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Found 15 results

  1. Special thanks to all my supporters! >> Follow me on Instagram! << >> Feel free to join My Discord <<
  2. Poisonous Christine - Standalone Followers - LE / SE View File Another follower mod released! I hope you enjoy Christine's company. I'll be waiting for your feedback! Just download the FOMOD version and install it with any mod manager. You can choose your Skyrim version (LE or SE) from the installation wizard. Thank you for all the support! I hope you're all staying safe ❤️ Read Christine's story here. Follower: Christine. Level: 10 and will level up with the player. Marriageable: Yes. She wears the following: Fine clothes 1x Steel dagger 2x Paralyze Scrolls 10x Lingering poison bottles I've personally tested this mod in both LE and SE versions. Both work fine on my end. If you find any problem/bug, please report it to me (screenshots may be of help). Outside Helgen (follow the road to escape from Helgen). You will spot a little camping settlement. A skeleton that supports the body physics (SE or LE). HDT-SMP (SE) / HDT (LE). Body - Bodyslide Studio/3BA - SE / LE Skin - Leyenda Skin - SE / LE Brows - Enhanced Brows - SE / LE Eyes - The Eyes of Beauty - SE / LE Hair - KS Hairdo's - SE / LE ENB - Rudy ENB - SE / LE Submitter Anuketh Submitted 10/10/2020 Category Companions Requires Read description Special Edition Compatible Yes
  3. Version 1.0

    701 downloads

    Another follower mod released! I hope you enjoy Christine's company. I'll be waiting for your feedback! Just download the FOMOD version and install it with any mod manager. You can choose your Skyrim version (LE or SE) from the installation wizard. Thank you for all the support! I hope you're all staying safe ❤️ Read Christine's story here. Follower: Christine. Level: 10 and will level up with the player. Marriageable: Yes. She wears the following: Fine clothes 1x Steel dagger 2x Paralyze Scrolls 10x Lingering poison bottles I've personally tested this mod in both LE and SE versions. Both work fine on my end. If you find any problem/bug, please report it to me (screenshots may be of help). Outside Helgen (follow the road to escape from Helgen). You will spot a little camping settlement. A skeleton that supports the body physics (SE or LE). HDT-SMP (SE) / HDT (LE). Body - Bodyslide Studio/3BA - SE / LE Skin - Leyenda Skin - SE / LE Brows - Enhanced Brows - SE / LE Eyes - The Eyes of Beauty - SE / LE Hair - KS Hairdo's - SE / LE ENB - Rudy ENB - SE / LE
  4. View File Announcement At this time, this mod is as complete as it can be as far as my skills will allow. However, I filed it under the category of WIP because there is one particular aspect that I want to add that I simply do not have the knowledge to do. That is animations. With Fore's FNIS Alternate Animations feature, I would like to add proper lute-playing animations to replace the default attack animations. Certainly, the LoversLab community has some of the best animation artists for TES games around. And that is why I have released this here and now. In addition to mod users who might be interested, I'd like to invite mod-makers who are familiar with animation-making to try out this mod and, if it shows promise, to consider helping me accomplish that goal. Description This mod brings a playstyle from Dragon Age: Inquisition's Multiplayer to Skyrim. Dragon Age: Inquisition's Virtuoso is primarily a support class with a diverse arsenal of magical abilities. But the method by which the Virtuoso readies these abilities for use is rather unique. The mod will add a Lesser Power to the player called "View Bardic Perk Tree". This Lesser Power will bring the player to an area where they can obtain the Lute Weapon (which is the player's access to the majority of the mod's features). Here, the player can also choose from a selection of 18 Perks specifically designed for this playstyle. 3 of the perks are offered for free. The others will require perk point investment, sufficient Speech skill, and prerequisite perks. 10 of the 18 perks allow your character to use unique abilities with their Lute. Using the Lesser Power again or activating the floor returns the player to their original position. With a Lute equipped and out, the player can queue Fire, Frost, and Shock "Notes". The keys used to queue these must be configured in the Mod Configuration Menu (MCM) of the SkyUI mod. Up to 3 Notes can be queued. When 3 Notes are queued, but further Notes are added to the queue, the earliest Notes queued will be replaced. Using normal attacks will fire off basic projectile spells with the type corresponding to the earliest note queued. These projectiles deal very modest damage, but allow the player to regenerate Magicka. Using Power Attacks cause the player to play "Songs". Songs are your special abilities and which Song is played depends on the combination of Notes queued. To play a song successfully you must know it by obtaining the corresponding perk. Songs also consume Magicka. The effectiveness of the player's Songs and basic attacks are governed by the attack rating of their lute, whose damage scales highly with Speech skill. The majority of the Songs give a buff to the player and their allies while delivering debuffs to foes, within a 12 foot radius (shown visually with a ring effect). This is designed for a support class playstyle that enhances the combat efficacy of followers and nearby non-hostiles, while delivering little damage from the player him/herself. A list of the Songs' effects is below: Requirements SKSE v1.7.3 or later SkyUI v4.1 or later Thanks Qsleeves on Looperman for sounds Sampleswap for sounds Submitter TheDriedFinger Submitted 08/15/2016 Category WIP / Beta Requires SKSE 1.7.3 or later, SkyUI 4.1 or later Special Edition Compatible
  5. View File I thought about why I was using a mod to totally disable bards' automatic playing, and I realized that it wasn't because I disliked the idea of such a feature (I think it's actually quite immersive, more so than ambient tavern music). It was because of two reasons: 1) I dislike the bards' music (both singing and instrumentals) 2) The audience gathering and clapping scene is obnoxious and can actually disrupt scenes that I am interested in. So, what does this mod do? - Changes to Bard Scenes to either skip dialogue in favour of replacement (songs) or to redirect sounds to new files (instrumental). - Change to script (SF_BardAudienceQuestScene_00108ED5) for Bard Audience Scene to cause it to end as soon as it attempts to start. Bards will now randomly (not equally randomly, but approximately enough) choose songs from a custom directory to play. This applies to bards' instrumental music and singing music (they both select from the same pool of files). How do you customize your music? Installing the mod, you'll see that a new folder is added (Data\Sounds\fx\DAIBard). This folder contains 20 silent .xwm files. Replace them with your own music (converted to .xwm) and remember to rename them appropriately. The first 10 tracks ("Track01.xwm", "Track02.xwm", ..., "Track10.xwm") are for female bards (so put female-voiced songs in those slots); the last 10 ("Track11.xwm", "Track12.xwm", ..., "Track20.xwm") are for male bards (so put male-voiced songs in those slots); if you don't really care, then just duplicate you first ten tracks and rename them. Why is stuff in this mod prefixed by "DAI"? I originally made this to replace the Vanilla bard songs with bard songs from Dragon Age: Inquisition. And, I personally, like the first, sixth, and ninth tracks a lot. If your interested in those tracks, Bioware is giving them out for free for a limited time (until February 9, 2015): http://www.dragonage.com/en_US/news/inquisition-tavern-songs-giveaway Notes about the result of this mod You'll find that the bards will still select their instruments (Lute, Flute, Drum, Voice) based on the original track that was going to be played, but your custom track will be played instead. They will still animate (if applicable). They will not lip-sync the new track (nor will they lip-sync at all). Changelog: v1.0 - Initial release. v1.1 - Tracks played are now dependent on the bard's gender. Tracks 01 to 10 make up the female bard songs pool, and tracks 11 to 20 make up the male bard songs pool. Submitter TheDriedFinger Submitted 01/30/2015 Category Other Requires Special Edition Compatible  
  6. View File Nessie - The Tale of 350 by Arron Dominion Mod Trailer Short Description: Need a little more adventure in your life? Do you want to know about the story of a Nord named Kenny, and how he was heckled by an Argonian named Nessie? Look no further! This mod offers a short quest in which an Argonian asks for 350 gold, and the player was warned by a Nord named Kenny. After the conclusion of your adventure, you can hear the tale from a traveling bard. And it all starts in Whiterun. Detailed Description: This mod is a lore-friendly parody mod based off of South Park's Lochness Monster joke. Playing the role of the Lochness Monster is an Argonian named Nessie. Nessie has been bugging a Nord named Kenny for 350 gold at every turn. It is now the player's turn to be harassed. You start out near the well in Whiterun. You encounter Nessie for the first time in Whiterun. Where you see Nessie next depends on what cities you go to 24hrs+ after the first meeting. Eventually, depending on your decisions, you will fight Nessie. This fight can occur in any of the 5 main towns, depending on the choices you have made. Remember the rules of three. Features: -A quest -Some humor! -Your choices drive the quest's direction -A traveling bard to tell your tale, with a random chance for where he will show up Bard's Schedule: Monday - Markarth Karthwasten Old Hroldan Rorikstead Tuesday - Dragon Bridge Solitude Inn Solitude Bard’s College Morthal Wednesday - Dawnstar Winterhold Thursday - Nightgate Inn Windhelm (one of two taverns) Kynesgrove Friday - Riften Ivarstead Shor’s Stone Saturday - Falkreath Sunday - Whiterun (one of two taverns) Riverwood For a mod review, check out Chaos Hellfire's review: https://youtu.be/IZE79WHd4ek?t=9m4s Installation Instructions: -Find your Data folder -Place the files within the zip into your Data folder. Changelog: V1: -The initial release Known Bugs: None at this time Known Quirks: -When you are near the Whiterun well for the first time, I highly recommend not having auto-run enabled. You will keep running without the ability to stop. -The cities will fight Nessie with you. There is a probable chance of some citizens being killed by Nessie depending on your time of day -Nessie can be large, so think about that when you are fighting Nessie Note: If you are wanting to translate this mod into another language, feel free to message me. Starring: umadjonny - Nessie's Voice PyroToaster - Kenny's Voice Herr Yuri - Wolfgar's Voice DarkVirus - Mannril's Voice Crimson Phoenix - Crulek's Voice Credits: Audacity Windows Movie Maker Bethesda - Skyrim and Creation Kit jacobmathiassen - Male crying and weeping - https://www.freesound.org/people/jacobmathiassen/sounds/25 4869/ Bard Song Instrument Recording - http://www.jsayles.com/familypages/earlymusic.htm Special Thanks: Skinnytecboy - Support Epoch Sanctum - Support, and Resources Armstrong Security Solutions - Support, Resources, and Voice Work Herr Yuri, Crimson Phoenix, DarkVirus, PyroToaster, and umadjonny - For the Voice Work Very Special Thanks - For the encouragement, and support during this mod's production: VS Submitter Arron Dominion Submitted 03/10/2018 Category Quest Requires Special Edition Compatible No  
  7. View File A random thought came up, why not have a house within the Soul Cairn. This mod will add Pneuma Manor, currently the only player home within the Soul Cairn. Good friend Morven will sell you this home for a sizeable bounty of Soul Husks. There are three levels of this home, the main level, the cellar, and the upper level. Upon entering the upper level, you notice that you are not the only ones living in the house. Meet the Necronn family, consisting of a mother, a daughter, a son, and a dog. To find out why they are in the house and resemble most of the current Cairn residents, explore this upper level for any clues. The father, he left behind quite the legacy. Various books found near his desk will reveal the legacy he has left, and some for the worse. In the process of discovering the past, you will wake up the past. This past will eventually lead to new recipes, a new spell, a new enchantment, and several other followers or residents of Pneuma Manor. This house will serve you and your adventures in the Soul Cairn well, being the only calm place within the bleak landscape. What is Added: -Three story home in the Soul Cairn, purchased via Soul Husks -4 Mannequins, 2 Weapon Racks, 3 Weapon Display Plaques, 1 Weapon Display Case, 2 Bookshelves with 90 book capacity. -Alchemy table, Enchanter table, Forge, Tanning Rack, Workbench, Sharpening Wheel, Smelter -Storage in the cellar, Dresser, Safe, several Barrels near Mage Station. -Thane, Bard, Soul family (step-daughter, step-son, dog, wife?), Assassin follower -Soul Husk Extract recipe, Absorb health/soul trap spell, Absorb health/soul trap weapon enchantment, Absorb health/soul trap poison -5 Books, 5 journals for backstory -3 Quests for backstory and acquiring thane/bard/assassin, without direct quest markers. -Spells to transport to Pneuma Manor and to College of Winterhold Requires: DAWNGUARD Revision History: v1.2: -Added new quest to clear up lore conflicts -Added a new book and several supporting items for the new quest. -Corrected dog's voice. v1.1: -Added new book -Added two new spells, one for transport to Pneuma Manor, one for transport to College of Winterhold Known Quirks: -If you have dialogue issues, try saving-reloading in order to fix. This issue should not prop up, but might since there is (technically) custom dialogue included. -Ushugob does not have a voice for the Thane dialogue. Guess this is due to no Orcs as Thanes in Skyrim. Credits: -Tamriel Rebuilt – name generator -Artisanix – Paintings and Frames - http://skyrim.nexusmods.com/mods/17423 Special thanks to Artisanix for making awesome paintings/frames resource. -Balok’s Tutorials – Creating Skyrim Oil Paintings - http://www.youtube.com/watch?v=k28k_6ChNks These were very helpful in teaching techniques for creating the paintings. Note: I am making a massive update for this mod, but it won't be released for some time. It will be including the other expansions, and I will be leaving this upload at version 1.2. The regular Skyrim version of the new update will be called Definitive Edition, and it will just be Pneuma Manor when I port it over to Special Edition. Submitter Arron Dominion Submitted 03/10/2018 Category Quest Requires Special Edition Compatible No  
  8. View File Short Description: Need a little more adventure in your life? Do you want to know about the story of a Nord named Kenny, and how he was heckled by an Argonian named Nessie? Look no further! This mod offers a short quest in which an Argonian asks for 350 gold, and the player was warned by a Nord named Kenny. After the conclusion of your adventure, you can hear the tale from a traveling bard. And it all starts in Whiterun. Detailed Description: This mod is a lore-friendly parody mod based off of South Park's Lochness Monster joke. Playing the role of the Lochness Monster is an Argonian named Nessie. Nessie has been bugging a Nord named Kenny for 350 gold at every turn. It is now the player's turn to be harrassed. You start out near the well in Whiterun. You encounter Nessie for the first time in Whiterun. Where you see Nessie next depends on what cities you go to 24hrs+ after the first meeting. Eventually, depending on your decisions, you will fight Nessie. This fight can occur Features: -A quest -Some humor! -Your choices drive the quest's direction -Balanced boss fight for all levels -350 Gold -A traveling bard to tell your tale, with a random chance for where he will show up Bard's Schedule: Monday - Markarth Karthwasten Old Hroldan Rorikstead Tuesday - Dragon Bridge Solitude Inn Solitude Bard’s College Morthal Wednesday - Dawnstar Winterhold Thursday - Nightgate Inn Windhelm (one of two taverns) Kynesgrove Friday - Riften Ivarstead Shor’s Stone Saturday - Falkreath Sunday - Whiterun (one of two taverns) Riverwood Installation Instructions: -Find your Data folder -Place the files within the zip into your Data folder. Changelog: V1: -The initial release V2: -Updated NPC face textures Known Bugs: None at this time Known Quirks: -When you are near the Whiterun well for the first time, I highly recommend not having auto-run enabled. You will keep running without the ability to stop. -The cities will fight Nessie with you if you are their allies. There is a probable chance of some citizens being killed by Nessie depending on your time of day -You will have the blinking animation when you are outside in Tamriel or Solstheim. -Nessie can be large, so think about that when you are fighting Nessie Starring: umadjonny - Nessie's Voice PyroToaster - Kenny's Voice Herr Yuri - Wolfgar's Voice DarkVirus - Mannril's Voice Crimson Phoenix - Crulek's Voice Credits: Audacity Windows Movie Maker Bethesda - Skyrim and Creation Kit jacobmathiassen - Male crying and weeping - https://www.freesound.org/people/jacobmathiassen/sounds/25 4869/ Bard Song Instrument Recording - http://www.jsayles.com/familypages/earlymusic.htm Trailer Music - http://www.bensound.com/royalty-free-music/cinematic/2 Special Thanks: Skinnytecboy - Support Epoch Sanctum - Support, and Resources Armstrong Security Solutions - Support, Resources, and Voice Work Herr Yuri, Crimson Phoenix, DarkVirus, PyroToaster, and umadjonny - For the Voice Work Very Special Thanks - For the encouragement, and support during this mod's production: VS Submitter Arron Dominion Submitted 03/10/2018 Category Regular Mods Requires Regular Edition Compatible No  
  9. Version 1.2.0

    153 downloads

    A random thought came up, why not have a house within the Soul Cairn. This mod will add Pneuma Manor, currently the only player home within the Soul Cairn. Good friend Morven will sell you this home for a sizeable bounty of Soul Husks. There are three levels of this home, the main level, the cellar, and the upper level. Upon entering the upper level, you notice that you are not the only ones living in the house. Meet the Necronn family, consisting of a mother, a daughter, a son, and a dog. To find out why they are in the house and resemble most of the current Cairn residents, explore this upper level for any clues. The father, he left behind quite the legacy. Various books found near his desk will reveal the legacy he has left, and some for the worse. In the process of discovering the past, you will wake up the past. This past will eventually lead to new recipes, a new spell, a new enchantment, and several other followers or residents of Pneuma Manor. This house will serve you and your adventures in the Soul Cairn well, being the only calm place within the bleak landscape. What is Added: -Three story home in the Soul Cairn, purchased via Soul Husks -4 Mannequins, 2 Weapon Racks, 3 Weapon Display Plaques, 1 Weapon Display Case, 2 Bookshelves with 90 book capacity. -Alchemy table, Enchanter table, Forge, Tanning Rack, Workbench, Sharpening Wheel, Smelter -Storage in the cellar, Dresser, Safe, several Barrels near Mage Station. -Thane, Bard, Soul family (step-daughter, step-son, dog, wife?), Assassin follower -Soul Husk Extract recipe, Absorb health/soul trap spell, Absorb health/soul trap weapon enchantment, Absorb health/soul trap poison -5 Books, 5 journals for backstory -3 Quests for backstory and acquiring thane/bard/assassin, without direct quest markers. -Spells to transport to Pneuma Manor and to College of Winterhold Requires: DAWNGUARD Revision History: v1.2: -Added new quest to clear up lore conflicts -Added a new book and several supporting items for the new quest. -Corrected dog's voice. v1.1: -Added new book -Added two new spells, one for transport to Pneuma Manor, one for transport to College of Winterhold Known Quirks: -If you have dialogue issues, try saving-reloading in order to fix. This issue should not prop up, but might since there is (technically) custom dialogue included. -Ushugob does not have a voice for the Thane dialogue. Guess this is due to no Orcs as Thanes in Skyrim. Credits: -Tamriel Rebuilt – name generator -Artisanix – Paintings and Frames - http://skyrim.nexusmods.com/mods/17423 Special thanks to Artisanix for making awesome paintings/frames resource. -Balok’s Tutorials – Creating Skyrim Oil Paintings - http://www.youtube.com/watch?v=k28k_6ChNks These were very helpful in teaching techniques for creating the paintings. Note: I am making a massive update for this mod, but it won't be released for some time. It will be including the other expansions, and I will be leaving this upload at version 1.2. The regular Skyrim version of the new update will be called Definitive Edition, and it will just be Pneuma Manor when I port it over to Special Edition.
  10. Version 2.0.0

    139 downloads

    Short Description: Need a little more adventure in your life? Do you want to know about the story of a Nord named Kenny, and how he was heckled by an Argonian named Nessie? Look no further! This mod offers a short quest in which an Argonian asks for 350 gold, and the player was warned by a Nord named Kenny. After the conclusion of your adventure, you can hear the tale from a traveling bard. And it all starts in Whiterun. Detailed Description: This mod is a lore-friendly parody mod based off of South Park's Lochness Monster joke. Playing the role of the Lochness Monster is an Argonian named Nessie. Nessie has been bugging a Nord named Kenny for 350 gold at every turn. It is now the player's turn to be harrassed. You start out near the well in Whiterun. You encounter Nessie for the first time in Whiterun. Where you see Nessie next depends on what cities you go to 24hrs+ after the first meeting. Eventually, depending on your decisions, you will fight Nessie. This fight can occur Features: -A quest -Some humor! -Your choices drive the quest's direction -Balanced boss fight for all levels -350 Gold -A traveling bard to tell your tale, with a random chance for where he will show up Bard's Schedule: Monday - Markarth Karthwasten Old Hroldan Rorikstead Tuesday - Dragon Bridge Solitude Inn Solitude Bard’s College Morthal Wednesday - Dawnstar Winterhold Thursday - Nightgate Inn Windhelm (one of two taverns) Kynesgrove Friday - Riften Ivarstead Shor’s Stone Saturday - Falkreath Sunday - Whiterun (one of two taverns) Riverwood Installation Instructions: -Find your Data folder -Place the files within the zip into your Data folder. Changelog: V1: -The initial release V2: -Updated NPC face textures Known Bugs: None at this time Known Quirks: -When you are near the Whiterun well for the first time, I highly recommend not having auto-run enabled. You will keep running without the ability to stop. -The cities will fight Nessie with you if you are their allies. There is a probable chance of some citizens being killed by Nessie depending on your time of day -You will have the blinking animation when you are outside in Tamriel or Solstheim. -Nessie can be large, so think about that when you are fighting Nessie Starring: umadjonny - Nessie's Voice PyroToaster - Kenny's Voice Herr Yuri - Wolfgar's Voice DarkVirus - Mannril's Voice Crimson Phoenix - Crulek's Voice Credits: Audacity Windows Movie Maker Bethesda - Skyrim and Creation Kit jacobmathiassen - Male crying and weeping - https://www.freesound.org/people/jacobmathiassen/sounds/25 4869/ Bard Song Instrument Recording - http://www.jsayles.com/familypages/earlymusic.htm Trailer Music - http://www.bensound.com/royalty-free-music/cinematic/2 Special Thanks: Skinnytecboy - Support Epoch Sanctum - Support, and Resources Armstrong Security Solutions - Support, Resources, and Voice Work Herr Yuri, Crimson Phoenix, DarkVirus, PyroToaster, and umadjonny - For the Voice Work Very Special Thanks - For the encouragement, and support during this mod's production: VS
  11. 852 downloads

    I thought about why I was using a mod to totally disable bards' automatic playing, and I realized that it wasn't because I disliked the idea of such a feature (I think it's actually quite immersive, more so than ambient tavern music). It was because of two reasons: 1) I dislike the bards' music (both singing and instrumentals) 2) The audience gathering and clapping scene is obnoxious and can actually disrupt scenes that I am interested in. So, what does this mod do? - Changes to Bard Scenes to either skip dialogue in favour of replacement (songs) or to redirect sounds to new files (instrumental). - Change to script (SF_BardAudienceQuestScene_00108ED5) for Bard Audience Scene to cause it to end as soon as it attempts to start. Bards will now randomly (not equally randomly, but approximately enough) choose songs from a custom directory to play. This applies to bards' instrumental music and singing music (they both select from the same pool of files). How do you customize your music? Installing the mod, you'll see that a new folder is added (Data\Sounds\fx\DAIBard). This folder contains 20 silent .xwm files. Replace them with your own music (converted to .xwm) and remember to rename them appropriately. The first 10 tracks ("Track01.xwm", "Track02.xwm", ..., "Track10.xwm") are for female bards (so put female-voiced songs in those slots); the last 10 ("Track11.xwm", "Track12.xwm", ..., "Track20.xwm") are for male bards (so put male-voiced songs in those slots); if you don't really care, then just duplicate you first ten tracks and rename them. Why is stuff in this mod prefixed by "DAI"? I originally made this to replace the Vanilla bard songs with bard songs from Dragon Age: Inquisition. And, I personally, like the first, sixth, and ninth tracks a lot. If your interested in those tracks, Bioware is giving them out for free for a limited time (until February 9, 2015): http://www.dragonage.com/en_US/news/inquisition-tavern-songs-giveaway Notes about the result of this mod You'll find that the bards will still select their instruments (Lute, Flute, Drum, Voice) based on the original track that was going to be played, but your custom track will be played instead. They will still animate (if applicable). They will not lip-sync the new track (nor will they lip-sync at all). Changelog: v1.0 - Initial release. v1.1 - Tracks played are now dependent on the bard's gender. Tracks 01 to 10 make up the female bard songs pool, and tracks 11 to 20 make up the male bard songs pool.
  12. Version 1.0.0

    54 downloads

    Nessie - The Tale of 350 by Arron Dominion Mod Trailer Short Description: Need a little more adventure in your life? Do you want to know about the story of a Nord named Kenny, and how he was heckled by an Argonian named Nessie? Look no further! This mod offers a short quest in which an Argonian asks for 350 gold, and the player was warned by a Nord named Kenny. After the conclusion of your adventure, you can hear the tale from a traveling bard. And it all starts in Whiterun. Detailed Description: This mod is a lore-friendly parody mod based off of South Park's Lochness Monster joke. Playing the role of the Lochness Monster is an Argonian named Nessie. Nessie has been bugging a Nord named Kenny for 350 gold at every turn. It is now the player's turn to be harassed. You start out near the well in Whiterun. You encounter Nessie for the first time in Whiterun. Where you see Nessie next depends on what cities you go to 24hrs+ after the first meeting. Eventually, depending on your decisions, you will fight Nessie. This fight can occur in any of the 5 main towns, depending on the choices you have made. Remember the rules of three. Features: -A quest -Some humor! -Your choices drive the quest's direction -A traveling bard to tell your tale, with a random chance for where he will show up Bard's Schedule: Monday - Markarth Karthwasten Old Hroldan Rorikstead Tuesday - Dragon Bridge Solitude Inn Solitude Bard’s College Morthal Wednesday - Dawnstar Winterhold Thursday - Nightgate Inn Windhelm (one of two taverns) Kynesgrove Friday - Riften Ivarstead Shor’s Stone Saturday - Falkreath Sunday - Whiterun (one of two taverns) Riverwood For a mod review, check out Chaos Hellfire's review: https://youtu.be/IZE79WHd4ek?t=9m4s Installation Instructions: -Find your Data folder -Place the files within the zip into your Data folder. Changelog: V1: -The initial release Known Bugs: None at this time Known Quirks: -When you are near the Whiterun well for the first time, I highly recommend not having auto-run enabled. You will keep running without the ability to stop. -The cities will fight Nessie with you. There is a probable chance of some citizens being killed by Nessie depending on your time of day -Nessie can be large, so think about that when you are fighting Nessie Note: If you are wanting to translate this mod into another language, feel free to message me. Starring: umadjonny - Nessie's Voice PyroToaster - Kenny's Voice Herr Yuri - Wolfgar's Voice DarkVirus - Mannril's Voice Crimson Phoenix - Crulek's Voice Credits: Audacity Windows Movie Maker Bethesda - Skyrim and Creation Kit jacobmathiassen - Male crying and weeping - https://www.freesound.org/people/jacobmathiassen/sounds/25 4869/ Bard Song Instrument Recording - http://www.jsayles.com/familypages/earlymusic.htm Special Thanks: Skinnytecboy - Support Epoch Sanctum - Support, and Resources Armstrong Security Solutions - Support, Resources, and Voice Work Herr Yuri, Crimson Phoenix, DarkVirus, PyroToaster, and umadjonny - For the Voice Work Very Special Thanks - For the encouragement, and support during this mod's production: VS
  13. View File Elin Bard 3 with Bearserk, the Lute-Playing Bear Trio by RSV Website: http://Casualmods.net Available at Loverslab with permission. DO NOT UPLOAD THIS MOD OR IT'S ASSETS TO OTHER SITES. If you want to use the animations in your mod, please contact the author, RSV, at Casualmods.net. ================================ ================================ Elin Bard 3 with Bearserk is available as an Installer that, when launched, will add the master files, plugins, and BSA files (for Elin Bard and Bearserk) then creates the behavior files or updates existing behavior files. If you are not using any animation mods that require FNIS then the installer will simply create the behavior files. If you do have animation mods and already created the FNIS behavior files then the Elin Bard Bearserk app will update the FNIS files to include the Bard and Bearserk animations. For this reason, please pay attention to the installation instructions provided in this post. If you do not wish to use the installer, I have provided pre-made files in which you can install and play. However, these files can only be used if either (1) you don't use FNIS or any animations that require FNIS , or (2) use the Elin Idle animation which does use FNIS. ================================ Elin Bard For those people not familiar with the Elin bard, she lives in the Bard's College at Solitude and her musical instrument of choice is the violin. Interact with her and she will give you a violin and bow. Play the violin near other Elins and they (most, not all) offer food and dance to your musical performance. Version 3 introduces an all new A.I. as evident of her daily schedule. Bearserk What is not present with previous versions of the Elin Bard is Bearserk, the lute-playing, bear trio. They can be recruited as followers and follow most dialogue options for followers. They can play their lutes for you and if you have the violin and bow, accompany you as you play. If performing near Elins, the bears will receive honey. In combat, they use their lutes as weapons and if delivering the death blow against an enemy, will celebrate by playing "Misirlou". Each bear can be found in these locations. ================================ UPDATES - 2014 August 08 - English translation patch. Filename: PATCH_English_Translations_2014Aug08.7z Translated the Bards College (name) and some Bearserk dialogue options that were still in Russian. The dialogue options will appear in English regardless because of the Elin Bard plugin, but just in case. Patch is needed for both the installer added files and the pre-made files. Just extract Bearserk.esm and Elinbard.esp and copy to your DATA folder or MO mod folder; allow overwriting of the original files. ================================ INCOMPATIBILITIES - Elin Bard v2.2 and earlier versions. - Earlier versions of Bearserk. To avoid potential bugs due to old scripts from previous versions of these mods in game saves, it is best to use a clean save or utility to clean your save file when using Elin Bard v3. Some game save script-cleaners Save Game Script Cleaner...http://www.nexusmods.com/skyrim/mods/52363 Save Game Script Scalpel...http://www.nexusmods.com/skyrim/mods/53045 ================================ REQUIREMENTS (1) Adobe AIR...https://get.adobe.com/air/ - Required for the Elin Bard Bearserk application. (2) Tera Elin Race (Elin 1) Main Package...http://www.loverslab.com/topic/20121-elin-voice-pack-update-tera-elin-race/ - Required for the Elin Bard. ================================ AVAILABLE FILES (All Files Located in the Forum Downloader Unless an Outside Link is Provided) Installer (1) ElinBardBearserkInstaller.rar If you do not want to use the installer then I have provided some ready-to-use files. Install with mod manager or extract and copy the files to your DATA folder. FNIS not required. Without Elin Idle Animation (2) ElinBard_v3_withBearserk.7z Includes the Elin Idle Animation (3) ElinBard_v3_withBearserk_andElinIdleAnimation.7z PATCHES (1) PATCH_English_Translations_2014Aug08.7z =============================== INSTALLATION Important Do not launch the application from Mod Organizer. The app requires access to the actual Skyrim folder to read the information stored in UPDATE.bsa and update any FNIS files. Launching the app from MO will cause errors or the app crashing during the creation/installation of the files. Part 1 - Installing the Elin Bard Bearserk Application Install Adobe Air. Run the ElinBardBearserk.exe to install the application. You can now run the app from the desktop icon or lauching from Start Menu. The app files are installed in "C:\ElinBardBearserkInstaller". Part 2- Preparation Before Creating the Mod Files The Elin Bard 3 with Bearserk does not require FNIS, but if you use the FNIS Generator afterwards, the bard's and Bearserks animations will glitch or not work. You need to have any animation mod preinstalled and FNIS behavior files created/updated before using the Bard/Bearserk app. Make a backup of any existing behavior files. MESHES > ACTORS > CHARACTER > BEHAVIORS MESHES > ACTORS > CHARACTER > CHARACTERS MESHES > ACTORS > CHARACTER > CHARACTERS FEMALE If you are using Mod Organizer, the FNIS generated files are located in the Overwrite folder. Backup the files from there. Part 3- Creating the Mod Files ------------------------------------------------------ ATTENTION: Mod Organizer Users Do not forget to copy any FNIS generated behavior files from the Overwrite folder and paste them in your DATA folder because during the creation process, the Bard/Bearserker app will UPDATE the FNIS files . Copy the complete MESHES folder structure, not just the HKX files. ------------------------------------------------------ Launch the Elin Bard Bearserker Installer app and you will see this window. You can change the language to English by clicking on the "ENG" button. Click "INSTALL" to start the file creation. Pay attention to the progress window in the middle. When it says "Installation Complete", the Elin Bard/Bearserk mod with behavior files has been added to your DATA folder. If the progress window only says "Shortcut OK" or says anything other than "Installation Complete", that indicates it can not find UPDATE.bsa in the DATA folder, but that has only happened to me when I was creating the files using a dummy Skyrim folder and forgot to include a copy of UPDATE.bsa. Part 4- Install the Tera Elin Race (Elin 1) Main Package + Any Add-on. Files and installation instructions on the Elin 1 post. Part 5- Done If using Mod Organizer, package the Bearserk/Elin Bard master/plugin/bsa files and install those with MO. The created (or updated) behavior files can now be moved to MO's Overwrite folder (did you backup the existing behavior files first?) and allow overwriting. Make a backup of the updated behavior files as a precautionary measure. Important If you install or uninstall any animation mods that requires FNIS Generator to update the behavior files will cause problems with Elin Bard/Bearserk. You need to do the following: Uninstall or install the animation mod. Run FNIS Generator for Users. Run the ElinBardBearserk.exe to update the new FNIS files. ================================ LOAD ORDER This load order includes the Tera Elin Race (Elin 1) and add-ons. Elin Bard 3 with Bearserk files are in BLUE. RaceCompatibility.esm ElinRace.esm ElinRaceTaint.esm Bearserk.esm ElinRaceIdle.esp ElinRaceVoice.esp Bearserk.esp ElinBard.esp SummonElinRing.esp Elin Mannequin.esp ElinRace Enemy NR.esp ElinRace Enemy.esp ElinRace NewNPC.esp ElinRace NPC.esp ElinRace - Use UNP BBP Body.esp ================================ KNOWN BUGS Elin Bard She holds the violin at the wrong end when idle (not when playing). Violin bow is held high above the violin...SOLUTION (?): probably a skeleton issue since the animations are the same as the previous Elin bards. When she goes through her routines at Solitude, she will play the violin at the Bard's College and at the marketplace. The music and violin-playing animation will loop a second time, but abruptly stop halfway She will then proceed to her other routines. Asking her to play for you when she is outside of the Bard's College will start the music, but she does not play the violin...SOLUTION: this is likely due to the previous Elin bards being sandboxed within the Bard's College and never going outdoors. If you want her to play for you and receive the violin and bow, speak with her when she is inside the Bard's College. Bearserk The bears may freeze during combat and become unresponsive...SOLUTION: open the console, click on the bear and type DISABLE then type ENABLE. The bears will appear to slowly become invisible then reappear or stay invisible...SOLUTION: at the moment, I don't know of any solutions to stop this from happening, but if any of them stays invisible, just change cell locations to make them reappear. ================================ THOSE ARE NOT BUGS...Maybe...I guess Elin Bard The bard plays her violin at the Solitude marketplace and in the Bard's College (2nd-floor). Talking to her when she is playing music at those locations will disrupt the animations, but the music continues to play. So do not talk to her when she is scripted to play her violin. This does not happen when you first ask her to play for you; speaking to her again to stop will cleanly stop the animation and music. ================================ CREDITS RSV for the Elin Bard and Bearserk...Casualmods.net "Misirlou" by Dick Dale "We Will Rock You" by Queen "Siamsa" by Ronan Hardiman ================================ ================================ Submitter PsychoMachina Submitted 08/07/2014 Category Races Requires Adobe AIR + Tera Elin Race (Elin1) Special Edition Compatible
  14. Version 1.01

    426 downloads

    Announcement At this time, this mod is as complete as it can be as far as my skills will allow. However, I filed it under the category of WIP because there is one particular aspect that I want to add that I simply do not have the knowledge to do. That is animations. With Fore's FNIS Alternate Animations feature, I would like to add proper lute-playing animations to replace the default attack animations. Certainly, the LoversLab community has some of the best animation artists for TES games around. And that is why I have released this here and now. In addition to mod users who might be interested, I'd like to invite mod-makers who are familiar with animation-making to try out this mod and, if it shows promise, to consider helping me accomplish that goal. Description This mod brings a playstyle from Dragon Age: Inquisition's Multiplayer to Skyrim. Dragon Age: Inquisition's Virtuoso is primarily a support class with a diverse arsenal of magical abilities. But the method by which the Virtuoso readies these abilities for use is rather unique. The mod will add a Lesser Power to the player called "View Bardic Perk Tree". This Lesser Power will bring the player to an area where they can obtain the Lute Weapon (which is the player's access to the majority of the mod's features). Here, the player can also choose from a selection of 18 Perks specifically designed for this playstyle. 3 of the perks are offered for free. The others will require perk point investment, sufficient Speech skill, and prerequisite perks. 10 of the 18 perks allow your character to use unique abilities with their Lute. Using the Lesser Power again or activating the floor returns the player to their original position. With a Lute equipped and out, the player can queue Fire, Frost, and Shock "Notes". The keys used to queue these must be configured in the Mod Configuration Menu (MCM) of the SkyUI mod. Up to 3 Notes can be queued. When 3 Notes are queued, but further Notes are added to the queue, the earliest Notes queued will be replaced. Using normal attacks will fire off basic projectile spells with the type corresponding to the earliest note queued. These projectiles deal very modest damage, but allow the player to regenerate Magicka. Using Power Attacks cause the player to play "Songs". Songs are your special abilities and which Song is played depends on the combination of Notes queued. To play a song successfully you must know it by obtaining the corresponding perk. Songs also consume Magicka. The effectiveness of the player's Songs and basic attacks are governed by the attack rating of their lute, whose damage scales highly with Speech skill. The majority of the Songs give a buff to the player and their allies while delivering debuffs to foes, within a 12 foot radius (shown visually with a ring effect). This is designed for a support class playstyle that enhances the combat efficacy of followers and nearby non-hostiles, while delivering little damage from the player him/herself. A list of the Songs' effects is below: Requirements SKSE v1.7.3 or later SkyUI v4.1 or later Thanks Qsleeves on Looperman for sounds Sampleswap for sounds
  15. Version v1

    3,483 downloads

    Elin Bard 3 with Bearserk, the Lute-Playing Bear Trio by RSV Website: http://Casualmods.net Available at Loverslab with permission. DO NOT UPLOAD THIS MOD OR IT'S ASSETS TO OTHER SITES. If you want to use the animations in your mod, please contact the author, RSV, at Casualmods.net. ================================ ================================ Elin Bard 3 with Bearserk is available as an Installer that, when launched, will add the master files, plugins, and BSA files (for Elin Bard and Bearserk) then creates the behavior files or updates existing behavior files. If you are not using any animation mods that require FNIS then the installer will simply create the behavior files. If you do have animation mods and already created the FNIS behavior files then the Elin Bard Bearserk app will update the FNIS files to include the Bard and Bearserk animations. For this reason, please pay attention to the installation instructions provided in this post. If you do not wish to use the installer, I have provided pre-made files in which you can install and play. However, these files can only be used if either (1) you don't use FNIS or any animations that require FNIS , or (2) use the Elin Idle animation which does use FNIS. ================================ Elin Bard For those people not familiar with the Elin bard, she lives in the Bard's College at Solitude and her musical instrument of choice is the violin. Interact with her and she will give you a violin and bow. Play the violin near other Elins and they (most, not all) offer food and dance to your musical performance. Version 3 introduces an all new A.I. as evident of her daily schedule. Bearserk What is not present with previous versions of the Elin Bard is Bearserk, the lute-playing, bear trio. They can be recruited as followers and follow most dialogue options for followers. They can play their lutes for you and if you have the violin and bow, accompany you as you play. If performing near Elins, the bears will receive honey. In combat, they use their lutes as weapons and if delivering the death blow against an enemy, will celebrate by playing "Misirlou". Each bear can be found in these locations. ================================ UPDATES - 2014 August 08 - English translation patch. Filename: PATCH_English_Translations_2014Aug08.7z Translated the Bards College (name) and some Bearserk dialogue options that were still in Russian. The dialogue options will appear in English regardless because of the Elin Bard plugin, but just in case. Patch is needed for both the installer added files and the pre-made files. Just extract Bearserk.esm and Elinbard.esp and copy to your DATA folder or MO mod folder; allow overwriting of the original files. ================================ INCOMPATIBILITIES - Elin Bard v2.2 and earlier versions. - Earlier versions of Bearserk. To avoid potential bugs due to old scripts from previous versions of these mods in game saves, it is best to use a clean save or utility to clean your save file when using Elin Bard v3. Some game save script-cleaners Save Game Script Cleaner...http://www.nexusmods.com/skyrim/mods/52363 Save Game Script Scalpel...http://www.nexusmods.com/skyrim/mods/53045 ================================ REQUIREMENTS (1) Adobe AIR...https://get.adobe.com/air/ - Required for the Elin Bard Bearserk application. (2) Tera Elin Race (Elin 1) Main Package...http://www.loverslab.com/topic/20121-elin-voice-pack-update-tera-elin-race/ - Required for the Elin Bard. ================================ AVAILABLE FILES (All Files Located in the Forum Downloader Unless an Outside Link is Provided) Installer (1) ElinBardBearserkInstaller.rar If you do not want to use the installer then I have provided some ready-to-use files. Install with mod manager or extract and copy the files to your DATA folder. FNIS not required. Without Elin Idle Animation (2) ElinBard_v3_withBearserk.7z Includes the Elin Idle Animation (3) ElinBard_v3_withBearserk_andElinIdleAnimation.7z PATCHES (1) PATCH_English_Translations_2014Aug08.7z =============================== INSTALLATION Important Do not launch the application from Mod Organizer. The app requires access to the actual Skyrim folder to read the information stored in UPDATE.bsa and update any FNIS files. Launching the app from MO will cause errors or the app crashing during the creation/installation of the files. Part 1 - Installing the Elin Bard Bearserk Application Install Adobe Air. Run the ElinBardBearserk.exe to install the application. You can now run the app from the desktop icon or lauching from Start Menu. The app files are installed in "C:\ElinBardBearserkInstaller". Part 2- Preparation Before Creating the Mod Files The Elin Bard 3 with Bearserk does not require FNIS, but if you use the FNIS Generator afterwards, the bard's and Bearserks animations will glitch or not work. You need to have any animation mod preinstalled and FNIS behavior files created/updated before using the Bard/Bearserk app. Make a backup of any existing behavior files. MESHES > ACTORS > CHARACTER > BEHAVIORS MESHES > ACTORS > CHARACTER > CHARACTERS MESHES > ACTORS > CHARACTER > CHARACTERS FEMALE If you are using Mod Organizer, the FNIS generated files are located in the Overwrite folder. Backup the files from there. Part 3- Creating the Mod Files ------------------------------------------------------ ATTENTION: Mod Organizer Users Do not forget to copy any FNIS generated behavior files from the Overwrite folder and paste them in your DATA folder because during the creation process, the Bard/Bearserker app will UPDATE the FNIS files . Copy the complete MESHES folder structure, not just the HKX files. ------------------------------------------------------ Launch the Elin Bard Bearserker Installer app and you will see this window. You can change the language to English by clicking on the "ENG" button. Click "INSTALL" to start the file creation. Pay attention to the progress window in the middle. When it says "Installation Complete", the Elin Bard/Bearserk mod with behavior files has been added to your DATA folder. If the progress window only says "Shortcut OK" or says anything other than "Installation Complete", that indicates it can not find UPDATE.bsa in the DATA folder, but that has only happened to me when I was creating the files using a dummy Skyrim folder and forgot to include a copy of UPDATE.bsa. Part 4- Install the Tera Elin Race (Elin 1) Main Package + Any Add-on. Files and installation instructions on the Elin 1 post. Part 5- Done If using Mod Organizer, package the Bearserk/Elin Bard master/plugin/bsa files and install those with MO. The created (or updated) behavior files can now be moved to MO's Overwrite folder (did you backup the existing behavior files first?) and allow overwriting. Make a backup of the updated behavior files as a precautionary measure. Important If you install or uninstall any animation mods that requires FNIS Generator to update the behavior files will cause problems with Elin Bard/Bearserk. You need to do the following: Uninstall or install the animation mod. Run FNIS Generator for Users. Run the ElinBardBearserk.exe to update the new FNIS files. ================================ LOAD ORDER This load order includes the Tera Elin Race (Elin 1) and add-ons. Elin Bard 3 with Bearserk files are in BLUE. RaceCompatibility.esm ElinRace.esm ElinRaceTaint.esm Bearserk.esm ElinRaceIdle.esp ElinRaceVoice.esp Bearserk.esp ElinBard.esp SummonElinRing.esp Elin Mannequin.esp ElinRace Enemy NR.esp ElinRace Enemy.esp ElinRace NewNPC.esp ElinRace NPC.esp ElinRace - Use UNP BBP Body.esp ================================ KNOWN BUGS Elin Bard She holds the violin at the wrong end when idle (not when playing). Violin bow is held high above the violin...SOLUTION (?): probably a skeleton issue since the animations are the same as the previous Elin bards. When she goes through her routines at Solitude, she will play the violin at the Bard's College and at the marketplace. The music and violin-playing animation will loop a second time, but abruptly stop halfway She will then proceed to her other routines. Asking her to play for you when she is outside of the Bard's College will start the music, but she does not play the violin...SOLUTION: this is likely due to the previous Elin bards being sandboxed within the Bard's College and never going outdoors. If you want her to play for you and receive the violin and bow, speak with her when she is inside the Bard's College. Bearserk The bears may freeze during combat and become unresponsive...SOLUTION: open the console, click on the bear and type DISABLE then type ENABLE. The bears will appear to slowly become invisible then reappear or stay invisible...SOLUTION: at the moment, I don't know of any solutions to stop this from happening, but if any of them stays invisible, just change cell locations to make them reappear. ================================ THOSE ARE NOT BUGS...Maybe...I guess Elin Bard The bard plays her violin at the Solitude marketplace and in the Bard's College (2nd-floor). Talking to her when she is playing music at those locations will disrupt the animations, but the music continues to play. So do not talk to her when she is scripted to play her violin. This does not happen when you first ask her to play for you; speaking to her again to stop will cleanly stop the animation and music. ================================ CREDITS RSV for the Elin Bard and Bearserk...Casualmods.net "Misirlou" by Dick Dale "We Will Rock You" by Queen "Siamsa" by Ronan Hardiman ================================ ================================
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