By DarkpigThis is a vampire makeover I mean overhaul I made because I didn't feel like fiddling with the MCMs in other vampire overhauls.
It is a simple esp file but I had it for awhile so I figured I'd share. First thing to mention is that you retain your appearance from before you turned so no more flashlight eyes. Sorry flashlight eye lovers. Another is that you no longer run like an overweight fat man in sunlight. In fact as long as you stay in stage 1 you won't have any penalties whatsoever. Just keep from going above that or that scary mudcrab will be doing up to 4 times the damage to you. Ouch! The frost resistance has been reversed to fix what I felt to be an issue which is that feeding should make you stronger not starving yourself. Molag Bal is the lord of Domination and feeding on humans seems pretty dominating to me. I added some shock resistance to the mix due to inspirations from Frankenstein. The vampire powers are still linked to starving yourself until I can figure it out. For now call it Bal's way of throwing you a bone. Also you can breathe underwater.
The vampire lord has also gained a few tweaks. The perks have been rewritten to show more of the nitty gritty data such as spell durations. The max default armor rating has been increased from 300 to 500 as well as a magic resistance of 75 at level 50. You are also immune to sunlight while transformed no matter which stage of vampirism you're at. You're welcome~
By DavideMitraBefore showing you a full Youtube video about this unique mod, some quick words about it:
(1) With this mod, Breezehome will become part of the Whiterun Worldspace. You will be able to enter/exit without loading screens and you will be able to look outside from the door/windows.
(2) There are lots of special features like staged containers (open your cupboard/dresser/treasury chest and have a full look inside of them, just like you would do in real life), lit on/off torches, movable chairs, movable ladder, etc!
(3) You can still visit the vanilla house interior thanks to a tiny door located on the ground, near the entrance!
(4) In order to open the new entrance door, you will still need the vanilla Breezehome key.
(5) The house is for every type of character. But if you're an outlaw, there's something very special for you:
- You can literally lock everyone out of the house and nobody will be able to enter inside. Even hostile guards will remain locked outside!! It's not a standard door lock feature, it's something that really works!
- You can escape out of town thanks to the sewers beneath the house (the sewers do feature a loading screen, of course)! It's even better than the Riften player home!
MOD YOUTUBE WALKTHROUGH - CLICK ME
SELF-PROMOTION: By the way...I created a standalone basketball videogame for Skyrim physics, make sure to check it out because it's the best & most ambitious modding project of my life. Links below:
LINK TO MORTARBALL FOR SKYRIM SE
LINK TO MORTARBALL FOR SKYRIM LE
By Code SerpentMorphology is an expansion mod that adds potions, enchantments, spells and other mechanics that can change the player's body or NPCs bodies.
Humanoids and humanoid creatures can be dissected to obtain powerful ingredients. Currently, Hagravens, Trolls, Falmer, and Giants can be dissected in addition to the playable races. Some of these ingredients can be converted back into normal ingredients at Alchemy Tables. Others can be cooked into odd meals.
To perform dissections, the minimum you need is a simple dagger. Activating corpses with a dagger equipped gives the option to harvest flesh of the cadavers. To obtain the other ingredients, you will need more tools. Specific embalming tools found in warlock lairs and nordic ruins allow you harvest fluids and organs. The scalpel, pick, and scissors aid with organs, while the screw tool aids with fluids. If you come across a dwarven extractor, that will also help you drain fluids. Whenever you are dissecting a cadaver, you can choose to dissect either flesh, fluids, organs, or all. Selecting only one type of ingredient to harvest reduces the amount of time taken to finish the dissection.
If you obtain a human heart or flesh, or one of the ingredients added by this mod, you can craft Dissection Tools at a forge, which allow you to harvest most cadavers easily. Warlocks, vampires, falmer, and other mages may carry a set of these tools, in addition to the ingredients themselves.
These ingredients, by themselves, only cause bodily changes. However, you can refine other ingredients with them to make elixirs, salves, and cured organs with experimental effects. These effects are different from normal alchemical effects, in that they can stack over eachother, with the 'draw-back' of causing bodily changes. To refine ingredients, simply place one of the mod-added ingredients in the world, and activate it, then select an ingredient to attempt to refine. The effects that can be refined are based on the type of ingredient; flesh, fat, and bone meal can only refine Fortify Effects; bodily fluids can only refine Resist Effects; organs can only refine Health, Magicka, and Stamina Effects.
The bodily changes caused by these ingredients can be partially reverted by making a Blood Elixir at an Alchemy Table.
Soul gem fragments from Black Soul Gems can be warped at an enchanting table, and used to Destabilize the enchanted armor you find. Placing enchanted armor in the world and then activating it while carrying at least three of the same kind of warped soul gem will make the enchantment unstable. If you disenchant the item, the unstable enchantment can be applied to any type of equipment. However, the enchantment will slowly alter your body if you wear it for extended periods of time.
The warped soul gem fragments can be combined with a roll of paper at an enchanting table to make a Scroll of Restore Form, which will revert some of the effects from unstable enchantments.
A handful of new Alteration spells allow you to siphon body sizes to and from NPCs. These spells are currently only found as spell tomes carried by some warlocks and witches.
Having a ridiculous voluptous body now has some effect on your gameplay. At increased sizes, your Health, Magicka, Stamina, and associated regeneration is increased, at the cost of mobility debuffs, all depending on what parts of your body were enlarged. For example, enourmous breasts increase your maximum Magicka, but cause you to trip and stumble while running or sprinting; while having an enourmous ass increases your Magicka Regeneration, but causes you to stumble and make noise while running or sprinting.
The effects take into account all body changing mods, not just Morphology. So, if your character is enlarged by some of my other mods like Body Builders or Corruption, or through another mod that uses NiOverride Morphs, then you will still succumb to these effects.
You can toggle the effects off in the MCM if it doesn't mesh with your gameplay.
Vanilla Effects Plugin
If you don't want to go through the effort of finding and using these enchantments to start changing your character's body, you can download the Vanilla Effects optional plugin. This causes all vanilla armor enchantments and beneficial potions to cause changes.
This mod requires NiOverride or RaceMenu, CBBE RaceMenu Morphs, and Armor and Clothing Models built through Bodyslide with Morphs Enabled.
If you don't know about anything I just said, do some Googling or ask in the forums.
This mod should be compatible with everything else. It just needs a bashed-patch due to some item list edits.
Major update. Shouldn't require a clean save.
-Depreciated 'fresh' ingredients
-Added body part ingredients for trolls, giants, hagravens, falmer
-Added ingredient refinement
-Moved player morph updating to separate effect, so using multiple morphing potions at once shouldn't crash the game
-Removed morphs decaying when sleeping
-Enchantments now periodically morph npcs, up to a point
-Added body measurement spell
-Added size effects: large bodies increase HMS and Regen at the cost of some mobility
-Added the first set of morphing spells
-Added an MCM with a few options
By SnoipehSkyrim Creature Overhaul
PLEASE READ THE DESCRIPTION
REQUIRES DAWNGUARD AND DRAGONBORN
CO More Creatures:
This mod simply places 280 vanilla creatures around Skyrim. More specifically, it only adds them in notable places so that you're sure to encounter them on your travels but you won't see them scattered randomly in the most unseen places.
I've tried to achieve that by sticking to immersion. Big word, I know. What I mean by that is that you're not going to find creatures in places where there usually are none of that type. For example: You won't find a Frost Troll roaming around in the city of Riften. On the other hand, I've made sure that inhabitants of a place like Falkreath have a tendency to tame more wild Wolves than for example Whiterun due to Falkreath being a more forest-y (?) area where a lot of Wolves roam the area. This also means that the citizens of Falkreath for example are more accustomed to seeing and handling these kinds of beasts and are therefor more willing to have them as a sort of pet in their inn or around their home. Additionally you won't find many animals - especially not wild beasts - in a prestige place like Solitude. A harsh region like Eastmarch however is likely to have a few more feral furry companions. Hopefully you get the picture here.
Having said all that, I have included some exceptions to my own immersion rule. A few placed creatures may not really fit somewhere but I can safely say that it's not the end of the world if a few more creatures exist in your world, now is it :)? Creatures like Frostbite Spiders, Chaurus and Werewolves for example don't seem like they can be tame at first glance but you can even find examples of them being passive towards humanoids in vanilla Skyrim: Sinding the werewolf, the Dark Brotherhood which has a tame spider and Chaurus in general obey and cooperate with the Falmer.
Another sort of exception to my immersion rule is the inclusion of creatures near POIs like shrines or standing stones for example. Just imagine that a god or whatever has taken control of a beast to protect their shrine. And lastly, you will also find region specific animals inside of almost all Jails. You're not in there for fun - the guards want to see you perform behind those bars or they might just want to intimidate you with their new critters...depends on what kind of mods you've got installed.
Oh, and the creatures are by no means completely harmless. They are passive until provoked. If you think that you can simply attack a tame wolf or a tame troll without repercussion then you're in for an ass whoppin'. They are still animals after all. Oh, and don't worry if they get killed. They'll also respawn after some time has passed.
Places passive creatures all around Skyrim. Limited to Inns, Farms, Hunter/Fisherman Camps, POIs, Orc Strongholds, Cities, Settlements and Jails.
Types of creatures placed by this mod:
Some creatures may get stuck inside of walls or something if you have mods installed that edit cities.
Other than that, it should definitely be compatible with anything else. It just places stuff and is 100% vanilla.
SL AROUSED CREATURES: I recommend setting the engage arousal to a value above 50.
A MESSAGE TO PEOPLE WHO JUST WANT MORE CREATURES IN THEIR SKYRIM BUT DON'T LIKE BEASTIALITY:
I got your back. The Screenshots are just for show. These placed creatures are just edited duplicates of vanilla records using your installed meshes. So if you don't have MoreNastyCritters installed, you'll just see your normal everyday Family Friendly non-dickified Skyrim creatures
CO Creature Edit:
This one simply edits the values of a lot of vanilla creatures. Edited values include PC level multiplier, min/max level, Starting Health, Damage, Attack effects, Abilities, aggression level and aggro distance.
This means that almost all enemy creatures are a threat to the player...as they should be. "Elite" enemies, like the snow variants, also have a higher PC level multiplier so that they feel like a real threat instead of just a slightly stronger recolor of an existing enemy type. With this installed, you won't be able to tank most creature attacks. To be more specific, a single wolf can kill you in 2-3 hits when you're not wearing armor and have 100 health points. Brutal creatures with serious killing power like the chaurus variants will easily kill you in 1-2 hits - even with decent defensive stats. This should make you way more cautious of the predators of Skyrim.
A lot of creatures have also had their resistances and weaknesses tweaked which should shake up your approach to some enemies. Trolls are now very vulnerable to poison as well as fire while resisting frost and a bit of physical damage. Dwarven Constructs are now very weak to frost damage while almost being immune to fire damage. Gargoyles are now very resistant to all sorts of magic damage while also sporting a heavy defense. You get the point.
Preparation and in-combat attentiveness are key.
Then again, this is Skyrim we're talking about so if you wanna go back to Weenie Hut Junior mode, then just constantly upgrade your HP and always bring your Battalion of inappropriately (un-)dressed flawless female followers with you... Or just play as a stealthy archer. I heard they're popular among Skyrim players...
Any dodge mod. Trust me, you'll need it.
OBIS to make bandits stronger. Complements my mod as both drastically increase the difficulty.
Anything that modifies creature-specific records in the Non-Player Character and Race tab may conflict with my mod (Use TES5Edit to check for possible conflicts). This unfortunately also means that my mod overwrites some of MNC's height and skeletal model edits. The following creatures are affected: Chaurus, Frostbite Spider (all 3) and Chaurus Hunter.
My reason for this is because I always play with the setting "Even Actors Height" unchecked due to all my races being the same height. I was never satisfied with the misalignments caused by this option so I just created an esp that set every race to the same height while also reverting MNC's changes to the aforementioned creatures. This was way back in 2018 and since then I've never had to fiddle around with the alignments of actors all the time. You can download my SnoiPersonalEdits file which just sets every race to the same height.
Fortunately, this change can easily be reverted so please do that yourself if you have problems with my way of doing things.
Q 'n' A I guess... :
CO More Creatures
Q: Why did you make a mod that does exactly what the old Sexlab More Creatures mod does?
A: I've used Sexlab More creatures before and I find that it adds WAY too much creatures which are also WAY too close to each other. I don't wanna get chased by 10+ horny dogs/horses on my way past Whiterun Stables. I also didn't think cramping a ton of animals inside and outside of cities was neither immersive nor a pleasant way to help initiate creature sex. Cities felt like they were designed as a breeding zoo instead of being a place where actual humans live that may want to keep a certain animal as a pet. I'm exaggerating as you can tell but you hopefully know what I mean. Then there's also creature variety which the original mod lacked.
Q: Will you place chickens, slaughterfish, goats, cows, rabbi-
A: By order of the Jarl stop right there! I do not intend to place these kinds of animals. Ever.
Q: Can you add [insert valid animal name] in [insert region name]?
A: If it fits immersion-wise and I think it would make a good addition then yeah, I will consider your request.
CO Creature Edit
Q: Dude, enemy creatures do insane amounts of damage. Even a single wolf can easily fuck me up.
A: Git gud.
Q: I don't like how you set the values of creature X. I'd recommend setting them to Y.
A: Just open TES5Edit and edit them to your liking. It's as easy as it sounds.
A: Mainly Caffeine ENB but with a bit of Tetrachromatic ENB. To get the cel-shaded effect you need to go into your enbseries.ini, scroll down to [EFFECTS] and set EnablePrepass to true. Like this:
Tetrachromatic ENB offers the required ENBEFFECTPREPASS.FX.INI file. Or you can just download my enbseries folder from the download section of this file (SHIFT + BACKSPACE opens the ENB menu ingame jfyi). Just install the requirements as well as the recommended Natural Lighting and Atmospherics for ENB from Caffeine ENB and well just read the description in general.
Q: What armor/clothing are you wearing in your screenshots?
A: The Amazing World of Bikini Armor, Bikini Ascend, The Book of UUNP, Dragonscale Bikini, Stalhrim Bikini and Vanilla TMB Armors and Clothes.
Q: Why do your dogs look like grey wolves?
Q: Nice Poses. Where'd ya get them from?
A: GSPoses & SLAL by Gunslicer
Q: Woah nice Screenshots. I wanna make my Skyrim look just like yours but how did you do it?
A: Here's a small incomplete list of the most noticeable things found in my Screenshots. (I guess you can see the following as some sort of credits list...?)
Credits to Sailing Rebel for the original mod!
(Special Thanks to MadMansGun for helping me out. Amazing guy!)
I know my screenshots show obvious Beastiality but please keep in mind that this is all fictional and nonsensical stuff. I do not and never will support anything concerning this act in real life.
I don't care what people do and especially think about as long as it doesn't hurt any other individual or themselves so let people have their weird fun.
Keep it civil
A list of all placed creatures and where you can find them:
By JRICH604Also available here for SE
NL4 U NPC 2 will change the appearance for all included NPC and also makes some non-appearance changes for some as well such as weight, outfit worn, raising level cap for some followers etc
These faces began when I decided not to use the many NPC mods that I normally used. This meant of course that I was back to original faces. If I wanted to change their appearance I could not use someone elses mod and had to make the change myself. Who would I change? What would they look like?
Part self challenge, Part fun and also it had been years since I had looked at their original faces so maybe part nostalgia. This mod is the result of that little adventure of mine
Suggested SKSE ini setting
iTintTextureResolution = 1024
The setting should match the resolution of the tintmasks you are using for your players face
Requires Unofficial Skyrim Legendary Edition Patch
Modding is not a Competitive Sport:
Let me make this very clear since I am sharing this mod in a very crowded category. I did not make this to compete with, look better, or be more popular then other mods that cover any of these same NPC. So comments asking why I changed such and such NPC that is already done by who and what is not helpful or relevant. Your favorite colour is Red, you find your favorite Red Dress and get into game and are in love. Now you play with that and 1000 hours and 10 sessions later how good is that dress for you? You find someone made a Blue Dress, while not your favorite colour you like how it looks and more importantly it is new and different then what you have been staring at for a very long time. NL4 is the Blue Dress
Some Assembly Required:
After installation go to your data folder. Under textures\NL4\FitBody\
You need to manually place in a texture file named femalebody_1_msn
This change was made to give some female NPC a more Fit Athletic look
This should be an alternate "Muscular" normal of your choice that is either pre-made or one you blend yourself that works with the texture set you use as replacer for female
If this is a change you do not want then just place a copy of your default normal from textures\actors\character\female\
New Game Only:
Not for use on existing saves. This is due to how the game handles data for NPC for the last plugin that modified their actor record. Could be a mod or the game itself it matters not. Once you start a game the information from the last plugin that modifies an NPC actor record gets baked in your save. Changing the plugin that modifies an NPC midgame by adding or removing mods or even changing load order will usually cause issues for them in your game. For this reason it is important to have your NPC mods in the order you want with all compatibility issues resolved for any that edit the same NPC BEFORE you start your game
It is not safe to add or remove this midgame
It is not safe to edit the record with Creation Kit. Use Xedit
It is not safe to extract this BSA and use as loose files in your game
Basic B&A images of all can be seen here https://1drv.ms/u/s!AkzyNRVnpsFCg0CJSnv8VAhPqxos?e=mn8zz
Compatibility & Load Order:
There are optional files for Expressive Facial Animation for those that use one or both
Please read this before asking or offering help regarding issues that are the result of using this alongside other conflicting mods
Advanced Info for getting the face you want when using multiple mods that edit the same NPC:
This mod contains assets from other mods as listed in credits. Permission for inclusion with this mod was either granted in the permissions stated on that Authors page where I obtained it at the time of inclusion or was Explicitly Granted from a direct request from me
KS Hairdos - Renewal
Lind's Human Eyes
Lind's Elven Eyes
Fair Skin Complexion by HHaleyy
High Poly Head
Smile in HD
Note that all assets included are in a new location unique to this so will not conflict or alter any original mods
Modders Resource List:
No assets are included from any mod listed here but they were used to help create the facegen
You may not upload this to other sites, if I want it there ill put it there myself
You may host a patched esp to get this compatible with mods that alter non-appearance stats such as AI/Combat/lvls/outfits/class etc
By DavideMitraMORTARBALL IN POOR WORDS
A small first-person-view videogame that has nothing to do with warriors, mages, nordic explorations, ancient Eras and fantasy adventures.Since it uses a little number of Skyrim resources, it will need to be booted via SkyrimLauncher. From the Skyrim main menu, people will be
able to access to the Mortarball main menu (just open the console and write coc LaunchGame).
Mortarball will challenge your intuition, spatial intelligence, precision, quickness and - as a rookie - your patience.
Note : before installing and launching Mortarball, disable the 4 autosave features from the Skyrim settings submenu. Otherwise, you might overwrite your last Skyrim (auto)savegame...especially if "save on travel" is enabled!!!
MORTARBALL - PRE RELEASE YOUTUBE FOOTAGE - CLICK ME
I started to recreate Deedlit, ended up loving LumiNyu's Rumi Usayigama's painting. So she's turned into my new fling for character creation, so rather than throw away the character I WAS doing, I'll just post it here. Credit to Hangakin and SongGod for the base elf models that I heavily based this on.
RaceMenu (For body sizes, smaller hands, upper spine, etc) [ Download ] HDT PE Plugins (For HDT sweetrolls. WIP ) [ Download ] The Eyes of Beauty (For the ice blue colors because Bethesda elves are fugly) [ Download ] High Poly Head (For smoother nose and ears) [ Download ] Havok Makeup (For Glitter lip overlay) [ Download ] SG Eyebrows (For the Eyebrows) [ Download ] SC Teeth (Its the best mesh for the teeth but horrible morphs, hopefully the author will let me fix this) [ Download ]
Load into your game. Select HighElf for race Select Female for sex Go to presets tab up top Press f5 to load the preset you want. "ALT" is for the eccentric eyelashes. Should you wish to be interactive with interactive HDT objects inserted in the mouth such as HDT bread, carrots, or sweetrolls, select the "Sculpt" tab up top. Press f5 to import a head. (You may want to mask off the base of the head to prevent possible neckseems first) Choose your HDT compliant head mesh to import. All done. Probably... You still need to choose a hairstyle. I recommend Dint's HDT Hair
DFFF Diffuse, normal, and makeup [ Download ] Demoniac Spec and SS [ Download ] Fair Skin Complexion Freckles [ Download ] Millepon ENB [ Download ] True Flame Sakitama Clothing [ Download ] Dint HDT Hair [ Download ] GS Poses [ Download ]
By CAM 30 00*Sent an email to orginal creators for permission which was granted*
Form ID is already dropped to 43. just install, enable and play
JUMP FIVE TIME HIGHER! "BIG Jump 5X" is for new or existing player characters. It can safely be disabled any time.
The mod from the "Better Improvements for Gameplay" series increases the jump height about five times and boosts the safe falling height.
Use it so your character can: * Easily scale mountainsides *
Jump over walls *
Jump onto second story roofs and balconies *
Jump from rooftop to rooftop to make a quick escape from guards *
Jump over people's heads in combat * Jump out of the way of dragon's breath *
Jump higher when riding your horse * Fall further without getting hurt *
Explore the rooftop world you've never seen before
Credit goes to sp0ckrates the original creators
By JRICH604Also available here for SE
MVE is a niche mod dedicated to solve the problem for your player character as vampire who is doomed to wander the land with radioactive fruit jammed in their eye sockets. While it is possible prior to this with other mods to remove that and replace it with something else you still only ever had one set of eyes...for the whole game. That is the whole point of this, to be able to choose a set of eyes that best fit your character while in game at will without replacing the default vampire eyes over and over and over....
What it is:
MVE is an eye mod for player as humanoid vampire
What it does:
Allows your vampire to cycle and change their eyes at any time in-game from any of the eyes included
Allows you to continue using the eyes you chose without having them revert back when you load/die etc
Allows you to have unique eyes which are not used by other vampires
Allows you to continue using your favorite eye mods for both human and vampire unchanged as these eyes are all standalone & unique for your player as vampire only and will not replace or alter others
Install with mod manager or manually place MoreVampireEyes.bsa and MoreVampireEyes.esp in your games data folder. Ensure plugin is enabled
Will conflict with any mod that edits the race records for the 8 Humanoid Vampires (Beast not affected). Due to the fun little "Rule of One" for record conflicts only one plugin that edits your race will ever matter and that will always be the last to load in your game. Whether 2 or 200 any more then one will always need to have all changes fwd into one patched plugin that loads last
Playing the game as vampire with MVE:
When you become vampire with this mod active you wont get automatically switched to the vampire eyes but all other overlays will still be active and apply to your character
When you first enter racemenu as vampire you may see double eyes. It may also be that you can move the slider but cant see the eye itself changing. Do not panic, move the slider over to the right until one of the new eyes from here is selected then exit RM and save your game. Exit to menu then reload your game. Double eye should be gone with the new eye you chose showing correctly and if you go back into RM then you should be able to correctly preview and cycle the eyes normally
Refreshing your save data for your PC is what fixes these issues
If you find you still have double eye and or still cant preview the eyes that is not normal and something is wrong. Now you can panic
You need to follow the same safe procedure as vampire with the exception of eyes. Make all appearance changes other then eye for your PC when you are human before becoming vampire. Once you are vampire MVE will allow you to safely change the eye color slider and nothing else. Do not change any other slider when vampire. If you want to change other sliders revert to human change them then back to vampire
Q: I am unable to move eye color slider as there are no new eyes to choose from, mod is not working for me
A: Check the following, (1) is the mod installed correctly? Check your Data directory and make sure that MoreVampireEyes.bsa & MoreVampireEyes.esp are present (2) Ensure the plugin is actually active and in your current load order
Q: My eyes are not saved and revert back to default vampire eye when I reload/die etc
A: You have another mod that is making changes to your vampire race record loading after this
Q: Where are the boys? Is this only for girls?
A: All images are female as those were my vamps at the time. My sexy boy was a holy paladin looking for more vampire....to kill not eyes lmao. Feel free to share pics of your hot manly Harkon Usurpers using these
Q: Does this work with High Poly Head?
A: Should so long as you use either the optional vampire fix it includes or if using CVO HD the optional alternate fix to keep your pretty polys from getting low when vamped
Q: I am playing a lore friendly Mammoth Chicken hybrid. Will these work for me?
A: Custom Race mods will need a patch. Add your new vampire race to one of the forms (not both). If your race is nordy ish add it to human. If its elfy, orcy, anime... add it to elven. Set your default eye overlay to none in your vampire race. Then it will work and your Mammicken will have sexy new vamp eyes
These play a part in how the eyes end up looking in your game. While the default should work well for most users for those who wish to change them there are 3 core maps that will have a global effect on all included eyes. You can easily change these out without the need to extract the BSA by placing your preferred in as loose files with the same name in the location listed below
Since lighting parameters and games vary from user to user switching out these files may help to get them closer to your preferred look for eyes in your game
This mod contains assets from other mods as listed in credits. Permission for inclusion with this mod was either granted in the permissions stated on that Authors page where I obtained it at the time of inclusion or was Explicitly Granted from a direct request from me
A Very Special Thank You:
To the Authors listed below for taking the time to make & share these wonderful eye textures with us free of charge & allowing their use without which this mod would not be possible
The Eyes Of Beauty by Gabriel Mailhot as LogRaam
Captivating Eyes by ClearanceClarence
Cloudy Eyes by Arcadian Phoenix
Hale - Iridum Eyes by Halendia
Lind's Human Eyes by Lind001
Lind's Elven Eyes by Lind001
Loks Eyes by Lokels
Magnetic Eyes by Redtox
Mikan Eyes by Nerune
True Eyes by JimtownIrish
Special thanks as well to Artsick for Eyes AO Clipping Fix that is now included for all eyes
You may not upload this to other sites, if I want it there ill put it there myself
You may create and share patched plugins for the record ( esp ). This will be nice of you to help support this for race mods and custom race mods
Do you like this?
If you do feel free to flood fav image share of your sexy vamp using these all over. I always love to see them in use. Most importantly have lots of fun
By VersuchDreiGives you the freedom of configuring the powers of vampirism without completely overhauling how vampires work.
Adds an MCM where all of the powers of vampirism are listed, so you can configure for each power individually how you want it to scale with the vampirism stages. By default this behaves exactly like vanilla vampires. I know there already are Vampire Inverter mods out there, but they weren't fully to my liking so I wrote one that is more individually configurable.
Scaling abilities are the ones who's power is depending on your current vampirism stage, these have the following options:
Disabled - Removes this ability entirely.
Increasing - You start with the weakest version at stage one and the power increases with every stage. This is the vanilla behavior.
Decreasing - You start with the strongest version at stage one the power decreases with every stage.
Always Low - You always have the weakest version of this ability.
Always High - You always have the strongest version of this ability.
Note that weak and strong are referring to the numerical values, so for weakness to fire and sun damage the strongest version is the one that gives the biggest penalty.
Static abilities are the ones that always have the same power, but some of them you only have at certain vampirism stages, these have the following options:
Never - Removes this ability entirely
Always - You always have this ability. This is the vanilla behavior for most static abilities.
Gain at stage X - You only have this ability at stage X or higher. This is the vanilla behavior for Vampire's Seduction and Embrace of Shadows with stages two and four respectively.
Loose at stage X - You only have this ability if your stage is lower than X.
Vampiric Strength and Dread Cloak
Vampiric Strength and Dread Cloak are two abilities that were coded in the base game, but then disabled in the script. Vampiric Strength gives you five to twenty unarmed damage depending on your current stage and Dread Cloak is a daily power that gives a Frost Cloak (similar to the Dark Elves racial power that gives a Flame Cloak) that you were supposed to gain at stage three. I've added these powers to the configuration menu, but they are disabled by default.
Stage Progression Time
This feature lets you configure how long it takes for vampirism to progress to the next stage.
This is a new feature that reduces your stage progression time if you drink blood too often. It works with an addiction level, that increases whenever you drink blood while still in stage two or lower, and reduces when you wait until stage four before drinking again. These stages can be changed with the Addiction Stage and Dediction Stage settings, respectively. For every level of addiction the stage progression time gets reduced by the Addiction Interval (default a quarter of a day), but never goes lower than the Minimum Time (also default a quarter of a day). So in other words the more blood you drink the thirstier you get for it. This feature is disabled by default.
Dawnguard, as most people should have it by now and I was too lazy to write the scripts twice.
RaceCompatibility, as otherwise vampires wouldn't work for custom races, so you should already be using it anyways.
By Raynel RedSunrise Mansion
-Notice you need all DLCS if you can't get in use console command & press unlock to open the door.
This mod is a request for a friend. A new vacation home in the Sea of Pearls. This is a small taste of what you can expect in the upcoming DLC the Forbidden Island.
Strange things are happ
How do I get to the Island
Go to the Dawnstar sanctuary, there you will see a new ship. Or go to Mara's Temple, near the shrine there is a new teleport spell.
Help I can get inside the Sunrise Mansion:
The Sunrise Mansion is reserved for rich nobles, you need 150,000 to purchase the property. If you don't have that kind of gold then press ~ & type in player.additem 0000000f 150000
How do I get back to Skyrim
There is a teleport spell in the living room of Sunrise Mansion
Small tropical Island
New Soundtrack the beach from DJ Red Rad
12 custom paintings from DJ Red Rad
Bathing Suite area
New books The Forbidden Island Myth or Fact, The mind of a Pirate, The Red Sabre Pirates
New letters and journals
Uncover a new plot, find out who killed Esmeralda
Chef & Maid
and much more
Sunrise Mansion contains it's own climate settings, as well as it's own water settings and LOD (Level of detail)
This is practically the prologue, it's the introduction of the Forbidden Island. The Forbidden Island is an upcoming DLC. The upcoming DLC already has 14 voice actors, it will contain a large tropical Islands, made from scratch. It will contain a new jungle area, towns, swamps, an underground city. Join-able factions, and much more. If your feeling creative and want to offer voice acting, join us, contact me.
This mod is free from copy righted content. DJ Red Rad created the soundtrack & permission has been
granted to use the custom asset's, DJ Red Rad personally spoke with the mod authors mentioned in the hall of fame, the rest are free modding resources. the jungle sounds have also been retrieved from freesound.org. The author has aquired the license
and is free to: Share — copy and redistribute the material in any medium or format. Adapt — remix, transform, and build upon the material. for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Hall of Fame
MannyGT - Modding resources, ruins,buildings etc. (Personally spoke with the author, received permission to use certain assett's)
Breti -Modding resources, houses etc (Personally spoke with the author, received permission.)
CD Projekt Red & Oaristys- (Modding resources) Armor
Gendundrup (Free Modding resources, personally spoken with the author)
testiger2 - Armor, Mesh Resources
Ladyonthemoon - Level of detail expert thank you for showing us how to understand and generate LOD.
bfadragon - For the resource extra food.
morganmarz betterbecause jet4571 - HQ Real Paintings Modders Resource
mindboggles - Water Meshes
Garnet/ flintone - Wicker Set
Blary - Modding resources
CAD345 - For The Airship. Big thanks.
Mirrou4ka, 1ndajone5 - New beddings
MuppetPuppet - Modding resources, thank you.
Leodoidao - Arab art resource
LOLICEPT, lolikyonyu - Modding resources
Tamira and mr_siika - Modding resources, tropical plants, palm trees, flowers, etc (Personally spoke with Tamira & recieved permission, big fan of her work)
Stroti - Modding resources
Elinen, Ztree, Vurt, SparrowPrince - Modding resoures grass, flowers
MJY - The Author of the mysterious Island, Modding resources. (Personally spoke with MJY and received permission to use his assett's (Thank you appreciate your work MJY.)
Blackflag & Hyperactivechild -Landscape Textures
Markus Liberty (Tellmann) - for the modelling and texturing Cyrodiil Ship and boat resource
Ga-Knomboe Boy - GKB Green Trees (Modding resources) Thank you.
ps46183 and Galadreal - Platter With Goblets Cups Modders Resources
WesleyWalesAnderson - (Personally spoke with the mod author, received permission to use the outfit.)
Antony Bellingham (Tutorial videos, thank you for your wonderful videos.
berticus0001 - Modding resources. Purchase property scripts (Thank you so much for your modding resources, respect.)
Alexander J. Velicky (Thank you so much for the tutorial on LOD)
By CAM 30 00*Hearthfire NEEDED or CTD*
Another free to use port from Nexus courtesy of Smolcasm
Plugin changed to form 43 using xEdit update resords form version script
Removes quest requirements from vanilla homes and makes Blood on the Ice - not the Civil War - the requirement to purchase Hjerim and become Thane of Eastmarch.
A little mod I cooked up in xEdit, requested by my girlfriend.
With No Player Home Requirements, you no longer need to complete quests to earn a Jarl's favor in order to purchase the following houses and homesteads:
- Vlindrel Hall
- Proudspire Manor
- Lakeview Manor
- Heljarchen Hall
- Windstad Manor
Additionally, you can purchase Hjerim - and begin the quest to become Thane of Eastmarch - after completing Blood on the Ice, rather than the end stages of Skyrim's Civil War.
The player homes still cost money, of course, but now you can purchase them a lot closer to the start of the game.
Update: Added a regular .esp version. I forget that not everyone can use .esl-flagged .esps.
- Forwards USSEP changes where appropriate. Load this mod after USSEP (obviously) if you have it.
- Not necessarily incompatible with Homes for Everyone, Hjerim After Blood On The Ice, Neutral Hjerim, or similar mods, but this mod already does everything those mods do, so you don't need them.
- The dialogue to purchase a house might not show up at all if you haven't yet finished making your character. (Only an issue for users who start the game using console commands or have REALLY bizarre custom start mods.)
- A few NPCs (namely jarls) still seem to have dialogue indicating they've just now decided to give you permission - and/or don't yet trust you - to purchase property. I might root out this dialogue in a future update (if anyone knows the formIDs of any of this dialogue, please point it out to me so I can do just that); for now, the dialogue may be out of place, but it doesn't actually break anything.
Permissions for this mod are open. You're free to do whatever you want with it.
By DeepBlueFrog[For many years now, I had this small non-sexlab mod hosted only on Nexus. It is time to change that and host it here with my other mods as well.]
Have you ever wondered how the Greybeards keep themselves warm? or those bandits in that tower above Riverwood? How do they prepare food in those inns?
And what about beggars...where do they sleep?
Years ago, mods like 'Cutting Room Floor' or 'Unofficial Skyrim Patch' inspired me to get started with that dreaded CK editor and give back a little to the Skyrim community.
This mod is not earth-shattering but it provides some useful immersive changes where it makes sense.
The mod itself is kept as simple as possible, using only Vanilla resources so far.
An optional Legendary addon that brings assets from the DLCs into Skyrim's mainland (heavy snow trees, dead and broken trees, hints of Morrowind where it makes sense).
FrostFall is not required although many changes in this Immersion Patch were added with Frostfall in mind. Compatibility is extended only through the addition of campfires and other heat sources.
This mod covers the following kinds of changes:
- Heat sources in places that make sense (such as where NPCs work all day long in cold weather)
- User accessible bedrolls in some public places (beggars beds for example)
- Extra NPCs where you would expect them (such as a Vigilant of Stendarr helping out with daedric curses in them Temple of Kynareth or guarding various Shrines of Stendarr)
- Small details that were originally missed (for example, Reyda's clothes folded on the shore in Ivarstead)
- Small updates to vendors and other loot lists (Firewood, torch, linen wraps added to Misc Merchant Items).
- Cooking Spit added to inns without kitchens (can be disabled by talking to innkeepers)
There will be more changes in the future as I come across them. Feel free to post suggestions in the discussion area. I will be happy to include them if they are doable with minimal resources.
Look into the Readme section of the downloaded file (or here on Github) for a full list of the changes so far...
Here are a few things I plan on adding at some point:
- move my ESO inspired landmarks from Stories into an addon to this mod.
- how do they transport wood? -> floating wood trunks down the rivers, carts outside of sawmills
- where is the trash? -> add clutter in streams and sewers, puddles of dirty water
- how do they keep clean? -> custom items to wash clothes and hang them to dry, people bathing, at least one bath house (like in Kingdom Com Deliverance)
- how to they make food? -> a few smokers for dried meat and fish, a couple of places with pelts drying off to make leather
Let me know in the discussion threads if you have ideas.
This is not meant for a huge overhaul but instead fixing little things that make so sense in the original game.
By pinkfluf(text from SE page) But mod converted using LE vanilla Interface Assets and tested in LE
Supports Left, Centre and Right Notification messages.
This mod can increase the amount of notification messages (or use vanilla settings) and makes them fade faster. Handy during mod setups
This is based off this mod on Nexus but I didn't like the bright hud colours so I used the stock Interface assets
Here are some timings with different settings (based on 261 active plugins)..
3:29 80 frames 3 shown
2:12 50 frames 3 shown
2:02 40 frames 3 shown
1:27 30 frames 3 shown
1:17 20 frames 3 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running)
3:09 80 frames 15 shown
2:05 50 frames 15 shown
1:51 40 frames 15 shown (I use this setting, a good balance I think)
1:21 30 frames 15 shown
1:02 20 frames 15 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running)
You won't always get 15 spam messages during a playthrough unless your doing something to spam the notification messages (building a house etc)
Jpexs - https://github.com/jindrapetrik/jpexs-decompiler
SE Version here
Anything that does not touch "interface/exported/hudmenu.gfx"
If you do have a mod that touches on it you can modify it (hudmenu.gfx or hudmenu.swf) yourself (might need to extract it if it's in a BSA).
Steps To Modify Or Change Position:
Open gfx or swf file in Jpexs ( if you get a "this uses assets from gfxfontlib.swf" just select no (twice).
1) In the left pane navigate to Scripts then click on Messages
2) In the far right pane click on "Edit P-code" and modify either the "MAX_SHOWN" (default 3) and "END_ANIM_FRAME" (default 80) to your choosing.
3) To change the position navigate to line 71 and change the x,y coords to your choosing
4) Press Save under the Pane, then Press Save on the main file menu voila your done.
By CAM 30 00A port of the Cheat Room from Special Edition to Oldrim with the blessing of Braden the original creator
The mod includes:
-A single room
-Uses a spell to get to Cheat Room (Essentially a portable room)
-Every Item in the game
-Set Essential on Npcs On/Off
-Learn Every Shout
-Learn Every Spell
-Add/Remove All Active Effects
-Add/Remove All Diseases
-Level up Skills
-Add Dragon Souls
-Change Characters Appearance
-Adjust Characters Height
-Anyone a Follower
-Change Relationship between you and npcs
-Access anyone inventory
-Change Weather, Time, etc...
-9 Custom Teleport Locations.
-A backup system for certain stats (In-case one of your stats become broken or you want to reset them)
-Summon OP npc to help you
-Place to do crafting and stuff
Original SE version: https://bethesda.net/en/mods/skyrim/mod-detail/3010376
All official DLC required or else you will CTD on start
Credit to Braden McKewen for the original
Install with mod manager or copy files to Data folder
By CAM 30 00Adds "sweet spot" to lockpicking interface for easy pickings
Original Nexus version deleted but Kenney has them on his GitHub
Install with mod manager or copy and paste interface folder from this download into your Skyrim data folder
I emailed Kenney for reupload permission, I was only told to not reupload to Nexus therefore I will not
Contest winning map marker design based on EzEs Colored Map Markers. SkyUI 4.1 & all DLC compatible. Colored compass & unvisited markers included.
SkyUI 4.1 - May not actually be required... If you don't use it, let me know if it works alright without it.
I'm not sure how it'll do on older versions of Skyrim since there are markers from Dragonborn & Dawnguard. I'm also not sure if not having those DLC will affect it.
I started out with the idea that not everything needed unique colors because it becomes overwhelming and confusing and similar places should share colors to reduce clutter and make things easier to find on the map. So to do that I went through and reorganized the whole thing to make sure it all made sense. I tried to use mostly desaturated warm colors to that end. As for the coloring itself... I went with a yellow/orange (same spectrum) combination for the Major Cities & Palaces because I wanted them to be visible but not obnoxiously colorful, but still look related (e.g. same spectrum). They could have been about any color, but I thought a warm color would go best with the rest of the colors I chose which were also in the warm color spectrum.
I went with a very desaturated light brown color to indicate settlements because they're things that shouldn't really stand out that much and aren't a threat, so they should have a very mild color. For dungeons (e.g. very dangerous places) I gave them red as per the natural color response stimuli of red meaning danger so it indicates that the places is probably going to be hostile and dangerous, but I kept it very light and desaturated since these places are numerous as to not overwhelm the map with colors and become overly obnoxious... For the other world locations I went with a darker brown since they're more important than settlements though generally not as hostile as the more dangerous locations. The dark brown is a bit more vibrant, but brown tends to not be a color people associate with colorful and vibrant, so I figured it wouldn't draw too much attention other than making them noticeable.
As for the couple of special things, I wanted them to be very identifiable. Daedric Shrines are very rare in the world and attributed to Daedric Princes, so I wanted that to really stand out on its own. Dragon Lairs, a very dangerous and very unique set of places on the map and there aren't that many of them. With the Doomstones, I wanted these to have their own color and stand out more than other things because being able to find and change one's sign is pretty important. Giant Camps I made a lighter slightly more saturated red than the dungeons because they aren't really dungeons, but they're still extremely dangerous places. As for Stormcloak/Imperial camps, I wanted to give them their side's respective colors: red and blue.
Now, the player markers... Those are things the player is going to be seeing all the time and they tend to be vitally important. That's why I chose to go with green for the markers indicating places the player needs to go, since I made sure not to use the green spectrum anywhere else on the map so they would be noticeable. I left the generic markers a desaturated green, but made the player's custom marker a very bright green to be still in the same spectrum of normal markers, but to really pop out. I made the locked door thing an orange-ish color to indicate you can't go that way or it needs a key or whatever so it would be obvious but not stand out too much. And the player marker itself... I was actually really iffy on that. At first I had it a really bright red to make it stand out, but after I went with red for dungeons and Imperial camps I decided it might get too washed out and be hard to find... so I gave it a unique color. I went with the blue spectrum since very few things used that, but went much brighter so it'd be immediately noticeable and really pop out.
Back in November of 2012 I won a design contest for the next new design of EzEs Colored Map Markers (linked above). I've used it ever since - I love it. Unfortunately when xEightballx updated his mod for SkyUI 4.1, much to my dismay, mine was never included. I completely understand -- it took me hours to do just this one while xEightballx was juggling 12 different versions. Insanity!
It makes sense to me in retrospect why only a handful were chosen to be updated and also why he does not include unvisted markers or the vast majority of compass markers. If you just do the map's discovered markers that's 1/2 of one page. If you do what I've done however, it's a full page for both the discovered and undiscovered markers, and then that is doubled because I did them for the compass as well. So my one map marker set that I'm uploading now is probably equivalent to about 4 of the others in terms of how much was done.
Making these colored map markers is not hard. It is however tedious and time consuming. If you want to know how to do it yourself, it's really so simple anyone could do it; xEightballx has a video tutorial on how to do it, so check it out if you're interested. I couldn't have made this without it.
The biggest problem for me using SWF Decompiler is that it doesn't play nice. Ctrl+A and Ctrl+V don't work so I have to manually highlight then right click and choose paste every time and every single time I have to select Solid from a drop down on what type of fill I want to do. Then, pretty frequently all the thumbnails will just disappear so I'd have to close the program and re-open it. Then, sometimes it refused to fill some markers at all and I had to go into select and individual groups and ninja my way around it. Tedious, time consuming, and a lot of work done exclusively with one hand since your other is completely useless.
All of that said, with the stark reality that EzEs markers will likely never be updated with mine ever again and xEightballx's video tutorial found I decided to just do it all from scratch myself, updated for SkyUI 4.1 and all the DLC's.
I actually had to redo the compass markers 3 times because first I started on the one included with EzE's which was horribly outdated, then I did it on the one extracted from my Interface bsa file, and then finally once more on the one from my Update bsa file. I'd gotten at least 80% done on each of those so yeah.. I was ready to start banging my head against the wall.
1.1 - Shape 307 which was previously thought unused (3 quest pointers stuck together) was colored (it's used one time, when you're sent to talk to Arngeir for the Peace Council I believe, or something like that). So, just minor update. You probably won't even notice, but I've got you covered anyways.
1.0 - Initial release
xEightballx's video tutorial on how to edit Skyrim SWF & GFX files. I couldn't have made this without it. Also, he should be credited for the contest which inspired me to originally design my own map marker scheme.
By XunAmaroxShort Description:
A minimal player home just outside Whiterun Stables based on the Sleeping Giant Inn in Riverwood. Full adoption support for 6 children, and room for 5+1 followers, and a spouse. Features a tunnel to Whiterun and a dragon translation book.
I know some people want quests or dungeons to get houses and some hate it so I've done the best of both worlds. There's no quest or dungeon required to gain access to the house however there is a tunnel leading from the house to Whiterun and to gain access to that you'll have to clear a small mini-dungeon - and it's no walk in the park, either! No milk drinker is going to beat it lemme tell ya. You're gonna have to bring your A game. But, it's not frivolous - clearing the mini-dungeon will also grant you passage through a tunnel leading from your house directly to Whiterun. If you're having trouble with the mini-dungeon see the hints.txt included with the download, but at least try first! More fun that way. You'll have to fight level 50's and a level 80 boss.
As an added bonus to gaining passage between your house and Whiterun you'll also gain a unique Dragon language to Mortal language translation book (Dovahzul wah Joorzul) that details not only the complete dragon alphabet but also all commonly known words, for easy in-game reference. Take it with you on your adventures and you can translate word walls as you come across them! There's a log book included to get you started on practicing your Dovahzul translations.
That said, I can't just give it to you with no challenge whatsoever, now can I? You can find the key somewhere outside the house. Just have a good look around and think to yourself where you might hide a key - it'll come to you. And well, if you're left completely stumped then you can always get in the hard way, through the tunnel. If you go that route you'll find the key to the house itself in the key holder to the right of your desk - not the same as the key to the tunnel.
Fully set up and tested for adoption and marriage. Fully navmeshed. Includes all crafting and cooking stations, all very easily accessible. Mannequins. Display cases. Weapon plaques. Beautiful paintings. Everything a custom blue - rugs, display cases, a custom Dovahkiin banner, beds (with real pillows), and so on. Lots of storage to easily organize your stuff but not too much or too complex. Central game location, easy to get to. Houses up to 6 children, 1 spouse, and 5+1 followers (the +1 is a vampire). If you need more then you're crazy!
This house is all about convenience. As soon as you step inside you're presented with weapon racks on either side of the door as well as mannequins directly in front of you for some quick outfit or weapon swapping for the people that prefer a bit more roleplaying.
There are, of course, 3 more mannequins in your immediate view as well as two very prominent display cases for something like daggers, and two larger display cases for larger weapons. On the walls there are two full shield/weapon plaques as well as 6 weapon plaques - and all of this is right inside the door. Oh and over to the right in each of the corners there are shrines to all the gods!
A few steps further in the door and you have your entire crafting needs completely fulfilled. There is a complete smithing setup complete with a ton of organized storage and a pretty cleverly minimal smelter built right into the fire pit.
Around on the other side of the fire pit you have your cooking setup with a small flashy little dwemer oven with a cooking pot on top, all working seamlessly with the existing fire pit. There's plenty of storage for your ales, meads, and wines directly next to your cooking setup as well.
Beyond that we have a table completely setup and locked in place so no matter how crazy it gets in your home you won't have plates flying all over the place. I did however leave the food choice to you - you'll have to set your own plates. I'm sure some of the roleplayers out there will prefer that.
And to finish up your crafting needs - still in the first room you walked into, mind you, we have all of your enchanting and alchemy needs at the far end of the room with some nicely organized storage for each. In addition to that, on your left you have a staff workbench along with storage for your staves and your heartstones. On top of that, there's even a Font of Renewal for when you mess up and just want to start over - it'll completely undo any enchantments or improvements done to an item. If you guys recall when I originally released this mod I wanted to include a disenchanting font which did the same thing but I was unable to get permission to release that... so as of version 3 I scripted my own! Enjoy.
This place could not be more convenient. I made it for myself. Did I mention it was beautiful? When you step in the door you'll probably notice the classical paintings on the wall, largely of Venus or Sirens. Of course, it already looked pretty awesome before you ever stepped inside, what with those Dovahkiin banners outside and the dragon skull right above your door. Below the paintings there are planters and there are 48, I repeat 48 plots of fertile soil. If you think you need more then you probably need to consider what kind of milk drinker your dovahkiin is and get back to killing dragons!
Your follower, if you happen to have one, has the first room on the left and although a small room, will basically be living in the life of luxury. They have everything they could need: Their very own mannequin, a weapon rack, a training dummy, a wardrobe, a bed, a chest, along with a chair and a night table with a lamp so they can read comfortably. They also happen to have a golden bed pan. Yeah. You'll likely need something like My Home Is Your Home to get your follower to move in. As of version 2.0 the house now supports 4 additional followers in the new Follower's Quarters located beneath the Follower's Room. Also supports an additional vampire follower with a vampire coffin in the Sinister Room.
In the second room to the left you have the room where your children, if you happen to have any, will be staying. They have everything they need with beds, dressers, wardrobes, chests, golden candles, and golden bed pans. They don't have dolls or anything like that but let's be serious... just what kind of milk drinkers are you raising if you're buying them that stuff?! Raise a proper Nord child! Just give 'em a big ol axe and send them out hunting. Adoption fully works, by the way. You'll need Hearthfire multiple adoptions mod for it and there's only room for two kids, but this house totally supports adoption! As of version 2.0 the house now supports adoption of 6 children with the addition of a Children's Quarters beneath the Children's Room.
I haven't forgotten about you, of course. Oh no... you're living the most luxurious life of all. You're in the room on the far right complete with banners, a dragon skull mounted on the wall, more beautiful paintings than you can shake a stick at, and desk that has everything you could need. You sit at the desk and you do so in your throne, because why should you be sitting in some crappy uncomfortable chair anyways? And from there you have access to custom storage for your journals, notes, books, scrolls, coin purses, keys, a strongbox, and a floor safe. There's also a reading chair nearby if you happen to want to sit under a lamp to read your favorite book. In front of the desk there's a big map of Skyrim so you can plan your next adventure while you're organizing all of your things.
Of course, you have other things too... don't you? You know, things you wouldn't necessarily want anyone else to be around. Well, there's a room for that too! Find it and you have a room for pretty much every daedric artifact, elder scroll, dragon priest mask, dragon claw, paragon, and thieves guild treasures. It's automatically placed on their displays for you as well - just use the big treasures safe right when you walk in. As of version 3, just use the displays directly. Hovering over a blank area will tell you what item goes there and activating it will automatically place it on display. If you look around carefully enough you'll find a secret room - a Dark Brotherhood style torture room for the more sinister players.
Well, now that you've found this room... you'll surely see the trap door leading down to the Whiterun Tunnels. What are the Whiterun Tunnels you may ask? Well, it's exactly what you've always wanted, that's what! It's a tunnel leading directly to Whiterun. You found some old ancient nord tunnel leading beneath your home all the way to Whiterun with an exit built right under the bridge under the main gate. Except, when you enter this way it can be all hush-hush without any witnesses, and all that.
The thing of it is... you didn't build this tunnel. You just finished building your house (or maybe it was a gift from the gods?), and this tunnel just up and appears in your basement... more than that, it's locked! What kind of sissy Dragonborn would just stand for something like that? And in your own home no less! You'd better go check it out.
Whatever's in there you shouldn't have to worry about anymore once you wipe it out as both ends of the tunnel are sealed off. On the bright side, once you deal with whatever it is you'll have a nice tunnel connecting your house directly to Whiterun! You're not going to break your nose running into a wall in the pitch dark, either, because it's well lit with torches all along the way.
What else? Location location location. Your home is in the center of Skyrim and just a brisk walk away from the Whiterun Stables which means you could be anywhere in a snap! (followed by a long boring ride in a wagon, but hey who's keeping track!)
I built this home for myself. I sat down and I thought "What exactly do I want in a home?" I knew of course that I wanted all of the crafting facilities and what have you but some houses go overboard with things and you end up spending more time putting each ingredient you have in separate jars or each book in the proper section than you do playing the game. This is a lot more simplified. Everything is compact, it's a really small house even though it will probably feel pretty big, but its smallness gives the added benefit of everything you want being only a few steps away. Building with a finite amount of space also kept my expansion craze in check. Can't very well go adding 10 extra rooms for this-and-that when you're pretty much locked in to the original building plan. But, that just lead to better decorations and a more homey feeling place in the end.
The downside is... you're going to need all the DLC's to meet the requirements for this place: HearthFires, Dragonborn, and Dawnguard. I had to use them so it can't really be helped. I also used a resource called General Displays for the entirety of the treasure room so you'll need that entire suite: GeneralDisplays, General Displays - DG, General Displays - DB. But, it's not as bad as it sounds. You pretty much need the DLC's and one extra mod to get it to work. So, that's all you'll need. General Displays was completely removed as of version 3.0 with my own display system added.
How to acquire it:
So you didn't read anything else up to this point, eh? That's a bold strategy, Cotton. The house is just across the road from the Whiterun Stables, can't miss it. Look around outside the house for the key. Go into the Whiterun Tunnels under the bridge at Whiterun's gate to find the key connecting the tunnels to your house.
(Required) Dawnguard DLC
(Required) HearthFires DLC
(Required) Dragonborn DLC
(No longer required as of version 3.0) General Displays with GeneralDisplays.esm, GeneralDisplays - DG.esm, and GeneralDisplays - DB.esm
(optional) Hearthfire multiple adoptions - only required if you want adoptions to work and your spouse to be able to move in.
(optional) My Home Is Your Home - only required to get your follower to move in; other mods that do similar should work as well.
Displayed items include:
All dragon priest masks
All dragon claws
3 elder scrolls
Helm of Yngol (goes into Daedric artifact display)
Grey Fox Bust (goes into Sinister room on desk)
Statue of Dibella
Crown of Barenziah
All thieves guild treasures
All Daedric artifacts
All black books
All Gauldur stuff
Auriel's bow & shield
All divine amulets
Ysgramor's shield and Wuuthrad
All bugs in jars (Bee, Butterfly, Dragonfly, Torchbug, Moth) - located at alchemy table
If you just want all the display items without having to earn them you can grab the bat file in optional files and put it in the directory that your TESV.exe is located (not your Data folder) then in-game type "bat all-display-items" and it'll add them all to your inventory. You may need to adjust the load order on some of the items as my setup uses all of the Unofficial patches in the correct order.
Note: There's a display case in the Sinister Room for your Blade of Woe but you'll have to put it there yourself rather than just tossing it in the Treasures chest.
tueffelachtein - General Displays mod which as of 3.0 I'm not using except as a mesh resource
gentester - pillows
Blary - bookset, enchanting wall art, open books, ingredients in jars resource, racks, key holder
Oaristys and Tony67 - Modders Resource Pack
eldiabs - mannequins, weapon racks, display cases, etc pre-set up
various amazing classical artists - the beautiful paintings adorning the walls
Artisanix - the picture frames
(myself) - realistic wooden mannequins - used in screenshots
raiserfx - detailed rugs (base for the blue rug - all I changed was all the vertex coloring)
Thuum.org - dragon alphabet font and translations
Dovah Zul Wiki - further translations
Elianora - soul gem chest
Darkfox127 - light toggle script, and his many tutorial videos of which I'd be completely lost in the CK without
Q: Is the place I found the key outside the house safe storage?
A: No, it will respawn. I don't advise storing anything there.
Q: WHAT THE HELL, WOMAN... ARE YOU CRAZY? HOW THE HELL AM I SUPPOSED TO BEAT THAT?!
A: Oh come on, don't be such a milk drinker. See the hints.txt included in the mod's archive when you give up.
Q: I can't find this stupid key... are you SURE it's there?
Q: No really, I can't find it. I think you're lying.
A: Fine, don't believe me. Go through the tunnel instead. Once you manage to get into your house that way you can find an extra copy in your key holder on the wall next to your desk.
Q: What the heck, man. These mannequins are walking around, eh!
A: Vanilla bug. Search the internet, there's a fix out there for it.
Q: There's random invisible walls all over the place that kinda nudge me around sometimes...
A: Has to do with the above vanilla mannequin bug. Again, nothing to do with this mod and can be fixed.
Q: I think I found some missing meshes / textures...
A: Please report it to me and I'll fix it right away. Packing everything up can miss things sometimes.
Q: But I wanted a disenchanting font...
A: And I wanted you to have one! Alas, the author of the script said no and that's that. Such is the life of mod permissions. As of version 3.0 there is one! It's called Font of Renewal, right next to the enchanting station.
Q: Where did you get those mannequins in your screenshots?
A: My Realistic Wooden Mannequins mod.
Q: What outfit are you wearing in your screenshots?
A: It's a combination of several outfits. The hood is from Hunting Grounds, the main body is from Neo's Selene, along with the boots, and the gloves are from Lustmord.
Q: What do those banners say?
A: Well the large icon is the Akaviri symbol for Dragonborn. The text itself is Dovahzul and reads Dovahkiin, or Dragonborn.
Q: What does the log book say? I'm too lazy to translate it.
A: It's basically a dated journal that talks about the tunnel collapsing, some building notes, and that she could feel the return of Alduin and a Dragonborn awakening. But more than that she felt that their paths must cross soon, and that your opponent awaits.
Q: My thieves guild treasures look like they're floating... what's up with that?
A: Unfortunately if you started your game with a version of this mod prior to their being moved the original positions will have been baked into your save despite the shelves themselves retaining their new positions. The easiest solution is to just start a new game. You could try entering an interior cell and typing pcb into console then waiting 30 days and seeing if that fixes it but there's no promises there. It pretty much sucks.
Q: My "Treasures" safe does nothing when I try to open it... what gives?
A: That's... a bug with the General Displays mod. I wish it wasn't, but it happens to some people. The only solution that is known involves the following procedure: 1) Remove all your items to a safe place from all your homes that use General Displays. 2) Uncheck General Displays and the affected house mods from your load order. 3) Go in-game and click okay to loading with missing stuff and make a new save. 3) Re-enable General Displays and the house mods. 4) Go in-game, it should work now... hopefully. What Treasures safe? Update to 3.0 or greater! I completely removed the dependency to General Displays and scripted my very own display system.
Q: What ENB are you using in your screenshots?
A: Most now are using Grim and Somber Hircine on Extreme Quality but a few are using an edited version of Natural Lighting and Atmospherics. Some of the newer ones are also using Grim and Somber Sanguine Extreme Quality.
Also available in Russian: Stormcrown Estate RUS 3-1 Full-61598-3-1.7z
Grab an optional .BAT file for all display items here: All Display Items bat file-60909-.7z Place it in your EXE directory, not your data directory. Use it with "bat all-display-items" in-game.
Latest version notes:
Version 3.0 is up. With this major new version all dependency to General Displays was completely removed. As such, I strongly advise you don't upgrade it on an existing save and only use the newest version on a new save (or a save that hasn't had Stormcrown Estate). The scripts are completely different so things likely won't work at all if you just try to upgrade.
The display system is completely new and scripted by myself. There's no longer a Treasures chest in the display room, you'll just walk up to where a display goes and you'll see a "Place / Take" prompt with the item name so you'll always know what you're missing. It's completely safe for enchanted or improved objects as they'll just be sent to a hidden container then the same exact item given back to you.
There's a new Font of Renewal added to the left of the enchanting station which will renew any item you place in it instantly, removing any enchantments or improvements. This is the same thing the disenchanting fonts do from other mods but as I was unable to get permission to use that script I wrote this one myself.
I messed with setting up ambushes in the tunnel but that stuff didn't make it to this version. The ambushes themselves were working fine - I had them coming out of vertical sarcophagi along the walls. Problem is that they wouldn't really venture more than a few yards from their spawning point so it made it nigh impossible for a low level character to defeat them. So, that wasn't included. I may mess with it at a later date.
Please let me know immediately if you find any missing meshes or textures. I tried my best to make sure everything new was included in the bsa but as always sometimes things can be missed.
Adds a book to the game that contains the entire dragon alphabet as well as all known common translations.
Add it to your game via console.
player.additem xx000d62 1 ;Dovahzul wah Joorzul
Replace xx with the mod's load order. Text after ; not required, that's just a label if you want to make a bat file.
Start at 10 minutes 36 seconds: video
Thuum.org - dragon alphabet font and translations
Dovah Zul Wiki - further translations
Minor corrections. A "/" after "Mine" was removed and an extra "Mine - Dii" was removed.
By FlufyFoxFlufy Fox Cindy Lennox
This is my Cindy Lennox based preset :3 shes character from Resident evil Outbreak series, i will let an basic list for the mods needed, you can check my discord too. Oh i Forgot to mention the Race is Nord.
If you want the body look exactly same as my, she have medium to small breats, use uunp or bhunp, so i will list bhunp since is pretty nice for le too. I can add reference sliders pics or i try to make on the cbbe body too.
---Main mods i use on all my Characters---
BHUNP Next Generation
High Poly Head Vector Plexus
SG Female Eyebrows
Better Females Eyebrows
freckles for female
The Eyes of beauty
Linds Humans Eyes - Player Standalone
Eyes of Aber
The Witcher Eyes
Female Makeup Suite 2K
Freckle Mania 2 Combo 4K
Female Expressive Facial Animation
Skin Texture was Fair skin, but i am using Diamond now.
This list is all mods i have now that i was using on my chars, i will let 2 presets, one with no make up and a normal blue skyrim eye, and another one full modded, and 2 files with mod managers path and one with just the files.
For the all the others authors of the mods i used to create her, theres too many so i put the for the main mods needed.
By venxicicialaEnglish translation for above mod here on loverslab
Since there isnt a discussion board for this mod on the loverslab mod page anymore, im posting this here.
Just run a normal install of the base mod and replace the esp provided here
This is something I cobbled together almost a year ago to get rid of being locked into one race the first time vampire lord form is assumed.
It is pure script and therefore is suitable to both Skyrim LE, Skyrim SE, and very likel;y Skyrim VR.
If you change race after haveing been a vampire lord one or more times, it now returns you to your new race, not the old.
By lordarkedthis is a modern city is a mod like moderntown but this much better and big also have npcs around, i upload with autorization of owner .
the door is on riverwood a book on the floor is a spell teleport to the city see the pictures for see location of the book.
there a le version too i uplodad on his recptive le section too
By lordarkedthis is a modern city is a mod like moderntown but this much better and big also have npcs around,this is a port from original is SE version, i upload with autorization of owner .
the door is on riverwood a book on the floor is a spell teleport to the city see the pictures for see location of the book
Fix for the guards dialolgue when playing a female and having a bounty between 101 and 1000 gold.