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

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  1. Hearthfire Dungeon Addon

    Hearthfire Dungeon Addon
     
    Ever wished your Hearthfire home had more storage space?  Maybe a little extra storage space.  Or maybe what you were really hoping for was a place to keep all those slaves, naughty followers, captives, and other NPCs you've collected and have lots of options to play with them?  Well wait no longer because that is exactly what this mod gives you.
     
    The Hearthfire Dungeon Addon adds a large dungeon space to each of the cellar of Heathfire homes you can build in Skyrim.  The space branches off the main cellar, first adding a small storeroom where you can keep extra books, loot, ammo and other items.  Further down it adds a large main room where you can display and play with slaves and NPCs.  In this area you will find many activator icons allowing you to install and swap various ZAP furniture options (more than 40 options are included) as well as three different bed style, or just pack them away to make room for your own options either added with console commands, Display Model, or whatever other furniture placing mod you wish to use.  From the main room you can enter the upper grotto pool area where you can sit and relax in a natural cave.   Or head down to the prison room where your slaves can sleep, or keep them in kennels, the choice is yours.  Finally there is the lower grotto where slaves from the prison can bathe and relax after a hard day of being played with (and you can watch them from the upper grotto).
     
    The space includes many other features.  In the storeroom you will find an Elder Scroll display case where you can store your Elder Scrolls.  There is an arrow ammo storage display that changes according to the type of arrows you have stored in it at the time giving you a visual reference as to what types of arrows you have.  There are book cases, weapon racks, chests and strong boxes to keep various other odds and ends.
     
    If you happen to be a vampire, your crafted coffin now has a new location in a hidden room that only becomes revealed after crafting the coffin.
     
    The pool area include the oft used feature of stripping naked those who enter, but there is the additional feature of being able to turn this function off (look for a basket containing clothes by the entrance to the upper grotto, just click it and the clothes disappear out of the basket, if the clothes are gone the script is off, if the basket is full the script is on).
     
    Torch sconces through out the space allow you to dynamically adjust the light levels to whatever suits your personal taste.  Just place or remove torches in the sconces to turn on or off additional lighting.
     
    Additionally, in the main hall there are some new furniture options as well.  You can now freely swap the dining room table set with an alternate chair set or large furpile bed set or just pack them all away.  The controls for this are on a shelf just above where the main room workbench appears.  Also, I made some of the main room items on the mantle static so they aren't constantly being knocked around.  All interior cells now have COC markers so if you use console COC commands you appear at the entrance where you should.  Cell ownership is set to the player and I adjusted the interior fog (greatly reducing it).
     
    Installation:
    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.
     
    Uninstalling:
    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.
     
    Requirements:
    Skyrim.esm
    Update.esm
    Dragonborn.esm
    Hearthfires.esm
    Dawnguard.esm
    ZAZAnimationPack (version 8.0 or higher)
     
    Recommended Mods (NOT required but this mod works well with them):
    PAHE (Paradise Halls Enhanced)
    Home Sweet Home
    Interactive BDSM
    And You Also Get A Slave
    I'll Take the Display Model
    Sexy Bandit Captives
     
     
    SE Version:
    None for the foreseeable future.
     
    Known Conflicts:
    PAHE Lakeview Cell Addon (this mod will cause the pool water to not look correctly IF it is placed after the Hearthfire Dungeon in your load order.  If you wish to use this mod, make sure it is placed BEFORE the Hearthfire Dungeon Addon in your load order) If you are using my older version of this mod previously shared in my Prettier Bandits support thread, make sure you remove all torches and fully uninstall that mod before installing the new version or you may get some odd torches issues.  
    In Game Usage:
    Install the mod into a new or existing save game. Craft one of the Hearthfire Homes, build the cellar, as soon as the cellar is built the dungeon is there (fully functional) Have at least 20 torches in your inventory (40 will be enough for the full dungeon) Head down to your new dungeon and use the torches to adjust the lights the way you want. Activate whatever furniture options you like, you can change them as often as you want. Explore and enjoy!  
    History:
     
    Credits:
    CPU - for scripting lessons, scripts, patience and encouragement
    Ed86, Musje and Valcon767 for additional scripting advice
    T.ara for advice on some of the furniture placement and options
    Psalam, Karlpaws, Donttouchmethere and Valcon767 for being a great bunch of beta testers, making lots of suggestions and generally helping make this mod what it is.
     
    Stalactites are by Leodoidao available at Nexus
     
    Future Plans:
    None
     
    Change Log:
    ---- 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
     

    24,540 downloads

    Updated

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

    This mod is a prerequisite to my “Circulated In Skyrim” (CIS) patches. All up-to-date CIS patches reference CISCore content.
     
    *Note* CISCore is only a set of "core files". It will not "circulate" or "distribute" items by itself.
     
    What is CIS?
    The CIS (or “Circulated In Skyrim”) mods distribute items added by other mods that are otherwise unobtainable in-game without the use of console commands or scary scripts. Many mods that add new items to Skyrim don't make them available to NPCs or lootable objects. The CIS series not only fixes this problem, but it also rebalances and adds new variants of modded items based on vanilla content. In some cases, CIS mods also repair minor bugs present in mod content.
     
    What is CISCore?
    CISCore is a collection of custom leveled lists (LVLI), object effects (OBJE) and outfit templates (OTFT) that are referenced by other CIS mods (also called "CIS patches"). By having CIS patches use a set of core files, it's possible to perform updates to the CIS series without individually updating every patch. In addition, it makes adding new entries to the CIS series significantly easier, and reduces the likelihood of errors when creating and merging CIS content.
     
    What does this mod do, and how so?
    In a nutshell, the CIS series replaces items in Skyrim with leveled lists (LVLI), which makes it possible for different items (such as modded content) to be spawned in place of vanilla content. CIS mods override vanilla leveled lists (LVLI) and outfit templates (OTFT) using CIS-leveled lists (LVLI), which contain mod-content. When applicable, CIS mods also add new content (based on mod-content) to CIS-leveled lists, such as enchanted items.
     
    Table of Contents
    ------------------------
     
    What are CIS Patches?
    --------------------------------
    CIS patches inject CISCore's leveled lists (LVLI) and vanilla leveled lists (LVLI) with mod-content. CISCore is a framework, and CIS patches use CISCore to distribute new content in-game. Every CIS patch is specifically tailored to one or more mods. They are responsible for enchanting (when applicable) and rebalancing the items they circulate in Skyrim. 
     
    It takes a lot of work to distribute and enchant modded content, so it's understandable why many authors don't bother. With mods like Lootification, one could technically argue that it's unnecessary. However, mods like Lootification are what I like to call "blanket fixes". While they do distribute modded content, they only cover-up the problem. Script-based solutions offer much flexibility, but they can be considered  “one-size-fits-all” strategies.
     
    Most loot-distributing mods are designed with weapons and armor in mind. They may or may not pay attention to other types of items, and in many cases, they can’t. While they work great with basic sets of gear (such as cuirass, helmets, greaves etc.) they struggle with non-vanilla-based gear (such as "bikinis", collars, and other "non-standard" gear). They cannot dynamically enchant or rebalance these "exceptions", and will require user input to maintain in-game balance.
     
    My CIS patches are created by hand, allowing for a greater degree of balancing and edits no "blanket fix" can do. These patches are carefully designed to be balanced in relation to the vanilla Skyrim experience. They rename, enchant, adjust, and distribute modded content into Skyrim. By avoiding scripts, the CIS series won’t (directly) contribute to script latency or lag. CIS patches come in all shapes and sizes, to best integrate modded content into your game.
     
    How do I make my own CIS patch?
    -------------------------------------------
     
    What CIS Patches are there?
    -------------------------------------
     
    How does CIS work?
    -----------------------------
    As mentioned before, the CIS series replaces items in Skyrim with leveled lists (LVLI), which makes it possible for different items (such as modded content) to be spawned in place of vanilla content. But before I can describe how CIS mods work in detail, you’ll need to be well-acquainted with leveled lists (LVLI) and outfit templates (OTFT).
     
    Leveled lists (LVLI) are (literally) lists of one or more items that Skyrim spawns randomly and/or based on the player-character’s level. They are used for anything between filling lootable objects (such as barrels or chests) and equipping NPCs with gear. Outfit Templates (OTFT) determine what weapons and armor an NPC spawns (and is equipped) with. They contain one or more items or leveled lists (LVLI).
     
    All CIS patches rely on a set of core files, CISCore. CISCore replaces items in Skyrim’s leveled lists (LVLI) and outfit templates (OTFT) with new leveled lists containing that item. These leveled lists (LVLI) all referred to as "CIS leveled lists". Mod-content is inserted into CISCore’s leveled lists via “CIS patches”, separate mods which work with CISCore. After creating a Bashed Patch (using Wyre Bash) or a merged patch (using say, xEdit), Skyrim will randomly spawn mod-content in place of vanilla content. . . thereby circulating it in Skyrim. CIS patches also inject new enchanted variants of mod-content into CIS and Skyrim leveled lists (LVLI).
     
    Some CIS patches may distribute items in your game a little differently, but it's all based on the same method. CIS mods use no scripts whatsoever.
     
    Why have "core files"?
    Technically speaking, there's no need to have "core files" (or "CISCore") for this method of loot-distribution to work. However, CISCore provides both you (the user) and me (the modder) distinct advantages. CISCore manages outfits (OTFT) and leveled lists (LVLI) which are used by other CIS mods. It also contains custom object effects (OBJE), which are used for custom enchantments. By having these items managed by a set of core files, it makes it possible to update them (and by extension, the whole CIS series) with a single .esp (rather than updating all CIS .esps). On your end (the user), it makes updates a snap! CISCore also reduces file sizes and makes merging the CIS series easier, by reducing the amount of data needed in each CIS Patch.
     
    Why use CIS?
    -------------------
    When distributing new content to Skyrim, there are many ways to do so. I'm going to try to convince you to use my way.
     
    Console Commands don’t randomly distribute items to characters or lootable objects, and they are impractical to use with regularity. Every console command requires user input, breaking immersion for many players. You could use batch commands, but it doesn't solve any of the problems listed above.
     
    Add Item Menu (or AIM) is a user-friendly way to add items to player’s inventory, but it suffers the same disadvantages as console commands.
     
    Automatic Spells and Increased Spawns (or ASIS) only distributes spells and perks. It will not rebalance them without user input. As a script-based solution, it has a significantly higher chance of causing undesired effects, such as unbalanced encounters or script-related issues.
     
    Lootification does distribute new content into Skyrim, and with great proficiency. However, it does not rebalance individual items by itself, and has limited renaming capabilities. It will struggle with any "non-vanilla" based loot, and is intended for equipable gear. Like all script-based solutions, Lootification is “one-size-fits-all” and suffers similar disadvantages to ASIS.
     
    Wyre Bash doesn’t distribute new content to Skyrim by itself. It merges pre-existing leveled lists together, which exist in vanilla Skyrim and are created by mod authors. Most mods which add items to Skyrim don’t include leveled lists, and thus cannot be distributed in-game by Wyre Bash alone.
     
    But here's the beauty of my CIS mods. No matter what method of loot distribution you use, CIS should be compatible with all of the above options (and more!) Because CIS uses no scripts, it is (in theory) compatible with just about anything you install.
     
    Why not use CIS?
    -------------------------
    No mod is perfect, plain and simple. I hate to rag on my blood sweat n' tears, but something's got to be said.
     
    - CIS may conflict with other loot-distribution mods. I know what I just said, but hear me out. While the effects of such conflicts shouldn’t break your game, you may have NPCs spawning with extra copies of items, or not spawning with the full range of items you have installed. Although, you should be able to solve most of these conflicts with a mod merge or patch.
     
    - CIS has no in-game or easy-access settings. To edit any CIS file, you'd need to open them via Creation Kit or xEdit and edit them manually. Unfortunately, CIS patches require an immense amount of labor to edit. CIS patches have taken me anywhere from hours to literal days to create. In one case, I spent over one-hundred hours making a CIS patch.
     
    - CIS uses a great deal of leveled lists (LVLI), and every CIS patch you install may increase that number and/or the number of entries in those leveled lists (LVLI). Every leveled-list (LVLI) and leveled-list (LVLI) entry taxes system resources, and they may affect frame-rate if called upon in large numbers (such as spawning many NPCs at once).
     
    - CIS uses a new .esp for every patch. This problematic for the avid modder, where .esps are a valued commodity. If you are in need of free space in your load order, I highly recommend merging all CIS patches. Do not merge CISCore with your CIS patches. . . I'm not sure what would happen. It might be okay though.
     
    Goals
    --------
    Custom Enchantments - For the time being, I will be sticking to vanilla enchantments. However, I would like to introduce custom enchantments to the CIS patches, thereby increasing the variety of loot they bring to Skyrim. I intend on making them similar to vanilla enchantments, to insure they remain balanced. Perhaps on a later date, I'll try less erm, balanced ideas.
     
    Screenshots - I’ve never been a fan of mods without screenshots, but I’ve yet to settle on an aesthetic for my Skyrim installation. When I am ready to show-off my Skyrim, I will upload screenshots showcasing the effects of the CIS patches in-game.
     
    Stability - I want the CIS series to be as stable as possible. To help insure stability, I will try to minimize null references and try to use only the assets provided by vanilla Skyrim (and DLC) and the mods being “patched”. I plan on keeping the CIS series strictly script-free, to maximize compatibility between Skyrim installations.
     
    Questions, comments or concerns
    -------------------------------------------------
    Feedback is deeply appreciated, and necessary to the improvement of my work. Are my mods working as intended? If not, please notify me straight-away. I want to insure that my mods are as universally-functional as possible. If you have any ideas or suggestions, let me know and I will consider them for future releases of my mods.
     
    Will you make a “Circulated in Skyrim” patch for [insert mod]?
    Are you paying me? If not, probably not. The keyword is probably, not definitely. 
     
    What if I'm paying you?
    I wasn't expecting that. . . uh, I'll work for as long as I have Mountain Dew in my mug.
     
    Installation
    ----------------
    Unzip the contents of the “CISCore” file within your “Data” folder inside of your Skyrim install folder. This mod must be placed ABOVE any CIS patches you have installed.
     
    Permissions
    ------------------
    Feel free to modify my work to your heart's content. You may share my (modified) work with other, but please provide a link to the original (download page) and do not host my mods on other sites without my prior permission. In the event that I cannot be contacted (within' a month's time), then you may distribute and host my work (to your heart's content). However, I may revoke this privilege at any time.
     
    Requirements
    --------------------
    Skyrim.esm
     
    Updates
    ------------
    Version 2.3.? (Est. Release: July, 2019)
    Minimum Requirements: All Skyrim DLC
    Added standalone leveled lists for (vanilla) armors.
    Added standalone leveled lists for CISNPC
    Added standalone leveled lists for (vanilla DLC) armors.
    Added replacers for (vanilla) Outfit Templates
    Updated (vanilla DLC) Leveled Lists with CIS Leveled Lists
    Updated (vanilla) Outfit Templates with CIS Leveled Lists
    Updated (vanilla DLC) Outfit Templates with CIS Leveled Lists
     
    Version 1.3.0 (June 29, 2019)
    Minimum Requirements: None.
    Added standalone leveled lists for (vanilla) armors.
    Added standalone leveled lists for CISNPC
    Updated (vanilla) Outfits with CIS Leveled Lists
     
    Version 1.2.0 (June 25, 2019)
    Minimum Requirements: None.
    Added standalone leveled lists for (vanilla) armors.
    Added standalone Object Effects (or enchantments)
    Added standalone leveled lists for CISNPC
    Updated (vanilla) Leveled Lists with CIS Leveled Lists
     
    Version 1.1.0 (May 25, 2019)
    Minimum Requirements: None.
    Added standalone leveled lists for several new (vanilla) armors.
    Added replacers for (vanilla) Outfit Templates
    Fixed "Hunter Outfit" with proper boots.
    Updated (vanilla) Outfit Templates with CIS Leveled Lists
     
    Version 1.0.0 (Aug 29, 2018)
    Minimum Requirements: None.
    Added standalone leveled lists for vanilla armors

    2,550 downloads

    Updated

  3. Eat It

    There is a lot of useless loot in Skyrim. How often do you have your pockets filled with different clutter? And what should you do with it? Just sell or drop down?...Bring harm to the ecology?! Wait! Put it into the cooking pot and then eat it.
     
    Come on, you can eat dragon souls, so why you couldn't eat broom, or clothes iron?...

    81 downloads

    Submitted

  4. Underground Survival (UGS)

    Underground Survival (UGS)
    early alpha WIP
     
    This mod is designed to work alongside Chaurus Life (https://www.loverslab.com/files/file/9304-chaurus-life/), but functions on its own.
     
    Underground Survival attempts to remedy some shortcomings in most survival mods by adding resources to caves and lairs that can be used to extend the PC’s survival in these environments, possibly indefinitely.
     
    The mod has two principal effects:
    First, it makes many underground roots, ferns and shrubs harvestable, allowing you to acquire a small assortment of items from them, including some of the “edible” items from Hunterborn, some fire-making materials from Campfires, and a few custom ingredients meant for use with Chaurus Life.  Note that though this is targeted at underground plants, if those same plants are found above ground, those can also be harvested.
     
    Secondly, it provides a minor drinking source (via iNeed) in some caves that otherwise don’t have any such sources.  Note these sources might be hard to reach in some places.
     
    Hard Requirements:
    Campfire v 1.11 (https://www.nexusmods.com/skyrim/mods/64798?)
    Hunterborn v 1.6 (https://www.nexusmods.com/skyrim/mods/33201)
    ... and any patches needed to make these work together.
     
    Soft Requirements/Integration:
    Though not strictly required, Underground Survival is built to integrate with needs mods.
     
    iNeed v 1.602 (https://www.nexusmods.com/skyrim/mods/51473)
    OR
    Realistic Needs and Diseases 2 (https://www.nexusmods.com/skyrim/mods/78785; not tested on any other version, though they should still work)
     
    If integration is needed for other needs mods, please notify me of which mods you need integrated.
     
    Additionally, one of the alchemical effects available through this mod is associated with Sexlab Aroused Redux, and will do nothing without that mod installed.  (In point of fact, at present it also will do nothing without Chaurus Life since there isn’t another ingredient to pair the effect with.)
     
    Incompatibilities:
    YASH (https://www.nexusmods.com/skyrim/mods/32562), which is where I got this idea.
     
    Any other mod that makes the same plants harvestable will also conflict, with the last one loaded being the winner.  I don’t know of any such mods, but I assume there are some.
     
    Injected Records:
    To have compatibility with other mods without needing dependencies, this mod uses the following injected records (all shared with Chaurus Life):
     
    01CECE1E: INJArousalSuppressantMGEF
    01CECE1F: EcoSystemREF
    01CECEA1 through 01CECEBD: placed instances of EcoSystemREF
     
    In the exceedingly rare event that another mod uses this same method and selects that same FormID, bad shit may happen… or it could do nothing at all.  No way to know.
     
    (Thanks to Chesko for introducing me to this idea.  I don’t know if it was original with him, but the Frostfall API web page is where I first learned of it.)
     
    Future Plans:
    While Underground Survival can be used by itself, it is intended to pair with Chaurus Life and will serve a secondary role to that mod.  As development of Chaurus Life continues, this mod will grow to add more options.
     

    533 downloads

    Updated

  5. Soulsborne Sound FX

    modder:
    ryonalice  Aeloyis
      This mod makes skyrim combat sounds like Dark Souls and Bloodborne   This file contains compatible patches with other mods. If you don't know what it is, delet patches, otherwise you will not be able to enter the game.   Credits Fromsoftware Lordaloa lazygecko   early mod preview video  

    2,480 downloads

    Submitted

  6. Cute Breton Preset

    Uploaded this to Nexus, through I might as well drop it here as well. 
     
    I've been using this preset for a while on my game and decided to upload it! This preset is for Racemenu.

    To get the same look you will need the following:
    Demoniac Skin Texture
    Hepsy Hair
    Mikan Eyes

    Although I've used this preset with Fair Skin Complexion and it looks good

    I strongly recommend Eye Normal Map Fix, Improved Eye Reflections and Cubemap, and a mod that fixes the invisible eye glitch. Not just for this preset, but for everything really.

    ENB is Snowfall, and I honestly cannot recommend it enough.

    139 downloads

    Submitted

  7. Multi_Cloak_Counter

    What does this mod do?
    Nothing funny ... I have done it in response to this post to demonstrate, once again, that the stacks dump are totally harmless. Read the full post and you will see that simply by common sense they have to be harmless.

    You can read the technical documentation on the Skyrim wiki and the Fallout 4 wiki. You should know that SmkViper is one of the official Bethesda developers and obviously no one can know how the game works better than the people who have programmed it.
     
     
    This mod activates up to 16 cloaks on the player and adds a spell on each npc. With 25 npc's it generates 400 spells. With 50 npc's it generates 800 spells. With 200 npc's it generates 3200 spells.
    I count the applications and eliminations of the spells in global variables while the Stack Dumps are generated.

    That proves without a doubt that the Stack Dumps are totally harmless and the Papyrus Engine never discards scripts and never loses an event.

    But the Game Engine is not as perfect and sometimes it does not eliminate the spells and sometimes eliminates them but does not call the OnEffectFinish function. I have added an option to control and patch those bugs and the counters always match. 
     
     
    This test needs a constant number of npc's and can not be executed in external cells because the number of npc's can change very easily.
    You must run the test in an indoor cell. If you generate the npc's with my mod you should lock the doors BEFORE generating them. Go to the door, open the console, click on the door, type "lock" and press [enter]

    To start the test, cast the Multi_Start spell in Illusion.
    To stop the test, cast the Multi_Stop spell in Illusion.
     
    The mod may have problems with other mods that generate or delete npc's. For example, the option to eliminate childrens in Sexual Fame can reduce the number of npc's and any follower mod can teleport one of yours followers at a bad time.
     
    Remember, the number of npc's in the cell must be constant.

    34 downloads

    Updated

  8. jBS2BG - BodySlide to BodyGen Converter/Generator

    jBS2BG - BodySlide to BodyGen Converter/Generator
     
    This is a rewrite of the original one that can be found here, rewritten in JavaFX to have better layout and functions.
    Credits to shoka for the original guide and converter.
     
    Requires Java 8 installed.
     
    If you don't know how to use BodyGen, check out the bottom of the description for a guide.
     
    As of v1.1.0, inverted sliders are calculated differently, so instead of zeroing all sliders, a new neutral preset is required for building the base body, armors and clothing.
    Use the following presets for building your base bodies and outfits.
    CBBE: -Zeroed CBBE-.xml
    UUNP: -Zeroed UUNP-.xml (This is already included in the UnifiedUNPPresets.xml in BodySlide, but just in case...)
    (Remember to check the UUNP checkbox in jBS2BG if the imported XML preset is for UUNP)
    Clams of Skyrim: Zeroed Clams of Skyrim + Settings.7z
    Touched by Dibella: Zeroed Touched by Dibella + Settings.7z
    CBBE SE Settings: CBBE SE Settings.7z (For RaceMenu SE using CBBE SE base body)
     
     
    Requirements:
    BodySlide - For creating XML presets. RaceMenu - BodyGen. TES5Edit - Optional, for retrieving a list of NPCs from different mods/masters.  
    Description:
    This is a GUI program for generating RaceMenu BodyGen INIs from BodySlide XML presets. With this, you could just add your BodySlide presets and target NPCs
    through the user interface and generate the "templates.ini" and "morphs.ini" required for BodyGen instead of writing the INIs manually.
    BodyGen is a feature in RaceMenu for assigning different body morphs to every NPC in the game.
    Check out some documentation on BodyGen here.
     
    Important Note:
    Once a character is morphed in-game, reassigning a different preset to it by changing the "morphs.ini" will not work.
    To solve this, you need to clear your save's skse co-save file where the morphs are stored. You can use this tool for that: NetImmerse Override Cleaner
     
    Fallout 4 Support:
    I've been informed that it works with Fallout 4's LooksMenu BodyGen.
    Just modify the "settings.json" so that it looks like this:
    { "Defaults": { }, "Multipliers": { }, "Inverted": [ ] }  
    Changes from the old one:
    Now written in JavaFX instead of Swing, which allows awesome looks and styles. The old one was written on a whim which resulted in poor UI layout. This one's window is now resizeable. Confirmation prompts for some actions. The NPC list is now viewed in a table that is sortable and filterable. Some other improvements.  
    Changelog:

    Screenshots:
     
    Features:
    Generate templates and morphs INI. Save and load your settings to and from a .jbs2bg file (json file) that can be shared to anyone since the data of the presets are stored in the file so the external XML and text files that were used are no longer required.  "Edit SetSliders" allows you to set the weight or even set the range to which a SetSlider will randomize. Table views for NPCs are sortable and filterable for easier management. BodyTypes of Skyrim JSON conversion.  
    Guide:
    For this guide, I'll be using CBBE body as that is what I mainly use.
    Also, this guide will be assuming that you already have both BodySlide and RaceMenu installed and that you know how to use BodySlide.
     

    2,729 downloads

    Updated

  9. Enderal Blacksmiths

    Enderal compatibility patch for blacksmiths.
     
    Enderal uses the Skyrim engine, but is a completely different game with none of the Skyrim world present.   It's available on Steam for free for anyone who owns Skyrim.
     
    Various devious mods have special dialog options for blacksmiths.   These dialogs don't work with Enderal.   This small mod fixes that.   This mod re-creates a missing faction that all blacksmiths are expected to be members of.   It also adds NPC blacksmiths to the re-created faction.
     
    Blacksmiths supported are:
    Sura Sootman - Riverville Darius Floorhammer - Ark Halda Stronghand - Ark, Sun Temple Court Blacksmith - Ark Quartermaster K'Nyal - Ark, Undercity  
    I attempted to find all vendors who seemed to be blacksmiths.   Please report any missing blacksmiths in the support thread.   Also, please advise if any of the first five  blacksmiths seem inappropriate.

    88 downloads

    Updated

  10. The "Skyrim Ingame Font"

    Hello,
    with this font, you can easily create new signs for your buildings, name items and stuff authentic similar to the original skyrim font.
    I personally will use this so to create street-signs for the ZAP-WORLD.
     
     
    Original Font Name is: "Morris Roman" (I renamed it because I stepped thru 100 of fonts until I finally found it.)
    Copyright (c) Typographer Mediengestaltung, 2002.
    All rights reserved. Designed by William Morris in 1893.
    Digitized and hinted by Dieter Steffmann, Kreuztal.
     
     
     
     
    You can find William Morris easily on Wikipedia.

    289 downloads

    Updated

  11. (Tool) Stack Dump Checker

    Summary:
     This is a python script that checks for stack dumps in papyrus logs.
     
    Background:
    If too many papyrus scripts exist in memory (the papyrus engine stack) all at once, the engine will dump some of its stack to garbage to prevent a stack overflow. Those dumped scripts are not retrieved nor revived, some will restart from scratch with all their state reset, but some will never restart on their own. Script dependencies can break, threads can break, state is lost and thus; Mods can break.
     
    Once you get a single stack dump your save is broken. Maybe you can save clean the affected mods from your save to reset them with a save cleaner, but you have to clean every affected mod those scripts are attached to, and you lose settings/state/quests and everything saved to that mod anyway. I'm speaking theoretically, as I have never successfully fixed a save this way myself without realizing it wasn't worth it and stopping early.
     
    The claim above that stack dumps can corrupt saves has been challenged in the support thread. See their counter argument post here:
     
    Stack dumps are silent too, sometimes you get a brief pause as the game locks for maybe a full second as it dumps memory, but there is no other alert or notification to a user that a dump occurred. You just start getting really weird and specific bugs that would never happen otherwise, and are therefor impossible to find/fix for mod authors and yourself.
     
    So I built this script to detect when a dump happens after every night of playing Skyrim. I save frequently enough that I can just delete any save I make after a crash dump to keep my save intact, and then I look at the stack dump time and scripts dumped to help me figure out what caused it to avoid it in the future.
     
    I made this years ago, but didn't bother uploading it anywhere, and haven't seen another similar script or program anywhere, which is weird considering its a problem I've seen many users have. If something like this but better already exists feel free to tell me or post it in the support thread.
     
    Instructions:
    Move the script file to your skyrim logs folder, typically:
    C:/Users/*your user name*/Documents/My Games/Skyrim/Logs/Script/ <- there should be papyrus logs here
    From there, assuming you have python installed, you can just double click the script and it should search all the logs in that folder for stack dumps and print to a small text window. That's it.
     
    Explaining the details printed about each stack dump:
    The file is listed, the line count so you know how big the file at a glance.
    Each file can contain multiple dumps, counted here
    The line in the file where the dump starts, making it easier to find/search if you want to look at the actual file later
    Time is printed per dump as it was printed in the file, most likely uses the same clock as your operating system. This can help you figure out when the dump occurred if the dump contents aren't enough info.
    -----------------------------------------------------------
    Then the scripts that were dumped from the stack are listed in decending order of frequency.
    - the left number is the count of how many scripts with the following name were found, if its 10 then there were 10 scripts like it in the dump with the same name.
    - if a dash is shown instead, that means the script next to the dash is part of a mini stack with the script above it, showing you what scripts called which subscripts.
    the hex of the object the script is attached to is printed next, if its 0x0000014, that's the player, the script was attached to the player's actor, otherwise the hex will often tell you which mod a quest (the script is attached to) belongs to. The first two characters are in base 16 the load order for that mod.
    then finally the name of the script and the functions being run, on the far right are shown
     
     
    Maybe one day I'm modify this so that it reads the main papyrus script in realtime and will notify you while you play the game, but for now it works well enough for me. Once I started using it, and reverted to an early save before the first stack dump, I can just check every night and that's frequent enough to stop it being an issue.
     
    Permissions:
    Unlicensed open source, its a really basic script do what you want with its code
     
    Thanks to:
    @bicobus for pointing out some of the awful things I do when I'm in a hurry to bang out a quick script so I could fix them

    283 downloads

    Updated

  12. Script Test

    What make this mod???
    None fun... I made it ONLY for answer the BIG QUESTION.
     
    Can a script slow down the game? Are there really "SCRIPT INTENSIVE HEAVY" mods?

    The easy answer is "YES, of course, many people have problems caused by the script".

    The REAL answer is NO, the game can run hundreds and hundreds of scripts at the same time without any problem.
     
    You have all the technical explanation in the blog
     
    I have done a mod with 4 different tests to demonstrate the capacity of the game and the results may surprise you.
    All tests work with an event system to have several runs at the same time and can start 1, 25, 50, 100, 200, 400, 800, 1600 and 3600 events of each test.
    Each event runs SIMULTANEOUSLY and you can save the game and open it with ReSaver to see that all events are in Active Scripts.

    The test begins with the launch of a voice command called ST_VOICE and runs CONSTANTLY. You will hear a sound of water every time you use the Voice Command.
    To stop the test, run the voice command again. You will receive a message indicating the duration of the test.
     
    I added a latency checker in my mod to calculate the time needed to run 5 simple lines of code.
    This special test is DIFFERENT from the latency test performed by the Elephant latency tester.
    Elephant calculates the latency of the scripts with the OnUpdate event.
    My test uses a call to the game engine that can calculate the REAL delay in the script engine.
    In this way, Elephant can say that the game has a latency of 200 to 300 milliseconds, while my test can say that it has a REAL latency of 7-10 seconds.
     
    TEST 1:
    This test performs a CELL SCAN of all nearby npc and performs some checks on each npc.
    During the execution of this test, your game should work normally and you should NOT notice that the test is running.
    This is because the test has a large number of external calls that suspend execution many times at the cost of more execution time.
    But this frequent suspension allows other scripts to be executed and for that the game can run 3200 events of this test without any problem.
     
    TEST 2:
    This test executes a MATHEMATICAL operation without stopping and only makes a call that can be suspended.
    Each event of this test runs during ALL the asigned time of 1.2 or 1.6 milliseconds and can give you some problems.
    While running this test, your game should work normally without losing any frames, BUT you may have a slow response from other scripts, for example any MCM.
    This is because the test uses all the execution time in each event and can not be suspended because no external calls are made.
    My events are running constantly and the game may take a few seconds to find a free execution slot and that may delay the execution of others scripts a lot.
    This delay can go from 1 second to 30 seconds and YOU MUST HAVE IT IN MIND WHEN EXECUTING THIS TEST because that delay affects my own test.
    The game may take a long time to display the message box to stop the test.
    Then, when you press the voice command button to stop this test, WAIT for the message to appear.
     
    TEST 3:
    This test only have ONE line of code and is:
    Game.GetPlayer().QueueNiNodeUpdate()
    This line of code force the game to recompute all the mesh of the body of the player character and the game need a bit of time for made it.
    This test is locked to ONLY 5 events for prevent CTD.
    When i run this test with one event my frames down to half. If i launch 5 events my frames down from 60 to 5.
     
    TEST 4:
    This test is compatible with the other tests and I did it ONLY to demonstrate the capacity of the game and the priority system.
    Enable a magic filter in each npc and show in the GAME CONSOLE how many magic effects are thrown in each npc in the cell.
    If you enable the debug log in Skyrim.ini, you can see all the magic effects that are thrown on each npc.
    You can activate test 4 and start any other test CONCURRENT, but to stop test 4 you MUST first stop the other type 1 or 2 tests and then stop test 4.
    Of course, this filter adds load and may increase latency.
     
    Final note:
    When you want to STOP the test, use the voice command AND WAIT WAIT, WAIT, WAIT AND WAIT.
    The mod works and the test stops and the message box appears, but it may NEED A LONG TIME.
    ATTENTION: The game may need 1-3 minutes to stop 800 mathematical type 2 events.
    ATTENTION: The game may need 1-6 minutes to stop 1600 mathematical type 2 events.
    ATTENTION: The game may need 1-10 minutes to stop 3600 mathematical type 2 events.

    121 downloads

    Updated

  13. The Snow Queen (or King)

    You are an incredibly powerful frost mage yet crippled in other magic. So much so that your frost magic also hard to control. You occasionally leak magicka in the form of frost magic. How will you learn to control your magic? Will you find a way to reign it in or will you live in isolation?
     
     
    I wanted to play a mage that couldn't do everything. Since this is Skyrim it, of course, had to be frost magic. The name comes from Hans Christian Andersen's fairy tale "The Snow Queen" which also inspired Frozen. It works with male characters too ("The Snow King"). This is an auto start quest that adds a perk and a few frost spells. You can summon an Ice Wraith and the player gains a huge resistance to frost magic. Wild Ice Wraiths  will be consumed and recharge the player's magicka. Sometimes the player will consume their own summoned Ice Wraith as well.

    In Short
    Magic is distorted for the player and is warped into frost magic and that has a chance of randomly killing someone. 
     
    Any magic effect that has a frost related keyword (or gets included in a list by a modder) gets a huge buff. Any other magic effect gets a huge debuff. Note that potions, enchantments, perks, etc.. are all based on magic effects. If you have a mod that alters weapon speed using a magic effect to do so it's going to be hit by the debuff. You can summon Ice Wraiths. Wild Ice Wraiths will be insta-killed when they get close to the player and restore magicka. Sometimes it will happen with summoned Ice Wraiths There is a chance of a random casting of a frost spell that will target a nearby actor. You stand a chance of attacking and maybe even killing a follower, or a guard, or a nearby rabbit.  Increased arousal from Sexlab Aroused Redux will increase this chance. Devious Devices will reduce this chance. Erotic armor from Sexlab Aroused Redux will negate Devious Devices on a 1 to 1 basis.  
    Required
    Minimum required SKSE Version: 1.7.0  
    Soft Requirements (and all their requirements)
    SexLab Aroused Redux Devious Devices Integration  
    Conflicts
    Any mod that modifies player attributes through magic effects. Soultions will be listed below.
     
    SPERG (Skyrim Perk Enhancement and Rebalance Gameplay). Turn off the weapon speed issue autocheck.
    Enabling/Disabling
    You can use "startquest _tsq_quest" and "stopquest _tsq_quest" in console. Stopping the quest will remove the added perk and also remove the starting spells. This will also work with script updates rather then an uninstall / reinstall. 
     
    Alters
    Magic effect AbFXIceWraith. It adds a check in the script to see if the actor base is one of the summoned Ice Wraiths. If so the ashPile is not dropped on death. This is a potential minor conflict which may result in summoned Ice Wraiths dropping the ash pile again.
     
    No MCM
    There's only 3 globals that can be changed via the console. No need to create a MCM interface.
     
    Globals
    Use "GetGlobalValue <Variable>" and "set <Variable> to <value>" to view and change
    _tsg_incidentChanceBase - The base % chance that a random cast will occur. Default: 5 _tsq_incidentChanceRange - The max +/- that can be applied to the base incident chance. Arousal will apply a plus. Devious Devices will apply a minus. Erotic armor will negate devious devices. A random roll replaces these if the associated mod is not installed. You can set this higher than the base which will result in a negative (impossible) chance of a random cast. Default 5 for a range of 0 to 10%. _tsq_incidentInterval - This is the base from which the time between potential incidents are calculated. The calculated interval in game hours can range from 1/2 this value to 2 times. Default 6 for a range of 3 to 12 game hours.  
    Access the Framework
    tsqFramework tsq = Quest.GetQuest( "_tsq_Base" ) as tsqFramework
     
    Functions
    Some spells, e.g. Frost Cloak, lack keywords that identify is as a frost spell. These functions can be used for those cases of "should but don't"
    Bool function addSpell( Spell kSpell ) Bool function removeSpell( Spell kSpell ) Bool function listHasSpell( Spell kSpell )  
    An incident is a random casting of a frost spell known by the player The interval is the time span between incident checks in game hours with some randomness added with a range between 1/2 to 2x the value.
    Float function getInterva() Float function setInterval( Float fInterval )  
    The base chance of an incident it is modified by Range which can be positive or negative.
    Int function getBase() Int function setBase( Int iBase )  
    Range is influenced by arousal (adds) and the number of Devious devices worn (reduces). A random roll replaces these if the associated mod is not installed.
    Int function getRange() Int function setRange( Int iRange )  
    Mod Events
    "tsq_spellIncident" - this event is sent when the player randomly casts a Frost spell.
     
    Parameters
    Actor akPlayer - The player Actor akTarget - The target of the spell Spell kSpell - The random frost spell cast by the player  
    Usage
    RegisterForModEvent( "tsq_spellIncident", "myCustomEvent" )
     
    Event myCustomEvent( Actor akPlayer, Actor akTarget, Spell kSpell )
        ; Do my stuff
    endEvent
     

    450 downloads

    Updated

  14. FNIS - Copy & Execute

    YOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS.
     
    -----------------------------------------------------------------------------
     
    BEFORE YOU READ ANY FURTHER - YOU PROBABLY WON'T USE THIS.
    You have been warned.
     
    WHAT IS IT
    This little program is a tool I wrote for my personal use.
    I just hated to have to browse for that FNIS Generator in Data files.
     
    (IN)COMPATIBILITIES
    It should work with any version of FNIS. Also those yet to come. If it doesn't, I will update it.
    It will NOT work with Nexus Mod Manager. It's only for people who install manually. I dislike NMM, deal with it.
     
    WHAT IT DOES
    It automates the process of installing FNIS. At least a little.
    First it handles copying FNIS files to where they should be.
    Then it starts GenerateFNISForUsers.exe for you, so you don't need to look for the file yourself.
     
    HOW TO USE IT
    1. Download FNIS and extract it from archive
    2. Open what was extracted and locate the Data folder in it
    3. Place FNIS_Setup.exe next to the Data folder
    4. Again, make sure that Data folder and FNIS_Setup.exe are in the same directory
    5. Execute FNIS_Setup.exe (which will copy FNIS files and launch FNIS Generator)
    6. Now make sure all FNIS-dependent mods are installed and use FNIS Generator
     
    ADDITIONAL NOTES
    The program runs many many checks before it does anything. It's because I want it to be as idiot-proof as possible.
    If it encounters any problems, it will do nothing but giving you an error message.
    If you get an error, it's totally your fault. Read the error message to figure out, what exactly is wrong.
    If there is a problem with finding your game in registry, start Skyrim Launcher.exe, exit it, and try my program again.

    1,011 downloads

    Updated

  15. Let's dance again

    Description
    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
     

    Features
    - 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 ??

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

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

    Run FNIS for User
    Start the Skyrim launcher and open Data files.
    Scroll down and check, if the Let's dance again.esp is activated.
    Close the Data files and Skyrim Launcher and Start Skyrim with the SKSE Lauchner.
    In game (not main menu) wait for a message like " MCM registerd 1 new Mod"
    Open the MCM of Let's dance again and enable the Mod. All Spells now available.
    Have fun...

    Uninstall (manual)
    In game open the MCM of Let's dance again and disable the Mod.
    Save and close the Game.
    Deactivate the Let's dance again.esp in Data files (skyrim launcher)
    Delete all folders and files installed by the mod.
    Run FNIS for User.
     
     
     
     
    Note:
    If you already use DanceTogether AND have special camera animations installed,
    then do not install the following folder and the files contained in the folder:

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


    Note 2:
    If you have a HDT hairstyle, the clone will not be displayed.
    Reason - NPC's do not support HDT hairstyles!
    Wigs, clothes etc. are no problems. If so - the problem is in the HDT XML. No matter if SMP or PE
     
    Requirements
     
    SKSE 1.7.3 Papyrus Util FNIS (6.2 or newer) SkyUI (4.1 or newer)  
     
    Credits:
    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)  
     
    Permission:
    You can NOT take money for the mod - no matter how.
    You should pay attention to the credits and not offer as your work.
    That's all.
     

     
     

    20,324 downloads

    Updated

  16. The Manipulator Version Française

    Requiert le mod d'origine : Oui
    Lien du mod d'origine : The Manipulator
    Auteur d'origine : @ffabris
    Version mod original: 6.3
    Version traduite: 6.3 (FR 1.0)
     
    Ce mod est un traduction de l'excellent travail de ffabris
     
    The Manipulator
     
    Que fait ce mod ?
     
    The Manipulator à commencé comme mod permettant aux joueurs de changer rapidement et facilement certaines valeurs des PNJ (PNJ essentiel, acolytes potentiels, SexLab et SexLab Aroused, etc.). L'objectif était que ce soit un mod rapide, facile à utiliser et surtout léger. Il a depuis grandi pour inclure d'autres fonctions, telles que «stocker n'importe où», marquer des endroits pour le voyage rapide plus tard, et créer un harem de PNJ.

    Aucune de ces fonctions n'est "tout chantant, tout dansant". Elles sont simple, en accord avec l'objectif d'un mod léger. Ainsi, par exemple, si vous voulez gérer des PNJ, n'utilisez pas la fonctionnalité du harem, et télécharger plutôt un mod comme "My Home is Your Home", ou similaire.

    Attention ! En l'utilisant cela peut casser votre jeu ! Définir un PNJ comme un disciple, ou un membre de votre harem, peut casser des quêtes. Donc, n'assignez pas de PNJ en tant qu'acolyte, mariables ou recrue dans votre harem, à moins que vous ne soyez prêt à prendre ce risque.

    Veuillez signaler les bogues au thread de support, au lieu d'envoyer des MP, car vous pouvez trouver que votre question a déjà reçu une réponse - et la réponse à vos questions peut aider les autres. Merci.
     
     
    Mise à jour

    Vous pouvez essayer de glisser/déposer les nouveaux fichiers, mais si cela vous semble bizarre, alors nettoyer le mod comme décrit ci-dessous:
     
    Virez les membres du harem Quittez le jeu, désactivez The Manipulator, chargez le jeu. Sauvegarder. Nettoyez votre sauvegarde avec Save Game Cleaner Installez et activez la dernière version de The Manipulator Démarrer Skyrim Chargez la sauvegarde nettoyée.

    Mise à jour de 5.9 à 6.0 glisser/déposer, mais pas de promesses.
    Mise à jour de 5.8 à 5.9 glisser/déposer, pas de nettoyage nécessaire.
    Mise à jour vers 4.x ou 5.x nécessitera une sauvegarde propre comme décrit ci-dessus.
     
     
    Comment l'utiliser
     
    Installez le mod. Puis, une fois le MCM enregistré, ouvrez-le. Il y a plusieurs panneaux, décrits ici:

    Personne(s)
     
    Ici vous pouvez changer certaines valeurs des PNJ à la volée. Vous devez avoir un PNJ sous votre réticule, puis ouvrez le MCM. Le panneau affiche le nom du PNJ, suivi du RefID.
    Voici ce que vous pouvez faire à un PNJ:
     
    Protégé (in-tuable, sauf par vous) Essentiel (in-tuable même par vous) Acolytes potentiel (utilisez le système vanilla pour recruter en tant qu'acolyte, ou un mod) Potentiellement mariable Forcer n'importe quel PNJ à faire partie d'un harem (voir ci-dessous pour plus de détails) Vous pouvez ouvrir son inventaire pour donner/prendre des objets Déshabiller/habiller le PNJ Tuer/ressusciter Désactiver (attention vous ne pourrez pas le réactiver à partir de ce mod) RaceMenu cosmétique (voir ci-dessous) Changer de tenue En option, définissez l'orientation sexuelle SexLab Facultativement, définissez la préférence de genre SexLab Aroused et autres valeurs SLA.
    Notez que les modifications sont appliquées et enregistrées dès que le MCM est fermé.
     
    Si vous avez installé UIExtensions, vous aurez également une entrée RaceMenu dans le panneau. Cela vous permet de modifier certains aspects du PNJ, y compris les valeurs du corps (si votre squelette installé le prend en charge). Le support de tatouage nécessite probablement également des extensions de RaceMenu (The Coenaculi). Cette fenêtre RaceMenu peut également être ouverte via une touche de raccourci (définie dans le panneau Paramètres)

     En bref, le menu RaceMenu vous permet de faire à un PNJ tout ce que vous pouvez faire pour votre propre personnage, moins tout ce qui pourrait altérer le visage au point que le facegendata devient invalide. Si vous n'avez pas de morphs disponibles pour vous-même, vous n'en aurez pas pour les PNJ - etc. Tout ce qui pourrait modifier le visage ne peut pas être fait. Ce n'est pas le manque de volonté ou de connaissance; simplement, le moteur de jeu ne le permet pas.

     
    Déshabiller/habiller peut également être fait sans ouvrir le MCM, via raccourci.

    Si vous souhaitez que les modifications apportées à ce panneau persistent dans un nouveau jeu, cliquez sur "Enregistrer les informations à config". Cela enregistre toutes les données du panneau dans un fichier de configuration JSON externe, à l'exception de l'état du harem, de la désactivation, de la suppression et de l'équipement forcé. Les informations enregistrées peuvent être rechargées à tout moment via Paramètres, "Charger les données PNJ".
     
     
    Harem
     
    Ce panneau contient des paramètres spécifiques aux PNJ pour les membres du harem. Avant de pouvoir ajouter quelqu'un à votre harem, vous devez définir les marqueurs de la maison et de sommeil quelque part. Les PNJ auront besoin de ceux-ci pour savoir où aller et dormir. Il y a deux marqueurs pour permettre les maisons qui se composent de plusieurs cellules. Les marqueurs sont définis dans le panneau Paramètres.

    Une fois les marqueurs définis, vous pouvez ajouter à peu près n'importe qui dans Skyrim (jusqu'à 50 PNJ au total) via le panneau People. Les PNJ ajoutés de cette manière sont automatiquement définis comme des amants. Ils ne sont pas définis comme essentiels. Si vous le souhaitez, utilisez The Manipulator pour définir ceci sur eux.

    Si vous ajoutez un PNJ qui est actuellement un acolyte, il sera retiré de la faction CurrentFollower.

    Une fois ajouté à votre harem, le PNJ devrait se diriger vers l'endroit que vous avez marqué comme étant la maison, et y rester. Par défaut, ils dormiront entre 23 et 6, dans la cellule marquée pour dormir.

    Pour retirer un PNJ de votre harem, vous pouvez sélectionner Rejeter dans le coin inférieur droit du panneau Harem. Le PNJ sera "rétrogradé" à allié, et retournera ses habitude. Si un membre du harem meurt, il/elle sera retiré de la liste interne.
     
    Pour contrôler des PNJ spécifique dans votre harem, sélectionnez-en un dans le menu déroulant. Ensuite, vous pouvez spécifier différents lieux de résidence et de sommeil, ainsi que le sommeil diurne (9-16) au lieu du nocturne (23-6).
     
    Cela permet également un contrôle limité de l'équipement:
     
    Entièrement nu Défaut (la tenue que le PNJ portait avant d'être recruté) Chargé d'un mod. Les tenues sont définies dans le panneau Paramètres.  
     
    Les membres du harem peuvent aussi être mariés. Vous pouvez soit sélectionner l'option pour les marier automatiquement lors de l'ajout à votre harem, soit les épouser sélectivement une fois ajoutées. Notez que le mariage via The Manipulator utilise les factions de mariage vanilla, mais ne touche en aucune façon les quêtes de mariage vanilla. Ainsi, si vous préférez utiliser le système vanilla, ou un mod multi-mariage, The Manipulator ne sera pas en conflit. Cependant, vous aurez toujours les commentaires "Bonjour" et "Au revoir" des PNJ que vous épouserez de cette manière, puisque les fichiers texte et voix sont dupliqués à partir du jeu de la vanilla. Notez également que le dialogue vocal exprimé n'existe pas pour tous les types de voix; pour ceux qui en manquent, vous aurez plutôt des commentaires non lus. Enfin, si vous préférez ne pas avoir les voix, n'installez tout simplement pas le fichier BSA inclus.

    Divorcer d'un PNJ n'a pas de pénalité. Un PNJ divorcé restera membre du harem à moins d'être renvoyé. D'un autre côté, le renvoi d'un PNJ marié du harem entraînera également un divorce.

    Vous pouvez avoir un membre de harem marqué comme favori. Ce PNJ aura l'usage de n'importe quel(s) lit(s) appartenant au joueur.

    Notez que les données du harem sont sauvegardées dans le fichier de configuration json. Vous pouvez télécharger ces informations sauvegardées après avoir démarré une nouvelle partie, via Charger les données du harem dans le panneau Info & Data Load.

    L'ajout d'un PNJ a des réserves:
     
    La quête du harem est hautement prioritaire. Cela signifie que presque tous les PNJ, sinon tous, peuvent maintenant être ajoutés à votre harem. Notez que les PNJ peuvent être dans une scène qui doit être complétée (quête,...)  avant qu'ils ne se dirigent vers leur nouvelle maison désignée. Les PNJ que vous ajoutez à votre harem seront des alliés les uns aux autres via une faction personnalisée (The Manipulator ne gérera pas leurs relations les uns avec les autres). Si vous retirez un PNJ du harem, le statut d'allié est perdu, il est donc tout à fait possible que les autres deviennent hostiles envers lui. J'ai vu cela en testant avec des gardes aléatoires de différentes prises. L'ajout d'un PNJ à votre Harem peut casser votre jeu, utiliser le avec précaution.  
     
    Les lieux
     
    Cela affiche des informations sur la cellule (maison, magasin, grottes, ...) actuelle dans laquelle vous vous trouvez. Le nom de la cellule, l'espace virtuel et les coordonnées de la grille (pour les cellules extérieures), l'emplacement et la propriété de l'acteur/faction, le cas échéant. Vous pouvez également marquer la cellule (s'il s'agit d'une cellule intérieure) en tant que propriété du joueur ou détenue par PlayerFaction. Vous pouvez également définir si la cellule est publique.

    Sur la droite de ce panneau ce trouve les fonctions de déplacement rapide. Vous pouvez stocker jusqu'à 10 emplacements. D'abord, utilisez la liste déroulante pour sélectionner un élément de la liste. Ensuite vous pouvez:
     
    Stockez votre position actuelle dans la liste. (Si vous avez sélectionné un emplacement déjà utilisé, les informations précédemment stockées seront supprimées et l'emplacement sera réutilisé.) Supprime la position enregistrée de la liste. Voyage rapide à la position sélectionnée (si une position a été stockée là, bien sûr)  
     
    Stockage

    Ce panneau donne accès au stockage "sans conteneur". Stocker des articles via "Store", et ils seront triés en fonction de la catégorie à laquelle ils appartiennent (en utilisant les mots-clés intégrés affectés aux éléments dans le jeu). Pour accéder aux éléments, sélectionnez le type dans le MCM. Si la case est cochée, certains éléments sont stockés.
    Si vous avez installé UIExtensions, vous pouvez également définir un raccourci clavier (dans le panneau Paramètres) pour un accès rapide au stockage.
     
     
    Artisanat

    Semblable au stockage, cela vous donne accès à des stations d'artisanat de n'importe où dans Skyrim. Si vous avez installé UIExtensions, vous pouvez également définir un raccourci clavier (dans le panneau Paramètres) pour un accès plus rapide à l'artisanat.
     
     
    Friend Factions
     

    NOTE: l'activation de l'un des paramètres de ce panneau va casser votre jeu, puisque vous ne serez plus attaqué dans les donjons, etc. Si vous êtes inquiet de la façon dont l'activation de l'une de ces factions peut interférer avec l'interaction du jeu, le mod ne fait rien si aucune des faction ici n'est activée. Tous les problèmes que vous pourriez avoir si tous sont désactivés et n'ont jamais été activés, sont donc en dehors de la portée de ce mod.

    Dans une nouvelle partie, avant que quoi que ce soit puisse être fait sur ce panneau, vous devez charger les factions depuis le panneau Info & Data Load, même si vous n'avez jamais installé ce mod auparavant.

    Ici, vous pouvez définir un certain nombre de factions, qui sont normalement des ennemis, pour être amis. Plus précisément, le joueur est ajouté à sa faction (par exemple, si vous activez Bandit, le mod vous ajoutera à la faction Bandit). Il définit également CurrentFollowerFaction comme un allié, de sorte que les acolytes ne soient pas attaqués.

    Les orques sont un cas particulier. ils ne sont pas (normalement) des ennemis. Cependant, vous devez remplir une quête de faveur avant de pouvoir devenir un OrcFriend (à moins que votre personnage soit un Orque, bien sûr). Activer le paramètre ici évite le besoin de la quête de faveur.

    Notez qu'activer toutes factions que les Vigiles de Stendarr considèrent comme des ennemis (voir spoiler ci-dessous), les amènera à vous attaquer. Pour éviter cela, vous devez également activer la faction VigilantOfStendarrFaction (c'est pourquoi elle a été incluse).
     
     
     
     
    Hacks

    Offre des hacks ne jeu, si vous voulez les utiliser. Tous les hacks peuvent potentiellement briser le jeu, à utiliser avec prudence, ou pas du tout.

    Le côté droit contient des triches massives, que voici:
     
    Déshabiller messager: Donne au coursier vanilla une tenue entièrement nue. Bloquer Étudiant & Adversaire: Activez ceci pour bloquer les "attaques" ennuyeuses d'étudiant et adversaire. Pas de commentaires nu: Comme son nom l'indique. Même résultat final que celui offert par ce mod, mais implémenté différemment. Aucun commentaire de chien stupide: même fonctionnalité que celle offerte par ce mod. Aucune attaque de vampire: bloque les attaques de vampires. Aucune attaque de la garde de l'aube: bloque les attaques de la garde de l'aube si vous avez ajouté les Vampires en tant que faction amie Pas de détournement A.D: Empêche certaines quêtes d'Artefact daedrique de détourner votre partie. Quêtes supportées: DA03 (Un daedra pour ami ), DA07 (les fragments du passé), DA10 (la maison des horreurs), DA14 (une nuit mémorable) NOTE: Certaines d'entre elles se déclenchent suite à un changement d'endroit et ont déjà commencé avant, vous pouvez les désactivez. DA10 est une. Obtenez les maisons: Hack pour avoir des maisons pour le joueur, et les meublent entièrement: Markarth, Solitude, Blancherive et Faillaise. Vendeaume est exclu en raison de la quête "Du sang sur la glace", tout comme les maisons d'Heathfires. Ne donne pas les huscarls. Pas de déco pour les enfants. Ne l'utilisez pas si vous jouez au jeu vanilla. Aussi c'est probablement imcompatible avec les mods qui modifient l'intérieur de ces 4 maisons. Notez également que ce paramètre ne persiste pas.  
     
    Paramètres

    Ici vous pouvez paramétrer:
     
    Touches de raccourcis: pour Déshabillage/Habillage, RaceMenu, accès au stockage. Les réglages globaux du Harem: y compris la mise en place de marqueurs de maison et de sommeil, s'ils doivent être automatiquement déshabillés, désarmés, mariés, et s'ils doivent se rendre rapidement chez eux, ou marcher. Remarque: si Désarmer est activé, toutes les armes, boucliers et bâtons des PNJ seront retirés de leur inventaire et placés dans le stockage de The Manipulator, vous pouvez récupérer les objets à partir de là, si nécessaire. Tenues: Sélectionnez un emplacement dans la liste, puis donnez un nom à la tenue, indiquez le mod qui la contient et l'ID du formulaire en hexadécimal, sans les deux premiers chiffres. (par exemple, Skyrim.esm, 0E3E66) Jusqu'à 50 tenues peuvent être définies de cette manière. Déshabillage de force brute: plutôt que de simplement enlever ce que porte un PNJ, cela change sa tenue à une ne contenant rien. Le problème est que cela menent à des réinitialisations causées par des éléments ajoutés à l'inventaire. Cependant, afin de garder ce mod léger, aucune tentative n'est faite pour se souvenir de ce que le PNJ portait, donc le système équipera un équipement aléatoire (commun).  
     
    Info et données

    Ce panneau montre la version du mod, les autres mods optionnels installés, et si les marqueurs de harem ont été placés.

    Aussi sur ce panneau:
     
    Charger les données PNJ: charge toutes les données PNJ sauvegardées dans le fichier de configuration, si possible. Cela échouera clairement pour les PNJ qui étaient dans des mods qui ont été supprimés depuis que les données ont été sauvegardées. Charger les données de harem: Charge toutes les informations enregistrées pour les personnes ajoutées à votre harem lors d'une précédente partie. Les PNJ sont ajoutés au harem. Charger des données de Friend Faction: charge les relations de faction stockées.
    Notez que le chargement de PNJ et de données harem peut ne pas charger les PNJ du jeu, même si les mods qu'ils définissent sont correctement installés (cela arrive quand le PNJ n'est pas défini comme persistant dans CK).
     
     
    Mods requis
     
    Skyrim Legendary Edition SkyUI Papyrus Util 3.3 ou superieur  
     
    Mods optionnels
     
    SexLab SexLab Aroused (redux) UIExtensions RaceMenu  
     
    Remerciements:
     
    ffabris pour ce mod et son autorisation de partage de ma traduction.
     
     
    NOTE: Le Mod n'est pas traduit à 100%. Car ce n'est pas un mod que j'utilise souvent ou pas intégralement (le harem), donc si vous trouvez du texte non traduit faites une capture d’écran et envoyez la moi que je puisse mettre à jour la traduction. D'avance merci.
     
     
    Ce n'est qu'une simple traduction, aucune stat ou autre a été modifié.
     
    S'il y a une erreur de traduction, un oubli, une faute d'orthographe/de conjugaison ou tout autres problèmes, contactez-moi.
     
    Vous aimez mon travail? Alors laissez-moi un message sur ma page LL ça fait toujours plaisir.
     
    Merci d'avoir téléchargé ce mod, et amusez-vous bien en Bordeciel
     
    N'oubliez pas de remercier le créateur du mod d'origine pour son travail.
     
    Cette traduction est une exclusivité LL, partagez uniquement le lien de la page et non le mod, merci.

    340 downloads

    Submitted

  17. Leveled Merchant Gold

    Just a simple mod that adds leveled amounts of gold to the merchants in Skyrim.  Yes I know there are already mods that add gold to merchants, but I could not find one that added leveled amounts so I made one.  Nothing fancy about this mod, just something I wanted for my own game and thought I'd share it.
     
    What does the mod do?
    All merchants (except the Khajiit caravans) have a leveled vendor gold list in their merchant chest.  This mod adds a new leveled list inside that called "EtR_LeveledVendorGoldList85".  This list begins adding additional gold to the merchant chest starting when the player reaches level 5 and continues to gradually increase this thru level 120.  How much depends on the type of vendor, street vendors get a small boost while general goods merchants and blacksmiths get the biggest bump.  It does this by checking and adding the listed amount anywhere from 50 to 1000 times depending on the merchant.  However, to make things a little more random there is a 15% chance each time it checks that it won't add that amount, which adds some variability to the exact amount the merchant will have when you visit.
     
    The mod doesn't use any scripts, its just a basic leveled list so should have no impact on your game play other than giving merchants more gold as you level up.
     
    How Much Gold is Added?
    That's a little tricky to answer because it depends on the player's level and the type of merchant, but I'll give some examples and a more complete description in a spoiler.
    A street vendor, like say Carlotta in Whiterun gets a small amount:
    At player level 5 the max is 50 extra gold with an average of about 44 gold added. At player level 60 the max is 400 extra gold with an average of around 177 gold added. At player level 100 the max is 800 extra gold with an average of around 280 gold added.  
    For someone like Belethor in Whiterun, a general goods merchant the amount is much larger.
    At player level 5 the max is 1000 extra gold with an average of around 850 gold added. At player level 60 the max is 8000 extra gold with an average 0f around 3500 gold added. At player level 100 the max is 16,000 extra gold with an average of around 6200 gold added.  
    Why the big difference between the max and the average at high level, its a bell curve effect.
     
     
    Merchants Affected:
    Apothecaries Blacksmiths Fences Innkeepers Misc (general goods) Merchants Spell vendors Street vendors  
    Note: Khajiit caravans are not currently affected, Bethesda didn't give them a leveled gold list in their chest and I haven't gotten around to figuring out a good way to update them that wouldn't conflict with other mods.
     
    Installation:
    Drop it in your load order and go.
    Probably doesn't matter much where you put it, should be compatible with most mods adding other items (not gold) to merchants.
    Will likely conflict with other mods that add gold to merchants so pick which one you want (only use one).

    487 downloads

    Updated

  18. Boss Music For Monster Hunter Monsters

    If you are like me and you love to play with Coda's Monster Hunter Mod, but you were disappointed that the larger monsters did not use any epic music, then this mod is for you.
     
    I have edited the monster's in the mod to have the dragon actor type so now when you face them, dragon music will play.
    But if you want the full monster hunter experience I recommend to get my personalized music dragon music mod that add's 20 monster hunter tracks as battle music for dragons, with these two mods working together, for me it just feels right.
    MonsterHunterMusic
    https://www.nexusmods.com/skyrim/mods...
    recommended to have personalized music for a variety of tracks, or if you want have finale music try the other versions out, although the other versions only have 3 tracks and is not recommended
     
    If you want to see it in action I made a video for it
     

    36 downloads

    Updated

  19. Dx's Preset - Redguard Mihail - SAM

    First LoversLab upload
     
    Mihail is a Redguard, made to work with S.A.M - Shape Atlas for Men.


    For the SOS RaceMenu Plugin: There is no direct need to 
    change anything on his Dick in the SAM Menu.
    I edited it in the RaceMenu.

    You can delete that of course or change it if you don't like it!

    -Required-

    RaceMenu by Expired 
    Eyes of Aber by Aberin
    Brows by Hvergelmir 
    ApachiiSkyHair (for Male) by Apachii 
    Ixum's Tattoos by Ixum

    -Highly Recommended-

    Rudy ENB by Rudy102
    XP32 Maximum Skeleton - XPMS by xp32 for the SOS RaceMenu Plugin
    SAM - Shape Atlas for Men + HD Textures from vectorplexus.com
    Younger Geonox Face for SAM from vectorplexus.com
    ApachiiSkyHair natural Retexture by Hein84


    -Installation-

    With Nexus Mod Manager/Mod Organizer 
    or manually in your data Folder


    Knowing Issues

    -He might get a missing texture, dunno why this happens 
    (it does happen to me sometimes from different Presets of others)
    -Preset can't be installed with MO for some strange Reason so do it completely manually if you have Issues
    (SKSE\Plugins\CharGen\Presets) 


    Credits

    RaceMenu by Expired 
    Eyes of Aber by Aberin
    Brows by Hvergelmir 
    ApachiiSkyHair by Apachii
    Ixum's Tattoos by Ixum 
    ApachiiSkyHair natural Retexture by Hein84
    Younger Geonox Face for SAM by Don
    SAM - Shape Atlas for Men by Vector
    Skyrim by Bethesda

    350 downloads

    Updated

  20. Project Hippie - Cities and Towns Upgraded

    Adding Trees, Trees & More Trees to fill More Life into the Cities & Towns of Skyrim & making the World of Skyrim look better
     
    Hey man! So like, Skyrim used to be filled with trees, man but then, like, they mostly got cut down and other horrible things. So, like, I'm
    going around Skyrim with my bag of seeds and I'm giving back to mother
    nature.

    So you should enjoy this mod, man. It'll make the whole place beautiful again, man.

    267 downloads

    Submitted

  21. NiOverride High Heels - Sneaking Crawl Patch

    A simple patch for ousnius's NiOverride High Heels - NIOVHH Fixes mod that adds sneaking as one of the situations that disables the NiOverride High Heel boost effect. This patch is useful for certain custom sneaking animations, such as crawling, since the heel effect just causes the character to float off the ground when entering the crawling/on knees type animation.
     
    REQUIREMENTS:
     
    NiOverride High Heels - NIOVHH Fixes: This patch only replaces one script used by NIOVHH. You will need to download and install NIOVHH for it to work.
     
    CREDITS:
     
    ousnius: For creating NIOVHH of course
    MrEsturk: For creating this patch
     
    PERMISSIONS:
     
    Being that this patch is a mod of another modder's work you may not host it on other sites.

    1,602 downloads

    Updated

  22. DJ Red's Log Cabin

    Skyrim Mods - DJ Red's Log Cabin (Cinematic Trailer) 2018 ?
    https://youtu.be/cvXL_R_D15M
     
    Description
    DJ Reds Log Cabin is a unique house mod. Many gamers requested a cozy home.
     
    I will add download links to media fire and upload the mod to this website as well. Thanks for your patience and for the supporting my channel and mods. Appreciate the support.
     
    Permission
    I got exclusive permission from Tamira and other mod authors and artists, spoke to them personally, the resources are exclusive so you will have to attain permission from Tamira.
     
    Future Plans
    More unique house mods stay tuned
    http://www.youtube.com/c/DJRedRad
     

    Credits
    DJ Red Rad - Creator, editor, coder, scripter
    CD Projekt Red Oarsistys - Modding resources
    Stroti, Tamira (Modding resources) 
    Ga- Knomboe Boy

    250 downloads

    Updated

  23. Snuggly Serana

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

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

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

    942 downloads

    Updated

  24. Cinema in the Highland Park

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

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

    393 downloads

    Updated

  25. Sexy Sound Replacers

    Preview? 
    Download the content and look for the .wav files to listen.
     
    LevelUP
    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.
    -Install:
    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.
    -Uninstall:
    Delete " ui " folder from your data/sound/fx folder.
     
    Aradia's Mushrooms
    Aradia made some wonderfull mushroom replacers and one of them is for the Nirnroot plants. 
    My sound replacer contains with and without melodic sound effect versions.
    -Install:
    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.)
    -Uninstall:
    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)

    10,365 downloads

    Updated


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