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Skyrim mods that don't fit in any of the existing categories

211 files

  1. Mortal Weapons & Armors

    Mortal 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.
    PapyrusUtil - 
    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.
    Known issues
    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!
    Tailor Locations



  2. Leveled Merchant Gold

    Just 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.
    Merchants Affected:
    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).



  3. More Bandit Camps - EtR Patch

    This 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? ?)
    Camp Steadwatch
    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.
    Camp Snowfall
    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
    Future Plans:
    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)



  4. Clone Conjuration

    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)



    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



  5. "Circulated In Skyrim" Core Files (CISCore)

    About 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



  6. Doppelganger Follower

    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
    0 scripts
    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
    You can:
    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



  7. Skyrim Unhinged

    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
    Skyrim Unhinged
    (Works with LE and SE editions)
    (0 Scripts)

    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



  8. Boss Music For Monster Hunter Monsters

    If 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



  9. Better Starting Stats for PC

     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
    0 Scripts
    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




  10. Immersive Whiterun

    TES 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)
    New Quests
    Sexy Time 
    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.

    Voice Cast
    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)



  11. Project Hippie - Cities and Towns Upgraded

    Adding 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.



  12. Hearthfire Dungeon Addon

    Hearthfire 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
    Interactive BDSM
    And You Also Get A Slave
    I'll Take the Display Model
    Sexy Bandit Captives
    Known Conflicts:
    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
    Future Plans:
    Port this mod to SE
    Change Log:
    ---- 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



  13. Let's dance again

    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 our 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 ??

    Install (manual)
    Unpack the Archiv. It's a 7-zip file.

    Copy all folders and files in Data of the Mod to your Skyrim\Data directory.
    See note!

    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.
    Have fun...

    Uninstall (manual)
    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:

    Meshes\actors\character\ _1stperson
    This is unfortunately a shared resource.

    Note 2:
    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.
    That's all.




  14. NiOverride High Heels - Sneaking Crawl Patch

    A 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.



  15. DJ Red's Log Cabin

    Skyrim 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.
    Future Plans
    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



  16. USLEP UnPatch

    since USLEEP is not getting updated anymore i think now would be a good time to try and undo some of it's smeg ups.
    (and i'll start off by saying that it has one "E" too many in it's abbreviation)
    only people that are actually trying to get 2 Dawnbreakers will encounter this "bug" so there was no need to fix this at all.
    i'm sure that was done on purpose to make the Ebony Blade work on them, you know THE SWORD THAT FEEDS OFF OF BETRAYAL!!!
    that just means she got a lot better at using two-handed weapons since she lost her one-handed Grimsever.
    unpatched the "LvlAnimalForestPredator" (000F826D) in the caves beneath Helgen, USLEEP removed it's enable parent and it was messing up the part where you had to sneak past the bear by adding extra creatures to the area. (problem found by EinarrTheRed)
    the Skyforge and khajiit merchant chests have been moved back to there original locations.
    because only people that are actually trying to cheat would even know where to find them anyways, so why bother?
    unpatched the "Totem of the Moon" werewolf Perk, so you can now summon multiple werewolves again.
    "Ill met by moonlight" quest exploit restored (not tested)

    patched and/or repatched:
    but it's so dull that it can't even cut a paper bag, i'm sure Mephala would let you sharpen it.
    and they made the sword slower as well which makes no sense at all because it has a thinner blade then all the other two-handed swords.
    BOOOO!!! Madesi needs the gold (but to hell with Grelka she is a bitch, and Anoriath is a dead man walking anyways so i skipped them for now)
    Madesi's Dialogue about his name:
    they still have not fixed this right, where as i have had it truly working right for years in one of my own mods.
    dresser and chest in Hjerim:
    the "Noble Chest Drawers" (00016778) that is in the bedroom was placed super badly (in front of the shelves on the right side of the room) and it needed to be moved (uslep did not move it far enough for my likeing, and it has the wrong enable parent), so i moved it to be behind the bed.
    another error that was not fixed at all is the chest (000E0E51) that was part of the Butcher quest, it gets removed from Hjerim when you "clean up the murder mess", there is no need for it to be removed at all and it leaves a empty space behind.
    unique Leveled items:
    i made it so unique Leveled items are no longer Leveled, they will always be spawned/rewarded as there most powerful variant.
    Note: does not work for unique items that you have already gotten.
    Dawnguard Rune Axe (loosely based on Trothminbonboicksenfavette's idea https://www.nexusmods.com/skyrim/mods/90334? )
    replaced the Axe's enchantment with a edited copy of Dawnbreaker's Enchantment to prevent the original enchantment's script from killing save files.
    EinarrTheRed's navmesh edits:
    -44,-5  Wilderness - adds missing navmesh near Dead Crone Rock.
    -44, -4 DeadCroneRockExt02 - connects new navmesh to existing navmesh island.
    -29, 28 Wilderness - adds missing navmesh on wall at back of Fort Hraggstad.
    -29, 27 FortHraggstadExterior05 - connects existing tower navmesh to new navmesh.
    -28, 28 FortHraggstadExterior04 - connects existing navmesh to new navmesh.
    Updates one NorWoodDoorLoad at Dead Crone to ensure the door link works properly.
    EinarrTheRed's "DefaultCreatureSandboxEditorLocation4000" fix:
    Animals should now have the option to run off across tundra to escape the player or NPCs rather than being determined to stay on roads.
    other fixes i throwed in, or based fixes on:
    Bigger Pelagius' Hip Bone by Gojirex https://www.nexusmods.com/skyrim/mods/68449?
    Argonian Sneak Tail Twist Fix by Callak https://www.nexusmods.com/skyrim/mods/32949?
    Argonian Decapitation Fix by Chilean Wolf  https://www.nexusmods.com/skyrim/mods/22624?
    Cultist Mask Decapitation Fix by pauderek https://www.nexusmods.com/skyrim/mods/50447?
    Esbern BUG FIX by SirGhaz https://www.nexusmods.com/skyrim/mods/65670?
    Werewolf Footsteps Repair by amra0 https://www.nexusmods.com/skyrim/mods/67564
    Shrouded Cowl Fix by Dee Twenty https://www.nexusmods.com/skyrim/mods/5611?
    Archmage Privacy fix by maximluppov https://www.nexusmods.com/skyrim/mods/57238?
    Dawnguard Summons Absorb fix by Thivus https://www.nexusmods.com/skyrim/mods/22105
    dragon aspect shout frost fix by hubrismandibles https://www.nexusmods.com/skyrim/mods/66100?
    Ghorza gra-Bagol Investment Fix by George1 https://www.nexusmods.com/skyrim/mods/9194
    Hired Thugs Fixed by RJinthematrix  https://www.nexusmods.com/skyrim/mods/73811?
    Vampire invisible Shield Fix by johnwayne1930 https://www.nexusmods.com/skyrim/mods/21755?
    Necromancer Amulet Correctly Renamed by Mcchuggernaut  https://www.nexusmods.com/skyrim/mods/57724?
    Return to Grace Amulet of Talos Fix by Ritaku https://www.nexusmods.com/skyrim/mods/30769
    Riften jail visual bugfix by Zaflis https://www.nexusmods.com/skyrim/mods/8560
    Riften jail secret escape route fix by Dxcufgb https://www.nexusmods.com/skyrim/mods/17282?
    Real Silent Moon Enchantment Fix by falco99  https://www.nexusmods.com/skyrim/mods/84981
    Ulfric's Bracers Fix by FrogF https://www.nexusmods.com/skyrim/mods/76074
    Werewolf Bleedout Fix by ColonelCorn https://www.nexusmods.com/skyrim/mods/61244?
    Yngol Barrow Button Fix by OfftheRails https://www.nexusmods.com/skyrim/mods/12937?
    Throw Voice Dialogue FIx by oldcyder https://www.nexusmods.com/skyrim/mods/57093?
    useful list of mods/fixes that i don't have permission to use (at least not yet anyways), or i'm not sure about yet:
    Skyrim Supplemental Patch
    FXdustDropRandomSCRIPT by steve40
    LvlPredatorScript by steve40
    dunBluePalaceArenaSCRIPT by steve40
    Dragonborn DLC Spamming FIX for DLC2PillarBuilderActorScript by Xerperious
    Dragon Bleed Bug Fix - FXDragonBloodDamageScript by Taka2nd
    Critter - Simply script fixes by ReDragon2013
    Flora Respawn Fix by bluedanieru
    note: it edits one of the same scripts that "Critter - Simply script fixes" edits, so i don't know if that would be a problem or not.
    Unbound Dremora fixed by SourGrape
    Ash Pile Expiration by Christopher Grabowski
    The Wolf Queen Awakened and Grimsever Return FIX by Lonti84
    note: less of a problem now because the DLCs let you go past level 81.
    Bard Quest Fixes by Soltaris
    Dragonborn Dragon Soul Absorb Fix by joshuagt
    Reanimate Disintegration Fix by SSL  
    Ash Guardian Bugfix by flexcreator
    Werewolf script/Vampire Lord fix by ShooD
    Nightingale Hall Portal fix by George1
    MS11 Blood on the Ice Non-start Fixed by mrjentipede
    Skyrim Shadow Striping Fix by forum42087
    Hearthfire Plant Dawnguard's Yellow Mountain Flowers fix by someshta
    Palace of Kings Rugs Fixed by GrandBulwark
    Lip sync delay fix by TDOGH
    Miraaks Mask Fix by LoveAlice
    note: i'm not sure if this one counts as a bug or not
    Wiseman303's Critter Fixes by wiseman303



  17. Run Dragonborn RUUUN! (Legendary)

    (With Optional 3x Leveling file) The 3x Leveling is for you, the Dragonborn to level up 3 times faster..(this will not make playing RunDBRun any easier thou) (Sometimes Running means Surviving)
    Mods that go well with RunDBRunn: Sexlab Defeat: https://www.loverslab.com/files/file/286-sexlab-defeat/ Death Alternative:https://www.nexusmods.com/skyrim/mods/45894 Deadly Dragons: https://www.nexusmods.com/skyrim/mods/3829         If you do not have the DLCs the go here: https://www.loverslab.com/files/file/5419-run-dragonborn-ruuun/       !!!!Read the description!!!!

    (Skyrim's difficulty system was made the quickest and laziest way possible, as you increase your difficulty in game, all that really happens is your weapons do less damage, and the enemies does 2x damage(actually enemy stats do not change thru the vanilla system), RunDBRunnn allows your weapons and armor to use the damage/protection the weapons/armor stats show(on Adept difficulty), while increase the enemy levels to "legendary" status!

    With this mod, the enemies do not scale, they are already at the level they will always be at whether it is level 10, level 130 or level 500, so you will meet enemies with this mod early in the game that you cannot beat yet,
    ( this mod doesnt hold your hand and make it easier for you just because your a lower level) which in my opinion adds a better feel to the game
    ( why should every enemy get stronger just because your character did? That seems like a flawed design in the game to me, ,so now if your level 80 that level 10 bandit will still be a level 10 bandit, but the level 250 bandit will still be a level 250 bandit, whether you are level 1 or level 100! 

    Every group of bandits will be random, EXAMPLE: in a group of four there could be a level 10, level 50, level 30, and level 200, so just because the first shot with an arrow did a one shot kill on that enemy, does not mean its now ok to rush in "swords a blazing"!

    0 scripts, can install and uninstall at any time  
    Werewolves will appear now and then when least expected  
    Giants have up to 15,000 hp  
    Most Enemies have just as much, if not more stamina then you, so they can chase you down  
    Un-leveler, yes you can now meet an enemy that is level 100 at level 1 (ebony warrior is no longer the only badass in Skyirm  
    bandits carry more than garbage weapons, the can be found with glass bows, ebony great swords and more, right from the start, killing them and taking them from them will be awhole other thing  
    Think you are the only mage that can use spells like firestorm, blizzard, and lightning storm? (shakes head) not anymore! (Higher level enemy mages)  
    a few bandits can shout  
    This goes beyond bandits, drauger, spiders, the days of one hit kills on a giant are over  
    most enemies do not level up with the PC, they are already at that level, ranging from level 10 to level 500 (higher ranked enemies)  
    no more running head on into a bandit camp without consequences  
    Now mods like SUBMIT, DEFEAT, DEATH ALTERNATIVE, will always matter  
    has you get to higher levels , much harder enemies will appear  
    not all enemies are tough, some are still weak bitches  
    Did not touch the vampires in Dawnguard due to killing the NPCs in Towns, there are Dawnguard mods out there that will alter that  
    Did not touch dragons...that's what the mod Deadly Dragons is for  
    Should be compatible with everything, only thing altered is encBandit01Template and similar files  
    Optional 3x leveling file is also script free Recommended to use LOOT to sort load order, but if you do not use LOOT then RunnDBRunn esp and Leveling3x esp need to be low in the load order but if you use the mod ORDINATOR, both esps should be right above that in your load order  
    Reasons for this mod:
    As already stated, Death Alt and other mods now are always in play, no matter how strong the Dragonborn gets You need to learn to make stronger Armor you will need stronger weapons sometimes,  you get beat down in defeat or DA, you will have to find a more strategic way to get to the one who robbed you Shield's now become important along with wards  you now have a challenge when you going on a radiant quest to retrieve a stupid amulet sometimes you really do have to run!


    Skyrim.esm and all DLCS


    mod manager or just drop it into your data folder and activate the esp file

    should be lower in the load order, or even at the bottom, above bash patches thou

    if you don't see the stronger enemies right off, its in the Skyrim game, sometimes things will not change until there is a cell reset, I have my game cells reseting every 144 in game ours, after time you will meet them
    Low in load order but if you use Ordinator, place right above Ordinator in load order
    If you have another mod that alters bandits and enemies, this is still compatiable, just put this esp below the esp you already have that deals with enemies



    should not be any conflicts




  18. Snuggly Serana

    Serana won't cuddle with you when using Campfire? This mod fixes that. Now Serana will cuddle with you as she should.
    What does this mod do exactly?
    All this mod does is create a new package for Serana to use. It attaches to her mental model. Otherwise, it basically functions exactly the same as it would for any other spouse with Campfire, except it also now works for Serana.
    The only real difference between this mod and how Campfire works with other spouses is that Serana can snuggle with you before you are married. The conditions for this are:
    If Serana is part of the PlayerMarriedFaction or PlayerCourtingFaction (pre-emptively added by this mod for future features). If you have Amorous Adventures installed AND have completed the quest line Chasing Echoes. If you have Serana Dialogue Edit installed, Serana will snuggle up to you if your relationship value is 50 or over (she admires you). If it is lower than 50 she will not snuggle up to you. This applies whether you are single, married, courting (not implemented yet), or have completed Chasing Echoes. This value will overrule all other conditions. This mod has been specifically configured to work with AFT, no patch is required. Initial testing with EFF seems to not require a patch. I need to test this with a new game, but it appeared to work for me after installing it without any modifications to this mod or EFF. It would be great if someone who uses EFF regularly can confirm this.
    You DO NOT NEED Amorous Adventures, Serana Dialogue Edit, AFT, EFF or anything else to use this mod except for an up-to-date Skyrim with USLEEP and Campfire - Complete Camping System from Chesko to use it.

    Install the mod as you normally would, due to it's dynamic nature of interacting with mods, load order shouldn't matter since it's only real dependencies are esm files. As with any mod, you should probably do a clean save beforehand. Once it is installed however, save your game again and reload it immediately after, you won't need to restart Skyrim, just reload right after you saved it. The main script for this mod will not fire until it is part of your game and initiates with a OnPlayerLoadGame event.
    CONFLICTS: If you actually have another mod that alters Serana's Mental Model (DLC1NPCMentalModel - the QUEST not the script), then you will run into a conflict. I am not aware of any other mods that do this, so I doubt you will run into it. However if you do, then it would be easier to just move this mod before the other mod in your load order, include this mod's ai package in her mental model for the other mod's DLC1NPCMentalModel quest (since I have no idea what the other mod does and the edit I make is very simple, this is likely the easiest and best method for making them compatible). If you're not sure what I mean, load just dawnguard.esm and this mod into TES5Edit, compare the two mental models, the changes are very easy to see. Apply those changes to the other mod.
    Recommended Mods
    Serana Dialogue Edit
    Marriable Serana
    I would personally recommend loading Serana Dialogue Edit after Marriable Serana in your load order and allow it to overwrite Marriable Serana's Dialogue edits. I am very thankful that we have Marriable Serana, but it would be nice to have another, more simple replacement for this at this point imo.
    I haven't checked, but I'm pretty sure that Marriable Serana adds Serana to PlayerMarriedFaction, which is how this mod checks to see if you're married to Serana. If for some reason you are having issues with getting Serana to still lay down, then you can force her into the faction by opening your console, clicking on Serana, then type:
    AddFac C6472 1
    This will add her to the proper faction, then married or not, she should still lay with you (unless also using SDE and it's limitations). This is something which I might want to change, it's a difference from Campfire. However, if you're using a mod that permits you to marry more than one person, leaving this spouse check in this method would probably be advantageous, so unless it becomes an issue or someone complains about it with a good reason, I'll probably just leave the 'spouse' check as it is, even if it is different from Chesko's (which I won't deny is more accurate, but more limited).
    Other Mods that Compliment Nicely

    Seranaholic or any other replacer of preference
    Vampire Lord Serana
    Queen of the Damned
    Serana Hood Fix
    Wardrobe Manager
    Serana Immune To Dawnbreaker Friendly Fire
    Relationship Dialogue Overhaul
    Immersive Citizens
    Amourous Adventures
    Spouses Enhanced with Serana Addon
    Shared Serana Dialogue
    Marriable Serana and Serana Hood Fix will conflict - They both modify DLC1_NPCMentalModelScript. I simply used the Marriable Serana version, and basically ignored the hood fix completely, but did use it as a reference, in the end I went with a much simpler modification and simply removed the hood check entirely. Finally, you will need a mod to access her entire inventory to remove her hood in game like AFT. I think I used Wardrobe Manager last time I did this.
    I would LOVE to hear about any other mods you guys are using that would compliment this or improve this list. Serana goes from annoying to cute and enjoyable to have around with this list imo, I'm always searching for more to add to her 'repertoire', so would absolutely love to hear about anything I'm missing.



  19. Sexy Sound Replacers

    Download the content and look for the .wav files to listen.
    Simple LevelUP sound replacer. Clean and sexy versions in download.
    This is a very simple sound fx "mod" which adds a new folder to your data/sound/fx folder.
    Manually put the " ui " folder in your data/sound/fx - or extract and zip the version you want to use in your game (sexy or clean) and use mod manager.
    Delete " ui " folder from your data/sound/fx folder.
    Aradia's Mushrooms
    Aradia made some wonderfull mushroom replacers and one of them is for the Nirnroot plants. 
    My sound replacer contains with and without melodic sound effect versions.
    1- Download and replace the textures and meshes in your data folder with Aradia's Mushrooms.
    2- Download the sound replacer and place the chosen version in your data/sound/fx/itm/ingredient/ folder.
    (you might want a backup for your nirnroot, but idk why would anyone want to hear the default version.)
    Delete the .wav file from the ingredient folder or use a different sound replacer from nexus.
    (I'm not a professional sound engineer so don't expect too much, but I'm always open for new ideas, so let me know what else could use some sound works. Except sexlab)



  20. Cinema in the Highland Park

    -------------Great news,from Chines 9dm commity, friend had test out how to stop playing:

      Alt+Tab Go out to desktop, will Stop the Playing
     Go back to Game, can choose film again.           The projector was temperoly located in the yard of Highland Park, can play video like game start video, full screen, can not stop.
    The sample video are three MVs,
       Loving of Kangmei, Zoo Topia and AOA Miniskirt.
    The video was put in the dir data\video, use the in-game bik format, convert with RAtools.
    Here are the scripts used for playing:
     Scriptname DVHPProjectorControlPanel extends ObjectReference 
    {ObjectReference}Message property DVHPProjectorControlMessage AutoEvent OnActivate(ObjectReference akActionRef)  int ibutton = DVHPProjectorControlMessage.Show()  If (ibutton == 0)
        elseif (ibutton == 1)
        elseif (ibutton == 2)
        elseif (ibutton ==3)
       return                                endif  endEvent with messagebox in the pictures, anybody can edit it without permission, just a projector model, an activator and a script with prepared films, and can seperate out.  
    Baidunetdisk: https://pan.baidu.com/s/1pR-aV6Z1zPDasBsT2m_HaA   and with the little 7Z size file here in this site on the download page, was the script edited, that can stop the video play with hitting the "ESC" key.   ----------------------update 2 Baidunetdisk: https://pan.baidu.com/s/1vGXtbXtpUiolLLiR_6BLHA
    Use this update, should rename the old film name in the data\video,or the old file can not be played.
    film1.bik rename to Love of KM.bik
    film2.bik rename to ZooTopia.bik
    film3.bik rename to MiniSkirt.bik   Add three new sample film, and edited the esp and script, now point to the projector, the file name will show.



  21. Battle Music Replacer : SC V

    This mod change all combat music in skyrim, including boss music.
    Combat Music:
    Hilde Theme - Daybreaker
    Patrokolos Theme - Sword of revolution
    Siegfried Theme - Till fate writes my epytaph
    Zwei Theme - Sleepless an untamed Beast
    Raphael Theme - Blood Thirst Concerto
    Boss Music:
    Astaroth Theme - Chainless Disaster
    Nightmare Theme - Pavor Nocturnus
    Aeon Theme - Brutal Instinct
    Delete these files

    Located at Steam\steamapps\common\skyrim\Data\Music\



  22. Dovahkin's Wolf Pack Den

    Do you like caves and love to live in them, but also like luxury as well? Do you like cave home mods but wish you could take your family to live there? Do you play a beastess, or do you use untamed? Then this mod might just be for you.
    Dovahkin's Wolf Pack Den
    This is a player home that is in a cave and is located just outside of Riverwood on the south side. Faendal is your next-door neighbor. This player home works with Hearthfire Multiple Adoptions and has 6 beds for the young ones. There is also a follower barracks with 5 beds for them there. You have a nice front yard sharing space with the Riverwood community. Future updates planned will bring the Riverwood community to your doorstep campfire for some socializing. Already, any children from Riverwood might join in on a game of hide and seek with your kids. If you play a beastess roll or use the Untamed mod like I do, then this would also be a wonderful home for you and your pack. I already have a start with 3 essential and named wolves living within the cave that are friends to the dragonborn. On top of these three wolves, there is a 4th black wolf that is an actual follower with the Female Young Eager voice type, and if you really get into your beastess or untamed rolls, you can even marry her. An observatory deck with a nice sized pool made from the remnants of an old Snow Elf ruin sits atop the mountain home overlooking Bleak Falls Burrow, Riverwood, even Whiterun and Dragonsreach can be easily viewed from the serene location.
    This is still a work in progress and is considered to be in Beta. More features are planned in the future such as Alternate Start scenario, etc... There are still landscape work that needs to be done. I plan to move one of the trails leading down to the Riverwood gate just slightly to please the NPCs but re-navmeshing it afterwards takes time. I decided to release a version of it now for testing and advice. Or so people can just have fun with it like it is. It is already a pretty cool place. I used some resources from the Celestial Eden Mod on the Nexus, 3 statues from JackGA, and a custom Dibella Statue from the Dibellan Sisterhood mod. This would also be a pretty cool home for a Dovahkin who is a part of the Dibellan Sisterhood.
    Unfortunately for some, this requires all DLCs. I used assets from all DLCs. Especially Hearthfire, as this home is Hearthfire Multiple Adoption friendly. You will need to cast the Bless Home spell on the master bed. It also works with Spouses Enhanced available here on Loverslab, but is not required. Just cast the Lover's Sanctuary spell on the master bed after using the Bless Home spell. You shouldn't even need to use the MCM option to add the bed to Sexlab.
    Have fun and let me know what you think. This has been a learning project as not only is this my first home mod, but also Hearthfire Multiple Adoption friendly. It created some challenges. Even following the directions. First times are always mysterious.
    Caution: This is being placed as "Non-adult" but beware, even though the vanilla Dibella statue is already partially nude, the one from the Dibellan Sisterhood that I used in the décor of this mod is more detailed. Still, I could see a whole lot more if I went down here to the local museum and shoved my way through all of the school kids that are there on a field trip.



  23. Run Dragonborn RUUUN!

    Run Dragonborn RUUUN!
    (Sometimes running means SURVIVING)
    "I was testing the mod, and i had to say it feels like a MMORPG, where you need to get strongest to complete a mission or kill someone, also you will improve your weapons/armor because IT'S NECESSARY, not just to dominate your enemies. Excellent mod, without scripts and add that feel of "improving" in your game."-NOOBIV
    I am in love with this mod
    I have used ever thing plus ever thing else together apart from genisis to combat overhaul they have a point were the player becomes the juggernaut. Also i like to use follower mods but most good followers are so overpowered the out shine the dragon born/ I thank you for this.- johntrine

    I recommend playing on "adept" difficulty with this in Skyrim, This will be like fighting enemies on Legendary but your weapons do full damage
    (Skyrim's difficulty system was made the quickest and laziest way possible, as you increase your difficulty in game, all that really happens is your weapons do less damage, and the enemies does 2x damage(actually enemy stats do not change thru the vanilla system), RunDBRunnn allows your weapons and armor to use the damage/protection the weapons/armor stats show(on Adept difficulty), while increase the enemy levels to "legendary" status!
    With this mod, the enemies do not scale, they are already at the level they will always be at whether it is level 10, level 130 or level 500, so you will meet enemies with this mod early in the game that you cannot beat yet,
    ( this mod doesn't hold your hand and make it easier for you just because your a lower level) which in my opinion adds a better feel to the game
    ( why should every enemy get stronger just because your character did? that seems like a flawed design in the game to me, ,so now if your level 80 that level 10 bandit will still be a level 10 bandit, but the level 250 bandit will still be a level 250 bandit, whether you are level 1 or level 100! 

    Every group of bandits will be random, EXAMPLE: in a group of four there could be a level 10, level 50, level 30, and level 200, so just because the first shot with an arrow did a one shot kill on that enemy, does not mean its now ok to rush in "swords a blazing"!
    0 scripts, can install and uninstall at any time  
    Can be used with old Skyrim or SE  
    Bandits now have just as much, if not more stamina then you do , so they can run you down  
    Un-leveler, yes you can now meet an enemy that is level 100 at level 1 (ebony warrior is no longer the only badass in Skyirm  
    bandits carry more than garbage weapons, the can be found with glass bows, ebony great swords and more, right from the start, killing them and taking them from them will be awhole other thing  
    Think you are the only mage that can use spells like firestorm, blizzard, and lightning storm? (shakes head) not anymore! (Higher level enemy mages)  
    a few bandits can shout  
    This goes beyond bandits, drauger, spiders, the days of one hit kills on a giant are over  
    most enemies do not level up with the PC, they are already at that level, ranging from level 10 to level 500 (higher ranked enemies)  
    no more running head on into a bandit camp without consequences  
    Now mods like SUBMIT, DEFEAT, DEATH ALTERNATIVE, will always matter  
    has you get to higher levels , much harder enemies will appear  
    not all enemies are tough, some are still weak bitches  
    Did not touch the original Vanilla Vampires, that will be in the Dawnguard edition  
    Reasons for this mod:
    I recommend playing on "adept" difficulty with this in Skyrim, This will be like fighting enemies on Legendary but you weapons do full damage
    (Skyrims difficulty system was made the quickest and laziest way possible, as you increase your difficulty in game, all that really happens is your weapons do less damage, and the enemies does 2x damage, RunDBRunnn allow your weapons to do the damage the weapons stats show(on Adept difficulty), while increase the enemiy levels to "legendary" status!
    As already stated, Defeat and other mods now are always in play, no matter how strong the Dragonborn gets You need to learn to make stronger Armor you will need stronger weapons sometimes,  you get beat down in defeat or DA, you will have to find a more strategic way to get to the one who robbed you Shield's now become important along with wards  you now have a challenge when you going on a radiant quest to retrieve a stupid amulet sometimes you really do have to run!  
    mod manager or just drop it into your data folder and activate the esp file
    should be lower in the load order, or even at the bottom, above bash patches thou
    if you don't see the stronger enemies right off, its in the Skyrim game, sometimes things will not change until there is a cell reset, I have my game cells reseting every 144 in game ours, after time you will meet them
    should not be any conflicts
    Future plans:
    add a DLC version
    add an Extreme version



  24. Skyrim Bookstores

    Adds Book Stores to the major towns. Something I missed seeing from Oblivion and Morrowind was finding bookstores in the various towns. Each bookstore sells the Cheap and Common book set, so do not expect skill books or anything potentially borked, only for roleplay value. The owners are highly paranoid of thieves, so very few books are on display

    This mod also adds skill magazines similar to the ones you would see from Fallout.

    Hope you enjoy.

    What is added:
    -5 bookstores, one in each of the major towns
    -Skill magazine for each of the skills, duration 5 hours.

    Known bugs:
    None at this time

    Known incompatibilities:
    -Thievery Overhaul - Download the Shenk Overhaul version and use this instead of the normal version.

    Additional credit:
    Adventure Time Journyman of Ooo - skill magazines idea
    karrakaz - bug fixes and suggestions
    Shadow_Dragyn - Whiterun Owner name change suggestion

    Revision History:
    -Fixed Markarth Book Store navigation errors and store behavior.
    -Added gold to each of the owners, now you can actually sell to them.
    -Fixed Solitude Book Store navigation errors and store behavior.

    -Added skill magazines:
    Insights into The Best Defense - Heavy Armor
    The Potent Editions - Alchemy
    Daily Manipulation - Alteration
    Tips on Daedric Creations - Conjuration
    Snippets on Tricking The Eye - Illusion
    Poke-and-Prod Weekly - One-Handed
    Healer's Digest - Restoration
    The Daily Block - Block
    Shadows Hide You Chronicles - Sneak
    The Morning Berserker - Two-Handed
    Horse Salesman Pitch Daily - Barter (Speechcraft)
    Methods of Brute Magicka - Destruction
    Practice on Embedding Magicka - Enchanting
    Security Edge Daily - Lockpicking
    The Hunting Enthusiast - Marksman
    The Apprentice Journey - Smithing
    Smooth Moves Practice - Pickpocket
    Talking Weekly - Persuasion (Speechcraft)
    Swift Dodging Chronicles - Light Armor

    - Interiors have Navmeshes
    - Stores will now lock
    - Solitude location is different, more believable
    - Whiterun owner's last name is now more realistic
    - Riften owner has a husband now
    - Solitude/Markarth owners have daughters now
    - Each interior was redone to look more like a bookstore

    -Fixed face bugs

    -The initial release

    If you want to make your own variation, you are free to do so. It would be nice to credit me in your variation if you use this as your base.
    Special Edition Note:
    This mod hasn't been ported over yet.  I want to overhaul the mod before releasing it over on Special Edition.



  25. Alex's Guardian Stones Overhaul

    Hello being tired of Nexusmods ive decided to upload on here instead so im sharing stuff ive made for myself initially.

    This mod here adds Archery to the Warrior Stone, Onehanded to the Thief Stone and Alchemy to the Mage stone. Additionally, there are versions available in which instead of 20% faster skill leveling, its 50% and 100%.
    To install, you can use Nexus Mod Manager or install manually.
    Also works in Special Edition. No scripts in here so you wont have any issues uninstalling/reinstalling/changing versions.