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Found 12 results

  1. Need help finding the bloodborne armors with hdt and GUN packs for Skyrim LE does anybody still have them?
  2. Hello, this is full_inu I decided to open this topic to let more people know about my work. I started to make several new armors from Bloodborne and Dark Souls franchises. My previous big work was Bloodborne and Dark Souls Packs [by Team TAL x full_inu] for Skyrim Special Edition, that was released with permission exclusively on Loverslab.com My main goal is to bring interesting armor to Skyrim. I do version for Skyrim Legendary Edition with HDT-PE/HDT-SMP and for Skyrim Special Edition with HDT-SMP support! Basic requirements for my mods are: 1) Skeleton XPMSE / XPMSSE 2) NetImmerse NiOverride OR Racemenu 3) SKSE and HDT Physics Extension, and also latest mods required HDT Skinned Mesh Physics (you can download ready-to-go HDT-SMP package, which will not interfere with any HDT-PE installations, for Skyrim LE here) Yahar'gul Set Ordained Set Choir Set Henryk's Hunter Set Sebastian Castellanos Outfit (SOS) Cainhurst Knight Set Ada Wong Coat (UNP) Annalise Dress (UNP) Grave Warden Set Lord Nicholas Armor Gloom Set Geralt Hair Painter Hair Lothric War Banner Hunter's Dream Noble Dress (UNP) Antiquated Plain Set (UNP, SOS) Tower of London Guard Set
  3. [full_inu] Hunter's Dream View File https://www.patreon.com/posts/full-inu-hunters-32510320 Credits: * FROM SOFTWARE - models, textures * full_inu - meshes porting, texture edit * Betsujin - artwork Description: "Welcome to the Hunter's Dream!.." This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas. First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version. To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones. Or type in console: coc hunter Troubleshooting: Music can play night track at daytime. Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location). It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons. To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg: UseOSAllocators=1 This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne. Submitter full_inu Submitted 05/24/2020 Category Other Requires SKSE, Crash Fixes Special Edition Compatible  
  4. View File [full_inu] Hunter's Dream SSE https://www.patreon.com/posts/full-inu-hunters-32510320 Credits: * FROM SOFTWARE - models, textures * full_inu - meshes porting, texture edit * Betsujin - artwork Description: "Welcome to the Hunter's Dream!.." This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas. First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version. To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones. Or type in console: coc hunter Troubleshooting: Music can play night track at daytime. Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location). It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons. To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg: UseOSAllocators=1 This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne. Submitter full_inu Submitted 05/24/2020 Category Regular Mods Requires Regular Edition Compatible  
  5. 517 downloads

    https://www.patreon.com/posts/full-inu-hunters-32510320 Credits: * FROM SOFTWARE - models, textures * full_inu - meshes porting, texture edit * Betsujin - artwork Description: "Welcome to the Hunter's Dream!.." This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas. First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version. To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones. Or type in console: coc hunter Troubleshooting: Music can play night track at daytime. Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location). It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons. To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg: UseOSAllocators=1 This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne.
  6. 917 downloads

    https://www.patreon.com/posts/full-inu-hunters-32510320 Credits: * FROM SOFTWARE - models, textures * full_inu - meshes porting, texture edit * Betsujin - artwork Description: "Welcome to the Hunter's Dream!.." This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas. First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version. To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones. Or type in console: coc hunter Troubleshooting: Music can play night track at daytime. Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location). It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons. To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg: UseOSAllocators=1 This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne.
  7. So, anybody happen to downloaded this set? the source link from Team TAL Patreon has been removed due to DMCA, i hope somebody here save it before they got taken down. Thanks in advance
  8. My first experience with ENBs wasn't installing one, it was trying to figure out what they were. Launching Skyrim the 1st time with no mods gave me the physics glitch at the vanilla opening for going over 144FPS. No one would tell me a solution on how to fix it on Steam or Reddit that didn't include an ENB & no one would explain what it is or how it works. I eventually fiddled around with the ini file on my own after a few days of no help to fix it & was basically driven away from ENBs since then. Recently that habit of avoiding them went down & now I've discovered an ENB that resembles the environment of Bloodborne: https://old.nexusmods.com/skyrim/mods/78541/? and I totally want this shit on my game. Problem is I still have no idea how ENBs work & haven't really found an easy to understand guide (i'm still careful with mods too so this is another level). So is there anyone here who can help me out on how to configure this ENB to work without screwing my game up? I was referred to this guide so far: http://wiki.step-project.com/Guide:ENB#ENBSeries_Installation plus this guide: https://old.nexusmods.com/skyrim/mods/74427/? & was told to use an ENB manager. Is this one any good? https://old.nexusmods.com/skyrim/mods/24402/? or is there a better one? My PC uses a i7-700K, GTX 1070, & 16GB RAM so as I long as I can play at 1080 60FPS consistently, I'm golden. Also I've heard of ENBs bein incompatible with certain mods but I have nothing that affects graphics, world textures, anything that "overhauls" the world in general (I'm thinking of the recommended mods for the Bloodborne ENB but not until I'm sure I can get it working first.) Not sure if this is necessary but here's my load order also, if anyone can help me figure out this ENB I'd greatly appreciate it (let me know if you need better quality pic):
  9. Does anyone know where to find the running animation in this video? https://www.youtube.com/watch?v=ed9zdIsY1Bk Been looking for it like crazy but no luck.
  10. So I am sure most people know about the Bloodborne inspired (I am assuming) mod, Glenmoril. I really like the coats but I wish the flaps of the coats would move like they do in Bloodborne. What I mean is just flap/flow as they walk, not specifically just like Bloodborne. Unless I am missing an obvious solution, can someone make the coats flap/flow as you walk/run?
  11. I am looking to see if there was anyone out there that is talented in blender to make bloodborne weapons (transformed and untransformed) into weapon mods. More specifically I am looking for the Bloodletter from the DLC, the Rakuyo or Chikage, and the Burial Blade. Any direction would be much appreciated
  12. Anyone got any links to the last available versions of TeamTal's Dark Souls & Bloodborne mods? I have some of them already from 2018 but they're older versions plus TeamTal was made to remove em from his Patreon.
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