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Showing results for tags 'location'.
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View File [XCL] [0.19] Summer Park Just a bunch of fanciful trails you can stroll with amazing views. REQUIRES WHARF Submitter Dragon42 Submitted 04/14/2024 Category X-Change Life
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Dark Hunters Armory View File Small location under "Union`s Hope Church" on Cambridge graveyard location The main idea of this mod was to create some location to place Angeli powerarmor in there instead of Sanctuary basement in original mod. Also i decide to put some weapons and armors from other mods. It contains 3 armors from Vtaw wardrobe and 5 weapons from defferent mods, working bathroom from CWSS and replace Angeli Powerarmor from Sanctuary basement into this Armory Enteranse inside Union`s Hope Church. Mod also goes with modified candles, it can be disabled during installation There is 3 versions with different requirements DarkHuntersArmory Require: CWSS Redux https://drive.google.com/file/d/1Ky5Oy4Pumjh4WpiRg9re3s9IussA6FYN/edit Angeli PowerArmor https://www.loverslab.com/files/file/14903-angelis-explorer-suit-and-power-armor/ Vtaw Wardrobe 7 https://www.nexusmods.com/fallout4/mods/51798 Vtaw Wardrobe 8 https://www.nexusmods.com/fallout4/mods/61541 Ardent Blade https://www.nexusmods.com/fallout4/mods/37373 AQUILA - laser gun https://www.nexusmods.com/fallout4/mods/30687 Factor - gun https://www.nexusmods.com/fallout4/mods/32908 Catalyst - shotgun https://www.nexusmods.com/fallout4/mods/16269 NV Anti Material Rifle https://drive.google.com/file/d/1_wZl_iCeI48v_iOI0AI8GuQbwCuqSxZ-/view DarkHuntersArmory_NoWpn Require: CWSS Redux Angeli PowerArmor Vtaw Wardrobe 7 Vtaw Wardrobe 8 DarkHuntersArmory_NoWpnArmor Require: CWSS Redux Angeli PowerArmor Used Artworks: Just Some Noob - with some editions GS3D Please give me some feedback if everything works fine or anything wrong, if you like it or not. Submitter RonRid Submitted 03/10/2024 Category Other Requires
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View File [XCL] [0.19] Gallery Pass This is your Gallery Pass to the Art Gallery in the Wharf. Submitter Dragon42 Submitted 03/30/2024 Category X-Change Life
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My translation mod that translates all locations in the game to german is finished but yesterday I found one location in game that's still english. It's the cave entry to the "Eldergleam Sanctuary". I cant find it in CK / World Space / Interior / EditorID, where I found ALL the other locations like caves, houses, etc. In Skyrim-Wiki's I found the IDs for this location but I can't find it in CK. I'm not a modding expert, obviously. xD There are some entries under / World Space / EldergleamSancturaryWorld and / World Space / Tamriel but I can't find any interior data there to edit the names. It's driving me cracy. I want to release my mod but not incomplete like that. 🫤
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View File GomaPeroLand SE GomaPeroLand SE A beach resort location for Skyrim SE - Where to enter - A door on the ground located in Riverwood - Credits - GomaPeroPero for the permission to share this with you guys! Please don't bother GomaPeroPero via his own page about this SSE port! Submitter Andreis Submitted 01/24/2018 Category Regular Mods Requires Regular Edition Compatible No
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Version 1.0.1
577 downloads
Small location under "Union`s Hope Church" on Cambridge graveyard location The main idea of this mod was to create some location to place Angeli powerarmor in there instead of Sanctuary basement in original mod. Also i decide to put some weapons and armors from other mods. It contains 3 armors from Vtaw wardrobe and 5 weapons from defferent mods, working bathroom from CWSS and replace Angeli Powerarmor from Sanctuary basement into this Armory Enteranse inside Union`s Hope Church. Mod also goes with modified candles, it can be disabled during installation There is 3 versions with different requirements DarkHuntersArmory Require: CWSS Redux https://drive.google.com/file/d/1Ky5Oy4Pumjh4WpiRg9re3s9IussA6FYN/edit Angeli PowerArmor https://www.loverslab.com/files/file/14903-angelis-explorer-suit-and-power-armor/ Vtaw Wardrobe 7 https://www.nexusmods.com/fallout4/mods/51798 Vtaw Wardrobe 8 https://www.nexusmods.com/fallout4/mods/61541 Ardent Blade https://www.nexusmods.com/fallout4/mods/37373 AQUILA - laser gun https://www.nexusmods.com/fallout4/mods/30687 Factor - gun https://www.nexusmods.com/fallout4/mods/32908 Catalyst - shotgun https://www.nexusmods.com/fallout4/mods/16269 NV Anti Material Rifle https://drive.google.com/file/d/1_wZl_iCeI48v_iOI0AI8GuQbwCuqSxZ-/view DarkHuntersArmory_NoWpn Require: CWSS Redux Angeli PowerArmor Vtaw Wardrobe 7 Vtaw Wardrobe 8 DarkHuntersArmory_NoWpnArmor Require: CWSS Redux Angeli PowerArmor Used Artworks: Just Some Noob - with some editions GS3D Please give me some feedback if everything works fine or anything wrong, if you like it or not. -
TropicalIsland SSE View File Original Mod by gekkou1992 Like his mod I am no modder i simply used CAO Converter to convert the LE files to SSE, and it worked. animations work, only the dildo and soulgem on stage dont, but i remember this didnt work on LE neither back then. Another bug is a big tree who is glitching in random colours but the rest works as intended. Check the nexus LE version for requirements and installation. Submitter Grimmdal Submitted 07/11/2021 Category Adult Mods Requires Regular Edition Compatible No
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hi, looking for any pool animations, doesnt matter what just need animations for the pool
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Anyone know of a mod that adds location that a lot of nords gather in? Or maybe a great hall of heroes? There could be a quest involved or anything like that. I’m just looking for a location in general. Thank you!
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Hi, I'm working on an inn mod. I created an inn, and a house next to it. I created a location for them. The location has a custom name. During creating the inn and/or the house, I imported (dragged/dropped) vanilla items. Some items like cheese, barrel, plate and fundamental items that you can find in an inn/house are items that PC can steal. My question is: Is there a way to make all items that are in my inn and my house, can be untouchable, and/or disabled to be stolen. So, when a PC selects these objects, can't see "steal" option. As you might notice, I want this setting just for my location, not for all Skyrim. Maybe, that option might work: Select all items that have steal option. Duplicate and rename them one by one. Replace them by the vanilla ones. If there is an option like "untouchable" option for these new items, select that option. I don't if there is such an option like that. If there is, I don't know if it'll work like that. Do you have any suggestion? Thank You in advance... Nehaberlan...
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NukaFlowAbyss More Radiant WIP Patch
Tinman2u posted a topic in Downloads - Fallout 4 Non Adult Mods
NukaFlowAbyss More Radiant WIP Patch View File IMHO, M150's NukaFlowAbyss (With VATS Patch) is one of the most thrilling dungeon crawls you will ever find. It took me and my three followers ALL night to clear that dungeon and we had a BLAST! But once you clear it, there's really no pressing reason to go back whenever the cells reset except maybe to mine the rocks. Until now I hope. So far the radiant quest system hasn't picked that location for me but I'm hoping that with more players using the mod, I'll get feedback as to whether it actually works as intended. FYI - for a dungeon to be picked by the vanilla game radiant quest system there are at least three or four things it's LOCATION data needs to have: #1. LocTypeDungeon keyword. #2. Persistent BossRef #3. Persistent BossContaineRef #4. MapMarkerRef Now, certain radiant quests also need the following Location keywords for the specific radiant quest to pick that location: LocEncRaiders or LocEncSupermutant, etc. The Location Data M150 created for NukaFlowAbyss has all of the first four but then it has a LocEncWildlife keyword so I added LocEncBugs but so far I haven't had any radiant Wildlife or Bug hunting quests pop up although I think Thuggy's Piper radiant "ink hunting" quest sent me to a wildlife location recently, just NOT this one. LOL! And finally, certain radiant quests require the location to have a persistent CaptiveMarkerRef. (Institute Reclamation, Settlement Captives, etc.) What I have done so far is add a keyword to the main NukaFlowAbyss Location AND created separate Location Data for the NukaFlow Offices, which has ALL of those radiant quest keywords AND the persistent ref types that are required. (Because M150's mutants ARE Super AND they fight like Raiders AND they want to capture and eat humans no doubt. Why they would capture a synth is a bit iffy on the lore wagon but, Who Cares?) I also created a new map marker ref which is placed very near the original one, so they may look weird, but all that matters is that the radiant quest system knows its there. Eventually, I may create new location data with the proper (mostly appropriate) keywords for every cell that the main location leads to and maybe drop in something that actually FILLS the keyword requirement in a lore friendly way if necessary. SO....Hard Requirements - NukaFlowAbyss & NukaFLow Abyss VATS ON Patch (Which Overwrites The Original ESP). My Patch is an ESL-ESP so just put it anywhere BELOW the master file. BUT.....to make the captive side work, I had to edit the vanilla CAPTIVE Faction (And M150's Enemy Faction) to play nice with each other. IF you have ANY mod which also edits the vanilla Captive Faction then things will go bad based upon which mod in your load order wins the EDIT conflict, without YOU patching it . To find out if you DO have a conflict, just load up F04Edit and look for the Captive faction I edited in my mod and see if any of your other mods also edits it. Make a quick ESL override patch that includes ALL the edits necessary to keep your game the way you want it to be and you are done. Easy peasy. There's no way I could make a patch for every mod on the Nexus which also edits the captive faction and I personally don't have any mods in my load order right now that DO edit it, except for my own additions of certain M150's Abominations factions for my own personal dungeon projects that I can't share. Feel me? Please let me know whenever you DO get a radiant quest to pick up the NukaFlow Abyss location so that I can breath a sigh of relief. Please don't feel like a guinea pig. There's nothing in the mod that touches any quests or scripts. It just makes it so the GAME can find this wonderful dungeon and fill it's quest alias's properly. I'm definitely looking forward to going back down that dark and dangerous rabbit hole again. Because it's FUN! Till then, Mod On! Game On! Submitter Tinman2u Submitted 03/24/2023 Category WIP / Beta Requires NukaFlowAbyss & NukaFlowAbyss VATS ON Patch- 2 replies
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Version 1.0(Final)
233 downloads
What in the world is this? This is many locations I used in a story I was doing. It starts (minus the prologue) here: http://www.loverslab.com/blog/148/entry-561-the-blackreach-experiments-part-1-and-2/ There are many interesting locations spread throughout the world. If they are on the surface, they have map markers and should be visible as soon as you install the mod. All the Blackreach parts are you will need to use "coc BE_SoulEngine_MapOrigin" to reach the cells. They are connected by doorways buttons etc. They are not navmeshed though. What is actually in this? Good question. There is a worldspace you can reach with "coc BE_SoulEngine_MapOrigin". This space contains, the soul engine, alpha control, and the Refgormation Chamber. Pretty much all the cool dwemer stuff in the pics. There is a Ephemeral Glade near Markarth and a Tech Shrine near Riften. Both have markers. Inside Mistvale Keep there are some staic scrolls, journals, and notes on the alchemy table. The animated backpack meshes are also in a folder but I could never get them to work. They just sit there in an off position, What can I do with this? You can take some cool screenshots, and ....well that's about it realy. If you want to make this into a set of working locations by navmeshing it and making it usable, then feel free. I actually hope someone does because I just don't have the time. Notes for the modder/player: All cells and items start with AAA or 000 or BE. I usually stick with one or the other but I made this over a very long period of time so I switched it up unintentionally. It is stable. I have run this over a long period of time with no problems. I also ran it through TESVedit. Other than that, enjoy it and have fun. Cell Locations: Worldspace: BE_ManaEngineWorld (Dwemer Tech Stuff) BE_SoulEngine_MapOrigin BE__AlphaControl BE_ReformChamber Worldspace: AAA_MeetingPlace (Sovernguarde area) BE_MeetingPlaceOrigin AAA_Sky_Test_Cell (actually a worldspace where I was playing with sky settings.) nothing here really Interiors: 000ManaEngine01 (cell with a working float ) AAA_CelineBedroom01 (copy of Whiterun Jarls bedroom) aaaBlackreachExperimentRuin (a cell with a few odd things I found in the game) contains some bleeding vampire statues, ideal master gem, a object version of the apocrypha sky, and a static Alduin- 1 review
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Version 1.0b
1,365 downloads
- added missing meshes- (extract update to data\ for both versions) This Mod adds a sexy little (pent-)shack on stilts with a hottub, shower, tanningrack and sharpening stone in the Wind District of Whiterun. It's in the Whiterun worldspace so there are no load-doors. All candles are switchable (i'm simply assuming you've got matches), the shower and the bubbles in the hottub can be turned on and off too. At night a bedroll is spawning on the hammock for some additional sleepingspace, the bedroll on the wardrobe also works as an activator for an extra bedroll and the disco-lever turns on some flashing LECs (you know...LightEmittingChauruseggs) if you've got some dancing mods installed...i didn't add music cause most dancemods bring their own and it's still very CTD-heavy for me to add music to Skyrim. I placed auto-strip triggers for NPCs at the hottub and the shower (no real shower anim, just the pray_idle) The place is fully navmeshed and i used Rain and Snow Clipping Mod to keep the inside dry. It's pretty small so NPCs (as usual) might have a little trouble walking around the narrow places. It's not supposed to be lore-friendly, i just went for the looks of things... Why? (so you know what to expect) I honestly use most playerhomes to put followers inside and make them use it as home with My Home Is Your Home. Well, after installing MrStoob's wonderful Some Followers mod i couldn't simply dismiss Felicity and decided to keep her in the game. Style-wise i wanted some crossover between Underground Bathhouse, Whiterun Hut and Whiterun Shelter (exterior ftw!) with a dash of Greenboat. There should also be some ''kinkyness'' involved so all those skimpy armors wouldn't stand out so much ;-) and the place should have a lot of people walking by ,doing stuff. This is what i ended up with. It is intended as a Follower-Home so nothing is owned by the player, nearly everything is static and there's no food/kitchen cause it's in Whiterun and the character is normally eating out in the Taverns. Since she's living in a city i didn't see the need for more crafting stations cause it's all there...Not much weapons-wise either, she's an adventurer(-ess??) not a warrior. I guess it could be turned into a playerhome pretty easy, so if you feel like it, go ahead ! -> See Permissions tab..... Where? The PentShack is located behind the statue of Talos, between Jorrvaskr and Dragonsreach with a nice view of the Gildergreen. It's best reached using the stairs leading up to Jorrvaskr. Notes: - Frostfall heatsources in oven and hottub - the stilthouse is retextured to fit Whiterun's look a little better (brighter) - the stuff on the wallshelf near the bed is a nod to Leito86's new animations from...somewhere else.... - the rainclipping script might need some time to settle, so if it rains constantly try sleeping a few hours, or fast travel forth and back... - I'm aware of the dangers of adding a house in a crowded spot like Whiterun, so i took great care not to move or alter all the vanilla stuff that's already there. The file has been checked with TES5Edit (as far as i understand it) and the only changes are listed below. - rescaled the TalosStatue from 2.23 to 1.6 (no disrespect, he's still big....) - some way-/spawnpoints were moved to avoid clipping but i tried to keep the overall impact minimal the shack fits neatly between some civilwarquest related ''things''. (trying not to spoil anything) - modified one patrolmarker to wait 10sec and take a look over Requirements It requires Skyrim Script Extender 1.7.1 or higher, and Skyrim 1.9.32 or higher. A somewhat powerful Computer, depending on how modded your Whiterun is... (but it works fine on my 2x2.3Ghz,2GbRAM,GTS450-2GbVRAM,WinXP without HD-texture-mod-stuff) Recommended (but not required) UFO - Ultimate Follower Overhaul Followers can Relax My Home Is Your Home Grampas guitarsk Cannabis Skyrim ULTRA REALISTIC WORLD LIGHTING (used in the screenshots) Permissions The mod is free to modify, re-upload and whatever-the-fuck you want to do with it, but you may never charge money for any part of this file. I used a ton of resources and the original authors deserve credit if you upload it. INSTALLING THE MOD Unzip the file "PentShack_Whiterun.v.X.X" into the /data folder where Skyrim is installed. PLAYING THE MOD From the Skyrim Launcher, select Data Files and check the box next to the name pentshack_WR.esp. You might not want to have it last in the order...that caused problems for me with many mods on the ''first load''. Make sure you start Skyrim using SKSE launcher. DISABLING THE MOD From the Skyrim Launcher, select Data Files and UNcheck the box next to the name of pentshack_WR.esp. For a complete uninstall you'll have to open the zipfile and delete all the copied contents from skyrim's data folder... CONFLICTS / KNOWN ISSUES - the folding doors cut through the furniture when opening/closing +they have a pretty large collisionbox when moving! - you can't step really close to the middle window due to the invisible stone''base'' on the stiltbeams (had a really tough time finding the right wood for the job.....) - the last step of the wooden stairs has no collision and the collisionbox i put there tends to act sticky sometimes ========== CREDITS ========== (in no particular order;) thanks a lot to: Bethesda for the game and all the modding tools Ian Patterson, Stephen Abel and Paul Connelly for the Skyrim Script Extender (SKSE) Ashal for all his amazing Sexlab work Leito86 for his lovely animations and schlongs (?!) Denkigroove for letting me use his beautiful dreamcatcher-shield mesh & textures Stroti and Tamira for the stilthouse-, treehouse-, windthingy- and oven resources Phitt and Tamira for the nice hammock and tapestry from the sheogard resources Jokerine for the essential cleaning set Lolikyonyu for the wonderful lolicept resources InsanitySorrow for his amazing towels-, pillows-, and washing stuff resources Blary for his amazing bookset and open book resources Jonwd7 for his (no high collision)Whiterun walls Cipscis/M3rvin for the automatic light script resource Eldiabs for the activators resource Tueffelachtein for the great craftingtable resource and the windchime mindboggles for the nice watermeshes Xilante for his great rain and snow clipping AC3 / subtanker for the auto-undressing script Naart2007 for the nice switchscript Berticus001 for his climbing roses from Berts Bits And Bobs Resources For Modders Andragon/RIP88 for their Underground Bathhouse sit down markers Anthony Bellingham for his Skyrim tutorials (forgot wich one it was, but he explained how to easily create statics from any gameobject) Darkfox127 for his (YouTube) morrowhen for the suggestions, testing and being an awesome dude.... A.J. for all the detailed help and input My other mods Greenhome Greenboat Grampas guitarsks by MurdermiesteR-
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Version 3.9.0
29,317 downloads
Aether Suite SE A modern/futuristic location that hold many secrets for you to discover! Welcome to the Aether Suite. A fancy name for the compilation of Halofarm's random imaginings over the past (insert far too large number here) of years, and a vague attempt to make it lore friendly. At least, about as lore friendly as a Japanese school and a cyberpunk town can get. More like lore accepting? Lore embracing? Trying its best not to offend lore in case lore stops calling it? Something like that. The Aether Suite is made up of five modules: Arclite Community College - An idealized representation of a Japanese school, as imagined by one very bored weeb. Comes in dry and rainy versions. Knox - A medium sized cyberpunk setting, as imagined by one very bored geek. Photographer's Studio - A studio designed specifically for the taking of character based screenshots. Hot Springs Hotel - Onsen! More weebishness. Back Rooms - Random Rooms for you to indulge your creative side. Your follower cannot travel to these rooms, and returning from them requires you to use the Aether Suite teleport to get back to the lobby. Some clothing items in the Aether Suite use Equippable Transforms for their high heels. The requirement is not explicit, so it doesn't matter if you don't have it installed. - Where to Enter - Method #1 You'll find a spell tome poorly hidden under one of the beds in the upper level of the Hall of Attainment, in the College of Winterhold. Learn the spell, and zap yourself to the Aether Suite. To get back, you must return to the lobby and activate the odd looking wall. This will take you to the Hall of Attainment. Method #2 Download Additemmenu SE or type help "Aether Suite" in the console for the book/spell ID - Credits - Halofarm for giving me the permission to share this awesome mod with you guys! Please don't bother Halofarm via his own page about this SSE port! -
Version 1.4.0
24,543 downloads
Hearthfire Dungeon Addon Ever wished your Hearthfire home had more storage space? Maybe a little extra storage space. Or maybe what you were really hoping for was a place to keep all those slaves, naughty followers, captives, and other NPCs you've collected and have lots of options to play with them? Well wait no longer because that is exactly what this mod gives you. The Hearthfire Dungeon Addon adds a large dungeon space to each of the cellar of Heathfire homes you can build in Skyrim. The space branches off the main cellar, first adding a small storeroom where you can keep extra books, loot, ammo and other items. Further down it adds a large main room where you can display and play with slaves and NPCs. In this area you will find many activator icons allowing you to install and swap various ZAP furniture options (more than 40 options are included) as well as three different bed style, or just pack them away to make room for your own options either added with console commands, Display Model, or whatever other furniture placing mod you wish to use. From the main room you can enter the upper grotto pool area where you can sit and relax in a natural cave. Or head down to the prison room where your slaves can sleep, or keep them in kennels, the choice is yours. Finally there is the lower grotto where slaves from the prison can bathe and relax after a hard day of being played with (and you can watch them from the upper grotto). The space includes many other features. In the storeroom you will find an Elder Scroll display case where you can store your Elder Scrolls. There is an arrow ammo storage display that changes according to the type of arrows you have stored in it at the time giving you a visual reference as to what types of arrows you have. There are book cases, weapon racks, chests and strong boxes to keep various other odds and ends. If you happen to be a vampire, your crafted coffin now has a new location in a hidden room that only becomes revealed after crafting the coffin. The pool area include the oft used feature of stripping naked those who enter, but there is the additional feature of being able to turn this function off (look for a basket containing clothes by the entrance to the upper grotto, just click it and the clothes disappear out of the basket, if the clothes are gone the script is off, if the basket is full the script is on). Torch sconces through out the space allow you to dynamically adjust the light levels to whatever suits your personal taste. Just place or remove torches in the sconces to turn on or off additional lighting. Additionally, in the main hall there are some new furniture options as well. You can now freely swap the dining room table set with an alternate chair set or large furpile bed set or just pack them all away. The controls for this are on a shelf just above where the main room workbench appears. Also, I made some of the main room items on the mantle static so they aren't constantly being knocked around. All interior cells now have COC markers so if you use console COC commands you appear at the entrance where you should. Cell ownership is set to the player and I adjusted the interior fog (greatly reducing it). Installation: Installation is easy, either use your favorite mod organizer or manually install the esp and bsa file into your data folder, there are only two files so its easy to keep track off. Enable the mod in your load order and go. NOTE: You do not need the (Loose) version, download that only if you want to peek under the hood and see how the scripts work. Uninstalling: Uninstall with your favorite mod organizeer or just delete the esp and bsa file from your data folder, save and then use a save game editor to clean scripts beginning with BYOHD_ from your save game and you're done. Requirements: Skyrim.esm Update.esm Dragonborn.esm Hearthfires.esm Dawnguard.esm ZAZAnimationPack (version 8.0 or higher) Recommended Mods (NOT required but this mod works well with them): PAHE (Paradise Halls Enhanced) Home Sweet Home Interactive BDSM And You Also Get A Slave I'll Take the Display Model Sexy Bandit Captives SE Version: None for the foreseeable future. Known Conflicts: PAHE Lakeview Cell Addon (this mod will cause the pool water to not look correctly IF it is placed after the Hearthfire Dungeon in your load order. If you wish to use this mod, make sure it is placed BEFORE the Hearthfire Dungeon Addon in your load order) If you are using my older version of this mod previously shared in my Prettier Bandits support thread, make sure you remove all torches and fully uninstall that mod before installing the new version or you may get some odd torches issues. In Game Usage: Install the mod into a new or existing save game. Craft one of the Hearthfire Homes, build the cellar, as soon as the cellar is built the dungeon is there (fully functional) Have at least 20 torches in your inventory (40 will be enough for the full dungeon) Head down to your new dungeon and use the torches to adjust the lights the way you want. Activate whatever furniture options you like, you can change them as often as you want. Explore and enjoy! History: Credits: CPU - for scripting lessons, scripts, patience and encouragement Ed86, Musje and Valcon767 for additional scripting advice T.ara for advice on some of the furniture placement and options Psalam, Karlpaws, Donttouchmethere and Valcon767 for being a great bunch of beta testers, making lots of suggestions and generally helping make this mod what it is. Stalactites are by Leodoidao available at Nexus Future Plans: None Change Log: ---- 9th July, 2019 Removed SE version due to problems with markers. ---- Version 1.4 24th June, 2019 ---- Fixed missing script references for both loose and packed LE versions. --- Version 1.3 SE 7th June 2019 Uploaded the SE version. Conversion provided by Fred200. ---- Version 1.3 21st Sept 2018 --- More minor clean up and tweaks Removed some left over dirty edits from the mod's construction Changed the dungeon gates to not reset. If you leave them open they should now remain open until you close them. ---- Version 1.2 17th August 2018 ----- Minor clean up and tweaks ---- Version 1.1, 23nd June 2018 ----- Removed a duplicated interior tower from Winstad Manor (update is safe to install over existing installation) ---- Version 1.0, 22nd June 2018 ----- Uploaded version 1.0 of mod- 1 review
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Version 1.0.0
3,676 downloads
Original Mod by gekkou1992 Like his mod I am no modder i simply used CAO Converter to convert the LE files to SSE, and it worked. animations work, only the dildo and soulgem on stage dont, but i remember this didnt work on LE neither back then. Another bug is a big tree who is glitching in random colours but the rest works as intended. Check the nexus LE version for requirements and installation. ( If you badly want the soulgem/dildo anim on stage i recommend Poser Hotkeys Plus SSE and then u can do all included poses manually) -
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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Finding a good place to place your mod in game. Coord help
xenic posted a blog entry in Helpful Hints
So you are in game and found an amazing place to put you mod. But now the problem, "What are my cell coordinates?" It's actually easy to find. Type the following: player.getpos x player.getpos y Then divide each value by 4096 to get the cell coords. In the CK, select "Tamriel" from the location dropdown, then enter your new x and y coordinates. It will take you fairly close to where you were in game.-
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Hearthfire Dungeon Addon View File Hearthfire Dungeon Addon Ever wished your Hearthfire home had more storage space? Maybe a little extra storage space. Or maybe what you were really hoping for was a place to keep all those slaves, naughty followers, captives, and other NPCs you've collected and have lots of options to play with them? Well wait no longer because that is exactly what this mod gives you. The Hearthfire Dungeon Addon adds a large dungeon space to each of the cellar of Heathfire homes you can build in Skyrim. The space branches off the main cellar, first adding a small storeroom where you can keep extra books, loot, ammo and other items. Further down it adds a large main room where you can display and play with slaves and NPCs. In this area you will find many activator icons allowing you to install and swap various ZAP furniture options (more than 40 options are included) as well as three different bed style, or just pack them away to make room for your own options either added with console commands, Display Model, or whatever other furniture placing mod you wish to use. From the main room you can enter the upper grotto pool area where you can sit and relax in a natural cave. Or head down to the prison room where your slaves can sleep, or keep them in kennels, the choice is yours. Finally there is the lower grotto where slaves from the prison can bathe and relax after a hard day of being played with (and you can watch them from the upper grotto). The space includes many other features. In the storeroom you will find an Elder Scroll display case where you can store your Elder Scrolls. There is an arrow ammo storage display that changes according to the type of arrows you have stored in it at the time giving you a visual reference as to what types of arrows you have. There are book cases, weapon racks, chests and strong boxes to keep various other odds and ends. If you happen to be a vampire, your crafted coffin now has a new location in a hidden room that only becomes revealed after crafting the coffin. The pool area include the oft used feature of stripping naked those who enter, but there is the additional feature of being able to turn this function off (look for a basket containing clothes by the entrance to the upper grotto, just click it and the clothes disappear out of the basket, if the clothes are gone the script is off, if the basket is full the script is on). Torch sconces through out the space allow you to dynamically adjust the light levels to whatever suits your personal taste. Just place or remove torches in the sconces to turn on or off additional lighting. Additionally, in the main hall there are some new furniture options as well. You can now freely swap the dining room table set with an alternate chair set or large furpile bed set or just pack them all away. The controls for this are on a shelf just above where the main room workbench appears. Also, I made some of the main room items on the mantle static so they aren't constantly being knocked around. All interior cells now have COC markers so if you use console COC commands you appear at the entrance where you should. Cell ownership is set to the player and I adjusted the interior fog (greatly reducing it). Installation: Installation is easy, either use your favorite mod organizer or manually install the esp and bsa file into your data folder, there are only two files so its easy to keep track off. Enable the mod in your load order and go. NOTE: You do not need the (Loose) version, download that only if you want to peek under the hood and see how the scripts work. Uninstalling: Uninstall with your favorite mod organizeer or just delete the esp and bsa file from your data folder, save and then use a save game editor to clean scripts beginning with BYOHD_ from your save game and you're done. Requirements: Skyrim.esm Update.esm Dragonborn.esm Hearthfires.esm Dawnguard.esm ZAZAnimationPack (version 8.0 or higher) Recommended Mods (NOT required but this mod works well with them): PAHE (Paradise Halls Enhanced) Home Sweet Home Interactive BDSM And You Also Get A Slave I'll Take the Display Model Sexy Bandit Captives SE Version: None for the foreseeable future. Known Conflicts: PAHE Lakeview Cell Addon (this mod will cause the pool water to not look correctly IF it is placed after the Hearthfire Dungeon in your load order. If you wish to use this mod, make sure it is placed BEFORE the Hearthfire Dungeon Addon in your load order) If you are using my older version of this mod previously shared in my Prettier Bandits support thread, make sure you remove all torches and fully uninstall that mod before installing the new version or you may get some odd torches issues. In Game Usage: Install the mod into a new or existing save game. Craft one of the Hearthfire Homes, build the cellar, as soon as the cellar is built the dungeon is there (fully functional) Have at least 20 torches in your inventory (40 will be enough for the full dungeon) Head down to your new dungeon and use the torches to adjust the lights the way you want. Activate whatever furniture options you like, you can change them as often as you want. Explore and enjoy! History: Credits: CPU - for scripting lessons, scripts, patience and encouragement Ed86, Musje and Valcon767 for additional scripting advice T.ara for advice on some of the furniture placement and options Psalam, Karlpaws, Donttouchmethere and Valcon767 for being a great bunch of beta testers, making lots of suggestions and generally helping make this mod what it is. Stalactites are by Leodoidao available at Nexus Future Plans: None Change Log: ---- 9th July, 2019 Removed SE version due to problems with markers. ---- Version 1.4 24th June, 2019 ---- Fixed missing script references for both loose and packed LE versions. --- Version 1.3 SE 7th June 2019 Uploaded the SE version. Conversion provided by Fred200. ---- Version 1.3 21st Sept 2018 --- More minor clean up and tweaks Removed some left over dirty edits from the mod's construction Changed the dungeon gates to not reset. If you leave them open they should now remain open until you close them. ---- Version 1.2 17th August 2018 ----- Minor clean up and tweaks ---- Version 1.1, 23nd June 2018 ----- Removed a duplicated interior tower from Winstad Manor (update is safe to install over existing installation) ---- Version 1.0, 22nd June 2018 ----- Uploaded version 1.0 of mod Submitter EinarrTheRed Submitted 06/22/2018 Category Other Requires ZAZ Animation Pack Special Edition Compatible No
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View File Aether Suite SE Aether Suite SE A modern/futuristic location that hold many secrets for you to discover! Welcome to the Aether Suite. A fancy name for the compilation of Halofarm's random imaginings over the past (insert far too large number here) of years, and a vague attempt to make it lore friendly. At least, about as lore friendly as a Japanese school and a cyberpunk town can get. More like lore accepting? Lore embracing? Trying its best not to offend lore in case lore stops calling it? Something like that. The Aether Suite is made up of five modules: Arclite Community College - An idealized representation of a Japanese school, as imagined by one very bored weeb. Comes in dry and rainy versions. Knox - A medium sized cyberpunk setting, as imagined by one very bored geek. Photographer's Studio - A studio designed specifically for the taking of character based screenshots. Hot Springs Hotel - Onsen! More weebishness. Back Rooms - Random Rooms for you to indulge your creative side. Your follower cannot travel to these rooms, and returning from them requires you to use the Aether Suite teleport to get back to the lobby. Some clothing items in the Aether Suite use Equippable Transforms for their high heels. The requirement is not explicit, so it doesn't matter if you don't have it installed. - Where to Enter - Method #1 You'll find a spell tome poorly hidden under one of the beds in the upper level of the Hall of Attainment, in the College of Winterhold. Learn the spell, and zap yourself to the Aether Suite. To get back, you must return to the lobby and activate the odd looking wall. This will take you to the Hall of Attainment. Method #2 Download Additemmenu SE or type help "Aether Suite" in the console for the book/spell ID - Credits - Halofarm for giving me the permission to share this awesome mod with you guys! Please don't bother Halofarm via his own page about this SSE port! Submitter Andreis Submitted 01/23/2018 Category Regular Mods Requires Regular Edition Compatible No
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News! BETA of Town only available (no quests yet, just checking to make sure this thing works. Should be a playable location at this point) This mod is still in development but I wanted to share it with the community and get some feedback. Bay of Voices is a pirate cove in a standalone world that the player can explore and quest in. The ultimate goal is for Bay of Voices to function as a ‘hub’ that links to other LL mods in addition to its own integrated gameplay. So why am I making this mod? I want a way to integrate LL play-style into the regular game that feels intentional, necessary, and lore friendly. Also, it is a way to give back to the LL community that I have been lurking on the fringes of for so long. I recognize that the scope of this mod is ambitious but I intend to approach it in playable stages so that I can pick away at it. So, without further ado, here are the basics: Updates in yellow. There will be joinable factions in the mod: Bridgers, Pearls, and Keepers. Bridgers will be completed first, followed by the Pearls, then the Keepers. Bridgers - Thieves Guild Integration/Replacement Keepers - Main Quest Integration - no changes thus far Pearls - Dark Brotherhood/Bard integration - New faction! Radiant/Side Quests: Bay of Voices has a Notice Board. You can grab local jobs, link to other LL mods (with permission of course), etc simply by activating it and choosing from the notes contained therein. This will allow for immersive integration into some of the great LL mods already out there. New to the Notice Board: Skinder (so ... it's like lonely hearts/hook ups classifieds) AI and Town Events Planned / In Progress: - brothel with specialty acts (PC will be able to hire pros) - scheduled arena acts: slave training, fighting, bards - The Brigg guard faction and patrols (done) - merchants and taverns NPCs: I will post my progress in the forum below. If you have ideas for the Notice Board quests please let me know. okay .. here we go. Order of completion: 1. Bay of Voices as a functional 'town' - almost done, should have a WIP available for troubleshooting soon 2. Bridger questline 3. Pearls questline 4. Keeper questline Notice Board - floating, will add new quests with each release Credits and My Gratitude ... so far ... this will be a long and ever increasing list and I will provide links and full credits on release of the mod: t.ara, ashal, zaz, jokerine, berticus, oaristys, kelretu, tamira, stroti, apepi, lilith, antistar, tueffelachtein, blary, lorsakyamuni (Witcher modders assets distributed with permission of CD Projekt Red), delzaron
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