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View File This mod is just a cut down part of Devious Devices - Equip. The armor was previously converted by MaikCG into a simple Armor mod (Dwarven Devious Cuirass) without the touch of the devious aura of the Mecha Suit. TheQueenofTraps has posted the SSE port of that mod. WHAT IS IN IT ? It has everything to make it the ultimate form of the Dwarven Devious Mecha-Suit. The Devious effects 2 versions of suits Easy Bodyslide Compatibility and Modders' resources REQUIREMENTS : SexLab Framework ZaZAnimation Pack 7.0+ Devious Devices - Assets Devious Devices - Integration SexLab Aroused or SexLab Aroused Redux and do not forget to use Bodyslide, FINS and XMPS Extended Skeleton (search them in Nexus). CREDITS : Inte for Devious Devices - Equip TheQueenofTraps and MaikCG for their mods Future Updates : On porting to SSE and add more devious dwarven armors (if possible). N.B. : I am really new in Skyrim modding and revoked my first ever mod uploaded due to high ctd rate. This mod is clean and perfectly ctd proof. If the armors auto-unequip, hust clean the save and it will do the job. Submitter Dizsel Submitted 09/10/2019 Category Armor & Clothing Requires SexLabFramework, DeviousDevices-Assets,Integration,ZaZAnimationPack,SexLabAroused Special Edition Compatible No View File
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View File DWARVEN AUGMENTATION 1.0 (2018.08.05) This is an addon to Dwarven Cyborg Collection that adds functionality to the pieces and uses an MCM to lock characters into them. You can target NPCs in your crosshairs and start tracking them in the MCM. Up to 20 characters can be tracked by the mod. When you edit a character, you have 3 options: Body Modification: This will equip a cyborg body that cannot be removed. Head Modification: This will equip an item that is either a head replacement or something permanently grafted to the head. It cannot be removed. Accessories: This is used for additional items like clothes and helmets. They are added to the character's inventory and equipped if possible. Items added by this are not tracked by the mod and may be removed/dropped/sold freely. Biological Automaton Framework (BAF) Support Dwarven Augmentation supports -BAF- bodies that have been custom-built from Bodyslide. All you need to do is set some configuration options in the MCM for each body you want to use. The Configuration setting will determine how the body will behave in gameplay. The Hands and Feet settings can affect the armor rating; normal equipment can be equipped to them if the bare option is chosen. You can also add accessory pieces to each body. Requirements Dwarven Cyborg Collection - You will only need the assets from this, you don't need to activate the ESP(s). SKSE + SkyUI Compatibility Note: If you're using Schlongs of Skyrim, don't forget to set the body pieces to be revealing in the SoS MCM. Accessory pieces that use the Panties slot will conflict with the cyborg bodies if you don't. More Info This mod also adds appropriate effects to the items from Dwarven Cyborg Collection. These effects can be toggled in the MCM (with one exception): Any body with cybernetic limbs will begin to arc with electricity as its user's health gets low. This is a cosmetic effect only. Parts with no hands prevent the user from equipping weapons, shields, rings, and torches (no toggle for this one). They also cannot interact with crafting stations. This includes armless items and the bladed arms from the Bikini set. The bladed arms from the Bikini set give a 25pt bonus to unarmed damage. This is doubled with the Fists of Steel perk! The other mechanical arms give a 10pt damage bonus to melee and unarmed attacks. NPCs who lack arms will flee from combat. Mechanical legs give a variable speed bonus based on the user's health. At low health this becomes a speed penalty. Legless bodies move much slower, especially when weapons/magic/fists are drawn. Limbless "nugget" bodies cannot move. I tried slowing them way down but they ended up randomly getting stuck and unable to move anyway. Items which replace the player's head will create a screen effect and give Waterbreathing. These effects can be toggled individually. The included cyborg parts are listed below. As of 1.0, most armored pieces are no longer included; support for armored bodies is still possible with -BAF-. Also, the mod includes my Simple Dwemer Eyes options. Info For Modders Future Plans? Support for one-armed bodies. JSON settings for -BAF- parts so they only need to be configured once across all saves? Submitter Holzfrau Submitted 03/09/2018 Category Armor & Clothing Requires Dwarven Cyborg Collection, SKSE, SkyUI Special Edition Compatible No View File
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Dwarven society is structured very similarly to how it is in most fantasy settings, if you have played a game in the forgotten Realms it should be similar enough to you. The dwarf holds are ruled by a series of kings, who all answer to the high king. Dwarves believe Rape, Murder, incest, and Theft to be wrong. With that said, women in Dwarven society are seen as little more than bargaining chips to be used by both male dwarves, as well as any monsters that have something of value to trade. It is common for dwarves to give their women over to monsters to gain a relative form of peace with them. Dwarves value gold above all else, even over their own flesh and blood. Dwarven men keep their sisters and daughters close, so as to keep them as valuable as possible to a potential ally. Physically speaking dwarves conform to standard conventions, mostly red haired, short, and stocky. Their females are usually quite curvy.
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Dwarven Devious Cuirass SSE View File This is a port of MaikCG's Dwarven Devious Cuirass with some slight modifications: Originally, inspired by the Captured Dreams mod and books about the terrible Dwarven devices. https://www.youtube.com/watch?v=lD0GxyZVvvw This was previously a standalone mod and was not originally a part of Devious Devices, it was only visual. This is my version of a Devious-ification of the mod based on the current DD release. MaikCG decided not to clutter the Skyrim world with another armor chest, so you'll need to get the armor through AddItemMenu: https://www.nexusmods.com/skyrimspecialedition/mods/17563 I included a non-DD clean version (no blood, but with lightning) of the Cuirass, as well as two sets of locking devices, using a custom key (also included). There is no blood or lightning on either DD set. The two locking variations are a standard device version (blindfold, gag and most of the usual body restraint/chastity types), and a "Powered" version that provides enhancements like Stamina boost, Unarmed damage, Destruction fortify, Waterbreathing and Night-eye (where appropriate). They are set to BlockGeneric, in order to prevent most non-key removal methods (most of the time, anyways). The CBBE HDT body is used as a base. Sorry, no UUNP version. Just generate them in BodySlide and you'll be good to go. ENJOY Submitter TheQueenofTraps Submitted 05/06/2019 Category Adult Mods Requires Devious Devices Assets, Devious Devices Integration, SexLab, Sexlab Aroused Regular Edition Compatible
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Dwemmer female voice for SexLab Extra Voices Expanded (agree and disagree) View File Dwemmer female voice for SexLab Extra Voices Expanded addition mod Dwemer female voice for PC Head Tracking on Nexus. Includes sounds and words in the pseudo-Dwemer language. (based on lore and internet controversy) words.txt there is a translation of the words and phrases used. There are two folders in the archive: VoiceSlot YY (Female) = sexy pleasure sound "Agree" VoiceSlot NN (Female) = sexy sad sound "Disagree" When installing, instead of letters, specify numbers your VoiceSlot. Also, you can extract folders 'Hot Sounds', 'Medium Sounds', 'Mild Sounds' and install them instead of other sounds of your choice. Skyrim\MO\mods\SexLabFramework\Sound\fx\SexLab if use mod orginizer Skyrim\Data\Sound\fx\SexLab if use base game If you want to use my voice - contact me! Maybe we can record something new together! Submitter tesserakta Submitted 08/30/2021 Category Sex Effects Requires SexLab Extra Voices Expanded Special Edition Compatible
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View File This is a SOS addon/craftable schlong in the style of a dwemer automaton, for your cyborg-style characters. Available for both males and females. -------------- ADDON VERSION: -------------- Requirements: Schlongs of Skyrim Full Version The addon has an initial probability of 0% for all races. If you want random NPCs to have this schlong, you need to set it to a higher value in the SOS MCM. -------------- EQUIPABLE VERSION: -------------- Requirements: Schlongs of Skyrim Full Version - OR - Schlongs of Skyrim Light Version - OR - Shape Atlas for Men The item is craftable at any forge, for 1 dwarven ingot + 1 refined moonstone. (No skill requirement) Alternatively, just use AddItemMenu or the console. The item uses equipment slot 52. ------------ BOTH VERSIONS: ------------ BodySlide Projects for fine-tuning the shape are provided. Disclaimers: I am by no means a 3D artist. This is just some cobbled-together dwemer clutter meshes. The bone weights were mostly done automatically and may therefore be inaccurate. Don't go crazy with node scales, and you likely wont notice a thing. The schlong uses the following textures: textures\actors\dwarvenspherecenturion\DwarvenSphereCenturion.dds (& _n.dds & _m.dds) textures\clutter\OreMoonstone01.dds (& _n.dds) textures\cubemaps\Bronze_e.dds textures\cubemaps\Ore_Moonstone_e.dds textures\weapons\dwarven\DwarvenStaff.dds (& _n.dds & _m.dds) Any texture replacers that improve these will also affect the schlong. Made in BodySlide/OutfitStudio 4.2.3 Submitter tanookitamatachi Submitted 02/23/2017 Category Models & Textures Requires Schlongs of Skyrim (or SAM, see description for details) Special Edition Compatible
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Dwemermatron View File Dwemermatron 1.3 (2019.08.14) A customizable follower mod for Dwarven Modular Automaton in the vein of Fallout 4: Automatron. The Khajiit merchant Ri'saad now sells a Dwemer Control Rod that will start the quest to acquire your own Dwemer automaton! Constructing and upgrading your follower is done at a new Dwemer workshop, located in the mountain pass above Windhelm. There is a short dungeon to complete before you can activate the follower. Instead of using dialogue like normal Skyrim followers, the follower construct is controlled using the Dwemer Control Rod, which creates a popup box that lets you select your command. This includes all the standard follower commands, although you may only trade if the follower is close to you. Additional automatons will awaken throughout Skyrim once you complete the follower. When you have the follower with you, they will randomly attack you in the wilderness. Otherwise, you may find them aimlessly attacking local wildlife. They can also rarely be found in dwemer dungeons. Schematics for additional components for your follower are found on enemy automatons. Simply loot their dead bodies and you will acquire any unowned schematics automatically. (The script that does this is a little pokey, nothing I can really do to fix it.) Requirements Dwarven Modular Automaton (assets only, you don't need to have the plugin activated) SKSE Compatibility Compatible with Amazing Follower Tweaks, Extensible Follower Framework, and Nether's Follower Framework. Partially compatible with Ultimate Follower Overhaul; but the follower can't be dismissed properly. Known Issues The follower construct doesn't have an activation prompt during the quest to complete its construction. Whenever the quest marker is pointing at it, you need to activate it. The follower starts out with empty body and feet slots. Any armor you give it for these slots may become equipped, resulting in those parts of its body disappearing. This issue will no longer occur once you upgrade its core and lower components. Amazing Follower Tweaks - 'Wait' command doesn't seem to do anything. You can still make the follower wait somewhere by using the 'Do something' command instead. Other Versions Special Edition Nexus Mods download Submitter Holzfrau Submitted 03/29/2019 Category Armor & Clothing Requires Dwarven Modular Automaton, SKSE Special Edition Compatible No
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Part 2 http://www.loverslab.com/blog/407/entry-2088-dwarven-hunt-part-2/
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Cripes, this body set ended up being even bigger than the Gynoids. 115 limb (and pants) variations. At least it doesn't have anywhere near as much add-on stuff to deal with. Which is good, 'cause I've still got to do those, and build the ground models. Might end up getting this out quicker than usual, though, if just because I really want to get to the next thing.
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"Arrr, me booty" Orcs half-off God, adding 160 items to the Creation Kit is tedious as hell. But I'm through it, aside from a few little error fixes that need to be done. The Gynoid Variable set is officially in the bag. Every feasible limb combination (sans any 'single missing leg' versions, because I wouldn't be able to make them hop), new at-the-knee cyborg legs, new boot and hand sets to match them. And every single thing in the Gynoid set now has its own ground model. There are some problems with these- I'm still using the same root data I stole for the Bikini ground models, since I know it works, but while the inventory displays are nearly perfect, the dropped items have some kinks that need to get worked out. The head-mounted parts, in particular, spawn with their center of gravity about a foot below the actual object. They're good enough for now, but I'm going to try to find a fix for that before I do the ground models for the Heads set. This puts me in the home stretch for the next update. Just got those few easily-fixed errors to take care of, and a couple of things to polish up for the Extras pack- a version of that top from the Blades Hakama set on the character above, for one- and then it's just screenshots and writing up a new description. Should hopefully have it out by the end of the month, unless I get lazy. After that I'll start work on the Edhildil Variable set for the following update, and then there's just one more thing that I want to do with the bodies before I'll consider them properly 'done'. I might look into doing a CBBE version after that. I don't use CBBE so it hasn't really been a priority for me, but offering the option would make including stuff from here in other mods much more feasible, so I do feel like I probably oughta get around to it at some point. On the upside I have learned a lot about how Outfit Studio works and now know some tricks that I think will make things a bit simpler. On the downside, I haven't actually tried to apply those tricks to a complete body conversion, and don't know if they'll actually work yet. And I haven't been able to find a way to directly convert a UUNP outfit to CBBE yet, so that'll take some more research. But at least I won't have to redo he Creation Kit work. And of course I'm still messing around with various experiments as the whim strikes me. I'd like to see if I can get that head-in-a-jar stuff working by the time I'm done with the bodies, for one thing. And then there's stuff like this... Don't think it's really workable to do this for all the bodies, since the effect is part of the armor add-on entry and thus would require completely duplicating the entire set, but it could be interesting to use it for some specific 'special' limb sets...
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Well, I've got the Gynoid Variable bodies pretty much done. 80 variants. Each. 160 between the armored and unarmored versions. (Plus another 80 for the No Breast Expansion version of the armored set, but I figured out how to do that purely through editing the .osp files instead of having to manually delete the sliders from each variant, so that hardly took any time at all.) Comes out to... Cripes, over 1.2GB when all of them are built with .tri files. And I haven't even started on building each hand and foot variant from the base ref. But that's just another eighteen or so entries, no big deal. Thought this would be lighter than the Bikini set when I started, even with the individual legs worked into it, but then I had to go and notice that the cut line for the cyborg knees happened to line up exactly with the triangles on the legs... ~And they knew that it was much more than a hunch~
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F U STORMCLOAKS It's worth noting that my 'process' on this project mainly consists of haring off after various tangents as my interest and capability allow. This is the current rabbit hole. I'd been thinking since I finished the 'automaton' version of the Edhildil body that, since the Gynoid already had a full-robot body to begin with, it'd be nice to have a variant for the Bikini body. Both to round off the set, and to take advantage of the conceptual possibilities offered by the combination of a robotic core and the more combat-aggressive Bikini set limbs. But the Bikini Cyborg uses a lot more of the original humanoid body than Edhildil's does, and would require me to do more with the joints than I was really confident enough with weightpainting to try. But I wanted to experiment with realigning the tanks to a more aesthetically pleasing position and redesigning the core of the chest anyway, so I played around with it a bit in OS. And it turned out better than I expected. So I went ahead and finished it, and tossed it into the game. The thing is, I still don't really know how to get the joints to work 'naturally'. So I didn't. I just painted all the bones 'solid' and compressed down some of the vented pipe pieces to use for the torso side of the joints, and we're all going to pretend that it uses some sort of magic-magnetic jointing system that lets the limbs hover several inches away from the torso in certain positions. It still looks pretty good in-game, and lets me minimize the amount of flexi-metal, so I'm not gonna care that hard. Having an electrical effect between the parts would help sell it, but I haven't the faintest clue how to achieve that. Currently have it built in armored and 'nude' versions of the Arms, Blades, both Combo types, and Disassembled. Haven't decided if I'm going to bother with any of the further 'missing limb' types beyond the basic shorty here, though. Also kinda feel like I should do something more with where the new thighs meet the original leg caps, but haven't figured out anything that would look better. It reuses several parts from the Edhildil version, particularly the neck connection, which means that it can be used with either the character's original head or most of the replacement heads the same way that one can. And, of course, it's usable by both the player and NPCs. So yes, you can build a robot army. I know if I was a bandit, I'd be shitting myself right about now.
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I could use some suggestions. The stickler for these variable limb versions of the Dwarven cyborg sets has always been what to do with the remaining human limbs. With how Skyrim's armor system works you have to do the hands and feet in sets, unless you for some reason want the off-limb to not have a hand or foot on it. Which I sometimes do with these sets, and those are easy! But for the human parts... Walking around with one bare hand or foot is just kinda silly, so you've got to find alternate boots and gloves to cover them. For the gloves I can just use the TAWOBA Dwarven gloves for all the sets, since they're thematically appropriate and it's simple to set up zaps to let people decide how much armor they want on them. But the NiOverride settings on the boots pose a bit more of a problem. I punted on doing individual leg versions of the Bikini set because I didn't have an elegant work-around for the crazy-high NiO values on those legs. The Gynoid and Edhildil sets don't have that problem, since their feet use the Vanilla height settings. But the TAWOBA Dwarven boots do have a NiO lift, and models with fairly high heels, so I can't really use them with those sets. And honestly, I'm just not really that big a fan of their design. They're not bad, mind you, it's just that the gap between the armor at the lower calves has always bugged me. I could use the Vanilla Dwarven boots, but, well, y'know. Something that clunky might be okay with the Edhildil set, but not so much for the Gynoid. The Remodeled and Sexy Vanilla versions are just reshapes of those, so they're also out. And the one that remaps the Dwarven textures onto the Elven boot mesh I'm not really keen on for its own reasons. So I need a new boot. A nice pair of flats that can complement the cyborg limbs without stealing the show, as it were. Something Dwarven-themed would be ideal, but I think I've already covered almost all of the ones out there. Failing that, something dark, leather, and simple. Petrovich's fourth set are the only ones that immediately come to mind, but they're almost too simple. There's also the boots from the Katarina Armor, which are some of my favorites of the flats I've come across, but there's no permissions information on that page. Aside from those... pretty much everything I've got that looks decent has heels on it. If anyone else knows of any that you think might work, I'm more than happy to hear about them. Unless there's a modeler out there who wouldn't mind whipping something up...
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Elf ears are a pain in the ass. One of my go-to races in Elder Scrolls games since Daggerfall has been the Dark Elves. They're visually interesting, and they tend to favor the stealth/rogue gameplay that I like. But finding headgear or hair for them is obnoxious, entirely because of those damn ears and how they just clip through everything. There's evidently no way to stop that from happening, although it really seems like there should be. One odd thing I found out about the Skyrim head meshes when I started playing around with this stuff is that they actually have three partitions on the one mesh. Two of them have an obvious enough purpose, as they line up with how the decapitation effect works. But the third one just covers the tips of the ears. It seems like it would be something they could use to get the things out of the way. But it doesn't. What does it actually do? Iunno. Regardless, the whole thing's made using elven characters as DCC testers a bit annoying, as none of the headgear I have is designed to accommodate them. The TAWOBA crest kiiiinda works, depending on exactly how the ear is positioned, but that's about it. The Gilded helmet is a lost cause, unless I want to make it stupid-wide. Some of the Gynoid hairs work, but only just. And the Ripper headdress' ear caps don't even try. But that one I figured I had at least a chance of fixing. So I did. It's far from perfect- I couldn't get the new ear caps to line up with the, er, hair? quite as nicely as I would've liked without getting bits of the ear clipping through again, but it came out decently enough. I can't guarantee coverage, though, as there's just too much potential variability in ear position. I used three different elf heads with widely differing ears that I had on hand to determine the positioning, so hopefully it'll at least cover most. And it's at least something. The brain-in-a-jar head that I showed previously is now all buttoned up and ready to go for the next update, when I've got enough stuff together for one. I also played along a little further with the concept and did up a head-in-a-jar. Or more properly a jar for your head, since it's actually headgear, and not a head replacement at all. This one I'm less certain of. The mahty barrel is a little too dark, and a little too awkward-looking. I think I'll try replacing it with the bug jar mesh, see how that goes. Although I know from past experiments that either one will need to incorporate that eyeplate from the Gynoid set, as their transparencies tend to cause the eye meshes to turn invisible. But you do end up with a fully functional mouth, unlike my earlier 'detached head' experiments. Another problem is that neck. I built a sheath out if Gilded pipes to give the impression of a re-attached head, and it works pretty well! But the problem is that I had to size it to the neck opening on the reference body to avoid having the original neck clip through. Which works great for that, but less great for using it with the Edhildil automaton body. Which is a downer, as the concept is best-suited for that application. So I've got to figure a way to clean that up, without causing problems on the normal bodies and taking into account where I'll be able to cut the meshes on the pipes, before I can get something functional. But if I can get stuff like that ironed out, this might be worth throwing into the pile. Might even release the neck by itself, as a sort of a collar piece... Unrelatedly, playing any of the Blades bodies while using the Animations mods and Immersive First Person makes lockpicking a bit more amusing.
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View File Dwarven Cyborg Collection v2.2 Need a hand? I think I might be starting to get the hang of some of this. This was supposed to be a small update, containing just the shaved head and the Gynoid Hair fix, and come out a month or two ago, but, well, I kept finding new things to do. This is a collection of various add-on parts and UUNP conversions based around the Dwarven Cyborg concept. Everything is built from repurposed existing parts using Outfit Studio, as I have no skills whatsoever in scratch-building meshes. I started working on this for my own amusement, but it turned out well enough that I decided to share it, and it's just snowballed on from there. This is offered primarily as an armor pack and resource set for people to grow their own gameplay ideas from, and as such the parts have no pre-existing enchantments or clever scripting. It's totally not just because I have no idea how to do any of that stuff. Honest. More preview images located HERE The mod now consists of four components and one add-on pack: Heads: Built on The Amazing World of Bikini Armor's Dwarven gorget or the neck cap from the headless Dwarven Cyborg body, these parts use slot 30 to completely replace the character's head. They come in five types; Gyro, Lexicon, Skull A, Skull B, Masques, and Neck Caps. All of these except for the Masques and the Neck Caps also use a base plate set to slot 44, which allows for Bodyslide and weight slider support on all of those heads using a single mesh. The Skull sets also have [G] versions which replace the base plate with copies of the vanilla decapitated neck stump, also set to slot 44. [Note: Slot for base plate changed from 31 (hair) in 2.0 to 44 (mod mouth) in 2.1. This will allow hoods and other items that use slot 31 to be used with the crestless human skull heads again.] The Dwarven Gyro-based heads have seven styles: Light Shielded Medium Heavy Heavy Crested Gilded Gilded Crested These come with empty gyros, which you can fill with a 'Mind' insert using slot 43. The currently available inserts are: Black Soul Gem Black Soul Gem Armored Grand Soul Gem Centurion Core Falmer Gem Meridian Crystal Spider Heart -updated in 2.2 There is also a piece of extra armor based on the cage mesh from the Blackreach Sun that uses slot 42, allowing you to use it at the same time as one of the inserts. (The sun itself was intended to be available as an insert, but first I have to figure out why it doesn't want to show up in-game.) The Skull A set covers all of the human skulls. These come in two to four variations using crest and eye pieces. These variants do not use interchangable parts do to variations in the base skull models. Six base types are available: Bloody Partial Full Carved Elf Orc Skull B has the animal and beast skulls. This set currently includes: Deer Deer Buck Werewolf Arvak Khajit Argonian A pair of Dwarven helmets based on those used by the Gilded in the mod Clockwork are available, sized to fit on the humanoid Skulls. The Gilded Helmet [Skull Fit] is styled similarly to the source model, with pipes filling in the center. The Gilded Helmet Crested [Skull Fit] restores the vanilla Dwarven helmet look, using a trimmed version of the TAWOBA crest with the cubemapping added back on. These are positionally identical to the versions used on the Gilded Gyro heads above, allowing both to be used with... A set of swappable faceplates for the Gilded-based head sets, giving you various options for a traditional Dwarven helmet face for your cyborgs. Uses slot 42. Identified with a 'DwCyborg' prefix. Includes: Full Face Face Mask Half Face L/R Jaw The Lexicon head consists of a simple Mount to hold a Lexicon Cube. The Cubes themselves are also designed to be interchangeable inserts using slot 43. The currently available types are: Runed Corrupt The Masques are built on the Dwarven gorget mesh and are designed to be immobile, weighted to the spine2 bone instead of the head so as to disable all head movement. There are three available; Two 'Masques of Seven' based on the Bombshell Dragon armor's head in Sevennity's SevenWardrobe mod in Dwarven crested and the original horned varieties, and one Masque of Nocturnal carved from the vanilla game's Nocturnal statue. All three are single weight. The Neck Caps allow you to make your characters completely headless. There are two sets with two minor variations each; Type A, based on the headless Dwarven Cyborg's neck cap, and type B, based on the Dwarven gorget. Type A has Bodyslide and weight slider support, type B is single weight. A playable version of the decapitated neck stump is also available. This uses slots 30 and 44, has both full beast race support and (untested) male support, and can be used with various existing collars. Body - Bikini: Now a major rebuild of the TAWOBA Dwarven Cyborg (UUNP version), replacing the base body with one built directly from the UUNP reference shape with the limbs individually removed with zap sliders. (The original base body's shape was slightly off from the UUNP reference, which caused some clipping issues with overlay outfits.) This also allowed for the creation of variant limb sets, with various combinations of cyborg arms, human arms, no arms, etc. There are currently 44 basic variants across three-point-one categories. The original layouts are labeled as 'Base', while the arm variations are marked A through H and the presence or absence of cyborg legs is denoted with a 1 or a 2. Some '2' bodies were skipped in the Blades sets due to redundancy. The current set does not include individual leg options, as that will require a work-around for the cyborg leg's crazy-high NiOveride setting, but that may change in the future. All bodies are now available in the original 'nude' versions, as well as in 'armored' versions using a copy of the breastplate mesh from Remodeled Armors that has been slightly tweaked to stop the gorget from clipping through it. Available types include: Dwarven Armored Cyborg Arms, Dwarven Cyborg Arms - Use new hands based on the Dwarven gauntlets from the Sexy Vanilla Armors pack with Sphere Centurion spines filling them in to add robotness (originals replaced both because they can be kinda flaky and because I like the big goofy blade on the vanilla gauntlets, darnit). Dwarven Armored Cyborg Blades, Dwarven Cyborg Blades - Base model functionally unchanged from the original. Dwarven Armored Cyborg Combo, Dwarven Cyborg Combo - The 'point-one' category, offers the Cyborg Arm on one side and the Blade on the other, marked as X and Y to denote the two possible L/R layouts. Dwarven Armored Cyborg Disassembled, Dwarven Cyborg Disassembled - Based on the un-decapitated limbless Cyborg bodies and NiOverride settings from the Dwarven Amputee Kit set. Note that these versions do not include the enchantments or Zaz dependencies, and as such are not compatible with the limbs from the Kit and will not have any hobbled effects. These were included purely for visual effect. Also blatantly stealing the inventory model from Dwarven Amputee Kit, because it's hilarious. Arm variants now offered, but only using the cyborg and human arms, as the Blade would clip through the ground like crazy. Leg variants not offered for obvious reasons. Dwarven Breastplate Remodeled - Non-cyborg body with just the tweaked Remodeled breastplate, because might as well. Further notes: Ground Models - This set now has fully-functional ground/inventory models. The inventory model for each variant shows which cyborg parts will be used by the character equipping it. These models can be dropped out of inventory, bounced around on the ground, picked back up, etc. And your followers will not shut up about them. Gauntlets - Due to how Skyrim's hands work, an 'off-hand' glove was required for any arm variant using a human or missing arm. As such, Bodyslide files are provided for generating the various pairings needed, using the TAWOBA human gauntlet meshes, the cyborg gauntlets based on the Sexy Dwarven set that I made for the base model, and a null set to remove the hands entirely from missing or Blade arms. The Bikini gauntlet sets contain zaps for all of the meshes from the original, allowing you to build long or short versions for the human arms to suit your own tastes. These files are seconded directly to the appropriate body variants in their Creation Kit entries, and will automatically appear on those bodies when they are equipped. Note that the 'missing' hands will still be regarded as functional by the game, and that you can still hold weapons or cast magic using them. If there's a way to block that outside of scripting, I don't know about it. Leg Options - The Bodyslide files for all variants using the cyborg legs include zaps that will let you swap out the Arms or Blades style legs, as well as remove the left and right thigh armor plates. They come pre-set to my tastes, but feel free to alter them to yours. Note that you will have to select one or the other for the legs, as I didn't figure out the whole zap toggle thing until after I had these all built and didn't feel like taking the time to add it. This means you can also zap them both off, if you want your characters floating for some reason. Disk Space Requirements - Please note that this set now generates 89 bodies, plus the gauntlets. When including the .tri files for Bodymorphs, that puts the meshes folder size up to around 591MB for this body alone. People who don't use Bodymorph-based mods will see significantly less space usage, of course. Slider Groups - Due to the sheer number of Bodyslide files now involved in this set, I've split it into four groups. They can be found under Dwarven Cyborg Collection - Bikini Set Armored, Bikini Set Armored [NBE], Bikini Set Gauntlets, and Bikini Set Unarmored. You need to run the Gauntlets, Unarmored, and ONE of the Armored sets (see Installation below) to generate the full range. Also included are two extras based on TAWOBA parts: A variation of TAWOBA's Dwarven headgear 1 that adds the crest from its inventory model back in, because it always kind of bugged me that the actual model didn't have that. Doesn't work well with most hair sets, which is obviously why they didn't use it, but since I had already converted it for use in the cyborg heads I figured I might as well. Can now be combined with the Shaved Head options in the Extras pack to eliminate the clipping issue. A version of Dwarven bra 7 (the old cyborg extension) with the armor slot changed to 48, because c'mon. And two 'invisible' weapons for the Blade arms, Sword Style and War Axe Style. These have had their damage, speed, and reach all upped a bit to work better with the Blade arms. Included both because I couldn't decide which animations I liked better, although your results will vary depending on what combat animation packs you happen to be using. NOTE: For some reason these will not appear as available weapons when browsing the mod with Add Item Menu. You will have to use the console to acquire them, simply type in 'help style' and they should be towards the bottom of the list. It would be easier if they just loaded with the Blade sets, but I don't know how to do something like that. Body - Edhildil: An UUNP conversion and remix of Edhildil's Dwemer Cyborg armor. Has the collar, pauldrons, and breast caps seperated out to their own independent armor pieces, and three variants of the base body built through the use of permanent zap sliders, as well as armored versions for all three using the Remodeled Armors breastplate. Set includes: Dwemer Cyborg 1st Cohort, 1st Cohort Armored - Centurion 'panties' zapped, maximum flesh. Dwemer Cyborg 2nd Cohort, 2nd Cohort Armored - Centurion 'panties' with flesh extending into Centurion legs, same as original version. Dwemer Cyborg 3rd Cohort, 3rd Cohort Armored - Flesh between 'panties' and legs zapped, exposing hip joints. Maximum cyborg. 1st Cohort and 3rd Cohort Disassembled - Limbless versions of these two sets, unarmored only for now. Legs removed at the knees for the 1st Chohort, hips for the 3rd. No NiOverride settings yet. Intended only for 'decorative' purposes. Dwemer Cyborg 4th Cohort, 4th Cohort Armored - The one last thing I've been trying to do with this since I first built it: A fleshless, full-Automaton body based on this set, with additional parts from the Gilded body and mahty's Dwemer Over Technology Resources. Built in the UUNP base shape, but with no Bodyslides or weight slider for reasons that should become obvious. Armored version is the primary one here, 'nude' version offered just for giggles. Dwemer Cyborg Pauldrons, Pauldrons and Collar - Armor pieces now optional using slot 57. Collar not offered by itself due to unsightly gaps left at the shoulders by the original Sphere Centurion mesh. Dwemer Cyborg Breast Caps - Optional using slot 48. Based on the same Sphere Centurion wheel meshes as TAWOBA's Dwarven Bra 7, but significantly larger, offering more coverage. Dwemer Cyborg Ambulators, Manipulators - Replacements for the feet and hands. As in the original mod, not using these will leave you with fleshy hands and feet at the ends of your robot appendages, if you like that sort of thing. Dwemer Cyborg Armet - Helmet from the original mod. Dwemer Cyborg Optic - Replacement eye from the original mod. Body - Gynoid: An UUNP conversion and armor set adaptation of the Dwarven Gynoid assets from the Vicn Creature Pack, fully supporting player and NPC use. Set features: Dwarven Gynoid Body, Dwarven Gynoid Body Armored - Direct conversion of the original metal Gynoid body to UUNP. Please note that the sizing on the neck area is slightly off; when leaving the character's original head intact, its neck will be slightly larger than the body's neck area. Recommend covering this with TAWOBA's gorget or Collar III. Includes Bodyslide files to generate either a regular no-jiggle version of the body, as in the original pack, or a [bounce] version with the HDT bones added. [bounce] version is jello-metal, but will allow you to use overlay armors without clipping. Dwarven Gynoid Body Disassembled, Dwarven Gynoid Body Armored Disassembled - Same as above, but with the limbs removed. No NiOverride settings yet. Intended only for 'decorative' purposes. Dwarven Gynoid Limbs, Dwarven Gynoid Limbs Armored - Adaptation of the Gynoid set to add its limbs to a human torso, as in the other two sets. Due to the placement and depth of the original connection point meshes not working well with the triangle layout of the UUNP body, several bits of extra armor were added to cover up gaps left when the UUNP limbs are zapped. These will clip through some armor pieces. Some gaps still appear with more extreme poses and Bodymorphs. With those caveats, still my personal favorite out of anything I've done here. Dwarven Gynoid Limbs Disassembled, Dwarven Gynoid Limbs Armored Disassembled - Same as above, but with the limbs removed. No NiOverride settings yet. Intended only for 'decorative' purposes. Dwarven Gynoid Limbs Disarmed, Dwarven Gynoid Limbs Armored Disarmed - Same as above, but with only the arms removed. For fun. Dwarven Gynoid Hands Base, Hands Blades - Replacement hands, meshes directly with the base body unlike the pair from the Edhildil set. Blades version same as used on the Dwarven Ripper in the Creature Pack. First-person models included. Dwarven Gynoid Feet Base, Boots A, B, C - Peg-like replacement feet. Also mesh directly with the base body. Note that not using the replacement hands and feet with the Gynoid bodies will, as in the Edhildil set, leave normal fleshy hands and feet in their place. Unlike the Edhildil set, the Gynoid body is also capable of using most existing gloves and boots with little to no clipping. Dwarven Gynoid Centurion Arm L, R, Paired; Cuisse L, R - Extra forearm and thigh armor based on the Dwarven Centurion mesh. Dwarven Gynoid Powered Arm L, R, Paired; Cuisse L, R - Same, based on parts from the Dwarven Sphere. Usable on base bodies. Slots used: Arm L - slot 58, Arm R - slot 59, Arm Paired - slot 34, Cuisse L - slot 54, Cuisse R - slot 53. Individual forearms do not show up in first-person for some reason, use Paired version on Player. Dwarven Gynoid Heads - Three variations; a Base version directly importing the original Gynoid head, a version with TAWOBA's Collar III added, and one with the gorget added. Base version does not have weight support, so is likely to cause gaps, but was included for completeness and flexibility. Head tracking left intact, since this is supposed to be a 'full robot' head and not just a mask. Kept here and not rolled into the Heads pack so the Gynoid pack can work as a stand-alone. Dwarven Gynoid Eyepieces - The 'goggle' parts from the original set, basically just metal plates that cover the eyes. Were originally positioned for the smaller features on the Gynoid head, and as such will show clipping on characters with larger noses and eyebrows. Use slot 42. Dwarven Gynoid Hair - A set of metal wigs. Each wig has a base version and one with some 'accessories' added. Use slots 31 and 41 - note that the use of slot 41 is supposed to clear the 'helmet hair' meshes for the armor when worn, however it's been my observation that this will not work on many long-haired NPCs. -FIXED in version 2.2 Centurion Suit - Pure ridiculousness. Noisy ridiculousness. Uses slot 30. Larger Bodymorphs may clip through it a bit. Also has a Male version, although I've never tested it. Ripper Headdress - Adaptation of the Dwarven Ripper's helmet to fit normal human/elf heads. Works best with short hair. Can now be combined with the Shaved Head options in the Extras pack to eliminate the clipping issue. Will still have elf ears clipping through the earpieces, however. Uses slot 42. Not currently included - The dresses and shoulder/collar pieces from the original set have been skipped for now for two reasons; One, they do not react well to being enlarged from the original low-weight UNP base shape, with several unfortunate distortions being introduced, and Two, I'm not entirely keen on the question of adding physics to them. May be revisited in the future. Extras Pack: Various add-on elements that I wanted to include but that don't quite fit into one of the other sets. Still somewhat experimental, will be maintained separately from the main file for the time being. Currently contains: Shaved Head: Two depilatory options for all characters. Stubble uses the six vanilla shaved hair meshes (one each for Human, Elf, and Orc males/females) as wigs set to slots 31 and 41, overriding the character's existing hair, and a blank armor add-on that will remove he hair and ornaments from Khajits and horns or feathers from Argonians. Skin removes the hair entirely from humans as well, using a hidden copy of the Spider Heart head insert set to slot 41 to overcome the blank add-on's inability to properly override the long hair mesh. Please note that the fitment on the shaved hair mesh isn't universally perfect, due to variations in head shape between the races. The male Dark Elf, in particular, often ends up with some noticable clipping behind the ears. Also you will see some texture seams at the back of the head with the Skin version. These issues are part of the vanilla game, and there's not much I can do about them here. Gilded Helmet set: A pair of Dwarven helmets based on those used by the Gilded in the mod Clockwork, sized to fit on the humanoid heads. The Gilded Helmet is styled similarly to the source model, with pipes filling in the center. The Gilded Helmet Crested restores the vanilla Dwarven helmet look, using a trimmed version of the TAWOBA crest with the cubemapping added back on. The helmets themselves use slot 50, as they use the above Shaved Head sets, seconded into their Creation Kit entires, for their 'helmet hair' meshes and as such couldn't use the usual slot 31. (Could've used slot 43 instead, but the fact that the earlobes just clear the bottom of the helmet inspired me to maintain earring compatability instead.) They come with their own set of swappable faceplates, using slot 42. The whole set is sized a bit large to allow as much clearance as possible for various face morphs (and... other things), while the faceplates are hopefully positioned so that all but the most deformed characters should be able to look out the eyeholes. Can't do much about Elven ear clipping, however. Distinguished from the Heads set version by a 'DCC' prefix. Sexy Dwarven Pauldron set: Separated out from Diablo's conversion of the Sexy Dwarven armor set, with the pauldrons (slot 57) and the armplates (slot 58) usable independently of each other for increased flexibility. Wounds overlay: Adapted from Edhildil's version, with its slightly higher poly count from the vanilla mesh, this overlay is set to slot 56 (TAWOBA abs) and trimmed down to just the torso wounds for compatibility with the cyborg bodies. Cyborg outfits, Vanilla-based: Adaptations of various skimpy UUNP conversions of Vanilla outfits, with their slots changed to 48 to make them usable with the base Cyborg bodies. Outfits largely selected for how well they work with the Gynoid body, still likely to have various degrees of clipping here and there. From Remodeled Armors: Beggar Robes, Ancient Nord (cloth parts only), Mage Apprentice, Mage Expert, Blue Robes, Blue Hood (slot 31, independent use), Nocturnal Robe. Quick and dirty conversion of the Dwarven Armor belts- don't really work well, but wanted to have them available. From Goma Vanilla Armors set: Merchant Clothes, both variants. Zap for the pouches included. Works really well with the Gynoid body. From Goma PPMR set: Apprentice Robes, Archmage Robes (separated into a slot 48 Top and slot 52 Loincloth). From Draugr Rags: Um, Draugr Rags. UUNP HDT conversion. Transparency can make the colors go a bit odd in some lighting, parts not show up underwater, etc. Cyborg outfits, other: Bandaged Breasts, slot 48. Borrowed from the UNP Spice Gear ragged pants. Works well with the wounds overlay. Engineer Harness, slot 47. Adaptation of the shoulder straps from the Engineer Outfit. Leather Leotards, slot 48. UUNP conversions of the one-piece from LostDayWalker's Studded Leather sets. Includes all three original color variants. Dwarven Bikini Skirt 1 Trimmed. Removed the armor and belt parts, leaving just the drapes and their medallions. Fox 33B Rags, slot 48. UUNP HDT conversion of the shredded shirt from the Fox 33 set. Something I've been working at for over a year, in one way or another. Finally figured out how to give it weightpainting that worked right: steal it from something else. Installation: Due to filesize restrictions on LL, the mod has now been split into four pieces. Well, actually, I was going to offer it in seperated packages anyway, but the full version just keeps getting bigger, so we'll do it this way. A note on the version numbering: As each individual part of this mod is designed to be maintained semi-independently, I don't see much point in re-uploading parts that haven't been changed just to update the number. As such, the file for each individual part that has the highest version number will always be the most recent version of that set. Download and install the Bikini Set, Edhildil Set, Gynoid Set and Heads Only files. These can be used by themselves with their individual .esp files, or the combined version can be activated by downloading and installing the "Combined esp.rar" file. (Silly me didn't think about updating when I named the .esp '2-00', whoops) When using the combined version, deactivate or delete the individual .esp files. It shouldn't cause any conflicts if you don't, but it would just be messier. The Extras set is maintained independently of the core mods, and is not currently included in the combined .esp. Download and install it by itself. After installation, RUN BODYSLIDE. All the parts you'll need to run are in the following groups: Dwarven Cyborg Collection - Bikini Set [Armored, Gauntlets, Unarmored] UUNP, Dwarven Cyborg Collection - Edhildil Set UUNP, Dwarven Cyborg Collection - Gynoid Set UUNP, Dwarven Cyborg Collection - Extras UUNP, and Dwarven Cyborg Collection - Head Plates. The pre-generated files for the bodies and outfits were removed to save filesize. The head plates were left behind, but they're run to my slightly tweaked UNPB-based preset and as such may not fit well on your characters. Note on the Gynoid set: Run everything in Bodyslide. As well as the bodies themselves and the extra armor, the hands and feet had to be converted to Bodyslide files for them to line up properly with the converted and base bodies. Note on the Bikini set: Be sure to run the Gauntlets group. Failure to do so will leave many variants without hands. The bodies are now split into Armored and Unarmored groups, both must be run to generate the full range. The Armored bodies have further been split into regular and [NBE] groups, run only one. All Armored versions of the bodies have the breast bones removed because Jello Metal = BAD. Additionally, they have 'NBE' (No Breast Expansion) versions of the Bodyslide files that remove all breast-related sliders to counteract mods that use the Bodymorph system to dynamically alter body shapes, because Jello Metal = @#&%! Use only one or the other for each Armored body, as they write to the same file. Upgrading from version 1: The new version uses largely different paths from the original and significantly changes most of the item names. I think only the ground models and textures are in the same place, and only the Bikini set still uses the same in-game names (although its IDs in the Creation Kit were changed). As such, it's less of an upgrade and more of a replacement. You can use both side-by-side if you have any reason to. If you don't, then I recommend unequipping anything added by Dwarven Cyborg Collection, saving your game, and uninstalling v1 before installing v2. Understand that this means all items from v1 in your game will vanish and have to be manually replaced with their analogues in v2. Sorry 'bout that. Upgrading from version 2.1.1 to 2.2: Download all packs marked as "v2-20". I recommend completely uninstalling the v2.0 Bikini set before upgrading, as the new version has slightly different pathing for its Bodyslide files. Failure to do so may result in redundant entries. Otherwise, simply install normally and allow all overwrites. How to acquire: I have not yet implemented any kind of in-game crafting, both because that shit is tedious and because it seems a bit off-theme to be able to just bang cyborg parts out at any old forge. This may change at some point in the future, but for now you'll have to search for 'cyborg' and/or 'gynoid' in the console orrrrrrrrr use Add Item Menu like a civilized person who wants to chop somebody's head off and replace it with a hunk of metal and some crystals. https://www.nexusmods.com/skyrim/mods/64905/? Requirements: Minimal. Bikini set is intended as a supplement to TAWOBA and shares its NiOverride requirement, but does not require TAWOBA itself to run. As long as you don't need matching panties, anyway. Both body sets are UUNP-based, and as such require Bodyslide and XPMSE, obviously. Heads probably also need XPMSE, as that's what they were built with, and need Dawnguard for at least one of the textures, although it's not required as a master. But really, if you don't have all that stuff by now, what are you even doing here? Known Issues/Quirks: As the heads use slots 42 and 43 for their accessories, they will not automatically unequip any circlets or earrings you may have on. An unfortunate side-effect of adding the slot 31 part to the skull heads, and one that I literally didn't consider until I was putting this description together, is that the compatibility with the Ranger Hood from Immersive Armors is lost. I'll try to address this in some manner in a future update. Fixed in version 2.1 The limbs are cut from the Edhildil bodies using permanent zaps, which took several tries to get set up right. The final trimming around the shoulders is a bit obvious if you look closely, but it was the best I could get to avoid having flesh clip through the robot parts as much as possible. In addition to the issues already mentioned in the Gynoid set's entry, note that while the fleshy parts on the 'Limbs' bodies and the [bounce] version of the core of the base body have HDT enabled, the caps where the cyborg limbs connect do not. From my observation the cut line on the buttocks is low enough for it to clear the majority of the bounce effect area, but there is a very little bit of clipping while crouching if you're looking close enough to notice. At least, that's all I'm getting with my settings, please let me know if you have different results. The Disassembled versions of the Edhildil sets were intended to be used with mods such as Display Model to have them 'realistically' mounted somewhere. Unfortunately, the meshes for the caps at the shoulders react very poorly with the poses involved in, well, just about every piece of furniture I tried. Still, figured they were amusing enough to leave in. The half-assed ground model I made for the armored bodies does weird stuff sometimes. Dunno why. -Fixed in 2.2, with interest! The Wounds overlay is... unsatisfactory. While Edhidil's version is more usable than the vanilla one, it's still impossible to get it perfectly flush with the skin, prone to clipping when bodymorphed (I tried to get the worst of it out, but honestly, didn't want to put that much time into it), has a few sharply-cut edges, and, due to the big-breasted version of the CBBE body that it was originally made for, has some annoying distortion at the bottom of the chest wound that I can't quite figure out how to fix. But I wanted to have some version of it playable, and it's not too bad if you don't look too closely at it. Just understand that it's very much offered as-is. The slot 48-based outfits tend to have some clipping issues with the Bikini set bodies, due to those bodies being just slightly off from the standard UUNP base shape for some damn reason. As some of my future plans will require me re-doing those base shapes anyway, I'm inclined to ignore it for now. -Fixed in 2.2 The Bikini bodies will have significant holes on the insides of their arms where they meet the caps in poses that raise the arms particularly high. Due to limited slot availability, there are some unavoidable conflicts with Devious Devices. In particular, the slot 48 outfits conflict with the DD buttplugs, while the Gilded helmet's use of slot 50 conflicts with the vaginal piercings. Also, the Device Hider function's default setting of slot 41 will preclude the use of the Gynoid and Shaved wigs, as well as an array of other headgear. I'd recommend changing the Hider's slot, or, even better, just turning the whole thing off. The Bikini body variants with missing or Blade right hands have had the vanilla Ring slot blocked, to prevent hover-rings. This was intentional, but may cause problems with mods where you need to wear a ring to maintain a particular effect. Due to being re-positioned to align with the Gilded helmet, the Bloody Skull no longer works well with the Gynoid Ripper helmet. A sad but acceptable trade-off. The Elf skull's egglike shape makes it difficult to pair with some headgear. This is specifically why it doesn't have a crested version. Future Plans: Mainly lower-priority stuff, now that I've got things restructured in a way that'll make adding new parts simpler. I'd like to find more inserts for the Gyros, as well as figure out why some of the ones I tried to do for this batch- namely the Blackreach Sun and Heartstone model from Dragonborn- don't seem to want to work. I'll also eventually get to some of the stuff I simply passed over in this run, like the other Dwarven Cubes and the troll skull. Male versions I'm slowly plugging away on, but couldn't get a breakthough in a timely enough fashion for them to make the cut. And I've got at least one more thing I'd like to do with the Edhildil set, but I'll have to figure out more weightpainting before it'll actually be feasible. -Or I could figure out how to just steal what I need from someplace else, that also works. At some point, I might actually get around to all of that. I'm also inclined to do proper ground models for everything, now that I have a better idea of how to make them, and maybe start on individual limb versions for the Gynoid set. I've got something else I'd like to do with the individual limbs idea, but I'm not sure how to do it without it becoming a bit of a morass. I'd also like to see if I can do some more full-automaton bodies, actually get something going with those detached heads, and maybe toss in a few basic followers pre-equipped with cyborg sets as 'demonstrators'. Oh, and maybe get a nice, simple Dwarven home set up based on this theme, since I've yet to find an existing one that I entirely like. But that would require building stuff in the CK to not make me want to gnaw my leg off. One thing I do not have any immediate plans for is a CBBE conversion. I personally use UUNP, and am only barely comfortable enough working with it; I really don't want to press my luck with a body type I can't properly test in-game. If anyone else wants to try to do CBBE versions of the bodies, go right ahead. I believe there's CBBE versions of almost all my source mods, even, so it shouldn't be too hard to recreate my work right from them. (Also, while the Bodyslide files for the heads were built on the UUNP reference, my understanding is that they should still work fine with CBBE bodyslides as they have no effect on the body textures and the neck areas are about the same shape on both body types due to having to interface with the vanilla head meshes. Please let me know if you have any problems there.) Something I'd like to see from this would be using it to create new enemy types and populating a nice, big Dwarven ruin with them, but that is waaaaay outside the scope of my ability or patience to do. But if anyone else wants to, that would be spectacular. I've even got some ideas, now! Ideas that I could never get done on my own, I'm pretty sure. What with having gnawed my leg off. Permissions: Seriously, go nuts. I'm mainly just bashing other peoples' work together anyway. I'd appreciate getting sent a link to anything that uses this stuff, though, just so I can check it out. Credits: Nisetanaka, et al., for The Amazing World of Bikini Armor, obviously Edhildil for the Dwemer Cyborg set and their Wounds conversion Vicn for their Creature Pack Antistar for the truly impressive Clockwork Castle Prometheus for the Beast Skeletons assets Sofian for Dwarven Amputee Kit ChronoTrigger77 and DaveCFatal for the Remodeled Armor pieces Crosscrusade for Sexy Vanilla Armor That one bit from Spice Gear mahty's Dwemer Over Technology Resources for the energy barrel part Tattooedillusions for the Draugr Rags mesh fox6000 for the Fox 33B rags assets Goma for the various skimpy Vanilla outfits LostDayWalker for the Studded Leather leotard sets Engineer Outfit Sevennity for the SevenWardrobe mask Brumbek for the SMIM parts Root data for Bikini Body ground models borrowed from: http://www.nexusmods.com/skyrim/mods/19733/? Anyone else whose stuff I ganked without noticing. Attribution for Dwarven Gynoid assets: Enhanced Character Edit by ECE Team DIMONIZED UNP female body by dimon99 Hair packs of TES IV Oblivion for Female Only by Radioragae REN Peggy NewSea SKS Special Thanks: tanookitamatachi for some extremely useful advice. And for their Cyborg Schlong SOS add-on, which is extremely compatible with this collection, ifyouknowwutimean. Recommended Mods: Dwemer Automatons HD, for the proper robot hand texture for the Dwarven Sphere hand part used throughout these sets, if nothing else. I'll Take The Display Model, to keep your de-limbed Gynoids from just floating around. MaikCG's Dwarven Devious Curiass, one of the other spiffy cyborg sets out there. The open-fronted UUNP version I made for it was what got me started down this whole rabbit hole. Clockwork Castle. Seriously, it's quest is a trip. Content Consumer's Alternate Starts with skyrimll's Sexlab Stories, for the Dwarven Sexbot Live Another Life start. Not yet a complete scenario, but does add your character to the Dwarven Automaton faction, which can be quite handy. To start with cyborg parts, simply use AddItemMenu while in the LAL prison cell and select your desired loadout from the Cyborg Collection. Request: Please post screenshots of these parts in use in your own games. It would be a great help to me to know that things are working the way I intended them to outside of my own system, and fluff my ego a bit besides. Submitter AVS Submitted 09/03/2017 Category Armor & Clothing Requires Special Edition Compatible No
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Since I ran face-first into the length restriction for file descriptions and don't particularly feel like re-editing the thing down to fit, I'm gonna start posting the in-depth descriptions for the Dwarven Cyborg Collection here and cut the file description page down to mainly just screenshots and credits. I'm also going to use this as a sort of devblog, instead of littering the support thread my own posts. So expect to see in-process pics, experiments, explanations of my conceptual backings, maybe even that quest idea if I ever manage to find the time to write it down. Basically, whatever I find interesting enough to share. To that end, let's open with something I whipped up to blow off some steam after the annoying process that was uploading the 2.2 update: Brain model sourced from here, everything else re-used from existing parts. Brain is actually a fair bit smaller than scale (I initially positioned it by fitting it into the human skull and some NPC heads) but had to be squished down to fit into a barrel mesh that was sized to work with the skull-fitted Gilded helmets. How 'bout we just say it's a Dwarven brain, hey? Works very nicely thematically with the full-automaton version of the Edhildil body. These in-game shots are only missing the neck plate, as I'm reusing an entry in my testing .esp that I threw together for the Detached head experiments that doesn't have the plate's .nif linked. The final version will work the same as the Gyro and Skull heads, although it'll also force me to make a new category. Worth it, though. After all, a mind is a terrible thing to waste.
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Description Little is known of this place, beyond it's Dwemeri origins, this ruin seems to have stat abandoned outside Markarth for centuries, with seemingly no excuse as to why no one from the hold capital took the time and effort to develop it. But with the arrival of a wealthy and influential Equinian noble from Hammerfell, it was seen as once again functional inside of a month, including once cold pipes spewing steam, and Dwarven automatons standing guard outside what some began to consider a fortress, in spite of it's small exterior, as those who knew, understood that the location might go down for miles underground. Soon enough, any who spoke of the location learned that it had been dubbed the Lunarium, supposedly due to the Dwemer machinery bowing to their new tenants with far more ease than the population of Markarth, who may have had to fight for their inhabitation of the formerly Dwarven City. Characters* Aida Lunaris, Equine, TSF - Though she is of Equinian Royalty, she rarely tosses this fact around among her own race, and only as a point of fact among others. A famed member of the Convergence, equally more of a matter of her skill with magic. Minza, Equine, F - Somewhat meek and understated, she completes some simple tasks within the Lunarium, such as cooking and some basic cleaning. But she is not a underpaid servant, as she has spacious quarters, and access to all the comforts that any and all other are afforded among the Equines. She greatly respects Aida, and sees little reason to be critical of someone who treats her so well, but has been known to make her opinion clear to the woman she works for, if there ever was a need. Rivan, Equine, M - (W.I.P) Acada, Cervine, M - Heavily involved with the politics of the Equinian race, though he is only an assistant to an Equinian Councilor. Otherwise, this rather small Cervine has traveled to Skyrim with Aida, in order to better understand a province in the midst of such a political climate. As such, he has traveled to each of the Hold capitals, speaking with each Court in hopes of seeing their viewpoints firsthand. Colt, Equine, Mage, M - A traveling mage, whose connections with the Convergence is not exactly well known, though only a few in his journeys have recognized it. Zhak, Equine, Nightblade, M - From a rather isolated region of the Equinian territory, his views on modesty somewhat match a race much more well known in the Empire than his own. This reflects his combat style, which favors a degree of stealth, alongside his skills with sword and sorcery if that fails - this including his preference for lighter armor, or practically none at all, supplemented with defensive magic. Levion, Equine, M - A member of the Imperial Legion, who still tends to act with a sense of honor, even if his current profession is nothing short of mercenary. *-Some of these characters may or may not appear in this location, listed here is a matter of this location being heavily related to a quest that may, or may not start here. Quests Lessons - Started in at least two potential ways, this quest sees the player attempting to correct a loose end from five years ago, assisting a potential follower in the process, alongside the Equine race as a whole. Screenshots
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View File Dwarven Cyborg Collection & -Biological Automaton Framework- (8-2018) Choose your own misadventure. Well, this took longer than I thought it would. This update is both noticeably smaller than some of the previous ones and also much, much larger. The main DCC packs- the heads and the bodies- haven't been touched, and the Extras pack has only a handful of updates. Instead, this update introduces the -Biological Automaton Framework- kit, or -BAF-. This is a stand-alone .esp that combines and builds on all of the previous body sets, along with some newly-built parts, to allow you to build your own cyborg monstrosity out of nearly any combination of parts. Have fun. Note: LL's uploader is still giving me issues with the new files. Since I would like them to contribute to my download counter, and also since they're edging up to the 250MB filesize limit anyway, I'm resorting to the good old 'text file with a Mega link' method in the download box. The files in those links have been re-packed as .zip files, which will hopefully solve the problems some people have had with installing the Extras pack in NMM. This is a collection of various add-on parts and UUNP conversions based around the Dwarven Cyborg concept. Everything is built from repurposed existing parts using Outfit Studio, as I have no skills whatsoever in scratch-building meshes. I started working on this for my own amusement, but it turned out well enough that I decided to share it, and it's just snowballed on from there. This is offered primarily as an armor pack and resource set for people to grow their own gameplay ideas from, and as such the parts have no pre-existing enchantments or clever scripting. It's totally not just because I have no idea how to do any of that stuff. Honest. Due to size limits, full preview gallery and description are now on their own pages. More preview images located HERE In-depth description circa v2.2 located HERE In-depth description and preview images for new items in v2.3 HERE In-depth description and preview images for new items in v2.4 HERE General devblog with previews of future additions HERE This mod now consists of one replacement head pack, three dedicated body sets, a build-your-own body set, and an add-on pack containing outfits and accessories not integral to the previous sets. -BAF- Build the body you want to have. More information HERE Heads Use slot 30 or 30 & 44 to completely replace the character's head. Gyros: These come with empty gyros, which you can fill with a 'Mind' insert using slot 43: Skull A set, humanoids: Skull B set, beasts: Gilded Helmets [Skull Fit]: Identified with a 'DwCyborg' prefix. Comes with interchangeable faceplate parts using slot 42. Crests [Skull Fit]: Lexicon head: Masques. Weighted to the spine2 bone instead of the head so as to disable all head movement: Neck Caps, Decapitation: BRAAAAAAIIIIINNNNNNN: Body - Bikini: Now a major rebuild of the TAWOBA Dwarven Cyborg (UUNP version), replacing the base body with one built directly from the UUNP reference shape with the limbs individually removed with zap sliders. (The original base body's shape was slightly off from the UUNP reference, which caused some clipping issues with overlay outfits.) This also allowed for the creation of variant limb sets, with various combinations of cyborg arms, human arms, no arms, etc. There are currently 44 basic variants across three-point-one categories. The original layouts are labeled as 'Base', while the arm variations are marked A through H and the presence or absence of cyborg legs is denoted with a 1 or a 2. Some '2' bodies were skipped in the Blades sets due to redundancy. The current set does not include individual leg options, as that will require a work-around for the cyborg leg's crazy-high NiOveride setting, but that may change in the future. All bodies are now available in the original 'nude' versions, as well as in 'armored' versions using a copy of the breastplate mesh from Remodeled Armors that has been slightly tweaked to stop the gorget from clipping through it. Also included are two extras based on TAWOBA parts: A variation of TAWOBA's Dwarven headgear 1 that adds the crest from its inventory model back in, because it always kind of bugged me that the actual model didn't have that. Doesn't work well with most hair sets, which is obviously why they didn't use it, but since I had already converted it for use in the cyborg heads I figured I might as well. Can now be combined with the Shaved Head options in the Extras pack to eliminate the clipping issue. A version of Dwarven bra 7 (the old cyborg extension) with the armor slot changed to 48, because c'mon. And two 'invisible' weapons for the Blade arms, Sword Style and War Axe Style. These have had their damage, speed, and reach all upped a bit to work better with the Blade arms. Included both because I couldn't decide which animations I liked better, although your results will vary depending on what combat animation packs you happen to be using. NOTE: For some reason these will not appear as available weapons when browsing the mod with Add Item Menu. You will have to use the console to acquire them, simply type in 'help style' and they should be towards the bottom of the list. It would be easier if they just loaded with the Blade sets, but I don't know how to do something like that. New for v2.3, Full Cyborg versions: Body - Edhildil: An UUNP conversion and remix of Edhildil's Dwemer Cyborg armor. Has the collar, pauldrons, and breast caps seperated out to their own independent armor pieces, and three variants of the base body built through the use of permanent zap sliders, as well as armored versions for all three using the Remodeled Armors breastplate. Added with v2.2: A fleshless, full-Automaton body based on this set, with additional parts from the Gilded body and mahty's Dwemer Over Technology Resources. Built in the UUNP base shape, but with no Bodyslides or weight slider for reasons that should become obvious. Now rebuilt with variable limbs in version 2.4, with 115 basic variations, plus a new alternate foot set. Body - Gynoid: An UUNP conversion and armor set adaptation of the Dwarven Gynoid assets from the Vicn Creature Pack, fully supporting player and NPC use. Set features both the original metal-bodied Gynoid and newly-created cyborg version. As of v2.3, cyborg version comes in 80 limb variants, as well as the limbless 'Disassembled' variant, for both Armored and Unarmored versions. Extras Pack: Various add-on elements that I wanted to include but that don't quite fit into one of the other sets. Still somewhat experimental, will be maintained separately from the main file for the time being. 8-2018 updates HERE Also includes: Dwarven Aster: Shaved Head: Two depilatory options for all characters. Stubble or Skin: Gilded Helmet set: A pair of Dwarven helmets based on those used by the Gilded in the mod Clockwork, sized to fit on the humanoid heads. The Gilded Helmet is styled similarly to the source model, with pipes filling in the center. The Gilded Helmet Crested restores the vanilla Dwarven helmet look, using a trimmed version of the TAWOBA crest with the cubemapping added back on. The helmets themselves use slot 50, as they use the above Shaved Head sets, seconded into their Creation Kit entires, for their 'helmet hair' meshes and as such couldn't use the usual slot 31. (Could've used slot 43 instead, but the fact that the earlobes just clear the bottom of the helmet inspired me to maintain earring compatability instead.) They come with their own set of swappable faceplates, using slot 42. The whole set is sized a bit large to allow as much clearance as possible for various face morphs (and... other things), while the faceplates are hopefully positioned so that all but the most deformed characters should be able to look out the eyeholes. Can't do much about Elven ear clipping, however. Distinguished from the Heads set version by a 'DCC' prefix. Sexy Dwarven Pauldron set: Separated out from Diablo's conversion of the Sexy Dwarven armor set, with the pauldrons (slot 57) and the armplates (slot 58) usable independently of each other for increased flexibility. Wounds overlay: Adapted from Edhildil's version, with its slightly higher poly count from the vanilla mesh, this overlay is set to slot 56 (TAWOBA abs) and trimmed down to just the torso wounds for compatibility with the cyborg bodies. Cyborg outfits, Vanilla-based: Adaptations of various skimpy UUNP conversions of Vanilla outfits, with their slots changed to 48 to make them usable with the base Cyborg bodies. Outfits largely selected for how well they work with the Gynoid body, still likely to have various degrees of clipping here and there. Cyborg outfits, other: Adapted from various outfit mods Installation: Due to filesize restrictions on LL, the mod has now been split into four+ pieces. Well, actually, I was going to offer it in seperated packages anyway, but the full version just keeps getting bigger, so we'll do it this way. A note on the version numbering: As each individual part of this mod is designed to be maintained semi-independently, I don't see much point in re-uploading parts that haven't been changed just to update the number. As such, the file for each individual part that has the highest version number will always be the most recent version of that set. Download and install the Bikini Set, Edhildil Set, Gynoid Set and Heads Only files. These can be used by themselves with their individual .esp files, or the combined version can be activated by downloading and installing the "Combined esp.rar" file. (Silly me didn't think about updating when I named the .esp '2-00', whoops) When using the combined version, deactivate or delete the individual .esp files. It shouldn't cause any conflicts if you don't, but it can lead to some redundancies. The Extras set is maintained independently of the core mods, and is not currently included in the combined .esp. Download and install it by itself. After installation, RUN BODYSLIDE. All the parts you'll need to run are in the following groups: Dwarven Cyborg Collection - Bikini Set [Armored, Gauntlets, Unarmored] UUNP, Dwarven Cyborg Collection - Edhildil Set [Armored, Misc, Unarmored] UUNP, Dwarven Cyborg Collection - Gynoid Set [Armored, Misc, Unarmored] UUNP, Dwarven Cyborg Collection - Extras UUNP, and Dwarven Cyborg Collection - Head Plates. The pre-generated files for the bodies and outfits were removed to save filesize. The head plates were left behind, but they're run to my slightly tweaked UNPB-based preset and as such may not fit well on your characters. Note on file size: This collection includes an absurd and ever-increasing number of items. As such it can take up a fairly significant about of space when fully generated. My install, with .tri files generated for all Bodyslide parts, is over 4GB as of v2.4. Note on the Bikini set: Be sure to run the Gauntlets group. Failure to do so will leave many variants without hands. The bodies are now split into Armored and Unarmored groups, both must be run to generate the full range. The Armored bodies have further been split into regular and [NBE] groups, run only one. Note on the 'Dwarven Cyborg Collection - Bikini Set Full Body Limb Options' group: You do not need to run this group at installation. The Full Cyborgs are pre-built, unmorphable outfits. The Bodyslide files only offered so users can change the legs used on these bodies. Note on the Gynoid set: The cyborg body is now split into Armored and Unarmored groups, both must be run to generate the full range of variants. The Armored bodies have further been split into regular and [NBE] groups, run only one. The 'Misc' group now contains all other Bodyslide components for this set, including the variable hands and feet, the Disassembled body, and the Full body. The 'nude' version of the Full body comes in the original physics-less version, or a [Bouncy] version with the HDT bones added for compatibility with HDT outfits. Run only one. Note on the Edhildil set: The body is now split into Armored and Unarmored groups, both must be run to generate the full range of variants. The Armored bodies have further been split into regular and [NBE] groups, run only one. The 'Misc' group now contains all other Bodyslide components for this set, including the variable hands and feet and the Disassembled bodies. All Armored versions of the bodies have the breast bones removed because Jello Metal = BAD. Additionally, they have 'NBE' (No Breast Expansion) versions of the Bodyslide files that remove all breast-related sliders to counteract mods that use the Bodymorph system to dynamically alter body shapes, because Jello Metal = @#&%! Use only one or the other for each Armored body, as they write to the same file. How to acquire: I have not yet implemented any kind of in-game crafting, both because that shit is tedious and because it seems a bit off-theme to be able to just bang cyborg parts out at any old forge. This may change at some point in the future, but for now you'll have to search for 'cyborg' and/or 'gynoid' in the console orrrrrrrrr use Add Item Menu like a civilized person who wants to chop somebody's head off and replace it with a hunk of metal and some crystals. https://www.nexusmods.com/skyrim/mods/64905/? Requirements: Minimal. Bikini set is intended as a supplement to TAWOBA and shares its NiOverride requirement, but does not require TAWOBA itself to run. As long as you don't need matching panties, anyway. All body sets and outfits are UUNP-based, and as such require Bodyslide and XPMSE, obviously. Heads probably also need XPMSE, as that's what they were built with, and need Dawnguard for at least one of the textures, although it's not required as a master. But really, if you don't have all that stuff by now, what are you even doing here? Known Issues/Quirks: The new ground models don't always behave well. Some of the Bikini Full Cyborg ones rotate oddly in inventory for some reason, and the center of gravity for all of the head-based Gynoid parts is about a foot below the actual part when dropped. Hopefully I can fix this as I learn more about building them. With 2.4, several of the Edhildil variable ground models display similar issues. The Wounds overlay is... unsatisfactory. While Edhildil's version is more usable than the vanilla one, it's still impossible to get it perfectly flush with the skin, prone to clipping when bodymorphed (I tried to get the worst of it out, but honestly, didn't want to put that much time into it), has a few sharply-cut edges, and, due to the big-breasted version of the CBBE body that it was originally made for, has some annoying distortion at the bottom of the chest wound that I can't quite figure out how to fix. But I wanted to have some version of it playable, and it's not too bad if you don't look too closely at it. Just understand that it's very much offered as-is. The Bikini bodies will have significant holes on the insides of their arms where they meet the caps in poses that raise the arms particularly high. Due to limited slot availability, there are some unavoidable conflicts with Devious Devices. In particular, the slot 48 outfits conflict with the DD buttplugs, while the Gilded helmet's use of slot 50 conflicts with the vaginal piercings. Also, the Device Hider function's default setting of slot 41 will preclude the use of the Gynoid and Shaved wigs, as well as an array of other headgear. I'd recommend changing the Hider's slot, or, even better, just turning the whole thing off. The Bikini body variants with missing or Blade right hands have had the vanilla Ring slot blocked, to prevent hover-rings. This was intentional, but may cause problems with mods where you need to wear a ring to maintain a particular effect. Future Plans: I have one more thing I want to do with the bodies, if I can get it to work. Anything else I get inspired to do will get released as I get it done. And I'd still like to get a nice, simple Dwarven home set up based on this theme, since I've yet to find an existing one that I entirely like. But that would require building stuff in the CK to not make me want to gnaw my leg off. One thing I do not have any immediate plans for is a CBBE conversion. I personally use UUNP, and am only barely comfortable enough working with it; I really don't want to press my luck with a body type I can't properly test in-game. If anyone else wants to try to do CBBE versions of the bodies, go right ahead. I believe there's CBBE versions of almost all my source mods, even, so it shouldn't be too hard to recreate my work right from them. (Also, while the Bodyslide files for the heads were built on the UUNP reference, my understanding is that they should still work fine with CBBE bodyslides as they have no effect on the body textures and the neck areas are about the same shape on both body types due to having to interface with the vanilla head meshes. The same should also be true for the Bikini and Edhildil 'full cyborg' bodies, since they are unmorphable and complete neck-down body replacers. Please let me know if you have any problems there.) Something I'd like to see from this would be using it to create new enemy types and populating a nice, big Dwarven ruin with them, but that is waaaaay outside the scope of my ability or patience to do. But if anyone else wants to, that would be spectacular. I've even got some ideas, now! Ideas that I could never get done on my own, I'm pretty sure. What with having gnawed my leg off. Permissions: Seriously, go nuts. I'm mainly just bashing other peoples' work together anyway. I'd appreciate getting sent a link to anything that uses this stuff, though, just so I can check it out. Credits: Nisetanaka, et al., for The Amazing World of Bikini Armor, obviously Edhildil for the Dwemer Cyborg set and their Wounds conversion Vicn for their Creature Pack Antistar for the truly impressive Clockwork Castle Prometheus for the Beast Skeletons assets Sofian for Dwarven Amputee Kit ChronoTrigger77 and DaveCFatal for the Remodeled Armor pieces Crosscrusade for Sexy Vanilla Armor That one bit from Spice Gear A few Minidresses mahty's Dwemer Over Technology Resources for the energy barrel part Ghogiel's Braaaaaaiiiinnnnnnsss Tattooedillusions for the Draugr Rags mesh fox6000 for the Fox 33B rags assets Goma for the various skimpy Vanilla outfits LostDayWalker for the Studded Leather leotard sets Petrovich's Boots Atomec's Hakama for the breast band The standby Maxwell outfit, via Diablo Backsteppo's DC Sorceress for the thong, and Gwelda for the tattered textures via A Noob Engineer Outfit Sevennity for the SevenWardrobe mask Brumbek for the SMIM parts Root data for the ground models borrowed from: http://www.nexusmods.com/skyrim/mods/19733/? Anyone else whose stuff I ganked without noticing. Attribution for Dwarven Gynoid assets: Enhanced Character Edit by ECE Team DIMONIZED UNP female body by dimon99 Hair packs of TES IV Oblivion for Female Only by Radioragae REN Peggy NewSea SKS Special Thanks: tanookitamatachi for some extremely useful advice. And for their Cyborg Schlong SOS add-on, which is extremely compatible with this collection, ifyouknowwutimean. Holzfrau for the new burned body textures and a lot of other help and suggestions Recommended Mods: Holzfrau's awesome Dwarven Augmentation, which incorporates several of these assets as outfits that you can permanently lock onto any NPC. Also incorporates his Dwemer Eyes set. Dwemer Automatons HD, for the proper robot hand texture for the Dwarven Sphere hand part used throughout these sets, if nothing else. I'll Take The Display Model, to keep your de-limbed Gynoids from just floating around. MaikCG's Dwarven Devious Curiass, one of the other spiffy cyborg sets out there. The open-fronted UUNP version I made for it was what got me started down this whole rabbit hole. Clockwork Castle. Seriously, it's quest is a trip. Content Consumer's Alternate Starts with skyrimll's Sexlab Stories, for the Dwarven Sexbot Live Another Life start. Not yet a complete scenario, but does add your character to the Dwarven Automaton faction, which can be quite handy. To start with cyborg parts, simply use AddItemMenu while in the LAL prison cell and select your desired loadout from the Cyborg Collection. Submitter AVS Submitted 09/03/2017 Category Armor & Clothing Requires Special Edition Compatible No View File
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Dwemermatron SE View File Dwemermatron SE 1.3 (2019.08.14) A customizable follower mod for Dwarven Modular Automaton in the vein of Fallout 4: Automatron. The Khajiit merchant Ri'saad now sells a Dwemer Control Rod that will start the quest to acquire your own Dwemer automaton! Constructing and upgrading your follower is done at a new Dwemer workshop, located in the mountain pass above Windhelm. There is a short dungeon to complete before you can activate the follower. Instead of using dialogue like normal Skyrim followers, the follower construct is controlled using the Dwemer Control Rod, which creates a popup box that lets you select your command. This includes all the standard follower commands, although you may only trade if the follower is close to you. Additional automatons will awaken throughout Skyrim once you complete the follower. When you have the follower with you, they will randomly attack you in the wilderness. Otherwise, you may find them aimlessly attacking local wildlife. They can also rarely be found in dwemer dungeons. Schematics for additional components for your follower are found on enemy automatons. Simply loot their dead bodies and you will acquire any unowned schematics automatically. (The script that does this is a little pokey, nothing I can really do to fix it.) Requirements Dwarven Modular Automaton (assets only, you don't need to have the plugin activated) SKSE 64 Compatibility Compatible with Amazing Follower Tweaks, Extensible Follower Framework, and Nether's Follower Framework. Partially compatible with Ultimate Follower Overhaul; but the follower can't be dismissed properly. Known Issues The follower construct doesn't have an activation prompt during the quest to complete its construction. Whenever the quest marker is pointing at it, you need to activate it. The follower starts out with empty body and feet slots. Any armor you give it for these slots may become equipped, resulting in those parts of its body disappearing. This issue will no longer occur once you upgrade its core and lower components. Amazing Follower Tweaks - 'Wait' command doesn't seem to do anything. You can still make the follower wait somewhere by using the 'Do something' command instead. Other Versions Nexus Mods download Submitter Holzfrau Submitted 03/29/2019 Category Adult Mods Requires Dwarven Modular Automaton, SKSE 64 Regular Edition Compatible No
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I am looking to create a mod that adds a special weapon or chemical to destroy, dismantle or at the very least hinder Dwarven Automatons. But first I need to know more about the contradictory lore of the ElderScrolls franchise. Is there any media inside or outside the games that show what their possible weaknesses even if the author seems like a shifty khajiit. They may not be machines that we come to know them as but there has to be a way of dealing with these steam powered metal zombies.
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Version 1.0.1
2588 downloads
Description: CBBE Dwarven Deviant Cuirass Variants v 1.0.0 ====================== Original Mod by AVS found here: Changes Made: -Conversion to CBBE Bodyslide -Oily body Option -Added DMA "Belly Plate" (option C) -Added DMA Breast Caps (Light Caps) Install/Uninstall: ======================= Use the usual methods by either a mod manager or manual install. Acquisition: ======================= Utilize AdditemMenu and search "Dwarven Cuirass" Credit to MaikCG for the first version of this suit created, and AVS forall of the variants. Documentation from the original page: Features Seven variations with varying degrees of exposure All parts and variants come in original darkened colors and Vanilla Dwarven colors Separately equipped belly plate [slot 54] Separately equipped plugs [slot 57] Separately equipped enchantment trigger [slot 60] with additional Heal Rate effect Breast caps for open-chest designs [slot 48] Thin collar to cover neck seam [slot 45] Shaved head wigs, bald and stubble SexLab NoStrip keywords Bodyslide files for all variants and applicable parts Bodyslide files with selectable zaps to build a modified replacement of the original armor Installation Install as normal. Can be used with or without original Dwarven Devious Cuirass mod; will prompt for overwrite on some files if that is installed, but they are unchanged in this file so that can be ignored. After installation, run Bodyslide on the files in the 'Dwarven Devious Cuirass Variations' Slider Group to conform them to your body type. 'DwarvenDD Main Variable A' & 'DwarvenDD Main Variable B' will replace the model in the original Dwarven Devious armor location when run. Choose only one; 'A' will produce a dark-colored armor while 'B' will produce a bright brass-colored armor. Crafting recipes not included. Use AddItemMenu or console to acquire in-game. Notes 'NoStrip' keyword is applied to major armor parts to prevent them from being removed by SexLab during scenes. Plugs and breast caps have 'AlwaysStrip' keyword so that they will always be removed during scenes. Belly plate does not have keyword set, user can manually adjust its strip settings using SexLab's 'Strip Item' editor. Belly plate set to slot 54 to avoid issues with Devious Devices and SoS on slots 49 and 52. As such it can be used in conjunction with clothing using those slots, if desired. Breast bones removed from Variant E2 due to the breasts being 'pinned' in place. Bounce adjusted on variants E3 and E4 to dampen clipping, but it will still occur during some motions. All variants are compatible with SLIF and other Bodymorph-based mods when 'Build Morphs' box is checked in Bodyslide upon generating the models. Clipping may occur at more extreme sizes. The 'knobs' that were positioned under the breasts on the original version were moved to the sides of the torso to allow for better Bodyslide/Bodymorph compatibility. These can be removed via zap from all variants, if desired. -
Version 1.4.1
173 downloads
Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are only compatible with TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the SSE Creation Kit and may not load properly in the original Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Mhulchazn - Morrowind Dwemer Home Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors AFK Mods Nexus Mods -
Version 1.0.0
10281 downloads
This is a port of MaikCG's Dwarven Devious Cuirass with some slight modifications: Originally, inspired by the Captured Dreams mod and books about the terrible Dwarven devices. https://www.youtube.com/watch?v=lD0GxyZVvvw This was previously a standalone mod and was not originally a part of Devious Devices, it was only visual. This is my version of a Devious-ification of the mod based on the current DD release. MaikCG decided not to clutter the Skyrim world with another armor chest, so you'll need to get the armor through AddItemMenu: https://www.nexusmods.com/skyrimspecialedition/mods/17563 I included a non-DD clean version (no blood, but with lightning) of the Cuirass, as well as two sets of locking devices, using a custom key (also included). There is no blood or lightning on either DD set. The two locking variations are a standard device version (blindfold, gag and most of the usual body restraint/chastity types), and a "Powered" version that provides enhancements like Stamina boost, Unarmed damage, Destruction fortify, Waterbreathing and Night-eye (where appropriate). They are set to BlockGeneric, in order to prevent most non-key removal methods (most of the time, anyways). The CBBE HDT body is used as a base. Sorry, no UUNP version. Just generate them in BodySlide and you'll be good to go. ENJOY -
Version 1.3
2582 downloads
Dwemermatron SE 1.3 (2019.08.14) A customizable follower mod for Dwarven Modular Automaton in the vein of Fallout 4: Automatron. The Khajiit merchant Ri'saad now sells a Dwemer Control Rod that will start the quest to acquire your own Dwemer automaton! Constructing and upgrading your follower is done at a new Dwemer workshop, located in the mountain pass above Windhelm. There is a short dungeon to complete before you can activate the follower. Instead of using dialogue like normal Skyrim followers, the follower construct is controlled using the Dwemer Control Rod, which creates a popup box that lets you select your command. This includes all the standard follower commands, although you may only trade if the follower is close to you. Additional automatons will awaken throughout Skyrim once you complete the follower. When you have the follower with you, they will randomly attack you in the wilderness. Otherwise, you may find them aimlessly attacking local wildlife. They can also rarely be found in dwemer dungeons. Schematics for additional components for your follower are found on enemy automatons. Simply loot their dead bodies and you will acquire any unowned schematics automatically. (The script that does this is a little pokey, nothing I can really do to fix it.) Requirements Dwarven Modular Automaton (assets only, you don't need to have the plugin activated) SKSE 64 Compatibility Compatible with Amazing Follower Tweaks, Extensible Follower Framework, and Nether's Follower Framework. Partially compatible with Ultimate Follower Overhaul; but the follower can't be dismissed properly. Known Issues The follower construct doesn't have an activation prompt during the quest to complete its construction. Whenever the quest marker is pointing at it, you need to activate it. The follower starts out with empty body and feet slots. Any armor you give it for these slots may become equipped, resulting in those parts of its body disappearing. This issue will no longer occur once you upgrade its core and lower components. Amazing Follower Tweaks - 'Wait' command doesn't seem to do anything. You can still make the follower wait somewhere by using the 'Do something' command instead. Other Versions Nexus Mods download