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Posted (edited)

Currently annoying Borgakh with my antics. Although, in the end she couldn't help herself and had to take a closer look. Meanwhile Rayya was so embarrassed, that she pretended to use the arcane enchanter the entire time.

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Also: Note to self: Don't bring Serana along when you're planning to use FreeCam-Mode.

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Edited by HM1919
Posted (edited)

Currently abandoned my previous run and decided to delete SexLab Mods... well, not delete but disable them in my MO2

So they still installed but not playing with them at the moment, wanted to focus on making game look a bit prettier :x...

 

After installing few tiny mods:

List:

Spoiler
"Happy Little Trees"
"HD Remastered Landscapes"
"Common furniture retexture"
"Vivid Landscapes - Imperial Forts SE 4k"
"Skoglendi - A Grass Mod"
"DiaZhizhenGlass Skin CBBE Test"
"Velanimus Grass Overhaul - 2k"
"4K Stockade"
"Community Shaders"
"Grass Lighting"
"Cathedral - 3D Clovers - Hybrid 3D"
"Cathedral - 3D Lavender - Vanilla Size"
"Cathedral - 3D Tundra Cotton"
"Cathedral - 3D Snow Berries - Green"
"Cathedral - 3D Thistle"
"Cathedral - 3D Landscapes"
"Cathedral - 3D Grass Library - Meshes"
"DrJacopo's 3D Vanilla Tundra Grass"
"Cathedral - 3D Stone"
"Cathedral - 3D Pine Shrubs"
"Cathedral - 3D Tundra Shrubs"
"Cathedral - 3D Dragons Tongue"
"Cathedral - 3D Sword Ferns"
"Cathedral - 3D Deathbell"
"Cathedral Mushrooms"

 

Preview:

There is also a bit of my own stuff, ENB and Weathers are made specificly for that world, ENB is based on Silent Horizon but well...

only shaders are taken from it, settings are all custom :x...

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Then I decided to install some interface mods,

MY FUCKING LEWD GOD, after installing Edge UI I need to say...

Skyrim Interface looks like absolute fucking shit... from now UI replacer is for me absolute must have...

 

List of mods: ( note, not all, I already had few mods installed like TrueHUD and MoreHUD, but Edge UI is the core one and on nexus ull get other that is needed )

Spoiler
"Inventory Interface Information Injector (SE)"
"QuickLoot IE - A QuickLoot EE Fork"
"Dear Diary Dark Mode (warm text)"
"moreHUD SE - AE"
"Edge UI"
"Widescreen Scale Removed"

 

Preview: ( Looks absolute next gen :o... never again Vanilla UI xD )

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enb2025_10_29_23_58_19.png.f69e61681eed3392b2c50626cbcf86d1.pngenb2025_10_29_23_58_07.png.91d0eea64cc550ee33c2247e7b477e3a.png

 

 

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I was also trying to mess around with UBE, its not bad but ehh... kinda not ideal either...

Attempt on recreating Leilian ( HPH ) into UBE Head... ( left UBE ) ( right HPH )

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Also upgraded textures ( normal maps and diffuse maps ) and changed lightning a bit...

Her face is a bit fuckable now, tho there is still a lot fucked up things like for example fat chin and jaw saggign too low at some angles...

 

but well... it just endless improve of things... it looks far better than it was looking like 2 weeks ago xD

By now I have 19 different versions of her face... ( and that not including experimental, with experimental there is about 25 presets xDD )

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//Edit:

New modified version of Leilian 😮 ( Yes dirt is pemament, I just think it fits her as she lives in woods / swamps so well... its kinda hard to get clean bathe :P )

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enb2025_10_31_05_21_22.png.7ae8c10fdddfe3afd68bd147b9919c93.png

 

 

//Edit2:

Ehh decided to delete UBE... It kinda sucks xDD

It's good kinda for making characters but the fact that its not compatible with "old era" stuff ( CBBE / UNP textures, makeup, tattoos etc. )

Its not worth in my opinion to use UBE... ehh well...

 

Was world building a lot :o...

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Doing dock area :D

This place where Outlaw Capitans are calling for Raids, in the background of second image there are ships xD

These ships takes Outlaws on Raid, Raids allow to pillage and plunder and also kidnap citizens :D

 

Kidnapped citizens can be later used in:

- SlaveAuction ( just sell them for money )

- Arena ( Training Gladiator so he fight for You )

- Mines ( only males, to dig chunky goldies ! )

- Tavern ( only girls, to open legs and make few septims xD )

 

Was also messing around Leilian face, she is officially called now Talrath Girl lol xDD

At first I was trying to edit HPH but I fucked something up... completly fucked up...

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enb2025_11_2_01_53_42.png.a47282bcef1cf73e6ee0e1d375485ef5.png

 

But was able to recover and... the cool bug happend that I actually liked...

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enb2025_11_2_01_56_30.png.7d65ce912af45553dd14b6cb413eb323.png

 

I kinda like these eyes xDD like a bit bigger like that... was messing around with face a bit more but also had to fix the neck gap xD

After fixing neck gap I left fixing eyes for tomorrow xDD lol

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enb2025_11_2_02_01_17.png.e5d7e2db0d3772390c84ef4bda676015.png

 

Talrath is getting bigger 😮

The new thing on the left ( the cage ) there is more cages and its Slave House where Slaves can be sold...

For now not having SL but maybe I will add my own Slavery there... for now its just to sell slaves from raids :x...

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Edited by ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
  • 2 weeks later...
Posted

I've been spending a lot of time updating my oudated mods. I had been putting this off for far too long. I've updated grass, LODs, physics, various meshes, patches and fixes, plugins, finalized a HIMBO preset, upscaled (cleaned up) and finalized male and female textures. I've noticed a few minor issues that need correcting, but so far things look right. I'm currently updating my followers, and that's gonna take a while. There's one mod I've been wanting to try for a long time but kept forgetting about it: Eye Normal Map Fix.

It gives the eyes a little extra effect. I like it.

 


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Posted
On 10/20/2025 at 10:55 AM, Speed Metal said:

Just taking in the scenery.

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Been a while since I last set foot inside Miraak's temple.

Looks like your guy had some Taco Bell or something before he went a-delving.

Posted (edited)

I've been traveling Skyrim, trying to spot newly introduced issues from my mod updates. I found some floating plants. This can happen when ENB complex grass textures are applied to regular plants that are not part of a grass group.

 

 


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I found a companion to watch my back as I wander around.

 

 


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Edited by Jeff_9
Posted (edited)

Great. Not even five minutes out of her sarcophagus and she's malfunctioning already. 🤨

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Edited by HM1919
Posted
1 hour ago, HM1919 said:

Great. Not even five minutes out of her sarcophagus and she's malfunctioning already. 🤨

  Hide contents

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You're referring to facial animations, right? If you're using a Serana replacement mod that uses its own FemaleHead.tri file, and you're also using a mod for facial animation enhancement, that's probably the cause. Some NPC modders add their own .tri files that don't apply the changes from your mod's new facial animations. These only apply to the game's base directory, and if your NPC uses a different directory, then the bug occurs. You'll have to replace them yourself by replacing the .tri file (like the FemaleHead.tri) from the animation mod, and overwriting the ones from the Serana mod you're using. I think

Posted (edited)
1 hour ago, 深淵の神 said:

You're referring to facial animations, right? If you're using a Serana replacement mod that uses its own FemaleHead.tri file, and you're also using a mod for facial animation enhancement, that's probably the cause. Some NPC modders add their own .tri files that don't apply the changes from your mod's new facial animations. These only apply to the game's base directory, and if your NPC uses a different directory, then the bug occurs. You'll have to replace them yourself by replacing the .tri file (like the FemaleHead.tri) from the animation mod, and overwriting the ones from the Serana mod you're using. I think

Thanks for the explanation; appreciate it. 👍 And yes, I meant the facial animation, which was briefly stuck as shown above. I probably should have added a laughing smiley-face or something to indicate that I'm more amused than annoyed. So, yeah, thanks again for explaining what likely went wrong there. ☺️

Edited by HM1919
Posted
14 minutes ago, HM1919 said:

Thanks for the explanation; appreciate it. 👍 And yes, I meant the facial animation, which was briefly stuck as shown above. I probably should have added a laughing smiley-face or something to indicate that I'm more amused then annoyed. So, yeah, thanks again for explaining what likely went wrong there. ☺️

 

FacialAnimations.png.a1cc4d330231045c89e08f15999d9738.png

 

This is my facial animation installation. The High Poly Head mod brings patches for the ones before, so that mod is where I copy the FemaleHead.tri to other NPC mods when required. If you don't do it, that happens, and it is more noticeable during the sex animations where the faces twist up quite terrifyingly if the patch is not applied. Cheers!

Posted (edited)
11 minutes ago, 深淵の神 said:

 

FacialAnimations.png.a1cc4d330231045c89e08f15999d9738.png

 

This is my facial animation installation. The High Poly Head mod brings patches for the ones before, so that mod is where I copy the FemaleHead.tri to other NPC mods when required. If you don't do it, that happens, and it is more noticeable during the sex animations where the faces twist up quite terrifyingly if the patch is not applied. Cheers!

Hmmm... Yeah, I'm using the expressive facial animations-mod as well. Not the other two, though. I also noticed Serana's face in particular getting twisted during SL animations - just as you said.

Edited by HM1919
Posted

Ehh well...

Decided to finally play some more with SL... but yeah... it was not long playthru...

 

While trying to pickup flowers ( that I can't pickup becaues these are just grass xD well it was my first time with that grass mod so its not my bad that I got confused )

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I got attacked from behind and talken as slave...

And well...

 

SL is kinda okay but... if You install too many mods then its starting to shit itself up...

Here me being sold and at the same time used at the Slave House because some mods conflicting with each other...

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And also outcome of the SimpleSlavery was boring... I got bought for I dont even know how much because SS got bugged and just teleported me away...

And then it just throwed popup "Your buyer set you free"... yay... but I didnt really wanted it...

 

Ehh well... I kinda got pushed away because of what SS did... it fucking breaks immersion when mods are conflicting like that with each other...

 

Then I just decided to edit my ENB a bit and make few more presets...

 

In my opinion Grim&Dark is kinda the best, it's mainly edit of SSS and Enviroment so not much...

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Also for fuck reason SL Framework causes me issues when I try to compile scripts...

so well... RIP... I can't even make my own SL Mod now xDDD 

 

Ehh well...

I think I kinda got bored of SL...

I could play for days in LE... but... it's kinda the same shit in SE... it kinda became boring...

For fuck reason Radiant Prostitution dont work... it was one of my fav. mods...

 

 

Well whatever... I think I will delete SL ( disable in MO ) again...

but this time after record time of ~30 minutes of playing >.<...

Posted
4 hours ago, ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ said:

Also for fuck reason SL Framework causes me issues when I try to compile scripts...

I had a bunch of problems getting SL to compile because I was missing some source files. I solved it by installing the source of FNIS and FNIS sexy move (no idea why they're needed, but it works with them and breaks without them. It might be because I have other mods loaded, but I'm not touching it if it isn't broken now). This was despite me no longer using FNIS as an animation framework.

And FNIS has it's source folder system in Source/Scripts, so you'll have to fix that if you use the far more common Scripts/Source setup. And double check if you have the FNIS_aa.psc file, for some reason that one removed itself when I ran FNIS.

Posted
56 minutes ago, a_random_user said:

I had a bunch of problems getting SL to compile because I was missing some source files. I solved it by installing the source of FNIS and FNIS sexy move (no idea why they're needed, but it works with them and breaks without them. It might be because I have other mods loaded, but I'm not touching it if it isn't broken now). This was despite me no longer using FNIS as an animation framework.

And FNIS has it's source folder system in Source/Scripts, so you'll have to fix that if you use the far more common Scripts/Source setup. And double check if you have the FNIS_aa.psc file, for some reason that one removed itself when I ran FNIS.

 

For me it's just SexLab shitting itself with:

D:\SteamLibrary\...\Source\sslSystemConfig.psc(294,13): none is not a known user-defined type
D:\SteamLibrary\...\Source\sslSystemConfig.psc(294,28): cannot compare a none to a int (cast missing or types unrelated)
D:\SteamLibrary\...\Source\sslSystemConfig.psc(294,28): cannot relatively compare variables to None
D:\SteamLibrary\...\Source\sslSystemConfig.psc(691,14): none is not a known user-defined type
D:\SteamLibrary\...\Source\sslSystemConfig.psc(691,38): cannot compare a none to a int (cast missing or types unrelated)
D:\SteamLibrary\...\Source\sslSystemConfig.psc(691,38): cannot relatively compare variables to None
D:\SteamLibrary\...\Source\sslSystemConfig.psc(697,14): none is not a known user-defined type
D:\SteamLibrary\...\Source\sslSystemConfig.psc(697,44): cannot compare a none to a int (cast missing or types unrelated)
D:\SteamLibrary\...\Source\sslSystemConfig.psc(697,44): cannot relatively compare variables to None

It's not even SexLabFramework tbh. but some sub script of SL...

 

I will maybe later try to reinstall FNIS because well... I fucked a lot in my LE setup... for some reason I can't make SKSE get to work...

But SKSE should not be causing such issues with compiler... for some reason every time I load up game for testing I get the message about SKSE not being installed...

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I have reinstalled SKSE few times xD ( including few times in wrong location ) and it still keep screaming...

But well... LE is only for testing my own stuff so im not worried too much...

 

But I do compile most scripts on LE... and im 90% sure that not working SKSE would not cause the issues while trying to compile script with SL...

 

 

 

Also this unrelated to Your message, mod making sometimes goes fun xD

( It was mainly testing the NPCs, yes I know heads are missing chargen, these are just generic templates )

- NPCs will have generated chargens when im having them working 100% safe, this mod is simulating entire city, NPCs can die, new one will be spawned and will take avilable jobs ( well NPCs can die that are not assigned to any Quests )

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The fun part of making mods xD hehe

Posted
11 hours ago, ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ said:
D:\SteamLibrary\...\Source\sslSystemConfig.psc(294,13): none is not a known user-defined type
D:\SteamLibrary\...\Source\sslSystemConfig.psc(294,28): cannot compare a none to a int (cast missing or types unrelated)
D:\SteamLibrary\...\Source\sslSystemConfig.psc(294,28): cannot relatively compare variables to None
D:\SteamLibrary\...\Source\sslSystemConfig.psc(691,14): none is not a known user-defined type
D:\SteamLibrary\...\Source\sslSystemConfig.psc(691,38): cannot compare a none to a int (cast missing or types unrelated)
D:\SteamLibrary\...\Source\sslSystemConfig.psc(691,38): cannot relatively compare variables to None
D:\SteamLibrary\...\Source\sslSystemConfig.psc(697,14): none is not a known user-defined type
D:\SteamLibrary\...\Source\sslSystemConfig.psc(697,44): cannot compare a none to a int (cast missing or types unrelated)
D:\SteamLibrary\...\Source\sslSystemConfig.psc(697,44): cannot relatively compare variables to None

This does look a lot like the type of problems I had when I was missing source files. Unfortunately the log here isn't helpful, it only tells you that something failed when trying to use a function from the system configuration. But that's unlikely to be the first error, probably some function from a missing source was called and the compiler made it a None.

I did check line 294 from sslSystemConfig.psc on my version of sexlab, that's an endfunction line of the getStrip() function, but if you are using LE, your sexlab version is probably different and it might be a different line in the script.

Considering that system configuration is generally linked to SKSE, I wouldn't discount that being the source of the problem.

 

11 hours ago, ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ said:

- NPCs will have generated chargens when im having them working 100% safe, this mod is simulating entire city, NPCs can die, new one will be spawned and will take avilable jobs ( well NPCs can die that are not assigned to any Quests )

Simulating a city's 'ecosystem' sounds amazing. When my cities are going empty, it saps the atmosphere from them. And it only takes a few dead NPCs before it starts getting noticeable. 

I'm really interested how you'll work with the NPC's appearances once you get it to work.

Posted
1 hour ago, a_random_user said:

Simulating a city's 'ecosystem' sounds amazing. When my cities are going empty, it saps the atmosphere from them. And it only takes a few dead NPCs before it starts getting noticeable. 

I'm really interested how you'll work with the NPC's appearances once you get it to work.

 

Not exactly sure what You mean by NPC's appearances but if by that You mean all NPCs reusing same face, I have a fix for that :P

I simply have a bunch of "presets" that are being put into Formlists, instances like:

_QLG_rNPC_Talrath_Male_01

_QLG_rNPC_Talrath_Male_02

_QLG_rNPC_Talrath_Girl_01

 

Then script simply picks any index from the FormList and places actor in the world via PlaceAtMe,

this way I can have... well limited pool of NPCs Faces to use but...

image.png.0e3756674e5abdec5df0bf77407870a4.png

 

Script is always first trying to find Unique Face for each NPC, unless we already used all avilable faces and all the NPCs are alive...

qNPC_FaceCount[] is array where each index is associated with each index of FormList ( ActorBase ) where each ActorBase is unique face to use

when for example we see

qNPC_FaceCount[x] being 2, we know that 2 NPCs are currently using that face...

NPCs also have:

image.png.c39352db62184c04aad050a746ca0c01.png

So when they die they are reporting to Master ( just a quest that holds data ) that they have died and to free their face ID

 

 

Also yeah... I know my code is full of bad practices...

I just follow the "Make it works first, then make it perfect" xDD

So first I want everything to just works :D

 

Need to examine why so many NPCs likes that corner xDD

( Navmesh while poor is builded around - roads have navmesh - so they should not be pilling in that corner... the walls also have navmesh... so wtf xD )

Spoiler

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Currently trying to make Player able to wear different outfit to belong to different factions...

This works... but I would need to modify so many outfits that I think I will need better approach for it...

For now I have made few test outfits that have unique script that tells game what is the reputation value of outfit that player equipped...

 

I would need to add such script to every armor piece... so it would be kinda... dum dum thing to do xD

Spoiler

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Posted
28 minutes ago, ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ said:

 

Not exactly sure what You mean by NPC's appearances but if by that You mean all NPCs reusing same face, I have a fix for that :P

I simply have a bunch of "presets" that are being put into Formlists, instances like:

_QLG_rNPC_Talrath_Male_01

_QLG_rNPC_Talrath_Male_02

_QLG_rNPC_Talrath_Girl_01

 

Then script simply picks any index from the FormList and places actor in the world via PlaceAtMe,

this way I can have... well limited pool of NPCs Faces to use but...

image.png.0e3756674e5abdec5df0bf77407870a4.png

 

Script is always first trying to find Unique Face for each NPC, unless we already used all avilable faces and all the NPCs are alive...

qNPC_FaceCount[] is array where each index is associated with each index of FormList ( ActorBase ) where each ActorBase is unique face to use

when for example we see

qNPC_FaceCount[x] being 2, we know that 2 NPCs are currently using that face...

NPCs also have:

image.png.c39352db62184c04aad050a746ca0c01.png

So when they die they are reporting to Master ( just a quest that holds data ) that they have died and to free their face ID

 

 

Also yeah... I know my code is full of bad practices...

I just follow the "Make it works first, then make it perfect" xDD

So first I want everything to just works :D

 

Need to examine why so many NPCs likes that corner xDD

( Navmesh while poor is builded around - roads have navmesh - so they should not be pilling in that corner... the walls also have navmesh... so wtf xD )

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Currently trying to make Player able to wear different outfit to belong to different factions...

This works... but I would need to modify so many outfits that I think I will need better approach for it...

For now I have made few test outfits that have unique script that tells game what is the reputation value of outfit that player equipped...

 

I would need to add such script to every armor piece... so it would be kinda... dum dum thing to do xD

  Hide contents

image.png.3a7889f1b71d7dfe147ee305a9b1fb53.png

 

enb2025_11_19_03_24_05.png

Talrath is the name of the city you're building? It looks you're well on your way of an ambitious project. Based on those pics, there will be a good number of npcs in your city.

 

Those faction outfits, is that something like it's done in New Vegas, where factions will treat you like you are in the faction whose outfit you're wearing?

 

What program do you use to write your papyrus? I'm using an old version of notebook++ at the moment, but I'm thinking of updating.

Posted
35 minutes ago, a_random_user said:

Talrath is the name of the city you're building? It looks you're well on your way of an ambitious project. Based on those pics, there will be a good number of npcs in your city.

 

Talrath is the name of the Castle :P

History of the Castle: ( It was also uploaded on Reddit and Nexus xD ) - Very very very long text! 

Spoiler

The true history of the Keep begins not with an Imperial decree, but with a narrow escape from death.
 In the year 3E 396, deep in the waters near the Abecean Sea, the Empire ship commanded by Captain Talrath 
 found itself hopelessly outnumbered by pirate vessels. The enemy ships were faster, 
 the crews hungrier, and the fate of the Imperial sailors seemed sealed.

For half an hour, Captain Talrath ran his vessel hard, but the heavy pirate ships were always gaining. 
 Seeing no path to outrun them, the Captain made a desperate command: push the ship towards 
 the jagged coastal cliffs. His hope was simple, use his lighter vessel to navigate waters too shallow 
 for the pirates' heavier hulls, forcing them to abandon the chase.

As they skimmed the shallow edges and disappeared behind a wall of rock, the pirates lost sight of their quarry. 
 But a criminal's greed is patient. The enemy ships stayed, patrolling the waters, 
 waiting for the Imperial vessel to show its bow once more.

Captain Talrath, watching the coastline from his hidden spot, chose not to wait. 
 He ordered a slow, careful sail, navigating the treacherous shallows, determined to find any escape route. 
 Just as they reached what seemed like a final, impassable dead end, a lookout spotted it,
 a narrow, water-filled crack in the mountain, a tiny passage wide enough only for the most agile ships.

They turned the vessel and plunged into the darkness. 
 The passage led not to another exit, but to a vast, hidden shore. 
 Muddy, wet, and guarded by mountains, it was a perfect trap, and a perfect refuge. 
 They docked, rested for the night, and by morning, the pirates were gone.

 

When Captain Talrath finally reached Anvil, he rushed to review the maps. 
 Every charted document showed the area where he found refuge as nothing but high mountains,
 the rough border of what was then believed to be the Valenwood Peaks. 
His hiding place was a land forgotten by cartographers, unknown to the Empire, and thus, unclaimed.

He penned a letter to the Emperor, Uriel Septim VII, detailing the discovery and the extreme secrecy of the passage. 
 He did not ask for a reward, but for permission to claim this valuable, virgin territory for the Empire. 
 The secrecy was the true prize, a hidden valley, accessible only by a single, narrow gate.

Days later, his orders arrived. Captain Talrath, now a key agent of discovery,
 returned to the location with cartographers and specialists. They confirmed what he already knew,
 the land was fresh and unknown, rich with vast, ancient woods, valuable herbs, and unexploited potential.

The discovery was kept under absolute seal. The Empire, hungry for new tax revenue and strategic footholds, 
 dispatched engineers and workers. The first priority was to fortify the sea entrance and build the fortress. 
 They named the great, grey stone castle after its fortunate discoverer - Talrath Keep.

And as they began the great effort, raising the barracks upon the single dry rock, 
 the geodists scratched at the granite. They were seeking iron, but what they found was a curse,
 entire foundation of the castle was threaded with rich gold ore. 
The Keep was literally built on a fortune. The Empire hid the truth, but gold, like blood, always finds a way to the surface.


The Empire's goal was control, and its first stroke was the Lighthouse. 
 It was not made for grand display, but for selfish strategy. 
 The workers raised a small tower with a lean-to extension, just enough to shelter the handful of Imperial soldiers stationed there. 
 Its flame was deliberately small, crafted to throw only a faint, flickering spark, a signal for Imperial ships 
 to spot the narrow passage between the confusing, dark rocks. It was a secret sign, not a public beacon.

With the passage secured, the engineers turned to the main task, building the Keep itself. 
 They chose the great, silent boulder sitting in the mire between two natural peaks. 
 The fortress was designed for defense on two fronts, if an enemy managed to land on one shore, 
 the garrison could retreat and access the second, maintaining their hold on the vital waterways. 
 They partially built the proper barracks and walls directly into the rock, 
 relying on the earth's stubbornness for extra protection against any bombardment. 
 They also established an overwatch post on the highest coastal peak to guarantee surveillance over the water's approach.

The work was long and hard, plagued by the swamp's humidity and the relentless mud. 
 But after eight years of struggle, in 3E 404, Talrath Keep was declared finished, silent, grey sentinel watching over the valley.


While the construction continued, the Imperial explorers mapped the valley. 
 Their reports were astonishing. The vast terrain of swamp and forest was a biological treasure.
 Massive, untapped storehouse of herbs and potent plants of every kind.
 
They confirmed that the entire valley was a bowl of fertility, receiving nutrient-rich runoff from the surrounding mountains. 
 The ground, if ever drained, would be exceptionally fertile.

More vital were the findings of the geodists regarding the Keep's foundation. 
 They confirmed the origin of the gold-rich rock, it was not a deposit formed in place, 
 but a massive cracked wall ripped from the side of the towering mountains long ago. 
 Over millennia, rivers and swamps had slowly carried this gilded shard down to the coast, 
 where it finally settled, becoming the Talrath Keep's foundation.

This revelation was the true shock,
 if the boulder was merely a fragment, then the mountains themselves must hold the main, unimaginable source of gold. 
 The geodists scrambled to confirm this new, horrifying possibility, but they would never have the time.


The world caught fire in 3E 433 when the Gates of Oblivion tore open.
 The orders were stark and immediate, abandon all non-essential frontier posts. 
 The Empire, in its arrogance, believed that Talrath Keep, so isolated and naturally defended was safe, 
 even without a full garrison. Captain Talrath and the majority of his soldiers and staff were ordered 
 to load what goods they could and return to protect the crumbling heart of Cyrodiil.

For several chaotic weeks, small ships slipped in and out of the narrow passage, 
 heavily laden with Imperial valuables and departing personnel. 

This frantic activity at the hidden cliffs, a place meant to be silent, 
 did not go unnoticed by the local outlaws and pirates operating near Anvil. 
 They were desperate to escape the immediate, demonic threat of the Crisis and were drawn to the activity 
 like moths to a hidden flame, following the ships. 
 Few small boats eventually managed to discover the passage and the almost abandoned Imperial valley.

They found a Keep whose forces were reduced to a skeleton crew, just enough to prevent the Keep from being technically abandoned. 
 These soldiers stood no chance against the sudden, organized bandit raid. 
Fortunately for the Empire, all money, essential tools, and weapons had been loaded onto the departing ships.

But the bandits did not care about a few stolen goods. 
 They saw the truth, a well fortified Keep, perfectly situated on terrain nearly impossible to besiege, 
 and most importantly, far away from the demonic chaos. 

The pirates and outlaws, recognizing their sanctuary, wasted no time. 
 Talrath Keep became their new home. The Age of Shadows was born from the Empire's cowardice and a bandit's ruthless opportunism.

 

37 minutes ago, a_random_user said:

Those faction outfits, is that something like it's done in New Vegas, where factions will treat you like you are in the faction whose outfit you're wearing?

 

For now Outfits only set You as enemy but in total I want to have few systems in Talrath and outfits will change how NPCs approach You:

- Reputation, It will determinate how many NPCs know You, it will allow You to borrow money, increase intimidate and unlock some other actions

- Respect, this You gain by winning fights on the Arena, completing raids as winning team and completing quests, NPCs may not trigger rape on You if ur respect is too high

but if Your SexReputation is high enough rape is allowed despite Respect level, respect can also allow You for more interactions with NPCs.

- Fame, this You gain only from raids, mainly used for hiring Your own thugs and raid villages ( You can own slaves from them )

- SexReputation, it increases when You have sex with NPCs, in general it tells system to ignore respect overwrites that would normally block sexual abuse of player

 

From the Outfits currently I only have NPCs being set to enemy or friend based on what You wear but...

Upgraded future version will contain:
- ValueLook - How expansive Your gear look, for example if You look poor like beggar NPCs may start events that abuse player, but if You wear fancy looking clothes they will be treating You better especially if You are talking to the NPC that is a Merchant ( tho he may increase prices based on ur look :D )

- Specific outfits will have specific story events,

for example wearing tarven clothes will allow NPCs to force greet player and ask for sex, or if wearing rags / slave chains they will come and command You to ( and if u dont obey they just hurt you and rape anyway xD ), wearing bandits outfit ( iron armor / fur armor ) will allow NPCs to talk to You like one of them and prompt their casual interactions, beggars for example will approach You begging for money wile slaves will approach You begging for food ( yes forcegreet that may be annoying but it will be time limited )

 

 

Talrath itself have also statistics ( the Castle itself ) 

Stats like Economy and Infamy.

 

Economy controls how high prices are in the castle, Economy can be increased when new slaves are getting kidnapped from raids ( and player could take part as slave or bandit who raid ) and when the raid ends succesfuly prices are getting better ( and Merchants chests are getting filled with goods )

 

Infamy: every time Raid finish despite winning or losing, Bandit Castle gets some infamy, if Talrath generates too much infamy then the soldiers will raid Talrath.

Special event will be starting where player can join defending walls or just ignore, either under player influence or just Auto-Resolved, if Talrath loses it will lose great amount of Economy ( so all the prices are getting bad ) if Bandits win then the Castle Economy stays as it was.

 

47 minutes ago, a_random_user said:

What program do you use to write your papyrus? I'm using an old version of notebook++ at the moment, but I'm thinking of updating.

 

Notebook++? You mean Notepad++ right? I will assume so xD Well I never heard of Notebook++ :x...

I'm too using Notepad++, but I have created my own Syntax Highlighting, it supports some random stuff that I worked with over years xD

Spoiler

image.png.8d90e63c6c3eaba503e035e54eca7b76.png

 

Posted
23 minutes ago, ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ said:

Notebook++? You mean Notepad++ right? I will assume so xD Well I never heard of Notebook++ :x...

I'm too using Notepad++, but I have created my own Syntax Highlighting, it supports some random stuff that I worked with over years xD

  Hide contents

image.png.8d90e63c6c3eaba503e035e54eca7b76.png

 

Yep, I derped on the name. Seems like I have to look into customising the highlighting, because my version looks like crap in dark mode. 

Posted
7 minutes ago, a_random_user said:

Yep, I derped on the name. Seems like I have to look into customising the highlighting, because my version looks like crap in dark mode. 

You could just install that...

-> https://www.nexusmods.com/skyrimspecialedition/mods/32375

 

Or... the one I uploaded:

-> https://www.nexusmods.com/skyrimspecialedition/mods/65345

 

Or the version I use currently: ( I don't update my Nexus one because well... someone hacked my Nexus account... again xD - I always use shitty password on Nexus cuz I have way too many accounts ), this version may have some issues but they are present for some reason only on Win11 as far as I know...

Sometimes N++ highlights lines as commented even if they are not commented ( usually changing some characters above the falsly commennted line helps to restart )

But on Win10 I never had issues with it...

AlvarynTelnas_PapyrusQLG.zip

 

Also my old version on Nexus was made on old Version of N++ so it was not supporting transparency for custom languages xD

The new version is made on new version of N++ so it does support it :x...

 

( ofc. use "Import" button via "User Defined Languages" - but unpack the zip first, XML inside )

Posted
3 hours ago, ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ said:

Or the version I use currently: ( I don't update my Nexus one because well... someone hacked my Nexus account... again xD - I always use shitty password on Nexus cuz I have way too many accounts ), this version may have some issues but they are present for some reason only on Win11 as far as I know...

Sometimes N++ highlights lines as commented even if they are not commented ( usually changing some characters above the falsly commennted line helps to restart )

But on Win10 I never had issues with it...

AlvarynTelnas_PapyrusQLG.zip 7.61 kB · 0 downloads

 

It works! My eyes thank you.

Posted (edited)
3 hours ago, a_random_user said:

It works! My eyes thank you.

No problem xD 

Now as for my SexLab, I fixed everything except that: ( Yes these are the only last errors I have, btw. yes U were right, some errors - but not all - got fixed with reinstalling FNIS )

D:\SteamLibrary\...\Source\sslThreadController.psc(365,1): the parameter defaults of function centeroncoords in state animating on script sslthreadcontroller do not match the parent script sslthreadmodel
D:\SteamLibrary\...\Source\SexLabFramework.psc(3016,1): the parameter defaults of function newthread in state disabled on script sexlabframework does not match the empty state

 

This i pretty much braindead for me...

For example centeroncoords: ( line 365 of sslThreadController.psc )

function CenterOnCoords(float LocX = 0.0, float LocY = 0.0, float LocZ = 0.0, float RotX = 0.0, float RotY = 0.0, float RotZ = 0.0, bool resync = true)
	parent.CenterOnCoords(LocX, LocY, LocZ, RotX, RotY, RotZ, resync)
	if resync
		RealignActors()
		SendThreadEvent("ActorsRelocated")
	endIf
endFunction

 

Controller Extends sslThreadModule.psc - line 852

function CenterOnCoords(float LocX = 0.0, float LocY = 0.0, float LocZ = 0.0, float RotX = 0.0, float RotY = 0.0, float RotZ = 0.0, bool resync = true)
	CenterLocation[0] = LocX
	CenterLocation[1] = LocY
	CenterLocation[2] = LocZ
	CenterLocation[3] = RotX
	CenterLocation[4] = RotY
	CenterLocation[5] = RotZ
endFunction

 

Since u were right with the FNIS - it fixed half of the SexLab errors, maybe u have some ideas about these two? xD

Because I completly give up... 

 

Compiler says the default are not the same... but they are fucking the same >.<...

I hate then CK dont work xD and honestly I was not expecting it to not work... I was doing SexLab before back in LE...

But well... now im playing on AE and just mod making on LE so maybe my LE setup is ... less cared xD ( broken SKSE I still didnt fixed it )

but broken SKSE should have nothing to do with these two errors... they are compiler errors...

 

 

 

 

//Edit:

Have You ever wanted to fuck a rock?

No?

What about now?

Spoiler

enb2025_11_20_01_20_06.png.5a6503cfbcdb2b551b437c29423bfdc2.png

I think im gonna turn myself into the temple of... well whoever she is, i like temple xD hehehe

 

 

I always liked Night Mother... but now I really like her :o...

She is so much better now xD lovely ❤️

Spoiler

enb2025_11_20_01_18_44.png.a0f785137de436dc7161759306568b36.png

But back door locked... ehh well... guess only boob job?

Or is that... chest job?... ( the dick... i mean key hole on her chest :D )

Spoiler

enb2025_11_20_01_19_40.png.b00320be5649f63c633358ae6e8a08e8.png

 

Was trying to grab the statue from that mod I downloaded long time ago and forgot the original name...

So I deleted the platform because... why would I ever need a platform...

 

But apparently I also need to delete collision box... tho... it's not that big issues honestly... because I will not use that 

statue as floating in middle of air... but still dont want pointless collision geometry xD

Spoiler

enb2025_11_20_01_18_35.png.e17c323302433bff88a4e630bf3f4221.png

 

 

Thats quite cool situation for her to be... ( why she got clothes? and they are as one mesh so cant easily delete xDD )

Spoiler

enb2025_11_20_01_19_00.png.271eafdcf4b5ad683972d704bacc369b.png

 

Edited by ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
Posted
13 hours ago, blank16 said:

Now as for my SexLab, I fixed everything except that: ( Yes these are the only last errors I have, btw. yes U were right, some errors - but not all - got fixed with reinstalling FNIS )

D:\SteamLibrary\...\Source\sslThreadController.psc(365,1): the parameter defaults of function centeroncoords in state animating on script sslthreadcontroller do not match the parent script sslthreadmodel
D:\SteamLibrary\...\Source\SexLabFramework.psc(3016,1): the parameter defaults of function newthread in state disabled on script sexlabframework does not match the empty state

 

It's always one last thing. Those messages don't seem all that helpful, which is unfortunately expected for missing source problems. I don't have any direct insights here, so I can only tell you the things I would check out if I faced this.

 

As you mentioned that it used to work in LE, I would look into the difference between LE and SE, which is the placement of source scripts. Check if the folder location that the Creation Kit looks for the source is the same location that they're saved. I have fixed several compilation errors this way, Papyrus extender is one of those mods that uses Source/Script and I fix the folders on every update. 

I don't know if SL depends on mods like this though.

 

Another thing to check would be if some critical mod is packed in a bsa file. The game can read those, but the CK can't.

 

Do you have SkyUI source scripts? An older source is fine, the newest source never got published.

 

And a sanity check with SKSE, are its source scripts loaded in the load order (left panel in MO2, I don't know where it's in Vortex).

 

As a desperation check, I would also double check if all mods I had installed where the correct version, because I have messed up AE and SE in the past.

 

If it makes you feel any better, I have spend a lot of time downloaded, activating, and disabling mods to get a file to compile, only to find out that it was a simple issues a bit later. 

14 hours ago, blank16 said:

What about now?

  Hide contents

enb2025_11_20_01_20_06.png.5a6503cfbcdb2b551b437c29423bfdc2.png

I think im gonna turn myself into the temple of... well whoever she is, i like temple xD hehehe

 

 

I always liked Night Mother... but now I really like her :o...

She is so much better now xD lovely ❤️

  Hide contents

enb2025_11_20_01_18_44.png.a0f785137de436dc7161759306568b36.png

But back door locked... ehh well... guess only boob job?

Or is that... chest job?... ( the dick... i mean key hole on her chest :D )

  Hide contents

enb2025_11_20_01_19_40.png.b00320be5649f63c633358ae6e8a08e8.png

 

Was trying to grab the statue from that mod I downloaded long time ago and forgot the original name...

So I deleted the platform because... why would I ever need a platform...

 

But apparently I also need to delete collision box... tho... it's not that big issues honestly... because I will not use that 

statue as floating in middle of air... but still dont want pointless collision geometry xD

  Hide contents

enb2025_11_20_01_18_35.png.e17c323302433bff88a4e630bf3f4221.png

 

 

Thats quite cool situation for her to be... ( why she got clothes? and they are as one mesh so cant easily delete xDD )

  Hide contents

enb2025_11_20_01_19_00.png.271eafdcf4b5ad683972d704bacc369b.png

 

 

 

Talrath's got some interesting architecture. They probably get a lot of visitors for cultural sightseeing.

 

 

 

Posted
41 minutes ago, a_random_user said:

Talrath's got some interesting architecture. They probably get a lot of visitors for cultural sightseeing.

image.png.1553cb426eae2d37914bd2d6a92d9b91.pngThese statues are downloaded somewhere from LoversLab, but I dont remember the name >.<

As for the ModManagers, I'm using MO2, Vortex sucks badly... but on LE I dont use any mod managers at all, I'm doing it old good LE way in LE... manuall installing xD

Meanning just dropping files into right folder... but sometimes I missfire xD

 

Ahh yeah xD "Scripts" "Seq" "Sound" these definetly goes to Main folder xDDD

Well... things happens, thats why I think I will simply have to reinstal soon my entire Skyrim LE...

 

Having almost 8000 hours in CK and still making such mistakes xDD

 

image.png.3f930d89d56e65c4b1c8303060f8a4f6.png

 

Right now building more huts for the outlaws to live in:

The big house in the middle is one of the many places that player can sleep.
image.png.ab2a1431b981cbfcb9257e511f1189ce.png

Option 1:

- At the shacks on the swamps - it will cost 30 septims per night, no door, sleeping with many other NPCs

Option 2:

- Talrath Taver - it will cost between 50 to 200 septims ( depend on the Castle Economy Stats ), safe place to sleep, room with a door and proper bed xD

Option 3:

- At the Talarth Keep - it don't cost but require specific Respect and/or Fame, 

 if( (Fame*2)+Respect > 1500 ) -> You can sleep in the keep

 if( Fame > 500 ) -> You can sleep in the keep

 if( Respect > 1200 ) -> You can sleep in the keep

 

There also will be PROBABLY option to own a house... but im not worried about that yet...

You can own a ship and there is even dockyard xD 

image.png.2c17b584153eadb07fc166d35854d60c.pngThree boats belongs to AI Capitans that can spawn Raid ( and player can join )

The big ship is King's Ship, it is just a decoration xD

But the thing on the right is place where You can "build" and upgrade Your own ship and call for the raids urself ( but it will cost You some respect and fame that You can get back if u win raid ) 

 

Ships can be upgraded with stuff like:

- Crew Rooms: ( allow to take more Bandits on the raid )

- Cargo: ( allow to pillage more goods, food, resources, gold on the ship )

- Cages: ( allow to kidnap more NPCs as slaves - up to 4 cages / 4 slaves from a raid )

- Harbor Crew: ( reduce cooldown between ships are ready for another raid - at start raid is possible every 48 hours, at max upgrade You can raid every 12 hours - often raiding reduce Morales so ur Bandits spawn weaker on the raid, so its best if You either route ur crew or give them time to rest )

 

Kidnapped slaves can be used as fuck toys for Your crew ( to regenerate morale ) 

 

 

Other use of slaves is either at taverns ( only girls ) to give prostitute them so they earn money for You, or in mines ( only boys ) to get constant flow of money, or at the Arena where they can fight and if they win they make You huge bucks ( both girls and boys, girls can get raped after lost fight xD - player can fight and get raped on the arena too )

 

But in order to have more slaves ( max 16 ) You need to buy rooms at slave house from Vogun, he is Slave Master and ur slaves after raid are in the Slave House until You trasfer them somewhere, ofc. You start with 0 slots, so in order to have any slaves u need to buy first rooms in the slave house...

 

Because Slaves gets spawned with their combat, mining and attraction values You can also sell ( or just kill / free ) Your slaves to keep better ones and lose worse ones.

Mines can support max 6 slaves working, so do Taverns and "Castle Toys" - to rise crew morale, so u cant max everything and always need to think who to keep and who to abandon :x...

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