrance to the upper grotto, just click it and the clothes disappear out of the basket, if the clothes are gone the script is off, if the basket is full the script is on).
Torch sconces through out the space allow you to dynamically adjust the light levels to whatever suits your personal taste. Just place or remove torches in the sconces to turn on or off additional lighting.
Additionally, in the main hall there are some new furniture options as well. You can now freely swap the dining room table set with an alternate chair set or large furpile bed set or just pack them all away. The controls for this are on a shelf just above where the main room workbench appears. Also, I made some of the main room items on the mantle static so they aren't constantly being knocked around. All interior cells now have COC markers so if you use console COC commands you appear at the entrance where you should. Cell ownership is set to the player and I adjusted the interior fog (greatly reducing it).
Installation is easy, either use your favorite mod organizer or manually install the esp and bsa file into your data folder, there are only two files so its easy to keep track off. Enable the mod in your load order and go.
NOTE: You do not need the (Loose) version, download that only if you want to peek under the hood and see how the scripts work.
Uninstall with your favorite mod organizeer or just delete the esp and bsa file from your data folder, save and then use a save game editor to clean scripts beginning with BYOHD_ from your save game and you're done.
ZAZAnimationPack (version 8.0 or higher)
Recommended Mods (NOT required but this mod works well with them):
PAHE (Paradise Halls Enhanced)
Home Sweet Home
And You Also Get A Slave
I'll Take the Display Model
Sexy Bandit Captives
PAHE Lakeview Cell Addon (this mod will cause the pool water to not look correctly IF it is placed after the Hearthfire Dungeon in your load order. If you wish to use this mod, make sure it is placed BEFORE the Hearthfire Dungeon Addon in your load order) If you are using my older version of this mod previously shared in my Prettier Bandits support thread, make sure you remove all torches and fully uninstall that mod before installing the new version or you may get some odd torches issues.
In Game Usage:
Install the mod into a new or existing save game. Craft one of the Hearthfire Homes, build the cellar, as soon as the cellar is built the dungeon is there (fully functional) Have at least 20 torches in your inventory (40 will be enough for the full dungeon) Head down to your new dungeon and use the torches to adjust the lights the way you want. Activate whatever furniture options you like, you can change them as often as you want. Explore and enjoy!
CPU - for scripting lessons, scripts, patience and encouragement
Ed86, Musje and Valcon767 for additional scripting advice
T.ara for advice on some of the furniture placement and options
Psalam, Karlpaws, Donttouchmethere and Valcon767 for being a great bunch of beta testers, making lots of suggestions and generally helping make this mod what it is.
Stalactites are by Leodoidao available at Nexus
Port this mod to SE
---- Version 1.3 21st Sept 2018 ---
More minor clean up and tweaks
Removed some left over dirty edits from the mod's construction
Changed the dungeon gates to not reset. If you leave them open they should now remain open until you close them.
---- Version 1.2 17th August 2018 -----
Minor clean up and tweaks
---- Version 1.1, 23nd June 2018 -----
Removed a duplicated interior tower from Winstad Manor (update is safe to install over existing installation)
---- Version 1.0, 22nd June 2018 -----
Uploaded version 1.0 of mod
Let's dance again is a dance mod for Skyrim.
Useless but very fun.
Based on the Mod Dance Toghether. Do not worry, it's not a copy, it's completely rebuilt.
Let's dance again is standalone, means it is compatible with DanceTogether - see note.
Both mods can therefore be used simultaneously.
Why did I create the mod?
Because I was tired of replacing the animations and music in Dance Together.
RealClone is a bad boy - he has done too many dances.
I will not make videos of the dances.
On the YouTube channel of RealClone you can find the new dances. Almost all are included.
If a dance is missing, I probably did not see it - or it was not good for my ears.
I also have to test and 5.3 hours are a long time ... and my ears have to endure that.
This "dance" is not included.
1. Because it is not really a "dance"
2. Because I want to use it for the tutorial. From A-Z
Yes I write a tutorial on how to add dances etc.
For this I take this "dance".
Tutorial is coming soon.
Tutorial is done
- 96 dances with 5.3 hours music are included
- support for max. 256 animations/dances (could be increased without much effort)
- support for max. 12 dancer inclusive the player
- create your clone as dancer (with your outfit) - see note 2
- 3 formation lists for customize + default formation (as backup)
- remove weapons, arrows, shields and torches if you wish
- define your hotkeys for volume, dance cancel or free cam (is used during the dance!)
- compatible with Dance Together (see note)
- support for expressions, free cam, 8 animated cameras (see note), toggle AI, Menu, Mod notifiaction and collision
- of course Google English ??
Unpack the Archiv. It's a 7-zip file.
Copy all folders and files in Data of the Mod to your Skyrim\Data directory.
Run FNIS for User
Start the Skyrim launcher and open Data files.
Scroll down and check, if the Let's dance again.esp is activated.
Close the Data files and Skyrim Launcher and Start Skyrim with the SKSE Lauchner.
In game (not main menu) wait for a message like " MCM registerd 1 new Mod"
Open the MCM of Let's dance again and enable the Mod. All Spells now available.
In game open the MCM of Let's dance again and disable the Mod.
Save and close the Game.
Deactivate the Let's dance again.esp in Data files (skyrim launcher)
Delete all folders and files installed by the mod.
Run FNIS for User.
If you already use DanceTogether AND have special camera animations installed,
then do not install the following folder and the files contained in the folder:
This is unfortunately a shared resource.
If you have a HDT hairstyle, the clone will not be displayed.
Reason - NPC's do not support HDT hairstyles!
Wigs, clothes etc. are no problems. If so - the problem is in the HDT XML. No matter if SMP or PE
SKSE 1.7.3 Papyrus Util FNIS (6.2 or newer) SkyUI (4.1 or newer)
SKSE Team - SKSE fore - FNIS SkyUI Team- SkyUI exiledviper and meh321 - Papyrus Util frankc4 on 3dm for Dance Together realclone for all new dances, support and test PeterForFun for support, ideas and test Myself, for stupidity of so much work (i need only 20 dances)
You can NOT take money for the mod - no matter how.
You should pay attention to the credits and not offer as your work.
By MrEsturkA simple patch for ousnius's NiOverride High Heels - NIOVHH Fixes mod that adds sneaking as one of the situations that disables the NiOverride High Heel boost effect. This patch is useful for certain custom sneaking animations, such as crawling, since the heel effect just causes the character to float off the ground when entering the crawling/on knees type animation.
NiOverride High Heels - NIOVHH Fixes: This patch only replaces one script used by NIOVHH. You will need to download and install NIOVHH for it to work.
ousnius: For creating NIOVHH of course
MrEsturk: For creating this patch
Being that this patch is a mod of another modder's work you may not host it on other sites.
By DJRedRadSkyrim Mods - DJ Red's Log Cabin (Cinematic Trailer) 2018 ?
DJ Reds Log Cabin is a unique house mod. Many gamers requested a cozy home.
I will add download links to media fire and upload the mod to this website as well. Thanks for your patience and for the supporting my channel and mods. Appreciate the support.
I got exclusive permission from Tamira and other mod authors and artists, spoke to them personally, the resources are exclusive so you will have to attain permission from Tamira.
More unique house mods stay tuned
DJ Red Rad - Creator, editor, coder, scripter
CD Projekt Red Oarsistys - Modding resources
Stroti, Tamira (Modding resources)
Ga- Knomboe Boy