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  • Hello I'm searching for someone to give me the Glow color mod for the daedric armor because the mod was removed from Nexus pleas
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  • How to Treat CTDs (and some other stuff) in Skyrim LE
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  1. Patch for animations (Squirt/Cum Effects, cum overlays, stages, fixes) View File IF YOU HAVE PROBLEMS WITH THIS PATCH, REPORT IN THIS THREAD, DON'T ASK HELP ON AAF DISCORD OR SOMEWHERE ELSE What this mod changes: Other options: Required: What next: Recommended: Thanks to, original authors and ideas: Old changes: Contact me if you can create x-ray arts or vault style arts If you like my mod - support me Submitter Indarello Submitted 09/29/2019 Category Sex Effects Requires
  2. Erection Fix by SilverPerv View File What does this mod do? This fixes common erection problems for users of both "One Patch to Bang Them All" and "Patch for animations". It makes it so the penis is erect during AAF animations and is flaccid otherwise. This mod also contains (optional) fixes i made to address other animation issues, click below for info and screenshots. Requirements BodyTalk v2.75 OR Atomic Muscle LooksMenu v1.6.18 ZaZ-Extended-Skeleton (ZeX) v2.0 Advanced Animation Framework v147 AAF Theme v200623.0 One Patch to Bang Them All v1.1.1 OR Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes) v7.8 Installation Instructions BodyTalk v2.75 Build the male body with Erection slider set to 0% (Flaccid) in Bodyslide while the 'Build Morphs' box in the lower left corner is checked. (Screenshot Below) Atomic Muscle Ready to go! Already includes working mesh you can customize using LooksMenu. Do NOT install the optional male body included in the Patch for Animations mod. Mod Load Order NMM/Manual: Overwrite files. Vortex: Put this mod AFTER BodyTalk/AM & One Patch & AnimationsAddonsAndFixes7.6 & all other animation mods in "Rules". Mo2: Put this mod BELOW BodyTalk/AM & One Patch & Patch for Animations & all other animation mods in the left mod list(Sort on Priority). AAF Install Guide and Discord. [AAF] Up-To-Date Adult oriented setup guide Official AAF Discord Submitter SilverPerv Submitted 04/13/2020 Category Framework & Resources Requires One Patch to Bang Them All v1.1.1 & Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes)
  3. Version 9.8

    102,751 downloads

    IF YOU HAVE PROBLEMS WITH THIS PATCH, REPORT IN THIS THREAD, DON'T ASK HELP ON AAF DISCORD OR SOMEWHERE ELSE What this mod changes: Other options: Required: What next: Recommended: Thanks to, original authors and ideas: Old changes: Contact me if you can create x-ray arts or vault style arts If you like my mod - support me
  4. Obscure patches View File Obscure patches are a collection of patches and small mods I made to tweak my own game. I am releasing them here in case anyone is interested in giving them a try. Some disclaimers: - These patches require their original mods (follow the links provided on this page) - I have no intention of supporting them beyind answering a few questions or quick fixes. I do not need to embark on any new mod at this time. - These are released as loose files only, which means you will have to remember to delete the patches (and their scripts) if you ever upgrade the original mods they are based on. Devious Devices 4.0 patch Description: Fixes activation of random effects for custom devices (like the Milk Harness in Stories or critters in Parasites) Requirements: Devious Devices Integration 4.0 Puppet Master Patch Description: - Added support for storageUtil triggers to cast the Puppet Master spell in a script :: Used in Hormones, Alicia and Mind Control) - I will remove it if Puppet Master is ever updated with similar scripted calls. Requirements: Puppet Master 1.7 http://www.loverslab.com/files/file/463-puppet-master/ SexLab Dangerous Night Patch Description: - Added safeguards to prevent warnings in logs for empty locations and keywords Requirements: SexLab Dangerous Night 2.2 http://www.loverslab.com/files/file/500-sexlab-dangerous-nights-2/ SexLab Release Patch Description: - Disabled 'release' while riding a horse - I will remove it as soon as SexLab Release is updated. Requirements: SexLab Release 1.3 http://www.loverslab.com/files/file/790-sexlab-release-v13/ SexLab Warm Bodies Plus Description: - Added support to get warmth from additional activities (running, fighting, riding a horse, combat) :: Updated for compatibility with Frostfall 3.0 (old Frostfall no longer supported) :: Added global variable to configure the base heating rate :: Added compatibility with my other mods (Stories, Hormones and SD+) - See full description here: http://www.loverslab.com/blog/60/entry-423-sexlab-warm-bodies-tweaked/ Requirements: http://www.loverslab.com/files/file/514-sexlab-warmbodies-frostfall-plugin/ Priests of TERA Description: - Added unique outfits for priests across Skyrim to reflect their divine role - Made armors more rare and exotic (limited to merchand, caravan and boss level loot) Requirements: http://www.nexusmods.com/skyrim/mods/25846/? Jack Ga Monster Lore Description: - Contained new creatures to Eastmarch and Halljmarch - Added book to Arcaeneum to make new creatures more lore friendly - Added a few tweaks to select locations to fit in the back story Requirements: http://steamcommunity.com/sharedfiles/filedetails/?id=222035755 SexLab Skooma Whore Description: :: Packaged updated scripts :: Fixed missing SexLab property Requirements: http://www.loverslab.com/files/file/1378-sexlab-skooma-whore/ SexLab Stop Combat Description: :: Fixed incorrect SexLab property :: Plugged a bug about missing values to trigger sex scenes (needs to be more tested) Requirements: http://www.loverslab.com/files/file/1057-sexlab-stop-combat/ Wolfclub Description: :: Added conditions to scenes and scripts (trigger only in the cave) :: Changed location of final chapter for better compatibility with SD+ Requirements: http://www.loverslab.com/files/file/1523-wolfclub-20150924-alpha/ Submitter DeepBlueFrog Submitted 01/17/2015 Category Other Requires Special Edition Compatible Yes
  5. Graviczapa Desert Dancer No-glow and Translucency Patches View File Graviczapa Desert Dancer No-glow and Translucency Patches v2.0, 2020-08-18 by Darklocq, based on resources by Graviczapa This is a set of patches (new mesh and texture files) for the Graviczapa Desert Dancer outfit (and its UUNP BodySlide set) to fix its jeweled items to stop having a silly glow-in-the-dark effect. Also includes options for a better-fitting bracelet for UUNP bodies, more translucency on veils, and some some saucy translucency on two tops and a bottom. There are 4 separate patches, or a combo archive for doing manual selective installation, or an all-in-one combo archive with no manual-install steps: "2054321784_GraviczapaDesertDancerNo-glowBraceletTranslucencyPatchesAiO.7z". If you use a mod manager and want everything, get that version. If you use a mod manager and only want certain features, get the separate archives for the features you want. If you do manual installs, get "Graviczapa Desert Dancer No-glow and Translucency Patches.7z" – includes bracelet fix despite the filename not mentioning it. The docs below are written with that combined archive in mind; it does have some separate manual drag-and-drop install stuff to do. What This Is For Some modders seem to confuse the concepts of shininess and glowingness. Shine is caused by light reflecting off something smooth. Glow is caused by a light source INSIDE or behind a translucent object or (for magic items that glow), on the surface of an opaque one. These unrealistic glow effects mis-applied to things that should just have shine vary from mod to mod, and can only be fixed by trial and error, one tiny tweak at a time. In the case of this mod, quite a number of adjustments were required; it took about 3 days, and with help. It's still not absolutely perfect, but the jewelry items now better match both vanilla jewelry and this mod's own built-in jeweled parts on a few of the clothing pieces. The gems in the jewelry items have been left with a bit of added specularity to simulate them catching and reflecting light. This is about as good as it's going to get, though I'm willing to try different settings if you have a better idea. I do not use an ENB preset (my potato can't handle it), just ENB with its default settings and the memory patch, so I am not certain this is going to look just right in every ENB. It does look proper in vanilla, in basic ENB, with various lighting mods, and under different lighting conditions like a dark room, clear-sky daylight, outdoor rain, and bright magic light. The jewelry patch has no effect on the BodySlide resources, which only provide slider sets for the clothing items. This patch does not change the jeweled parts of those clothing items, as they did not have the glow problem; only the necklace, earrings, bracelets, and jeweled female turban had the problem. It has been fixed for all variants (female Argonian green turban, Khajiit red earrings, male blue necklace, etc., etc.). The bracelet-fit patch is for UUNP and may only be needed on fairly beefy bodies. If you don't see your wrist through the jewelry, on any side, then you don't need it. As a stand-alone patch, it also integrates the glow fix for that specific item. The more-translucent veils patch just helps you see character face-shape and chin a little better, if wearing the veiled female turban. As a stand-alone patch, this also integrates the glow fix for that specific item. The "some translucent clothes" patch makes three items a little more revealing (the only three that could be patched in this way): the purple top and bottom, and the red top. See sections below for details. Or, if you get all the separate patches, each has its own ReadMe. Installation The glowing jewelry patch (stand-alone, or as the default patch in the combo archive) installs like any other mod, either manually or through a mod manager. The archive's "meshes\" and "textures\" subfolders go to your game's "Data\" folder, and merge in to the same subfolders of that folder. The optional translucency and bracelet-fit patches are separate manual installs (drag-and-drop), detailed below. Install the original Graviczapa Desert Dancer outfit first (and its UUNP BodySlide files if you want them), then this patch, and let the patch overwrite the original's files as needed. You DO need the original mod, as this patch does not include a full set of the mod's meshes and textures, nor the ESP file. Both the original mod and its BodySlide files are available after clicking the "Download" button below the pictures at: https://graviczapa.blogspot.com/2017/03/graviczapa-desert-dancer.html?zx=45b6ec793765d727 Optional Better-fitting Bracelets If you find that the original bracelet shape doesn't fit your characters' arms and hands (with the wrist clipping through the jewelry), there is an "--alt. bracelet shape\" folder in the combo archive with a "meshes\" subfolder containing a replacement mesh you can try, tweaked to fit UUNP Special properly. It will probably be fine with any UUNP variant, unless you are doing something like an obesity or bodybuilder mod with very thick arms. The UUNP BodySlide set for Graviczapa Desert Dancer does not include a slider set for this item, so it has to be tweaked by hand to fit unusual bodies. Optional More-translucent Veils The combo archive's folder "--more-translucent veils\" has replacements for all the veils (found on female turbans). They are versions with more alpha (transparency) so you can better see the face. It's not excessive, and is tweaked for different veils so they look okay. Note: this is not additional clothing items, but a veil replacement. To install this, just drag the enclosed "meshes\" subfolder to your game's "Data\" folder and let it overwrite the meshes. Optional More-translucent Clothes The combo archive's folder "--more-translucent clothes\" has replacements for the violet (default) top and bottom, and the red top. These new versions have a bit of alpha (transparency) for more of a sexy bellydancer look. The other clothing items were not adjustable in this way; they have some kind of texture virtualization I have not encountered before (the UV for key parts of them are over black areas of texture, and they are getting the colored part through some other means); any attempt to add alpha to those parts simply results in them completely disappearing. For the three items that did work, the tops will be a bit revealing, the bottom less so (mostly legs), and they can be installed separately. Note: this is not additional clothing items, but a replacer. Doing them as additional items would require new ShapeData meshes and SliderSet entries, and a new ESP file with additional Armor Addon, Armor, and Constructible Object records. To install, drag the enclosed "CalienteTools\" and "meshes\" subfolders to your game's "Data\" folder and let it overwrite what it wants to. CBBE? As far as I know, there is no CBBE conversion, but if there is a CBBE BodySlide set for Desert Dancer somewhere, it should not interfere with the jewelry patch, unless the creator of it also included slider sets for the necklace, bracelets, etc. In that eventuality, you can replicate the BSLightingShaderProperties details in each NiTriShape in each mesh, as needed; just use NIFSkope to make the meshes in the slider set (under "Data\CalienteTools\BodySlide\ShapeData\" somewhere) match what I've done in the meshes in this patch, setting by setting. Then regenerate in-game meshes and tri files that match your body. The optional more-transparency veils should work with the CBBE conversion, since head sizes are all the same and SliderSets don't include head stuff. The optional more-transparency clothing will not work with a CBBE conversion. But it's just a matter of setting Alpha: 0.6 in the BSLightingShaderProperties for the two NiTriShapes that form the bulk of the clothing item, so you can easily do it yourself with NIFSkope (edit the meshes for the items under "Data\CalienteTools\BodySlide\ShapeData\", and regenerate in-game meshes and tri files that match your body. Boilerplate Most of the real credit goes to the original modder, Graviczapa. All I did is tweak some numbers in some of the NIF files, and do minor texture work (and test again and again and again). The replacement textures for most of the jewelry items are based on a metal grain used for DEM Burlesque by Karter. Special thanks to C5Kev at LoversLab for investigation, testing, debugging, and suggestions. I impose no additional restrictions on this patch over any that may have been applied by the author of the original mod. The original requires permission for redistribution as an entire mod; however, Graviczapa's permissions page makes it very clear that patches and other partial use require credit only, not prior written permission: the entire thing is a screed against restrictive permissions, since most of what Grav does is release patches herself. Screens credit: The comely Redguard is Bella from Immersive Wenches (and technically coded as an Imperial, for some reason). Submitter Darklocq Submitted 05/09/2019 Category Armor & Clothing Requires original Graviczapa outfit mod Special Edition Compatible No  
  6. Version 2.0

    1,400 downloads

    Graviczapa Desert Dancer No-glow and Translucency Patches v2.0, 2020-08-18 by Darklocq, based on resources by Graviczapa This is a set of patches (new mesh and texture files) for the Graviczapa Desert Dancer outfit (and its UUNP BodySlide set) to fix its jeweled items to stop having a silly glow-in-the-dark effect. Also includes options for a better-fitting bracelet for UUNP bodies, more translucency on veils, and some some saucy translucency on two tops and a bottom. There are 4 separate patches, or a combo archive for doing manual selective installation, or an all-in-one combo archive with no manual-install steps: "2054321784_GraviczapaDesertDancerNo-glowBraceletTranslucencyPatchesAiO.7z". If you use a mod manager and want everything, get that version. If you use a mod manager and only want certain features, get the separate archives for the features you want. If you do manual installs, get "Graviczapa Desert Dancer No-glow and Translucency Patches.7z" – includes bracelet fix despite the filename not mentioning it. The docs below are written with that combined archive in mind; it does have some separate manual drag-and-drop install stuff to do. What This Is For Some modders seem to confuse the concepts of shininess and glowingness. Shine is caused by light reflecting off something smooth. Glow is caused by a light source INSIDE or behind a translucent object or (for magic items that glow), on the surface of an opaque one. These unrealistic glow effects mis-applied to things that should just have shine vary from mod to mod, and can only be fixed by trial and error, one tiny tweak at a time. In the case of this mod, quite a number of adjustments were required; it took about 3 days, and with help. It's still not absolutely perfect, but the jewelry items now better match both vanilla jewelry and this mod's own built-in jeweled parts on a few of the clothing pieces. The gems in the jewelry items have been left with a bit of added specularity to simulate them catching and reflecting light. This is about as good as it's going to get, though I'm willing to try different settings if you have a better idea. I do not use an ENB preset (my potato can't handle it), just ENB with its default settings and the memory patch, so I am not certain this is going to look just right in every ENB. It does look proper in vanilla, in basic ENB, with various lighting mods, and under different lighting conditions like a dark room, clear-sky daylight, outdoor rain, and bright magic light. The jewelry patch has no effect on the BodySlide resources, which only provide slider sets for the clothing items. This patch does not change the jeweled parts of those clothing items, as they did not have the glow problem; only the necklace, earrings, bracelets, and jeweled female turban had the problem. It has been fixed for all variants (female Argonian green turban, Khajiit red earrings, male blue necklace, etc., etc.). The bracelet-fit patch is for UUNP and may only be needed on fairly beefy bodies. If you don't see your wrist through the jewelry, on any side, then you don't need it. As a stand-alone patch, it also integrates the glow fix for that specific item. The more-translucent veils patch just helps you see character face-shape and chin a little better, if wearing the veiled female turban. As a stand-alone patch, this also integrates the glow fix for that specific item. The "some translucent clothes" patch makes three items a little more revealing (the only three that could be patched in this way): the purple top and bottom, and the red top. See sections below for details. Or, if you get all the separate patches, each has its own ReadMe. Installation The glowing jewelry patch (stand-alone, or as the default patch in the combo archive) installs like any other mod, either manually or through a mod manager. The archive's "meshes\" and "textures\" subfolders go to your game's "Data\" folder, and merge in to the same subfolders of that folder. The optional translucency and bracelet-fit patches are separate manual installs (drag-and-drop), detailed below (unless you get the "AiO" version which is all-patches-in-one, and mod-manager compatible). Install the original Graviczapa Desert Dancer outfit first (and its UUNP BodySlide files if you want them), then this patch, and let the patch overwrite the original's files as needed. You DO need the original mod, as this patch does not include a full set of the mod's meshes and textures, nor the ESP file. Both the original mod and its BodySlide files are available after clicking the "Скачать" ("Download") button below the pictures at: https://graviczapa.blogspot.com/2017/03/graviczapa-desert-dancer.html?zx=45b6ec793765d727 Optional Better-fitting Bracelets If you find that the original bracelet shape doesn't fit your characters' arms and hands (with the wrist clipping through the jewelry), there is an "--alt. bracelet shape\" folder in the combo archive with a "meshes\" subfolder containing a replacement mesh you can try, tweaked to fit UUNP Special properly. It will probably be fine with any UUNP variant, unless you are doing something like an obesity or bodybuilder mod with very thick arms. The UUNP BodySlide set for Graviczapa Desert Dancer does not include a slider set for this item, so it has to be tweaked by hand to fit unusual bodies. Optional More-translucent Veils The combo archive's folder "--more-translucent veils\" has replacements for all the veils (found on female turbans). They are versions with more alpha (transparency) so you can better see the face. It's not excessive, and is tweaked for different veils so they look okay. Note: this is not additional clothing items, but a veil replacement. To install this, just drag the enclosed "meshes\" subfolder to your game's "Data\" folder and let it overwrite the meshes. Optional More-translucent Clothes The combo archive's folder "--more-translucent clothes\" has replacements for the violet (default) top and bottom, and the red top. These new versions have a bit of alpha (transparency) for more of a sexy bellydancer look. The other clothing items were not adjustable in this way; they have some kind of texture virtualization I have not encountered before (the UV for key parts of them are over black areas of texture, and they are getting the colored part through some other means); any attempt to add alpha to those parts simply results in them completely disappearing. For the three items that did work, the tops will be a bit revealing, the bottom less so (mostly legs), and they can be installed separately. Note: this is not additional clothing items, but a replacer. Doing them as additional items would require new ShapeData meshes and SliderSet entries, and a new ESP file with additional Armor Addon, Armor, and Constructible Object records. To install, drag the enclosed "CalienteTools\" and "meshes\" subfolders to your game's "Data\" folder and let it overwrite what it wants to. CBBE? As far as I know, there is no CBBE conversion, but if there is a CBBE BodySlide set for Desert Dancer somewhere, it should not interfere with the jewelry patch, unless the creator of it also included slider sets for the necklace, bracelets, etc. In that eventuality, you can replicate the BSLightingShaderProperties details in each NiTriShape in each mesh, as needed; just use NIFSkope to make the meshes in the slider set (under "Data\CalienteTools\BodySlide\ShapeData\" somewhere) match what I've done in the meshes in this patch, setting by setting. Then regenerate in-game meshes and tri files that match your body. The optional more-transparency veils should work with the CBBE conversion, since head sizes are all the same and SliderSets don't include head stuff. The optional more-transparency clothing will not work with a CBBE conversion. But it's just a matter of setting Alpha: 0.6 in the BSLightingShaderProperties for the two NiTriShapes that form the bulk of the clothing item, so you can easily do it yourself with NIFSkope (edit the meshes for the items under "Data\CalienteTools\BodySlide\ShapeData\", and regenerate in-game meshes and tri files that match your body. Boilerplate Most of the real credit goes to the original modder, Graviczapa. All I did is tweak some numbers in some of the NIF files, and do minor texture work (and test again and again and again). The replacement textures for most of the jewelry items are based on a metal grain used for DEM Burlesque by Karter. Special thanks to C5Kev at LoversLab for investigation, testing, debugging, and suggestions. I impose no additional restrictions on this patch over any that may have been applied by the author of the original mod. The original requires permission for redistribution as an entire mod; however, Graviczapa's permissions page makes it very clear that patches and other partial use require credit only, not prior written permission: the entire thing is a screed against restrictive permissions, since most of what Grav does is release patches herself. Screens credit: The comely Redguard is Bella from Immersive Wenches (and technically coded as an Imperial, for some reason).
  7. There are probably other guides out there that cover this same thing, but I decided to put together a simple guide to making compatibility patches, so here it is. It's a guide for beginners by a beginner at modding. Jharise’s Basic Guide to DIY Skyrim Compatibility Patches (It’s easier than you think!) Ever picked up a mod that looked really neat only to find out that it’s got some major incompatibilities with your other mods? Are you struggling with invisible armor on your custom race? Well, despair no more! By following this simple and concise guide, you can kiss those compatibility issues goodbye forever without having to beg for patches, because you’ll be able to make your own. What this guide covers: *Making a basic compatibility patch between mods *Making a basic mod-added equipment compatibility patch for custom races What this guide does not cover: *Scripting. If your mods involve scripting that is race-dependent, then I can’t help you. That’s not what this tutorial’s for. This guide is only for basic conflict resolution. *BodySlide for races with custom body types. The custom races section of this guide is only for equipment that does not require additional fitting for nonstandard body shapes (helmets, tails, accessories, etc). If your custom race uses the standard male/female body as the rest of the races in the game, then this guide will work for body armor as well. If not, expect some weirdness. *The Creation Kit. The Creation kit has its place, but I don’t recommend using it for basic patching for a number of reasons. 1; You can’t set .esp files as masters, which you’ll be needing to do for pretty much every patch you make. 2; the UI is pretty intimidating for people new to modding, which I assume anyone who needs this guide probably is. 3; Put simply, it’s unnecessary for basic patching. The only thing I would recommend using the Creation Kit for when it comes to basic patches is removing superfluous masters if they were added by accident and fixing the dark face bug (which I will also not be covering here). That said, let’s get on with it! 1. 1. WHAT YOU’LL NEED TESEdit/SSEEdit TESEdit/SSEEdit is a powerful tool that lets you see exactly where your mod conflicts lie. You can download this program for free on the Nexus, and it’s where you’ll be doing most of your patching work. Definitely pick this up. I’ll be using screenshots from SSEEdit since it’s the one I have, but the two should be functionally identical. 2. 2. LOADING THE CONFLICTING MODS When you open up TESEdit/SSEEdit, you’ll be greeted with a list of all of your currently-enabled mods. To make a simple compatibility patch, you’ll want to right-click and choose “Select None” to uncheck everything. Then use the Filter field at the top to choose only the mods you’re wanting to work with during this session. Usually, this is just the two mods you want to make a patch for, so for this guide, I’m going to use the Unofficial Skyrim Special Edition Patch (USSEP) and RaceCompatibility. After selecting the mods you want to work with and clicking “Okay”, this is what you should see: Click the plus arrow next to the mod name to get a categorized list of all the objects that mod affects. What we’re interested in right now is the “Armor Addon” category, so we’ll expand that now. Armor Addons are the visual part of any piece of equipment. These are what actually applies the 3D mesh to the item when it’s worn, and any item can have any number of addons associated with it, allowing for different meshes to display depending on race or sex. For example, circlets look different on Khajiit and Argonians than they do on humanoid races. This is because the circlet has different armor addons for each. This also means that custom races will, by default, have all of their equipment invisible because the system can’t find a valid armor addon for that race, as the basic addons won’t have them in their list of allowed races. In the image above, the items marked in red indicate there is a conflict present. In the case of the RingGoldAA (the AA indicates this is an Armor Addon), the original game didn’t have Khajiit Vampires included in their valid races, probably due to oversight. USSEP adds them to the list, but RaceCompatibility, being based on the vanilla game, overrides USSEP and removes them again. So, what we’ll want to do here is make a COMPATIBILITY PATCH. 3. 3. ACTUALLY MAKING THE PATCH Let’s go ahead and right-click on the RingGoldAA object in the left panel. Near the bottom of the context menu you’ll see the “Copy as override into…” option. Click this. You’ll get this warning. Don’t worry about it and just click “Yes, I’m absolutely sure”. We won’t actually be changing any existing mods, so there’s no need to worry about messing anything up here. To make our patch, we’ll want to check “new file” .esp and click OK. Name it whatever you like, but I recommend using something easily distinguishable. I’m going to call this one “USSEP_RaceCompatibilityPatch”. Click OK to create it. This will add our new patch to the mod list. Right now it only has the one Armor Addon we copied over, but you can do this with as many records as you like by highlighting more than one (hold CTRL while clicking nonadjacent records to select multiple objects) before choosing “copy as override”. You can also add additional items by doing the same thing as above and selecting your new patch instead of “new file”. I’ll do this now. Copying the records into a patch won’t fix the conflicts by itself (as indicated by the red highlight still on the items). What you’ll need to do now is edit your patch’s version of the record. In the right panel, the lines in red indicate our conflicts. For our patch, we’ll want to select which parts we want to use. You can do this easily by clicking and dragging the desired option over to the far right. Now just do this with the rest of the red lines, selecting which parts you want to keep from each. Once you eliminate all of the conflicts, the record on the left will turn yellow and the text green, indicating that while the record has been altered (yellow), there are no remaining conflicts (green text). This is what you want. This gold ring Armor Addon is now fully compatible with both of the selected mods. The same method can be used to resolve most mod conflicts, not just with Armor Addons. Save your changes and you’re good to go! You can also right-click on something to remove it if you need to. And there’s your basic compatibility patch done. But I know what you’re saying—what about custom races? Custom races will (usually) come with all of the vanilla assets already assigned, so this is mostly so you can make your other mod-added equipment compatible with these custom races. This is also very simple. 4. 4. CUSTOM RACE COMPATIBILITY For this example, I made an example throwaway race I can use, but the steps will be the same no matter which custom race you use. Select the custom race mod and the other mod you want compatibility for when you load up TESEdit/SSEEdit and do the above steps to copy the item you want compatibility for into a new .esp. I’m using Farm01Hat01AA for this demonstration, but you’ll presumably want to use whatever mod-added equipment you’re wanting compatibility for. What you’ll want to do next is copy anything from your custom race mod (it doesn’t matter what it is) into your patch in order to set it as a master. Once the master is set, you can remove this copied item from your patch as it's no longer needed. Click Yes, then continue to the next step. Scroll down to the “Additional Races” section of the item you want compatibility for and right-click in the empty field I have highlighted here and select “Add”. It should create a new slot that says “Null Reference.” Double-click or right-click/Edit this to access the drop-down menu listing all of the available races (including the custom race ONLY IF it’s set as a master for your patch, which is why we did the above step). After the custom race is added to the list of available races, save your changes and quit. Congratulations! You’ve just made a custom race equipment compatibility patch! TIP: If you're converting multiple items, you can also highlight several references and drag the additional races to each one to make things much faster. And the best part is that most of the time, the file sizes for these will be so low that you can mark them as Lite so they don’t take up .esp slots. To do this, simply click on File Header in your custom patch and change the Record Flag to ESL. And there you go. Your patch won’t take up any .esp slots. If TESEdit/SSEEdit gives you an error when you attempt to save after changing this flag, it probably means that the file size is too large and it doesn’t qualify as Lite, in which case uncheck the ESL flag you just added and deal with it taking up a .esp slot.
  8. SexLab sslAnimationSlots 2000 LE View File Will add 2000 human and 2000 animal slots for SexLab Animation Loader You have the right to use this code in your own Sexlab enhancement mod here on the forum SSE Version https://www.loverslab.com/files/file/15102-sexlab-sslanimationslots-2000-se-200/ ESM version Sexlab 1.62 Requirements: Animation Limit Crash Fix LE https://www.nexusmods.com/skyrim/mods/100672 SexLab Animation Loader 1.5 https://www.loverslab.com/files/file/2488-sexlab-animation-loader JContainers 3.3.0-alpha https://www.loverslab.com/files/file/563-jcontainers Fores New Idles in Skyrim - FNIS XXL https://www.nexusmods.com/skyrim/mods/11811 Load order: MO2 Skyrim.esm ... Sexlab.esm sslAnimationSlots patch or esm ... Recommended mods SexLab Tools v3.0 - To list the animations SexLab Utility Plus - The main intention is Fix small issues left behind in. The mod support 2000 animations by default, dont overwrite de scripts file. Install: MO2 1. Load the mod after Sexlab Framework 2. Load all the animation you have 😃 3. Run LOOT 4. Run FNIS XXL 5. Run game and open Mod Settings 6. Disable Sexlab Defeat 7. Go to SL Anim Loader 8. General settings 9. Click Rebuild Sexlab Animation Registry 10. If you have ZAZAnimations installed, register animations again. If you have Estrus installed, register the animations again. 11. In SL Animations Loader Enable All and unable the you don't want. 12. Click Register Animations... now you have to wait. Open Console and watch. Dont leave the menu! 13. Click Reload JSON Data 14. Click Reapply JSON Data... now you have to wait. Open Console and watch. Dont leave the menu! 15. Activate Sexlab Defeat. The mod needs some time for the keywords. DONE First to register 2000 animations wins a prize, post screenshot in support Bugs: Defeat - After activating Defeat, editing keywords will create CDT. The mod will need some time to collect the animations. Sexlab - The slow start is usually caused by a mod scanning all NPCs after spells. Patching you modified sexlab.esm: 1. Load TesEdit 2. Load sexlab.esm and Sexlab sslAnimationSlot XXXX.esp 3. Open Sexlab sslAnimationSlot XXXX.esp 4. Right click quest 5. Deep copy as override (with overwriting) into... 6. Chose sexlab.esm 7. Yes to All ( ...Done: Copying as override) 8. Done Credits: From Ashal GitHub osmelmc - For improving the script Conversion from SE 1.61b to LE sslAnimationSlots 1000 patch. https://github.com/eeveelo/SexLab Submitter Swe-DivX Submitted 06/10/2020 Category WIP / Beta Requires Animation Limit Crash Fix LE, SLAnimLoader, Jcontainers, FNIS, Sexlab 1.60+ Special Edition Compatible Yes  
  9. Version 2021-07-31

    85,811 downloads

    Obscure patches are a collection of patches and small mods I made to tweak my own game. I am releasing them here in case anyone is interested in giving them a try. Some disclaimers: - These patches require their original mods (follow the links provided on this page) - I have no intention of supporting them beyind answering a few questions or quick fixes. I do not need to embark on any new mod at this time. - These are released as loose files only, which means you will have to remember to delete the patches (and their scripts) if you ever upgrade the original mods they are based on. Devious Devices 4.0 patch Description: Fixes activation of random effects for custom devices (like the Milk Harness in Stories or critters in Parasites) Requirements: Devious Devices Integration 4.0 Puppet Master Patch Description: - Added support for storageUtil triggers to cast the Puppet Master spell in a script :: Used in Hormones, Alicia and Mind Control) - I will remove it if Puppet Master is ever updated with similar scripted calls. Requirements: Puppet Master 1.7 http://www.loverslab.com/files/file/463-puppet-master/ SexLab Dangerous Night Patch Description: - Added safeguards to prevent warnings in logs for empty locations and keywords Requirements: SexLab Dangerous Night 2.2 http://www.loverslab.com/files/file/500-sexlab-dangerous-nights-2/ SexLab Release Patch Description: - Disabled 'release' while riding a horse - I will remove it as soon as SexLab Release is updated. Requirements: SexLab Release 1.3 http://www.loverslab.com/files/file/790-sexlab-release-v13/ SexLab Warm Bodies Plus Description: - Added support to get warmth from additional activities (running, fighting, riding a horse, combat) :: Updated for compatibility with Frostfall 3.0 (old Frostfall no longer supported) :: Added global variable to configure the base heating rate :: Added compatibility with my other mods (Stories, Hormones and SD+) - See full description here: http://www.loverslab.com/blog/60/entry-423-sexlab-warm-bodies-tweaked/ Requirements: http://www.loverslab.com/files/file/514-sexlab-warmbodies-frostfall-plugin/ Priests of TERA Description: - Added unique outfits for priests across Skyrim to reflect their divine role - Made armors more rare and exotic (limited to merchand, caravan and boss level loot) Requirements: http://www.nexusmods.com/skyrim/mods/25846/? Jack Ga Monster Lore Description: - Contained new creatures to Eastmarch and Halljmarch - Added book to Arcaeneum to make new creatures more lore friendly - Added a few tweaks to select locations to fit in the back story Requirements: http://steamcommunity.com/sharedfiles/filedetails/?id=222035755 SexLab Skooma Whore Description: :: Packaged updated scripts :: Fixed missing SexLab property Requirements: http://www.loverslab.com/files/file/1378-sexlab-skooma-whore/ SexLab Stop Combat Description: :: Fixed incorrect SexLab property :: Plugged a bug about missing values to trigger sex scenes (needs to be more tested) Requirements: http://www.loverslab.com/files/file/1057-sexlab-stop-combat/ Wolfclub Description: :: Added conditions to scenes and scripts (trigger only in the cave) :: Changed location of final chapter for better compatibility with SD+ Requirements: http://www.loverslab.com/files/file/1523-wolfclub-20150924-alpha/
  10. Patch for Mihail's Succubus and Radiant Prostitution View File LE Version This is a patch that makes the succubi from Mihail's Succubus into prostitutes for Radiant Prostitution (both are required). Install like any other mod, and make sure this mod loads after both of them (LOOT should take care of it). It is marked as ESL so it wont take up a slot in your load order. If normal NPCs aren't asking the succubi for sex, go into the MCM of Radiant Prostitution, under NPC Events, and click Reset NPC Scene. Credits: - -Caden- for the original Radiant Prostitution - Nomkaz for converting it to SE - Mihail for Succubus Knows issues: Technical details of what this mod does more specifically (for a normal user this is probably pointless information, but feel free to look at it anyway if you want) Submitter Neydzz Submitted 03/07/2021 Category Dialog Sex Requires Mihail's Succubus, Radiant Prostitution Regular Edition Compatible No
  11. Version 1.0.0

    380 downloads

    LE Version This is a patch that makes the succubi from Mihail's Succubus into prostitutes for Radiant Prostitution (both are required). Install like any other mod, and make sure this mod loads after both of them (LOOT should take care of it). It is marked as ESL so it wont take up a slot in your load order. If normal NPCs aren't asking the succubi for sex, go into the MCM of Radiant Prostitution, under NPC Events, and click Reset NPC Scene. Credits: - -Caden- for the original Radiant Prostitution - Nomkaz for converting it to SE - Mihail for Succubus Knows issues: Technical details of what this mod does more specifically (for a normal user this is probably pointless information, but feel free to look at it anyway if you want)
  12. Bad Dog's Immersive Creatures - BeastHDT Patch View File There's not much to say about this. Adds appropriate collision files to erect models from BIC. Please note that I didn't make any of the collision files myself, only attached them to models. I also didn't include them (except two), so you need to download original mods to make use of this. Requirements: -Bad Dog's Immersive Creatures with canine patch for MNC v11 -BeastHDT for MNC v11 -Any body with HDT collision. You can use one from here -(optional) Animated Beast Cocks and all their respective requirements Overwrite order: 1. BIC 2. BeastHDT 3. This patch 4. ABC A few notes: -BeastHDT uses hdtfalmer.xml file for rieklings. I copied and renamed this file to hdtriekling.xml, so it will be properly replaced by ABC if you're using it -BeastHDT doesn't have a collision file for gargoyles, but ABC does. I don't know what will happen if game loads a model with a missing HDT file attached, so you might want to remove "gargoyles" folder if you don't use ABC. -BeastHDT has two collision files for skeevers with hdtskeever.xml being used for legacy smol skeever dicks. I overwrote it with updated hdtskeever2.xml for new models and attached it to BIC skeevers, so ABC can properly overwrite it with its own collision file should you use it. It will cause inappropriate collision for legacy models, so you probably shouldn't use them. Models I didn't include HDT for: -draman norokdir - uses vampire lord skeleton, no file for it -spriggan - giant models are supported (ancient, patriarch), normal lack collision file -spider - included, but there were no separate collision files for large spiders. I attached regular spider collision to them, but I don't really expect it to work properly. You can remove spidergiant_p1.nif from this folder if it bothers you. Submitter PD_ Submitted 08/29/2019 Category Models & Textures Requires BIC, BeastHDT Special Edition Compatible  
  13. Patch for Mihail's Succubus and Radiant Prostitution View File SE Version This is a patch that makes the succubi from Mihail's Succubus into prostitutes for Radiant Prostitution (both are required). Install like any other mod, and make sure this mod loads after both of them (LOOT should take care of it). If normal NPCs aren't asking the succubi for sex, go into the MCM of Radiant Prostitution, under NPC Events, and click Reset NPC Scene. Credits: - -Caden- for the original Radiant Prostitution - Mihail for Succubus Knows issues: Technical details of what this mod does more specifically (for a normal user this is probably pointless information, but feel free to look at it anyway if you want) Submitter Neydzz Submitted 03/08/2021 Category Dialog Sex Requires Mihail's Succubus, Radiant Prostitution Special Edition Compatible No
  14. Version 1.0.0

    93 downloads

    SE Version This is a patch that makes the succubi from Mihail's Succubus into prostitutes for Radiant Prostitution (both are required). Install like any other mod, and make sure this mod loads after both of them (LOOT should take care of it). If normal NPCs aren't asking the succubi for sex, go into the MCM of Radiant Prostitution, under NPC Events, and click Reset NPC Scene. Credits: - -Caden- for the original Radiant Prostitution - Mihail for Succubus Knows issues: Technical details of what this mod does more specifically (for a normal user this is probably pointless information, but feel free to look at it anyway if you want)
  15. so i just got custom maid 3D ,(the first one) fresh out of the oven and only patch 1.2 i can't find any reliable English translation or uncensor patches on the internet if any of you have any ideas of where i could find them i would gladly appreciate it
  16. View File AAF Overlay Patches for Various Animation Packs Also adds in glowing mutant overlays. Patched Animation Packs: -Leito's animations v2.0a (mutant animations) -SavageCabbage's animations v1.0.4 -ZaZ's animations v003 -Gray User's animations v02 -Farelle's animations v0.1.2 -Rufgt's animations v2.3a (mutant v1.1) Requirements: -Polistiro's Patch v3.2 -Leito's animations Installation: -SavageCabbage's animations, ZaZOut, Atomic Lust, Mutated Lust, Creature Pack, and Farelle's Animations (you don't have to install all of these) -Leito's Animations -Leito-AAF patch -This mod's base files -Patch the animation packs you are using (Overwrite when asked) Note for Users: -If the overlays gets stuck/won't disappear, use looksmenu to disable it manually (Showlooksmenu>body>overlays). If you're camera gets stuck when exiting the character menu, press the left mouse button. Note for Modders: (these are the overlay group ids) example = normal female example_m = normal male m_example = mutant female m_example_m = mutant male Thanks to the AAF team, the animators, @Polistiro, and @WandererZero. Report any bugs and disregard older versions posted on comments sections. Submitter riot_punch Submitted 12/23/2018 Category Sexual Content Requires https://www.loverslab.com/topic/99273-aaf-patches-for-crazy-leito-mods-v21-more-cum-overlays/ View File
  17. More Nasty Critters LE More Nasty Critters SE Animated Beast Cocks [ABC] Animal SOS These are Rougeshot's Remakes of some of skyrim's creatures some look more intimidating than the original https://www.nexusmods.com/skyrimspecialedition/mods/29712 https://www.nexusmods.com/skyrimspecialedition/mods/29323 https://www.nexusmods.com/skyrimspecialedition/mods/28383 https://www.nexusmods.com/skyrimspecialedition/mods/28005 https://www.nexusmods.com/skyrimspecialedition/mods/27366 https://www.nexusmods.com/skyrimspecialedition/mods/27047 https://www.nexusmods.com/skyrimspecialedition/mods/26665 https://www.nexusmods.com/skyrimspecialedition/mods/25563 https://www.nexusmods.com/skyrimspecialedition/mods/24641 https://www.nexusmods.com/skyrimspecialedition/mods/24428 https://www.nexusmods.com/skyrimspecialedition/mods/24237 https://www.nexusmods.com/skyrimspecialedition/mods/24058 https://www.nexusmods.com/skyrimspecialedition/mods/23889 https://www.nexusmods.com/skyrimspecialedition/mods/23665 https://www.nexusmods.com/skyrimspecialedition/mods/23349 https://www.nexusmods.com/skyrimspecialedition/mods/23122 https://www.nexusmods.com/skyrimspecialedition/mods/22948 https://www.nexusmods.com/skyrimspecialedition/mods/22765 https://www.nexusmods.com/skyrimspecialedition/mods/22578 https://www.nexusmods.com/skyrimspecialedition/mods/22409 https://www.nexusmods.com/skyrimspecialedition/mods/22263 https://www.nexusmods.com/skyrimspecialedition/mods/22083 https://www.nexusmods.com/skyrimspecialedition/mods/21907 https://www.nexusmods.com/skyrimspecialedition/mods/21685 https://www.nexusmods.com/skyrimspecialedition/mods/21488 https://www.nexusmods.com/skyrimspecialedition/mods/21298 https://www.nexusmods.com/skyrimspecialedition/mods/21075 https://www.nexusmods.com/skyrimspecialedition/mods/18957 https://www.nexusmods.com/skyrimspecialedition/mods/18429 https://www.nexusmods.com/skyrimspecialedition/mods/16343
  18. welp, this is the last place i ever thought i would post this but i got nothing to lose at this point. I recently got Skyrim Redone on my game and it's working great! however, it seems to conflict with Improved closefaced helmets and so I'm getting the invisible head issue. I thought it was a problem with my load order but messing around with it showed me that I was wrong. I tried using the patcher SkyProc but it keeps telling me that I need the unofficial Skyrim patch (this does not exist anymore as it's now known as the Unofficial Skyrim Legendary Edition Patch) and I'm frankly, over my head on this. I'm using vortex as well. Can anyone help? also sorry if I'm using the wrong tag. Does anyone have individual patches for mods for skyrimRE? if so, are you willing to share?
  19. View File OBIS SE - Fresh Women Patch I couldn't find a patch so I made one and thought I'd share. Fresh Women sorts itself after OBIS, then reverts a bunch of it's stat changes, inventory, etc. A bashed or merged patch doesn't fix this properly ime. Now your Fresh Women-ized bandits should have their correct OBIS stats, ranks, inventory, abilities, outfits...you get it. NPC weight changes were carried over from OBIS for variety. "Use opposite gender anims" was kept as per vanilla/Fresh women. OBIS removes this flag from all the female bandits. I think this is only for combat anims. They still use female gender idles in my game but let me know if it doesn't look good, I will update. This was made by hand in xedit. Please let me know if I missed anything. Obviously this requires (and your load order should be*): Organized Bandits In Skyrim SE Fresh Women this patch Enjoy! *they don't have to be right on top of each other as long as they are in order. Submitter freddycheeba Submitted 01/21/2021 Category Regular Mods Requires OBIS SE, Fresh Women Regular Edition Compatible No  
  20. Version V2.0.0

    137,159 downloads

    AAF Overlay Patches for Various Animation Packs Also adds in glowing mutant overlays. Patched Animation Packs: -Leito's animations v2.0a (mutant animations) -SavageCabbage's animations v1.0.4 -ZaZ's animations v003 -Gray User's animations v02 -Farelle's animations v0.1.2 -Rufgt's animations v2.3a (mutant v1.1) Requirements: -Polistiro's Patch v3.1 -Leito's animations Installation: -SavageCabbage's animations, ZaZOut, Atomic Lust, Mutated Lust, Creature Pack, and Farelle's Animations (you don't have to install all of these) -Leito's Animations -Leito-AAF patch -This mod's base files -Patch the animation packs you are using (Overwrite when asked) Note for Users: -If the overlays gets stuck/won't disappear, use looksmenu to disable it manually (Showlooksmenu>body>overlays). If you're camera gets stuck when exiting the character menu, press the left mouse button. Note for Modders: (these are the overlay group ids) example = normal female example_m = normal male m_example = mutant female m_example_m = mutant male Thanks to the AAF team, the animators, @Polistiro, and @WandererZero. Report any bugs and disregard older versions posted on comments sections.
  21. Version 1.1.1

    1,280 downloads

    There's not much to say about this. Adds appropriate collision files to erect models from BIC. Please note that I didn't make any of the collision files myself, only attached them to models. I also didn't include them (except two), so you need to download original mods to make use of this. Requirements: -Bad Dog's Immersive Creatures with canine patch for MNC v11 -BeastHDT for MNC v11 -Any body with HDT collision. You can use one from here -(optional) Animated Beast Cocks and all their respective requirements Overwrite order: 1. BIC 2. BeastHDT 3. This patch 4. ABC A few notes: -BeastHDT uses hdtfalmer.xml file for rieklings. I copied and renamed this file to hdtriekling.xml, so it will be properly replaced by ABC if you're using it -BeastHDT doesn't have a collision file for gargoyles, but ABC does. I don't know what will happen if game loads a model with a missing HDT file attached, so you might want to remove "gargoyles" folder if you don't use ABC. -BeastHDT has two collision files for skeevers with hdtskeever.xml being used for legacy smol skeever dicks. I overwrote it with updated hdtskeever2.xml for new models and attached it to BIC skeevers, so ABC can properly overwrite it with its own collision file should you use it. It will cause inappropriate collision for legacy models, so you probably shouldn't use them. Models I didn't include HDT for: -draman norokdir - uses vampire lord skeleton, no file for it -spriggan - giant models are supported (ancient, patriarch), normal lack collision file -spider - included, but there were no separate collision files for large spiders. I attached regular spider collision to them, but I don't really expect it to work properly. You can remove spidergiant_p1.nif from this folder if it bothers you.
  22. Version 1.0.1

    2,034 downloads

    Hey there, I already uploaded a few things that I felt needed improvement as separate files, like a fixed CBBE and Fusion Girl version of Lordescobar's Piercings. But there's constantly new stuff coming up and it doesn't make sense to give all these tiny mods their own download imo. So here's a work in progress thread/mod collection for all that. So far it includes the following fixes/modifications: Vagina and Anus Morphs for Fusion Girl - also got its separate thread here. Vioxsis' Strapons for Fusion Girl - fixed morphs and weight paint - erection morphs to use with AAF are named Up and Down => requires original mod Gray User Gag Equip for AAF - similar to this mod here but without the Devious Devices dependency - all credits still go to the DD authors of course, requires 50 Shades of Fallout 4 Staged version of SavageCabbage's animations for AAF - took this mod here as a template and edited out the wrong/outdated use of the time variable and the transitions (those were pretty pointless) -> edit: This time (v1.0.1) I actually replaced the time variable. I forgot to add the corresponding xmls in the initial release.
  23. Version 7.9.0

    45,628 downloads

    What does this mod do? This fixes common erection problems for users of both "One Patch to Bang Them All" and "Patch for animations". It makes it so the penis is erect during AAF animations and is flaccid otherwise. This mod also contains (optional) fixes i made to address other animation issues, click below for info and screenshots. Requirements BodyTalk v2.75 OR Atomic Muscle LooksMenu v1.6.18 ZaZ-Extended-Skeleton (ZeX) v2.0 Advanced Animation Framework v147 AAF Theme v200623.0 One Patch to Bang Them All v1.1.1 OR Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes) v7.8 Installation Instructions BodyTalk v2.75 Build the male body with Erection slider set to 0% (Flaccid) in Bodyslide while the 'Build Morphs' box in the lower left corner is checked. (Screenshot Below) Atomic Muscle Ready to go! Already includes working mesh you can customize using LooksMenu. Do NOT install the optional male body included in the Patch for Animations mod. Mod Load Order NMM/Manual: Overwrite files. Vortex: Put this mod AFTER BodyTalk/AM & One Patch & AnimationsAddonsAndFixes7.6 & all other animation mods in "Rules". Mo2: Put this mod BELOW BodyTalk/AM & One Patch & Patch for Animations & all other animation mods in the left mod list(Sort on Priority). AAF Install Guide and Discord. [AAF] Up-To-Date Adult oriented setup guide Official AAF Discord
  24. Bazinga's assorted Fallout 4 fixes View File Hey there, I already uploaded a few things that I felt needed improvement as separate files, like a fixed CBBE and Fusion Girl version of Lordescobar's Piercings. But there's constantly new stuff coming up and it doesn't make sense to give all these tiny mods their own download imo. So here's a work in progress thread/mod collection for all that. So far it includes the following fixes/modifications: Vagina and Anus Morphs for Fusion Girl - also got its separate thread here. Vioxsis' Strapons for Fusion Girl - fixed morphs and weight paint - erection morphs to use with AAF are named Up and Down => requires original mod Gray User Gag Equip for AAF - similar to this mod here but without the Devious Devices dependency - all credits still go to the DD authors of course, requires 50 Shades of Fallout 4 Staged version of SavageCabbage's animations for AAF - took this mod here as a template and edited out the wrong/outdated use of the time variable and the transitions (those were pretty pointless) -> edit: This time (v1.0.1) I actually replaced the time variable. I forgot to add the corresponding xmls in the initial release. Submitter Bazinga Submitted 09/17/2019 Category Other Requires AAF, Fusion Girl  
  25. Version 0.1

    283 downloads

    I couldn't find a patch so I made one and thought I'd share. Fresh Women sorts itself after OBIS, then reverts a bunch of it's stat changes, inventory, etc. A bashed or merged patch doesn't fix this properly ime. Now your Fresh Women-ized bandits should have their correct OBIS stats, ranks, inventory, abilities, outfits...you get it. NPC weight changes were carried over from OBIS for variety. "Use opposite gender anims" was kept as per vanilla/Fresh women. OBIS removes this flag from all the female bandits. I think this is only for combat anims. They still use female gender idles in my game but let me know if it doesn't look good, I will update. This was made by hand in xedit. Please let me know if I missed anything. Obviously this requires (and your load order should be*): Organized Bandits In Skyrim SE Fresh Women this patch Enjoy! Nexus Link *they don't have to be right on top of each other as long as they are in order.
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