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Found 28 results

  1. View File Monoman's Mod Tweaks Description This is a collection of mods that are either tweaks to existing mods made by other modders (Tweak) or original creations made by myself (Original) that were either small features cut from my other mods or mods too small to justify their own page. I claim no credit for any of the tweaked mods. All credit goes to the original mod authors. Please note that I'm not looking to create hassle for myself or other mod authors. If there's a problem with anything here just drop me a message and I'll take down the file in question or anything else that needs to be done. Also know that I'm not seeking to 'take over' maintenance of any mod. I'm already oversubscribed. Unless otherwise stated the tweaks posted here are only for the specific version of the mod it applies to and the original mod is required. I can't guarantee compatibility if a mod gets updated so pay attention to the version number. Please remember to endorse the original mod author for their hard work without which most of the content here would not have been possible. Index Amputator Framework (Tweak) Apocalypse Magic - Wild Healing Tweak (Tweak) Aroused Nips (Tweak) Barefoot Realism (Tweak) Bathing In Skyrim (Tweak) Devious Bell And Chain Sounds Reduced (Tweak) Fly You Fools (Original) FNIS PCEA2 Tweak (Tweak) Hydras Slave Girls (Tweak) Immersive Fashion (Tweak) JK's Skyrim Tweak (Tweak) Loot And Degradation (Tweak) MME Milk RND Hunger/Thirst Tweak (Tweak) Rape Tattoos (Tweak) Requiem Passive Armor Training Tweak (Tweak) Rock Trap De-Lameifier (Original) Wet Function Redux (Tweak) ==================================================== Amputator Framework Amputator Framework Beta v0.7 By Hæretic Changes: Cleaned up code. Fixed amputations not being reapplied on game load. Fixed amputations will reapply when an actor is unloaded and loaded again. Changed amputation information storage from magic effects which are temporary on Npcs to factions and quest aliases which are permanent. As a trade-off there are now limited amputation actor 'slots' that can be used (10 at the moment. Can be expanded pretty easily if needed) Fixed slow effects didn't seem to be working when amputated. Includes SLIF compatibility. Added some extra Mcm options. Added option to disable the glitched animation set (I need to see if I can replace that set with the animations from DDs pet suit animations. They look very similar) Should be backward compatible with mods that use 0.7. Sends out a mod event whenever an actors amputations are changed/healed. Changes For Modders: Installation: Can NOT be installed in a game that is already running Amputator Framework 0.7 as there are major core changes. Must be installed on a new game or clean save. Technically does not require the original version but I'd appreciate if you went over there, downloaded the file and endorsed it. Without the original work by Hæretic this file would not be possible. Do NOT install both frameworks! Only this one is required! ==================================================== Apocalypse Magic - Wild Healing Tweak Apocalypse - Magic of Skyrim v945 By EnaiSiaion https://www.nexusmods.com/skyrim/mods/16225? Changes: Doesn't automatically heal the player. Heals a random target (including the player) within '50 feet' a random amount between 10 - 60 points. Balanced for Requiem really but shouldn't be any problem if used without it. Purpose: Almost wasn't going to upload this one as it's so niche I don't think it'll get much use but whatever. Makes wild healing properly wild. The original is a bit overpowered compared to Requiems equivalent novice level spell - 'Healing Aura I' which heals sometime like 1 hp every 3 seconds whereas wild healing would always heal the player and another target nearby making it just a little less useful in combat. This tweak tries to make it far less useful in combat by not automatically healing the player but selecting a single npc or player close by to heal. Also heals a random amount for both health and stamina so you might end up healing yourself 10 points and an enemy 60 points. You can enable spell debugging by using the console command 'set wb_WildHealingDebug to 1'. It'll tell you who it healed, how many potential targets there was and how much it healed them by. 'set wb_WildHealingDebug to 0' to turn off debugging. ==================================================== Aroused Nips Aroused Nips 1.1.2 By TanookiTamaTachi Changes: SLIF compatible. Frostfall integration - Nipples will get harder (bigger) the colder you get. MME integration - Nipples will get bigger the more full of milk your breasts get (MME - Your nipples swell and tingle) Rolling average for player nipple size for smoother changes Adds some Npc comments (but needs more, maybe you can help?) Added Import/Export settings for PapyrusUtil Settings are automatically imported on new games/clean saves Purpose: Because. Nipples. Requirements: PapyrusUtil Problems: Make sure you "Build Morphs" in bodyslide You should also set AlignHeapAllocate=1 in CrashFixes.ini If you add/remove Frostfall mid-game you should reinstalled Aroused Nips Tweaked to give you the correct interface script. ==================================================== Barefoot Realism Barefoot Realism 0.8 by cytochrome_p450 Changes: Added a pain stagger volume slider to the pain menu Added option to disable spell notifications to the debug menu Added SexlabNoStrip keyword exception for ankle chains. Footwear with this keyword should now equip over ankle chains (DD boots, Being a cow hooves, etc) Bribe a trading into dealing with you when you're refused service. Added Import/Export settings to the debug MCM page. Requires PapyrusUtil. Purpose: Prevent non-Skyrim Npcs from adding a bounty to the player and alerting the guards. (Stop the neighbors calling the police). Pain sound was very loud IMO with no way to turn it down. Slider defaults to 50% which sounds about right in my setup. I don't recommend you use BFR. Something about it causes save bloat over time!!! ==================================================== Bathing In Skyrim Bathing In Skyrim 1.11 by mzin Changes: Dirt is now applied as a race menu overlay. So your character can be filthy and covered in cum at the same time now \o/ Bathing removes cum from your body. Cum will be removed gradually if SCO is installed. Bathing will not remove devious devices. You can no longer bath while wearing suits or heavy bondage (armbinders, yokes, straitjackets). Sex makes you dirtier depending on the number of actors involved. Creatures double the effect. Dirt starts off slightly transparent and increasingly becomes opaque the dirtier you get. Adds the concept of character shyness - Optional. Adds several mod events that modders may use to forbid bathing and punish the player for trying to bathe when forbidden. Vanilla Sexlab cum script replacement that disables the clearing of cum when swimming within a 5 second interval - Optional. Fixes issues around Npcs losing their dirtiness Bathing will fade your Fade Tats. Soap is better for it. Bathing clears Pee & Fart 'dirt'. Import/export settings for PapyrusUtil added A few small fixes Texture sets the same as SL Cum Overlays. See below for details. You can bathe with Rnd/iNeed water containers now. Container must be 3/3 or 4/4 full. 2/3 or 2/2 or less won't work. Purpose: Because it needed to be done. Installation: Just overwrite existing files. Should be OK to add mid-game. If you are using an older version of BIS you should disable and re-enable the mod in the MCM after updating. Requirements: RaceMenu or possibly just NiO (not sure) A free overlay slot in all slots (Face, Body, Hands, Feet ) PapyrusUtil - https://www.loverslab.com/files/file/484-papyrusutil/ Texture Sets: BiS Tweaked supports up to 5 different dirt texture sets. Install extra sets into '\Textures\mzin\Bathe'. The textures go directly into the 'Set' folders. Add/Remove texture sets IN ORDER. DO NOT install a set into 'Set2' and then skip 'Set3' to install into 'Set4'. The mod will stop trying to detect textures once it reaches an empty folder. A complete set of dirt textures is three files: DirtFXBody.dds DirtFXFace.dds DirtFXHands.dds Currently the body texture is also applied to the feet (this may change). Your dirt texture will be either of 2 things. A single file that was intended for original BiS or a set intended as RaceMenu overlays. Single files: Create copies of the same file and rename them as above and place into a set folder. Overlays: Simply copy and rename them as appropriate and place them into a set folder. Adding sets: Once you're happy. Load the game and 'Redetect Sets' in the MCM. Go play. Removing sets: Load your game. 'Remove All Overlays' in the MCM. Disable the mod. Save and quit. Remove whatever textures but make sure 'non-empty' set folders are contiguous - No empty set folders between full sets. Load your save. 'Redetect Sets' in the MCM. Enable the mod. Play. Known mods with dirt textures: FreckleMania 2: https://www.nexusmods.com/skyrim/mods/86208 Dirt Textures for Bathing in Skyrim: https://www.nexusmods.com/skyrim/mods/68380/ Heretical Resources - (It's Heretical SlaveTatsPack v1.0.rar you'll want) - https://www.loverslab.com/files/file/3062-heretical-resources-11-03-2017/ S.L.U.T.S Redux: https://www.loverslab.com/files/file/5726-s_l_u_t_s-redux/ Problems: Make sure bEnableFaceOverlays is set to one. If you can not get texture sets to be detected properly make sure you have the latest version of PapyrusUtil and that nothing is overwriting it. Some mods include an outdated version of PapyrusUtil. For Modders: There are several mod events if you need to hook in: ==================================================== Devious Bell And Chain Sounds Reduced Devious Devices - Expansion V4.3a By Kimy + DD team Purpose: The bell and chain sounds that come with the bell pears are great and realistic sounding but are far too loud IMO. I can't hear what Npcs are saying over the noise they create, particularly if you're unlucky enough to get both holes stuffed with one. And I'm not usually prone to this but they actually start to make me feel physically sick for some reason if used for extended periods of time. So I created a couple of reduced volume versions. The archive has 3 versions: Reduced to 50% of the original loudness. (Quiet) Reduced to 25% of the original loudness. (Quieter) And 100% - the original versions if you want to switch back. And that's all. Simple. ==================================================== Fly You Fools Features: Forces 5 of the nearest Npcs in CurrentFollowerFaction to follow you under certain circumstances during combat. Gives them a 20% speed boost while fleeing to try and negate stupid path-finding etc. Purpose: Three dragons appear over-head. Lydia: 'Not quite good enough, are you?' <takes out shitty wooden bow>. 'We can take em! Right Dragonborn?!' <turns to a smokey silhouette where Dragonborn was standing> 'Run you crazy bitch!' screamed the Dragonborn from 200 meters away running at the pace of a sabre cat. Got sick of followers staying in fights they couldn't possibly win. This mod tries to force the nearest 5 Npcs in CurrentFollowerFaction to follow the player under the following circumstances: Player IsInCombat. Player Has no weapons/magic/fists drawn. Player is running. Most be running forward, for some reason running backwards doesn't count. Player is not bleeding out. The mod is also good for controlling your followers in a fight. Take for example Embershard mine and the open cavern it has near the end. Normally, once alerted your followers will charge in like lunatics and swiftly get murdered in the open, leaving you to deal with pretty much all of the bandits yourself. With this mod you can retreat back to a choke point once the bandits are alerted and keep your followers alive to fight with you. I also wanted to add GetPlayerControlsDisabled condition to the list but can't quite figure out the condition (not the papyrus function). None of the parameters seem to 'stick' when set. If anyone knows more, let me know. If you want your followers to stand and fight while you wimp out just keep your weapon drawn while you eh... 'make a tactical withdrawal'. CurrentFollowerFaction = May not work on super custom followers that might use their own follower system. Mod should be very light. There's only 2 lines of papyrus code. Everything else is quests/aliases/packages etc. ==================================================== FNIS PCEA2 Tweak FNIS PCEA2 - Player Exclusive Animations (dynamic) V1.3 by fore Changes: Adds a hotkey option to the Mcm to allow you to refresh animations by pressing a button. Purpose: This was requested because some other mods are sometimes overriding the players animation set and you'd have to go into the PCEA2 Mcm to reset the animations. ==================================================== Hydras Slave Girls Slave Girls 826 by hydragorgon Changes: Simply removes the MCM Purpose: The Mcm serves no purpose that I can discern but it takes up a valuable Mcm slot, so I removed it. It was probably a placeholder for future expansion that never happened. This is a modified version of bearcanos modified 'reduced chatter' version which can be found here: https://www.loverslab.com/topic/28253-slave-girls-by-hydragorgon/?do=findComment&amp;comment=1606895 Installation: I think it's ok to add mid game but you should probably clean your save after adding it. ==================================================== Immersive Fashion Tweak Immersive Hair Growth and Styling (YPS Devious & Immersive Fashion 2020-05-09) 6.2.1 by emily1673 https://www.loverslab.com/files/file/2583-immersive-hair-growth-and-styling-yps-devious-immersive-fashion-2020-05-09/ Changes: Fixed applying pubic hair via 'SOS - Pubic Hair for Females'. Changed growth stages to: Bare, strip, bush, wild, untamed, untamed (stage 5 is the same as there aren't enough meshes. And yes I know pubic hair doesn't grow like this but I don't care) Trim your pubic hair into a desired shape (strip, bush, wild) instead of just shaving it off completely. Though shaving is still an option of course. Sets various global StorageUtil variables and sends mod events allowing external mods to track your appearance for reasons... Includes lipstick, eyeshadow, nail polish (both), pubic hair, fashion buff level change, fashion addiction level change, hair stage change. Added 5 different strength potions of hair growth. Allowed shaving your pussy while wearing a corset. Disallowed shaving while wearing a harness instead. Fixed a couple of potential sources of log spam. Purpose: Mostly to allow external mods to monitor your appearance - SL Survival. ==================================================== JK's Skyrim Tweak JK's Skyrim (JK's Skyrim all in one version 2.0) By jkrojmal Changes: Fixes several cell border transition nav mesh issues in Falkreath and Rorikstead where Npcs would walk as far as the border and get stuck, resulting in major Npc pileups. Purpose: Mainly done so SL Survival licence enforcers don't get stuck on patrol. I'm sure there are probably more of the same issues with the nav meshes in other cells and maybe I'll get around to it... some day... just don't hold your breath. ==================================================== Loot And Degradation Loot And Degradation 1.31 by isoku Changes: Simply changes the 'Temper Cost Multiplier' MCM slider to have a greater granularity. Purpose: I found that tempering was really expensive and couldn't reduce the cost anymore as the multiplier had a minimum limit of 0.25. The slider can now be set as low as 0.01 but note that the minimum cost is 20 gold because of the formula in the background. Currently I'm not sure if just changing this slider is enough. The formula itself may need to be changed. Installation: Just overwrite. Should be OK to add mid-game. ==================================================== MME Milk RND Hunger/Thirst Tweak Milk Mod Economy 08-09-2019 by By Ed86 Changes: Configure how much food and thirst satiation is granted when drinking milk by editing the included json file. Configure whether or not to receive an empty bottle after drinking milk. Purpose: I found that once my character became a milk maid, RND needs basically goes out the window and RND becomes almost redundant. Milk becomes the solution to most of your needs problems. If you're the type that likes food scarcity so that you need to hunt for or actually buy food then this might interest you. Hopefully, it will also encourage you to eat cum more in Survival if necessary. Also added an option to disable getting an empty bottle after drinking a milk. Empty bottles are quite useful with RND. Getting loads of them for free doesn't seem right and reduces clutter a little. Plus where the hell are they all coming from when getting milked?! Overwrites a single MME script that I doubt is changed very often so it will probably be compatible with future versions of MME. Remember this is for RND Only! Configuring: Configure settings by editing \SKSE\Plugins\StorageUtilData\MME RND Tweak\Settings.json hungermod = How much to multiply the normal food satiation amount by. Default 0.0 (no food satiation) thirstmod = How much to multiply the normal food satiation amount by. Default 0.25 addemptybottle = Whether to add an empty bottle or not after drinking a milk. Default 0. Set to 1 to enable. ==================================================== Rape Tattoos RapeTattoos 1.4 by xj47 Changes: Added separate slider options for: chance of tattoos for player, NPC and Zaz slave NPCs. Added separate tattoo fade time sliders for player, NPC and Zaz slave NPCs. Added separate toggles for permanent tattoos for player, NPC and Zaz slave NPCs. Purpose: Since rape mods mainly focus on the player I found that my character ended up covered in tats while npcs might only have one or two and they would normally have faded out by the time they get another one. With this tweak you can have zaz slaves get tattooed permanently while normal NPCs can have a longer fade time than the player character to try to keep things balanced and interesting. FYI - Paradise Halls slaves are also members of the Zaz slave faction. Installation: Just extract the archive over your existing files. Or if you're using MO create a new mod that overrides the original mod. Should be OK to add mid game. Important: If you are going to use rape tattoos you should also download the SlaveTats tweak found on this page. Without it you will find that your inventory will get locked periodically and it will get worse as the game goes on and more NPCs get tats. This fixes that problem. (also saved my sanity). Credit for the fix goes to WaxenFigure. ==================================================== Requiem - Passive Armor Training Tweak Requiem - The Roleplaying Overhaul v.1.9.4.1 by ogerboss https://www.nexusmods.com/skyrim/mods/19281 Warning!: This tweak is only intended for use with version 1.9.4.1 of Requiem! Changes: Makes armor equipped in any slot contribute to passive armor training. Vanilla only counts circlet, hair, body, hands and feet slots. This allows you to train armor skill with bikini armors etc... Purpose: Armor training was going way too slow for my liking because most of the time it wasn't training at all because the armor slots I was using didn't count. This tweak makes all armor slots count towards training. Any new slot added contributes 0.02 towards skill gain. For reference hands, feet and body slots provide 0.05, 0.05 and 0.35 respectively towards skill gain so I don't think it'll be overpowered but at least you'll get something for wearing that steel bikini thong. Armors should only contribute once towards skill gain. Eg: if a body armor occupies body, forearms and calves slots it will still only contribute 0.35. The trade-off is that evasion skill gain from clothing is reduced. Installation: MUST be installed on a new game. Install and load after requiem.esp. And I'll reiterate that this is only for Requiem 1.9.4.1. I haven't gotten around to updating to 2.0 (and I might never by the looks of it) because a lot of my favorite mods haven't had their compatibility patches updated. And the scripts ARE different between 1.9.4.1 and 2.0 so they're not compatible. ==================================================== Rock Trap De-Lameifier Changes: Disables stupid rocks after 7 seconds once they're out of your line of sight. Rocks will re-enable when the trap is reset. Triggering the trap creates a detection event, potentially revealing you in sneak. Purpose: So you're level 1 or 2? Built like a wet paper towel? A mild fart would tear you in half? What to do? I know! Lets go to Ember Shard Mine and lure the fool bandits into the most cunning death trap ever to exist.... A little static fucking rock sitting in the middle of the floor. Bandit: "Owwy! My middle toe!! My one weakness. These boots were supposed to protect me! Blearhgh <death squeals>" Fuck off. Just, fuck off Skyrim. Rocks disappearing might not be realistic but then neither is immediate contact death with a small static rock. Hilarious. But not realistic. Compatibility: Should be compatible with mods that change the amount of damage the rocks do as that would need to be done via an esp which this mod doesn't have. ==================================================== Sexlab - Cum Overlays Sex Animation Framework v1.62 by Ashal Moved to it's own page to make space: https://www.loverslab.com/files/file/14676-sexlab-cum-overlays/ ==================================================== Slavetats Slavetats v1.2.3 Removed my version of the Slavetats tweak but here is the original fix that fixes menu locking while slavetats works on/updates Npcs. https://www.loverslab.com/topic/93707-continual-menu-locking/?do=findComment&comment=2158065 ==================================================== Wet Function Redux Wet Function Redux v39 By nop0x90 Changes: Added a mod event to allow external mods to modify actor wetness Currently it is only used in Spank That Ass' skin balm effect Installation: Install as normal. If installing into an existing game you'll need to stop the effect from running and restart the effect. For Modders: ==================================================== Submitter Monoman1 Submitted 09/17/2018 Category Other Requires Special Edition Compatible No View File
  2. Version MMT V1.74 (19-Nov-2020)

    60,335 downloads

    Monoman's Mod Tweaks Description This is a collection of mods that are either tweaks to existing mods made by other modders (Tweak) or original creations made by myself (Original) that were either small features cut from my other mods or mods too small to justify their own page. I claim no credit for any of the tweaked mods. All credit goes to the original mod authors. Please note that I'm not looking to create hassle for myself or other mod authors. If there's a problem with anything here just drop me a message and I'll take down the file in question or anything else that needs to be done. Also know that I'm not seeking to 'take over' maintenance of any mod. I'm already oversubscribed. Unless otherwise stated the tweaks posted here are only for the specific version of the mod it applies to and the original mod is required. I can't guarantee compatibility if a mod gets updated so pay attention to the version number. Please remember to endorse the original mod author for their hard work without which most of the content here would not have been possible. Index Amputator Framework (Tweak) Apocalypse Magic - Wild Healing Tweak (Tweak) Aroused Nips (Tweak) Barefoot Realism (Tweak) Bathing In Skyrim (Tweak) Devious Bell And Chain Sounds Reduced (Tweak) Fly You Fools (Original) FNIS PCEA2 Tweak (Tweak) Hydras Slave Girls (Tweak) Immersive Fashion (Tweak) JK's Skyrim Tweak (Tweak) Loot And Degradation (Tweak) MME Milk RND Hunger/Thirst Tweak (Tweak) Rape Tattoos (Tweak) Requiem Passive Armor Training Tweak (Tweak) Rock Trap De-Lameifier (Original) Wet Function Redux (Tweak) ==================================================== Amputator Framework Amputator Framework Beta v0.7 By Hæretic Changes: Cleaned up code. Fixed amputations not being reapplied on game load. Fixed amputations will reapply when an actor is unloaded and loaded again. Changed amputation information storage from magic effects which are temporary on Npcs to factions and quest aliases which are permanent. As a trade-off there are now limited amputation actor 'slots' that can be used (10 at the moment. Can be expanded pretty easily if needed) Fixed slow effects didn't seem to be working when amputated. Includes SLIF compatibility. Added some extra Mcm options. Added option to disable the glitched animation set (I need to see if I can replace that set with the animations from DDs pet suit animations. They look very similar) Should be backward compatible with mods that use 0.7. Sends out a mod event whenever an actors amputations are changed/healed. Changes For Modders: Installation: Can NOT be installed in a game that is already running Amputator Framework 0.7 as there are major core changes. Must be installed on a new game or clean save. Technically does not require the original version but I'd appreciate if you went over there, downloaded the file and endorsed it. Without the original work by Hæretic this file would not be possible. Do NOT install both frameworks! Only this one is required! ==================================================== Apocalypse Magic - Wild Healing Tweak Apocalypse - Magic of Skyrim v945 By EnaiSiaion https://www.nexusmods.com/skyrim/mods/16225? Changes: Doesn't automatically heal the player. Heals a random target (including the player) within '50 feet' a random amount between 10 - 60 points. Balanced for Requiem really but shouldn't be any problem if used without it. Purpose: Almost wasn't going to upload this one as it's so niche I don't think it'll get much use but whatever. Makes wild healing properly wild. The original is a bit overpowered compared to Requiems equivalent novice level spell - 'Healing Aura I' which heals sometime like 1 hp every 3 seconds whereas wild healing would always heal the player and another target nearby making it just a little less useful in combat. This tweak tries to make it far less useful in combat by not automatically healing the player but selecting a single npc or player close by to heal. Also heals a random amount for both health and stamina so you might end up healing yourself 10 points and an enemy 60 points. You can enable spell debugging by using the console command 'set wb_WildHealingDebug to 1'. It'll tell you who it healed, how many potential targets there was and how much it healed them by. 'set wb_WildHealingDebug to 0' to turn off debugging. ==================================================== Aroused Nips Aroused Nips 1.1.2 By TanookiTamaTachi Changes: SLIF compatible. Frostfall integration - Nipples will get harder (bigger) the colder you get. MME integration - Nipples will get bigger the more full of milk your breasts get (MME - Your nipples swell and tingle) Rolling average for player nipple size for smoother changes Adds some Npc comments (but needs more, maybe you can help?) Added Import/Export settings for PapyrusUtil Settings are automatically imported on new games/clean saves Purpose: Because. Nipples. Requirements: PapyrusUtil Problems: Make sure you "Build Morphs" in bodyslide You should also set AlignHeapAllocate=1 in CrashFixes.ini If you add/remove Frostfall mid-game you should reinstalled Aroused Nips Tweaked to give you the correct interface script. ==================================================== Barefoot Realism Barefoot Realism 0.8 by cytochrome_p450 Changes: Added a pain stagger volume slider to the pain menu Added option to disable spell notifications to the debug menu Added SexlabNoStrip keyword exception for ankle chains. Footwear with this keyword should now equip over ankle chains (DD boots, Being a cow hooves, etc) Bribe a trading into dealing with you when you're refused service. Added Import/Export settings to the debug MCM page. Requires PapyrusUtil. Purpose: Prevent non-Skyrim Npcs from adding a bounty to the player and alerting the guards. (Stop the neighbors calling the police). Pain sound was very loud IMO with no way to turn it down. Slider defaults to 50% which sounds about right in my setup. I don't recommend you use BFR. Something about it causes save bloat over time!!! ==================================================== Bathing In Skyrim Bathing In Skyrim 1.11 by mzin Changes: Dirt is now applied as a race menu overlay. So your character can be filthy and covered in cum at the same time now \o/ Bathing removes cum from your body. Cum will be removed gradually if SCO is installed. Bathing will not remove devious devices. You can no longer bath while wearing suits or heavy bondage (armbinders, yokes, straitjackets). Sex makes you dirtier depending on the number of actors involved. Creatures double the effect. Dirt starts off slightly transparent and increasingly becomes opaque the dirtier you get. Adds the concept of character shyness - Optional. Adds several mod events that modders may use to forbid bathing and punish the player for trying to bathe when forbidden. Vanilla Sexlab cum script replacement that disables the clearing of cum when swimming within a 5 second interval - Optional. Fixes issues around Npcs losing their dirtiness Bathing will fade your Fade Tats. Soap is better for it. Bathing clears Pee & Fart 'dirt'. Import/export settings for PapyrusUtil added A few small fixes Texture sets the same as SL Cum Overlays. See below for details. You can bathe with Rnd/iNeed water containers now. Container must be 3/3 or 4/4 full. 2/3 or 2/2 or less won't work. Purpose: Because it needed to be done. Installation: Just overwrite existing files. Should be OK to add mid-game. If you are using an older version of BIS you should disable and re-enable the mod in the MCM after updating. Requirements: RaceMenu or possibly just NiO (not sure) A free overlay slot in all slots (Face, Body, Hands, Feet ) PapyrusUtil - https://www.loverslab.com/files/file/484-papyrusutil/ Texture Sets: BiS Tweaked supports up to 5 different dirt texture sets. Install extra sets into '\Textures\mzin\Bathe'. The textures go directly into the 'Set' folders. Add/Remove texture sets IN ORDER. DO NOT install a set into 'Set2' and then skip 'Set3' to install into 'Set4'. The mod will stop trying to detect textures once it reaches an empty folder. A complete set of dirt textures is three files: DirtFXBody.dds DirtFXFace.dds DirtFXHands.dds Currently the body texture is also applied to the feet (this may change). Your dirt texture will be either of 2 things. A single file that was intended for original BiS or a set intended as RaceMenu overlays. Single files: Create copies of the same file and rename them as above and place into a set folder. Overlays: Simply copy and rename them as appropriate and place them into a set folder. Adding sets: Once you're happy. Load the game and 'Redetect Sets' in the MCM. Go play. Removing sets: Load your game. 'Remove All Overlays' in the MCM. Disable the mod. Save and quit. Remove whatever textures but make sure 'non-empty' set folders are contiguous - No empty set folders between full sets. Load your save. 'Redetect Sets' in the MCM. Enable the mod. Play. Known mods with dirt textures: FreckleMania 2: https://www.nexusmods.com/skyrim/mods/86208 Dirt Textures for Bathing in Skyrim: https://www.nexusmods.com/skyrim/mods/68380/ Heretical Resources - (It's Heretical SlaveTatsPack v1.0.rar you'll want) - https://www.loverslab.com/files/file/3062-heretical-resources-11-03-2017/ S.L.U.T.S Redux: https://www.loverslab.com/files/file/5726-s_l_u_t_s-redux/ Problems: Make sure bEnableFaceOverlays is set to one. If you can not get texture sets to be detected properly make sure you have the latest version of PapyrusUtil and that nothing is overwriting it. Some mods include an outdated version of PapyrusUtil. For Modders: There are several mod events if you need to hook in: ==================================================== Devious Bell And Chain Sounds Reduced Devious Devices - Expansion V4.3a By Kimy + DD team Purpose: The bell and chain sounds that come with the bell pears are great and realistic sounding but are far too loud IMO. I can't hear what Npcs are saying over the noise they create, particularly if you're unlucky enough to get both holes stuffed with one. And I'm not usually prone to this but they actually start to make me feel physically sick for some reason if used for extended periods of time. So I created a couple of reduced volume versions. The archive has 3 versions: Reduced to 50% of the original loudness. (Quiet) Reduced to 25% of the original loudness. (Quieter) And 100% - the original versions if you want to switch back. And that's all. Simple. ==================================================== Fly You Fools Features: Forces 5 of the nearest Npcs in CurrentFollowerFaction to follow you under certain circumstances during combat. Gives them a 20% speed boost while fleeing to try and negate stupid path-finding etc. Purpose: Three dragons appear over-head. Lydia: 'Not quite good enough, are you?' <takes out shitty wooden bow>. 'We can take em! Right Dragonborn?!' <turns to a smokey silhouette where Dragonborn was standing> 'Run you crazy bitch!' screamed the Dragonborn from 200 meters away running at the pace of a sabre cat. Got sick of followers staying in fights they couldn't possibly win. This mod tries to force the nearest 5 Npcs in CurrentFollowerFaction to follow the player under the following circumstances: Player IsInCombat. Player Has no weapons/magic/fists drawn. Player is running. Most be running forward, for some reason running backwards doesn't count. Player is not bleeding out. The mod is also good for controlling your followers in a fight. Take for example Embershard mine and the open cavern it has near the end. Normally, once alerted your followers will charge in like lunatics and swiftly get murdered in the open, leaving you to deal with pretty much all of the bandits yourself. With this mod you can retreat back to a choke point once the bandits are alerted and keep your followers alive to fight with you. I also wanted to add GetPlayerControlsDisabled condition to the list but can't quite figure out the condition (not the papyrus function). None of the parameters seem to 'stick' when set. If anyone knows more, let me know. If you want your followers to stand and fight while you wimp out just keep your weapon drawn while you eh... 'make a tactical withdrawal'. CurrentFollowerFaction = May not work on super custom followers that might use their own follower system. Mod should be very light. There's only 2 lines of papyrus code. Everything else is quests/aliases/packages etc. ==================================================== FNIS PCEA2 Tweak FNIS PCEA2 - Player Exclusive Animations (dynamic) V1.3 by fore Changes: Adds a hotkey option to the Mcm to allow you to refresh animations by pressing a button. Purpose: This was requested because some other mods are sometimes overriding the players animation set and you'd have to go into the PCEA2 Mcm to reset the animations. ==================================================== Hydras Slave Girls Slave Girls 826 by hydragorgon Changes: Simply removes the MCM Purpose: The Mcm serves no purpose that I can discern but it takes up a valuable Mcm slot, so I removed it. It was probably a placeholder for future expansion that never happened. This is a modified version of bearcanos modified 'reduced chatter' version which can be found here: https://www.loverslab.com/topic/28253-slave-girls-by-hydragorgon/?do=findComment&amp;comment=1606895 Installation: I think it's ok to add mid game but you should probably clean your save after adding it. ==================================================== Immersive Fashion Tweak Immersive Hair Growth and Styling (YPS Devious & Immersive Fashion 2020-05-09) 6.2.1 by emily1673 https://www.loverslab.com/files/file/2583-immersive-hair-growth-and-styling-yps-devious-immersive-fashion-2020-05-09/ Changes: Fixed applying pubic hair via 'SOS - Pubic Hair for Females'. Changed growth stages to: Bare, strip, bush, wild, untamed, untamed (stage 5 is the same as there aren't enough meshes. And yes I know pubic hair doesn't grow like this but I don't care) Trim your pubic hair into a desired shape (strip, bush, wild) instead of just shaving it off completely. Though shaving is still an option of course. Sets various global StorageUtil variables and sends mod events allowing external mods to track your appearance for reasons... Includes lipstick, eyeshadow, nail polish (both), pubic hair, fashion buff level change, fashion addiction level change, hair stage change. Added 5 different strength potions of hair growth. Allowed shaving your pussy while wearing a corset. Disallowed shaving while wearing a harness instead. Fixed a couple of potential sources of log spam. Purpose: Mostly to allow external mods to monitor your appearance - SL Survival. ==================================================== JK's Skyrim Tweak JK's Skyrim (JK's Skyrim all in one version 2.0) By jkrojmal Changes: Fixes several cell border transition nav mesh issues in Falkreath and Rorikstead where Npcs would walk as far as the border and get stuck, resulting in major Npc pileups. Purpose: Mainly done so SL Survival licence enforcers don't get stuck on patrol. I'm sure there are probably more of the same issues with the nav meshes in other cells and maybe I'll get around to it... some day... just don't hold your breath. ==================================================== Loot And Degradation Loot And Degradation 1.31 by isoku Changes: Simply changes the 'Temper Cost Multiplier' MCM slider to have a greater granularity. Purpose: I found that tempering was really expensive and couldn't reduce the cost anymore as the multiplier had a minimum limit of 0.25. The slider can now be set as low as 0.01 but note that the minimum cost is 20 gold because of the formula in the background. Currently I'm not sure if just changing this slider is enough. The formula itself may need to be changed. Installation: Just overwrite. Should be OK to add mid-game. ==================================================== MME Milk RND Hunger/Thirst Tweak Milk Mod Economy 08-09-2019 by By Ed86 Changes: Configure how much food and thirst satiation is granted when drinking milk by editing the included json file. Configure whether or not to receive an empty bottle after drinking milk. Purpose: I found that once my character became a milk maid, RND needs basically goes out the window and RND becomes almost redundant. Milk becomes the solution to most of your needs problems. If you're the type that likes food scarcity so that you need to hunt for or actually buy food then this might interest you. Hopefully, it will also encourage you to eat cum more in Survival if necessary. Also added an option to disable getting an empty bottle after drinking a milk. Empty bottles are quite useful with RND. Getting loads of them for free doesn't seem right and reduces clutter a little. Plus where the hell are they all coming from when getting milked?! Overwrites a single MME script that I doubt is changed very often so it will probably be compatible with future versions of MME. Remember this is for RND Only! Configuring: Configure settings by editing \SKSE\Plugins\StorageUtilData\MME RND Tweak\Settings.json hungermod = How much to multiply the normal food satiation amount by. Default 0.0 (no food satiation) thirstmod = How much to multiply the normal food satiation amount by. Default 0.25 addemptybottle = Whether to add an empty bottle or not after drinking a milk. Default 0. Set to 1 to enable. ==================================================== Rape Tattoos RapeTattoos 1.4 by xj47 Changes: Added separate slider options for: chance of tattoos for player, NPC and Zaz slave NPCs. Added separate tattoo fade time sliders for player, NPC and Zaz slave NPCs. Added separate toggles for permanent tattoos for player, NPC and Zaz slave NPCs. Purpose: Since rape mods mainly focus on the player I found that my character ended up covered in tats while npcs might only have one or two and they would normally have faded out by the time they get another one. With this tweak you can have zaz slaves get tattooed permanently while normal NPCs can have a longer fade time than the player character to try to keep things balanced and interesting. FYI - Paradise Halls slaves are also members of the Zaz slave faction. Installation: Just extract the archive over your existing files. Or if you're using MO create a new mod that overrides the original mod. Should be OK to add mid game. Important: If you are going to use rape tattoos you should also download the SlaveTats tweak found on this page. Without it you will find that your inventory will get locked periodically and it will get worse as the game goes on and more NPCs get tats. This fixes that problem. (also saved my sanity). Credit for the fix goes to WaxenFigure. ==================================================== Requiem - Passive Armor Training Tweak Requiem - The Roleplaying Overhaul v.1.9.4.1 by ogerboss https://www.nexusmods.com/skyrim/mods/19281 Warning!: This tweak is only intended for use with version 1.9.4.1 of Requiem! Changes: Makes armor equipped in any slot contribute to passive armor training. Vanilla only counts circlet, hair, body, hands and feet slots. This allows you to train armor skill with bikini armors etc... Purpose: Armor training was going way too slow for my liking because most of the time it wasn't training at all because the armor slots I was using didn't count. This tweak makes all armor slots count towards training. Any new slot added contributes 0.02 towards skill gain. For reference hands, feet and body slots provide 0.05, 0.05 and 0.35 respectively towards skill gain so I don't think it'll be overpowered but at least you'll get something for wearing that steel bikini thong. Armors should only contribute once towards skill gain. Eg: if a body armor occupies body, forearms and calves slots it will still only contribute 0.35. The trade-off is that evasion skill gain from clothing is reduced. Installation: MUST be installed on a new game. Install and load after requiem.esp. And I'll reiterate that this is only for Requiem 1.9.4.1. I haven't gotten around to updating to 2.0 (and I might never by the looks of it) because a lot of my favorite mods haven't had their compatibility patches updated. And the scripts ARE different between 1.9.4.1 and 2.0 so they're not compatible. ==================================================== Rock Trap De-Lameifier Changes: Disables stupid rocks after 7 seconds once they're out of your line of sight. Rocks will re-enable when the trap is reset. Triggering the trap creates a detection event, potentially revealing you in sneak. Purpose: So you're level 1 or 2? Built like a wet paper towel? A mild fart would tear you in half? What to do? I know! Lets go to Ember Shard Mine and lure the fool bandits into the most cunning death trap ever to exist.... A little static fucking rock sitting in the middle of the floor. Bandit: "Owwy! My middle toe!! My one weakness. These boots were supposed to protect me! Blearhgh <death squeals>" Fuck off. Just, fuck off Skyrim. Rocks disappearing might not be realistic but then neither is immediate contact death with a small static rock. Hilarious. But not realistic. Compatibility: Should be compatible with mods that change the amount of damage the rocks do as that would need to be done via an esp which this mod doesn't have. ==================================================== Sexlab - Cum Overlays Sex Animation Framework v1.62 by Ashal Moved to it's own page to make space: https://www.loverslab.com/files/file/14676-sexlab-cum-overlays/ ==================================================== Slavetats Slavetats v1.2.3 Removed my version of the Slavetats tweak but here is the original fix that fixes menu locking while slavetats works on/updates Npcs. https://www.loverslab.com/topic/93707-continual-menu-locking/?do=findComment&comment=2158065 ==================================================== Wet Function Redux Wet Function Redux v39 By nop0x90 Changes: Added a mod event to allow external mods to modify actor wetness Currently it is only used in Spank That Ass' skin balm effect Installation: Install as normal. If installing into an existing game you'll need to stop the effect from running and restart the effect. For Modders: ====================================================
  3. View File Chest Resource Join the Discord This is a High Poly chest Resource/Replacer. Comes with custom meshes and textures. Chest is also animated, using a modified Chest01.nif animation. Chest01.nif Vanilla - 41kb Chest01.nif "Mine" - 309kb If you are looking for some more improvements to meshes and haven't looked at my SHIT MOD yet, it contains many improvements to areas and things not touched by normal mesh improvement mods, such as Riften's blocky railing. Want a more dynamic world? Check out my Destructible Urns or my High Poly Animated SMP Barrels. I made this because I was bored. Also there are only really 3 types of chests that appear in Skyrim, the basic chest, the regular Nordic chest, and the large Nordic Chest. More variety is always nice, now it just needs to be implemented. Rules on Usage -This resource can not be used in any form that would net monetary gain in any way. -To make it easier to use based on credits, I require no credit, only a message that you will be using it, and preferably a mod link. - View my other mods here - Submitter Nameless God Submitted 01/13/2020 Category Modders Resources Requires Special Edition Compatible View File  
  4. Conglomerate 01 Well, here I go again, made my Skyrim install a bloody mess and now I have to clean up. It happens once or twice a year and for some "unknown" reason I always forget what to do 🤔. Maybe this blog entry will help me remember? (It really helps not to throw mindlessly single files into skyrim>data and forget about those later 😬) Last Update: 29.07.2020 Blogs I find useful in combination with my own blog: I would like to post more here, so I'm open for suggestions! @Psalam's blog Lots of information and hints for users new to Skyrim modding (even a category "How to use Loverslab"). Also there is a growing category about how to mod for real. @worik's blog Huge Blog with many interesting categories and a treasure chest full of useful links. Pretty much every part of Skyrim modding gets treated. @mrsrt's 2020 Skyrim LE Stability Guide Highly Recommend Guide for Skyrim stability fixes! I would say a must read if you find this page useful. Intro: My blog is pretty basic and should be used as a "quick" reference. If you want to learn more about the technical aspects of how the various Stability Fixes work, you can start your research from here. Main goal is to show how to install Skyrim right to be modded and how to use "Stability Fixes" to keep Skyrim LE stable even with a multitude of Mods. In addition you can find here a list of tools needed to keep the game stable and in best cases even help to fix issues. The instructions are written in a way that a user can just work through it from top to bottom (recommend!), after a first install or reinstall of Skyrim LE. I use NMM (v0.71+) in combination with Wyre Bash to compensate for the NMM shortcomings, that's why there are many NMM related hints included in this blog. The stability fixes are the same for use with MO, but I can't help with the special installation requirements to make them work with MO. I mainly post only things I tried on my own Skyrim installation and that showed practically useful results. Everything posted here are the absolute basics and basically mandatory to create a stable modding environment. In combination with Conglomerate 02 it is possible to create a setup that can be trusted to be stable and to be able to reduce possible error to make troubleshooting easier after adding more and more Nexus/LL mods. What you find on this blog page: Red are the most important stability fixes Installing Skyrim LE Reinstalling Skyrim: Before uninstalling Mods and deleting Skyrim please check "10. Backup" first TESVedit and cleaning Skyrim Master files SKSE NMM & Hints Wrye Bash Enboost & Enboost.ini Crash fixes, CF Memory Allocator, SKSE.ini and SKSE Plugin Preloader BethINI Additional Tools: LOOT FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility) Backup and preparations before uninstalling Skyrim 1. Installing Skyrim 2. TESVedit and cleaning Skyrim Master files 3. SKSE 4. NMM & Hints 5. Wrye Bash 6. Enboost & Enboost.ini 7. Crash fixes, CF memory allocator, SKSE.ini and SKSE Plugin Preloader 8. BethINI 9. Additional Tools: LOOT FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility) 10. Backup and preparations before uninstalling Skyrim:
  5. Yesterday LOOT worked fine but today it can't locate my Skyrim SE game. At the moment, I can't use it. Every character in the game is stuck in the T pose. I uninstalled & re-installed LOOT but I get the same "can't find Skyrim SE" message when I run it. I believe LOOT is installed properly & like I said it worked yesterday. What should I do? Also when I try to get at SexLab from the in game pause menu it just kicks me out to the desktop. Again, what should I do? I'm using Mod Organizer 2 & FNIS is working properly.
  6. I had a perfectly working game courtesy of this wonderful tutorial. However, I wanted more mods and fucked it all up. The game won't start at all, so I do not have a Papyrus log to provide despite having installed Papyrus. MO is not providing error messages anymore (I had a few "incompatible mods" that I removed). I am at a loss at what the problem could be. I have attached a screenshotted plugin list from MO, my copy-pasted LOOT load order, and my copy-pasted LOOT "content." Would someone be able to assist? Please let me know if more information is required. Thank you! loot copied content 03.03.20.rtf loot load order 03.03.20.rtf plugins 03.03.20.rtf
  7. So i own both skyrim and fall out new vegas and thing is when comes to skyrim (with more requirements and more to run) it only crashed 2/10 times so rarely, but for Fall out new vegas clean start i only have 39 mods compared to the 125 mods on my skyrim. for example when entering Novac and heading up to the space site full of ghoals would most likely crash cause loading a new area or when loading any new areas might crash ut when leaving/entering a building smooth 60 FPS and no trouble). Also when trying to sort my load order on LOOT, LOOT crashed and idk why :T but works fine if i sort my skyrim. Can someone help me ?! heres my mods listed below(if you think my mods might be for reason can someone let me know which?) 0 0 FalloutNV.esm 1 1 DeadMoney.esm 2 2 HonestHearts.esm 3 3 OldWorldBlues.esm 4 4 LonesomeRoad.esm 5 5 TribalPack.esm 6 6 MercenaryPack.esm 7 7 ClassicPack.esm 8 8 CaravanPack.esm 9 9 GunRunnersArsenal.esm NevadaSkies.esm 10 a Lings.esm 11 b Daughters of Ares.esp 12 c More Perks.esm 13 d More Perks for Dead Money.esm 14 e More Perks for Honest Hearts.esm 15 f More Perks for Old World Blues.esm 16 10 clonetest.esm 17 11 SomeguySeries.esm 18 12 wsex.esm 19 13 Courier's Radio.esm 20 14 Sexout.esm 21 15 SexoutCommonResources.esm 22 16 SexoutSlavery.esm 23 17 Daughters of Ares - Lings Patch.esp 24 18 Daughters of Ares - CouriersStash.esp delilah.esp NevadaSkies - Ultimate DLC Edition.esp 25 19 ARESproject.esp 26 1a zzClothes.esp 27 1b EVE FNV - ALL DLC.esp 28 1c More Perks Update.esp 29 1d More Perks for Dead Money Update.esp 30 1e More Perks for Honest Hearts Update.esp 31 1f More Perks for Old World Blues Update.esp 32 20 PerkEveryLevel.esp 33 21 PSFMorePerksEVE.esp 34 22 The Mod Configuration Menu.esp 35 23 Roberts_NewVegas.esp 36 24 Mission Mojave - Ultimate Edition.esp 37 25 UrgeWasterScarf.esp 38 26 Follower Home Marker.esp 39 27 RemoteControlCompanions.esp 40 28 UnderwaterFX.esp 41 29 WeaponModsExpanded.esp 42 2a zzjayHairsFNV.esp 43 2b wsexInnuendoAnims.esp 44 2c wsexInnuendoNPCs.esp 45 2d NewVegasBounties.esp 46 2e New Vegas Trade Center.esp 47 2f PittGalStatsFix.esp 48 30 Conelrad 640-1240.esp 49 31 CDCustomRadio.esp 50 32 WeightlessJunk.esp 51 33 Platinum Radio.esp 52 34 SmallerTalk.esp 53 35 SexoutSexLite.esp 54 36 SexoutAnimManagement.esp 55 37 SexoutPosNew.esp 56 38 SexoutStraponSex.esp 57 39 Seeker Armor.esp 58 3a Bouncing Natural Breasts.esp
  8. I have been adding and removing mods, patching and playing for a day or two, adding or removing more, rinse, repeat- figuring out what things I want/need/can't afford/etc. I've finalized it, and am about to start on patches and playtest a little tonight, but I'm trying a new approach, instead of just letting LOOT do whatever it will do. I found some guides that discussed sorting (both mod list and plugin list) in groups (which should generally match each other). So, I'm about to look in TES5 and check out all the conflicts that I probably can't figure out how to resolve anyway, and then do the patches, and try it out...if anyone has a little time over the next day or two (and the experience) and can look at my load order and give me any input, I'd be very grateful. https://modwat.ch/u/argus_eye/modlist Thanks for any and all responses.
  9. "Circulated In Skyrim" Core Files (CISCore) View File This mod is a prerequisite to my “Circulated In Skyrim” (CIS) patches. All up-to-date CIS patches reference CISCore content. *Note* CISCore is only a set of "core files". It will not "circulate" or "distribute" items by itself. What is CIS? The CIS (or “Circulated In Skyrim”) mods distribute items added by other mods that are otherwise unobtainable in-game without the use of console commands or scary scripts. Many mods that add new items to Skyrim don't make them available to NPCs or lootable objects. The CIS series not only fixes this problem, but it also rebalances and adds new variants of modded items based on vanilla content. In some cases, CIS mods also repair minor bugs present in mod content. What is CISCore? CISCore is a collection of custom leveled lists (LVLI), object effects (OBJE) and outfit templates (OTFT) that are referenced by other CIS mods (also called "CIS patches"). By having CIS patches use a set of core files, it's possible to perform updates to the CIS series without individually updating every patch. In addition, it makes adding new entries to the CIS series significantly easier, and reduces the likelihood of errors when creating and merging CIS content. What does this mod do, and how so? In a nutshell, the CIS series replaces items in Skyrim with leveled lists (LVLI), which makes it possible for different items (such as modded content) to be spawned in place of vanilla content. CIS mods override vanilla leveled lists (LVLI) and outfit templates (OTFT) using CIS-leveled lists (LVLI), which contain mod-content. When applicable, CIS mods also add new content (based on mod-content) to CIS-leveled lists, such as enchanted items. Table of Contents ------------------------ What are CIS Patches? -------------------------------- CIS patches inject CISCore's leveled lists (LVLI) and vanilla leveled lists (LVLI) with mod-content. CISCore is a framework, and CIS patches use CISCore to distribute new content in-game. Every CIS patch is specifically tailored to one or more mods. They are responsible for enchanting (when applicable) and rebalancing the items they circulate in Skyrim. It takes a lot of work to distribute and enchant modded content, so it's understandable why many authors don't bother. With mods like Lootification, one could technically argue that it's unnecessary. However, mods like Lootification are what I like to call "blanket fixes". While they do distribute modded content, they only cover-up the problem. Script-based solutions offer much flexibility, but they can be considered “one-size-fits-all” strategies. Most loot-distributing mods are designed with weapons and armor in mind. They may or may not pay attention to other types of items, and in many cases, they can’t. While they work great with basic sets of gear (such as cuirass, helmets, greaves etc.) they struggle with non-vanilla-based gear (such as "bikinis", collars, and other "non-standard" gear). They cannot dynamically enchant or rebalance these "exceptions", and will require user input to maintain in-game balance. My CIS patches are created by hand, allowing for a greater degree of balancing and edits no "blanket fix" can do. These patches are carefully designed to be balanced in relation to the vanilla Skyrim experience. They rename, enchant, adjust, and distribute modded content into Skyrim. By avoiding scripts, the CIS series won’t (directly) contribute to script latency or lag. CIS patches come in all shapes and sizes, to best integrate modded content into your game. How do I make my own CIS patch? ------------------------------------------- What CIS Patches are there? ------------------------------------- How does CIS work? ----------------------------- As mentioned before, the CIS series replaces items in Skyrim with leveled lists (LVLI), which makes it possible for different items (such as modded content) to be spawned in place of vanilla content. But before I can describe how CIS mods work in detail, you’ll need to be well-acquainted with leveled lists (LVLI) and outfit templates (OTFT). Leveled lists (LVLI) are (literally) lists of one or more items that Skyrim spawns randomly and/or based on the player-character’s level. They are used for anything between filling lootable objects (such as barrels or chests) and equipping NPCs with gear. Outfit Templates (OTFT) determine what weapons and armor an NPC spawns (and is equipped) with. They contain one or more items or leveled lists (LVLI). All CIS patches rely on a set of core files, CISCore. CISCore replaces items in Skyrim’s leveled lists (LVLI) and outfit templates (OTFT) with new leveled lists containing that item. These leveled lists (LVLI) all referred to as "CIS leveled lists". Mod-content is inserted into CISCore’s leveled lists via “CIS patches”, separate mods which work with CISCore. After creating a Bashed Patch (using Wyre Bash) or a merged patch (using say, xEdit), Skyrim will randomly spawn mod-content in place of vanilla content. . . thereby circulating it in Skyrim. CIS patches also inject new enchanted variants of mod-content into CIS and Skyrim leveled lists (LVLI). Some CIS patches may distribute items in your game a little differently, but it's all based on the same method. CIS mods use no scripts whatsoever. Why have "core files"? Technically speaking, there's no need to have "core files" (or "CISCore") for this method of loot-distribution to work. However, CISCore provides both you (the user) and me (the modder) distinct advantages. CISCore manages outfits (OTFT) and leveled lists (LVLI) which are used by other CIS mods. It also contains custom object effects (OBJE), which are used for custom enchantments. By having these items managed by a set of core files, it makes it possible to update them (and by extension, the whole CIS series) with a single .esp (rather than updating all CIS .esps). On your end (the user), it makes updates a snap! CISCore also reduces file sizes and makes merging the CIS series easier, by reducing the amount of data needed in each CIS Patch. Why use CIS? ------------------- When distributing new content to Skyrim, there are many ways to do so. I'm going to try to convince you to use my way. Console Commands don’t randomly distribute items to characters or lootable objects, and they are impractical to use with regularity. Every console command requires user input, breaking immersion for many players. You could use batch commands, but it doesn't solve any of the problems listed above. Add Item Menu (or AIM) is a user-friendly way to add items to player’s inventory, but it suffers the same disadvantages as console commands. Automatic Spells and Increased Spawns (or ASIS) only distributes spells and perks. It will not rebalance them without user input. As a script-based solution, it has a significantly higher chance of causing undesired effects, such as unbalanced encounters or script-related issues. Lootification does distribute new content into Skyrim, and with great proficiency. However, it does not rebalance individual items by itself, and has limited renaming capabilities. It will struggle with any "non-vanilla" based loot, and is intended for equipable gear. Like all script-based solutions, Lootification is “one-size-fits-all” and suffers similar disadvantages to ASIS. Wyre Bash doesn’t distribute new content to Skyrim by itself. It merges pre-existing leveled lists together, which exist in vanilla Skyrim and are created by mod authors. Most mods which add items to Skyrim don’t include leveled lists, and thus cannot be distributed in-game by Wyre Bash alone. But here's the beauty of my CIS mods. No matter what method of loot distribution you use, CIS should be compatible with all of the above options (and more!) Because CIS uses no scripts, it is (in theory) compatible with just about anything you install. Why not use CIS? ------------------------- No mod is perfect, plain and simple. I hate to rag on my blood sweat n' tears, but something's got to be said. - CIS may conflict with other loot-distribution mods. I know what I just said, but hear me out. While the effects of such conflicts shouldn’t break your game, you may have NPCs spawning with extra copies of items, or not spawning with the full range of items you have installed. Although, you should be able to solve most of these conflicts with a mod merge or patch. - CIS has no in-game or easy-access settings. To edit any CIS file, you'd need to open them via Creation Kit or xEdit and edit them manually. Unfortunately, CIS patches require an immense amount of labor to edit. CIS patches have taken me anywhere from hours to literal days to create. In one case, I spent over one-hundred hours making a CIS patch. - CIS uses a great deal of leveled lists (LVLI), and every CIS patch you install may increase that number and/or the number of entries in those leveled lists (LVLI). Every leveled-list (LVLI) and leveled-list (LVLI) entry taxes system resources, and they may affect frame-rate if called upon in large numbers (such as spawning many NPCs at once). - CIS uses a new .esp for every patch. This problematic for the avid modder, where .esps are a valued commodity. If you are in need of free space in your load order, I highly recommend merging all CIS patches. Do not merge CISCore with your CIS patches. . . I'm not sure what would happen. It might be okay though. Goals -------- Custom Enchantments - For the time being, I will be sticking to vanilla enchantments. However, I would like to introduce custom enchantments to the CIS patches, thereby increasing the variety of loot they bring to Skyrim. I intend on making them similar to vanilla enchantments, to insure they remain balanced. Perhaps on a later date, I'll try less erm, balanced ideas. Screenshots - I’ve never been a fan of mods without screenshots, but I’ve yet to settle on an aesthetic for my Skyrim installation. When I am ready to show-off my Skyrim, I will upload screenshots showcasing the effects of the CIS patches in-game. Stability - I want the CIS series to be as stable as possible. To help insure stability, I will try to minimize null references and try to use only the assets provided by vanilla Skyrim (and DLC) and the mods being “patched”. I plan on keeping the CIS series strictly script-free, to maximize compatibility between Skyrim installations. Questions, comments or concerns ------------------------------------------------- Feedback is deeply appreciated, and necessary to the improvement of my work. Are my mods working as intended? If not, please notify me straight-away. I want to insure that my mods are as universally-functional as possible. If you have any ideas or suggestions, let me know and I will consider them for future releases of my mods. Will you make a “Circulated in Skyrim” patch for [insert mod]? Are you paying me? If not, probably not. The keyword is probably, not definitely. What if I'm paying you? I wasn't expecting that. . . uh, I'll work for as long as I have Mountain Dew in my mug. Installation ---------------- Unzip the contents of the “CISCore” file within your “Data” folder inside of your Skyrim install folder. This mod must be placed ABOVE any CIS patches you have installed. Permissions ------------------ Feel free to modify my work to your heart's content. You may share my (modified) work with other, but please provide a link to the original (download page) and do not host my mods on other sites without my prior permission. In the event that I cannot be contacted (within' a month's time), then you may distribute and host my work (to your heart's content). However, I may revoke this privilege at any time. Requirements -------------------- Skyrim.esm Updates ------------ Version 2.3.? (Est. Release: July, 2019) Minimum Requirements: All Skyrim DLC Added standalone leveled lists for (vanilla) armors. Added standalone leveled lists for CISNPC Added standalone leveled lists for (vanilla DLC) armors. Added replacers for (vanilla) Outfit Templates Updated (vanilla DLC) Leveled Lists with CIS Leveled Lists Updated (vanilla) Outfit Templates with CIS Leveled Lists Updated (vanilla DLC) Outfit Templates with CIS Leveled Lists Version 1.3.0 (June 29, 2019) Minimum Requirements: None. Added standalone leveled lists for (vanilla) armors. Added standalone leveled lists for CISNPC Updated (vanilla) Outfits with CIS Leveled Lists Version 1.2.0 (June 25, 2019) Minimum Requirements: None. Added standalone leveled lists for (vanilla) armors. Added standalone Object Effects (or enchantments) Added standalone leveled lists for CISNPC Updated (vanilla) Leveled Lists with CIS Leveled Lists Version 1.1.0 (May 25, 2019) Minimum Requirements: None. Added standalone leveled lists for several new (vanilla) armors. Added replacers for (vanilla) Outfit Templates Fixed "Hunter Outfit" with proper boots. Updated (vanilla) Outfit Templates with CIS Leveled Lists Version 1.0.0 (Aug 29, 2018) Minimum Requirements: None. Added standalone leveled lists for vanilla armors Submitter Nretsmah Submitted 08/29/2018 Category Other Requires Special Edition Compatible
  10. My skyrim (not the es) has been running bad for sometime. For starters I have to load abandon prison (from alternate start) first in order to load up my game. My game crashes if I go right to my original save 90 percent of the time if, I don't load the abandon prison first. Anyway I threw that out there just in case someone might know why. I have been trying to fix my game so I can play again. Whiterun freezes when I enter threw the gate. The code I got from the debug log from loot is [00:04:45.937731] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto+Mono:400,700|Roboto:400,300,300italic,400italic,500,500italic,700,700italic I don't know what this means if anyone can help please
  11. Version 1.3.0

    2,168 downloads

    This mod is a prerequisite to my “Circulated In Skyrim” (CIS) patches. All up-to-date CIS patches reference CISCore content. *Note* CISCore is only a set of "core files". It will not "circulate" or "distribute" items by itself. What is CIS? The CIS (or “Circulated In Skyrim”) mods distribute items added by other mods that are otherwise unobtainable in-game without the use of console commands or scary scripts. Many mods that add new items to Skyrim don't make them available to NPCs or lootable objects. The CIS series not only fixes this problem, but it also rebalances and adds new variants of modded items based on vanilla content. In some cases, CIS mods also repair minor bugs present in mod content. What is CISCore? CISCore is a collection of custom leveled lists (LVLI), object effects (OBJE) and outfit templates (OTFT) that are referenced by other CIS mods (also called "CIS patches"). By having CIS patches use a set of core files, it's possible to perform updates to the CIS series without individually updating every patch. In addition, it makes adding new entries to the CIS series significantly easier, and reduces the likelihood of errors when creating and merging CIS content. What does this mod do, and how so? In a nutshell, the CIS series replaces items in Skyrim with leveled lists (LVLI), which makes it possible for different items (such as modded content) to be spawned in place of vanilla content. CIS mods override vanilla leveled lists (LVLI) and outfit templates (OTFT) using CIS-leveled lists (LVLI), which contain mod-content. When applicable, CIS mods also add new content (based on mod-content) to CIS-leveled lists, such as enchanted items. Table of Contents ------------------------ What are CIS Patches? -------------------------------- CIS patches inject CISCore's leveled lists (LVLI) and vanilla leveled lists (LVLI) with mod-content. CISCore is a framework, and CIS patches use CISCore to distribute new content in-game. Every CIS patch is specifically tailored to one or more mods. They are responsible for enchanting (when applicable) and rebalancing the items they circulate in Skyrim. It takes a lot of work to distribute and enchant modded content, so it's understandable why many authors don't bother. With mods like Lootification, one could technically argue that it's unnecessary. However, mods like Lootification are what I like to call "blanket fixes". While they do distribute modded content, they only cover-up the problem. Script-based solutions offer much flexibility, but they can be considered “one-size-fits-all” strategies. Most loot-distributing mods are designed with weapons and armor in mind. They may or may not pay attention to other types of items, and in many cases, they can’t. While they work great with basic sets of gear (such as cuirass, helmets, greaves etc.) they struggle with non-vanilla-based gear (such as "bikinis", collars, and other "non-standard" gear). They cannot dynamically enchant or rebalance these "exceptions", and will require user input to maintain in-game balance. My CIS patches are created by hand, allowing for a greater degree of balancing and edits no "blanket fix" can do. These patches are carefully designed to be balanced in relation to the vanilla Skyrim experience. They rename, enchant, adjust, and distribute modded content into Skyrim. By avoiding scripts, the CIS series won’t (directly) contribute to script latency or lag. CIS patches come in all shapes and sizes, to best integrate modded content into your game. How do I make my own CIS patch? ------------------------------------------- What CIS Patches are there? ------------------------------------- How does CIS work? ----------------------------- As mentioned before, the CIS series replaces items in Skyrim with leveled lists (LVLI), which makes it possible for different items (such as modded content) to be spawned in place of vanilla content. But before I can describe how CIS mods work in detail, you’ll need to be well-acquainted with leveled lists (LVLI) and outfit templates (OTFT). Leveled lists (LVLI) are (literally) lists of one or more items that Skyrim spawns randomly and/or based on the player-character’s level. They are used for anything between filling lootable objects (such as barrels or chests) and equipping NPCs with gear. Outfit Templates (OTFT) determine what weapons and armor an NPC spawns (and is equipped) with. They contain one or more items or leveled lists (LVLI). All CIS patches rely on a set of core files, CISCore. CISCore replaces items in Skyrim’s leveled lists (LVLI) and outfit templates (OTFT) with new leveled lists containing that item. These leveled lists (LVLI) all referred to as "CIS leveled lists". Mod-content is inserted into CISCore’s leveled lists via “CIS patches”, separate mods which work with CISCore. After creating a Bashed Patch (using Wyre Bash) or a merged patch (using say, xEdit), Skyrim will randomly spawn mod-content in place of vanilla content. . . thereby circulating it in Skyrim. CIS patches also inject new enchanted variants of mod-content into CIS and Skyrim leveled lists (LVLI). Some CIS patches may distribute items in your game a little differently, but it's all based on the same method. CIS mods use no scripts whatsoever. Why have "core files"? Technically speaking, there's no need to have "core files" (or "CISCore") for this method of loot-distribution to work. However, CISCore provides both you (the user) and me (the modder) distinct advantages. CISCore manages outfits (OTFT) and leveled lists (LVLI) which are used by other CIS mods. It also contains custom object effects (OBJE), which are used for custom enchantments. By having these items managed by a set of core files, it makes it possible to update them (and by extension, the whole CIS series) with a single .esp (rather than updating all CIS .esps). On your end (the user), it makes updates a snap! CISCore also reduces file sizes and makes merging the CIS series easier, by reducing the amount of data needed in each CIS Patch. Why use CIS? ------------------- When distributing new content to Skyrim, there are many ways to do so. I'm going to try to convince you to use my way. Console Commands don’t randomly distribute items to characters or lootable objects, and they are impractical to use with regularity. Every console command requires user input, breaking immersion for many players. You could use batch commands, but it doesn't solve any of the problems listed above. Add Item Menu (or AIM) is a user-friendly way to add items to player’s inventory, but it suffers the same disadvantages as console commands. Automatic Spells and Increased Spawns (or ASIS) only distributes spells and perks. It will not rebalance them without user input. As a script-based solution, it has a significantly higher chance of causing undesired effects, such as unbalanced encounters or script-related issues. Lootification does distribute new content into Skyrim, and with great proficiency. However, it does not rebalance individual items by itself, and has limited renaming capabilities. It will struggle with any "non-vanilla" based loot, and is intended for equipable gear. Like all script-based solutions, Lootification is “one-size-fits-all” and suffers similar disadvantages to ASIS. Wyre Bash doesn’t distribute new content to Skyrim by itself. It merges pre-existing leveled lists together, which exist in vanilla Skyrim and are created by mod authors. Most mods which add items to Skyrim don’t include leveled lists, and thus cannot be distributed in-game by Wyre Bash alone. But here's the beauty of my CIS mods. No matter what method of loot distribution you use, CIS should be compatible with all of the above options (and more!) Because CIS uses no scripts, it is (in theory) compatible with just about anything you install. Why not use CIS? ------------------------- No mod is perfect, plain and simple. I hate to rag on my blood sweat n' tears, but something's got to be said. - CIS may conflict with other loot-distribution mods. I know what I just said, but hear me out. While the effects of such conflicts shouldn’t break your game, you may have NPCs spawning with extra copies of items, or not spawning with the full range of items you have installed. Although, you should be able to solve most of these conflicts with a mod merge or patch. - CIS has no in-game or easy-access settings. To edit any CIS file, you'd need to open them via Creation Kit or xEdit and edit them manually. Unfortunately, CIS patches require an immense amount of labor to edit. CIS patches have taken me anywhere from hours to literal days to create. In one case, I spent over one-hundred hours making a CIS patch. - CIS uses a great deal of leveled lists (LVLI), and every CIS patch you install may increase that number and/or the number of entries in those leveled lists (LVLI). Every leveled-list (LVLI) and leveled-list (LVLI) entry taxes system resources, and they may affect frame-rate if called upon in large numbers (such as spawning many NPCs at once). - CIS uses a new .esp for every patch. This problematic for the avid modder, where .esps are a valued commodity. If you are in need of free space in your load order, I highly recommend merging all CIS patches. Do not merge CISCore with your CIS patches. . . I'm not sure what would happen. It might be okay though. Goals -------- Custom Enchantments - For the time being, I will be sticking to vanilla enchantments. However, I would like to introduce custom enchantments to the CIS patches, thereby increasing the variety of loot they bring to Skyrim. I intend on making them similar to vanilla enchantments, to insure they remain balanced. Perhaps on a later date, I'll try less erm, balanced ideas. Screenshots - I’ve never been a fan of mods without screenshots, but I’ve yet to settle on an aesthetic for my Skyrim installation. When I am ready to show-off my Skyrim, I will upload screenshots showcasing the effects of the CIS patches in-game. Stability - I want the CIS series to be as stable as possible. To help insure stability, I will try to minimize null references and try to use only the assets provided by vanilla Skyrim (and DLC) and the mods being “patched”. I plan on keeping the CIS series strictly script-free, to maximize compatibility between Skyrim installations. Questions, comments or concerns ------------------------------------------------- Feedback is deeply appreciated, and necessary to the improvement of my work. Are my mods working as intended? If not, please notify me straight-away. I want to insure that my mods are as universally-functional as possible. If you have any ideas or suggestions, let me know and I will consider them for future releases of my mods. Will you make a “Circulated in Skyrim” patch for [insert mod]? Are you paying me? If not, probably not. The keyword is probably, not definitely. What if I'm paying you? I wasn't expecting that. . . uh, I'll work for as long as I have Mountain Dew in my mug. Installation ---------------- Unzip the contents of the “CISCore” file within your “Data” folder inside of your Skyrim install folder. This mod must be placed ABOVE any CIS patches you have installed. Permissions ------------------ Feel free to modify my work to your heart's content. You may share my (modified) work with other, but please provide a link to the original (download page) and do not host my mods on other sites without my prior permission. In the event that I cannot be contacted (within' a month's time), then you may distribute and host my work (to your heart's content). However, I may revoke this privilege at any time. Requirements -------------------- Skyrim.esm Updates ------------ Version 2.3.? (Est. Release: July, 2019) Minimum Requirements: All Skyrim DLC Added standalone leveled lists for (vanilla) armors. Added standalone leveled lists for CISNPC Added standalone leveled lists for (vanilla DLC) armors. Added replacers for (vanilla) Outfit Templates Updated (vanilla DLC) Leveled Lists with CIS Leveled Lists Updated (vanilla) Outfit Templates with CIS Leveled Lists Updated (vanilla DLC) Outfit Templates with CIS Leveled Lists Version 1.3.0 (June 29, 2019) Minimum Requirements: None. Added standalone leveled lists for (vanilla) armors. Added standalone leveled lists for CISNPC Updated (vanilla) Outfits with CIS Leveled Lists Version 1.2.0 (June 25, 2019) Minimum Requirements: None. Added standalone leveled lists for (vanilla) armors. Added standalone Object Effects (or enchantments) Added standalone leveled lists for CISNPC Updated (vanilla) Leveled Lists with CIS Leveled Lists Version 1.1.0 (May 25, 2019) Minimum Requirements: None. Added standalone leveled lists for several new (vanilla) armors. Added replacers for (vanilla) Outfit Templates Fixed "Hunter Outfit" with proper boots. Updated (vanilla) Outfit Templates with CIS Leveled Lists Version 1.0.0 (Aug 29, 2018) Minimum Requirements: None. Added standalone leveled lists for vanilla armors
  12. If anyone can tell me the knew way to clean these plugs in my tags (Hearthfire, Dragonborn, Dawnguard and the Update) I cant tell how you how thankful I would be. I have looked this up on youtube and of course everything is now outdated. The ones before would be as simple as run the clean from tes5edit and it would be good, but not anymore. The help part said to go on clean then sort but that didn't help either. The weird thing is 2 of my files eyes of beauty and amazing followers I did clean masters and then sort masters and then I saved and it worked for those 2. I don't know why it won't work for these 4. I'm sure its something simple so if anyone could explain I would be forever great full. my skyrim run likes crap. BTW its not Skyrim SE.
  13. Version 1.0.0

    182 downloads

    Chest Resource Join the Discord This is a High Poly chest Resource/Replacer. Comes with custom meshes and textures. Chest is also animated, using a modified Chest01.nif animation. Chest01.nif Vanilla - 41kb Chest01.nif "Mine" - 309kb If you are looking for some more improvements to meshes and haven't looked at my SHIT MOD yet, it contains many improvements to areas and things not touched by normal mesh improvement mods, such as Riften's blocky railing. Want a more dynamic world? Check out my Destructible Urns or my High Poly Animated SMP Barrels. I made this because I was bored. Also there are only really 3 types of chests that appear in Skyrim, the basic chest, the regular Nordic chest, and the large Nordic Chest. More variety is always nice, now it just needs to be implemented. Rules on Usage -This resource can not be used in any form that would net monetary gain in any way. -To make it easier to use based on credits, I require no credit, only a message that you will be using it, and preferably a mod link. - View my other mods here -
  14. Cobalt_Reptile

    Eat It

    Version 1.0.0

    68 downloads

    There is a lot of useless loot in Skyrim. How often do you have your pockets filled with different clutter? And what should you do with it? Just sell or drop down?...Bring harm to the ecology?! Wait! Put it into the cooking pot and then eat it. Come on, you can eat dragon souls, so why you couldn't eat broom, or clothes iron?...
  15. 252 Active Plugins + 347 Installed Mods + Horizon + AAF + RSE Full Load Order in Spoiler If anyone is familiar with me from Skyrim you're probably well aware I've never physically finished Skyrim due to being constantly hauled into game restarts cause of my constantly changing mod list. Thankfully I finished Fallout 4 back about a month or so after its original release but with 76 on its way I'm getting back into Fallout 4 specifically mostly for building because being able to create swank crash pads in the new game is gonna be lit obvi so.....I wanted to get stronger on that end of things. That aside I can never play a game without modding the living crap out of it. I remember when I stole my brothers Fallout 2 disc and played it like crazy and the best parts about it were the more adult situations the game presented, I'd never played a game like that in my entire life and it set my expectations for what I expect from an immersive roleplay experience....so here I am, weirdest weirdo on the internet....or so I thought til I found you people. That aside, I've been watching the RSE thread and seeing a lot of confusion about how load order works to make everything work together and even had an immense amount of trouble myself and it all comes down to an automatic assumption many of us will make if we're familiar with NMM and LOOT from Skyrim and that assumption is simple. "The software understands how to create a proper load order." and unfortunately in the case of Fallout 4 that is entirely incorrect. I was consistently having mod failures and issues with Horizon and AAF/RSE based integrations and it all stems from having faith in the LOOT system to be able to coherently understand how Fallout 4 formid's work and what has the greatest potential to override what and it appears to have no bloody idea how to deal with any of it. I'm sharing my load order to give people help with understanding the right way to get all of this stuff to function with the maximum amount of stability....and since I tend to run the most ridiculous installs ever, hopefully it will help people that are running much smaller installations that are still having trouble. The basic structure goes like this >MAIN GAME ESMS >MOD ESM LOAD -----AAF.ESM -----Z_Architect.esm > ESL FILES > WEAPON ESPs > ARMOR ESPs > HOMESTEAD ESPs > MINOR ADDITION ESPs > CHARACTER OVERHAUL ESPs > MAJOR SYSTEM OVERHAUL ESPs -----FP_FamilyPlanningEnhanced.esp=1 -----four_play.esp=1 <===AAF Compatibility - not FP -----AAF_RSE.esp=1 -----RSE_CWSS_patch.esp=1 -----AAF_RSE_DLCPatch.esp=1 -----AAF_Four-Play_Animations_Crazy6987.esp=1 -----SavageCabbage_Animations.esp=1 -----CumNWealth.esp=1 -----Scrap Everything - Ultimate Edition.esp=1 -----Z_Horizon.esp=1 -----Z_Horizon_DLC_Automatron.esp=1 -----Z_Horizon_DLC_FarHarbor.esp=1 -----Z_Horizon_DLC_Nuka.esp=1 -----Z_Horizon_DLC_Workshop01.esp=1 -----Z_Horizon_DLC_Workshop03.esp=1 -----Z_Horizon_DLC_Workshop02.esp=1 -----Z_Horizon_Loot_Respawn.esp=1 -----Z_Horizon_Loot_Respawn_DLC.esp=1 -----Z_Horizon_DEFUI_MenusOnly.esp=1 -----Z_Horizon_Patch_ArmorsmithExtended.esp=1 -----Z_Horizon_Patch_ArmorsmithExtendedDLC.esp=1 -----Z_Horizon_Patch_Homemaker.esp=1 -----Z_Extras.esp=1 -----Z_Horizon_Timescale.esp=1 -----Z_Horizon_Patch_ScrapEverythingFull.esp=1 -----EnhancedLightsandFX.esp=1 -----StartMeUp.esp=1 By following this structure you can very simply reorder your mod install to ensure the least amount of error my cut and pasted mod list isn't 100% optimal yet but it does all work so I'm loathe to even mess with it at this time. As far as AAF/RSE goes I am able to trigger CSA, abductions and encounters do have a potential to result in pregnancies from Family Planning and I finally got the cum layers from the AAF compatibility patches for Leito and Crazy Animations working as well. So its a 100% functional install with the highest possible load order without merged patches....which to be fair don't work well for FO4 anyways from what I can tell. But basically a lot of the problems I was having were all created by trusting LOOT to sort my load order coherently, and it didn't, it took my Horizon install and put the esp's all over the place, the AAF/RSE related stuff was all wrong, hell it couldn't even seem to put Bobblegirl in the right place and that was constantly getting overwritten by something else. TLDR: DON'T TRUST LOOT TO NOT FUCK UP YOUR MOD ORDER. CAUSE IT WILL. CONSTANTLY. YOU NEED TO UNDERSTAND HOW TO BEST ORDER YOUR MOD INSTALL YOURSELF.
  16. Eat It View File There is a lot of useless loot in Skyrim. How often do you have your pockets filled with different clutter? And what should you do with it? Just sell or drop down?...Bring harm to the ecology?! Wait! Put it into the cooking pot and then eat it. Come on, you can eat dragon souls, so why you couldn't eat broom, or clothes iron?... Submitter Cobalt_Reptile Submitted 06/18/2019 Category Other Requires Special Edition Compatible  
  17. ok i posted about a week ago about getting errors for loot. i am still getting them but heres the kicker i use the same loot an its working just fine on skyrim skyrim se fallout3 fallout nv.But with fallout4 it wont sort or nothing just throw errors. HELP PLEASE id love to be able to play an get actual time in not just get time for trying to log.i have updated it an every thing that has been sugested
  18. Heinz01

    No easy Money

    Version 1.0.5

    746 downloads

    This is my approach to counter the imho broken economy of skyrim and bring it to the other extreme. This mod does the following: Less Gold in loot: - greatly reduce gold drops from enemies by 90 % - even more reduced gold in chests, urns and purses Less Loot for Quests - reduced quest rewards ca. 90 % Modifying buy & sell: - Selling Prices are nerved down to 0,1 % (this means selling an item worth 1000 gold, would just bring 1 Gold) - Buying Prices are roughly increased by three times Why did i change these values? Because i hate how easy you pile up a huge amount of money. Still with 4 economy related mods together (hardcore economy, less gold, reduced rewards and some own sellprice mod) + several money sink mods, i was never havin money problems except at level 1 I began with reducing the amounts of gold from bandits as an additonal mod for the aforementioned 4 ones and was relativily happy. Then i added one random dungeon generator and the chests there contained up to 250 gold and the monsters sometimes even more. Just leaving the gold in the chests was not a good solution so i checked the mod in CK and found out that it uses vanilla lists. This was were i began to make my own mod so i could uninstall 4 other ones which didnt fulfill what this mod does (i hope). Selling had to be erased from the game, because its not balanceable. Some armor mods have way too high selling prices. For example I remember one bikini armor mod which could be sold for 240.000 Gold. My Mod cuts that down to 240 gold. Maybe you know that WT Tribal cloth armor. Base price is 5000 Gold. In my mod you only get 5 G. I also wanted generally to get rid of getting rich by looting tons of armor etc. We have all these nice mods with prostitution, regular jobs, arena fights etc. Now these matter to not only have money for the living but also to pay repairs (see loot and degradation) taxes etc. Here just an example what happens on a day for a level 13 Archer with this mod: Gone from Embershard Mine to Bleakfalls Barrow and delivered the golden claw to Lucan Valerius. Ending in the tavern. Income: Gold found in Embershard Mine: 40 Gold Gold found in the tower before Bleakfalls Barrow: 5 Gold Gold found at the Bandits outside Bleakfalls: 0 Gold Gold found in Bleakfalls Barrow: 181 Gold Gold as reward for the golden claw: 60 Gold --------------------------------------------------- Total amount of Gold found: 286 Gold Sounds too much? Now add some needs: Costs (just as an example for comparison): Meal at Sleeping Giants Inn (1 Alto Wine 129G, 1 Ale 54G, one Cooked Meat 54G): 237 Gold Bed for a night: 50G --------------------------------------------------- Total amount of costs: 287 Gold You see, without doing more for my income i would have lost 1 Gold. Luckily i found enough arrows so i didnt have to buy these too. Recommended to use with money draining mods like Loot and Degradation https://www.nexusmods.com/skyrim/mods/55677 iNeed https://www.nexusmods.com/skyrim/mods/51473 Simple Taxes https://www.nexusmods.com/skyrim/mods/57239 Further Recommendations to earn money: Jobs of Skyrim https://www.nexusmods.com/skyrim/mods/25020 Prostitution mods from Loverslab Slaverun (the tasks for free etc)
  19. Version 1

    3,880 downloads

    Hey guys! I’m just starting to try and learn how to use the Creation Kit and Tes5Edit, and I thought that some of you guys might find this mod useful. It adds Devious Device restraints keys and piercing removal tools to certain levelled lists; this gives an alternate way of finding keys. More specifically, Silver Hands, Guards, Common Citizens, Bandits, and the Forsworn now have a 5% chance of holding restraints keys or piercing tools, at an 8 to 1 ratio. This mod contains no scripts or large changes, and has been cleaned (not that such a small-scale mod like this needs cleaning). I actually prefer this to using DD for the Masses or Deviously Cursed Loot, as the lack of scripts really helps with performance, especially on weaker computers. Additionally, as it only edits levelled lists, it’s really easy to merge/bash with other mods, and is very easy to remove. I could also upload alternative .esps’, if anyone’s interested; I could change drop percentages and ratios, add chastity keys as a drop, add them into other lists/npcs, and so on. Any suggestions?
  20. I have a very stable skyrim right now. Running ENB and all the mods that I have right now (see the loadorder.txt bellow), works amazingly with the great PC I have. This issue isn't going to be an issue of memory or graphics. I run skyrim performance monitor everytime, and everything there seems to be in order. The issue with the predictable and constant CTDs seem to arise from looting, particular something with wolf meat. I have the alternate start mod, and I choose the "I was camping in the woods" start. The sack next to me that I loot (see CTD_1_pre.jpg) crashes when I loot it (CTD_1.PNG). I use crash fix so you can look at CTD_1_Log.txt. I tested this looting problem with a bunch of tests (see all Test_x.jpg). I looked in my inventory, no CTD, looted bandits and goblins, no CTD, looted a chest and many buckets and sacks, no CTD. I also opened to tanning rack menu, and wolf pelt doesn't seem to crash anything. I use hunterborn, and when I killed and looted a deer, there was also no CTD. The issue seems to have something to do with wolf meat! I know the My Storage Sack contains food (because the whole hunter scenario) so it probably contains some kind of cooked wolf meat, either in a stew or as cooked meat. The proof comes in CTD_2.jpgs and txts. When I loot the wolfs, no matter where they are, it predictably CTDs. All the CTD logs from crashfix seem to be identical so I took the CTD_3 and found its crash dump and analysed it. You can find it bellow in CTD Dump Analysis.PNG. I'm not sure how to fix this, and it kinda sucks seeing this happen despite everything else working perfectly. I know there seems to be a lot of plugins that aren't active on my loadorder that should be, but it's due to the fact that some are merged together due to plugin limits. It's odd, because it doesn't seem to be a single mod that's responsible, or I should say not an entire mod, just wolf meat! Also, it should go without saying, but I cleaned with TES5Edit, cleaned masters via wyre bash and optimized loadorder with LOOT. Please help me! Thank you for all your time! Loadorder.txt CTD_1_Log.txt CTD_2_Log.txt CTD_3_Log.txt
  21. Hey, I managed to get a bandit npc surrender to me through the use of Cursed Loot and so I bound her and made her follow me. I think there's a guy in whiterun you can sell slaves to or something so I wanted to try that out as I have never done it before, but when I go near whiterun, all the guards start attacking the slave. Is there a way to make sure she survives or at least the guards to not attack her? thanks.
  22. View File whiterun stables, the first emty horsebox, find the trapdoor and see for yourself.............. Now you have outside the stables some more barrels to put your items in. Lakeview manor 3 barrels outside... 2 urns on the road to "Captured Dream Shop" to put some key's in. Inside more nice items to make it cozy... and make you filthy rich. Behind the secret doors I have Added a Jail for slaves or animals. Added two Followers , One inside and one outside in the stable. Twins..... follower friendly....... Well, most of it...... Thanks Submitter tndvrs Submitted 09/14/2014 Category Other Requires Skyrim.esm and my file Special Edition Compatible  
  23. View File Hey guys! I’m just starting to try and learn how to use the Creation Kit and Tes5Edit, and I thought that some of you guys might find this mod useful. It adds Devious Device restraints keys and piercing removal tools to certain levelled lists; this gives an alternate way of finding keys. More specifically, Silver Hands, Guards, Common Citizens, Bandits, and the Forsworn now have a 5% chance of holding restraints keys or piercing tools, at an 8 to 1 ratio. This mod contains no scripts or large changes, and has been cleaned (not that such a small-scale mod like this needs cleaning). I actually prefer this to using DD for the Masses or Deviously Cursed Loot, as the lack of scripts really helps with performance, especially on weaker computers. Additionally, as it only edits levelled lists, it’s really easy to merge/bash with other mods, and is very easy to remove. I could also upload alternative .esps’, if anyone’s interested; I could change drop percentages and ratios, add chastity keys as a drop, add them into other lists/npcs, and so on. Any suggestions? Submitter multivitamin111111111116 Submitted 04/30/2015 Category Framework & Resources Requires Devious Assets, Integration, Expansion, and dependencies Special Edition Compatible  
  24. I recently tried installing Sexout mods onto my steam copies of FO3 GOTY and NV. FO3 refuses to start and I can't seem to attack in NV and die to the radroaches in the vault. I am using Tale of Two Wastelands, FYI. Admittedly I didn't download every file from the links here and on Nexus. I mostly downloaded the most recent zip files. I am going to include screencaps of my game directory files from Steam. If anyone can help me please let me know below. I believe I have all the basic framework requirements installed. Thanks in advance.
  25. View File This is my approach to counter the imho broken economy of skyrim and bring it to the other extreme. This mod does the following: Less Gold in loot: - greatly reduce gold drops from enemies by 90 % - even more reduced gold in chests, urns and purses Less Loot for Quests - reduced quest rewards ca. 90 % Modifying buy & sell: - Selling Prices are nerved down to 0,1 % (this means selling an item worth 1000 gold, would just bring 1 Gold) - Buying Prices are roughly increased by three times Why did i change these values? Because i hate how easy you pile up a huge amount of money. Still with 4 economy related mods together (hardcore economy, less gold, reduced rewards and some own sellprice mod) + several money sink mods, i was never havin money problems except at level 1 I began with reducing the amounts of gold from bandits as an additonal mod for the aforementioned 4 ones and was relativily happy. Then i added one random dungeon generator and the chests there contained up to 250 gold and the monsters sometimes even more. Just leaving the gold in the chests was not a good solution so i checked the mod in CK and found out that it uses vanilla lists. This was were i began to make my own mod so i could uninstall 4 other ones which didnt fulfill what this mod does (i hope). Selling had to be erased from the game, because its not balanceable. Some armor mods have way too high selling prices. For example I remember one bikini armor mod which could be sold for 240.000 Gold. My Mod cuts that down to 240 gold. Maybe you know that WT Tribal cloth armor. Base price is 5000 Gold. In my mod you only get 5 G. I also wanted generally to get rid of getting rich by looting tons of armor etc. We have all these nice mods with prostitution, regular jobs, arena fights etc. Now these matter to not only have money for the living but also to pay repairs (see loot and degradation) taxes etc. Here just an example what happens on a day for a level 13 Archer with this mod: Gone from Embershard Mine to Bleakfalls Barrow and delivered the golden claw to Lucan Valerius. Ending in the tavern. Income: Gold found in Embershard Mine: 40 Gold Gold found in the tower before Bleakfalls Barrow: 5 Gold Gold found at the Bandits outside Bleakfalls: 0 Gold Gold found in Bleakfalls Barrow: 181 Gold Gold as reward for the golden claw: 60 Gold --------------------------------------------------- Total amount of Gold found: 286 Gold Sounds too much? Now add some needs: Costs (just as an example for comparison): Meal at Sleeping Giants Inn (1 Alto Wine 129G, 1 Ale 54G, one Cooked Meat 54G): 237 Gold Bed for a night: 50G --------------------------------------------------- Total amount of costs: 287 Gold You see, without doing more for my income i would have lost 1 Gold. Luckily i found enough arrows so i didnt have to buy these too. Recommended to use with money draining mods like Loot and Degradation https://www.nexusmods.com/skyrim/mods/55677 iNeed https://www.nexusmods.com/skyrim/mods/51473 Simple Taxes https://www.nexusmods.com/skyrim/mods/57239 Further Recommendations to earn money: Jobs of Skyrim https://www.nexusmods.com/skyrim/mods/25020 Prostitution mods from Loverslab Slaverun (the tasks for free etc) Submitter Heinz01 Submitted 02/24/2018 Category Other Requires Special Edition Compatible
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