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Found 26 results

  1. 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  
  2. 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
  3. 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  
  4. Hello, This is not a bug or anything but I've looked over and over and can't find a solution. So, is there a way to deactivate the location change messages generated by Devious Framework (DFW) that appear on the top left? I find them kind of annoying and have tried all the MCM options with no results... Thanks in advance!
  5. Can anyone please tell me what is the MOD Location? And can it be downloaded somewhere ?? Thanks
  6. I tried finding it in KS hairdo but i couldn't find it there. Author of the bridget follower said it was KS hairdos but it wasn't there. Thank you
  7. [full_inu] Hunter's Dream View File https://www.patreon.com/posts/full-inu-hunters-32510320 Credits: * FROM SOFTWARE - models, textures * full_inu - meshes porting, texture edit * Betsujin - artwork Description: "Welcome to the Hunter's Dream!.." This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas. First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version. To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones. Or type in console: coc hunter Troubleshooting: Music can play night track at daytime. Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location). It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons. To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg: UseOSAllocators=1 This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne. Submitter full_inu Submitted 05/24/2020 Category Other Requires SKSE, Crash Fixes Special Edition Compatible  
  8. View File [full_inu] Hunter's Dream SSE https://www.patreon.com/posts/full-inu-hunters-32510320 Credits: * FROM SOFTWARE - models, textures * full_inu - meshes porting, texture edit * Betsujin - artwork Description: "Welcome to the Hunter's Dream!.." This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas. First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version. To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones. Or type in console: coc hunter Troubleshooting: Music can play night track at daytime. Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location). It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons. To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg: UseOSAllocators=1 This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne. Submitter full_inu Submitted 05/24/2020 Category Regular Mods Requires Regular Edition Compatible  
  9. 515 downloads

    https://www.patreon.com/posts/full-inu-hunters-32510320 Credits: * FROM SOFTWARE - models, textures * full_inu - meshes porting, texture edit * Betsujin - artwork Description: "Welcome to the Hunter's Dream!.." This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas. First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version. To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones. Or type in console: coc hunter Troubleshooting: Music can play night track at daytime. Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location). It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons. To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg: UseOSAllocators=1 This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne.
  10. 915 downloads

    https://www.patreon.com/posts/full-inu-hunters-32510320 Credits: * FROM SOFTWARE - models, textures * full_inu - meshes porting, texture edit * Betsujin - artwork Description: "Welcome to the Hunter's Dream!.." This is my port of Bloodborne hub location. A very polygon-heavy mod and in general not very suitable for Skyrim engine, it comes with fomod installer, which let you choose perfomance patches to replace various objects with empty files to decrease polygon count; if you tick all patches at once, overall number will decrease from 7.4 millions to 3.5 millions. Removing grass will free more polys, while removing foliage will make location look empty. There are two big areas: cemetery and main hub, different patches for different areas. First revision was developed in December 2018-January 2019 and was never made public except early testing version, but only now I have redone whole location from scratch and made appropriate changes in textures, shaders, weather (kinda) and lighting with sound environment. It doubles number of polygons and even still perfoms much better, than 1st version. To enter location, use teleport marker located around Bleak Falls Barrow between some peak stones. To exit Hunter's Dream, use one of chalice tombstones. Or type in console: coc hunter Troubleshooting: Music can play night track at daytime. Mod does not contain navmeshes and I dunno if they can be generated for this huge location at all (my CK was "thinking" too long), please use teleport marker to enter location (if you use map marker to fast travel to location, your companions might follow you and get stuck in any place in location). It looks like on Skyrim LE you can experience CTD when opening quest and inventory menu due to high number of polygons. To fix CTD on Skyrim Legendary Edition, you need to install Crash Fixes and activate memory allocator patch in confg: UseOSAllocators=1 This will prevent CTD on weak hardware. Perfomance patches coming with the mod also able to resolve CTD issue, but I recommend to try Crash Fixes first. On Skyrim SE everything works just fine, because of 64-bit engne.
  11. Can anyone tell me what outfit this is and what was used for the location?
  12. Version 3.9.0

    14,655 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!
  13. Brothel is now WIP! I am done with the building and found a good location for it, as of now there is only the building and the interior of the main hall/lobby. Will upload the WIP mod as soon as I have at least the owner and some of the girls made. Done: The Exterior The main hall/furnishing ( still fixing bugs ) Plans: Adding girls to main hall ( testing how much ram it will use ) Adding clutter to main hall Adding sleeping quarters for the girls Adding a routine for the girls in the main hall Adding costumers ( should I add husband/wife relations to the girls and costumers? for Lover's Comfort ) Adding the first part of the quest and relocating girls all around skyrim ( preferably low populated areas ) Adding basement Adding girls to basement Adding clutter to basement Adding basement sleeping quarters Adding routine for the girls in the basement Adding costumers for the basement Adding quest second part Optional plans: Adding a few vendors if I get premission to use costum contetnt from others or by useing a their file as a requierment. ( Adult Toys Merchant, Armor vendor who sells skimpy armor/underwear for each body ) Clearing the area in front of the Brothel so ppl can use it for Tundra Defense. Adding custom animations ( sexy dance, pole dance ect. ) ( Im realy not sure I can manage this since this is my first big mod and never done it before ) Girls: Quests: Screens: MapLocation: Exterior: Lobby: MainHall: CommonerRoom: OrcRoom: NobleRoom: DwemerRoom: MagicRoom(WIP will have to change floor and walls): The Old OP:
  14. Where do I get the log in password for Exiles server?
  15. Guess This Location - The Witcher 3 In honor of @Inte's Skyrim thread "Guess This Location", I want to see if we find enough Witcher players here on LL The rules are similar: Post a picture from your Witcher 3 game, and the rest of us would have to guess where that is. The one who posts a screenshot Only known locations from The Witcher 3, including all DLCs Show a building or a know character, or a certain landscape feature, don't just show a simple wall or a tree Those who guess write it out but be descriptive so we all know what you mean you may post your own screenshot of the same location without telling anything. But we all know you have been there you may post a map screenshot with a marker at the right spot Technical hints I recommend The Witcher 3 Map here https://witcher3map.com/ because it gives you a nice marker (right click) in the URL Like this one in Kaer Morhen https://witcher3map.com/k/#6/64.117/65.367/w=64.984,63.250 And please make sure you only post JPG files to reduce bandwith and loading times for everybody
  16. Version 1.0(Final)

    216 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
  17. Version 1.4.0

    18,005 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
  18. Version 6.0

    43,213 downloads

    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!
  19. Version 1.0b

    1,293 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
  20. This is my first time making my own animation. I got very far today; all the way into the game where the sims did the animations in game with each other BUT they were not lined up anymore. Not even close. That's my issue. I'm certain they are lined up in my blender project, so why are they moving into an offset location by the time they are in the game? Please help It sucks to get this far and be puzzled.
  21. I recently upgraded my PC, with a new CPU, mobo & HDD. As a result, I had to jump from Windows 7 to 10 and reinstall Skyrim, SMO and my mods. In game, I keep a bunch of followers in certain modded locations and since the reinstall, I've wound up with massive stutter in those high-NPC areas that wasn't present before my upgrade. The ENB doesn't appear to be the issue as I turned it off in-game and it didn't resolve the problem. I found that when I disabled the NPC mods, the problem eased. Given that the mods were working properly before the reinstall, I'm trying to work out what I need to change to get my game performance back to the previous levels (let along getting more performance out of my upgrade) without disabling the mods I previously enjoyed. Can anyone provide any guidance on to how I can overcome this issue? Are there .ini settings should I be tweaking? Could the NVIDIA setting be causing the issue?
  22. I've seen many people use this sort of background for their photoshoots, but I can't find the mods anywhere.
  23. 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.
  24. I'm trying to find some mods that allow the user to travel to modern themed locations that are good for taking screenshots or for animation use. Any responses are greatly appreciated!
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