By emo877Quick-made mod for better demonstration of DMZ Armors
0) armors are added to merchant (Morwain, Anvil; repeatedly, if already bought) chest via script, not by direct edit (less conflict chance);
1) placeholder male vanila models added:
a) DarkBrotherhood Male armor for Shrouded;
b order armor for Brusef Amelion, Mithril, Iron, and Ebony;
c) arena light blue male armor for Glass and Chainmail;
2) some armorsuit weights are edited to my preferences: for example, 160 seems too much even for Ebony set;
3) six(iirc) girls (some vanila races i like), who could wear some variants of DMZ armor are added by script to vanila "Orc Adventurer" actor list; so they can arrive instead of vanila orc at corresponding locations;
all gals have additional ai-packs for sleep, and search for weapons when disarmed (for any weapon when in combat, or their specific - if not);
their armor "preferences" are also groupped by their classes: DMZ-heavy, DMZ-light and "lightest"(thief-style);
JFYI: vanila Orc-adventurer random-chance locations are: Dzonot cave, Talwinque, HrotandaVale, FortNomore, Niryastare02, ArrowshaftCavern03, GrayrockCave02, KingscrestCavern03, KindredCavern02, FortUrasek02, Rielle, DoomedMine, FortBlackBoot, FortDoubleCross, Nornal03, FortChalman.
This mod should be used instead of original Darigaz's .esp, all other resources from original mod are neccessary.
All questions about this mod [mal]function should be addressed to me, emo877 (please do not bother the author of original mod).
Big thanks to Darigaz17 for beautiful armors.
UPD: look into "support thread", there could be (+1 now) newer versions.
By Enter_77This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels.
The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree.
The only modifications are the conditions that regulate how an NPC greets the playable character. Not only does this expand talent-based greetings, but also recover the generic "hello" greetings that are lost as the character becomes more powerful and famous/infamous.
Testing the Mod
Make sure the playable character has at least two attributes that are 70+ or two skills that are 70+. Otherwise, effects will not be experienced until later. Go up to NPCs (Imperial City Market will have the most during the day). They will usually greet the player with a generic "hello" dialogue line but other times they will comment on the player's skills.
AFK Mods Assimilation Lab Dark Creations Mod DB Nexus Mods TES Alliance
These mods are required to play Daedric Museum of Artifacts.
Oblivion Script Extender (OBSE) OBSE -Elys- Universal Silent Voice
Some content is only accessible when the following DLC expansions have been installed.
Knights of the Nine Mehrunes' Razor Shivering Isles
This adds a museum to safely store & display all of the Daedric artifacts you've acquired throughout the game. The museum is south of Bruma along the Orange Road.
Additionally, each Daedric Lord's statue doubles as a teleporter to that Lord's shrine in Cyrodiil. Some of the statues have additional locations. Sheogorath's statue, for example, acts as an alternative gateway to the Shivering Isles after you complete the Shivering Isles main quest.
The museum also contains other Daedra related exhibits for the player to view.
Serves as a gateway to the rest of the museum
Museum of Artifacts
Display/storage area for all unique Daedric artifacts Daedric shrines that can be activated to teleport the player to the Daedric shrine or related location Shivering Isles: Pedestals for Sheogorath artifacts from the Shivering Isles Mehrunes' Razor: Pedestal for Mehrunes' Razor
Museum of Lords
Mannequin displays of the live Daedric Lords featured throughout the game Shivering Isles: Sheogroath & Jyggalag displays
Museum of Daedra
Mannequin displays of the live Daedra featured throughout the game Shivering Isles: Displays of Daedra from the Shivering Isles Knights of the Nine: Auroran display
Museum of Relics
Preset displays of miscellaneous Daedric items seen and acquired throughout the game Shivering Isles: Displays of Golden Saint, Dark Seducer, and Order equipment
AFK Mods Assimilation Lab Dark Creations Mod DB Nexus Mods TES Alliance
Versions for Other The Elder Scrolls Games
The Elder Scrolls V: Skyrim
The Elder Scrolls V: Skyrim - Special Edition
By HyperMixDownload from here to maintain only one copy.
An application that synchronizes mod order between profiles for Mod Organizer. So for example if you makes changes in one profile, the order is copied to other profiles within the same profile group.
Right click to get context menu.
 Contains path for all Mod Organizer installations whose profile you wish to monitor. You add a new path using the textbox below it and pressing [Add] button.
 List of profile for selected Mod Organizer from pane . Profiles are grouped so if you make changes to profile "Alpha 1" the order will only be copied to "Alpha 2" which belongs to the same profile group (Cyan - hotkey 2). You change the group profile by selecting it and just pressing the hokey using the legend for reference. Grayed out profiles are not monitored. The copy button below is for manual copy of selected profile in listbox to the one in the combobox. All function can be accessed through the context menu shown in the image. Right click to access it.
 Output log, listing all copies being made.
 The rest of the buttons are pretty obvious: Clear log, Toggle MOPM Monitoring...
By DavideMitraHouse of the Redguard OB
- by DavideMitra -
- THE MODIFICATION -
"A beautiful, completely custom, Redguard Estate located inside of Anvil walls.
A lovely piece of Hammerfell inspired by Alik'r Desert design and architecture."
Despite the mod name, the building isn't strictly Redguard-themed: it can also be adapted to a Khajiit bornt in the Anequina Desert.
No DLCs required :-)
- MOD FEATURES -
The building and a lot of related objects are hand-made: I only used vanilla assets and, as always, I refused to use modder's resources! Of course, I also had to use Nifskope to do some retextures and to create a static copy of some items.
No annoying loading screens: the house is completely exterior!
Don't worry, it will never rain through the roof! Inside of Anvil Worldspace I created a new sub-region that will force the weather to be only sunny/cloudy/foggy but not rainy!
Immersive containers! No more boring containers like sacks and barrels: now groups of my objects act like a single container.
Special furniture available: for instance, sit down on the carpet and "smoke" the Hookah!
Lore-linked (but not lore-related) very powerful multi-enchanted cutlass that will bring you a more balanced combat experience: for instance, force spellcasters to a pure melee-fight!
Other lore-linked (but not lore-related) artifacts: the Aegis of Sentinel and the Amulet of Satakal - the Redguard snake God of Everything.
A lamp will automatically lit during nightime and eventually unlit during daytime: inside of the building it will never be dark!
.esp file already cleaned with TES4Edit. Ready to use and safe to use!
!!! HAVE FUN !!!
By puddlesThis is a compilation and touch-up of zeo's House in Box/Land/Riverside/Kitchen mod series, combining it from 1 esm and 4 esps into a single one. It includes all their neat armor, clothing and weapons. Best I can tell, it's references to...Sol Badbuy from Guilty Gear, Lilia from the Ys series, Ymir from Queen's Blade, and...I think Nagi no Asukara, but I'm not sure about that last one or any of the other sets included. I've done my best to name/differentiate the different pieces from each other, put bust sizes for chest pieces in parenthesis, and made sure everything's available. Removed any engrish/corrupt characters, properly linked all the cells so nothing weird happens, added a few NPCs for ambiance. Nothing in this mod is my original work! Unless someone points out something that should be added or that I overlooked, I'm probably not going to be updating this anymore. If someone has any idea what the other armor/clothing sets are in reference to, I'd like to know to include here.
Much on the lines of My Outlaw Life, this is a tweak for the Ranger start in Arthmoors Alternative Beginnings, which it requires.
You will start at stonehenge, southeast of the Imperial City, where the Red Ring Road meets the Yellow Road.
You will be given a quest, receive ranger related powers, and search for bows of great power.
====== Thanks to =======
StoneFly for Akaviri Elements Bow
Canderous for BowofShadow (this readme mentions a #2 option, that is not available with my mod)
ElderScrollsFan001_Aetric for Real Black Bow Bandits Revised
Tooplex for Shadow Ranger Redux
CELTICDOG for Stonehenge
Requires Alternative Beginnings by Arthmoor and choosing the Outlaw start
Choosing Outlaw in the wilds option in Arthmoors Alternative Beginnings will now start you in the Highwayman Hideaway cave instead of
outside Fort Ash. It will start the Highwayman Rob Anybody quest that adds the dialogue allowing you to be a highwayman
If you want to know how a particular piece of this works or what it does, all original readmes are included.
======= Thanks to =======
David Brasher for Highwayman - Rob Anybody
Kimosabe04 for Highwayman Hideaway
DuggeDank & Haldar1248 & pkkjp for all the work on Jail Shackles
directorrick7 for Jail Break Escape Routes
Syclonix for Hear No Evil
kuertee & Povuholo for Crime Has Witnesses with Responsibility Tweak
Seldalore for Stolen Item Ownership
Removed the menu option, I couldn't get the shackle adding to fire properly. So, if you want the shackles, get arrested.
You start in your very own little cave with a bounty of 500 and 5 infamy ( from Alt Begin) nice place
Pics from original hideaway mod. This one is a bit darker (it is a cave) but my version is player owned
Added a new esp that doesn't require Alternative Beginnings to have compatibility with other alt start mods. It still requires the resources from the original version.
By tinman2uWas always miffed that donating to a beggar didn't give me some benefit like in Fallout 3.
Now, when they "bless" you, AFTER you actually donated, you will get a real blessing.
There are "SEVEN" possible blessings.
Five are basically the shrine blessings lasting double the time.
Three are new with one lasting three times as long, one affecting "sneak" and one is ALL the normal shrine blessings put together but also lasting double the time.
Now you can enjoy your charity!
Merge of Rodrigo Mad's Potion and poison hotkeys, Menu and Camera Toggler and Keychain version 2.1 by mmmpld + VampireValik + Crypton.
Just another merge to save esp slots.
To save myself some esp slots, I merged these mods. All tested out and working.
Create Npc Duplicate
Spell / Item Delete
Claim that Interior
Decorators Assist / Unlock OBSE
added Set Essential Actors Plus - Fejeena's edition
You can check and change NPC settings: Essential, NoRumors, QuestItem(Persistent reference), Respawns, NoPersuasion.
fejeena adds NoLowLevelProcessing.
- "NoLowLevelProcessing I add because of spawning NPC ( Level list ) and also some NPC who never leave
their cell are set to NoLowLevelProcessing. With Lovers the Respawn flag is removed if you enslave such
a NPC ( LoversSlaveTrader) or make the NPC your companion with MCS, but not the NoLowLevelProcessing
flag ( no AI if player is not in the same cell )" - fejeena
EDIT: set setactoress spell to ability 8:51 pm CST 6-25
Not mine, just putting this up here. If you use the mod Redecorate, you have undoubtedly tried to use a dresser or drawers or something else that you copied and has storage int it. This mod will stop those from respawning, as long as you have removed at least 1 original object from the container, and put something else in it.
Can't make any guarantees as I had nothing to do with the making. I searched for an hr to find a mod that would let me use the dresser I copied with redecorate, and this is the closest I found, on some obscure site called lonebullet.com.
A combat mod that alters/merges Deadly Reflexes 5, Denock Arrow, Finite Ammo, Eagle Eye Realistic Archery, Duke Patricks Actors Can Miss, Duke Patricks Fresh Kills Alert Npcs, Duke Patricks Near Miss Magic and Arrows Alert, SM EncAndFatigue, Sm Combat Hide, Ragna Parry, Unequip Broken Armor, Average Run Speed, Throw Any Weapon, Stealth Redone, Stealth Overhaul Redux, Double Tap Dodge
I removed the enemy explode spell completly, all horse related stuff since it wasn't in use in this version, stopped the npcanger spell from being added to the player, removed the dodge/flip system in favor of another and various other script changes.
Stealth Overhaul Redux
Removed assassination spells, set to use CombatOmega.ini
SM mods and UBA
Altered scripts and quest names to make all 3 use CombatOmega.ini
The rest are just merged in.
=== Thanks and credits to ===
-Skycaptain for DR5 and everyone in his readme == included == Both for instruction and credits
-HeX for Throw Any Weapon and everyone in his readme == included == Both for instruction and credits
-Maskar for Uneqip Broken Armor
-Strategy Master for Combat hide and EncAndFatigue
-Ragna for Ragna Parry
-Pashok for "Eagle Eye" Realistic Archery Mod
-Sca for the Duke Patricks mods
-Scruggs for Denock Arrow
-Ocfordite for Finite Ammo
-Seldalore for Average Run speed
-Samuro_ for Stealth Redone
-JOG for Stealth Overhaul
-Sandman53 for Stealth Overhaul Redux
-Documn for Double Tap Dodge
If you are receiving an error about SM Bounty, I had accidentally uploaded a mistake. Bounty was meant to be removed, to make for better compatibility with other mods that would alter such.
If you want to use SM Regional Bounty, it is compatible.
The new esp fixes that green expanding magic effect. As in, it's gone. This make throwing more stable and much less like to crash the game.
This is a merge/alteration of Mr Pwner's Marihuana Mod, Smokable Pipe, Skooma Smokable Pipe, Skooma refining, MofoMojo' Skooma Addiction
Each type of smokeing device has it's own mesh.
Tobacco pipes, tobacco pouches, tobacco cutters, bubblers (marijuana pipe), grinders and every mj strain will be added to vendor leveled lists.
The dealers, the MJ coffee shop, edibles and growing your own are all gone. Now you buy from merchants all over Cyrodiil. You can also pick you own marijuana, it grows all over the place.
To prepare the tobacco, you now need your pipe, tobacco pouch, and a tobacco cutter.
Have pipe and pouch in inventory
To check how much loose leaf you have, equip tobacco pouch
Skooma related materiels (skooma pipe, resin pouch, skooma cooker, moon sugar) will be found as loot.
Equiping the skooma cooker will allow you to make skooma and resin.
Skooma addiction is altered just slightly from the original. Instead of becoming addicted on the first bottle, there's a chance you won't, based off your intelligence and willpower. ==Original Readme Included==
Skooma deals will allow you to sell to any npc, as long as you meet the requirements. It also adds a form of npc addiction. ==Original Readme Included==
Please ask permission before uploading any alterations.
|------- Thanks to -------|
-Ssenkrad for creating the original Smokable Pipe mod
-Sarkander for the smoking animation
-Mr Pwner for creating the Marihuana Mod
-Betty for the update
-Elbethien for the Full version
-RorinCloud for Skooma Water Pipes (used for the marijuana pipe)
-Wintermuteai1 for Skooma Smokable Pipe mod
-McMuffin for the skooma pipe
-Eek for Skooma Refining
-DragonBlade86 for the albemic rescources.
-Griphaha for Pipe and Pouch icons
-MofoMojo for Real Skooma Addiction
-PrettyMurky for Skooma Deals
6-14-16 Updated version, just the esp. Didn't realize I forgot to put certain things in vendor lists. Also should work nicely for those who use bashed patch. If the bash tags I used don't get imported for you, add tags Graphics, Invent, Names, Relev
6-16-16 Added T and M pipes and accessories to more vendors, book shops and alchemy shops. Put all together in 1 zip file.
By emo877(warning: lame non-native english )
This mod made in purpose to provide easy way to test various clothing (or armor) parts without writing your own plugin to define that clothing items and place them somewhere in game. Instead of that you just decide which body slots should be occupied and place .nif to folder data\meshes\testClothes\ under name corresponding it's biped slots (where № is 1,2 or 3):
hairSlot0№.nif - hair or open helmet (full helmets not provided, sorry)
amul0№.nif - amulet slot (can be any "overclothing", such as pauldrons or cloak)
tail0№.nif - same as for "amulet" (except beast races, of course)
gl0№.nif - gloves\hands
ub0№.nif - upper body
lb0№.nif - lower body
ft0№.nif - feet
ulbfg0№.nif - all 4 main body slots (except jewerly and tail)
gub№.nif - gloves and
ulb№.nif - upper and lower body
flb№.nif - lower body and feet
ulbf0№.nif - upper body, lower body and feet
ulbg0№.nif - upper body, lower body and hands(gloves)
Go to TestingHall (console "coc testinghall"), right near the place you're arrived, look up and you can find ayleid-style container sitting at the ceiling. It contains template set clothing items for various body-slot combinations. Vanila MythicDawn robe and Legion helmet model meshes were used as "dummy" substitute. Seems be wise to keep those "dummies" as backup, for the reason you wouldn't lose naming pattern and there will be no "missing mesh" occasions.
Also there are two "screenshot background" cylinder statics at the back(east) side of TestingHall, with two additional white lightsources. Their texturing is not ideal, because i tried to use vanila textures as possible (and failed to found more white). By the way there's third version of "background cylinder" (cylinder_inside1.nif, not placed anywhere) which uses simple white dds (textures\minimum_white.dds).
I'll be offline from now and possibly return here after Jan.13 (hope nothing bad happens). Happy New Year to you, ALL.
By DavideMitraACROBAT'S SECRET HIDEOUT
Tired of reading mod descriptions?! During this video, I will show you the house and the main mod features!
- THE MOD -
" Skingrad. A mysterious acrobat trespassed on the last floor of Nerastarel's abandoned palace by breaking in through a window. He walled up the door and, in some weeks, he restored the loft. Since then, nobody was able to access the hideout. Until now! "
This modification adds a revamped version (= I didn't touch the original cell) of Nerastarel's loft.
The mod itself contains a lof of special and very important features that were lacking in Vanilla Oblivion's houses, even your own ones.
- MOD FEATURES -
Off-limits cell: thanks to Papyrus scripting, NPCs won't be able to enter the loft.
During the mod development, no modders resources were allowed. Only vanilla textures and meshes were used. However, I had to edit some mesh havok-related properties in Nifskope.
See through windows!
Realistic lighting cycle: two completely different atmospheres for daytime and nighttime!
Immersive sounds: hear distant cathedral bells and other sounds that will really link the interior cell to the exterior worldspace!
Everything is interactable: move chairs, open/close treasury chests, take a weapon from the armory, etc.
Other important features like objects with no havok, a special set of powerful weapons/armor for you, both vanilla crafting stations included, panoramic furniture, etc. [heading][/heading][heading][/heading]
- WARNINGS -
Before starting the mod, please have a look to the readme. It is really important, because it explains some mod-related essential things.
Should you need informations/should you have questions about my mod, just go inside the house and have a look to the bookshelf on the right. Inside of it you will find some guides that will explain you almost anything you need to know.
The mod has been already cleaned with TES4Edit: it is 100% safe to use!
- CREDITS -
This project wouldn't be possible without their help:
Thanks to THE NIFSKOPE TEAM for giving me a powerful tool that helped me with texture/havok related problems.
Thanks to the CELESTIAL AEON PROJECT for giving me the permission to use their song ("Harp") for my video trailer.
Thanks to the BETHESDA TEAM for developing the Construction Set.
Thanks to MY MOTHER for some little suggestions.
!!! HAVE FUN !!!
By fejeenaLively Cities v1.00
Translation from the Japanese.
It's similar to CrowdedCities .
But you can customise it with an ini file. You can even set cities and IC Districts to 0 spawning NPCs.
At night less NPCs ( at 8PM they slowly disappear and at 6AM new NPCs visit the cities )
And the NPCs give the player "unusual things" they do not need ( nirnroot )
NO MBP needed , all NPCs are vanilla races.
It's only a esp.
The LivelyCities.esp in your data Folder, and activate it in the Modmanager.
If you use Lovers Club Cats v1.02a some LivelyCities NPCs visit the underground arenas in Skingrad and Cheydinhal.
Lovers Club Cats v1.02a http://www.loverslab.com/files/file/90-lovers-club-cats/
the original author ???
I only translated the Mod.
By mem4ob4AutoPilot v1
A basic auto-travel system for TESIV by Memrosh
Player will call up an interface menu to select a place near their desired destination.
Default hotkey is '/' (forwardslash). An invisible Pilot will lead the player to the
selected place. Player may walk, run, or sneak at any time. If the player becomes
'InCombat' the AutoPilot will disengage. The menu can be called up at any time
(except while in combat) to select new destination or turn it off. There are 59
selectable destinations, including a 'Home' and a 'Base'.
Place the esp in the Data folder. Enable it with OBMM or the loader of your choice.
Load order should not matter.
Added by this Mod:
All vanilla resources.
1 holding cell
1 Breton NPC Pilot (invisible) with robe (restore health enchantment)
4 markers: holdingcell marker, mobile marker, home marker, base marker.
1 AI escort package
1 faction for the Pilot
This mod should not interfer with other mods. Other mods may interfer with this one
if they radically change vanilla markers, pathgrids, package escort distance, add/subtract
packages to NPCs, etc.
Why this mod?
Hands free movement so you can: Go make a sandwich, take notes, rest your fingers,
train athletics/sneak, enjoy the view, Photography, etc.
OBSE version 18 or greater
ThomThom- First scripts that I saw 'Leashing the Player'.
WappyOne, Movomo, Goranga, Galgat, and several others for scripting education.
Ashal and 'The Family' for support.
Use as you wish for non-monitary gain, and give credit where credit is due.
A Dementia themed house mod, in a small worldspace of its own.
Phintias has acquired a new book over at the First Edition, perhaps you should see?
By kingkongwhile testing a mod in anvil i had enough seeing the npc falling to the water and after few days finding few dead npc in the water . or to see some npc walking for hours stuck in the stairs .
this mod adds 1 -fences in anvil dock for security . notice that i can not do anything for suicidal tendencies and they can in some places walk over and jump the fence into anvil see. i did not close the area, just to evoid most of accidents.
2 -stonesteps around the stairs to free some npc from walking like mad dogs .
this mod has normaly no conflicts in load order i have installed it just after dlc.esp
Oups i should say may conflict with anything that modify anvil dock !!!
By Oldwolf58A simple mod that restores Anvil Chapel and adds 2 priests and a healer back into the chapel. There are NO spell sales at this time. The mod has been tested with several mods loaded that change Anvil, Better Benirus Manor, Benirus Lair, Diverse Guards etc. and no problems have been encountered so far. The statues in the screen shot will be the vanilla stone statues unless you have a mod that changes the default statues. The ones in the screen shot are from my lifelike god statues mod on the nexus.
The restoration will take effect AFTER you have been inside the destroyed chapel at least once AND have taken on the quest Pilgrimage from the Prophet.
By HyperMixYou can get it also from Nexus.
The development of the mod has been halted. But still it has some simple but very useful functionality.
In game world and inventory it has the following functions:
R Redress initial clothes on-top of what you are wearing. If you want initial clothes only, then undress before redressing.
E This is only available when opening a container through your inventory. It allows you to have a preview of the armour/weapon before you drop it in your bag. As soon as you leave the container opened through your inventory, it goes back to the initial armour you had on.
Hotkeys can be changed through the ini file (Data\ini\HMMagicalWardrobe.ini).
It stores last equipment you had when you left the inventory or when loading the game.
I had planned to develop this a lot more at the start of the year but stuff happened. As I no longer play Oblivion, I thought I would release it to the public and maybe someone can pickup the mantel or it can be used as it is now.
More information on what I had planned to do can be found in the "HMMagicalWardrobe Readme.txt"
You need latest OBSE
By DixiePigModification for Nehrim, the total conversion of Oblivion.
Makes Kim the same sex as the player character.
This works by changing which version of Kim in enabled when she or he is introduced. Therefore it will not replace Kim in an existing save made after his or her introduction.
Update 1.1: It seems that Kim's sex is determined every time she or he is introducred in a quest. I've modified the scripts for MQ07 and MQ19 to fix this.
By movomoThis is an incredibly small plugin I had written some time ago that lets your pc equip a different version of clothings/armors than npcs.
Sorry no screenshot.
Oblivion script extender v20 or higher (obse.silverlock.org)
how to use:
1. drop the plugin into your data folder and enable it via mod manager.
2. if you want some armor look different for the player, copy that nif file to the original armor location.
for example, female fur armors are located at \data\meshes\armor\fur\f\ folder.
there you will find the nif files names 'cuirass.nif' or something similar.
copy 'your_cool_armor.nif' to there and rename it to 'cuirass_pconly.nif'.
3. now your pc will equip the 'your_cool_armor.nif' instead of typical fur cuirass, while the other npcs will still equip the normal fur cuirass.
* this mod is load order independent.
- Do not use this plugin with Break Armor or TamagoSetBody. Very old TamagoSetBody versions (before revised - that is, original unmodified versions) are ok.
- I repeat, do not invent any reason that you should enable them together with this plugin.
By NeproFor those lost seven souls xD of you who follow the file as of March 16 2017; this is just the additional information concerning the file - no file update being made here.
Please use Supierce's LAPF Enhanced 1st Person Skeleton 1.3 instead. This skeleton is obsolete if you want use LAPF.
Anyone who knows the author of this skeleton patch please let me know his/her nickname. I dunno who to credit.
Is this person called BEskind?
THIS IS NOT MY MOD. I ONLY REUPLOADED THE MOD BECAUSE IT HAS BEEN TAKEN DOWN BY NEXUS.
You can't use this skeleton with Unnecessary Violence iii - Critical Mess. It won't work.
Unnecessary Violence iii - Critical Mess has been deemed non-functional with Deadly Reflex 6. You can run both mods without CTDs & crashes but you won't be able to experience neither mod to the fullest experience.
UPDATE: this patch also makes BBB work with Unnecessary Violence II !
All respect goes to the authors of these great mods. This is my personal patch to combine them.
*** PLEASE ENDORSE when it works for you. ***
## ABOUT THIS PATCH ##
This patch allows you to use BBB with Deadly Reflex 6b1 and/or Unnecessary Violence II !
This patch fixes 3 issues when using BBB with DR6/UVII
It fixes the camera being too tall
It fixes the 1st person view being rotated
It fixes the graphical glitches (infinity meshes)
## REQUIRED FILES ##
USE ONE OR BOTH!
---Unnecessary Violence II - http://www.tesnexus.com/downloads/file.php?id=40310
---Deadly Reflex v6b1 - http://www.tesnexus.com/downloads/file.php?id=8273
I HIGHLY SUGGEST GROWLF'S UNIVERSAL SKELETON NIF
---Universal Skeleton Nif - http://www.tesnexus.com/downloads/file.php?id=37596
Or you can use:
---Coronerras Maximum Compatibility Skeleton - http://www.tesnexus.com/downloads/file.php?id=27945
---(any BBB skeleton just about)
USE THIS PATCH TO FIX 1st Person
---BBB-DR6-UVII-Skeleton-Patch - http://www.tesnexus.com/downloads/file.php?id=40482
## INSTALLATION ##
SUGGESTED: BACKUP your skeleton.nif file in \Data\Meshes\Characters\_1stperson\
1. Simply activate this patch after all your other related mods - CLICK REPLACE!*
*must overwrite skeleton.nif in \Data\Meshes\Characters\_1stperson
<USE SOME SORT OF ARCHIVE INVALIDATION OR IT WILL NOT WORK>
1. Unzip this into Oblivion Folder - CLICK REPLACE!*
## GENERAL INSTALLATION ORDER ##
Should look like this:
< Unnecessary Violence II >
< Deadly Reflex 6b1 >
< Any BBB packs (armor, skins, animations) >
< Universal Skeleton Nif (sometimes included in BBB packs) >
< BBB-DR6-UVII-Skeleton-Patch (INSTALL AFTER EVERYTHING ELSE) >
## UNINSTALLATION ##
1. Delete skeleton.nif file in \Data\Meshes\Characters\_1stperson\
2. Use the BACKUP to revert to your old skeleton.
## GUARANTEE ##
This patch will make Universal Skeleton Nif work with UVII / DR6b1 (and in turn make BBB work with them).
## NOTES ##
ON UNNECESSARY VIOLENCE: A relevant portion of Hex's readme is reproduced here:
If you want to use BBB bodies then you will need the DR6-BBB compatibility fix on the nexus. YOU WILL ALSO HAVE TO DISABLE SKELETON SWITCHING IN THE UVII INI, WHICH MEANS NO AMPUTATIONS. *but you still get to impale, throw, and decapitate...
If you want to use it with Deadly Reflex you will have to install the resources of deadly reflex AFTER those of UVII or some DR animations may end up returning to their vanilla versions.
Similarly, if you wish to use Deadly Reflex you will need to download [Hex's] compatibility fix which lets DR make use of the latest versions of NifSE (http://www.tesnexus.com/downloads/file.php?id=40336)
ON PERMISSION to use Growlf's Universal skeleton, in his readme it says: "Permission is generally granted for further development." I consider this a further development as a patch to make it work better with two other mods!
## COMPATIBILITY ##
After some testing I have found that this patch works perfectly with:
Set Body Spell http://www.tesnexus.com/downloads/file.php?id=27724
Growlfs Body Resizing Mod http://www.tesnexus.com/downloads/file.php?id=31955)
## TOOLS ##
## CREDITS ##
HeX_0ff - for the amazing Unnecessary Violence II - http://www.tesnexus.com/downloads/file.php?id=40310
Skycaptain - for his mod Deadly Reflex - http://www.tesnexus.com/downloads/file.php?id=8273
Growlf - for making Universal Skeleton Nif - http://www.tesnexus.com/downloads/file.php?id=37596
Yarharhar - who Skycaptain credits for the skeleton he's using.
Coronerra for his Maximum Compatibility Skeleton and contributions to BBB
As far as I can tell, I am freely able to use the two skeletons that I modified to make this patch!