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Blogs

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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. Hearthfire Dungeon Addon View File Hearthfire Dungeon Addon Ever wished your Hearthfire home had more storage space? Maybe a little extra storage space. Or maybe what you were really hoping for was a place to keep all those slaves, naughty followers, captives, and other NPCs you've collected and have lots of options to play with them? Well wait no longer because that is exactly what this mod gives you. The Hearthfire Dungeon Addon adds a large dungeon space to each of the cellar of Heathfire homes you can build in Skyrim. The space branches off the main cellar, first adding a small storeroom where you can keep extra books, loot, ammo and other items. Further down it adds a large main room where you can display and play with slaves and NPCs. In this area you will find many activator icons allowing you to install and swap various ZAP furniture options (more than 40 options are included) as well as three different bed style, or just pack them away to make room for your own options either added with console commands, Display Model, or whatever other furniture placing mod you wish to use. From the main room you can enter the upper grotto pool area where you can sit and relax in a natural cave. Or head down to the prison room where your slaves can sleep, or keep them in kennels, the choice is yours. Finally there is the lower grotto where slaves from the prison can bathe and relax after a hard day of being played with (and you can watch them from the upper grotto). The space includes many other features. In the storeroom you will find an Elder Scroll display case where you can store your Elder Scrolls. There is an arrow ammo storage display that changes according to the type of arrows you have stored in it at the time giving you a visual reference as to what types of arrows you have. There are book cases, weapon racks, chests and strong boxes to keep various other odds and ends. If you happen to be a vampire, your crafted coffin now has a new location in a hidden room that only becomes revealed after crafting the coffin. The pool area include the oft used feature of stripping naked those who enter, but there is the additional feature of being able to turn this function off (look for a basket containing clothes by the entrance to the upper grotto, just click it and the clothes disappear out of the basket, if the clothes are gone the script is off, if the basket is full the script is on). Torch sconces through out the space allow you to dynamically adjust the light levels to whatever suits your personal taste. Just place or remove torches in the sconces to turn on or off additional lighting. Additionally, in the main hall there are some new furniture options as well. You can now freely swap the dining room table set with an alternate chair set or large furpile bed set or just pack them all away. The controls for this are on a shelf just above where the main room workbench appears. Also, I made some of the main room items on the mantle static so they aren't constantly being knocked around. All interior cells now have COC markers so if you use console COC commands you appear at the entrance where you should. Cell ownership is set to the player and I adjusted the interior fog (greatly reducing it). Installation: Installation is easy, either use your favorite mod organizer or manually install the esp and bsa file into your data folder, there are only two files so its easy to keep track off. Enable the mod in your load order and go. NOTE: You do not need the (Loose) version, download that only if you want to peek under the hood and see how the scripts work. Uninstalling: Uninstall with your favorite mod organizeer or just delete the esp and bsa file from your data folder, save and then use a save game editor to clean scripts beginning with BYOHD_ from your save game and you're done. Requirements: Skyrim.esm Update.esm Dragonborn.esm Hearthfires.esm Dawnguard.esm ZAZAnimationPack (version 8.0 or higher) Recommended Mods (NOT required but this mod works well with them): PAHE (Paradise Halls Enhanced) Home Sweet Home Interactive BDSM And You Also Get A Slave I'll Take the Display Model Sexy Bandit Captives SE Version: None for the foreseeable future. Known Conflicts: PAHE Lakeview Cell Addon (this mod will cause the pool water to not look correctly IF it is placed after the Hearthfire Dungeon in your load order. If you wish to use this mod, make sure it is placed BEFORE the Hearthfire Dungeon Addon in your load order) If you are using my older version of this mod previously shared in my Prettier Bandits support thread, make sure you remove all torches and fully uninstall that mod before installing the new version or you may get some odd torches issues. In Game Usage: Install the mod into a new or existing save game. Craft one of the Hearthfire Homes, build the cellar, as soon as the cellar is built the dungeon is there (fully functional) Have at least 20 torches in your inventory (40 will be enough for the full dungeon) Head down to your new dungeon and use the torches to adjust the lights the way you want. Activate whatever furniture options you like, you can change them as often as you want. Explore and enjoy! History: Credits: CPU - for scripting lessons, scripts, patience and encouragement Ed86, Musje and Valcon767 for additional scripting advice T.ara for advice on some of the furniture placement and options Psalam, Karlpaws, Donttouchmethere and Valcon767 for being a great bunch of beta testers, making lots of suggestions and generally helping make this mod what it is. Stalactites are by Leodoidao available at Nexus Future Plans: None Change Log: ---- 9th July, 2019 Removed SE version due to problems with markers. ---- Version 1.4 24th June, 2019 ---- Fixed missing script references for both loose and packed LE versions. --- Version 1.3 SE 7th June 2019 Uploaded the SE version. Conversion provided by Fred200. ---- Version 1.3 21st Sept 2018 --- More minor clean up and tweaks Removed some left over dirty edits from the mod's construction Changed the dungeon gates to not reset. If you leave them open they should now remain open until you close them. ---- Version 1.2 17th August 2018 ----- Minor clean up and tweaks ---- Version 1.1, 23nd June 2018 ----- Removed a duplicated interior tower from Winstad Manor (update is safe to install over existing installation) ---- Version 1.0, 22nd June 2018 ----- Uploaded version 1.0 of mod Submitter EinarrTheRed Submitted 06/22/2018 Category Other Requires ZAZ Animation Pack Special Edition Compatible No
  2. View File I consider this mod to be complete. No new versions will be made This is a major rework of ffabris' amazing mod "Cocksmen Village". Due to problems with the original, ffabris pulled the mod. I felt that was a shame, since this quest mod offers some truely unique quests and interactions. So I took it upon myself to rework the mod. And ended up recruiting ffabris to help me with the scripting. He felt so blessed... What is different? All of the dialog has been rewritten. The actors have been "nordified". The quests and scripts have been made more sturdy. What does it do? This is a gay quest mod. It starts when you discover the tiny hamlet of Cocksmen Village, located just south of Ivarstead. Upon finding the village, a series of (sex) quests will start, during which you will meet aedra and, invariably, daedra. You will be taken to places you never dreamed possible! And you will also be given an important lasting task by the most contested Divine in Skyrim. Who can play this? The mod is written entirely with a male gay audience in mind. It could possibly be played by women as well, but it wouldn't make much sense. Sorry ladies. This mod shouldn't interfere with a normal Skyrim playthrough, i.e. it is not quest breaking. Be adviced however that sometimes vanilla scripted events may need to play out before the new quest options become available (i.e. Delphine talking to Orgnar in the Inn, the gathering at the hall in Morthal, Brynjolf approaching you in Riften, etc.) Possible conflicts Apart from mods which alter the area the Village is located, there should be no conflicts with other mods. However, since some vanilla NPCs have been altered, you should place the mod as low as possible in the load order. If you use a TES5Edit Merged Patch, you can get the infamous "neck seam" or "grey face" bugs. In this case, exclude the mod from the TES5Edit merged patch! The behavior of some NPCs has also been altered. This should not cause any problems, but occassionally it can cause NPCs to not show up where they are supposed to be, if you use a mod that changes NPC sandboxing, like Immersive Citizens. However, I reworked the mod with Immersive Citizens enabled and had no problems. If you discover any conflicts, please let me know! Known Issue(s) Occassionally the quest "Blood of a God" won't update properly after getting all the items. Should you get stuck try the following work-around Required mods This mod requires all the mods below, including their requirements Skyrim Legendary Edition (or all DLC) Unofficial Skyrim Legendary Edition Patch Sexlab Sexlab Aroused Redux KS Hairdo Renewal Recommended mods not required but strongly advised Fuz Ro D-oh Silent voice Grimoas - Almighty TALOS - Statue Replacer M2M Gay Animations SkyHunks or Masculinized Level Lists (not both) get all versions of the masculinized level list The Manipulator SexTalk (gay) (a small mod that can initiate sex acts, specifically for gay men) Completely unneccessary Want to have your NPC looking much better? Get these mods: Inhabitants of Skyrim - Version 1 (requires all apachii hair unfortunately) Inhabitants of Skyrim USLEEP Patch Fine Face Textures for Men by Ushi (+ Black subsurface maps for Face and Body + Vampire Patch) Smooth Male Body (SOS) Installation Important! If you have been using the original mod by ffabris, you will have to uninstall it and do a clean save. Preferably also use a tool like Save Game Script Cleaner to remove any traces of the original mod. The scripts have been changed too much and installing over the original mod will most likely cause weirdness! Make sure the mod is below any NPC changing mods, such as NPC overhauls and mods that change NPC behaviour. Updating Some scripts have been changed, so follow the directions as state above under "Installation" F.A.Q. Q: I did the first quest and now nothing happens? A: Yes, there is a pause between the intro and the next quest. Just do some other quests or wait/ sleep at least 24 hours. The next quest will start automagically and give you an update. Q: Why is there a tree sticking out the wall in the manor and the inn! A: You are probably using a tree replacer such as Skyrim Flora Overhaul. Just disable the tree via the console: Open the console (usually with the ~ -key), click on the tree branch you see poking out (make sure you get the actual tree or the wall will disappear! The console should say ObjectTREE in the bottom right of the screen) and type in disable. Should you delete the wall by mistake, type in enable and it should reappear when you exit the console (by using the ~ key again). Using the scroll wheel on your mouse will scroll through the nearby objects, so you can select the ObjectTREE. Q: I am not sure what to do next? Hayulp! A: Pay attention to the dialog and read the journal entries. Everything is explained in there. Usually, but not always, there is also a quest marker. Credits @ffabris - for creating the original mod and his invaluable help! Make an offering in his name! Static dishes and food resource by Tamira Ready Clutter and Furnishings by Lilith NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions. Submitter Vachnic Submitted 11/25/2016 Category Quest Requires see mod description Special Edition Compatible
  3. Cocksmen Village Reborn SE View File This is a major rework of ffabris' amazing Oldrim mod "Cocksmen Village". Due to problems with the Oldrim original, ffabris pulled the mod. I felt that was a shame, since this quest mod offers some truly unique quests and interactions. So I took it upon myself to rework the mod. And ended up recruiting ffabris to help me with the scripting. He felt so blessed... And now I have ported it for use with Skyrim Special edition. What does it do? This is a gay quest mod. It starts when you discover the tiny hamlet of Cocksmen Village, located just south of Ivarstead next to Honeystrand Cave. Upon finding the village, a series of (sex) quests will start, during which you will meet Aedra and, invariably, Daedra. You will be taken to places you never dreamed possible! And you will also be given an important lasting task by the most contested Divine in Skyrim. Who can play this? The mod is written entirely with a male gay audience in mind. It could possibly be played by women as well of course, but it wouldn't make much sense, since everything is written from a male perspective. Sorry ladies. This mod shouldn't interfere with a normal Skyrim play-through, i.e. it is not quest breaking. Be advised that vanilla scripted events need to play out before the new quest options become available (i.e. Delphine talking to Orgnar in the Inn, the gathering at the hall in Morthal, Brynjolf approaching you in Riften, Beheading scene in Solitude, etc.) Possible conflicts - Apart from mods which alter the area the Village is located, there should be no conflicts with other mods. - However, since some vanilla NPCs have been altered, you should place the mod as low as possible in the load order. - If you use Wrye Bash to make bashed patches, EXCLUDE this mod. If you do want to include it in the bashed patch, make sure the altered NPC's from Cocksmen take precedence in the Bashed Patch (drag and drop the potentially overwritten forms from Cocksmen into the bashed patch with SSE Edit) - The behavior of some vanilla NPCs has also been altered. This should not cause any problems, but occasionally it can cause NPCs to not show up where they are supposed to be, if you use a mod that changes NPC sandboxing, like Immersive Citizens. If this happens, please revert to a previous save and play with the conflicting mod disabled. After the quest you can turn it back on. It affects just one quest. - If you discover any conflicts, please let me know in the forum (not private messages)! Known Issue(s) When entering the Inn to talk to the innkeepers (first quest), make sure you are dressed or the quest dialog will not show up Required mods This mod requires all the mods below, including their requirements!! Skyrim Special Edition (=all DLC) Unofficial Skyrim Special Edition Patch Sexlab SE v. 1.63 (or higher) Sexlab Aroused Redux SE Fuz Ro D-oh Silent voice SE (Also have subtitles enabled) KS Hairdo SE (at least the male version, female version is optional for this mod) Recommended mods Not required but strongly advised M2M Gay Animations (SE version is in the download section of the mod) Tempered Skins for Males SOS full version Schlongs of Skyrim SE Masculinized Level Lists (Oldrim, no need to convert it) The Manipulator SE SexTalk (gay) SE A fun addition could be "Voice pack for Cocksmen village Reborn SE". So you can hear the men speak their lines. Installation Just install with your favorite mod organizer. I use MO2. Make sure the mod is below any NPC changing mods, such as NPC overhauls, beautification/ hair mods and mods that change NPC behavior. Updating When updating to the latest version (v 1.5) you MUST start a new game because some of the scripts have been altered. F.A.Q. Q: I did the first quest and now nothing happens? A: Yes, there is a pause between the intro and the next quest. Just do some other quests or wait/ sleep at least 24 hours. The next quest will start automagically and give you an update. Q: Why is there a tree sticking out the wall in the manor and the inn?! A: You are probably using a tree replacer such as Skyrim Flora Overhaul. Just disable the tree via the console: Open the console (usually with the ~ -key), click on the tree branch you see poking out (make sure you get the actual tree or the wall will disappear! The console should say ObjectTREE in the bottom right of the screen) and type in disable. Should you delete the wall by mistake, type in enable and it should reappear when you exit the console (by using the ~ key again). Using the scroll wheel on your mouse will scroll through the nearby objects, so you can select the ObjectTREE. Q: I am not sure what to do next? Hayulp! A: Pay attention to the dialogue and read the journal entries. Everything is explained in there. Usually, but not always, there is also a quest marker. Credits ffabris - for creating the original mod and his invaluable help! Make "an offering to Talos" in his name! Static dishes and food resource by Tamira Ready Clutter and Furnishings by Lilith Art work are ffabris originals and are NOT permitted to be used elsewhere without his explicit consent! NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions. Cocksmen Village Reborn SE v1.5.7z Submitter Vachnic Submitted 06/29/2018 Category Adult Mods Requires See decription Regular Edition Compatible No  
  4. Version 1.5

    7,785 downloads

    This is a major rework of ffabris' amazing Oldrim mod "Cocksmen Village". Due to problems with the Oldrim original, ffabris pulled the mod. I felt that was a shame, since this quest mod offers some truly unique quests and interactions. So I took it upon myself to rework the mod. And ended up recruiting ffabris to help me with the scripting. He felt so blessed... And now I have ported it for use with Skyrim Special edition. What does it do? This is a gay quest mod. It starts when you discover the tiny hamlet of Cocksmen Village, located just south of Ivarstead next to Honeystrand Cave. Upon finding the village, a series of (sex) quests will start, during which you will meet Aedra and, invariably, Daedra. You will be taken to places you never dreamed possible! And you will also be given an important lasting task by the most contested Divine in Skyrim. Who can play this? The mod is written entirely with a male gay audience in mind. It could possibly be played by women as well of course, but it wouldn't make much sense, since everything is written from a male perspective. Sorry ladies. This mod shouldn't interfere with a normal Skyrim play-through, i.e. it is not quest breaking. Be advised that vanilla scripted events need to play out before the new quest options become available (i.e. Delphine talking to Orgnar in the Inn, the gathering at the hall in Morthal, Brynjolf approaching you in Riften, Beheading scene in Solitude, etc.) Possible conflicts - Apart from mods which alter the area the Village is located, there should be no conflicts with other mods. - However, since some vanilla NPCs have been altered, you should place the mod as low as possible in the load order. - If you use Wrye Bash to make bashed patches, EXCLUDE this mod. If you do want to include it in the bashed patch, make sure the altered NPC's from Cocksmen take precedence in the Bashed Patch (drag and drop the potentially overwritten forms from Cocksmen into the bashed patch with SSE Edit) - The behavior of some vanilla NPCs has also been altered. This should not cause any problems, but occasionally it can cause NPCs to not show up where they are supposed to be, if you use a mod that changes NPC sandboxing, like Immersive Citizens. If this happens, please revert to a previous save and play with the conflicting mod disabled. After the quest you can turn it back on. It affects just one quest. - If you discover any conflicts, please let me know in the forum (not private messages)! Known Issue(s) When entering the Inn to talk to the innkeepers (first quest), make sure you are dressed or the quest dialog will not show up Required mods This mod requires all the mods below, including their requirements!! Skyrim Special Edition (=all DLC) Unofficial Skyrim Special Edition Patch Sexlab SE v. 1.63 (or higher) Sexlab Aroused Redux SE Fuz Ro D-oh Silent voice SE (Also have subtitles enabled) KS Hairdo SE (at least the male version, female version is optional for this mod) Recommended mods Not required but strongly advised M2M Gay Animations (SE version is in the download section of the mod) Tempered Skins for Males SOS full version Schlongs of Skyrim SE Masculinized Level Lists (Oldrim, no need to convert it) The Manipulator SE SexTalk (gay) SE A fun addition could be "Voice pack for Cocksmen village Reborn SE". So you can hear the men speak their lines. Installation Just install with your favorite mod organizer. I use MO2. Make sure the mod is below any NPC changing mods, such as NPC overhauls, beautification/ hair mods and mods that change NPC behavior. Updating When updating to the latest version (v 1.5) you MUST start a new game because some of the scripts have been altered. F.A.Q. Q: I did the first quest and now nothing happens? A: Yes, there is a pause between the intro and the next quest. Just do some other quests or wait/ sleep at least 24 hours. The next quest will start automagically and give you an update. Q: Why is there a tree sticking out the wall in the manor and the inn?! A: You are probably using a tree replacer such as Skyrim Flora Overhaul. Just disable the tree via the console: Open the console (usually with the ~ -key), click on the tree branch you see poking out (make sure you get the actual tree or the wall will disappear! The console should say ObjectTREE in the bottom right of the screen) and type in disable. Should you delete the wall by mistake, type in enable and it should reappear when you exit the console (by using the ~ key again). Using the scroll wheel on your mouse will scroll through the nearby objects, so you can select the ObjectTREE. Q: I am not sure what to do next? Hayulp! A: Pay attention to the dialogue and read the journal entries. Everything is explained in there. Usually, but not always, there is also a quest marker. Credits ffabris - for creating the original mod and his invaluable help! Make "an offering to Talos" in his name! Static dishes and food resource by Tamira Ready Clutter and Furnishings by Lilith Art work are ffabris originals and are NOT permitted to be used elsewhere without his explicit consent! NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions. Cocksmen Village Reborn SE v1.5.7z
  5. Red Rocket Luxurious Underground Living Estate View File The Luxurious Red Rocket Underground Living estate is a mod that features: - Fully decorated and optimized living space. - Complete follower (that works outside the follower system so you can recruit anyone else you want in your party) - 2 'Hyper Combat' / 'Laser Eye' cats called Milo and Lucy. Requires: - WORKSHOP DLC (!) The mod and accompanying video should speak for itself. (Please allow youtube some time to render the 1080p/60fps version) Submitter Reginald_001 Submitted 07/23/2021 Category Companions Requires Fallout 4 Workshop DLC  
  6. Beastess Lairs View File This mod adds a series of caves to the world of Skyrim. I made this mod for my Beastess, because I couldn't find a home that suited my needs. It was designed for simple wildling characters, so don't expect underground strongholds, just empty caves where you can sleep and store some items. The poster girl is not included ^^ You can click on these for additional screens, but some of these galleries contains NSFW pictures. The mod is using only vanilla assets. You don't even need DG or DB. The mod will conflict with any mod that alters the areas where the cave entrances are. Enhanced Landscapes does block the entrance to the Whiterun cave. Undeath reportedly blocks the entrance to the cave in Falkreath Hold. SSE Port by nomkaz PELTAPALOOZA - Hi-res pelt texture replacer. Hectrol CAVES DELUXE HighRes Retex Vivid Landscapes - Dungeons and Ruins or Vivid Landscapes - All in One All this was inspired by the lion cave from The Ghost and the Darkness. Submitter Vivi Submitted 11/10/2014 Category Other Requires Special Edition Compatible Yes  
  7. Version 1.0.8

    1,563 downloads

    The Luxurious Red Rocket Underground Living estate is a mod that features: - Fully decorated and optimized living space. - Complete follower (that works outside the follower system so you can recruit anyone else you want in your party) - 2 'Hyper Combat' / 'Laser Eye' cats called Milo and Lucy. Requires: - WORKSHOP DLC (!) The mod and accompanying video should speak for itself. (Please allow youtube some time to render the 1080p/60fps version)
  8. Dwarven Modular Automaton + Automated NPCs View File Dwarven Modular Automaton A Robotic Body Outfit System Lore In the last decades of the Dwarven race, the Dwemer of Skyrim found themselves in a war. The remnants of the conquered Snow Elves revolted against the cruel masters who had blinded and enslaved them centuries before, and the Dwemer were forced to face an implacable enemy deep within the heart of their workings. Seeking a new weapon to beat back this rebellion, a certain clan of Dwarven researchers built upon earlier experiments to find a way to combine the signature achievement of the Dwarves, the Automaton, with the combat talents of the Falmer's natural enemy, the Nords. The pinnacle of this effort was the Modular Automaton design, a model of humanoid construct featuring interchangeable body parts to allow for a wider variety of fighting styles than existing automatons were capable of, with the minds of the Dwarves' human test subjects implanted into them to take advantage of their more flexible tactical thinking. Plans were made to seize warriors from the human cities and use them as the basis for whole armies of these brass soldiers, and after using them to sweep the tunnels clean of the wretched Falmer perhaps the Dwarves would have returned them to the surface as conquerors. Fortunately for the Nords of Skyrim the Battle of Red Mountain put an end to every Dwarven scheme. Only a few prototype production lines had been constructed before the Dwemer vanished from Nirn, with only a small number of unfortunate test subjects left behind in the empty laboratories. And perhaps due to the inclinations of the researchers behind the project every one of these test subjects was a woman. The designs for the male warriors were never produced, and only this initial 'Maiden' series was completed before the end. No one knows where these lost projects were hidden. Few even had a hint that they ever existed. But recently, something happened to change that. The last soldiers of the Dwemer are finally seeing the light of day. ...And new ones are being built. Design Features The Dwarven Modular Automaton is a body-replacing outfit that can be used to turn players or NPCs into robotic constructs. It uses Skyrim's basic outfit slot system to accomplish this in the most straight-forward way possible. Head Systems The subject's head can be implanted onto the Automaton body directly, or further supported by a neck frame (slot 45) and enclosed within a glass dome (slot 31). Alternatively the brain itself can be removed and encased within glass or armored capsules in a replacement head structure (slot 30). It is also possible to copy the subject's mind into one of an array of crystalline matrices (slot 43) and mount that into a purpose-built frame. Faces copied from ten of the original test subjects were produced for the replacement heads, with fifty different expressions in three materials- flesh, cast brass, and stone- for one hundred and fifty available options (slot 44). A 'null' face consisting of just the eyes is also provided, along with two animal-based masks, a pair of featureless faceplates in brass and steel, and a wide array of head coverings. Core Systems The upper torso (slot 32) functions as the foundation of the construct, containing a Heart crystal that binds the Aetheric Body that provides motive power to the machine, the processing elements for the magi-magnetic joint system that allows the construct to exercise a wider range of motion than it would physically be able to employ, and mana storage tanks to replace the magicka pool of subject's original body. A variety of models were produced in differing armor designs and capacities. Pelvis and Limb Types The lower torso and hips (slot 49), arms (slot 33), and legs/feet (slot 37) are divided into three main types with two limb sub-types. Alternate versions of the pelvises are provided to allow for a degree of interchangeability between leg types, as well as legless 'unassembled' versions for decorative purposes. Type B - Based on Nisetanaka's Dwarven Bikini Cyborg, this type's pelvis features a skeletal design for more inhuman Automatons. It comes in Model B for use with the Type B legs and Model E for use with Type E-based legs. Both versions of the original Bikini Cyborg design's legs are available, as well as a new 'short' type without the height adjustment. The 'disassembled' option lowers the character's height to the level of the Model B leg caps, allowing for legless locomotion. Several combinations of normal and weapon arms are provided. Type E - Based of Edhildil's Dwemer Cyborg sets, this type adapts the Dwarven Centurion's pelvis for a bulky, robotic design. The Model A version uses the original design's Centurion-based legs, with assorted feet provided for them. The Model E version is based on the updated design, with skeletal legs connected to a mid-thigh cap. Versions of these legs with the different foot options are available, as well as a 'disassembled' option set to the Model E height. Type G - Based on Vicn's Dwarven Gynoids, this type features a pelvis and lower torso elaborately built up into a stylized humanoid shape to pair with the original design's human-like legs on the Model A version. The various original Gynoid feet are available for use with this model, as well as a new high-heeled design built for use with either this or the Type E legs. The model B and E versions of this pelvis also feature more humanized proportions. Additional swappable armor pieces are provided for use with the Type G arms and Model A legs. Type CR - Animal-themed limbs based on the Dwemer Dog and elements from the Dwemer Steam Horse models, for use with the Model E pelvises. Come in Beast and Pony versions, and are paired with matching tails (slot 40) and animal-based masks. Type DD - Based on MaikCG's Dwarven Devious Cuirass, and arm and leg set for use with the Model E pelvises. Has a matching Core unit taken from the same design. Type HV - Based on Gigadeux's Dwarven Heavy Armor, providing a more practical humanoid design. Comes in both the normal and 'ebony' texture variants. The matching helmet has been modified with glowing eyes, and can be used in conjunction with the slot 30 head frames. Type NULL - These tokens block off the head, hand, or foot slots, allowing you to have headless or limbless automatons without the original human body parts appearing. Does not block any actions. Weapon Systems Invisible 'style' versions of the Dwarven one-handed weapons are provided for use with the Type B and CR weapon arms. A full set of duplicate vanilla Dwarven weapons is also available, these have had their speeds raised to simulate the physical boost provided to an Automaton. Type XXX Body Brass-Jointed Dolls Lore Years ago a mildly infamous researcher of Dwemer automatons vanished following the collapse of his dig site. As it was not uncommon for either digs into Dwarven ruins to collapse or for automaton researchers to fall victim to the subject of their studies, this event largely passed without comment. However, some concerns were raised by the contents of a damaged journal found in the burnt-out remains of his encampment. The final legible lines stated simply: "I understand it now. It all makes sense." "The Dwarves were perverts." Design Features The Type XXX Body is a collection of humanoid bodyparts mounted in mechanical fittings that utilize the Modular Automaton outfit system. These can be used to create mechanical Doll or Statue outfits, or mixed with the robotic DMA parts. Core & Pelvis Systems Replicating the human torso, these parts are offered in a collection of [FW] (Fixed-Weight) and Variable styles. The [FW] models are pre-built to a variety of body shapes from the UUNP family, and will display as-is regardless of the body settings of the character they are equipped to. The Variable models work with BodySlide to replicate the user's body presets, and are compatible with mods that use Bodymorphs to change body shapes. All parts are nude by default, but can be equipped with removable 'modesty plates' or bikini sets using slots 48 and 52 matched to each part. A selection of pelvises designed to work with the Type B and E legs from the robotic DMA sets are also included, while the Variable pelvises and some of the UNP sets include versions with the full Type G legs. Two '/A' model torsos are available, incorporating a breastplate for some slight additional protection. Limb Systems Bare and high-heeled feet are offered in both Fixed-Weight and Variable versions. The Variable type's primary feature is a Bodyslide-capable cuff at the point where the foot and body models join, allowing these to be used with regular human bodies. Variable versions of the arms are not offered due to some limitations in the way the mechanical shoulders work, so these are only available in High and Low weight versions based on the UNP preset. A variable version of the hand by itself was possible, and this is also offered for use on regular human bodies. Materials These bodyparts are available in four materials: D (Doll, regular flesh), S (Statue/Stone in a bright white marble), M (Metal, polished Dwarven brass), and R (Rubberized, a slightly shiny black coating). The D models will reflect the skin tone settings of the characters they are applied to, while the rest will replace them with their own surfaces. D and R models feature full Beast Race support, but S and M versions do not at this time. D, R, and S versions are available for all Core and Pelvis models, but the M material is restricted to the Variable set and the pelvises equipped with Type B or E leg adaptors, as well as a selection of chest units intended to be used with them. D and R models feature full body physics, while M and S have had their 'bounce' bones removed to reflect the more solid materials they are made with. Modesty plating matched to each bounce type are provided, but the bikini sets are restricted to the D and R models. Head Systems To better interact with the humanoid neck shape, new bases for the DMA head equipment had to be designed. These are included as the 'Doll Type' Heads and Neck Frame. Unlike the previous set these can not be used on their own with regular human bodies as they do not cover the gap left at the base of the neck when removing the original head. To rectify this the Doll Collar is also included; this is a copy of the neck cap from the Type XXX Cores with BodySlide capability and head weighting added, set to use slot 45. This allows it to be used as a collar on any humanoid character, as well as a base for the Doll Type heads or as a full head remover when used with the existing NULL head token. Using the character's existing head on the Type XXX bodies is also possible, as the built-in neck caps fully cover the seam. If further separation is desired the Doll Type Neck Frame can be used, or a slightly modified copy of the Dwarven Bikini Collar III is available for a more streamlined look. Extras Some additional parts developed during the process of building the Type XXX Bodies: Horror heads, a selection of replacement heads built with the Skull clutter model. The skull has been reshaped to fit into most headgear. Offered in Brass, Rubber, Stone, and the original bone textures. Also includes a pair of robotic eyes that can be placed into the empty sockets. Can be used in conjunction with the PK faceplates, but not the Subject faces. Model MC Cores, robotic chests with humanoid breasts mounted on them. Offered as a Variable type and a fixed-weight 'expanded' shape both with and without a 'milking' apparatus, in material types D and R. Phalluses, a collection of snap-on tools for various sorts of hard work. Set to slot 51, and can be used with both the Type XXX and the robotic pelvises. Pedestals, non-humanoid pelvis units for characters that don't need to get around very much. Intended for use with other mods that can force a fixed pose onto a character. Wigs, a large assortment of hairdos sourced from the Apachii, KS, and Holiday hair set mods. Also come in stone and brass versions. Full Ground Model Support All body parts can be dropped into the game world. Automated NPCs The Experiment Is Still Running Lore Rumor speaks of strange happenings south of Old Hroldan, of Dwemer constructs with the faces of women being seen roaming the back-country at the foot of the mountains. What their purpose is or where they came from no one can say, but a witness swears that he recognized one of them... Design Features The Automated are a large group of characters that have been rebuilt with Modular Automaton parts by a mysterious Dwarven machine. Trapped for centuries within the halls of their Facility, they have only recently regained access to the outside world. Specifications Functionally, the Automated are normal NPCs that have been physically rebuilt for the DMA system. Their head meshes have been modified to produce a 'mask' effect, and their default 'nude' bodies have been replaced with versions of the Doll Type head frames set to slot 59, maintaining their robotic forms even if stripped of their DMA bodyparts. A subset of the group is set up as a new Automated-specific race with null head and mouth meshes, which allows them to use the head-replacing slot 30 head frames and mask parts without coming into conflict with those meshes, as is sometimes the case when using them with Vanilla races. Roles Dozens of Automated have been produced by the Machine over the centuries. Many of them are willing to explore the outside world with you as your followers, and have a variety of skill sets to use in battle. Others have gone rogue and can be found in various places outside of the Facility, where they may object to your presence should you intrude upon them. Between these two groups are a number of neutral citizens who don't really care about you either way. One thing all Automated share, however, is a programmed-in hatred of the Falmer. The Facility The Automated call these ancient Dwarven chambers home, and have done their best to maintain them. They may serve as a convenient base for your adventures, with a teleportation system that allows you to instantly return to them from anywhere. Physical access is more treacherous, with the only routes being a one-way drop in or a long struggle through a nearby Falmer-infested cave. The drop is probably easier. This entrance isn't marked, but if you look around the top of the cliff behind the Dibella shrine you're sure to find it. Character Parts Several variant body parts with the intent for use with specific Automated characters have been grouped as 'DMN' parts. These include but are not limited to burned, muscular, patchwork, and icy skin variants of specific parts, weighted but not Variable versions of the D2 and MC torsos built to the UNPB body type with matching chest coverings, and a set of modified 'clothed' bodies. Also included is the XV series of faces, built from Vanilla meshes, consisting of many faces also used for the Automated along with a selection of notable Vanilla NPCs. Quest This mod does not have a quest. There is an implied storyline, largely spelled out in a series of journals that can be found in the Researcher's bookcase, but no actual quest elements or objectives exist. The Automated serve mainly as a showcase for the DMA system and a source of followers. No expansion upon that is planned at this time. *Experimental* Automated Player Option An optional file is available to download which will replace the default female head mesh and face textures with ones modified to display the mask effect, which will then apply that effect to the player. Used in conjunction with an appropriate head frame and DMA body parts, this will give a female player character the same appearance as an Automated. Non-Automated NPCs with properly generated FaceGen meshes will not display these changes, but ones lacking a FaceGen, who can be identified by the 'grey face' bug they will also be displaying, will have their heads rendered as a face floating in mid-air over their body. This initial experiment consists of the Vanilla head mesh paired with a modified copy of the Fair Skin face texture, but other variants may be considered if there is demand for them. Installation and Use Due to the increasing scale of the mod eclipsing LL's upload limits, the full download has been consolidated to one file and moved off-site. Download the text file and use the link within it to access the full file on Mega. Install as normal from there. Pre-generated versions of the Variable models built with my personal moderately customized UNPB-based preset are included to avoid the 'invisible body' issue. Please remember to run these parts in BodySlide to conform them to your own preset. They can be found in the 'DMA - BodySlide Parts UUNP' group. Some texture paths are reused from Dwarven Cyborg Collection and SeXtreme Loading Screens, so you may be prompted to overwrite some files if those mods are installed. A change was made to the statue texture, please allow this to overwrite to get the brighter white marble color. Otherwise the textures are unchanged. XPMSE is required as some parts of its extended bone set are utilized. Racemenu is required for the NiOverride height system. Examples of (probably) all of the items added by this mod can be found in respawning containers within the Facility. In-game crafting is not provided, for various reasons. Can be searched for in the console under 'DMA', but the number of results absolutely will exceed the console's backscroll. Use of AddItemMenu is advised. For the SE version, the appropriate versions of those mods will be required instead: XPMSSE, Racemenu SE, AddItemMenu SE To change an existing character into an Automaton, a Core Unit must first be equipped to replace their original body. From there the pelvis and limbs can be added. Floating hands and feet will be visible until parts using those slots are equipped. Parts are not intended for use without a Core equipped, and will look messy if used so. Head elements, however, can be used independently from the body system if desired, although the masks are intended to be used only with the replacement head units and will look even more messy without them. 'NoStrip' keywords are applied to all primary body parts, while 'AlwaysStrip' is applied to the modesty plating and bikini sets for proper functioning during scenes. The 'SoS Revealing' keyword is applied to all torsos to allow for proper use of the slot 52 parts. Sure-To-Be-Asked Questions SE version? Yes, with thanks to Holzfrau for the conversion. Only covers the first release version of the mod at present. Updated version TBD. What body does it use? As a complete body replacer, Dwarven Modular Automaton is effectively body-agnostic and can be used with any installed body type. The Type XXX bodies do complicate this a bit, however. While they are built using the UUNP HTD and Special body meshes, their textures have been re-pathed to an isolated location which will allow them to be used independently of the user's installed body texture, side-stepping the main point of conflict between the UUNP and CBBE bodies. The Fixed-Weight models should be usable by anyone right out of the box, but the Variable sets are currently only built using the UUNP sliders which may cause some issues for CBBE users. Can they put some clothes on? A qualified No. For the Fixed-Weight Type XXX models it's mostly impossible, as the game treats them as outfits themselves and not bodies. The result of this is that any clothing applied to them will be conformed to the character's original body shape, not the shape of the Fixed-Weight part. The Variable models do conform to the character's original body shape, so they are capable of some clothing use. However this is complicated by three things: First, slot 32 must be occupied by a DMA core for the system to work, so normal outfits are unusable. A top that uses an alternate slot such as the cyborg-use Dwarven Bikinis must be used instead. Second, several bones were removed from the upper torsos to avoid clipping and distortion on the mechanical parts, which also results in clothing that expects those bones to still be there to potentially clip through the body in various ways. The removal of the bounce effects from the M and S versions causes and even more extreme version of this problem. Third, The various mechanical parts and gaps added into the body severely limit the number of clothing designs that could be used without having bits of machinery clipping though them or shoulder straps hanging in mid-air. Designs that can account for all that are hard to come by. Male versions? Due to the mods the majority of parts were sourced from being female-only, male-use options are not provided. Known Issues There is a known major conflict with an element of Devious Devices that may result in the Pelvises appearing to vanish or fail to equip. This is caused by DD's 'Device Hider' function, a feature that is intended to remove the model of a device from the character to prevent it from clipping through when the character is also wearing 'normal' clothing, which it broadly assigns as anything using slot 32. Unfortunately this function is turned on in DD by default, and given the large number of slots DD uses this tends to play havoc with other multi-slot outfits. The specific conflict with the Pelvises is that they use slot 49, which is also used by DD's chastity belts. My personal recommendation is to turn the Hider off entirely unless it's a feature that you actively use. To do so, go into DD's MCM and open the 'Devices Underneath' tabs, then find any entry that has a slot assigned and change it to 'None'. This seems to turn itself back on when starting a new game, so check it after exiting Helgen or the Live Another Life cell. An additional conflict with Devious Devices is possible in the case of the Automated-specific head frames. The default version of these used as the 'nude body' of most Automated is set to slot 59, which is also used by DD's arm cuffs. As such anything that force-equips arm cuffs may displace the head frame, leaving the Automated's face floating over their body. Alternate versions of the head frames set to slot 50 are included that can be used if needed. The theory here is that the DMA arms aren't particularly compatible with arm cuffs anyway, while the vaginal piercings on slot 50 might see some use with the Type XXX pelvises, but really DD just uses so many slots that it's impossible not to run into it somewhere. Updating the mod mid-save can cause a minor but irritating error with the SoS 'revealing' system. A keyword was added to all DMA torsos to mark them as 'revealing' by default in order to insure that they would work with the slot 52 modesty options, but evidently the SoS system only registers the presence of that keyword when an item is first encountered during a game. If it has already seen an item prior to the keyword being added and has it marked as 'concealing', it will continue to treat it as such. The problem with this is that the pre-set outfits on most of the Automated include a slot 52 element, and if SoS thinks that their torso should be 'concealing' it will displace either the slot 52 element or the torso piece. While the former isn't that big of a deal, unfortunately it usually seems to do the latter instead. So if the first time you encounter an Automated they're just head and limbs floating around an empty space, this is probably the cause of it. Bodyslide support is offered with the Variable models, but results are not guaranteed. The mechanical parts involved only offer so much flexibility, and more extreme presets are highly likely to experience issues with scraps of skin mesh clipping through or distortion of the mechanisms. Beast Race support has been added, but it has some limits. Khajiit and Argonian head shapes are difficult to make masks of, so they do not have the full Automated effect at this time. It is recommended to use them with the D2 torsos due to the complications caused by their necks. When using the R bodies, the texture on the character's original tail does not change. The R tails are provided to rectify this. Please also note that the majority of parts use the Feminine series of Beast textures. Feel free to swap them out for your preferred texture sets. The D models do conform to the character's skin tint settings, but they use an isolated copy of the Fair Skin texture set which may result in the colors not matching well between the D model's skin and the character's original head should it be retained due to differences between how the texture mods parse the tint. In addition to this the flesh versions of the SeXtreme masks do not color match to the character's skin tint at all, as they are built in a completely different way from the Vanilla Skyrim faces. New faces matched to the preset skin tints are planned, release TBD. Skyrim seems to have some limitations on overlays applied to the skin textures that may affect the Type XXX bodies. Tattoo-style overlays appear to only be applied to parts on the main body, hand, and foot slots (32, 33, 37), and as such do not appear on the Type XXX pelvises or upper arms, which use slots 49 and 34 respectively. Bloodspray decals also appear to pool on the upper torso and hands. The Stone pelvises have noticeable texture seams at the hips; this is due to replacing the skin texture with a solid 'block' texture that is not mapped specifically to the skin mesh. Customized skin textures would have to be created to rectify this, which is a bit outside of my skill set. The Type XXX arms are internally split into two pieces using slots 33 and 34 due to the hand and arm textures being in different files, and Skyrim refusing to apply two different skin textures to different meshes on the same model. As a result of this, the Type XXX arms are not compatible with the Type G forearm armor, which also uses slot 34. Neither can be changed to a different slot, as models not using slots 33 or 34 do not show up in first-person view. The Type XXX Pelvises include a vagina model, primarily for anatomical correctness. Unfortunately the collisions or some other element needed to maintain the functional animations appear to have been lost at some point in the build process, and I'm afraid I don't know enough about how they work to restore them. While they are not hard requirements, it is recommended to have all the standard DLC installed as some parts do source their textures from them. Parts were arranged to minimize clipping and distortion, but all possible poses or animation sets could not be accounted for. Some oddness may occur in more extreme positions. The Facility is very overstuffed with NPCs and decorations. Weaker systems may have some difficulty with it. Follower pathing in the lower area of Gloomreach is screwy. Something prevents them from entering properly into the lowest part of the second cave and causes them to run off trying to find another route, leaving you behind. The teleportation spell to return to the Facility has been inconsistent about moving followers. In testing it has not been depositing them at the landing point with the player, as intended. Instead they enter the cell via a physical entrance and run over, or sometimes get lost. I'm unsure why this is happening, as I used the same teleportation script in a different mod years ago and never had any similar problems with it. I intend to try an fix this in the future, but recommend using a follower tracking mod in the meantime just in case. (And in general, they're useful.) Some changes were made to the Dibella shrine south of Old Hroldan. These may conflict with other mods that change this area, particularly any that add a statue to the plinth. Don't enter the Cistern. It's not done yet. In the least. The Pony mask is malfunctioning in the SE conversion. Cause unknown at this time. Credits Face models sourced from azmodan22's SeXtreme Loading Screens Limb elements sourced from The Amazing World of Bikini Armour! Edhildils Dwemer Cyborg BBP Edhildils DMRA Store Vicn Creature Pack Gynoid credits: Enhanced Character Edit by ECE Team DIMONIZED UNP female body by dimon99 Hair packs of TES IV Oblivion for Female Only by Radioragae REN Peggy NewSea SKS Dwemer Dog Follower Dwemer Steam Horse Dwarven Devious Cuirass Girl's Heavy Armors Armor sourced from UNP Spice Gear Collection Remodeled Armor Sexy Vanilla Female Armor BD UUNP Dragonborn Armor Replacer Peacekeeper Armour Type XXX meshes and textures BodySlide and Outfit Studio Fair Skin Complexion Feminine Beast Races Additional elements from Clockwork (Clockwork Castle) Nova Catsuit Dwemer Over Technology Resources Ghogiels Brain Remastered Static Mesh Improvement Mod DG High Heels Skyrim Strap Ons Sexy Nixy & Sexy Dwemmy With special thanks to Holzfrau ...And viewers like you Submitter AVS Submitted 03/29/2019 Category Armor & Clothing Requires Racemenu, XPMSE Special Edition Compatible Yes  
  9. View File Welcome to the Deserted Radio Station - Couriers Home Mod Version 1.0 by Morgan Riggs About The Deserted Radio Station is my first mod for Fallout New Vegas. It is a smaller but organized and functional player home. The home includes the absolutely amazing mod "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8, for sorting equipment from your inventory to your home. The Radio Station is a lore friendly home with a cozy vibe to it. It is located between the strip and Vault 34 upon the hill of Vault 34. THIS MOD IS NO LONGER BEING UPDATED AND IS CONSIDERED COMPLETE. Other mods I've made WoSD - Weapons of Sex Destruction Boxing Gloves retexture - RENO ATTENTION! When you are updating to newer versions please make sure that you equip all your stored items and move your character out of the building and area. This is in case of updates that could interfere with your placement of your character or storage of items. Features A lore friendly home for you character Fully functional equipment sorting system to sort your inventory to containers in the radio station for both the lower and upper floor. (See the Sortomatic mod for more information on how to use it) A nice view overlooking the strip, Helios and Lake Mead A map marker for fast travel A small quest that gives some history of the place and its previous owner A unique weapon found later in the quest. It is slower than the original weapon but has more of a kick to it and uses a different kind of ammo! A bird pet static in the radio station Compatibility / Requirements This mod is using various items and clutter from four different expansions of Fallout New Vegas it also uses Sortomatic Mod. Expansions Dead Money Old World Blues Honest Hearts Lonesome Road Mods "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8 NVSE BUGS / ISSUES If you would notice or experience any bugs please do contact me via private message or in the posting section of this page. All feedback is greatly appreciated! Try to get photos or video capture of the bug that you've experienced. Credits Many thanks goes out to - tunaisafish and Gribbleshnibit8 For making an excellent mod tunaisafish and Gribbleshnibit8, Sortomatic - Modders Resource - Mike Hancho For making some excellent mods and tutorials on youtube that actually got me started modding Fallout New Vegas I hope that you will enjoy this new home, and please take a moment to endorse and give me some feedback so that I can improve and become a better modder. mod by Morgan Riggs Submitter MorganRiggs Submitted 12/23/2015 Category Other Requires NVSE, Sortomatic, Dead Money, Old world blues, Honest Hearts, Lonesome Road  
  10. Slavemarket View File Slavemarket This is my first mod and it is not ready at all. So don't blame me to harshly. I've decided to put it up for general discussion and maybe find someone who wants to keep working on it. As a part time slave hunter, I've always wondered why the dungeons always seem so dark and uninviting. After all, they want to sell their goods and offer them to customers in the most appealing atmosphere possible. That's why I sat down and built a slave market as I imagine. At the moment it is a playerhome with room for about 8 slave followers and about 10 further sleeping places. You will find the entrance at the bottom of Azuras Statue hard Requirements Skyrim DLC Heartfires, Dawnguard ZaZ Animation Pack - Tara's Edition V.8.0 plus* Credits Oaristys LorSakyamuni Stroti (for some metal textures) Gizmodian Phitt Hoddomir Jet MJY Kallies Installation 1. Drop the data pack into your steam Skyrim folder. You can use Any Mod Manager of your Choice 2. Activate the ESPfile in NMM or similar or enable the Slavemarket.esp file manually 3. Have fun und take a lot of screenshots (optional, cause my PC is too low end to take good pics) Further plans Add two mercants, who sell Food and Taras Devices. Add 4 more Slaves to use the different possibilitys. Add about 3 more slavers Submitter Harvald Submitted 10/10/2018 Category WIP / Beta Requires ZaZ Animation Pack - Tara's Edition V.8.0 plus* Special Edition Compatible No  
  11. Kuroyami

    Lunarium

    Description Little is known of this place, beyond it's Dwemeri origins, this ruin seems to have stat abandoned outside Markarth for centuries, with seemingly no excuse as to why no one from the hold capital took the time and effort to develop it. But with the arrival of a wealthy and influential Equinian noble from Hammerfell, it was seen as once again functional inside of a month, including once cold pipes spewing steam, and Dwarven automatons standing guard outside what some began to consider a fortress, in spite of it's small exterior, as those who knew, understood that the location might go down for miles underground. Soon enough, any who spoke of the location learned that it had been dubbed the Lunarium, supposedly due to the Dwemer machinery bowing to their new tenants with far more ease than the population of Markarth, who may have had to fight for their inhabitation of the formerly Dwarven City. Characters* Aida Lunaris, Equine, TSF - Though she is of Equinian Royalty, she rarely tosses this fact around among her own race, and only as a point of fact among others. A famed member of the Convergence, equally more of a matter of her skill with magic. Minza, Equine, F - Somewhat meek and understated, she completes some simple tasks within the Lunarium, such as cooking and some basic cleaning. But she is not a underpaid servant, as she has spacious quarters, and access to all the comforts that any and all other are afforded among the Equines. She greatly respects Aida, and sees little reason to be critical of someone who treats her so well, but has been known to make her opinion clear to the woman she works for, if there ever was a need. Rivan, Equine, M - (W.I.P) Acada, Cervine, M - Heavily involved with the politics of the Equinian race, though he is only an assistant to an Equinian Councilor. Otherwise, this rather small Cervine has traveled to Skyrim with Aida, in order to better understand a province in the midst of such a political climate. As such, he has traveled to each of the Hold capitals, speaking with each Court in hopes of seeing their viewpoints firsthand. Colt, Equine, Mage, M - A traveling mage, whose connections with the Convergence is not exactly well known, though only a few in his journeys have recognized it. Zhak, Equine, Nightblade, M - From a rather isolated region of the Equinian territory, his views on modesty somewhat match a race much more well known in the Empire than his own. This reflects his combat style, which favors a degree of stealth, alongside his skills with sword and sorcery if that fails - this including his preference for lighter armor, or practically none at all, supplemented with defensive magic. Levion, Equine, M - A member of the Imperial Legion, who still tends to act with a sense of honor, even if his current profession is nothing short of mercenary. *-Some of these characters may or may not appear in this location, listed here is a matter of this location being heavily related to a quest that may, or may not start here. Quests Lessons - Started in at least two potential ways, this quest sees the player attempting to correct a loose end from five years ago, assisting a potential follower in the process, alongside the Equine race as a whole. Screenshots
  12. View File YOU NEED TO HAVE THE HEARTHFIRE DLC ENABLED FOR THIS MOD TO WORK. This mod adds to the game a basement in the Inner Sanctum that you can use as a player home. For role-play purposes it would make more sense to do the quest "The Heart of Dibella" before you use this mod (although this mod will work even if you have not done that quest yet). All containers should be safe to store items in. Look at the title image to see where the entrance is located. Anyway, enjoy my mod Submitter OverGamer Submitted 01/25/2017 Category Regular Mods Requires Regular Edition Compatible
  13. my character is a female Daedra and look to see if there any player home mods out there for Dremora/ Daedric.
  14. Something between big and small player home. Something that doesnt make me walk around the place like giant player home does but also not to small where i feel like more stuff should be in it or cozy for my Female khajiit Killing machine that would like to relax her and there <3 *note i already have the river wood hunter home for my archery so anyone brings that up i will not look into since i already have it for another character *
  15. View File A random thought came up, why not have a house within the Soul Cairn. This mod will add Pneuma Manor, currently the only player home within the Soul Cairn. Good friend Morven will sell you this home for a sizeable bounty of Soul Husks. There are three levels of this home, the main level, the cellar, and the upper level. Upon entering the upper level, you notice that you are not the only ones living in the house. Meet the Necronn family, consisting of a mother, a daughter, a son, and a dog. To find out why they are in the house and resemble most of the current Cairn residents, explore this upper level for any clues. The father, he left behind quite the legacy. Various books found near his desk will reveal the legacy he has left, and some for the worse. In the process of discovering the past, you will wake up the past. This past will eventually lead to new recipes, a new spell, a new enchantment, and several other followers or residents of Pneuma Manor. This house will serve you and your adventures in the Soul Cairn well, being the only calm place within the bleak landscape. What is Added: -Three story home in the Soul Cairn, purchased via Soul Husks -4 Mannequins, 2 Weapon Racks, 3 Weapon Display Plaques, 1 Weapon Display Case, 2 Bookshelves with 90 book capacity. -Alchemy table, Enchanter table, Forge, Tanning Rack, Workbench, Sharpening Wheel, Smelter -Storage in the cellar, Dresser, Safe, several Barrels near Mage Station. -Thane, Bard, Soul family (step-daughter, step-son, dog, wife?), Assassin follower -Soul Husk Extract recipe, Absorb health/soul trap spell, Absorb health/soul trap weapon enchantment, Absorb health/soul trap poison -5 Books, 5 journals for backstory -3 Quests for backstory and acquiring thane/bard/assassin, without direct quest markers. -Spells to transport to Pneuma Manor and to College of Winterhold Requires: DAWNGUARD Revision History: v1.2: -Added new quest to clear up lore conflicts -Added a new book and several supporting items for the new quest. -Corrected dog's voice. v1.1: -Added new book -Added two new spells, one for transport to Pneuma Manor, one for transport to College of Winterhold Known Quirks: -If you have dialogue issues, try saving-reloading in order to fix. This issue should not prop up, but might since there is (technically) custom dialogue included. -Ushugob does not have a voice for the Thane dialogue. Guess this is due to no Orcs as Thanes in Skyrim. Credits: -Tamriel Rebuilt – name generator -Artisanix – Paintings and Frames - http://skyrim.nexusmods.com/mods/17423 Special thanks to Artisanix for making awesome paintings/frames resource. -Balok’s Tutorials – Creating Skyrim Oil Paintings - http://www.youtube.com/watch?v=k28k_6ChNks These were very helpful in teaching techniques for creating the paintings. Note: I am making a massive update for this mod, but it won't be released for some time. It will be including the other expansions, and I will be leaving this upload at version 1.2. The regular Skyrim version of the new update will be called Definitive Edition, and it will just be Pneuma Manor when I port it over to Special Edition. Submitter Arron Dominion Submitted 03/10/2018 Category Quest Requires Special Edition Compatible No  
  16. View File This mod adds Kira’s Adornment, a jewelry shop under Solitude Arch. On the outside it appears an unassuming addition to Solitude, but inside are many secrets tied to the history of the City, secrets that expand the lore of Potema's Catacombs, as well as an old hidden magic forgotten by time. About Kira:It’s well known there are fierce undead that reside in the catacombs under Solitude, but there is also a more civilized breed of vampire that prefer finery. Kira is a low-key figure in Solitude commerce, but behind the deceptive facade of her jewelry business she is the gatekeeper to a well-hidden secret of Solitude’s past… and a well-hidden place… This mod is ment to go with my other mod, Volthar Manor, found here: Volthar ManorThis mod includes:Kira’s Adornment, a merchant shop under the Solitude Arch.6 different areas to discover and explore.Many player home areas, storage, weapon displays.Many merchants and trading areas, 6 new fences for the Thieves Guild.Many new NPC’s and followers.Lots of lore and backstory.Exterior Arena for fighting dragons and other epic enemies.2 teleport spells and many summon spells.Swimming Pool and Argonian playerhome/grotto. Large Dungeon and Thrall living area.3 discoverable areas in Skyrim. A house near Ivarstead. A grove near Fort SungardMany Hidden Areas/easter eggs for both good and evil characters to enjoy.New weapons, armor, clothes, potions, items to fit with the lore.This mod contains many puzzles and riddles, and unlike my last mod, I will not be providing a walkthrough, hopefully the pictures are enough!This mod has some regular content, but also some adult content.There are many ways to start this mod. Here are two: Read the bounty notice Kira left at the Winking Skeever. Read the note on Lord Harkon’s desk. Only DAWNGUARD is required. To Install, just drop in your Data file, or use a mod manager. If you run it with Volthar Manor, just click yes to overwrite, its not a big deal they just both have the same script for spawnings monsters.Conflicts: There definitely will be some, anything that adds to the same area of Skyrim. When I first started making this I was using Dawn of Solitude, and it ran fine with it. Any mod that alters the area beneath the Arch, or in the locations marked in images.Permissions: Anyone can alter, improve, or port this mod.Future Plans: Add duel quest line for good/evil characters. Add faction questline with radiant quests. Add the unfinished Temple. Bounty -Attention mercenaries, a thief named Vilenya has stolen precious items from Kira's Adornments and fled the city. Anyone who brings him to justice and recovers our merchandise will be GENEROUSLY rewarded. He has most likely taken his stolen wares to Riften. Vilenya is a young dark elf, blonde hair and red eyes, who usually wears mage robes and sandals. He has a recognizable long beard tied in a knot. Dear Lord Harkon,I need a worm rooted out and destroyed. His name is Vilenya, a dark elf. He stole my key and fled Solitude. I don't know where he is, probably in the Riften Ratway I would assume, but if he's smart he will flee to the wilderness. He's proven hard to track down. Send your best, and I will add three clean female thralls to your monthly shipment, and if your lackey tracks him down, he or she may use my key. We always welcome the Volikhar in the sanctuary. KiraP.S. Is it true you've recovered your Elder Scroll? Potema's Catacombsby Lornald Crag-FallerIt is well known that beneath Solitude are many catacombs from the various Kings and Jarls, but perhaps the largest of these labyrinths belong to the wolf queen, mother of emperors, dreaded necromancer, who kept as her consort demons and the undead alike. In her madness she constructed these catacombs, adding on to (and defiling) existing burial sites, corrupting the dead who slept there to wage her wars. How ironic that beneath the temple of the divines is the historic entrance to her catacombs, sealed off by her old magic. It has been speculated in her infamy that Potema was in fact a vampire, and kept a coven of fearsome undead warriors recruited from all over Tamriel. Many adventurers have explored her catacombs only to find the undead waiting for them, either draug, vampire, or Talos knows what else. I personally think it is very likely Potema embraced vampirism to further her dominion. It is a very unsettling that as we sleep, beneath our fair city is a clan of vampires. Many dismiss this as myth, or fear mongering, but I assure you it is the truth. There are many different areas of her catacombs, but one is different. It was never a burial site, nor a place of ritual, but something else - a sanctuary of sorts. Yes - a Vampire Sanctuary.This was told to me by a traveling bard who came to the college, though like some spell, I can only remember his face, - I cannot remember his name though it is forever on the tip of my tounge - like some curse! He told me that he was on his way to the sanctuary, and wished to bring a romantic prose to his vampire lover who dwelt there - but, and I remember this specifically, - because of the jealousy with another lover, this vampire bard had to sneak in through the catacombs of Potema. He asked me to join him for a drink, so I went with him, far beneath solitude, and we came to an area within the catacombs that was more like an inn. who lived there? He told me that after the death of her son and the end of the War, Potema, ever fearing her eventual overthrowing, delved further into the dark arts, and built secret places she could escape to, filling them with the spawn of oblivion, waiting to unleash them upon her enemies. And her descendants, her vampire descendants, still reside there, in a vampire sanctuary away from the light, hidden in plain sight far beneath solitude, praying on us just enough for us not to notice, but always there - it is a maddening thought!!So I awoke in my bed, only to remember the intense and lively conversation and nothing else! Whoever I told did not believe me, but I assure you! Heed my warning - beneath Solitude lives a coven of vampires, perhaps they are our true rulers, perhaps they control the Blue Palace court... Any who seek out the riches of Potema's Catacombs, beware! Submitter Chizznuck Submitted 01/24/2019 Category Quest Requires Special Edition Compatible View File
  17. Vivi

    Beastess Lairs

    Version 5.1

    36,978 downloads

    This mod adds a series of caves to the world of Skyrim. I made this mod for my Beastess, because I couldn't find a home that suited my needs. It was designed for simple wildling characters, so don't expect underground strongholds, just empty caves where you can sleep and store some items. The poster girl is not included ^^ You can click on these for additional screens, but some of these galleries contains NSFW pictures. The mod is using only vanilla assets. You don't even need DG or DB. The mod will conflict with any mod that alters the areas where the cave entrances are. Enhanced Landscapes does block the entrance to the Whiterun cave. Undeath reportedly blocks the entrance to the cave in Falkreath Hold. SSE Port by nomkaz PELTAPALOOZA - Hi-res pelt texture replacer. Hectrol CAVES DELUXE HighRes Retex Vivid Landscapes - Dungeons and Ruins or Vivid Landscapes - All in One All this was inspired by the lion cave from The Ghost and the Darkness.
  18. Version 1.0

    301 downloads

    Welcome to the Deserted Radio Station - Couriers Home Mod Version 1.0 by Morgan Riggs About The Deserted Radio Station is my first mod for Fallout New Vegas. It is a smaller but organized and functional player home. The home includes the absolutely amazing mod "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8, for sorting equipment from your inventory to your home. The Radio Station is a lore friendly home with a cozy vibe to it. It is located between the strip and Vault 34 upon the hill of Vault 34. THIS MOD IS NO LONGER BEING UPDATED AND IS CONSIDERED COMPLETE. Other mods I've made WoSD - Weapons of Sex Destruction Boxing Gloves retexture - RENO ATTENTION! When you are updating to newer versions please make sure that you equip all your stored items and move your character out of the building and area. This is in case of updates that could interfere with your placement of your character or storage of items. Features A lore friendly home for you character Fully functional equipment sorting system to sort your inventory to containers in the radio station for both the lower and upper floor. (See the Sortomatic mod for more information on how to use it) A nice view overlooking the strip, Helios and Lake Mead A map marker for fast travel A small quest that gives some history of the place and its previous owner A unique weapon found later in the quest. It is slower than the original weapon but has more of a kick to it and uses a different kind of ammo! A bird pet static in the radio station Compatibility / Requirements This mod is using various items and clutter from four different expansions of Fallout New Vegas it also uses Sortomatic Mod. Expansions Dead Money Old World Blues Honest Hearts Lonesome Road Mods "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8 NVSE BUGS / ISSUES If you would notice or experience any bugs please do contact me via private message or in the posting section of this page. All feedback is greatly appreciated! Try to get photos or video capture of the bug that you've experienced. Credits Many thanks goes out to - tunaisafish and Gribbleshnibit8 For making an excellent mod tunaisafish and Gribbleshnibit8, Sortomatic - Modders Resource - Mike Hancho For making some excellent mods and tutorials on youtube that actually got me started modding Fallout New Vegas I hope that you will enjoy this new home, and please take a moment to endorse and give me some feedback so that I can improve and become a better modder. mod by Morgan Riggs
  19. I need help. I am looking for a brave soul willing to help me with a problem I am having in this mod I am working on. It is the first time trying to make a home multiple hearthfire adoption friendly. I followed the guide but obviously I have missed something or misinterpreted perhaps. The mod is not complete. The carriage is present but not yet usable, the stables, and other stuff. But everything SHOULD be complete for making this a multiple hearthfire adoption friendly home, but when I cast the "Bless Home" spell, all I get is a message that the home is not suitable for a family. I desperately need a modder who has had the experience of making a home hearthfire adoption friendly to look at it and see if they can spot something missing or off. Please please please! Before I pull my last hair out trying to figure this thing out. Come on! I know you want to! AndragonEdenDen.esp
  20. I am looking for an older version of the Dez Avera Airship mod, pre 1.9 preferably just after the MCM menu was added. I had no issues with the older versions but the newer ones with the Script Latency auto stop are killing me. My average latency is 40-60 ms but I occasionally have a high spike (average is still at 60 or less) and I am running 30-50 fps outdoors.
  21. Backstory(slightly unnecessary) so i was messing around in Skyrim like most do, getting my female character into "situations" and what not, but i got bored of it. So i decided to switch the roles and thus proceed to change my mod settings to fit the role and made a new character and started looking for some armor and weapons on the nexus. I found a group of bikini armor mods by nisetanaka, downloaded them and tested some combinations, and as i was messing with the Falmer Bikini armor, i found a piece ; The Falmer/Chaurus Wing; that pretty much inspired the theme for my new character. With my installed mods i then proceeded to go around a defeat, kill, enslave, and ......"impregnate" the bandits of Skyrim as a Chaurus/Frostbite Spider Brood Mother. Although there where a few issues that arisen 1) I didn't have a player home that went with a falmer/chaurus feel. (as I'm writing this, I'm looking for a player home but no sauce so far) 2) minor issue. I had to manually get the parasite eggs and worms from Kyne's Blessing(sexlab parasites) mod using the add item menu mod(i was stupid enough to not look at the description, and just found out how to grab quantities 3) Frostbite and Chaurus were not friendly towards me 4) I lacked themed spells and abilities to go along (found 1 on the nexus but it doesn't work) so i figured that I come make a request since i lack the skills to make a mod myself. Here's a list of what i thought of and would like maybe in 1 mod or possibly separate mods(if need be): 1) Player Race: Broodmother: Friendly with Falmer, Chaurus and Frostbite Spider. Appereance: please no vanilla looking face. I would love to have at least the Chaurus Hunter's Wings as a permenate addition to the body with the carapace going down the spine and maybe a spider abdomen at the beginning the buttucks for the added frostbite* tie-in and at least 4 eyes* (if possible* otherwise not required). and sos compatible becuase ya need a way to put the eggs in ya prey. Stats: HP/Magika/Stamina- 200 1h/Sneak/Alteration/Heavy: 20 All other: 10 Powers: Passive- The Brood: every (configurable) in-game hour produces a parasitic chaurus/frostbite spider egg or worm (from sexlab parasite) Passive- Blood inheritance- weak against fire magic but resistant to frost. Passive- Hardened shell: you take (configurable) less damage from attacks. Activated- Brutus: summons a large Chaurus Reaper(named Brutus) to your aid for 90s, Once a day 2) Player home: Broodmother's Hive: I want it be a cave with the entrance decorated with webs and such. as for the interior, i was thinking it should consist of around 3 to 4 areas. The location should be near a good source of food/well i want to say incubators if that makes sense. Main area: once you enter the cave you go through a short hall to the main area, a medium/large room with a throne made of chaurus chitin in the back. I also was thinking that you could add those wierd tub things with activators so you could put you captured prey in, as well as a few hidden bondage post on the walls (xenomorph style) so you can have more space to but your prey. and a few falmer wall homes and egg sacks(both chaurus and frostbite) scattered about. Second area: this is more of an aesthetic room. its filled with chaurus hunter cocoons. and egg sacs Third area: This is the broodmother's room. Its equipped with a few falmer chest for storage, and necessary crafting and enchanting tables/suppilies with a chaurus/falmer theme, and a broken chaurus hunter cocoon as a bed(if possible.) 3) Spells: spider based alteration or destruction spells that can paralyze and/or cacoon prey, either on contact or gradually. Web Bolt: launches a ball of webbing which on contact does damage and has a chance to paralyze and caccon the target Web Stream: after a amount of time the target becomes cacooned and unable to move Spit: poisons target and has a chance to paralyze target Web trap: a rune that once triggered instantly cocoons prey. 4) Little bit of deviousness: a few chaurus/falmer themed devious devices that you can craft and place on prey or......yourself? armbinders, belts,gags, so on, so on 5) You're a Dungeon Master: essentially makes your home a dungeon with you its boss. when you're home, there's an event where a adventure(male or female) is sent to your cave to "clean house". some times it could be 1 other times a small group or even a mob. beat them with your amassed family and either imprison them, kill them or be killed. I think that about covers all i thought of originally. i can already tell what mods are going to be required. Sexlab Parasites and its requirements, Sexlab defeat and defeated slaves(or what ever mod allows you to take npcs prisoner or that could be another feature.) let me know what possible whats not either way i'll be satisfied
  22. View File Sooo my first player home for Fallout 4. I'm pleased with it Check your map! I enabled it to already be fast traveled to without finding it first. its the little cave symbol near vault 111. Also, unzip and put the esp in ur fallout 4 data folder. i dont have it "nexus ready" lmao Screenshots here Lemma know what you think, i made all the boxes set to not respawn. so all the inventory should be kept. If you find any bugs lemma know, I'll attempt to fix it a.s.a.p! Be on the look out! I'm planning on making some more houses mods, if you want one specifically made for you let me know! (Don't submit my house mod anywhere else you theives stealing my awesomeness!) lol only to be located on LoversLab! Submitter Lovely Mercy Submitted 07/07/2016 Category Other Requires Just Fallout 4
  23. View File Alla's Fantasy World The Hidden Island is a small, uncluttered landmass in the Sea of Ghosts. Some sort of lingering magic, perhaps left over from the collapse of Winterhold into the sea, makes the climate of the island a little warmer than usual for the northern portion of Skyrim. On the Hidden Island is a spacious, uncluttered, follower-friendly dwelling. To reach the Hidden Island, simply travel eastward from Winterhold, until you find the Boat Ramp. Hop in the rowboat, and you're on your way. Outdoors: There are crafting amenities including a small smelting pot to make ingots from your ores, an anvil, armourer's bench, grindstone, and tanning rack. There is a small garden, with potatoes, tomatoes, cabbages, leeks, carrots, and gourds. There is an apple tree and a juniper tree, several kinds of mushroom, and various plants and flowers. There is some wildlife, as well as a malamute (bigger than a husky, for those not sure of the difference in breeds) and a percheron (a grey-dappled draft-horse). There is a hotsprings pool with seats for bathing in front of the mansion, and behind the mansion is a small outhouse with a working privy. Indoors: The large, uncluttered mansion has a fireplace with a cooking pot, and a loft with an alchemy bench and an enchanter's table, as well as a bed, which grants the "Well-Rested" bonus. There is plenty of room to place bondage furniture or other personal items, and all storage containers except the mead keg in the dining area are safe storage. And, of course, there is the Hidden Estate's special feature. The walls are hung with erotic art. Requirements: Skyrim and Update Installation: Preferred Method -- Extract the files, and place the ESP and BSA files in your Skyrim > Data directory NMM Method -- Let it do whatever it is that it does Load Order: This mod must be placed BEFORE (above) any creature arousal mods to ensure that the dog and the horse do, in fact, perform sex animations. **Notes** For some people, only the percheron performs, while the malamute simply barks and itches his ear. Sometimes it's a little hard to find the activation spot for the boat to and from the Island. Just move your mouse alittle and you'll find it. The climate doesn't match the rest of Skyrim's far northern area. That's because I run needs mods, and I don't want to freeze to death before I even get from the boat to the house, so I figured no one else wanted to, either. The reason there are an apple tree, carrot plants, and tomato bushes is that it always struck me as weird that these things didn't, in fact, exist in Skyrim, even though their products did. The space is uncluttered, and most things in it are static, or have havok turned off, because while I know my butt's a little big, I loathe going into a building and seeing things fall to the floor every time I turn around. Or hearing things fall to the floor, as happens in Breezehome. What the Oblivion, are there ghosts up there or something?! All original artwork, including all textures and all meshes, ©Beth Kuda 2000-2014. No portion of this file may be reproduced, uploaded, or used in any other fashion except in the context of review articles. Submitter Allannaa Submitted 11/29/2014 Category Sexual Content Requires Skyrim, Update Special Edition Compatible  
  24. Version 1.1

    7,186 downloads

    I consider this mod to be complete. No new versions will be made This is a major rework of ffabris' amazing mod "Cocksmen Village". Due to problems with the original, ffabris pulled the mod. I felt that was a shame, since this quest mod offers some truely unique quests and interactions. So I took it upon myself to rework the mod. And ended up recruiting ffabris to help me with the scripting. He felt so blessed... What is different? All of the dialog has been rewritten. The actors have been "nordified". The quests and scripts have been made more sturdy. What does it do? This is a gay quest mod. It starts when you discover the tiny hamlet of Cocksmen Village, located just south of Ivarstead. Upon finding the village, a series of (sex) quests will start, during which you will meet aedra and, invariably, daedra. You will be taken to places you never dreamed possible! And you will also be given an important lasting task by the most contested Divine in Skyrim. Who can play this? The mod is written entirely with a male gay audience in mind. It could possibly be played by women as well, but it wouldn't make much sense. Sorry ladies. This mod shouldn't interfere with a normal Skyrim playthrough, i.e. it is not quest breaking. Be adviced however that sometimes vanilla scripted events may need to play out before the new quest options become available (i.e. Delphine talking to Orgnar in the Inn, the gathering at the hall in Morthal, Brynjolf approaching you in Riften, etc.) Possible conflicts Apart from mods which alter the area the Village is located, there should be no conflicts with other mods. However, since some vanilla NPCs have been altered, you should place the mod as low as possible in the load order. If you use a TES5Edit Merged Patch, you can get the infamous "neck seam" or "grey face" bugs. In this case, exclude the mod from the TES5Edit merged patch! The behavior of some NPCs has also been altered. This should not cause any problems, but occassionally it can cause NPCs to not show up where they are supposed to be, if you use a mod that changes NPC sandboxing, like Immersive Citizens. However, I reworked the mod with Immersive Citizens enabled and had no problems. If you discover any conflicts, please let me know! Known Issue(s) Occassionally the quest "Blood of a God" won't update properly after getting all the items. Should you get stuck try the following work-around Required mods This mod requires all the mods below, including their requirements Skyrim Legendary Edition (or all DLC) Unofficial Skyrim Legendary Edition Patch Sexlab Sexlab Aroused Redux KS Hairdo Renewal Recommended mods not required but strongly advised Fuz Ro D-oh Silent voice Grimoas - Almighty TALOS - Statue Replacer M2M Gay Animations SkyHunks or Masculinized Level Lists (not both) get all versions of the masculinized level list The Manipulator SexTalk (gay) (a small mod that can initiate sex acts, specifically for gay men) Completely unneccessary Want to have your NPC looking much better? Get these mods: Inhabitants of Skyrim - Version 1 (requires all apachii hair unfortunately) Inhabitants of Skyrim USLEEP Patch Fine Face Textures for Men by Ushi (+ Black subsurface maps for Face and Body + Vampire Patch) Smooth Male Body (SOS) Installation Important! If you have been using the original mod by ffabris, you will have to uninstall it and do a clean save. Preferably also use a tool like Save Game Script Cleaner to remove any traces of the original mod. The scripts have been changed too much and installing over the original mod will most likely cause weirdness! Make sure the mod is below any NPC changing mods, such as NPC overhauls and mods that change NPC behaviour. Updating Some scripts have been changed, so follow the directions as state above under "Installation" F.A.Q. Q: I did the first quest and now nothing happens? A: Yes, there is a pause between the intro and the next quest. Just do some other quests or wait/ sleep at least 24 hours. The next quest will start automagically and give you an update. Q: Why is there a tree sticking out the wall in the manor and the inn! A: You are probably using a tree replacer such as Skyrim Flora Overhaul. Just disable the tree via the console: Open the console (usually with the ~ -key), click on the tree branch you see poking out (make sure you get the actual tree or the wall will disappear! The console should say ObjectTREE in the bottom right of the screen) and type in disable. Should you delete the wall by mistake, type in enable and it should reappear when you exit the console (by using the ~ key again). Using the scroll wheel on your mouse will scroll through the nearby objects, so you can select the ObjectTREE. Q: I am not sure what to do next? Hayulp! A: Pay attention to the dialog and read the journal entries. Everything is explained in there. Usually, but not always, there is also a quest marker. Credits @ffabris - for creating the original mod and his invaluable help! Make an offering in his name! Static dishes and food resource by Tamira Ready Clutter and Furnishings by Lilith NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions.
  25. Version v1

    5,471 downloads

    Alla's Fantasy World The Hidden Island is a small, uncluttered landmass in the Sea of Ghosts. Some sort of lingering magic, perhaps left over from the collapse of Winterhold into the sea, makes the climate of the island a little warmer than usual for the northern portion of Skyrim. On the Hidden Island is a spacious, uncluttered, follower-friendly dwelling. To reach the Hidden Island, simply travel eastward from Winterhold, until you find the Boat Ramp. Hop in the rowboat, and you're on your way. Outdoors: There are crafting amenities including a small smelting pot to make ingots from your ores, an anvil, armourer's bench, grindstone, and tanning rack. There is a small garden, with potatoes, tomatoes, cabbages, leeks, carrots, and gourds. There is an apple tree and a juniper tree, several kinds of mushroom, and various plants and flowers. There is some wildlife, as well as a malamute (bigger than a husky, for those not sure of the difference in breeds) and a percheron (a grey-dappled draft-horse). There is a hotsprings pool with seats for bathing in front of the mansion, and behind the mansion is a small outhouse with a working privy. Indoors: The large, uncluttered mansion has a fireplace with a cooking pot, and a loft with an alchemy bench and an enchanter's table, as well as a bed, which grants the "Well-Rested" bonus. There is plenty of room to place bondage furniture or other personal items, and all storage containers except the mead keg in the dining area are safe storage. And, of course, there is the Hidden Estate's special feature. The walls are hung with erotic art. Requirements: Skyrim and Update Installation: Preferred Method -- Extract the files, and place the ESP and BSA files in your Skyrim > Data directory NMM Method -- Let it do whatever it is that it does Load Order: This mod must be placed BEFORE (above) any creature arousal mods to ensure that the dog and the horse do, in fact, perform sex animations. **Notes** For some people, only the percheron performs, while the malamute simply barks and itches his ear. Sometimes it's a little hard to find the activation spot for the boat to and from the Island. Just move your mouse alittle and you'll find it. The climate doesn't match the rest of Skyrim's far northern area. That's because I run needs mods, and I don't want to freeze to death before I even get from the boat to the house, so I figured no one else wanted to, either. The reason there are an apple tree, carrot plants, and tomato bushes is that it always struck me as weird that these things didn't, in fact, exist in Skyrim, even though their products did. The space is uncluttered, and most things in it are static, or have havok turned off, because while I know my butt's a little big, I loathe going into a building and seeing things fall to the floor every time I turn around. Or hearing things fall to the floor, as happens in Breezehome. What the Oblivion, are there ghosts up there or something?! All original artwork, including all textures and all meshes, ©Beth Kuda 2000-2014. No portion of this file may be reproduced, uploaded, or used in any other fashion except in the context of review articles.
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