Shared Serana Dialogue
Author TheDudeGuy (TDG)
Shared Serana Dialogue is a modder's resource that allows you to easily use Serana's default voice files in your own mod, for a more natural experience. Includes 93 of her voiced dialogue lines.
To access her dialogue, add SharedSeranaDialogue.esm as a master of your own mod, create your dialogue topics, click the "Share Response Data From Info" drop-down in the Topic Info window, and select the ID of the line you'd like to use. Of course, make sure to conditionalize your dialogue appropriately so that the lines will only be spoken by Serana (GetIsVoiceType DLC1SeranaVoice == 1.00, etc)
An attempt was made to preserve all of the original facial Emotion values from the original lines. Lines were included on the basis that they had some universal appeal or utility that was not directly related to the Dawnguard main quest line. Lines specific to the plot were not (and will not be) considered to be added.
EditorIDs / Lines
Use or search the list below to find the line you want and then look up the Editor ID for that line in the CK Share Response Data From Info list.
Lines Already Shared
These are lines that are shared by Dawnguard *by default* and do not require this mod to access. They are listed below for reference.
DLC1SeranaTurnPlayerDeny3 That makes sense.
DLC1SeranaTurnPlayerDeny1 You're all talk.
DLC1SeranaTurnPlayerAffirm2 Don't say I didn't warn you.
DLC1SeranaTurnPlayerAffirm1 All right, then. Hold still.
DLC1SeranaPlayerTurnTooGood I don't think that's something you want. You're a little... I just don't think you're the type.
DLC1SeranaPlayerTurnYouSure Are you sure that's something you want? This isn't like picking out a new outfit. You'll be a creature of the night, like me.
DLC1VQ03SeranaRejoinNM Suit yourself.
DLC1VQ03SeranaRejoinYes Of course! Let's go.
DLC1VQ03SeranaRejoinOpening Were you looking for me?
DLC1VQ03SeranaRejoinRebuff If you want me to come along, it has to just be me and you.
DLC1VQ03SeranaFollowerSegue I'd... well, I'd come with you, but I don't know if I can trust your friend. | Let me know if you want me along.
Lines Shared By Shared Serana Dialogue
These lines are made available by this master resource.
_Serana_SorryHadToBeThisWay Sorry it had to be this way!
_Serana_KnewIHeardSomething I knew I heard something!
_Serana_WheredYouComeFrom Where'd you come from?!
_Serana_ThatsIt That's it? All right.
_Serana_NothingElse Nothing else?
_Serana_CantDoEverything I can't do everything for you.
_Serana_DontThinkSo I don't think so.
_Serana_ThisIsThePlace So... this is the place.
_Serana_LeadOn Lead on.
_Serana_NotAGoodTime This isn't really a good time.
_Serana_WhereHaveYouBeen Where have you been?
_Serana_ALittleNervous I'm a little nervous about all of this.
_Serana_WhatIsIt Oh, what is it?
_Serana_WasGoingToSayTheSameThing I was going to say the same thing to you.
_Serana_ReadyWhenYouAre I'm ready when you are.
_Serana_HereWeGo All right, here we go.
_Serana_Incredible Incredible. Simply incredible.
_Serana_DifficultChoice I know this isn't an easy choice. Take your time.
_Serana_WontFallForTricks I won't fall for your tricks!
_Serana_WontEndWell This won't end well for you!
_Serana_NotLikeThis Not like this...
_Serana_NoMore No, no more!
_Serana_HandsToYourself Hands to yourself.
_Serana_IfYouSaySo If you say so.
_Serana_IfYouSaySo2 All right. If you say so.
_Serana_AlwaysSpeakYourMind You... always say what you think, don't you?
_Serana_IThinkYouKnow I think you know.
_Serana_Delusional And I thought my father was the delusional one.
_Serana_DoesntSurpriseMe I can't say it surprises me. I kind of figured we were heading for this some day. | I just didn't know when.
_Serana_MeToo Me too.
_Serana_YouHaveOneMore Well, I guess now you have one more.
_Serana_WhatIWantedToHear That's what I wanted to hear.
_Serana_MissMe I knew you'd miss me.
_Serana_ThoughtYoudNeverAsk Thought you'd never ask.
_Serana_Disagree I disagree.
_Serana_ProbablyNot Probably not.
_Serana_Impressed I have to admit, I'm impressed. I didn't think you had the spirit for it.
_Serana_NotGoingToHappen Not going to happen.
_Serana_ThatsTooBad That's too bad.
_Serana_IHopeSo I hope so.
_Serana_WhatAboutYou But... what about you?
_Serana_IThinkItIs I think it is, actually.
_Serana_NotManyUnderstand Not many people understand the appeal. You keep surprising me.
_Serana_GiveMeALittleTime I will be. Just give me a little time.
_Serana_LeaveMeAloneABit Don't... | Just leave me alone for a bit.
_Serana_IllSeeYouSoonSad I'll see you soon.
_Serana_IllSeeYouSoonSad2 I'll see you again. Soon._Serana_IllSeeYouSoonNeutral I'll see you soon._Serana_NoWhy No... why?
_Serana_BroughtThisUpBefore You brought that up before... I think I was a little short with you.
_Serana_NotTalkingAboutThis I'm not talking about this with you any more.
_Serana_ForgetIt Forget it.
_Serana_Understand I understand.
_Serana_YouKnowWhereToFindMe Oh. All right then. You know where to find me.
_Serana_YouKnowWhereToFindMe2 You know where to find me if you change your mind.
_Serana_HopefullyIllSeeYouAgain Good luck out there. Hopefully I'll see you again soon.
_Serana_Goodbye Oh. All right. Goodbye, then.
_Serana_CantGetRidOfMeThatEasily You can't get rid of me that easily.
_Serana_ItIs It is.
_Serana_NotAsMuch Not as much.
_Serana_OhISee Oh. I... I see.
_Serana_ThreesACrowd Three's a crowd. Get rid of your other friend, and I'm yours.
_Serana_ThreesACrowd2 Not until you get rid of whoever your other friend is.
_Serana_MakeSomeStories Let's make some more stories.
_Serana_WheneverYoureReady Whenever you're ready.
_Serana_LetsGo Let's go.
_Serana_CeremonyDegrading The ceremony was... degrading.
_Serana_NobodyEverAsked Nobody's ever asked me that before. I... I don't know.
_Serana_NothingIfNotPersuasive Well, let's move then. I'm nothing if not persuasive.
_Serana_NotForUs Look, you're great. Really. But I just don't think that's for us.
_Serana_NotSure I'm not sure.
_Serana_LetsNotRevisitThat Let's not revisit that.
_Serana_PropositionDecline1 You're sweet. And... I'm not stupid. I can see what you're getting at.
_Serana_PropositionDecline2 But... that's just not something I'm going to be able to do. Ever.
_Serana_TalkedEnoughAboutThat I think we've talked about that enough. Come on, now.
_Serana_AmuletOfMara Oh, I get it. Is that why you're wearing an Amulet of Mara?
_Serana_LetsPretendThatYouDidnt Let's just pretend that you didn't, all right?
_Serana_ReadyForHelp If you need some help, I'm ready.
_Serana_VeryTouching Anyway, this is all very touching, but don't we have some more important things to worry about right now?
_Serana_TradeReject I think I'll hang on to my things, thank you.
_Serana_TradeReject2 Why don't you keep your things, and I'll keep mine.
_Serana_Naive Don't tell me you're that naive.
_Serana_YouWouldntLikeIt You wouldn't like it.
_Serana_LetsGetThisOverWith Let's just get this over with.
_Serana_LetsGetThisOverWith2 Just... try to make it quick.
_Serana_ThinkingAboutThis I've been thinking about this for a long time.
_Serana_OutOfYourMind Are you out of your mind?
_Serana_ThanksForUnderstanding Thank you. Somehow I knew you'd understand.
_Serana_MarriageDialogue1 Don't you already have someone at home waiting for you?
_Serana_MarriageDialogue2 I thought you said you were happy together.
_Serana_MarriageDialogue3 I'm not going to be the one to destroy a marriage. I'm sorry.
_Serana_MarriageDialogue4 If you're not happy with things... that's not my business.
_Serana_MarriageDialogue5 I'm not going to be blamed for whatever happens.
_Serana_MarriageDialogue6 You're sweet to say that, but you need to sort things out on your own. It's not something I'm going to get involved with.
Click here to download this file
This adds a new column in the SkyUI's inventory, armor category, to show the biped slot(s) the armors are using.
(Take a look at the screenshot)
SkyUI 5.0 - only this version
How to install
Drop contents into data folder.
How to uninstall
A: What if SkyUI releases a new version?
Q: Uninstall this mod. This replaces five files from version 5.0. It wouldn't be safe keep using them with newer SkyUI versions.
A: When reinstalling SkyUI, it complains about some swf files in data\interface
Q: This is normal. SkyUI doesn't expect this file in your data folder. Should be OK if you are using SkyUI version 4.1.
A: This mod conflicts with *insert mod*
Q: I am not using any other mod that modifies these five files, I have no idea if there are conflicts. I guess they will, so let me know if you find any and I'll see what can I do.
Credits and thanks
The SkyUI team
v5 - fixed a bug in some displayed messages
v4 - updated for SkyUI 5.0
The versions below only work with SkyUI 4.1
v3 - fixed the "chance to steal" message in container menu for japanese and maybe other languages
v2 - fixed empty slot columns in barter, container and gift menus
v1 - initial release
By mz1nUploading this here, since I think there are some bathing-enthusiasts outside of Nexus.
Originally forked from "Drink, Eat, Sleep, Bathe" - this is basically just the bathing part, enhanced.
FNIS giving you warnings? Get the optional KuNeruNomu Animation package: http://www.nexusmods.com/skyrim/mods/52269/
Current Version: 1.11
Originally forked from Drink, Eat, Sleep, Bathe ver. 20
SKSE 1.7.1+ PapyrusUtil
SkyUI 4.1+ (to change settings) FNIS 5.2+ (to use additional animations) FISS (to save and load settings) Fuz Ro D-oh (to read silent follower dialog)
This mod is automatically compatible with all known water mods, DLC and Falskaar without the need for additional plugins.
This mod is compatible with survival mods such as Frostfall, iNeed, Drink Eat Sleep Bathe and Realistic Needs and Diseases.
No direct edits are made to any existing game forms or forms lists.
Compatibility plugins are included in the installer for these mods:
Interactive Wash Basins Realistic Room Rental (v1.83 - Enhanced)
This mod has been tested to work with these mods without the need of additional plugins:
Wyrmstooth Bathing Beauties
Northern Bath Houses Solitude Public Bathhouse Underground Bathhouse Showers in Inns
Please ensure that any compatibility plugins are loaded after any of the above mods.
If you have a suggestion for additional compatibility plugins, please send me a message here on the Nexus.
Bathing in Skyrim adds bathing and cleanliness to Skyrim. Over time, your character will become visually more filthy and you will receive a penalty to your Speechcraft and disease resistance. If you become exceptionally filthy, you will also receive a penalty to Sneak as enemies smell you coming. To avoid these penalties, you will need to bathe yourself regularly. Staying clean also awards small bonuses depending on what type of soap you use.
To bathe, simply stand in water and use soap or a wash rag from your inventory. Soap can be crafted with the recipes described below in the crafting section. Almost all of the water in Skyrim will work, even if it's only ankle deep.
The following values are the default values for cleanliness. They are all configurable via MCM:
You become dirtier every passing game hour based on your location:
Settlements - 1.0% dirtier per hour Wilderness - 1.5% dirtier per hour Dungeons - 2.5% dirtier per hour
Locations are detected based on location keywords. This allows Bathing in Skyrim to potentially work with new areas added by other mods without the need for a patch, as long as the mod author followed Bethesda's keyword conventions.
Clean - between 0% and 20% dirty, affords +5 Speechcraft, +50% resist disease Not Dirty - between 20% and 60% dirty Dirty - between 60% and 98% dirty, affords -10 Speechcraft, -50% resist disease Filthy - between 98% and 100% dirty, affords -25 Speechcraft, -10 sneak, -90% resist disease
Werewolves and vampires do not receive the disease resistance penalties.
All soaps can be crafted at any cooking pot, requiring several ingredients depending on which soap you are crafting. Each recipe yields 5 bars of soap.
Was rags can be crafted at a tanning rack with a bolt of linen. Was rags are infinity reusable, but they can not clean you as well as soap and you will receive no bonus.
Bonuses added by soap will end when you are no longer Clean.
Bonuses are based on the vanilla alchemy affects of the ingredients.
requires: 1 salt pile, 1 troll fat affords: +5 Sneak
Red Mountain Flower Soap
requires: 1 salt pile, 1 troll fat, 3 red mountain flowers affords: +10 regenerate magicka
Blue Mountain Flower Soap
requires: 1 salt pile, 1 troll fat, 3 blue mountain flowers affords: +10 regenerate health
Purple Mountain Flower Soap
requires: 1 salt pile, 1 troll fat, 3 purple mountain flowers affords: +10 regenerate stamina
Superior Floral Soap
requires: 1 salt pile, 1 troll fat, 1 blue mountain flower, 1 red mountain flower, 1 purple mountain flower affords: +5 regenerate magicka, health and stamina
requires: 1 salt pile, 1 troll fat, 3 lavender affords: +5 resist magic, +5 Speechcraft
requires: 1 salt pile, 2 dwarven oil affords: +5 Illusion, +15 regenerate magicka, fools automatons
Dragon's Tongue Soap
requires: 1 salt pile, 1 troll fat, 3 dragon's tongue affords: +10 fire resist, +10 Speechcraft
requires: 1 salt pile, 1 tap root affords: +5 Illusion, +15 regenerate magicka, fools wildife
Installation and Upgrading
A FOMOD installer is provided for use with NMM or Mod Organizer. This is the recommended way to install.
Manual Installation instructions are provided within the zip file.
MCM should handle updates between versions gracefully. When significant changes are made, your dirtiness level may automatically reset to prevent old effects from polluting in your save. Old versions of scripts/spells are kept in the mod solely for this safe removal process. If something seems wrong after upgrading, try disabling and re-enabling the mod through MCM.
Disable the mod in MCM and save the game, then delete the installed files.
If you have created a mod that adds bathing and you wish to attach Bathing in Skyrim animations/effects to your mod, add the magic effect named "mzinBatheAttemptSuccess" to a spell that is applied through your bathing method. For example, if you have a bathtub that can be activated and awards a spell named "My Clean Spell" you can add "mzinBatheAttemptSuccess" as another effect of "My Clean Spell" which allows Bathing in Skyrim will properly clean the actor and play animations. Be sure to connect the mzinBathingQuest and a WashProp to the script. The WashProp is the item that will show up in the animations and controls whether a soapy or non-soapy wash will occur. The script will also attempt to remove the WashProp from the Actor's inventory if it is soap.
If you have added a new location/dungeon/town that you want Bathing in Skyrim to detect, make sure you add keywords to your new location the same way Bethesda has done in the vanilla game. For example: dungeons should have the LocTypeDungeon keyword, houses should have LocTypeDwelling, settlements should have LocTypeTown, etc.
Original mod by TheRealRyanB
Soap resources by InsanitySorrow
Custom animation and soapy effect texture by canderes
Additional dirt textures by Ekirts Ykcul
German MCM localization by Tywele
By ffabrisThe Manipulator
The Manipulator started as a mod to allow players to quickly and easily change some values on NPCs (eg, essental, potential follower, SexLab and SexLab Aroused stats, etc). The goal was for it to be a quick, easy to use and above all, light weight mod. It has since grown to include other functions, such as "storage anywhere", marking places for later fast travel, and creating a harem of NPCs.
None of these functions are "all singing, all dancing". They are bare bones, in keeping with the goal of a light weight mod. So for example, if you want to micro manage NPCs, don't use the harem functionality, and instead get a mod like "My Home is Your Home", or similar.
Warning! Using this can break your game! Setting an NPC to be a follower, or part of your harem, can break quests. So don't set NPCs to be follower or marryable or recruit into your harem, unless you are willing to take that risk.
Please report bugs to the support thread, as opposed to sending PMs, since you may find your question has already been answered - and answer to your question(s) may help others. Thanks.
You can try just dropping in the new files, but if things act wonky, then please clean as described:
Dismiss any harem members Quit the game, disable Manipulator, load the game. Save. Clear your save with Save Game Cleaner Install and enable the latest Manipulator Start Skyrim Load the cleaned save.
Updating from 5.9 to 6.0 should be just drop-in, but no promises.
Updating from 5.8 to 5.9 is just drop-in - no clean needed.
Updating to 4.x or 5.x will require a clean save as described above.
How To Use
Install the mod. Then once the MCM has registered, open it. There are several panels, described here.
Here you can change certain NPC values on the fly. Have an NPC under your crosshair, then open the MCM. The panel shows the name of the NPC, followed by the RefID. You can make an NPC:
Protected Essential Potential follower (use the vanilla system to actually recruit as follower, or a follower mod) Potentially marryiable Force any NPC to become part of a harem (see below for details) You can open his/her inventory to give/take items Strip/dress the NPC Kill/Resurrect Disable RaceMenu cosmetic (see below) Change outfit Optionally, set SexLab orientation Optionally, set SexLab Aroused gender preference and other SLA values.
Note that changes are applied and saved as soon as the MCM is closed.
If you have UIExtensions installed, then you will have a RaceMenu entry in the panel as well. This allows you to modify some aspects of the NPC, including body sliders (if your installed skeleton supports it). Tattoo support probably requires RaceMenu Overlays as well. This RaceMenu window can also be opened via hotkey (set in the Settings panel)
In brief, the RaceMenu bit allows you to do to an NPC everything you can do to your own character, minus anything that would alter the face to the point that the facegendata becomes invalid. If you don't have morphs available for yourself, you won't have them for NPCs - etc. Anything that would alter the face cannot be done. This isn't lack of will or knowledge; simply, the game engine doesn't allow it.
Strip/dress can also be done without opening the MCM, via hotkey.
If you wish changes made in this panel to persist into a new game, then click "Save info to config". This save all data on the panel to the external JSON config file, except harem status, disabled, killed and forced outfit. Saved info can be reloaded at any time via Settings, "Load NPC Data".
This panel has NPC-specific settings for harem members. Before being able to add anyone to your harem, you must set both the home and sleep markers somewhere. NPCs will need these to know where to sandbox and sleep. There are two markers to allow for homes that consist of multiple cells. Markers are set in the Settings panel.
Once the markers are set, then you can add pretty much anyone in Skyrim (up to 50 NPCs total) via the People panel. NPCs added this way are automagically set as lovers. They are NOT set essential; if you want this, use Manipulator to set that flag on them.
If you add an NPC who is currently a follower, he/she will be removed from the CurrentFollower faction.
Once added to your harem, the NPC should head off to the location you have marked as home, and remain there. By default, they will sleep between 23 and 6, in the cell marked for sleeping.
To remove an NPC from your harem, you an select Dismiss in the lower right of the Harem panel. The NPC will be "downgraded" to ally, and return to whatever schedule they used to have. If a member of the harem dies, he/she will be removed from the internal list.
To control specific NPCs in your harem, first select one from the drop down. Then you can specify different home and sleep locations, as well as whether the NPC sleeps during the day (9-16) instead of at night (23-6). It also allows for limited outfit control:
Fully naked Default (the outfit the NPC was wearing before being recruited) Loaded from a mod. Outfits are defined in the Settings panel.
Harem members can also be married. You can either select the option to automagically marry them on adding to your harem, or selectively marry them once added. Note that marriage via The Manipulator uses the vanilla marriage factions but does not touch the vanilla marriage quests in any way. Thus if you prefer to use the vanilla system, or a separate multi-marriage mod, The Manipulator will not conflict. However, you will still get the married "hello" and "goobye" comments from NPCs you marry this way, since the text and voice files are duplicated from the vanilla game. Also note that voiced marriage dialog does not exist for all voice types; for those where it is lacking, you will instead have unvoiced comments. Lastly, if you rather not have the voices, simply do not install the included BSA file.
Divorcing an NPC has no penalties. A divorced NPC will remain part of the harem unless dismissed. On the other hand, dismissing a married NPC from the harem will also result in divorce.
You can have one harem member flagged as Favorite. This NPC will have the use of any bed(s) belonging to the player.
Note that harem data is saved to the json config file. You an eload this saved information after starting a new game, via Load Harem Data in the Info & Data Load panel.
Adding an NPC has caveats:
The harem quest is high priority. This means that almost all, if not all, NPCs can now be added to your harem.
Note that NPCs may be in a scene which needs to run to completion, before they head off to their new designated home. NPCs you add to your harem will be allies to one other via a custom faction (Manipulator will not manage their relationship to one another). If you remove an NPC from the harem, the ally status is lost, so it is entirely possible that the others will turn hostile toward him. I saw this in testing with random guards from different holds. If adding an NPC to your harem breaks your game, you own both parts. Manipulator gives you the ability, it is up to you to use it carefully.
This shows info about the current cell you are in. The cell name, worldspace and grid coordinates (for exterior cells), the location, and actor/faction ownership, if any. Here you can also flag the cell (if it is an interior cell) as player-owned, or owned by PlayerFaction. You can also set whether the cell is public.
On the right of this panel are fast travel functions. You can store up to 10 locations. First, use the drop down to select an item from the list. Then you can:
Store your current position to that slot in the list. (If you selected a slot that is already in use, the previously stored info will be deleted and the slot will be reused.) Remove the stored position from the list. Fast travel to the selected position (if a position was stored there, of course)
This panel gives access to "containerless" storage. Store items via "Store", and they will get sorted according to the category they belong to (using the built-in keywords assigned to items in the game). To access items, select the type in the MCM. If the checkbox is marked, there are items stored.
If you have UIExtensions installed, you can also define a hotkey (in the Settings panel) for quick access to storage.
Similar to Storage, this gives you access to crafting stations from anywhere in Skyrim. If you have UIExtensions installed, you can also set a hotkey (in the Settings panel) for faster access to crafting.
NOTE: enabling any of the settings on this panel will break your game, since you will no longer be attacked in dungeons, etc. If you are concerned about how enabling any of these factions might interfere with game interaction, simply don't enable any; the mod does nothing if no factions here are enabled. Any issues you might have if all are OFF and have never been enabled, are therefore outside the scope of this mod.
In a new game, before anything can be done on this panel, you must load factions from the Info and Data Load panel, even if you never had this mod installed before.
Here, you can set a number of factions, which are normally enemies, to be friends. More specifically, the player is added to their faction (eg, if you enable Bandit, the mod will add you to the Bandit faction). It also sets CurrentFollowerFaction to be an ally, so follwoers will not be attacked.
Orcs are a special case; they are not (normally) enemies. However you have to complete a favor quest before you can become an OrcFriend (unless your character is an Orc, of course). Enabling the setting here bypasses the need for the favor quest.
Note that enabling any faction that Vigiliants consider enemies (see spoiler below), will cause them to attack you. To prevent this, you should also enable the Vigilants faction (which is why it was included).
Offers some game hacks, if you want to use them. All hacks are potentially game breaking; use with caution, or not at all.
The Increment functions max out the respective stat. The right side are massive cheats. Also on this panel:
Strip Courier: Gives the vanilla courier an all-naked outfit. Block Student & Challenger: Enable this is you want to block the annoying Student and Challenger "attacks". No Naked Comments: As the name suggests. Same end result as offered by this mod, but implemented differently. No stupid dog comments: Same functionality as offered by this mod. No vampire attacks: blocks vampire attacks. No Dawnguard attacks: blocks attacks by the Dawnguard if you added Vampires as a friend faction No DA Hijckas: Prevents some D.Artifact quests from hijacking your game. Currently handles: DA03 (A Daedra's Best Friend), DA07 (Pieces of the Past), DA10 (The House of Horrors), DA14 (A Night To Remember) NOTE: Some of these trigger on location change event and may have already started before you disable them; DA10 is one such. Get Player Homes: Hack to claim player homes, and fully furnish them: Markarth, Riften, Solitude, Whiterun. Windhelm is excluded due to "Blood on the Ice", as are the Heathfires BYOH homes. Does not give the housecarls. No Children's deco. Do NOT use this if you play the vanilla game. Also likely not compatible with mods that alter the interior of these 4 homes. Also note that this setting does not persist.
Here can specify:
Hot keys for strip/dress, RaceMenu, storage access. Global Harem settings, including setting home and sleep markers, whether they should automatically be stripped, disarmed, married, and if they should fast travel to their home, or walk.
Note: if Disarm is enabled, all harem weapons, shields and staffs will be removed from their inventory and placed into Manipulator storage; you can retrieve the items from there, if needed. Outfits. Select a slot in the list, then give the outfit a name, indicate the mod that contains it, and the form ID in hex, without the first two digits. (eg, Skyrim.esm, 0E3E66) Up to 50 outfits can be define in this way. Brute force strip: rather than simply removing what an NPC is wearing, this changes his/her outfit to one containing nothing. The pro is that this survives resets caused by items being added to inventory (but not a levelled actor respawning). However, in order to keep this mod light-weight, no attempt is made to remember what the NPC was wearing, so redressing will equip a random farmer (common) outfit.
Info & Data Load
This panel shows the mod version, which optional other mods are installed, and whether the harem markers have been placed.
Also on this panel:
Load NPC Data: loads any saved NPC data from the config file, where possible. This will clearly fail for NPCs that were in mods that have been removed since the data was saved. Load Harem Data: Loads all saved info for people added to your harem on a previous play-through. The NPCs are added to the harem. Load Friend Faction Data: Loads stored faction relationships.
Note that loading NPC and harem data can fail to load NPCs from the game, even if the mods they are defined in are correctly installed (this happens when the NPC is not set as persistent in CK). But see the optional mod below. Also note that as of V4, saved NPC information is no longer load order dependant.
Persist, Damn It
A separate, optional mod. Makes some NPCs persistant so that you can save and later load their data (loading fails otherwise), or add and then load to harem. Currently handles:
Hreinn Vorstag Belrand Erik (both versions) Jenassa Marcurio Sigurd Stenvar Teldryn Sero
If you know of other NPCs which fail to load when loading NPC info, let me know and I'll try to add them to the mod,
Skyrim Legendary SkyUI PapyrusUtil 3.3 or later
SexLab SexLab Aroused (Redux) UIExtensions RaceMenu
NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions.
By ViviThis mod adds a series of caves to the world of Skyrim.
I made this mod for my Beastess, because I couldn't find a home that suited my needs.
It was designed for simple wildling characters, so don't expect underground strongholds, just empty caves where you can sleep and store some items.
The poster girl is not included ^^
You can click on these for additional screens, but some of these galleries contains NSFW pictures.
The mod is using only vanilla assets. You don't even need DG or DB.
The mod will conflict with any mod that alters the areas where the cave entrances are.
Enhanced Landscapes does block the entrance to the Whiterun cave.
Undeath reportedly blocks the entrance to the cave in Falkreath Hold.
SSE Port by nomkaz
PELTAPALOOZA - Hi-res pelt texture replacer.
Hectrol CAVES DELUXE HighRes Retex
Vivid Landscapes - Dungeons and Ruins or Vivid Landscapes - All in One
All this was inspired by the lion cave from The Ghost and the Darkness.
Before we begin, if you do not have at least consistently 40 FPS, this mod is not for you. A high framerate is required to keep up with the scripting demand of this mod.
Dark Souls Combat is a mod for Skyrim meant to bring core elements of the combat system of the Soulsborne series (the Souls series and Bloodborne) to Skyrim. Previous work has focused primarily on the numerical aspect of this series' combat system - stamina regeneration or damage, for example - or has been stunted by a lack tools to manipulate the animation engine at the time of their development. Dark Souls Combat is meant to focus on delivering improvements in terms of new and appreciably apparent mechanics from the Soulsborne series that have not been attempted yet or attempted with this sort of depth. This mod is designed for combat to be played in third person.
Courtesy of er hong. A demonstration of some parries and ripostes (as they occur in v1.5+) is shown at 1:26.
Courtesy of Shinji72. A review of the features of this mod.
Courtesy of theDeModcracy. Features multiple mods, but has a review of the features of this mod at 5:00.
Five of the most fundamental mechanics from this series are brought to Skyrim:
This entire mod was built off of my Poise System mod (effectively, this mod renders Poise System obsolete). The poise system of that mod is largely left intact with some minor improvements.
This mod's poise system is primarily based on the rules governing the poise system of Dark Souls, with some differences to better suit the already-present mechanics of Skyrim. Poise is calculated as the total weight of worn items, except for shields and weapons if equipped. Poise is damaged when one is hit by an unblocked weapon, unarmed attack, or arrow or bolt; magic does not damage poise. Power attacks will do more poise damage than regular attacks, by default. Poise damage from weapons is based on their weight. This is all configurable in the MCM.
Once an attack causes one's poise to reach 0, a stagger will ensue. Subsequent hits may cause subsequent staggers - a stunlock. The maximum stunlock combo can also be configured. Over time, if one is not hit, poise can recover; the amount and update time is also configurable. The poise feature can be disabled by setting the poise damage multiplier options in the MCM to 0.
The poise system extends to other NPCs in addition to the player, and to creatures as well.
If, during the beginning of an attack, an actor is hit with a shield or weapon bash attack, the actor will enter a parried state, indicated by a downed animation. During this temporary state, on the next hit, the actor will take double damage, in the style of Bloodborne. If that hit strikes their front, a riposte animation will play. Ripostes are deadly; they can do large amounts of damage. Using the power of Fore's New Idles in Skyrim (FNIS), we can integrate killmove animations that won't automatically kill. In this way, it is possible to execute a riposte animation that does massive damage to NPCs, but does not outright kill them. The damage dealt is configurable in the MCM. It is calculated based on the executor's One-Handed or Two-Handed skill, depending on the weapon used for the riposte. Though now disabled by default, ripostes to creatures are not supported by this feature; they will automatically kill. Parries and ripostes may be executed by all NPCs.
When an actor is struck in the back with a power attack, the actor will also enter a downed state, in the style of Bloodborne. In this state, the first strike against the actor will also do double damage. If the actor is an NPC and the strike hits their back, a backstab animation will play, killing them. Backstabs can be initiated and executed by NPCs also.
Using the power of FNIS, we can bring an equally powerful roll/dodge system to Skyrim. Previous work on dodge mechanics has relied on developer animation events, restricting both the animation itself as well as the time for dodging. Dark Souls Combat brings a roll system that is meant to complement the poise system. Roll weight is considered equal to the player's poise, in addition to any weapons, shields or torches that may be equipped. Roll weight is divided into three categories: fast, medium, and fat. The fast roll weight affords a greater invincibility time (time in which the player cannot be struck by any hit, as a method of simulating the dodging of an attack) as well as fast speed of rolling. The fat roll weight allows a much smaller amount of invincibility time and longer times to roll. Note that the invincibility time is not the entire duration of the roll animation. The medium roll weight lies somewhere in between. Roll weight thresholds are based on maximum stamina. The threshold for mid-rolling is by default maximum stamina divided by 4; the threshold for fast-rolling is half of that. Rolling can only occur if your weapons or magic are out. Rolling/dodging will prevent a poise break, but only fast rolling/dodging can escape a poise break stagger. In the style of Dark Souls 2, rolling can cancel a attack if it is executed early in the attack animation. Rolling can also break out of poise breaks. A poise break can be broken out of towards the end of the stagger. The window for this decreases with increasing roll weight. By default, 50% of the stagger must play before a fast-roll can break out, 65% for a mid-roll, and 80% for a fat-roll.
Rolling is four-directional. Quickly pressing and releasing the roll key (by default LAlt, the default sprint key; configurable in the MCM) while moving a certain direction initiates a roll in approximately that direction (forward, backward, left, or right). Pressing and releasing the roll key while standing still results in a backstep. In the style of Dark Souls, backsteps afford no invincibility time. The rolling feature also supports gamepad-users, such as myself. Remember to customize your roll key for gamepad! Rolling can be disabled by setting the Roll Key in the MCM to a key you will not use.
Normal attacks now require stamina and attempts to swing a weapon with no stamina will stagger. The stamina consumed is a function of the today weight of items equipped in either hand. This applies to bows as well. Stamina does not regenerate while performing most weapon combat actions. There is also a delay on stamina regeneration after rolling and bashing, and critical hits will fail when Stamina is 0. This helps prevent the infinite roll- and bash-spamming that was previous possible. To balance this, stamina regeneration is increased by default for the player. You will notice your stamina usage to be very similar to what you would see in a Souls game. This entire feature can be enabled or disabled and customized in the MCM.
While attacking, enemies will take 50% more damage when struck by the player. In the same vein, while the player is attacking, he will take 50% more damage as well. This is known as counter attacks in Dark Souls. While I really do hate features that are solely based on numbers and add nothing in the way of visible mechanics, the above is only half of this feature. Dark Souls 2 added a second dimension to counter damage compared to its predecessor: a counter also will do more poise damage to an opponent. In that style, this mod allows counter attacks to deal 50% more damage to poise. This is of course a comparatively minor feature, but one worth mention nonetheless.
SKSE 1.06.15 or later
FNIS 5.5 or later
SkyUI 4.0 or later (optional for mod configuration)
Install the above requirements.
Install this mod's files from the download package. The ESM version is recommended for users.
Generate behavior files with FNIS, using its Generate FNIS for Users.
Enter the game, and optionally configure this mod at that time.
Remember that this mod is meant to be played in third person. The roll mechanics do not work otherwise.
"Updating" from Poise System
Use the "Uninstall" option in the MCM menu.
Save, then uninstall the mod.
Reload the game with the save and wait for the Poise System MCM to disappear.
Follow the Installation instructions above.
Adding Sounds to the Experience
Certain combat sounds can be played while performing certain actions in this mod. All sound files played should be located in Data\Sound\fx\BB_DSC
You can add sounds that will play during a Fast Roll, a Medium Roll, a Fat Roll, a Parry land, and a Backstab initiation. Remember to convert them to XWM files using a program such as MultiXWM.
Fast Roll: Data\Sound\fx\BB_DSC\LightRoll.xwm
Medium Roll: Data\Sound\fx\BB_DSC\MedRoll.xwm
Fat Roll: Data\Sound\fx\BB_DSC\HeavyRoll.xwm
Parry land: Data\Sound\fx\BB_DSC\ParryLand.xwm
Backstab initiation: Data\Sound\fx\BB_DSC\BackstabLand.xwm
This is entirely optional; you may wish to add sounds for all of these events, some of them, or none of them. Note that there are direct audio extracts from Dark Souls on the internet, if that is what you are looking for.
Uninstall the previous version.
Install the new version.
Re-run (regenerate behavior files with) FNIS.
Enter the game and select in the MCM the "Reset" option, under the "Uninstall" page.
In-game, select the "Uninstall" option, under the "Uninstall" page.
Uninstall the mod.
Installation (for Roll-Only version)
If a Full version is currently installed, perform an uninstallation procedure as described above.
Install the Roll-Only version following the steps described above for the Full package as well.
Updating to ESM versions
If an ESP version is currently installed (this includes all versions prior to v1.4.3 as well as the v1.4.3 ESP versions), perform an uninstallation procedure as described above.
Install the one of the ESM versions following the steps described above.
egocarib, for a fundamental component of the script used for the poise system
Fore for giving me suggestions on working with some of the newer aspects of FNIS
canderes and Reena, for guiding me through editing animations
WorshipTheSatan and urielmanx7, for invaluable testing and suggestions
GIF images made with ezgif.com
First and foremost, this mod does use running scripts, necessary for the poise element of this mod. There are certainly mods out there much more script intensive than this, so on the grand scale, it's not that bad. The fact is that if you really want to change the way your game is played, you need a healthy dose of scripts!
There may be animation issues. It happens; sometimes, and I'm sure you've seen this in un-modded Skyrim, you may see some NPC or creature animating strangely, and it can happen from this mod too. The most common issue (which is actually not common at all) may occur after a roll/dodge. The player character may finish the dodge with their weapons/magic still out but not in the normal combat stance, but rather appearing in a non-combat stance. This can be easily fixed by rolling/dodging again, or by entering first person, unreadying and then readying your weapons/magic again, then re-entering third person. The same issue can occur after a riposte. NPCs may also suffer from this after being downed for a riposte or backstab. However, this is uncommon, but of course a natural side effect of making ambitious leaps with animations.
Depending on how many scripts are already running, staggers from the poise system may be slightly delayed by a split second. In the same vein, rolls may be less responsive, especially if magic is equipped.
The stamina usage feature does not affect the dual-wield normal attack yet.
- Initial release.
- Added a bit to the backstab and riposte scripts to help to reduce the likelihood of a victim not drawing their weapons. Not something you can fix entirely, but this will help a little.
- Further edits to help decrease the likelihood of borked combat stances from NPCs in the backstab and riposte scripts.
- Decreased the length of the parry window against NPCs.
- Fixed a part of the poise/roll mechanics script that was generating many repeated errors.
- Backsteps are now considerably faster at all roll weights. Previously, there was no advantage to backstep over backward rolling.
- Rolling/backstepping can cancel attacks if they are executed early in the swing (prior to the "preHitFrame").
- Weapons, shields are torches that are equipped now also count towards the roll weight.
- Counter damage feature added.
- Roll Feature-only version added
- MCM option-set roll thresholds removed; replaced with a formula based on maximum stamina.
- Ability of fast-roll to automatically break out of staggers removed; replaced with specific timings to roll out.
- Allowed rolling earlier after the swing of an attack, immediately after the HitFrame animevent.
- Set Actors or Races with the ImmuneParalysis to have virtually infinite poise. I felt that if the developers didn't feel it was appropriate to paralyze these Actors and Races (or perhaps didn't even include the data necessary to properly do so), it would be hazardous to allow staggering, even if it was not necessarily game-breaking. Notable races include the Wisps, Magic Anomalies, and Werewolves (since that playstyle would include having no intrinsic poise yet requiring close combat this change makes sense).
- Improved rolling feature. Previously, spamming the roll key would actually cause significant script delays; this has been mitigated, though it is still not a good idea to try to spam the button. A sort of queuing feature has been added so that a roll can flow nicely into another roll if you tap the button towards the end of the first animation.
- Edits from v1.4.2 added into the main packages.
- .esm version added. .esm (master plugins) are believed to exhibit better script performance than .esp.
- Ripostes on humanoids no longer force the riposted actor into a ragdolled state afterwards. The bug where riposted NPCs cannot attack afterwards is largely resolved.
- Stamina use on attacks that previously required no stamina, and stamina regeneration delay during attacks, bashes, and rolls. This prevents the infinite roll-spamming that was possible previously. It also punishes bash-spamming with a larger stamina regeneration delay. Normal attacks with 0 stamina will stagger the player.
- New MCM options added to customize stamina usage.
- By default creature ripostes are disabled. There is a new MCM option to enable/disable this.
- Stamina cost for attacks now calculated as intended.
- Ripostes and backstabs will fail if stamina is 0.
- Script optimizations based on the suggestions and advice of Borgut1337, FBplus, and WorshipTheSatan. This version features much greater stability than previous versions, but much more work potentially remains.
- Option to disable rolling entirely added to MCM.
- Creatures no longer have a delayed death when they have been parried but subsequently killed normally, while the Creature Riposte option is disabled.
- Creatures not explicitly supported by the mod's poise feature have poise automatically calculated based on maximum health and stamina.
- Weight calculations for rolling weight class and stamina consumption on attack were not being run as intended due to changes made in v1.5.2. This has been corrected.
- Further script optimizations for improved stability.
Please do not reupload, make a derivative work, or use assets from this mod without my permission.
By mrsrtSSE version released
The patch fixes the crash on game loading when you install too many animations with FNIS. The one mentioned in the article by Fore. May also give you increased fps and loading speed by skipping a redundant part of code. More technical information you can find in the Developers section below.
- (SSE only) Supported runtime versions*: 1.5.73, 1.5.80, 1.5.97. Others can be supported too, but wasn't tested. It's safe to try, you'll get an appropriate message in case of incompatibility.
Just copy the dll to Data/SKSE/Plugins
Continue Game No Crash (LE) or analogs to fix FootIK error
CrashFixPlugin (LE) for other stability patches
EnbSeries for additional memory patches
You can also check my topic for additional fixes and information related to game stability for LE version of the game.
- Animation Loading Fix [LE only] - does the same job and (since ver 1.1) edits the same instruction. This solution does not skip, but doubles the existen limit, also preload animations what helps to skip FootIK error. Version 1.0 is compatible.
- SSE Engine Fixes [SSE only] - has the same change to the patching instruction as Animation Loading Fix v1.1 for LE. To make it compatible you need to disable AnimationLoadSignedCrash option in EngineFixes.ini file.
- There're several limits related to animations, this article will help you to understand them.
- If you want to know more about performance impact by the patch, you can find more info in the article.
- The patch successfully passed the beta test with several thousands of downloads with no negative feedback (LE version), however, side effects not yet completely discovered. If you find something weird and you sure that it's related to the patch, please, inform me and other users with a post in the topic.
Q: I'm getting "Invalid segment" error on game startup, what should I do?
A: It means to the place, that should be patched by the plugin, changes was already made. Please, check the compatbility section.
Q: I'm getting CTD on loading / My game doesn't load after installation, what should I do?
A: Highly likely it's caused by incompatibility. Please, check the compatbility section and be sure you're using the latest version of the patch.
Q: Will the patch really give me a performance boost?
A: The question was very detailed explained here: https://www.nexusmods.com/skyrim/articles/52477
Q: How to understand do I need the patch or not?
A: If you have installed several thousands of animations another bunch of new anims may break your game in a state where you'll always get CTD on loading or starting a new game. In that case the patch will help you to cure the CTD. If you have no installed animations by FNIS you can try the patch just for performance purpose.
Q: What's the difference between the patch and SSE Engine Fixes (SSE) or Animation Loading Fix v1.1 (LE)?
A: SSE Engine Fixes and Animation Loading Fix (since v1.1) changes movsx -> movzx instruction, what doubles the existen limit of numStaticNodes. A crash or unpredicted behavior still may happen when you will have more than 65535 numStaticNodes (instead of 32767) using the Engine Fixes or Animation Loading Fix solution.
This patch always put 0 instead of incorrect value to the numStaticNodes register, what always help to cure the CTD and frees CPU from additional work.
Q: (SSE) I'm getting "does not appear to be an SKSE plugin" message in skse64.log, is it okay?
A: Yes, it's okay, just ignore it. The message notifies that the plugin was loaded not through SKSE64 API, but classical way with dllmain. I didn't find yet a proper solution to attach the plugin through classical SKSE API for 64-bit version.
Q: (SSE) Will the patch work with 1.5.XX runtime version?
A: I have personally tested its work on 1.5.73, 1.5.80 and 1.5.97 versions, everything works good. If you have a different runtime version you can just try it, it's safe. In case of incompatibility you'll get an appropriate message.
Q: But the limit still exists in FNIS?
A: Please, check the article for better understanding of animation limits: https://www.nexusmods.com/skyrim/articles/52476
Contact me for permission if you want to reupload the fix somewhere or want to include it in your project.
If you're interesting in the technical part of the fix here you can find useful information:
Reverse info for LE version
Render impact finding
Animation affection tests
SSE Reverse info
(SSE Only) Pattern matching added. Now it should be compatible with any SKSE and runtime version, including future official patches (unless Bethesda will do their own changes to the patching segment).
Added segment checking for both LE and SSE. Now it's safe to use with any SKSE and runtime version. If something incompatible you'll get an appropriate message.
SSE version released
No internal changes in the mod. Restructured download archive, for comfortable installation with mod managers. Source file now in a separated download.
By EinarrTheRedHearthfire Dungeon Addon
Ever wished your Hearthfire home had more storage space? Maybe a little extra storage space. Or maybe what you were really hoping for was a place to keep all those slaves, naughty followers, captives, and other NPCs you've collected and have lots of options to play with them? Well wait no longer because that is exactly what this mod gives you.
The Hearthfire Dungeon Addon adds a large dungeon space to each of the cellar of Heathfire homes you can build in Skyrim. The space branches off the main cellar, first adding a small storeroom where you can keep extra books, loot, ammo and other items. Further down it adds a large main room where you can display and play with slaves and NPCs. In this area you will find many activator icons allowing you to install and swap various ZAP furniture options (more than 40 options are included) as well as three different bed style, or just pack them away to make room for your own options either added with console commands, Display Model, or whatever other furniture placing mod you wish to use. From the main room you can enter the upper grotto pool area where you can sit and relax in a natural cave. Or head down to the prison room where your slaves can sleep, or keep them in kennels, the choice is yours. Finally there is the lower grotto where slaves from the prison can bathe and relax after a hard day of being played with (and you can watch them from the upper grotto).
The space includes many other features. In the storeroom you will find an Elder Scroll display case where you can store your Elder Scrolls. There is an arrow ammo storage display that changes according to the type of arrows you have stored in it at the time giving you a visual reference as to what types of arrows you have. There are book cases, weapon racks, chests and strong boxes to keep various other odds and ends.
If you happen to be a vampire, your crafted coffin now has a new location in a hidden room that only becomes revealed after crafting the coffin.
The pool area include the oft used feature of stripping naked those who enter, but there is the additional feature of being able to turn this function off (look for a basket containing clothes by the entrance to the upper grotto, just click it and the clothes disappear out of the basket, if the clothes are gone the script is off, if the basket is full the script is on).
Torch sconces through out the space allow you to dynamically adjust the light levels to whatever suits your personal taste. Just place or remove torches in the sconces to turn on or off additional lighting.
Additionally, in the main hall there are some new furniture options as well. You can now freely swap the dining room table set with an alternate chair set or large furpile bed set or just pack them all away. The controls for this are on a shelf just above where the main room workbench appears. Also, I made some of the main room items on the mantle static so they aren't constantly being knocked around. All interior cells now have COC markers so if you use console COC commands you appear at the entrance where you should. Cell ownership is set to the player and I adjusted the interior fog (greatly reducing it).
Installation is easy, either use your favorite mod organizer or manually install the esp and bsa file into your data folder, there are only two files so its easy to keep track off. Enable the mod in your load order and go.
NOTE: You do not need the (Loose) version, download that only if you want to peek under the hood and see how the scripts work.
Uninstall with your favorite mod organizeer or just delete the esp and bsa file from your data folder, save and then use a save game editor to clean scripts beginning with BYOHD_ from your save game and you're done.
ZAZAnimationPack (version 8.0 or higher)
Recommended Mods (NOT required but this mod works well with them):
PAHE (Paradise Halls Enhanced)
Home Sweet Home
And You Also Get A Slave
I'll Take the Display Model
Sexy Bandit Captives
None for the foreseeable future.
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
---- 9th July, 2019
Removed SE version due to problems with markers.
---- Version 1.4 24th June, 2019 ----
Fixed missing script references for both loose and packed LE versions.
--- Version 1.3 SE 7th June 2019
Uploaded the SE version. Conversion provided by Fred200.
---- 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
By Code SerpentThe women of Skyrim can now have their bodies reflect their skills, abilities, and addictions.
Your body, and the bodies of female NPCs, will change depending on your skills, to reflect your physical capabilities. This is done through Bodyslide Morphs. Each skill has been assigned a Bodyslide preset, and as you increase your experience in that skill, your body will become more like that preset. Your arms will become burly if you train in combat skills, your legs will become thick and toned if you train in stealth skills, and your chest will bulge from training in magical skills.
In addition to skills, you can enable weight gain, and arousal changes.
Gorging on a feast will now leave a mark on your character, distending their stomach until you rest (if Stuffing is enabled), and the more food you eat, the larger your character will become (if Weight Gain is enabled). Fasting or dieting will slowly slim your character, but illicit drugs like Skooma can also send your metabolism into overdrive, slimming your character faster.
NPCs are also set to a certain body weight depending on their level and vanilla body weight. At 100 vanilla body weight, and level 1, an NPC will have 100 mod body weight; the higher the level, the lower their mod weight. As of version 1.1, NPCs can gain weight if they eat food. You will need an additional mod to feed NPCs.
If your character ends up having a lot of sex, and can't stop thinking about sex, then they will turn into a full fledged bimbo, with all the required assets (requires SexLab Aroused). The higher your Sex Addiction (ie SLA Time Rate) the larger your assets will become. NPCs can also experience this effect.
These changes will only happen if your sleep often enough, or drink skill-based potions with the Potion Addon installed. You can also press 'Force Body Update' in the MCM.
The MCM has several options to customize how your body will change. How large you can become, and how quickly you grow, as well as options on how NPCs, both unique and non-unique, will change.
If you don't like the Bodyslide morphs I've made for this mod, you can customize your own and import them into the game. To do this, download the Bodyslide Presets, and Bat Files, and follow these instructions. Reference the images above for additional aid.
Open and make changes to the BodySlide preset to the skill you want to change. Only edit the 'High Weight' side of the preset. Copy the appropriate Bat file to the 'Skyrim' folder, one level up from the 'Data' folder. Edit the Bat folder with the changes you've made to the preset, taking the difference of the High Weight and Low Weight. Open up the Game, and call the bat file through the console: bat [Bat File Name] Perform steps 1-4 for all skill morphs you want to edit. Open the MCM and select 'Update Globals' (Optional) Select 'Force Body Update' in the MCM to see the changes immediately.
Simply install the main file, and the Potion Addon if you want it, through your mod manager. Load order does not matter for the main file, but the Potion Addon should be loaded after any alchemy overhaul.
You should select 'Force Body Update' in the MCM the first time you load the game after you install the mod.
For armor or clothing to work you need to build their meshes through BodySlide, with 'Build Morphs' checked.
Before you uninstall the mod, you should select 'Reset Body Morphs' in the MCM to reset your character's body. If you have NPC morphing enabled, you should disable that, enable 'NPC Morph Spells' and use the 'Restore Body' spell on any NPC that has been changed by this mod.
If you've lost track of which NPCs were changed by this mod, use the Netimmerse Override Cleaner mod.
By ojanenNPC Body Scale Randomizer 3.00 and Old BPH 2.0X is not compatible.
This is a mod to change automatically in the range of random value that is set the Bust, Penis, Butt, Belly and Height, Weight Scale of the NPC who is around.
You can lower limit on the random value of each, and whether to change and configure each MCM.
If the value changed is recorded, it will be changed to the scale next time.
You can re-randomized set or manually individually for NPC in the MCM or Hotkey if the value did not like.
Penis, bust, butt and belly size randomize will not work if the NPC does not have the Node of each. And penis size change works only for SOS.
Please be aware there might be changes height and weight are stored in the game, it will not be restored when you uninstall the mod or disable the feature.
Change in weight will be displayed neck seams after the functions are deactivated. And it is very heavy. Added because there was a demand, but it is highly recommended that it be disabled. Change the data of esp / esm If you want to change the only few NPCs.
If the height and/or weight of randomization is enabled on the state you are sitting in those NPC moves as the opening event, please note the game so mess up. However to ride a horse is all right.
Put NPC Body Scale Randomizer.bsa and NPC Body Scale Randomizer.esp in /Skyrim/Data/
After that, please start a mod from MCM menu.
h38fh2mf for PapyrusUtil
By drlove33Welcome all slave trainers to your own slave training and housing settlement!It is surrounded by a big wall with a closable gate,to keep out unwanted guests.Note some creatures may spawn within the walls but I haven't had it happen yet.The settlement includes a house for house slaves,aka maids and such;a house for fully trained and trusted slaves;a jail for punishing and keeping untrained slaves;a house just for training slaves full of all kinds of stuff like cages and zaz furniture;then you have the Master's Manor,plenty of safe storage,your own throne and a room upstairs for a follower.It has all your crafting needs except a kitchen,because why should the master/mistress cook for him/herself.The alchemy and enchanter table are in the side room across from the master bedroom,it has bookcases and two chests to store things,the trap door leads down to the basement it has everything from a forge to a wood chopping block.Also in the basement you have your own private cell that can hold four of your most valued slaves or followers you want to lock up.I recommend using paradise hills with the sl extension,and eff.There are no npc's or followers included in this so you can put who you want here.You will have to fast travel there the first time to open the gate because it only opens from the inside,this was done to keep bandits and guards from entering the property.This will be my last holding cell and house mod as I want to work on some of my other homes that I have made.If you have any problems let me know and as always if you want any followers or npc's added feel free to let me know what you want.I hope you enjoy it it is fully navmeshed and follower friendly.
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 place 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 a place like Falkreath has 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 their home. Additionally you won't find many animals - especially not wild beasts - in a 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, who are just blind and savage Snow Elves
Another sort of exception to my immersion rule is the inclusion of creatures near POIs like shrines or standing stones for example. 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 respawn after some time has passed.
It places passive critters all around Skyrim. Limited to Inns, Farms, Hunter/Fisherman Camps, POIs, Orc Strongholds, Cities and Jails.
Types of creatures placed by this mod:
Atronachs - Flame, Frost and Storm
Bears - Black, Brown and Snow
Chaurus - Normal, Hunter and Reaper
Huskies - Normal and Armored
Dwarven Constructs - Centurion, Sphere and Spider
Foxes - Normal and Snow
Frostbite Spiders - Normal and Large
Horses - Black, Piebald, Bay, Dappled and Palomino
Sabre Cats - Normal and Snow
Spriggans - Normal and Earth Mother
Trolls - Normal and Frost
Wolves - Black, Red and Ice
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
You can even recruit some creatures if you have the mod Vokrii installed
(Download the SE version of SL Aroused Creatures and then overwrite it with the Aroused Creatures SE/LE Tweak from OsmelMC)
And don't forget to pick any of the amazing SLAL packs for more creature animations
A MESSAGE TO PEOPLE WHO JUST WANT MORE CREATURES IN THEIR SKYRIM BUT DON'T LIKE BEASTIALITY:
I got your back. These creatures are just edited duplicates of vanilla records. I did not add any meshes of that sort. It's just an .esp anyway. As a consequence they will use meshes that you've installed. The creatures I've added will NOT have genitals if you don't have MNC installed.
CO Creature Edit:
This one simply edits the values of a lot of vanilla creatures. Edited values include PC level multiplier, min/max level, movement speed, Starting Health, Damage, Attack effects, aggression level and aggro distance (but only for Slaughterfish because these fuckers are so annoying).
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 recolour 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.
Preparation and in-combat attentiveness are key.
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 will 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. I also craved creature variety which the original mod didn't offer.
Q: Will you place chickens, slaughterfish, goats, cows, rabbi-
A: By order of the Jarl stop right there! I have no 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:
EnablePrepass=true. 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 and Vanilla TMB Armors and Clothes.
Q: Why do your dogs look like red wolves?
A: I replaced the dog meshes and textures with the ones from the red wolf because the vanilla dog is SO INCREDIBLY HIDEOUS. No retexture is EVER going to fix that.
Q: Nice Poses. Where'd ya get them from?
A: GSPoses & SLAL by Gunslicer
(Special Thanks to MadMansGun for helping me out. Amazing guy!)
A list of all placed creatures and where you can find them:
By ffabrisSkyHunks - NPC Replacer
This mod changes the appearance of many Skyrim NPCs. The aim is to make them look a bit better ("better" is, of course, a matter of personal taste). A few female NPCs are also "converted" to male (the female housecarls). No stats were changed, no clothing, nothing else - except that I made Ralof and Hadvar potential followers and marryable. Do not attempt to get them to follow you, or marry them, before the civil war is complete, or your game will likely break!
This mod also includes the functionality of Masculinized Level Lists. This means that generic NPCs such as guards, soldiers, bandits, etc, will now all be male, and you don't need that mod if you use this.
Snapshots by Mylor41, used with kind permission.
(Body used: SOS. Featured image: Solaf.)
Who is included
Agris Calder Gregor Iona => Ian Jordis Lydia => Lukas Rayya => Thassad Valdimar
Erik Belrand Marcurio Stenvar Vorstag
All DLCs USLEEP Apachii Hair - Full and Male KS Hairdos Renewal The USLEEP version requires (of course) USLEEP
Open Face Guard Helmets ... or ... Helmets Begone (from my Misc Patches)
NOTE: Files are now hosted on Dropbox, due to their size.
If you use other NPC overhauls/replacers, and want this to take precedence, place it lower in your load order. Also, if your other replacers are supplied loose, then you'll want the loose version of this, overwriting any existing files, or you'll get grey face.
Do not install this into a game in progress, or you are likely to get grey faces and/or neck seams on the changed NPCs. Similarly, updating the mod in a game in progress will result in some of the NPCs often looking ... very strange. See here for neck seam tips.
Can You Remove....?
Yes I could, but if I start doing that, soon there will be no end of customized versions. But, you can do it yourself, it isn't difficult!
Get TES5Edit and install it. Download and install the loose version of this mod Start TES5Edit. When the list of mods opens, rt-click -> Select none. Then scroll till you find SkyHunks, put a checkmark beside it, click ok. Wait for everything to load. Click the + next to SkyHunks to expand it, then click Non-Player Character. Find the NPC(s) you want to remove. Make note of the form number to the left of the name (eg, Ahtar is 0001325F) Right click -> Remove. Confirm that you want to. Once you have removed all you want, close TES5Edit, and confirm you want to save changes. Navigate to your Skyrim install. ../Data/Meshes/actors/character/facegendata/facegeom/skyrim.esm - delete the NIF files with the same name as the form number you noted. ../Data/Meshes/actors/character/facegendata/facetint/skyrim.esm - delete the dds and tga files with the same name as the form number you noted. Done. If you had already "met" the character in-game, you'll likely end up with grey-face so you'll have to start a new game.
1.0 - Initial release 1.1 - Fixed Lukas' voice ... duhhh 1.2 - Fixed grey face for Heathfires housecarls; fixed opposite gender anims for a couple of housecarls. 1.3 - Added all the male guards. Surprisingly few of them, so I added a few more, for more variety. 1.4 New NPCs: Arnbjorn, Banning, Bolund, Brynjolf, Captain Aldis, Delvin Mallory, Dirge, Falk Firebeard, Garvey, Gorm, Harrald, Klimmek, Maul, Mercer Frey, Nazir, Onmund, Orgnar, Proventus Avenicci, Saerlund, Sigurd, Thonnir, Vekel
Tweaked skin tone for Ulfberth. 1.5 New NPCs: Jervar, Idolaf Battleborn, Hrongar, Balgruuf, Angrenor Once-Honored, Oengul War-Anvil, Rolff Stone-Fist, Orthus Endario
Tweaked Omnund, Solaf; Removed the guards added in 1.3, since they broke Masculinized Level Lists. 1.6: New NPCs: Erikur, Kust, Jorleif, Galmar Stone-Fist, Lortheim, Jod, Horik Halfhand, Captain Wayfinder, Thoring, Siddgeir
Tweaked: Bolund, Benor 2.0 Tweaked Jon Battle-Born, Sigurd.
New NPCs: Ataf, Beirand, Briehl, Dagur, Gloth, Heimvar, Mikael, Severio Pelagia.
Added more "template" imperial and stormcloak solders for more variety.
Now incorporates the functionality of Masculinized Level Lists, so you don't need that mod if you use this. 2.1 New NPCs: Hod, Lod, Tsun, Sven, Alvor. Plus there were several guards who have unique faces rather than using the templated guards I had already done, so I did those I found. 2.2 New NPC, GuardSolitudeImperialDayMaleGuard, which I overlooked last time (at least two instances of this NPC can be found at Solitude).
More tweaks to: Ralof, Hadvar, Bolund, Mikael, Solaf 2.2 (2016-09-12) Uploaded a version for USLEEP users (SkyHunks_2.2_USLEEP.rar). Requires USLEEP. Install on top of one of the regular versions of 2.2, as only the ESP is included in the download. 2.3 - now requires USLEEP.
Added Sinmir (and removed his helmet), Imperial and Nord road couriers, carriage drivers, Brunwulf, Calixto, Tulvur, Torsten, Torbjorn, Ranmir, Phinis, Sergius, Korir, Kraldar, Fihada, Jawanan, Cedran, Thonar, Thongvor, Yngvar, Ogmund, Hreinn, Hogni 2017-03-16 - updated download links.
If lore friendliness is important to you, you probably won't like this, since the KS styles aren't "lore friendly".
NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions.
By xunianaWell，This is just a simple retexture of Equipable tongues.
Just see these pics.
Original : http://www.loverslab.com/topic/9898-sharing-my-ports/ by fafcf09
I am unable to contact the author： fafcf09
If someone know this great modder, please help me.
Visit Xuniana Workshop (Tumblr)
By pyrokenseiUPDATE: A new version of Fairies of Skyrim will soon be available for Skyrim Special Edition!
PrincessMely is remaking the mod for SE, and it will be available on PC and Xbox One soon
THIS PAGE IS THE OLD VERSION
>( ﾉ ﾟｰﾟ)ﾉ Fairies Of Skyrim ヽ(ﾟｰﾟヽ)<
This mod adds Fairies to the Wilderness of Skyrim
They can be killed and looted for fairy-wings and fairy dust They make an excellent Light Source at night An Obelisk is added that lets you turn into a fairy A follower Fairy called Navi can be found in a hive near the Obelisk There are 3 versions
JUMBO --- 2000+ Fairies
Medium --- 250+ Fairies
light --- 100+ Fairies
There are also Peaceful option for each version, fairies will not fight with wild animals like wolves and mudcrabs in peaceful version. In The default version they will, so pick which one you like.
>( ^ω^)THANK YOU (^ω^ )<
Click here to download this file
Let's dance again is a dance mod for Skyrim.
Useless but very fun.
Based on the Mod Dance Toghether. Do not worry, it's not a copy, it's completely rebuilt.
Let's dance again is standalone, means it is compatible with DanceTogether - see note.
Both mods can therefore be used simultaneously.
Why did I create the mod?
Because I was tired of replacing the animations and music in Dance Together.
RealClone is a bad boy - he has done too many dances.
I will not make videos of the dances.
On the YouTube channel of RealClone you can find the new dances. Almost all are included.
If a dance is missing, I probably did not see it - or it was not good for my ears.
I also have to test and 5.3 hours are a long time ... and my ears have to endure that.
This "dance" is not included.
1. Because it is not really a "dance"
2. Because I want to use it for the tutorial. From A-Z
Yes I write a tutorial on how to add dances etc.
For this I take this "dance".
Tutorial is coming soon.
Tutorial is done
- 96 dances with 5.3 hours music are included
- support for max. 256 animations/dances (could be increased without much effort)
- support for max. 12 dancer inclusive the player
- create your clone as dancer (with your outfit) - see note 2
- 3 formation lists for customize + default formation (as backup)
- remove weapons, arrows, shields and torches if you wish
- define your hotkeys for volume, dance cancel or free cam (is used during the dance!)
- compatible with Dance Together (see note)
- support for expressions, free cam, 8 animated cameras (see note), toggle AI, Menu, Mod notifiaction and collision
- of course Google English ??
Unpack the Archiv. It's a 7-zip file.
Copy all folders and files in Data of the Mod to your Skyrim\Data directory.
Run FNIS for User
Start the Skyrim launcher and open Data files.
Scroll down and check, if the Let's dance again.esp is activated.
Close the Data files and Skyrim Launcher and Start Skyrim with the SKSE Lauchner.
In game (not main menu) wait for a message like " MCM registerd 1 new Mod"
Open the MCM of Let's dance again and enable the Mod. All Spells now available.
In game open the MCM of Let's dance again and disable the Mod.
Save and close the Game.
Deactivate the Let's dance again.esp in Data files (skyrim launcher)
Delete all folders and files installed by the mod.
Run FNIS for User.
If you already use DanceTogether AND have special camera animations installed,
then do not install the following folder and the files contained in the folder:
This is unfortunately a shared resource.
If you have a HDT hairstyle, the clone will not be displayed.
Reason - NPC's do not support HDT hairstyles!
Wigs, clothes etc. are no problems. If so - the problem is in the HDT XML. No matter if SMP or PE
SKSE 1.7.3 Papyrus Util FNIS (6.2 or newer) SkyUI (4.1 or newer)
SKSE Team - SKSE fore - FNIS SkyUI Team- SkyUI exiledviper and meh321 - Papyrus Util frankc4 on 3dm for Dance Together realclone for all new dances, support and test PeterForFun for support, ideas and test Myself, for stupidity of so much work (i need only 20 dances)
You can NOT take money for the mod - no matter how.
You should pay attention to the credits and not offer as your work.
By CPUMiniNeeds V3.2
This mod adds a set of needs to the player.
For each need, you can define how much time you can spend without satisfying the need. If too much time will pass some penalties will be applied.
You can also define the maximum percentage of the damage applied when a need is not satisfied.
Each need can be enabled or disabled in the MCM. You can use only the needs you want.
Warning: also if I tried to test everything it is possible that there are bugs. Report them and I will fix them for the next version
A patch to ignore the water level is added.
Just unzip it and replace the equivalent files in the original mod.
Installation and Credits
Food and Drinks from other mods
Loading/Saving the configuration
Uninstall a previous version
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 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)
By GuestReplaces the title screen music and menu interface sounds with that of Dark Souls'.
By Monoman1Mortal Weapons & Armor
This mod is basically unsupported. Use at your own risk.
Required setting for Devious Devices.
Devious Devices: ABSOLUTELY REQUIRED SETTING!!!: Devious Devices device hider DISABLED!!! The hider interferes with WornObject() functions which completely breaks MWAs ability to detect which ObjectReference is in which slot. Other than that MWA is fine with DD. See pic for exactly what setting I mean:
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.
Check out this video for an idea of what it's about. Note that this video was a test of warhammers & frost magic doing extra damage to heavy armor. And degradation was cranked up to the maximum. Weapon damage has also changed since. Now blocking heavy weapons with light weapons will damage them more quickly these days.
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. Weapon and magic specialization. Different weapon/magic types do more damage to certain armor types. Includes Unrelenting Force shout. Creature damage scales with their health. The more powerful the creature the more it'll shred your armor. Damage to everything you're wearing on rape to simulate your armor being ripped off. Enable damage for every object type (if you so wish) - Jewelry, Daedric artifacts. Tempering restores item durability. Tempering also refits armor to suit your characters gender/weight (option needs to be enabled). 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. Requiem compatible. Import/Export settings and item immunity is carried through to new games. Option to reduce/remove food from Npcs and containers if you prefer scarcity. Option to reduce/remove lockpicks from Npcs and containers and set the value of lockpicks via the Mcm. Cursed objects that turn into Devious Devices. You can bring your cursed items to a priest to have them sanctified.
Still To be added
Blacksmith tempering 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 - Make sure you have the latest version and that it's not overwritten by another mod that includes an out-of-date version.
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.
- MA will disable it's tailors if MWA is detected
- Obtaining an object reference will be offloaded to MWA if it's installed. No dropping on equip any more
- Object destruction offloaded to MWA if installed. More robust.
- Extended slutiness menu to cover armor. The more slutty your armor the bigger your tits can get before your armor is unequipped. If MWA is installed armor can always be equipped but it will take damage just like clothes ripping. Armor will take increased damage based on how un-slutty the armor is and how big your tits are.
Loot and Degradation:
Required setting: Set 'Player Degradation Rate' to zero. Recommended setting: set 'Tempered Leveled Tiers' to 0.
MWA has some keywords to help you configure the expected behavior of armors and their fit.
_MWA_AlwaysFits - Items with this keyword will always fit the player. Examples: Quest items that should fit you - Radiant Raiment's outfit to see the Jarl. The embassy party outfit (Both of these are done by default. Other example: Whore clothes given to you by innkeepers.
_MWA_FemaleFitOnly - Objects with this keyword will be fit to female only. Useful for most mod added armors that only really apply to females - Dresses, bikinis, heels etc. The bikini armor keyword from SL Survival will also fit the item to females - So there's no need to add both.
_MWA_Immune - MWA will ignore objects with this keyword. You can also add items in game to the immune list but this keyword can also be used as an option should you wish.
How do I add these keywords? Survival has a guide on adding it's own keyword to armors. The process is exactly the same except you use one of the keywords above instead: https://www.loverslab.com/topic/99955-sexlab-survival/?do=findComment&comment=2251507
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.
Q: I'm getting a consistent CTD when changing cells or adding a specific item to my inventory...?
A: I've had a couple of these myself and traced the cause to a bad world mesh for an armor. Check the last lines of your log for lines beginning with '_MWA_:' and see if you can find the name of the last object to be dropped by MWA. This should narrow down the problem armor for you. Then to test you could add the item in question via the console and drop it from your inventory to see if it causes a crash. There are only really two options to fix this either A) fix the nif itself, which I can't help with as I know nothing about meshes or B) replace the world model with something you know works via TesEdit. I usually just replace dodgy meshes with vanilla leather boots etc. This has the disadvantage that items won't look right in the inventory view or when dropped on the ground but it's the easiest solution.
Q. I get the message 'I simply can not carry any more' and my item drops on the ground.
A. Either open the mcm and run the 'Alias cleanup routine' or simply save your game and reload the save to run the alias clean up routine automatically.
Q. Durability is not decreasing/is decreasing too quickly.
A. It's important to understand that tempering protects durability. That is to say an items durability won't decrease if the item is tempered to any quality. Once the item becomes untempered it will start to take durability damage. Once durability runs out the object will break. So this means that tempering is very important for weapons and armors.
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.
Due to the way the mod works it has a couple of quirks.
1. Don't spam craft the same item over and over.
2. Try not to take massive amounts of objects from a container in a single go.
Comparison with Loot and Degradtion
twistedtrebla - Sounds
VaderHater - Sounds
Chesko - A mesh from Frostfall
I'm still waiting on a reply from twistedtrebla and Chesko on permissions. I'm fairly confident though that there shouldn't be any problems. twistedtrebla should be ok because VaderHaters mod is linked in his page and the mesh from frostfall is a modified vanilla mesh. But if there's any issue, just message me.
A lightweight utility capable of deleting NetImmerse Override data from SKSE co-save files, thus decreasing both the sizes of those files and Skyrim save and load times.
Description. What kind of NIOverride data is stored in SKSE co-save file
Any NetImmerse Override modifications are saved directly to the SKSE co-save file every time one saves their game. Of course, NIOverride does nothing on its own and the amount and kind of data stored in SKSE save file is closely linked to the mods using NetImmerse Override.
RaceMenu is the most popular mod which utilizes NIOverride. In fact, NIOverride was designed by expired6978 specifically for RaceMenu to extend its capabilities. RaceMenu uses SKSE co-save files to store the overlays, expression definitions and all non-vanilla sliders settings and colours of your character or any NPCs edited directly by other mods.
XP32 Maximum Skeleton Extended (XPMSE) is yet another known mod which uses NIOverride to store all weapon styles, positions, rotations and scales in SKSE save file.
The NIOverride modifications mentioned above can be applied not only to your character, but also to any other NPC in game. Some of RaceMenu and most of XPMSE sliders can by accessed by Tattoo menu provided by Extensible Follower Framework (EFF). SlaveTats also allows you to manually apply overlays on NPCs.
All right, so why can SKSE co-save grow to such a tremendous size since any NIOverride modifications seem to be controlled by the user?
Firstly, it's because not all data stored in a save comes directly from the user. XPMSE itself needs to keep the skeletons data of the NPCs encountered during play through, from "at least 15 to 25 cells" (according to Groovtama, the creator of XPMSE; see this post). That data, however, is very lightweight and, although it may significantly increase the size of the save in the end, it should not be considered a bloat.
Secondly, it's due to the fact that the data may actually come from user when they decide to use entirely optional features of some popular mods, for example, XPMSE's weapon style randomiser. This feature does greatly improve Skyrim's immersion but it takes a toll on the final size of SKSE co-save because it needs to store the styles of all the NPCs you have encountered. Of course, the more NPCs you add to your game, the more data will be produced.
Moreover, the more mods that can alter NPC's appearance without your supervision you have (for example, Blush When Aroused with enabled NPCs option), then again, the more data will have to be kept in the SKSE save.
Side effects of too large SKSE co-save file
As far as my game and experience are concerned, a large SKSE co-save has the the significant influence on duration of Skyrim saving and loading process (about 2 seconds longer with 1 MB SKSE save file than with 20 KB file, on SSD). It neither destabilises Skyrim nor it causes it to crash more often. More data in SKSE save file simply means any IO operations will last longer.
NetImmerse Override Cleaner will help you to reduce the size of your SKSE co-save files by deleting either all of the NIOverride data or the data of characters you do not wish to keep (see Excluded Actors for more info).
Keep in mind that data you delete will eventually come back and your save's size will grow once more after you play long enough and re-encounter some of the NPCs.
That is why it is recommended to clean your SKSE co-save files on regular basis, for example, when you begin to feel that it takes more and more time to save the game.
Using the tool
It's very straightforward. There are only two buttons, which is shown in the screenshots. The one button is for loading a desired SKSE co-save file and the second one is for cleaning and saving the file. A backup of original file is created automatically (with .bak extension).
Excluded actors list
You may enter here the reference IDs (refID) of all characters whose data you wish to preserve. Any characters who are not included in this list will have their NetImmerse Override data erased. See Description for more info about data that is stored by NIOverride in saves.
If this list is empty, the entire NetImmerse Override section will be deleted from SKSE co-save file.
Therefore, it is always recommended to keep at least your character's RefID (00000014). Otherwise the only way to preserve your character's data is by saving preset in RaceMenu BEFORE cleaning process and loading it AFTERWARDS.
This feature might be useful if you have a fixed number of NPCs manually edited by mods like EFF, SlaveTats, etc. and you really don't want to lose these NPCs' appearances.
IDs may be separated by a comma, space or new line. Actors whose IDs were not found in the SKSE save file will be omitted.
Ignoring mods load order
ID of every Skyrim object is strictly connected to the position of that object's parent plugin (ESP/ESM) in the mod load order. While the inner ID (the second, third and fourth byte) is always the same and unique within one plugin, its very first byte (the first two digits) indicates what is the position of the mod in the load order. So, for example, if you have a NPC defined by a mod which is sixth in the order and that NPC's ID is 010203, its in-game ID will be 06010203. If you move the mod to the tenth position, the next time you load the game the object's ID will be 0A010203.
This may be problematic if you, let's assume, want to create a rich list of excluded NPCs but you play different characters with different mods or have just sorted the mods with LOOT and some of the mods positions have changed. In order to make sure than the one particular actor is always preserved during cleaning, you would have to change their ID accordingly to the new position of the actor's parent plugin.
However, if you check the Ignore mods load order checkbox, the first byte of every excluded actor will be omitted. Therefore, there is a theoretical chance of more than one actor being excluded, but it's very unlikely to happen.
Note that you still must enter a valid 4 bytes long (8 digits) number. The first byte can be any, though (ex: 00).
Forewarned is forearmed
VirusTotal scan VirusTotal scan as a proof of my heart being in the right place:
You are allowed to upload this tool to the other sites (except for Nexus mods), as long as you mention me as the author AND provide the users of those sites with a link to the most up-to-date version of the tool and its description (which, for the time being, shall be here on LoversLab).
By pyrokenseiThis mod acts as a reskin for SkyUI, The deafult white is designed to theme the interface like Sword Art Online. also new sounds are added to make the interface sound a bit like SAO
There are 5 diferent colors to choose frome, the file is a Mod manager installer
Ken watanabe Green
By drlove33Welcome Dragonborn!This simple farm house has cooking,alchemy and an enchanter as well as a bedroom just a small simple house for a simple hero.Now go down to the basement,where you darker side can show!The entire basement is complete with 3 cells for slaves,cooking area and an alcove for your smithing needs.Plenty of markers for your followers to patrol as guards,and through the other door you will be taken to the guard/follower room.In this area there are 3 bookcases,a couple of chest's to store stuff in 2 beds for guards/followers and upstairs a double bed that belongs to you and will provide the well rested bonus.There are no op items no large bags of gold and no followers currently.If alot of you would like me to I will add some later just let me know.It is west of the western watch tower and well off the road and out of view to keep guards and others away.
By EinarrTheRedThis mod relocates and improves some 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 Captives by Blackbird Wanderer and that is still its main purpose, but that mod is not required to use this mod and it works fine even if you aren't using it (buy why wouldn't you want all those cute captives to rescue? ?)
Formerly located near Rorikstead it's location threatened travel on the road as well as conflicting with several other mods. I relocated the camp to a new spot below Fort Sungard where it is better concealed, can watch traffic (but not constantly attack) on two roads, and is more defensible for the bandits. The location is fully navmeshed and cleaned. It features a larger camp, additional bandit archers, and hidden cache's of loot scattered about the camp. The original location was restored to its vanilla Skyrim state, including the original navmesh and landscape, any other mod using that location should be loaded after this patch.
Formerly isolated and difficult to even reach it was not clear to me what purpose this camp was supposed to serve. It featured a named NPC that wasn't actually a bandit but was living in the camp. I've moved the camp to a cliff top overlooking Dragonsbridge where it is far enough away not to draw aggro or conflict with mods like ETaC, but where the bandits have a clear view of the town an traffic on the bridge. The camp has six bandits plus the named NPC. The NPC was nerfed and given bandit factions to make him more of a strong bandit mage rather than... whatever he was (I also changed his voice type so he can speak bandit dialogs now). As with Steadwatch the camp is fully navmeshed and cleaned, defensible and mostly concealed (you have to look hard to see any part of it from Dragonsbridge). The original camp location was returned to its vanilla state.
The camp map marker was corrected so it is no longer "hostile". Renavmeshed the camp and made it easier to navigate as well as fixing some navmesh errors. Camp is in the same location and is the same size. Also added a fast travel marker so you land near the camp rather than in the middle of it.
The original camp was completely removed and the surrounding area returned to its default state. The camp was moved into a new original cave nearby with a small group of bandits there. A little bit of backstory was developed, you can get clues about some events by reading the bandit leader's journal.
New Original Camp
Added a brand new camp to the mod. I'll leave it a surprise as to where the camp is and what its called, but I tried to blend it in with the not just the location but the game setting as well. It should provide those doing the main quest with a new twist. The camp is about the size of what I did at Steadwatch, so expect a solid fight (in testing they took down a dragon on their own!)
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
The current version of the patch will be the final version. I debated about this a lot privately. I don't like heavily modding other people's mods, and that is what this mod was becoming. It started out as a patch to move a couple of camps to resolve some mod conflicts and then I started getting carried away cause I love building locations. But, its not my mod to do that with and so I decided the best thing to do was stop it where its at.
However, that's not necessarily the end of things. Like I said I love building locations, its my favorite thing to do in modding. So I'm beginning work on a new mod project that will be called Warlords, Renegades and Rogues of Skyrim. This mod will include a further revised and renamed version of Camps Steadwatch, Snowfall as well as my original Ilinata's Overlook. It will also add many more new locations. It will not be just bandits, doing a whole new mod will be a good opportunity for me to let my creativity lose and put a variety of ideas I have to use.
Meanwhile this patch will remain in its current form for those using MBC who want to use the patch.
By turbosnowyThis is a Game of Thrones style intro for Skyrim which replaces the Bethesda (Boom, Bah Boom) intro screen before the main menu.
Created by a guy called Brady Walt, 1000s of hours of work and a result that I think you'll agree is just a bit of 'WhhhhaaaaTheeeeeFuuuuuuuuu'
To install you can't just use a BSA/ESP combo since this changes things before they even load, so a bit a manual tinkering required - I included a renamed intro Bink movie, and the original Bethesda (with -original appended) so you wont lose it. Just unrar and stick in your Skyrim/Data/Video directory. To get the original Bethesda video intro back, just rename the GoT vid to whatever you like, and rename the original Bethesda video to BGS_Logo and you are done.
Hope this all makes sense.
To note, since it is the intro movie you cannot escape out, so when you get tired of it just change the filename of the original Beth intro to what it was and you are back to normal - nothing I can do about escaping early sorry.
Download consists of a multipart RAR file since LL only allows a max of 100mb to upload - boo hiss
As to why I did this, basically to see if I could - had no idea how to make an MP4 into an intro movie for Skyrim but saw it as a challenge -
Tale of Woe:
Night 1: This is impossible, menu uses NIFs and you can't convert a movie to a NIF format. Just give up.
Night 2: No don't give up! I don't need to make this a menu replacer, this can replace what comes before that - Skyrim uses a BNK format, OMG wtf is a BNK format? How do I get sound to work with it - FFS, Radtools dont work with MP4s, WTF?! OK try converting to WMV and then see what happens - OMG it works with sound! Uploading....
All copyrights reserved by whomever they are reserved by yadda yadda and massive credit to Brady for making this - an awesome undertaking and so well done!