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Nude Yngvild Spirits SE

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I did not make this mod, I simply converted the mod for Skyrim SE, cleaned it with Tesseditcleaner 4.0.X. And tested it thoroughly for bugs or issues.

 

All credits belong to Daguy who has given me a generous permission to publish his mod for Skyrim SE.

 

 

The Following was copied from his original page: https://www.loverslab.com/files/file/61-nude-yngvild-spirits/

 

 

~~Spoilers for the quest 'Toying With The Dead'~~

 

Spliced from the UESP

 

 

Arondil's Journal

 

Day 28

The new experiment has proven a success! The milk maid (who's name still

escapes me) was revived as the others, bowing to my commands, with only

one interesting development. She has reformed incorporeally, more

phantasm than reanimated dead. As her glowing visage stood before me, I

found my hand reaching out to touch her. As my fingers passed through

her, I felt a sensation unlike any other, as if her essence were

invigorating my very soul, connecting with me on a level no woman of

flesh and blood could do. This discovery is life changing!

 

Day 35

I have ordered my older servants to go out and find any more subjects

that may have become lost. With the discovery of the inner sanctum

deeper still within Yngvild, I should have sufficient room to store many

new materials until I can transform them into willing slaves. I look

back on my daydreams whilst living in Dawnstar and wonder if they were

in fact portents of times to come...

 

=

 

 

And so we come to it. This is just a quick and simple mod that strips the spirits

of the women naked, if you have a replacer installed. While Arondil may

or may not have tried sticking other parts of his body through the

spirits, and they certainly seem corporial enough when they stab or

punch me that they could have proper intercourse, I just found it funny

when running through the place that all the ghosts still had weapons,

clothes - and even hats. Including the one by his throne and in his bed.

 

The way I see it, the Draugr women are the real guards of the place, and as

such I also removed weapons from the spirits. They will still attack

with their fists to defend their master and his lair, but thats about

it. They are the curiosity they were intended to be, rather than just

more mooks.

 

 

Installation: Install using Mod Organizer (highly recommended) or any other Mod Manager.

Manual Installation is not advised since mods tend to write each other over, so if you install this mod that way and you have trouble, DO NOT EXPECT ASSISTANCE FROM ME!!!

 

Bugs or Issues: Since I test my conversions for a very long time, there should be no issues what so ever, but if you find something let me know and I see what I can do.

 

Compability: The mod is compatible what all mods that do not affect the appereance of the ghosts.

 

Requirements: none

 

 


  • Submitter
  • Submitted
    10/17/2020
  • Category
  • Requires
    nothing other than the base game
  • Regular Edition Compatible
    No

 

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On 9/11/2021 at 9:51 PM, Rokabur said:

Coming back to this mod, Is there any way to change the race to Argonian (because I like my females with scales and tails AND I want one of the spirits as a personal slave for https://www.nexusmods.com/skyrimspecialedition/mods/52187)? I loaded up the mod in the Creation Kit but everything is greyed out so that I can't change their race (for some reason they're tagged as Fox_Race?)

Not that I know of, it doesn't change anything else, but it removes the clothing.. and that is all it does. It doesn't touch the races, so you have to make it a seperate mod to do that.

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3 hours ago, Rokabur said:

Bleh, I have no idea how to do that. I try to create my own plugin but when I save it in the Creation Kit, the folder I saved it too is always empty.

 

Creation kit created plugins should always be in either the data directory or mo2/mo overwrite, it will be sorted out automatically depending on if you use mo or not, well in theory anyway, we all know how odd bethesda programs can be at times.

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On 8/12/2021 at 2:37 AM, Rokabur said:

If only there was a way for ghosts to keep their form when they die instead coming an ash/whatever pile.

 

There is a flag you can add to stop npc becoming ash piles, load the mod into xedit and then select the npc one by one, add the following keywords in the KWDA - Keywords (sorted) section, MagicNoDistintegrate [KYWD:00000EDF] , this should stop them turning into ash piles.

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4 hours ago, Varithina said:

 

Creation kit created plugins should always be in either the data directory or mo2/mo overwrite, it will be sorted out automatically depending on if you use mo or not, well in theory anyway, we all know how odd bethesda programs can be at times.

Had no idea the plugin appeared there. Still have no idea what I'm doing as all the Traits options are still greyed out when I load the plugin.

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