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

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  1. Sinistrera My Presets

    I am part of the Skyrim mod community  for several years, I always wanted to contribute but as I'm not a Programmer
    my options are limited, so I came to share something that I lose my time in the game... YES
    create characters!!, I’m just addicted to creating Chars in every RPG I play, I spend at least 2 hours creating and recreating
    Anyway, here are some of my creations one more random than the other.
    (English is not my first language sorry if i made a mistake)

    🔷All Pesets
    Kratos - Nord General Kratos - Redguard Kratos Ghost of Sparta - Orc Madness - Nord Shrek the Raper - Nord ("irony") Hentai King - Orc NightShadow - Khajiit Nemesis - Nord 🔷Mod Requirements - mods that I used to create this characters.
    RaceMenu  https://www.nexusmods.com/skyrim/mods/29624 The Witcher 3 Eyes  https://www.nexusmods.com/skyrim/mods/79622  XP32 Maximum Skeleton Extended - XPMSE  https://www.nexusmods.com/skyrim/mods/68000 Ixum's Tattoos  https://www.nexusmods.com/skyrim/mods/73605 Flamebringer Tattoos  https://www.nexusmods.com/skyrim/mods/96745 Eyes of Aber  https://www.nexusmods.com/skyrim/mods/59192 SAM — Shape Atlas for Men  https://vectorplexus.com/files/file/10-sam-%E2%80%94-shape-atlas-for-men/ ⭐More Characters Soon.



  2. YPS Crafting Recipes - Making Makeup in Skyrim

    If you're like me a female dragonborn on the go,  you know how hard it is to stay lookin good in the land of Skyrim.
    That is why when @emily1673 released Immersive hair growth and styling I was like...  🙀💃
    But when I got to the local makeup merchant and saw the prices, I was... 😭
    You see, my dragonborn is poor and looking good can be expensive in Skyrim. 
    This mod provides crafting recipes for a few of the makeup items in YPS Immersive fashion (You will still need to buy some of the more exotic things). But it will allow you to look decent on a budget. 
    To start making makeup you will need the book "Making Makeup in Skyrim"* which can be crafted at a tanning rack with 1 ink and 1 roll of paper. Once you have that in your inventory you will see recipes at your local cooking pot for making Lipstick, Eyeshadow, and Nail Polish. There are some sub components that need to be made first on a few of those (namely lipstick, and remover pads) but most items will be pretty straight forward and made from things you can find around Skyrim fairly easily. 
    *It's not really a book it is really just a misc item. I didn't make it as a book and didn't notice I had done that till it was a condition on a bunch of constructible objects. Sure I "could" fix that, but why?
    This mod should work on both LE and SE with no conversion needed. 
    Skyrim and Dawnguard - Coming up with recipes for colorful makeup took more than base generic Skyrim can handle.
    Complete Alchemy and Cooking Overhaul - needed for immersive ingredients
    YPS Immersive Hair Growth and Styling - duh! 😄
    @emily1673 - For making YPS in the first place! 😍
    kryptopyr -  For Complete Alchemy and Cooking Overhaul 😎
    @Ashal - For LoversLab 🤗



  3. Creature Overhaul

    Skyrim Creature Overhaul
    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
    Death Hounds
    Huskies - Normal and Armored
    Ash Hoppers
    Mounted Rieklings
    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
    Highly recommended:
    (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
    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.
    Highly recommended:
    Any dodge mod. Trust me, you'll need it.
    OBIS to make bandits stronger. Complements my mod as both drastically increase the difficulty.
    Compatibility: IMPORTANT!
    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.
    Q: ENB?
    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:



  4. Mortal Weapons & Armors

    Mortal 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.
    Milk Addict:
    - 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.
    Known issues
    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
    Tailor Locations
    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. 



  5. SKSE Launch Patch


    It's here: https://www.loverslab.com/files/file/11041-skse64-launch-patch/
    It works a bit differently, but achieves almost the same result.

    Because of how mod managers work, my patch is incompatible with them. I'm not going to fix that - if you're using a mod manager, you don't need my patch anyway.

    Just run it. Execute it. Start the EXE file.
    Oh, and of course you need SKSE installed. It's an SKSE patch after all.

    This patch allows you to run Skyrim+SKSE:
    - from your regular Desktop shortcut
    - from Skyrim Launcher
    - from Steam client
    - or even starting TESV.exe directly
    - oh, the shortcut generated by SKSE will work too, but now you don't really need it
    When you run this patch:
    - it extracts it's own version of TESV.exe, which not only starts SKSE, but also hides its ugly command line window
    - right before extracting its own file, it renames official TESV.exe to TESV_original.exe
    - it edits or creates from scratch an INI file (SKSE.ini), which tells SKSE to work on TESV_original.exe instead of TESV.exe

    1. 1. It's neat - doesn't pop up a console window, like regular SKSE does.
    2. Because this patch will work with any version of SKSE, including those yet to come
    3. Because it doesn't conflict with mods, that use their own SKSE.ini file, since it edits the file, not places a new one
    4. In case of new Skyrim or SKSE version you only have to run the patch again
    5. If you overwrite SKSE.ini with some mods, executing the patch again will solve the problem
    6. Although this patch is written in English, it will work with any language version of the game



  6. [Tobi] OsaPoser

    Hmm... what this "Mod" do?... Its small XML plugin file for OSA Engine!...
    With this Plugin you can play any animation You want from any Animation Pack ^_^
    Discord: https://discord.gg/CDkcv22
    If You are new or dont know those Poser Packs
    but You want to download best of best look at Score ( amount of * - stars :3 )
    :: Supported Animation Packs ::
     - GS Poser                      ( Finished: 100% ) ( Score: ***** ) - Animated Poses
     - Fuwa Poser                  ( Finished: 100% ) ( Score: **** )
     - GomaPero Poser         ( Finished: 100% ) ( Score: ***** ) * NEW - Fixed ( download V3 ) ( 2020-07-21 )
     - Halos Poser                 ( Finished: 25% ) ( Score: *** ) - NOT FINISHED ( Download [Tobi] OsaPoser )
     - Pinup Poser                 ( Finished: 10% ) ( Score: ** ) - NOT FINISHED ( Download [Tobi] OsaPoser )
     - Zaz Animations           ( Finished: 5% ) ( Score: *** ) * NEW ( This will be deleted soon )
    Working on:
     - *
    !:: Requirements ::!
     << PLUGINS >>
     - OsaEngine ( and all its req. )
     - At least one Animation Pack
    !:: Instalation ::!
     1) Download "Declare.rar" and all Pose Plugins You are using
     2) Drop all files to: -> <SKYRIM> ...\Data\Meshes\0SA\_MyOSA\anim_1... <HERE>
    - If You don't have req. folders >> just make them !...
    !:: Update ::! ( 2020-07-21 )
    + GomaPero Animations finished
    + New ZaZ Animations ( very early WIP )
    + Some fixes in other Animation Packs



  7. BAT Scripts Collection



    Here. These scripts will work with both LE and SE. There were only minor changes to to console command logic and I accounted for it.
    It's a compilation of my old BAT scripts I had posted on Nexus + some new ones. I'm banned there, so I'm migrating here.
    These scripts serve many different purposes, some are actually useful.
    Others were made for testing and cheating purposes.
    Some of the scripts deal with Dawnguard/Dragonborn content, but will work just as good without them installed.
    Everything works based on assumption that your load order is correct, which means:
    00: (Skyrim.esm)
    01: (Update.esm)
    03: Dawnguard.esm
    04: HearthFires.esm
    05: Dragonborn.esm
    ...: (other ESM & ESP files)
    This is the correct load order for both SE (with or without USSEP) and LE (with or without USLeEP).
    USSEP and USLeEP are the Unoficial Patches for SE and LE respectively.
    To use BAT scripts they need to be in Data folder. Then you call them in game console with "bat filename" command.
    Example: "bat addshouts" executes the code from Data\AddShouts.txt file.
    Remember that console commands are case-insensitive, so "bat stats" is the same thing as "BaT sTaTs".

    Below is a full list of commands with descriptions what they do and how to use them:
    bat addshouts Adds all shouts to your magic menu (they will be greyed out and ready to unlock with dragon souls).
    bat aelaeq Gives Aela's equipment to player (only if not in inventory already) and equips as much of it as possible.
    bat divorce Click spouse and use it to remove all marriage data allowing for a new one. Wait 24h for AI to reset.
    bat experimenter Unlocks all tiers of Experimenter perk. Requirements are bypassed, no perk points are spent.
    bat paybounty Removes all bounty on your head from all Holds. If bounty was the reason guards were attacking, they will stop (even if they already spotted you).
    bat perks Unlocks all perks (werewolf/vampire too).
    bat perks0 Unlocks all perks (werewolf/vampire too). Additionally, reduces shouts cooldown to 0%.
    bat perks50 Unlocks all perks (werewolf/vampire too). Additionally, reduces shouts cooldown to 50%.
    bat stats Sets all your stats to 100 with fully filled progress bars. Also 1000 hp/magicka/stamina and carryweight 9000 (plus natural bonuses).
    bat unlockshouts Unlocks all the shouts you've learned so far (the greyed out ones) without spending dragon souls.

    Scripts are well commented so feel free to edit them to suit your needs.
    Despite being one of the best mod managers around, MO2 doesn't understand my mod.
    It fails to recognize that TXT files can be used by game engine and gives you an error that my mod contains no valid files.
    Solution: either tell MO2 to ignore the problem or edit meta.ini manually, by adding this line under [General]:
    Oh and make sure TXT files ended up directly in the Data folder and not data\data or something.



  8. Fairies of Skyrim

    UPDATE: 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
    >( 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^ )<
    Previews Bellow
    Click here to download this file




    Hello and welcome!
    A lot of years I tried to figure out the best graphical improvement for Skyrim in form of a suiting ENB-setting.
    I have tried a lot of ENB´s and often enough,
    I deleted them again and played with the vanilla graphics again.
    There has been never a suiting ENB, which was entirely working for me and
    so I began to create my own settings for an ENB, which is now a lot of month
    unchanged on my system, and which is quite the best, what I can offer and
    share with you.
    This ENB tries to give you the PURE PICTURE of the game
    and is by default not coming with unsharpen filters or DOF.
    This functions can be switched on if wanted and if you like to use them.
    The standard-setting is ULTRA-SHARP - from close items to the far distance.
    The Overall Installation way is MANUALLY only !!!
    DO NOT INSTALL this mod with a MOD-MANAGER !!!!
    Please safe your existing folders like: "OLD configuration" (create a folder in the SKYRIM-Folder which contains the whole loose files there around!)
    and then exchange your setup with my data-files.
    SKYRIM FOLDER: put the files of the COMMON - SKYRIM - FOLDER into the suiting Folder into your game: SKYRIM (FOLDER)
    OWN DOCUMENTS - MY GAMES - SKYRIM : rename your old INI-file with a suiting name and put this new ini-file into your folder where the "SkyrimPrefs.ini" is standing.
    What else is interesting/supporting this ENB:
    CLIMATES OF TAMRIEL (suiting for ENBs)  - should be used with this ENB
    Remove Interior Fog V.2  (not necessary)
    Revamped Exterieur Fog  (not necessary)
    And all other mods, which you like to use for improving the landscape.
    Imaginator - for trimming some different parameters of your choice   (is not neccessary)
    Water-mods - should not be necessary with this ENB...it´s "crawling the most" out of it....the Setting for the water is "clear-water" so far I remember.
    Enjoy to see a little more (exactly) than before;-))
    -rain should be working correctly
    -during rain, everything becomes "wet"
    -interieur is depending on the time and on the weather
    -night and day can be also depend on the weather and the location....
    -it is possible, that some locations become VERY dark, others not - if you like to change that, you have to EDIT the weather, not the common settings !!!
    p.s. all the suiting names for ENB´s still in use: so I choosed "SUPER"-what-else:-)
    p.s. it´s possible that this mod is not suiting to your taste - anyway is the pic ingame more better than on the pics-series !



  10. Focus Pokus

    Focus Pokus by Corsayr!
    (Okay @Monoman1 did like most of it. 😊)
    Focus Pokus adds a spell that tracks various armor slots (configurable in the MCM) and depending on what you are wearing in that slot (also configurable in the MCM) increases your MagickaRateMult and thus increases your magicka regeneration. 
    🤨Why would I want that? (You ask)
    I'm glad you asked!
    What it can also do is set that MagickaRateMult to 0 as default this will make it so that you have no natural magical regeneration, and will require some outside assistance to regen magicka. So if you as a mage are wearing cloth items in the tracked slots, the mod checks the number of slots filled VS the number of slots tracked and provides a global rating. Based on that percentage it triggers magicka regen 
    25% filled slots = 25% Magicka regen. 
    So if you track 4 slots
    1 slot = 25% regen
    2 slots = 50% regen
    3 slots = 75% regen
    4 slots = 100% regen
    as an example. 
    Obviously the more slots tracked the more items that have to be worn to achieve the percentage thresholds. But the magicka regen is always at the 25, 50, 75, and 100 percent. (So to get 50% regen when tracking 12 slots you need to be wearing valid items in 6 of those slots.) 
    🤔 I'm still not getting, why would I want this (You ask)
    Well, it's simple, the mod is basically designed to work with mods that damage or destroy your armor like Loot and Degradation, Mortal Weapons and Armor, Bikini Armor - Break, Equipment Durability System, etc, etc. 
    So as you become more naked, and un-able to equip armor in those spots you become more helpless. (less magicka regen)
    That's right! This is just another perv mod in disguise! 😄 Designed to make your poor magic character vulnerable when naked so she has to scrounge for any scrap of clothing to put on so she can use her boom magic!  😈
    🤨 Is it for LE or SE (You ask)
    That's a great question! you are so smart! The answer is BOTH! Doesn't matter it can be installed without conversion into either platform. (You will get a File 43 error in SE on the esp, but just ignore it, if you are here on LoversLab and using SE you probably already have a thousand File 43 errors already. What's one more? 😊)
    Recommended Mod(s)
    Obviously as mentioned before this whole thing works better and is more meaningful if your gear can be lost, stolen, or damaged in someway. So any mod that does that (I already mentioned a few)
    I like Widget mod for monitoring your Magicka Regen this mod is actually a corner stone of a larger magicka philosophy that a characters magicka regen shouldn't be something that happens without outside intervention. So knowing what your regen is at all times is helpful.
    Widget Mod LE or Widget Mod SE has an attributes widget that is helpful for that. Although it tracks the less useful MagickaRate stat and not the MagickaRateMult stat. This can be fixed by replacing the script pex in widget mod with this
    This script was made for me by @Blackbird Wanderer to change the Attributes widget in Widget mod to track MagickaRateMult. Just put that in the Widget Mod Scripts folder and allow it to overwrite (SE or LE doesn't matter works on both)
    Anyway, I am sure there is stuff I am missing, but I can always add more info later.
    For now I leave you with
    Special Thanks!
    @Monoman1 For basically making this mod (He made me do the spell myself so I'd learn, but the Scripts, the MCM, the FOMOD... all him) 😍
    @Ashal for LoversLab and bringing us all together here to digitally beat our favorite games into the games we actually want. 😄
    @Blackbird Wanderer for the Widget Mod Script and for being an inspiration for me 🥰



  11. OP Werewolf Form


    It's here and does exactly the same thing: https://www.loverslab.com/files/file/14209-op-werewolf-form-by-erundil/
    This mod was made for personal use, but heck, what's the reason not to post it.
    It does 2 things, both aimed at making the werewolf transformation more rewarding. Here goes:
    - Beast Form power was changed to lesser power, so it can be used multiple times a day, instead of just once per 24h
    - debuff that used to prevent werewolves from regenerating HP is gone and replaced with bonus to HP regen (1.00 right now, and it's already OP af, you can just stand there while they hit you)
    So there it is - transform and you are unkillable. And you are always ready to transform. How are poor NPCs supposed to take you down? It's impossible. You're invincible.



  12. A Werewolf Should Know Decency

    A werewolf should really know some decency and dress up after transforming back to human form. No one wants to see that ass, ok?
    It re-equips all your gear and spells when you transform from a werewolf back to human form. Including your power. And it puts your left hand items back in your left hand instead in your right.
    ATTENTION: there is a time lag before the re-equipping happens. It's due to the transformation anim taking longer than it seems to. Just be patient, your char will get dressed. Give it 5-10 sec.
    Those who know my other mods can probably guess that for me it wasn't about decency, but convenience. It truly is a bother to equip every piece of armor, every weapon and every spell again, just because I transformed once. Especially the power. Jeez, I just used the Beast Form transformation power. Why would the game unequip it, come on? Of all the things, why this?
    So here's a fix. It's not the first one around, and being a lazy person I wouldn't make my own if it wasn't out of necessity. All the other mods I found had some serious flaws - incompatible with Dawnguard, with RaceCompatibility, overwriting records I needed for something else, weird handling of crossbows, weird handling of left-hand weapon, ignoring non-vanilla slots (like for example underwear, wings, backpacks).
    I've never wrote a script for Skyrim before. I tinkered with Morrowind around 2003, but back in the day you wouldn't even need to compile it! The code structure was easier too... Anyway, it's 2019, I taught myself the Skyrim version of Papyrus, and there it is, behold. I managed to work around almost every bug Bethesda has thrown at me, except for the torch. It's bugged so I decided not to re-equip it. Sorry, but Beth fucked up torches badly. Don't believe me? Try mounting a horse holding a torch. See where the torch goes. Enough said. Congratulations, Bethesda.
    Anyway, I was considering not re-equipping the torch in the first place, so it kinda works for me. When you transform back, you should avoid being seen doing it. The torch draws attention, so lighting it should be a conscious choice, rather than a scripted, automatic action.
    This mod was made for use with:
    - Dawnguard (required)
    - SKSE (very required)
    - RaceCompatibility (the script is based on it - will work without RaceCompatibility, but it's better to have it)
    The QF_PlayerWerewolfQuest_0002BA16 script is all good, same in Dawnguard / vanilla and not even covered by RaceCompatibility.
    PlayerWerewolfChangeScript however differs between Dawnguard and vanilla. Analyzing the code, using Dawnguard version but playing vanilla shouldn't break the game, but it might throw errors and maybe, *maybe* bloat your save. RaceCompatibility further changes the script, but not in a game breaking way.
    This mod will conflict with any other that relies on changes in any of the 2 scripts:
    - PlayerWerewolfChangeScript
    - QF_PlayerWerewolfQuest_0002BA16
    Sometimes the script is packed in the BSA, so you may not know you're overwriting it with my mod.
    Every script author who provides the source code. The real MVPs. On the other hand fuck the authors who keep the source for themselves
    Creation Kit Wiki was helpful too, so kudos to all the contributors.
    My code is roughly based on Werewolf Aftermath Re-Equipper by Korodic.
    Oh, and the img idea is from WereWolf Return Form No Naked by aaa. It's crude and simple, but caught my fancy.



  13. [Tobi] Yuri Preset

     - Not much to say :o...
     Just a Face and Body preset I'm using ^_^ LeL... You can try it in Your Game :)...

     Discord: https://discord.gg/CDkcv22
     Sky-Preset: http://skypreset-warehouse.eu/Preset/ADetails/292 ( Here u can find my other ( OLD ) Presets ) ( And also Updates for Yuri )

     !:: Requirements ::!
     << EDITOR >>
     - RaceMenu
     - XP32 + BodyScales    ( Body ( Legs + Hands ) )
     - Janky Sliders+            ( Body overall )
     - BodyMorphs              ( Build with Chapi or 7BOT Sliders Preset - or use any other bud remove BodySlides settings in Game ( in RaceMenu ) )
     << BODY >>
     - UNP HDT                   ( 7BO ( or Chapi UUNP / BHUNP ) ) - Chapi is BodySlide defaulf Preset ( inside BS by Default )
     - Tobias 7BOT body     ( Textures + Normals ) - no Download -> But You can use Demoniac 8k / 4k
     << FACE >>
     - AdorableFace            ( Mod was deleted, ask me on Discord for Download ) - or Try with different Meshes
     - Yyev Makeup 4K 
     - Eyes of Aber
     - SG Eyebrows
     - Dint HDT Hair           ( May not be loaded by RaceMenu - KS Glow )
     << Colors >>
     - Custom Snapdragon
     - GrayLights               ( Custom Lights )
     - Sausan Hotel          ( ImageSpace + DirectLightning ) * Deleted around 2 weeks ago ( 2020-06-?? )

     !:: WARNING ::!
    Do =NOT= think That Yuri will look same in Your game as in mine.
     I'm using Custom Mods and some of my own Mods...
    For example i can Share AdorableFace( 61178-1-2-1 ) but I'm using custom AdorableFace
    Same with Lights and ENB ( i can upload Snapdragon ENB - but only regular version ) 
    Here You can see difference between Lights:
    Skyrim VS Sausan:
    Vanila VS GrayLights
     !:: Permissions ::!
    - You can do anything You want, she is a Slave...
     If You want to make Follower Version of her, let me know  ( i want to try Your follower Mod ^_^ )
              *I can help u if u need *
    Q:A?... Don't ask me Same questions over and over again...
     This type of Question is rly sad: 
    Q: Where do You put preset?...
    A:  ...\skyrim\Data\SKSE\Plugins\chargen... < HERE > ( Drop all files from .Zip )
    Q: Can You upload Sausan?
    A: No, this Mod is already over 11GB ( and it still grow ) It was deleted And I don't want to spend another 10 hours reuploading it
    Q: How to make my ENB look like Your?
    A: I don't know what would You want to do this... and You can't anywaa... Its not about ENB, its about GrayLight and Sausan ImageSpace / DirectLightning
     tbh, You can use any ENB u want, I'm using Snapdragon but everything looks very similar on all ENBs ( its about IS / DL and GrayLight )
    Q: Can You upload 7BO or/and Body Textures?...
    A: Maybe i will... but no now... My textures are still WIP... well my textures are in WIP Stage for last 2 Years xDDD
     I'm trying to make as most realistic Body i can... ( I'm not Graphics Designer - I'm Programmer / LevelDesigner ) so it may take while... ( like 50 years )
    On left:     vagina based on real human body photo ( 8k ) - maybe i watch too much Porn :o...
    On Right:  regular vagina that everyone download... ( ofc. texture on left use texture on right as base xD lol )
    You think kid that You already saw Good Textures?...
     What You gonna say about this:



  14. [Tobi] Double Dint Mod

    - Ohh so u want to know what this mod =DO=?...
    It's pretty simple, it use Facial Hair as Second Hair Slider ^_^
    So u can pick Second Hair for Your character and use them both at same Time !...
    Dint HDT Hair Mod have around 90 Hair Styles
    Double Dint hair Mod have 82 Hair Styles
     >> That gives You OVER 7380 POSSIBLE combinations
    If Dint999 Make more Hair styles it means You can make even more combinations
     + Yes, it do works with other Hair styles ( KS, HG, KI etc. )
    Discord: https://discord.gg/CDkcv22
     - Updates ( or KS / HG / KI version ) only on Discord!...
    !:: Requirements ::!
     << PLUGINS >>
     - RaceMenu
     - Dint999 Hair Textures and Meshes
    !:: Update ::!
    @Swe-DivX Reported few problems with Mod so i fix it
     - Removed unneeded items from *.esp file
    Look: ( Combination of Dint999 Hair Styles and HG ( Holliday Gift Styles )

    Thats how it Works:



  15. Mandatory Training

    This mod prevents progressing skills at certain levels unless you visit a skill trainer. It is a modified version of the Experience Multiplier mod by skepmanmods. I removed the MCM and instead added a script which automatically changes your experience gain rate to 0 at certain levels.
    I created this mod to combine it with SexLab Demanding Trainers by HexBolt8. The whole puropse is to add a reason for visiting a trainer even if you are short of money.
    Install this mod like any other by adding the files to your Skyrim data directory.
    You can check if the mod is working by using the console command "incPCS restoration". You should get a notifycation when you exit the console.
    The default version prevents your progress at levels 24, 29, 39, 49, 59, 69, 79, 89. I also added an alternate version with fewer levels: 24, 49, 74, 89
    You can also set your values by using Tes5Edit and changing the MaTr_PresistentScript Quest-Script properties "XpLockedLevels" and "SkillTierNames". Both properties have to contain the same number of entries.



  16. Restore Potions converted to crappy EXP potions

    A simple mod that replaces the all too common restore health/magicka/stamina potions found all over the game with potions that give the player a small, borderline worthless, boost in experience to a random skill.
    This was a mod I made for my personal use I decided to share for the heck of it. I felt the rather spammed occurrence of healing potions made the game a little too easy. Especially if you are like me a prefer to make the game more difficult in manners other that the default, rather lazily setup "everything kills you in two hits" vanilla higher difficulties. I wanted to replace the potions with something that wasn't particularly useful but would still be desirable enough to be something the player would want to pick up. This seemed like a good solution without playing into some other mechanic that is too easily broken already (such as turning them into money items for example: it is too easy to farm gold in Skyrim already).
    - Using one of the new potions will give a very small experience boost to a random skill of any type, regardless of the potion's color. The potions all also have a 1/18 chance to give a permanent +1 boost to your maximum health/magicka/stamina, depending on the potions color.
    - This mod does not effect fortify or recovery rate potions. They are much rarer and not quite as directly useful as the restore potions.
    - This mod does not effect restore potions crafted through alchemy. I feel like that was more of a specialized skill rather than just finding massive amounts of restore potions just lying around the game world everywhere.
    - The potions function as their vanilla restore effects when an NPC uses them, so this mod will not nerf enemy NPCs carrying restore potions.
    - The new potions are keyworded as "VendorNoSale" so alchemy/general shops will not sell them to you. No pay-to-win exp here. You can still steal any of the potions on display in towns though.
    - None🙂 Not even any of the official expansions. Just vanilla Skyrim. Well maybe SKSE but can't remember.
    That's actually The Apprentice standing stone symbol. I thought it was fitting to the concept. Plus this mod was something of a personal rush job so just call me lazy😛
    Mainly because the red (health) potions tend to be far more common than blue (magicka) or green (stamina) potions. That would heavily shift this mod in favor of warrior builds for what little it would be worth. So I decide to make the RNG completely even, with the rare +1 stat boost being the only thing unique about the colors.
    Maybe. I'm not able to test it. Can't think of any reason it wouldn't as long as you have the SE SKSE.
    - Just me this time.



  17. Pooled Shouts

    Pooled Shouts
    Shouts are pooled together. Unlike vanilla where you need to wait for the cooldown to expire and unlike individual shout cooldown mods where each shout cools down separately, with pooled shouts you can use the same shout more than once. So for eg you can do a wuld, another wuld and then do a fus ro dah in quick succession as long as you have enough 'voice pool' remaining. It's more like casting spells from a mana pool. This might allow for interesting combos. Because of the implementation of using an unused actor value as the 'shout pool' it might also allow for the creation of potions and enchantments that increase the size of the voice pool or increase the regen rate of the pool or instantly restore a portion of the pool. Or vice versa, debuffs to those aspects. You can gain shout experience by starting off with a small pool and gain pool size every time you unlock a shout. This means you can't immediately go to high gate ruin and learn storm call because you won't be able to cast it anyway. 
    You can customize the position, transparency & fill direction of the shout meter in the Mcm.
    The colors can be changed by modifying the json MeterColors.json. Use a site like: https://www.rapidtables.com/web/color/RGB_Color.html to pick a color and convert it to decimal and change the corresponding value in the json. 
    0 = Exhausted - The shout pool is exhausted and you don't have enough pool to use any words. Default Red.
    1 = Level 1 - You have enough pool to use the first word. Default yellow.
    2 = Level 2 - You have enough pool to use the second word. Default green.
    3 = Level 3 - The meter is full.
    As you unlock more shouts you'll gain more 'voice pool' to use. This makes useless shouts just a little bit more desirable for the extra pool they provide. You can set your 'starting pool' and 'pool per word' in the Mcm. You'll need to sleep after unlocking a word to gain the extra pool. 
    Why Bother?
    For the lolz I guess. I think it might be a little more interesting this way.
    Vanilla cooldown is a bit boring. And it's got the 'elixir of life' effect. Meaning you build this mentality of only using shouts when you need them because otherwise they'll be in cooldown and you'll be fucked. And so you kind of end up never using them. 
    Individual shout cooldowns I find pretty OP. Enter combat, cast absolutely every shout you have and obliterate the enemy with a massive alpha strike. All shouts cooldown separately so you might as well. The sooner you shout the sooner you'll be able to use that shout again. 
    I think pooled shouts might strike a more balanced strategic effect where you can still be badass when you want to. 
    The mod will 'allow' you to shout up to the max word you've learned even if you don't have enough pool to cover the cost of that word but the actual spell effect fired will only be what the pool can cover. Eg: You know all 3 words of Fus Ro Dah but only have enough pool to cast Fus. You can hold down the button and she will say 'Fus Ro Dah' but only Fus effect will be fired. I can not find a way to limit the number of words your character speaks when she shouts but at least the effect fired is correct. SetNthWord does not appear to work. I'm not sure I'd use it even if it did as it'd probably change the description in the magic menu and confuse people. 
    Obviously other shout mods like individual shout cooldowns.  Mods that have broken shouts also aren't supported. Shouts must have 3 words otherwise it's sort of broken. Try to unlock a broken shout and see for yourself. Broken shouts shouldn't mess things up but they won't behave like normal pooled shouts.  Anything that modifies the unused actor variable LastFlattered. I'm currently not aware of any other mod that uses it.   



  18. Flawn's Argonian Overlays

    -Flawn's Argonian Overlays-
    For all of your two-tone lizard needs!
    (Make sure you enable face overlays in "SKSE\Plugins\nioverride.ini")
    ("SKSE\Plugins\skee64.ini" if you use SSE)

    Here are some neck and torso overlays you can apply to your argonians. (or anyone really, they're only overlays after all)
    These overlays were made with my other mod in mind, but they will work with other retextures just as well.
    Special thanks to Dark Shasion for making some of the base-work for this



  19. More Female Guards(Botoxed)

    This file adds more female guards(12 more) to the lvl list used for female guards. No longer are there only 3 female guards.
    This file requires Botox mod, MY Files or Nexus version
    You need to rerun your bashed patch and then check it in Xedit if you use WryeBash's BashedPatch.
    I place this Mod in load order with other npc replacer mod. 
    I used photos of guards that featured dialogue in a test mod that I am making so I can learn to mod better. Note, these were easily accessible photos,but since it was asked about in mods forum I uploaded,into post on mods forum, the file that generates these dialogues. Requires DLC's and SL,+SL Aroused, I think. Have fun. 



  20. Morphology

    Morphology is an expansion related mod that adds powerful enchantments and potions, with some odd side-effects.
    Illicit Ingredients
    Several creatures, and all humanoids can now be dissected to obtain powerful ingredients. Currently, Dwarven Automatons, Chaurus, Spiders, Spriggans, Trolls, Skeevers, Hagravens, and Giants can all be harvested. Some of these ingredients can be converted back into normal ingredients at Alchemy Tables. Others can be cooked into odd meals.
    To dissect these creatures, all you need is a dagger to get started. Activating corpses while crouched will allow you harvest hunks of flesh from these creatures and humanoids. To obtain the other ingredients, you will need more tools. Specific embalming tools found in warlock lairs and nordic ruins allow you harvest fluids and organs. The scalpel, pick, and scissors aid with organs, while the screw tool aids with fluids. If you come across a dwarven extractor, that will also help you drain fluids.
    If you obtain a human heart or human flesh, you will have the insight to craft Dissection Tools at a forge, which allow you to harvest most cadavers easily.
    Warlocks, vampires, and apothecaries may have some of these new ingredients on hand as well.
    Experimental Potions
    The ingredients from these creatures will have beneficial effects similar to those found in vanilla ingredients. However, unlike vanilla effects, these can be stacked without dispelling each other. Multiple resist or fortify potions made of these experimental effects can be active at the same time. The draw-back is the side effects. Each effect changes your body by some amount, relative to the strength of the potion you made. The changes are dormant until you have a night's rest, but will be dramatic afterwards if you overuse them.
    Ingredients harvested from humanoids have no pragmatic effects, but can counteract the side effects of the other ingredients.
    If the side-effects of your potions are getting out of hand, you can craft Blood Elixirs at an Alchemy Table, which partially restores your original shape.
    Unstable Enchantments
    Several unstable enchantments can be found on simple rings, found in dungeons and on enemies. These effects mirror normal enchantments, yet, they can be applied onto any piece of armor or clothing without restriction. However, prolonged use of these enchantments change your body over time. These side effects are dormant until you sleep, but can get out of hand if you rest wearing these artifacts.
    You will occasionally find Warped Soul Gem Fragments. To partially reduce the side-effects of the enchantments, you can take three of them and a roll of paper to an enchanting table and craft a Scroll of Restore Form.
    Vanilla Effects Plugin
    If you don't want to go through the effort of finding and using these enchantments to start changing your character's body, you can download the Vanilla Effects optional plugin. This causes all vanilla armor enchantments and beneficial potions to cause changes.
    This mod requires NiOverride or RaceMenu, and CBBE RaceMenu Morphs, and Armor and Clothing Models built through Bodyslide with Morphs Enabled.
    If you don't know about anything I just said, do some Googling or ask in the forums.
    This mod should be compatible with everything else. It just needs a bashed-patch due to some item list edits.
    I also recommend you install a mod that makes the morphs actually detrimental to your character. SexLab Disparity is one I can think of.



  21. Knockdown Immunity

    Formerly known as: Who Knocks Down the Fucking Dragonborn
    Why is the Dragonborn being shouted down a mountain while not being able to knock down a stinkin redguard?
    So simple simple story, I got sick of getting knocked down in combat and I couldn't find a mod that stops that from happening so I made one myself. It is a simple .esp that keeps your character from falling when getting Fus Roh Dah'd by draugr or being knocked down period. But you can still knock down others OH YES.
    I added a few keywords to a few key places. With some trial and error I can finally go toe to toe with the greybeards.
    Is the name too boring? ¯\_(ツ)_/¯
    Also thanks to Bethesda for making a huge ass game that I can dink around in.



  22. [full_inu] Hunter's Dream

    * FROM SOFTWARE - models, textures
    * full_inu - meshes porting, texture edit
    * Betsujin - artwork

    "Welcome to the Hunter's Dream!.."
    This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas.
    First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version.
    To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones.

    Or type in console:
    coc hunter

    Music can play night track at daytime.
    Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location).
    It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons.
    To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg:
    This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne.



  23. DDAccessories 1.0 - Glowing Halos and Rings


    - Description -

    Made-from-scratch halos and glowing rings around the wrist/ankles as accessories.

    These have no gameplay benefit. They are made for character screenshots/aesthetics.

    I plan on adding more accessories to this mod over time, but this is the first major update.

    Partially inspired by one of ShinglesCat's mods.

    - Known Issues -

    May be clipping depending on your character's head, hair, and body.

    - Requirements -

    None...or, there shouldn't be any.

    - How to Get -


    - Credits -

    ShinglesCat, for inspiration.

    The modders on Discord who have personally helped me with my work and about modding in general.

    My wonderful Patrons for being generous enough to support me ❤️

    - Tools Used -

    Marvelous Designer
    Outfit Studio

    - Permissions -
    - Body(slide) conversions can be shared without asking, so long as I'm always given credit and the original mod is linked.
    - Otherwise, do not re-upload the meshes/textures elsewhere or use them in your own mod without my express permission.
    - Recolors and retextures are permitted provided that the meshes are not included - if they have to be, for some reason, contact me.
    - No part of this mod (textures, meshes, etc.) is allowed be paywalled or otherwise sold personally adjusted or otherwise.

    - Links -


    Please feel free to post screenshots! I'd love to see them.  



  24. TES V Time Traveler Stories







  25. Body Builders

    The 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.
    Customizing Morphs
    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.



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