Este es un mod simple del mod Haven Bag traducido al castellano esta probado, revisado y jugado con esta traducción, para cualquier error de traducción con mucho gusto concursante que disfruten del Mod.
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Haven Bag Spanish Translation
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Better Innteriors
[size=6][b]Better Innteriors[/b]
[/size][size=3]Better Inneriors is a project that aims to improve the interior cells of the inns and taverns of Skyrim.
As is, in game many of the miscellaneous inns are similar, if not the same, interior as every other one. weather your in Sleeping Giant Inn, or Windspeak Inn, or Frostfruit, they all have a single fireplace with one two separate rooms.[/size] [b][size=4]Better Innteriors[/size][/b][size=4][size=3] aims to refurbish the stale interiors to [/size][/size][size=3]something visual distinct. THIS PROJECT DOES NOT PLAN TO EDIT EXTERIORS as to keep as mods that effect town's and hold's layout compatible as possible. This is a work in progress project, with individual Inn files being released as they're completed.
Please recommend which interior you would like to see next!
[/size]
[size=4][u][b]Completed Inns
[/b][/u][/size][list]
[*][size=3]Frostfruit Inn[/size]
[/list]
[u][b][size=4]Next Planned Innterior
[/size][/b][/u][list]
[/list][list]
[*][size=3]Old Hroldan Inn[/size]
[/list][size=2]
Visual Mods Used in Screenshots: Enhanced Lighting and Effects, Static Mesh Improvement Mod, and Noble Skyrim.[/size]
[/size][size=3]Better Inneriors is a project that aims to improve the interior cells of the inns and taverns of Skyrim.
As is, in game many of the miscellaneous inns are similar, if not the same, interior as every other one. weather your in Sleeping Giant Inn, or Windspeak Inn, or Frostfruit, they all have a single fireplace with one two separate rooms.[/size] [b][size=4]Better Innteriors[/size][/b][size=4][size=3] aims to refurbish the stale interiors to [/size][/size][size=3]something visual distinct. THIS PROJECT DOES NOT PLAN TO EDIT EXTERIORS as to keep as mods that effect town's and hold's layout compatible as possible. This is a work in progress project, with individual Inn files being released as they're completed.
Please recommend which interior you would like to see next!
[/size]
[size=4][u][b]Completed Inns
[/b][/u][/size][list]
[*][size=3]Frostfruit Inn[/size]
[/list]
[u][b][size=4]Next Planned Innterior
[/size][/b][/u][list]
[/list][list]
[*][size=3]Old Hroldan Inn[/size]
[/list][size=2]
Visual Mods Used in Screenshots: Enhanced Lighting and Effects, Static Mesh Improvement Mod, and Noble Skyrim.[/size]
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Guards Armor Replacer Civil War Aftermath Patch
This is a patch for the mod Guards Armor Replacer made by NordwarUA and uploaded by DanielUA.
Have you downloaded Guards Armor Replacer and noticed that after the civil war, guards lose their gear to become imperial or stormcloak soldiers? If that's the case, then this mod was made for you. A lot of people requested a mod like this one, so I took the responsibility upon my shoulders to provide you all with this long awaited patch. Before I say anything else, I just wanted everyone to know that I got permission from the original author before uploading this patch. Here's what this mod does:
- Guards keep their armor, weapons and names after the civil war
- Imperial / Stormcloak camps can be cleared of their inhabitants after the civil war
- Stormcloaks now wear the different variants of rebel armor and gear during the civil war quests and sieges
- A few other things, such as typos in the markarth gear and more were also fixed
Important message to those who side with the Stormcloaks, you may encounter a bug after the attack of Whiterun where you can't report to Ulfric and the Whiterun and Dragonsreach icons won't be shown on your map. To avoid this bug, you must walk to the Whiterun City Gate from Dragonsreach about a minute after Balgruff surrendered. Only after exiting Whiterun through the city gate on foot will you be able to fast travel to Windhelm. This will fix your issue. I cannot patch this and the Unofficial Skyrim Legendary Edition Patch does not fix this issue.
To install the mod, simply extract the files from the archive then drag the esp file from the folder into your data folder. If you don't want to install the mod manually, you can use Vortex or the Nexus Mod Manager.
If you install this mod in the middle of a playthrough, make sure you type in the command resetinventory if necessary.
I hope you will enjoy this patch!
Have you downloaded Guards Armor Replacer and noticed that after the civil war, guards lose their gear to become imperial or stormcloak soldiers? If that's the case, then this mod was made for you. A lot of people requested a mod like this one, so I took the responsibility upon my shoulders to provide you all with this long awaited patch. Before I say anything else, I just wanted everyone to know that I got permission from the original author before uploading this patch. Here's what this mod does:
- Guards keep their armor, weapons and names after the civil war
- Imperial / Stormcloak camps can be cleared of their inhabitants after the civil war
- Stormcloaks now wear the different variants of rebel armor and gear during the civil war quests and sieges
- A few other things, such as typos in the markarth gear and more were also fixed
Important message to those who side with the Stormcloaks, you may encounter a bug after the attack of Whiterun where you can't report to Ulfric and the Whiterun and Dragonsreach icons won't be shown on your map. To avoid this bug, you must walk to the Whiterun City Gate from Dragonsreach about a minute after Balgruff surrendered. Only after exiting Whiterun through the city gate on foot will you be able to fast travel to Windhelm. This will fix your issue. I cannot patch this and the Unofficial Skyrim Legendary Edition Patch does not fix this issue.
To install the mod, simply extract the files from the archive then drag the esp file from the folder into your data folder. If you don't want to install the mod manually, you can use Vortex or the Nexus Mod Manager.
If you install this mod in the middle of a playthrough, make sure you type in the command resetinventory if necessary.
I hope you will enjoy this patch!
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Quick Vampire Dodge
This is kind of a tweaked and merged version of [url=https://www.nexusmods.com/skyrim/mods/79610]SWOOSH[/url] by [url=https://www.nexusmods.com/skyrim/users/38957105]mithiisbored[/url] and [url=https://www.nexusmods.com/skyrim/mods/21886]The Night's Embrace[/url] by [url=https://www.nexusmods.com/skyrim/users/436264]watcher2030[/url], meant to be a simple and scriptless alternative to other dodge mods.
There's a spell book, but it won't show up on merchants or anything like that, you'll have to use the console to get it.
[b][size=4]The spell is called [color=#00ff00]Night's Embrace[/color]. Spawn the book or add it to your character through the console.[/size][/b]
There's a spell book, but it won't show up on merchants or anything like that, you'll have to use the console to get it.
[b][size=4]The spell is called [color=#00ff00]Night's Embrace[/color]. Spawn the book or add it to your character through the console.[/size][/b]
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Skyrim Supplemental Patch
[color=#666666][color=#783f04][size=3][color=#ffffff]
A comprehensive error correcting patch with the primary objective of eliminating as many of the remaining errors as possible that still exist within the Skyrim game. This patch has taken years to compile, and with the end of the Unofficial Skyrim Legendary Edition Patch, it is [/color][/size][/color][/color][color=#666666][color=#783f04][size=3][color=#ffffff]necessary to provide the Skyrim community a resource to continue to fix the remaining errors that still need to be addressed within the Skyrim Legendary Edition. This patch is meant to be used in conjunction with the Unofficial Skyrim Legendary Edition Patch, though it technically does not require it.
The bulk of the Skyrim Supplemental Patch focuses primarily on object and item placement, although the scope of the patch goes far beyond that. The Unofficial Skyrim Legendary Edition P[/color][/size][/color][/color][color=#666666][color=#783f04][size=3][color=#ffffff]atch does an amazing job at fixing misplaced items, objects, and various other errors, but despite its massive scope it is seemingly impossible to fix everything, and there are still countless errors that are still in need of fixing. Hence, that is the primary reason for the creation of the Skyrim Supplemental Patch, and every fix in this patch is a fix not already addressed by the Unofficial Skyrim Legendary Edition Patch, making it ideal to go along side it. [/color][/size][/color][/color]
[img]https://i.postimg.cc/DzvR5bcV/91069-1525138029-596089729.png[/img]
[size=3]The scope of The Skyrim Supplemental Patch goes beyond just object placement issues and addresses a broad range of errors that still exist, such as holes and gaps in the world, invisible walls, ceilings, etc. correcting countless such instances that still remain. The Skyrim Supplemental Patch also fixes small placement errors like those found with many light sources such as burning embers, candles, and lanterns. If looked at closely, thousands of these light sources are haphazardly placed resulting in such anomalies as floating burning embers, embers clipping through the bowl that contains them, and floating/clipping candles, lanterns etc. The Skyrim Supplemental Patch painstakingly fixes virtually all of these misplaced objects and errors in the game world.
Examining the various dungeons, caves, and interiors in the Skyrim world will show in many instances the numerous problems that still remain, such as walls and floors connected to the wrong roommarker rendering them invisible, or open gaps where one can peer through the fabric of the world. The Skyrim Supplemental Patch fixes these numerous troublesome occurrences that still remain, correcting roombound association and properly blocking up holes.
Many other types of errors are also addressed in the Skyrim Supplemental Patch, e.g. the problem with many of the seats/benches located in the world. There are countless benches/chairs/seats etc. in the Skyrim world that have been positioned without testing their placement. When actually sat upon, the players head becomes absorbed into the wall, providing a view into the skybox nether world and freezing all camera movement until standing up. These numerous seating issues have all been addressed, and will now function properly.
In addition, any object or item that could reasonably be considered to be out of place or clipping through another object has been fixed, along with countless more error correcting implementations that will improve the Skyrim experience.
[youtube]iM2JCFj1DrA[/youtube]
[/size]
[size=3][size=3]The Skyrim Supplemental Patch also addresses countless other types of errors that still remain, such as the errors that still exist with such things as magic effects, spells, locational data, dialogue, quests, NPCs, books, ingredients, [/size][/size][size=3][size=3][size=3][size=3]item and object ownership, meshes, grammar, perks, etc. with the goal of eliminating as many of the remaining errors as possible, so as to provide the best Skyrim experience. [/size][/size][/size][/size][size=3][size=3]
The Skyrim Supplemental Patch should be compatible with everything.
The Skyrim Supplemental Patch requires the Legendary Edition of Skyrim.
[/size]
[/size]
A comprehensive error correcting patch with the primary objective of eliminating as many of the remaining errors as possible that still exist within the Skyrim game. This patch has taken years to compile, and with the end of the Unofficial Skyrim Legendary Edition Patch, it is [/color][/size][/color][/color][color=#666666][color=#783f04][size=3][color=#ffffff]necessary to provide the Skyrim community a resource to continue to fix the remaining errors that still need to be addressed within the Skyrim Legendary Edition. This patch is meant to be used in conjunction with the Unofficial Skyrim Legendary Edition Patch, though it technically does not require it.
The bulk of the Skyrim Supplemental Patch focuses primarily on object and item placement, although the scope of the patch goes far beyond that. The Unofficial Skyrim Legendary Edition P[/color][/size][/color][/color][color=#666666][color=#783f04][size=3][color=#ffffff]atch does an amazing job at fixing misplaced items, objects, and various other errors, but despite its massive scope it is seemingly impossible to fix everything, and there are still countless errors that are still in need of fixing. Hence, that is the primary reason for the creation of the Skyrim Supplemental Patch, and every fix in this patch is a fix not already addressed by the Unofficial Skyrim Legendary Edition Patch, making it ideal to go along side it. [/color][/size][/color][/color]
[img]https://i.postimg.cc/DzvR5bcV/91069-1525138029-596089729.png[/img]
[size=3]The scope of The Skyrim Supplemental Patch goes beyond just object placement issues and addresses a broad range of errors that still exist, such as holes and gaps in the world, invisible walls, ceilings, etc. correcting countless such instances that still remain. The Skyrim Supplemental Patch also fixes small placement errors like those found with many light sources such as burning embers, candles, and lanterns. If looked at closely, thousands of these light sources are haphazardly placed resulting in such anomalies as floating burning embers, embers clipping through the bowl that contains them, and floating/clipping candles, lanterns etc. The Skyrim Supplemental Patch painstakingly fixes virtually all of these misplaced objects and errors in the game world.
Examining the various dungeons, caves, and interiors in the Skyrim world will show in many instances the numerous problems that still remain, such as walls and floors connected to the wrong roommarker rendering them invisible, or open gaps where one can peer through the fabric of the world. The Skyrim Supplemental Patch fixes these numerous troublesome occurrences that still remain, correcting roombound association and properly blocking up holes.
Many other types of errors are also addressed in the Skyrim Supplemental Patch, e.g. the problem with many of the seats/benches located in the world. There are countless benches/chairs/seats etc. in the Skyrim world that have been positioned without testing their placement. When actually sat upon, the players head becomes absorbed into the wall, providing a view into the skybox nether world and freezing all camera movement until standing up. These numerous seating issues have all been addressed, and will now function properly.
In addition, any object or item that could reasonably be considered to be out of place or clipping through another object has been fixed, along with countless more error correcting implementations that will improve the Skyrim experience.
[youtube]iM2JCFj1DrA[/youtube]
[/size]
[size=3][size=3]The Skyrim Supplemental Patch also addresses countless other types of errors that still remain, such as the errors that still exist with such things as magic effects, spells, locational data, dialogue, quests, NPCs, books, ingredients, [/size][/size][size=3][size=3][size=3][size=3]item and object ownership, meshes, grammar, perks, etc. with the goal of eliminating as many of the remaining errors as possible, so as to provide the best Skyrim experience. [/size][/size][/size][/size][size=3][size=3]
The Skyrim Supplemental Patch should be compatible with everything.
The Skyrim Supplemental Patch requires the Legendary Edition of Skyrim.
[/size]
[/size]
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A Sekiro Combat Mod for Skyrim - Shinobi Combat
[size=3]
[youtube]vWs4o9GiKrk[/youtube]
Thanks to [url=https://www.youtube.com/watch?v=vWs4o9GiKrk]Enioryt[/url] for making this awesome video! (The place seen there is NOT part of this mod though, it's a mod called World of Rudra)[size=4][b]
UPDATES:[/b][/size]
[/size][quote][size=4]
[list]
[*]1.2.0: Added Sekiro's resurrection system. This finally gives some meaning to Shinobi executions! See Features below for more details
[*]Thanks to the beautiful deflect spark effects made by [url=https://www.nexusmods.com/skyrim/users/5493833?tab=user+files&BH=0]LertKrush[/url], which he provided to be included here, this new version of the mod will from now on look 10 times more stylish than before!
[*]1.1.1: Added a readme file that doubles as a menu to adjust all settings.
[*]Shinobi execution should work on creatures now, if it doesn't you can change it from doing the special animation to just increased damage normal attacks.
[*]The sparks now fly into the proper direction
[*]1.1.0: most of the problems users reported (shinobi execution not triggering, permanent damage immunity) seemed to come from one essential script being too slow. I streamlined that one and transferred some of its work to others, so I hope these problems are solved now. Sorry for the inconvenience!
[*]1.0.4: Added notifications on the top left of the screen, each time you hit an enemy, it will display their current Posture.
[*]1.0.3: Arrows will now bounce off the blade as intended when blocked or deflected, instead of still impaling the character. Blocking them now consumes Posture, Deflecting does not
[*]Added a "killcam" effect where the camera focuses onto the enemy during Shinobi Execution. If you don't want this or if your camera somehow gets stuck, "set sekiro_killcam to 0" in console
[*]1.0.2: You can now change the Perilous Attack alert. Type "set sekiro_peril to 0" in the console to turn it off completely, or "set sekiro_peril to 1" for just the Kanji and sound without the slowdown effect. Default is 2 for both. (If you want the slowdown but no Kanji, move/rename/delete sekirolike_perilous.pex from the scripts folder)
[*]1.0.1: Added a Lesser Power on startup that activates / deactivates the mod. Can be used to restart if it isn't working. I'd recommend deactivating before you uninstall the mod
[/list][/size][/quote]
[size=3]This mod was made with the idea to bring "The Clashing of Swords", which Sekiro's swordsplay tries to capture, into Skyrim.
It is a standalone combat overhaul that adds some of the features found in Sekiro's combat system, and tries to do so in the most minimalistic and performance-friendly way I could think of.
[size=3]Since this is my very first own mod, expect it to be buggy. Also, I have zero experience about how to balance such a mod, so I'd gladly take any kind of feedback and suggestions for improvements. Just tell me if you want something changed or addded.[/size]
[size=3]The mod is far from finished and will be updated regularly. I'm planning on adding more "situational" special moves, like Mikiri Counter, Jumping off enemies, Ninjutsu. Also, I'll try to make some of the Combat Arts (like Ichimonji, Dragon Flash, Ashina Cross etc.) as far as it's possible within the bounds of Skyrim's behaviour.[/size]
[youtube]vTe3_BqNyRM[/youtube]
[b]FEATURES:[/b]
[/size][list]
[list]
[*][size=3]Stamina is "Posture". Getting hit by undeflected attacks damages one's posture (in proportion to one's Block skill) in addition to health, [s]and causes stagger[/s]. Blocking reduces health damage, but does not prevent Posture damage. Unlike in Sekiro, sprinting and performing power attacks still costs Stamina. While blocking, and not getting hit, Posture regenerates faster. From version 1.2 on, Posture regeneration scales with your current health (low health -> slow posture regen). Be aware that your opponen's posture regenerates in the same way, so be aggressive while they still have a lot of health[/size]
[/list][list]
[*][size=3]Blocking at the perfect time will "Deflect" attacks and negate any damage it would have dealt, while damaging the opponent's Posture in return. Deflection can parry any weapon and even arrows. Of course, there will be flashy spark effects![/size]
[/list][list]
[*][size=3]When you swing your blade to attack at the exact same time as your opponent, you will also parry their strike and the two blades will clash with each other, with the Posture of both opponents deciding who comes out on top. [/size]
[/list][list]
[*][size=3]Power attacks are "Perilous Attacks". They CANNOT be blocked or deflected and should be evaded. They'll be telegraphed very clearly. This really shines when you use a Dodge mod together with mine. Weapon swings in vanilla are usually too abrupt to really dodge them, so I added a slowdown effect. In the future I want to add some "Mikiri Counter" and jump kick feature to reward timed dodging[/size]
[/list][list]
[*][size=3]When an NPC's Posture is depleted or "broken through", they will enter a state in which the player attacking them results in a special "Shinobi Execution" finisher move. When the player's Posture is broken, they get staggered.[/size]
[*][size=3]Alternatively, you can turn the finisher animation off and just deal increased damage to the target while it is posture broken. If you have a killmove mod installed and set the chance to 100, you could see a vanilla killmove every time you break an opponent's posture![/size]
[/list][list]
[*][size=3]Shinobi Executions can also be performed while Sneaking, on any target that hasn't noticed you.[/size]
[/list][list]
[*][size=3]Some animation conditions are changed: Hitting a blocking target no longer makes you and NPCs recoil. GETTING hit while blocking now makes you and NPCs recoil from the force. Deflecting attacks instead of blocking does NOT cause recoil. GETTING your attack deflected by the opponent leads to recoiling.[/size]
[*][size=3]The Dragon's Heritage runs strong within the Dragonborn as well. Everytime they kill a living creature with Shinobi Execution, they absorb a part of the opponent's life force, which manifests as a "Dragonsoul Shard" (no lore to be found here, I just made that up). If they have accumulated at least ten such soul shards, they can use up that stored excess life force ro resurrect from death once - only to probably die again soon after.[/size]
[/list][/list]
[youtube]VU9jZZjNNwk[/youtube]
[size=4]
[quote]As you can see, my PC is a potato. Anyone with a decent graphics card is more than welcome to make a more stylish showcase video for this mod, and I'll put it here.[/quote][/size]
[size=3]
[b]REQUIREMENTS: [/b]
This mod is Standalone, except that it requires SKSE.[/size]
[size=3]
[b]SETUP:[/b]
The changes should be automatically applied when loading the game with the mod installed.
You can basically deflect everything anyone throws at you, and your deflecting will sooner or later poisebreak anything that has a stamina bar.
Enemies will receive the same abilities as you, but only after the've attacked you once. If an NPC with the ability attacks someone else, they too will receive them.
This was done to avoid using a scripted cloak spell which could somewhat slow down performance a bit depending on you PC. I might change this in future updates depending on feedback.
I have no idea how to make MCM menus, sorry. You'll have to make do with manually changing the settings via console, or use the settings file that's contained from 1.1.1 onwards.
set sekiro_parrytime to 1.0 ; time frame in seconds for deflecting attacks
set sekiro_deflect_hyperarmor to 1 ; 1: invulnerable while deflecting, 0: not invulnerable
set sekiro_attackstagger to 0 ; 1: every unblocked attack staggers
set sekiro_perilous_stagger to 1 ; 1: perilous attacks from melee weapons stagger
set sekiro_unarmed_stagger to 1 ; 1: unarmed perilous attacks stagger
set sekiro_posturecounter to 0 ; 1: display enemy posture in top left screen each time you hit them (not really too useful, since debug messages don't update fast enough, I can't change this unfortunately)
set sekiro_player_posturebreak to 1 ; 1: like NPCs, player will enter a posture broken state when their posture is depleted by attacks
sekiro_npc_break_percent to 5.0 ; if NPC posture percentage falls below this threshold, NPC posture is broken
sekiro_player_break_percent to 5.0 ; if player posture percentage falls below this threshold, player posture is broken
set sekiro_killmoves to 2 ; 2: killmove with special animation, 1: normal attacks do increases damage against targets in posture broken state, 0: breaking posture has no effect
set sekiro_npc_deathblow to 0 ; NPCs can perform executions. Buggy, use at your own risk!
set sekiro_killcam to 0 ; 1: camera will focus on target during execution animation
set sekiro_peril to 3 ; 0: no visual cue for perilous attacks, 1: red kanji and sound only, 2: time slowdown only, 3: kanji + sound + slowdown
[b]
RECOMMENDED MODS:
[/b][/size][list]
[*][size=3]Definitely use a dodge mod of you choice![/size]
[*][size=3]Mods that improve NPC AI, such as [url=https://www.nexusmods.com/skyrim/mods/76529]Wildcat[/url] or [url=https://www.nexusmods.com/skyrim/mods/36006]Ultimate Combat[/url]. You might want to disable timed block and stagger mechanics there though, since this mod has those too.[/size]
[*][size=3][url=https://www.nexusmods.com/skyrim/mods/44014/?]Pseudo Parry Animation[/url] for a more elegant parrying (blocking uses the Recoil animation now)[/size]
[*][size=3]some stylish Samurai-like Swordplay animations, for example a mix of [url=https://www.nexusmods.com/skyrim/mods/70108]OSEA[/url] and [url=https://www.nexusmods.com/skyrim/mods/81070]Katana Animations[/url], or the [url=https://www.nexusmods.com/skyrim/mods/98920]EAD[/url] mashup[/size]
[*][size=3][url=https://www.nexusmods.com/skyrim/mods/76768]No StaggerCamera[/url], this is just personal preference, it removes the camera sway from stagger but keeps the animation[/size]
[*][size=3]an audio overhaul that improves swinging, clanging and slashing sounds of weapons. The "Soulsborne Sound FX" mod could be a nice fit.[/size]
[/list]
[youtube]vWs4o9GiKrk[/youtube]
Thanks to [url=https://www.youtube.com/watch?v=vWs4o9GiKrk]Enioryt[/url] for making this awesome video! (The place seen there is NOT part of this mod though, it's a mod called World of Rudra)[size=4][b]
UPDATES:[/b][/size]
[/size][quote][size=4]
[list]
[*]1.2.0: Added Sekiro's resurrection system. This finally gives some meaning to Shinobi executions! See Features below for more details
[*]Thanks to the beautiful deflect spark effects made by [url=https://www.nexusmods.com/skyrim/users/5493833?tab=user+files&BH=0]LertKrush[/url], which he provided to be included here, this new version of the mod will from now on look 10 times more stylish than before!
[*]1.1.1: Added a readme file that doubles as a menu to adjust all settings.
[*]Shinobi execution should work on creatures now, if it doesn't you can change it from doing the special animation to just increased damage normal attacks.
[*]The sparks now fly into the proper direction
[*]1.1.0: most of the problems users reported (shinobi execution not triggering, permanent damage immunity) seemed to come from one essential script being too slow. I streamlined that one and transferred some of its work to others, so I hope these problems are solved now. Sorry for the inconvenience!
[*]1.0.4: Added notifications on the top left of the screen, each time you hit an enemy, it will display their current Posture.
[*]1.0.3: Arrows will now bounce off the blade as intended when blocked or deflected, instead of still impaling the character. Blocking them now consumes Posture, Deflecting does not
[*]Added a "killcam" effect where the camera focuses onto the enemy during Shinobi Execution. If you don't want this or if your camera somehow gets stuck, "set sekiro_killcam to 0" in console
[*]1.0.2: You can now change the Perilous Attack alert. Type "set sekiro_peril to 0" in the console to turn it off completely, or "set sekiro_peril to 1" for just the Kanji and sound without the slowdown effect. Default is 2 for both. (If you want the slowdown but no Kanji, move/rename/delete sekirolike_perilous.pex from the scripts folder)
[*]1.0.1: Added a Lesser Power on startup that activates / deactivates the mod. Can be used to restart if it isn't working. I'd recommend deactivating before you uninstall the mod
[/list][/size][/quote]
[size=3]This mod was made with the idea to bring "The Clashing of Swords", which Sekiro's swordsplay tries to capture, into Skyrim.
It is a standalone combat overhaul that adds some of the features found in Sekiro's combat system, and tries to do so in the most minimalistic and performance-friendly way I could think of.
[size=3]Since this is my very first own mod, expect it to be buggy. Also, I have zero experience about how to balance such a mod, so I'd gladly take any kind of feedback and suggestions for improvements. Just tell me if you want something changed or addded.[/size]
[size=3]The mod is far from finished and will be updated regularly. I'm planning on adding more "situational" special moves, like Mikiri Counter, Jumping off enemies, Ninjutsu. Also, I'll try to make some of the Combat Arts (like Ichimonji, Dragon Flash, Ashina Cross etc.) as far as it's possible within the bounds of Skyrim's behaviour.[/size]
[youtube]vTe3_BqNyRM[/youtube]
[b]FEATURES:[/b]
[/size][list]
[list]
[*][size=3]Stamina is "Posture". Getting hit by undeflected attacks damages one's posture (in proportion to one's Block skill) in addition to health, [s]and causes stagger[/s]. Blocking reduces health damage, but does not prevent Posture damage. Unlike in Sekiro, sprinting and performing power attacks still costs Stamina. While blocking, and not getting hit, Posture regenerates faster. From version 1.2 on, Posture regeneration scales with your current health (low health -> slow posture regen). Be aware that your opponen's posture regenerates in the same way, so be aggressive while they still have a lot of health[/size]
[/list][list]
[*][size=3]Blocking at the perfect time will "Deflect" attacks and negate any damage it would have dealt, while damaging the opponent's Posture in return. Deflection can parry any weapon and even arrows. Of course, there will be flashy spark effects![/size]
[/list][list]
[*][size=3]When you swing your blade to attack at the exact same time as your opponent, you will also parry their strike and the two blades will clash with each other, with the Posture of both opponents deciding who comes out on top. [/size]
[/list][list]
[*][size=3]Power attacks are "Perilous Attacks". They CANNOT be blocked or deflected and should be evaded. They'll be telegraphed very clearly. This really shines when you use a Dodge mod together with mine. Weapon swings in vanilla are usually too abrupt to really dodge them, so I added a slowdown effect. In the future I want to add some "Mikiri Counter" and jump kick feature to reward timed dodging[/size]
[/list][list]
[*][size=3]When an NPC's Posture is depleted or "broken through", they will enter a state in which the player attacking them results in a special "Shinobi Execution" finisher move. When the player's Posture is broken, they get staggered.[/size]
[*][size=3]Alternatively, you can turn the finisher animation off and just deal increased damage to the target while it is posture broken. If you have a killmove mod installed and set the chance to 100, you could see a vanilla killmove every time you break an opponent's posture![/size]
[/list][list]
[*][size=3]Shinobi Executions can also be performed while Sneaking, on any target that hasn't noticed you.[/size]
[/list][list]
[*][size=3]Some animation conditions are changed: Hitting a blocking target no longer makes you and NPCs recoil. GETTING hit while blocking now makes you and NPCs recoil from the force. Deflecting attacks instead of blocking does NOT cause recoil. GETTING your attack deflected by the opponent leads to recoiling.[/size]
[*][size=3]The Dragon's Heritage runs strong within the Dragonborn as well. Everytime they kill a living creature with Shinobi Execution, they absorb a part of the opponent's life force, which manifests as a "Dragonsoul Shard" (no lore to be found here, I just made that up). If they have accumulated at least ten such soul shards, they can use up that stored excess life force ro resurrect from death once - only to probably die again soon after.[/size]
[/list][/list]
[youtube]VU9jZZjNNwk[/youtube]
[size=4]
[quote]As you can see, my PC is a potato. Anyone with a decent graphics card is more than welcome to make a more stylish showcase video for this mod, and I'll put it here.[/quote][/size]
[size=3]
[b]REQUIREMENTS: [/b]
This mod is Standalone, except that it requires SKSE.[/size]
[size=3]
[b]SETUP:[/b]
The changes should be automatically applied when loading the game with the mod installed.
You can basically deflect everything anyone throws at you, and your deflecting will sooner or later poisebreak anything that has a stamina bar.
Enemies will receive the same abilities as you, but only after the've attacked you once. If an NPC with the ability attacks someone else, they too will receive them.
This was done to avoid using a scripted cloak spell which could somewhat slow down performance a bit depending on you PC. I might change this in future updates depending on feedback.
I have no idea how to make MCM menus, sorry. You'll have to make do with manually changing the settings via console, or use the settings file that's contained from 1.1.1 onwards.
set sekiro_parrytime to 1.0 ; time frame in seconds for deflecting attacks
set sekiro_deflect_hyperarmor to 1 ; 1: invulnerable while deflecting, 0: not invulnerable
set sekiro_attackstagger to 0 ; 1: every unblocked attack staggers
set sekiro_perilous_stagger to 1 ; 1: perilous attacks from melee weapons stagger
set sekiro_unarmed_stagger to 1 ; 1: unarmed perilous attacks stagger
set sekiro_posturecounter to 0 ; 1: display enemy posture in top left screen each time you hit them (not really too useful, since debug messages don't update fast enough, I can't change this unfortunately)
set sekiro_player_posturebreak to 1 ; 1: like NPCs, player will enter a posture broken state when their posture is depleted by attacks
sekiro_npc_break_percent to 5.0 ; if NPC posture percentage falls below this threshold, NPC posture is broken
sekiro_player_break_percent to 5.0 ; if player posture percentage falls below this threshold, player posture is broken
set sekiro_killmoves to 2 ; 2: killmove with special animation, 1: normal attacks do increases damage against targets in posture broken state, 0: breaking posture has no effect
set sekiro_npc_deathblow to 0 ; NPCs can perform executions. Buggy, use at your own risk!
set sekiro_killcam to 0 ; 1: camera will focus on target during execution animation
set sekiro_peril to 3 ; 0: no visual cue for perilous attacks, 1: red kanji and sound only, 2: time slowdown only, 3: kanji + sound + slowdown
[b]
RECOMMENDED MODS:
[/b][/size][list]
[*][size=3]Definitely use a dodge mod of you choice![/size]
[*][size=3]Mods that improve NPC AI, such as [url=https://www.nexusmods.com/skyrim/mods/76529]Wildcat[/url] or [url=https://www.nexusmods.com/skyrim/mods/36006]Ultimate Combat[/url]. You might want to disable timed block and stagger mechanics there though, since this mod has those too.[/size]
[*][size=3][url=https://www.nexusmods.com/skyrim/mods/44014/?]Pseudo Parry Animation[/url] for a more elegant parrying (blocking uses the Recoil animation now)[/size]
[*][size=3]some stylish Samurai-like Swordplay animations, for example a mix of [url=https://www.nexusmods.com/skyrim/mods/70108]OSEA[/url] and [url=https://www.nexusmods.com/skyrim/mods/81070]Katana Animations[/url], or the [url=https://www.nexusmods.com/skyrim/mods/98920]EAD[/url] mashup[/size]
[*][size=3][url=https://www.nexusmods.com/skyrim/mods/76768]No StaggerCamera[/url], this is just personal preference, it removes the camera sway from stagger but keeps the animation[/size]
[*][size=3]an audio overhaul that improves swinging, clanging and slashing sounds of weapons. The "Soulsborne Sound FX" mod could be a nice fit.[/size]
[/list]
↧
BHUNP (UUNP Next Generation) LE
[color=#f1c232][b][center][img]https://1.bp.blogspot.com/-ozRPMPaQHdA/XdiHp_5QRII/AAAAAAAAAxM/CEVYlcgp-AwbA7UcOps6HOD6DZOqZr7JwCLcBGAsYHQ/s640/BHUNP%2B%25281%2529.png[/img][/center][center]
[size=5][color=#ff0000][b][size=5][color=#cc4125][size=6]!Warning![/size][/color]
[/size][/b][/color]
[color=#e06666][size=4][b][Do not use HDT-SMP for NPCs if you have to use SMP.
Just make sure you use it only for your character.
Otherwise FPS drops rapidly and it causes CTD in the end.]
[I[b]f you don't know anything, or aren't sure about the relationship between
HDT-PE, HDT-SMP, T/BBP, etc, it is highly recommended you read this
first.[/b]]
[color=#f1c232][b][size=5][color=#e06666][size=4][b] [url=https://babofactory.blogspot.com/2019/10/what-is-hdt-pe-hdt-smp-bbp-tbbp-3bbb.html]https://babofactory.blogspot.com/2019/10/what-is-hdt-pe-hdt-smp-bbp-tbbp-3bbb.html[/url][/b][/size][/color][/size][/b][/color][/b][/size][/color][/size][/center][size=5]
[center][url=https://www.nexusmods.com/skyrimspecialedition/mods/31126]SE Version[/url][/center]
Description[/size][/b][/color]
[color=#efefef]Greatly improved UNP base body wtih natural movements with HDT based.
Fully compatible with UUNP Body types.
High-poly, putting a lot of efforts on vagina, anus, breasts shapes,
believable collision effects, much more tender breasts with 3 breast
bones.[/color]
[color=#e06666][b]All this possible on BHUNP body.
[/b][/color]
[color=#f1c232][b][img]https://1.bp.blogspot.com/-Ws0nUGKwrUM/XdiGM4izSMI/AAAAAAAAAw8/B31BFuFCklUT9naRPRum3iYXMaAwD6KjACLcBGAsYHQ/s1600/BHUNP%2B%25282%2529.gif[/img][/b][/color]
[b]
[/b][b][color=#ea9999]- Bodyslide Support
- TextBlend Support
- Added collidable meshes for optimization
- Much more details on vagina shape like NSFW SFM.
- Anus model has been added(Controllable in animating)
- Overall topology, weights, shapes has been repolished.
- Much more realistic and natural but sexier breasts jiggly bouncing.
- Support SOS, SAM for SMP collision physics.
- the vagina shape and the nipple shape bodyslide available.
- Super easy converting.[/color][/b]
[u][b][color=#e06666][s]- Some bodyslides are deleted: 7BUNP, CNHF, CNHF Bonus, ZGGB-R2[/s]
[/color][/b][/u][b]Every bodyslide is available now.[/b]
[color=#ff0000][b][size=5][center][/center][/size][/b][/color][color=#f1c232][size=5][b]Features of the Body[/b][/size][/color]
[b][color=#e69138]BHUNP 3BBB[/color]:[/b] The base body. It contains [hdtVagina.xml / hdt.xml / hdtFingers.xml]
[b][color=#e69138]BHUNP 3BBB PE Havok Path[/color]:[/b] It contains [hdtVagina.xml / hdt.xml / hdtFingers.xml / hdt3bbb.xml]
[b][color=#e69138]BHUNP 3BBB SMP Havok Path[/color]: [/b]It contains [hdtVagina.xml / hdt.xml / hdtFingers.xml], and [Baseshaep.xml]
[b][color=#e69138]BHUNP 3BBB Vagina Ref[/color]: [/b]It contains nothing. This body is not for playing but for modders' resource. Do not use it for playing.
[b]HDT-PE[/b]
hdtPhysicsExtensionsDefaultBBP.xml - controls nothing. Empty.(I made this empty to avoid confliction with hdt.xml because they handle the same bones.)
hdt.xml - controls TBBP bone branch, Butts, Belly
hdtVagina.xml - controls Vagina, Thighs, Calves
hdtfingers.xml - controls finger collisions for PE.
hdt3bbb.xml - controls 3bbb bone branch.
[b]HDT-SMP
[/b]BaseShape.xml - controls 3bbb bone branch.
[size=5]
[color=#f1c232][b]Requirements[/b][/color][/size]
[url=https://www.nexusmods.com/skyrim/mods/68000]XPMSE 4.67Version or above[/url]
UNP compatible texture
[url=https://www.nexusmods.com/skyrim/mods/49015]BodySlide[/url]
[url=https://skse.silverlock.org/]SKSE[/url]
HDT PE(Added in the pack)
[color=#f1c232][size=4][b]Requirements[/b][/size][/color][color=#f1c232][size=4](Optional)[/size][/color]
Texture Blender
HDT SMP(Added in the pack, if you want to use SMP body)
High-end CPU(Highly recommended if you want SMP)
Your own race(Highly recommended if you want SMP)
[color=#f1c232][b][size=5]How to Install[/size]
[/b][/color]
1. Get the file
2. Install it(Recommend MO2)
3. Follow the instruction
4. Build your body(Starting with BHUNP 3BBB)
5. Enjoy
[color=#f1c232][size=5][b]FAQ[/b][/size][/color]
[color=#ff0000]Q. Belly physics collision seems not working with SMP body. PE was fine.[/color]
A. It's almost impossible to make it work as PE does to Belly. It's just
because SMP collision radius is too short. SMP is known to be much more
precise than PE. It's just the stick can't reach the belly collision
mesh. You might think 'Then, do I have to give up?'. Maybe... But to
compensate for the issue, I made 'Belly' bone movable with 3BBB skeleton
so that animators aniamte belly if necessary(like when a huge cock
kicks in). Nonetheless, this limit will be solved in SE. In LE, you
can't help it.
[color=#ff0000]Q. There's no anus physics. What's wrong?[/color]
A. Nothing wrong with it actually. It's not supposed to move itself. It
won't move unless animators give keyframes to it. Anus doesn't belong to
hdt physics. I decided to give up on Anus physics because it became too
ugly and it didn't seem very realistic. Best leave it to animators.
[color=#ff0000]Q. I have my own custom race other than your ygnord race. But it doesn't seem to work.[/color]
A. It could be complicated to solve this problem. You need to learn how
to make your new bodyslide for your custom race in Outfit Studio. In
Outfit Studio, load project BHUNP 3BBB body. Then, do Save As.. Name it a
different name. Set the folder path where your custom race body mesh is
located. Finished? Run the bodyslide you created just now.
[color=#ff0000]Q. Breasts aren't moving at all. They are... not moving and detached from the body.[/color]
A. It should be absence of skeleton issue. Double check if your character has a proper 3BBB skeleton.nif.
[color=#ff0000]Q. Some of Racemenu bone scale options aren't working. What's happening?[/color]
A. It's natural. Don't worry. 3BBB breasts bones are not subordinate to
bbp bones. They are independent bones. So any slides that handle bbp
bones won't work for 3bbb breasts.
[color=#ff0000]Q. Racemenu Morphs isn't working in showracemenu.[/color]
A. It works. You just need to start a new save. I don't know but it looks like it's how it works.
[color=#f1c232][b][img]https://1.bp.blogspot.com/-zjze664LkFE/XdiF8znFDsI/AAAAAAAAAw4/c4r776hCPv4W8viny96SleptUreh3koeACLcBGAsYHQ/s1600/BHUNP%2B%25281%2529.gif[/img][/b][/color]
[b][color=#f1c232][size=5]Future Plans[/size][/color][/b]
[b]
[s]WIP: BHUNP 3BBB Advanced for both LE and SE[/s] - Done[/b]
[b][color=#f1c232][size=5]Permission[/size][/color][/b]
You are allowed to use my work as a base(Followers, armor bodyslides, etc,).
You don't have to inform me but just credit me.
[b][color=#f1c232][size=5]Credits[/size][/color]
[/b]HHaleyy for FairSkin Texture
Regenbot03 for PureSkin Texture and Demoniac Texture
Regenbot03 for providing Vagina texture
StaticPhobia2 for sharing his awesome work on vagina and anus.
[url=https://www.nexusmods.com/skyrim/users/3701232]
HydrogensaysHDT[/url] for HDT engine
Ousnius for his bodyslide
[b][color=#cc0000][size=5]Special Thanks to / Co-worker[/size][/color]
[/b]이하은(Ha-eun) for the better topology shape / reshape the vagina / so many other useful tips. 이하은 남부완!!
박아영 for providing wonderful pics!![b]
[/b]Immense thanks to All my supporters who have been supporting me so far. Thank you.[b]
[/b]절 서포트해주신 모든 후원자 분들에게 크나큰 감사말씀 드리고 싶습니다. 감사합니다.[b]
[/b]
[size=5][color=#ff0000][b][size=5][color=#cc4125][size=6]!Warning![/size][/color]
[/size][/b][/color]
[color=#e06666][size=4][b][Do not use HDT-SMP for NPCs if you have to use SMP.
Just make sure you use it only for your character.
Otherwise FPS drops rapidly and it causes CTD in the end.]
[I[b]f you don't know anything, or aren't sure about the relationship between
HDT-PE, HDT-SMP, T/BBP, etc, it is highly recommended you read this
first.[/b]]
[color=#f1c232][b][size=5][color=#e06666][size=4][b] [url=https://babofactory.blogspot.com/2019/10/what-is-hdt-pe-hdt-smp-bbp-tbbp-3bbb.html]https://babofactory.blogspot.com/2019/10/what-is-hdt-pe-hdt-smp-bbp-tbbp-3bbb.html[/url][/b][/size][/color][/size][/b][/color][/b][/size][/color][/size][/center][size=5]
[center][url=https://www.nexusmods.com/skyrimspecialedition/mods/31126]SE Version[/url][/center]
Description[/size][/b][/color]
[color=#efefef]Greatly improved UNP base body wtih natural movements with HDT based.
Fully compatible with UUNP Body types.
High-poly, putting a lot of efforts on vagina, anus, breasts shapes,
believable collision effects, much more tender breasts with 3 breast
bones.[/color]
[color=#e06666][b]All this possible on BHUNP body.
[/b][/color]
[color=#f1c232][b][img]https://1.bp.blogspot.com/-Ws0nUGKwrUM/XdiGM4izSMI/AAAAAAAAAw8/B31BFuFCklUT9naRPRum3iYXMaAwD6KjACLcBGAsYHQ/s1600/BHUNP%2B%25282%2529.gif[/img][/b][/color]
[b]
[/b][b][color=#ea9999]- Bodyslide Support
- TextBlend Support
- Added collidable meshes for optimization
- Much more details on vagina shape like NSFW SFM.
- Anus model has been added(Controllable in animating)
- Overall topology, weights, shapes has been repolished.
- Much more realistic and natural but sexier breasts jiggly bouncing.
- Support SOS, SAM for SMP collision physics.
- the vagina shape and the nipple shape bodyslide available.
- Super easy converting.[/color][/b]
[u][b][color=#e06666][s]- Some bodyslides are deleted: 7BUNP, CNHF, CNHF Bonus, ZGGB-R2[/s]
[/color][/b][/u][b]Every bodyslide is available now.[/b]
[color=#ff0000][b][size=5][center][/center][/size][/b][/color][color=#f1c232][size=5][b]Features of the Body[/b][/size][/color]
[b][color=#e69138]BHUNP 3BBB[/color]:[/b] The base body. It contains [hdtVagina.xml / hdt.xml / hdtFingers.xml]
[b][color=#e69138]BHUNP 3BBB PE Havok Path[/color]:[/b] It contains [hdtVagina.xml / hdt.xml / hdtFingers.xml / hdt3bbb.xml]
[b][color=#e69138]BHUNP 3BBB SMP Havok Path[/color]: [/b]It contains [hdtVagina.xml / hdt.xml / hdtFingers.xml], and [Baseshaep.xml]
[b][color=#e69138]BHUNP 3BBB Vagina Ref[/color]: [/b]It contains nothing. This body is not for playing but for modders' resource. Do not use it for playing.
[b]HDT-PE[/b]
hdtPhysicsExtensionsDefaultBBP.xml - controls nothing. Empty.(I made this empty to avoid confliction with hdt.xml because they handle the same bones.)
hdt.xml - controls TBBP bone branch, Butts, Belly
hdtVagina.xml - controls Vagina, Thighs, Calves
hdtfingers.xml - controls finger collisions for PE.
hdt3bbb.xml - controls 3bbb bone branch.
[b]HDT-SMP
[/b]BaseShape.xml - controls 3bbb bone branch.
[size=5]
[color=#f1c232][b]Requirements[/b][/color][/size]
[url=https://www.nexusmods.com/skyrim/mods/68000]XPMSE 4.67Version or above[/url]
UNP compatible texture
[url=https://www.nexusmods.com/skyrim/mods/49015]BodySlide[/url]
[url=https://skse.silverlock.org/]SKSE[/url]
HDT PE(Added in the pack)
[color=#f1c232][size=4][b]Requirements[/b][/size][/color][color=#f1c232][size=4](Optional)[/size][/color]
Texture Blender
HDT SMP(Added in the pack, if you want to use SMP body)
High-end CPU(Highly recommended if you want SMP)
Your own race(Highly recommended if you want SMP)
[color=#f1c232][b][size=5]How to Install[/size]
[/b][/color]
1. Get the file
2. Install it(Recommend MO2)
3. Follow the instruction
4. Build your body(Starting with BHUNP 3BBB)
5. Enjoy
[color=#f1c232][size=5][b]FAQ[/b][/size][/color]
[color=#ff0000]Q. Belly physics collision seems not working with SMP body. PE was fine.[/color]
A. It's almost impossible to make it work as PE does to Belly. It's just
because SMP collision radius is too short. SMP is known to be much more
precise than PE. It's just the stick can't reach the belly collision
mesh. You might think 'Then, do I have to give up?'. Maybe... But to
compensate for the issue, I made 'Belly' bone movable with 3BBB skeleton
so that animators aniamte belly if necessary(like when a huge cock
kicks in). Nonetheless, this limit will be solved in SE. In LE, you
can't help it.
[color=#ff0000]Q. There's no anus physics. What's wrong?[/color]
A. Nothing wrong with it actually. It's not supposed to move itself. It
won't move unless animators give keyframes to it. Anus doesn't belong to
hdt physics. I decided to give up on Anus physics because it became too
ugly and it didn't seem very realistic. Best leave it to animators.
[color=#ff0000]Q. I have my own custom race other than your ygnord race. But it doesn't seem to work.[/color]
A. It could be complicated to solve this problem. You need to learn how
to make your new bodyslide for your custom race in Outfit Studio. In
Outfit Studio, load project BHUNP 3BBB body. Then, do Save As.. Name it a
different name. Set the folder path where your custom race body mesh is
located. Finished? Run the bodyslide you created just now.
[color=#ff0000]Q. Breasts aren't moving at all. They are... not moving and detached from the body.[/color]
A. It should be absence of skeleton issue. Double check if your character has a proper 3BBB skeleton.nif.
[color=#ff0000]Q. Some of Racemenu bone scale options aren't working. What's happening?[/color]
A. It's natural. Don't worry. 3BBB breasts bones are not subordinate to
bbp bones. They are independent bones. So any slides that handle bbp
bones won't work for 3bbb breasts.
[color=#ff0000]Q. Racemenu Morphs isn't working in showracemenu.[/color]
A. It works. You just need to start a new save. I don't know but it looks like it's how it works.
[color=#f1c232][b][img]https://1.bp.blogspot.com/-zjze664LkFE/XdiF8znFDsI/AAAAAAAAAw4/c4r776hCPv4W8viny96SleptUreh3koeACLcBGAsYHQ/s1600/BHUNP%2B%25281%2529.gif[/img][/b][/color]
[b][color=#f1c232][size=5]Future Plans[/size][/color][/b]
[b]
[s]WIP: BHUNP 3BBB Advanced for both LE and SE[/s] - Done[/b]
[b][color=#f1c232][size=5]Permission[/size][/color][/b]
You are allowed to use my work as a base(Followers, armor bodyslides, etc,).
You don't have to inform me but just credit me.
[b][color=#f1c232][size=5]Credits[/size][/color]
[/b]HHaleyy for FairSkin Texture
Regenbot03 for PureSkin Texture and Demoniac Texture
Regenbot03 for providing Vagina texture
StaticPhobia2 for sharing his awesome work on vagina and anus.
[url=https://www.nexusmods.com/skyrim/users/3701232]
HydrogensaysHDT[/url] for HDT engine
Ousnius for his bodyslide
[b][color=#cc0000][size=5]Special Thanks to / Co-worker[/size][/color]
[/b]이하은(Ha-eun) for the better topology shape / reshape the vagina / so many other useful tips. 이하은 남부완!!
박아영 for providing wonderful pics!![b]
[/b]Immense thanks to All my supporters who have been supporting me so far. Thank you.[b]
[/b]절 서포트해주신 모든 후원자 분들에게 크나큰 감사말씀 드리고 싶습니다. 감사합니다.[b]
[/b]
↧
S_Mink_Follower
S_Mink_Follower MinkOnly Ver
■About
Add the MinkOnly of the stand-alone version .
It will face the shaped body newbuildings version .
It does not conflict with S_Mink_Follower 2.0
Use NMM or Manually introduced.
It is recommended to use FaceLight and Follower Feature expansion Mod andHDT HighHeels System
■S_Mink_Follower7.0
Adjustment body mesh.
High-definition head meshes
●Included options
High-definition bodymeshes
Facetint 2KTexture
Hair variation
初期装備にオリジナルの防具セットと武器を追加
Headmeshesをハイポリ化
●同梱オプション
高ハイポリBodymeshes
2KサイズのFacetintテクスチャ
髪型バリエーション
■Content
She is in RiverWood Sleeping Giant Inn.
This follower having versatility.
Use Healingshout and Auxiliaryshout.
She has additional magic attack enchant weapons.
Onehandweapone(Dual Correspondence)・Twohandweapon・DestructionSpell・SummonsSpell
リバーウッドの宿屋「スリーピング・ジャイアント」にいます。
強力なおっぱいをもった汎用型能力のフォロワーです。
攻撃後ターゲットへ破壊魔法が発動する付呪つきの武器を所持。
■Installation
Use NMM,MO or Manually introduced.
NMM等Mod管理ツールの使用、もしくはdataフォルダ以下をにSkyrimフォルダにコピーして導入してください。
■Recommended Mod
FollowermanagementMod
FaceLight
FaceLightやFollower拡張Modの使用推奨です。
■Credits
XP32 Maximum Skeleton/by xp32
KS Hairdos - Renewal by Kalilies Stealthic Khaos and ShockyEnhanced Character Edit/by ECEteam
Enhanced Character Edit/by ECEteam
Caliente's Beautiful Bodies Edition& BodySlide/ by Caliente Ousnius and Jeir
PureSkinTexture by Anini n Regenbot03
Eye Normal Map Fix/by Mr Dave
NEW Mikan Eyes/by nerune
TERA Armors Collection for Skyrim - Male and UNP femaleby asianboy345
TERA Armors Collection for Skyrim - CBBE/by WarMaster09
Ghosus Weapon Pack/by Ghosu
MODDER'S RESOURCE PACK - THE WITCHER EXTENSION/by Oaristys
Adjustment
■About
Add the MinkOnly of the stand-alone version .
It will face the shaped body newbuildings version .
It does not conflict with S_Mink_Follower 2.0
Use NMM or Manually introduced.
It is recommended to use FaceLight and Follower Feature expansion Mod andHDT HighHeels System
■S_Mink_Follower7.0
Adjustment body mesh.
High-definition head meshes
●Included options
High-definition bodymeshes
Facetint 2KTexture
Hair variation
初期装備にオリジナルの防具セットと武器を追加
Headmeshesをハイポリ化
●同梱オプション
高ハイポリBodymeshes
2KサイズのFacetintテクスチャ
髪型バリエーション
■Content
She is in RiverWood Sleeping Giant Inn.
This follower having versatility.
Use Healingshout and Auxiliaryshout.
She has additional magic attack enchant weapons.
Onehandweapone(Dual Correspondence)・Twohandweapon・DestructionSpell・SummonsSpell
リバーウッドの宿屋「スリーピング・ジャイアント」にいます。
強力なおっぱいをもった汎用型能力のフォロワーです。
攻撃後ターゲットへ破壊魔法が発動する付呪つきの武器を所持。
■Installation
Use NMM,MO or Manually introduced.
NMM等Mod管理ツールの使用、もしくはdataフォルダ以下をにSkyrimフォルダにコピーして導入してください。
■Recommended Mod
FollowermanagementMod
FaceLight
FaceLightやFollower拡張Modの使用推奨です。
■Credits
XP32 Maximum Skeleton/by xp32
KS Hairdos - Renewal by Kalilies Stealthic Khaos and ShockyEnhanced Character Edit/by ECEteam
Enhanced Character Edit/by ECEteam
Caliente's Beautiful Bodies Edition& BodySlide/ by Caliente Ousnius and Jeir
PureSkinTexture by Anini n Regenbot03
Eye Normal Map Fix/by Mr Dave
NEW Mikan Eyes/by nerune
TERA Armors Collection for Skyrim - Male and UNP femaleby asianboy345
TERA Armors Collection for Skyrim - CBBE/by WarMaster09
Ghosus Weapon Pack/by Ghosu
MODDER'S RESOURCE PACK - THE WITCHER EXTENSION/by Oaristys
Adjustment
↧
Requiem - small tweaks
[size=4][b]If you want to use those mods in the older Requiem versions, you should check "Requiem - small tweaks ([url=https://www.nexusmods.com/skyrim/mods/99152?tab=files]Older Requiem versions[/url])"
Requiem - Knockdown tweak[/b][/size]
The knockdown system in requiem is sometimes frustrating and strange. A random sabrecat can lock you with knockdown attack, but you don't have much way too counter this. In the meanwhile, the super heavy metal robot dwemer centurion can't even make you lose balance. In this mod, most knockdown effects can be blocked now, and it makes all big enemy have knockdown ability with requiem's mass system.
-The creatures have the knockdown ability : Dragon, Giant, Dwemer centurion, Frost atronach, Bear, Sabrecat, Troll, Giant spider, Lurker. You can defend yourself by simply blocking.
-With the level 100 perk in block, you can hold your ground against the unrelenting force shout by blocking.
-Astrid's paralyzing attack can be defended by blocking, warding, or the enchantment stamina II.
-The paralyzing attack from the perk "stunning precision" can be defended by blocking with a shield, warding, or the stamina II enchantment.
requirement : Requiem v3.1.0+
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[size=4][b]Requiem - npc statefix[/b][/size]
Some npc in requiem didn't have proper perks and equipment. This mod aim to make some specific NPCs be more consistent with their story. For example, The Vaermina's acolytes said they were overwhelmed by the orcish invaders, but what you see in requiem is that the acolytes slaughter all the invaders; Redeagle is capable of killing a thousand imperial soldiers in the skyrim lore, while he is only a normal draugr boss who can barely kill ten soldiers.
requirement : Requiem v3.1.0+
Feature enemy have been tweaked:
[spoiler]
-Orc invader
-Thief(random encounter)
-Skooma dealer(random encounter)
-Red eagle
-Companion ghost
-Orc chiefs
-Umana and Sulla
-Alva
-Forsworn spies inside Markath city
-Haldyn
-Arondil
-Curalmil
-Bashnag
-Corrupted shade in kilkreath ruins
-Venom dragon
-Members of PenitusOculatus
-Members of Dark Brotherhood
-Gauldur brothers
-Giant chaurus
-Warlord Gathrik
-Olaf One-Eye
-Halldir
-Elite Silverhands
-Isran
-The wolf spirits of werewolfs
-The guardian spirits in the quest "Kyne's sacred trial"
-Old orc
-Forsworn shamans
-Tullius, Rikke, Ulfric, and Galmar
-Mercer Frey
-Fjola
[/spoiler]
Merchants:
[spoiler]
-Farengar purchases dragon bones and scales from player
-Dushnamub sells ebony ingots
-Shuftharz sells orichalcum ingots
-Gharol sells a little ebony and orichalcum ingots
-Iddra sells refined malachite
-Rustleif sells quicksilver, iron ingot, and scimitars
-Eorlund sells more high quality armors
-Gunmar sells Dawnguard weapons, enchanted silver weapons, and enchanted Dawnguard armors.
-Florentius sells some scrolls.
-Ronthil sells some scrolls.
-Add new scrolls into level list
[/spoiler]
[list]
[/list]Followers:
[spoiler]
-Mercenary followers
-Erandur
-Mjoll
-Uthgerd
-non-circle Companions
-Serana
-Athar
-Annekke Crag-Jumper
-Adelaisa Vendicci
-J'zargo (The only leveling follower in this mod)
-Benor
-Housecarl followers
-Anska
-Delphine
[/spoiler]
The followers are capable at:
[spoiler]
-Marcurio
Adept: Destruction(Lightning), Restoration
Apprentice: Conjuration, Alteration
Novice: One-hand, Evasion/Light Armor
-Vorstag
Expert: One-hand(Waraxe)
Adept: Two-hand(No specialization), Marksman, Heavy armor, Block
Apprentice: Sword, Mace
-Belrand
Adept: Destruction(Frost), One-hand(Waraxe), Evasion
Apprentice: Restoration
Novice: Alteration, Conjuration
-Jenassa
Expert: Evasion
Adept: One-hand(Sword, Dagger), Sneak, Block, Marksman
Novice: Lockpicking
-Stenvar
Expert: Two-hand(Great sword)
Adept: Heavy armor
Apprentice: One-hand(No specialization), Block, Marksman, Warhammer, Battleaxe
-Erandur
Expert: Restoration
Adept: Destruction(Lightning)
Novice: One-hand
-Mjoll
Expert: Two-hand(Great sword, Better than Stenvar and Uthgerd)
Adept: Block, Heavy armor, Warhammer
Apprentice: One-hand(No specialization), Marksman
-Uthgerd
Expert: Two-hand(Great sword)
Adept: One-hand(Sword), Block, Heavy armor
Apprentice: Marksman, Waraxe, Battleaxe, Mace, Warhammer
-Njada
Expert: Block, Evasion
Adept: One-hand(Sword), Two-hand(No specialization)
-Athis
Expert: One-hand(Sword, Dagger, Duel-wielding)
Adept: Heavy armor, Evasion
Apprentice: Mace, Waraxe. Marksman, Block
Novice: Two-hand
-Torvar
Adept: Two-hand(Battleaxe, Warhammer), Heavy armor
Apprentice: One-hand(No specialization), Great sword, Marksman, Block, Evasion
-Ria
Adept: One-hand(No specialization), Heavy armor, Marksman
Apprentice: Sword, Two-hand(No specialization), Block
-Serana
Expert: Necromancy, Sneak, One-hand(Dagger), Evasion
Apprentice: Destruction(Frost, Lightning), Alteration
Novice: Two-hand, Block, Marksman, Heavy armor
-Athar
Adept: One-hand(No specialization)
Apprentice: Two-hand(No specialization), Block, Heavy armor, Marksman
-Annekke
Adept: Evasion
Apprentice: One-hand(No specialization), Block, Marksman, Sneak
Novice: Lockpicking
-Adelaisa
Adept: One-hand(Sword), Heavy armor
Apprentice: Block, Marksman
-Benor
Apprentice: Two-hand(No specialization), Block, Heavy armor
Novice: Marksman
[/spoiler]
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[size=4][b]Requiem - VampireCollection[/b]
[/size]
There only have two types of vampire boss in requiem, but I want more!
This mod add Orcish vampire, Dwarven vampire and some sub-variations for each type of vampire, and they are given different spells and equipment. Also, There will no longer have ebony vampire shows up in the first quest of Dawnguard "Awakening (at Dimhollow Crypt)", so player can join the dawnguard first before defeating the demi-god ebony vampires.
Some change you may want to know :
The dawnguard quest line becomes more smooth. It will start easier, but end harder.
The chance of spawning an ebony vampire is reduced to 10% (from 25% in Requiem)
AI will cast conjuration spells more frequently, even for a non-vampire NPC
requirement : Requiem v3.1.0+
Load order :
Requiem.esp
-
Requiem - Immersive Divine Blessings.esp by snbcj
-
Requiem - VampireCollection.esp
-
Requiem for the indifference.esp
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[b][size=4]Requiem - Alduin redone
[/size][/b]Alduin is no longer an ideal master, but he is the true king of dragons.
What have been changed in this mod?
-Alduin will not summon the undeads of soul cairn anymore. Instead, he will summon his ally and cultists.
-The summoning ability is given a proper CD time, which makes defensive builds have chance against him.
-Alduin's shouts are more powerful than other dragons
(Compatible with DCO)
requirement : Requiem v3.1.0+
Requiem - Knockdown tweak[/b][/size]
The knockdown system in requiem is sometimes frustrating and strange. A random sabrecat can lock you with knockdown attack, but you don't have much way too counter this. In the meanwhile, the super heavy metal robot dwemer centurion can't even make you lose balance. In this mod, most knockdown effects can be blocked now, and it makes all big enemy have knockdown ability with requiem's mass system.
-The creatures have the knockdown ability : Dragon, Giant, Dwemer centurion, Frost atronach, Bear, Sabrecat, Troll, Giant spider, Lurker. You can defend yourself by simply blocking.
-With the level 100 perk in block, you can hold your ground against the unrelenting force shout by blocking.
-Astrid's paralyzing attack can be defended by blocking, warding, or the enchantment stamina II.
-The paralyzing attack from the perk "stunning precision" can be defended by blocking with a shield, warding, or the stamina II enchantment.
requirement : Requiem v3.1.0+
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[size=4][b]Requiem - npc statefix[/b][/size]
Some npc in requiem didn't have proper perks and equipment. This mod aim to make some specific NPCs be more consistent with their story. For example, The Vaermina's acolytes said they were overwhelmed by the orcish invaders, but what you see in requiem is that the acolytes slaughter all the invaders; Redeagle is capable of killing a thousand imperial soldiers in the skyrim lore, while he is only a normal draugr boss who can barely kill ten soldiers.
requirement : Requiem v3.1.0+
Feature enemy have been tweaked:
[spoiler]
-Orc invader
-Thief(random encounter)
-Skooma dealer(random encounter)
-Red eagle
-Companion ghost
-Orc chiefs
-Umana and Sulla
-Alva
-Forsworn spies inside Markath city
-Haldyn
-Arondil
-Curalmil
-Bashnag
-Corrupted shade in kilkreath ruins
-Venom dragon
-Members of PenitusOculatus
-Members of Dark Brotherhood
-Gauldur brothers
-Giant chaurus
-Warlord Gathrik
-Olaf One-Eye
-Halldir
-Elite Silverhands
-Isran
-The wolf spirits of werewolfs
-The guardian spirits in the quest "Kyne's sacred trial"
-Old orc
-Forsworn shamans
-Tullius, Rikke, Ulfric, and Galmar
-Mercer Frey
-Fjola
[/spoiler]
Merchants:
[spoiler]
-Farengar purchases dragon bones and scales from player
-Dushnamub sells ebony ingots
-Shuftharz sells orichalcum ingots
-Gharol sells a little ebony and orichalcum ingots
-Iddra sells refined malachite
-Rustleif sells quicksilver, iron ingot, and scimitars
-Eorlund sells more high quality armors
-Gunmar sells Dawnguard weapons, enchanted silver weapons, and enchanted Dawnguard armors.
-Florentius sells some scrolls.
-Ronthil sells some scrolls.
-Add new scrolls into level list
[/spoiler]
[list]
[/list]Followers:
[spoiler]
-Mercenary followers
-Erandur
-Mjoll
-Uthgerd
-non-circle Companions
-Serana
-Athar
-Annekke Crag-Jumper
-Adelaisa Vendicci
-J'zargo (The only leveling follower in this mod)
-Benor
-Housecarl followers
-Anska
-Delphine
[/spoiler]
The followers are capable at:
[spoiler]
-Marcurio
Adept: Destruction(Lightning), Restoration
Apprentice: Conjuration, Alteration
Novice: One-hand, Evasion/Light Armor
-Vorstag
Expert: One-hand(Waraxe)
Adept: Two-hand(No specialization), Marksman, Heavy armor, Block
Apprentice: Sword, Mace
-Belrand
Adept: Destruction(Frost), One-hand(Waraxe), Evasion
Apprentice: Restoration
Novice: Alteration, Conjuration
-Jenassa
Expert: Evasion
Adept: One-hand(Sword, Dagger), Sneak, Block, Marksman
Novice: Lockpicking
-Stenvar
Expert: Two-hand(Great sword)
Adept: Heavy armor
Apprentice: One-hand(No specialization), Block, Marksman, Warhammer, Battleaxe
-Erandur
Expert: Restoration
Adept: Destruction(Lightning)
Novice: One-hand
-Mjoll
Expert: Two-hand(Great sword, Better than Stenvar and Uthgerd)
Adept: Block, Heavy armor, Warhammer
Apprentice: One-hand(No specialization), Marksman
-Uthgerd
Expert: Two-hand(Great sword)
Adept: One-hand(Sword), Block, Heavy armor
Apprentice: Marksman, Waraxe, Battleaxe, Mace, Warhammer
-Njada
Expert: Block, Evasion
Adept: One-hand(Sword), Two-hand(No specialization)
-Athis
Expert: One-hand(Sword, Dagger, Duel-wielding)
Adept: Heavy armor, Evasion
Apprentice: Mace, Waraxe. Marksman, Block
Novice: Two-hand
-Torvar
Adept: Two-hand(Battleaxe, Warhammer), Heavy armor
Apprentice: One-hand(No specialization), Great sword, Marksman, Block, Evasion
-Ria
Adept: One-hand(No specialization), Heavy armor, Marksman
Apprentice: Sword, Two-hand(No specialization), Block
-Serana
Expert: Necromancy, Sneak, One-hand(Dagger), Evasion
Apprentice: Destruction(Frost, Lightning), Alteration
Novice: Two-hand, Block, Marksman, Heavy armor
-Athar
Adept: One-hand(No specialization)
Apprentice: Two-hand(No specialization), Block, Heavy armor, Marksman
-Annekke
Adept: Evasion
Apprentice: One-hand(No specialization), Block, Marksman, Sneak
Novice: Lockpicking
-Adelaisa
Adept: One-hand(Sword), Heavy armor
Apprentice: Block, Marksman
-Benor
Apprentice: Two-hand(No specialization), Block, Heavy armor
Novice: Marksman
[/spoiler]
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[size=4][b]Requiem - VampireCollection[/b]
[/size]
There only have two types of vampire boss in requiem, but I want more!
This mod add Orcish vampire, Dwarven vampire and some sub-variations for each type of vampire, and they are given different spells and equipment. Also, There will no longer have ebony vampire shows up in the first quest of Dawnguard "Awakening (at Dimhollow Crypt)", so player can join the dawnguard first before defeating the demi-god ebony vampires.
Some change you may want to know :
The dawnguard quest line becomes more smooth. It will start easier, but end harder.
The chance of spawning an ebony vampire is reduced to 10% (from 25% in Requiem)
AI will cast conjuration spells more frequently, even for a non-vampire NPC
requirement : Requiem v3.1.0+
Load order :
Requiem.esp
-
Requiem - Immersive Divine Blessings.esp by snbcj
-
Requiem - VampireCollection.esp
-
Requiem for the indifference.esp
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[b][size=4]Requiem - Alduin redone
[/size][/b]Alduin is no longer an ideal master, but he is the true king of dragons.
What have been changed in this mod?
-Alduin will not summon the undeads of soul cairn anymore. Instead, he will summon his ally and cultists.
-The summoning ability is given a proper CD time, which makes defensive builds have chance against him.
-Alduin's shouts are more powerful than other dragons
(Compatible with DCO)
requirement : Requiem v3.1.0+
↧
↧
Requiem - small tweaks (Older Requiem versions)
[size=4]Requiem - Knockdown tweak[/size]
[size=2]This mod makes all big enemy have knockdown ability with requiem's mass system, and those knockdown effect can be blocked now.
The creatures can knockdown you : Dragon, Giant, Dwemer centurion, Frost atronach, Bear, Sabrecat, Troll, Lurker[/size]
[size=4]-----------------------------------------------------------------------------------------------------------------------------------------------------------------------[/size]
[size=4]Requiem - npc statefix[/size]
[size=2]
Some npc in requiem didn't have proper perks and equipment, and even Minor Arcana forgot them. This mod make them more consistent with the story. You can see the changelog for detail.
Feature enemy have been tweaked :
-Orc invader
-Thief(random encounter)
-Skooma dealer(random encounter)
-Red eagle
-Companion ghost
-Orc chiefs
-Umana and Sulla
-Alva
-Forsworn spies inside Markath city
-Haldyn
-Arondil
-Curalmil
-Bashnag
-Corrupted shade in kilkreath ruins
-Venom dragon
-Members of PenitusOculatus
-Members of Dark Brotherhood
-Gauldur brothers
-Giant chaurus
-Warlord Gathrik
-Olaf One-Eye
-Halldir
-Elite Silverhands
-Isran
-The wolf spirits of werewolfs
-The guardian spirits in the quest "Kyne's sacred trial"
Merchants :
-Farengar purchases dragon bones and scales from player
-Dushnamub sells ebony ingots
-Shuftharz sells orichalcum ingots
-Gharol sells a little ebony and orichalcum ingots
-Iddra sells refined malachite
-Rustleif sells quicksilver, iron ingot, and scimitars
-Eorlund sells more high quality armors
-Add new scrolls into level list
[list]
[/list]Followers :
-Erandur
-Mercenary followers
-Housecarl followers
-Athar
-Annekke Crag-Jumper
-Adelaisa Vendicci
-J'zargo (The only leveling follower in this mod)
-non-circle Companions
-Serana
-Benor
-Anska
-Delphine[/size]
[size=4]-----------------------------------------------------------------------------------------------------------------------------------------------------------------------[/size]
[size=4]Requiem - VampireCollection[/size]
There only have two types of vampire boss in requiem, but I want more!
This mod add Orcish vampire, Dwarven vampire and some sub-variations for each type of vampire, and they are given different spells and equipment. Also, There will no longer have ebony vampire shows up in the first quest of Dawnguard "Awakening (at Dimhollow Crypt)", so player can join the dawnguard first before defeating the demi-god ebony vampires.
Some change you may want to know :
The dawnguard quest line becomes more smooth. It will start easier, but end harder.
The chance of spawning a ebony vampire is reduced to 10% (from 25% in Requiem)
AI will cast conjuration spells more frequently, even for a non-vampire
requirement : Requiem
Load order :
Requiem.esp
-
Requiem - Immersive Divine Blessings.esp by snbcj
-
Requiem - VampireCollection.esp
-
Requiem for the indifference.esp
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[size=4]Requiem - Alduin redone
[/size]
Alduin is no longer an ideal master, but he is the true king of dragons.
What have been changed in this mod?
-Alduin will not summon undead of soul cairn anymore. Instead, he will summon his ally and cultists.
-The summoning ability is given a proper CD time, which makes defensive builds have chance against him.
-Now, Alduin's shouts are more powerful than other dragons
-Reduce its MR to 25% from 75%
-Add 33% elemental and 85% poison resistance
(Compatible with DCO)
[size=2]This mod makes all big enemy have knockdown ability with requiem's mass system, and those knockdown effect can be blocked now.
The creatures can knockdown you : Dragon, Giant, Dwemer centurion, Frost atronach, Bear, Sabrecat, Troll, Lurker[/size]
[size=4]-----------------------------------------------------------------------------------------------------------------------------------------------------------------------[/size]
[size=4]Requiem - npc statefix[/size]
[size=2]
Some npc in requiem didn't have proper perks and equipment, and even Minor Arcana forgot them. This mod make them more consistent with the story. You can see the changelog for detail.
Feature enemy have been tweaked :
-Orc invader
-Thief(random encounter)
-Skooma dealer(random encounter)
-Red eagle
-Companion ghost
-Orc chiefs
-Umana and Sulla
-Alva
-Forsworn spies inside Markath city
-Haldyn
-Arondil
-Curalmil
-Bashnag
-Corrupted shade in kilkreath ruins
-Venom dragon
-Members of PenitusOculatus
-Members of Dark Brotherhood
-Gauldur brothers
-Giant chaurus
-Warlord Gathrik
-Olaf One-Eye
-Halldir
-Elite Silverhands
-Isran
-The wolf spirits of werewolfs
-The guardian spirits in the quest "Kyne's sacred trial"
Merchants :
-Farengar purchases dragon bones and scales from player
-Dushnamub sells ebony ingots
-Shuftharz sells orichalcum ingots
-Gharol sells a little ebony and orichalcum ingots
-Iddra sells refined malachite
-Rustleif sells quicksilver, iron ingot, and scimitars
-Eorlund sells more high quality armors
-Add new scrolls into level list
[list]
[/list]Followers :
-Erandur
-Mercenary followers
-Housecarl followers
-Athar
-Annekke Crag-Jumper
-Adelaisa Vendicci
-J'zargo (The only leveling follower in this mod)
-non-circle Companions
-Serana
-Benor
-Anska
-Delphine[/size]
[size=4]-----------------------------------------------------------------------------------------------------------------------------------------------------------------------[/size]
[size=4]Requiem - VampireCollection[/size]
There only have two types of vampire boss in requiem, but I want more!
This mod add Orcish vampire, Dwarven vampire and some sub-variations for each type of vampire, and they are given different spells and equipment. Also, There will no longer have ebony vampire shows up in the first quest of Dawnguard "Awakening (at Dimhollow Crypt)", so player can join the dawnguard first before defeating the demi-god ebony vampires.
Some change you may want to know :
The dawnguard quest line becomes more smooth. It will start easier, but end harder.
The chance of spawning a ebony vampire is reduced to 10% (from 25% in Requiem)
AI will cast conjuration spells more frequently, even for a non-vampire
requirement : Requiem
Load order :
Requiem.esp
-
Requiem - Immersive Divine Blessings.esp by snbcj
-
Requiem - VampireCollection.esp
-
Requiem for the indifference.esp
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[size=4]Requiem - Alduin redone
[/size]
Alduin is no longer an ideal master, but he is the true king of dragons.
What have been changed in this mod?
-Alduin will not summon undead of soul cairn anymore. Instead, he will summon his ally and cultists.
-The summoning ability is given a proper CD time, which makes defensive builds have chance against him.
-Now, Alduin's shouts are more powerful than other dragons
-Reduce its MR to 25% from 75%
-Add 33% elemental and 85% poison resistance
(Compatible with DCO)
↧
LSD Sun ENB
ENB made for notebook with integrated video card
Enb files simulate a geforce 7600 graphics card earning more fps for weaker notebooks
[list]
[*]My requirements
[/list]Intel Core i3 2310M 2.10Ghz
Ram 8,00GB 665MHz
Intel HD graphics family 3000
[list]
[*]Special Thanks
[/list]Thanks to the support of my brazilian friends
Saika
https://www.youtube.com/channel/UCiqQeehJEiBpU-hx4CI-RMg
and
Parra Gamer
https://www.youtube.com/channel/UC0xs8FSd2Rrg7XCMygnuwbw/featured
[list]
[*]My Other Mods
[/list][url=https://www.nexusmods.com/skyrim/mods/99203]https://www.nexusmods.com/skyrim/mods/99203[/url]
[list]
[*]How to install
[/list]Extract everything to skyrim folder and start the game
Uninstall
Deleting ENB files
Enb files simulate a geforce 7600 graphics card earning more fps for weaker notebooks
[list]
[*]My requirements
[/list]Intel Core i3 2310M 2.10Ghz
Ram 8,00GB 665MHz
Intel HD graphics family 3000
[list]
[*]Special Thanks
[/list]Thanks to the support of my brazilian friends
Saika
https://www.youtube.com/channel/UCiqQeehJEiBpU-hx4CI-RMg
and
Parra Gamer
https://www.youtube.com/channel/UC0xs8FSd2Rrg7XCMygnuwbw/featured
[list]
[*]My Other Mods
[/list][url=https://www.nexusmods.com/skyrim/mods/99203]https://www.nexusmods.com/skyrim/mods/99203[/url]
[list]
[*]How to install
[/list]Extract everything to skyrim folder and start the game
Uninstall
Deleting ENB files
↧
Skyrim Supplemental Patch (Russian)
[size=4]Skyrim Supplemental Patch - это комплексное исправление ошибок от [url=https://www.nexusmods.com/skyrim/users/1118832]brytag[/url], основная цель которого - устранить как можно больше оставшихся ошибок, которые все еще существуют в мире Скайрима. Этот патч предназначен для использования в сочетании с неофициальным патчем для Skyrim [[url=https://www.nexusmods.com/skyrim/mods/71214]USLEEP[/url]], хотя технически он не требуется.
Skyrim Supplemental Patch должен быть совместим со всеми модами.
Skyrim Supplemental Patch требует легендарного издания Скайрима.
Для более подробного описания мода и поиска ответов на вопросы можете перейти на [url=https://www.nexusmods.com/skyrim/mods/91069]страницу оригинального мода.[/url]
[/size]
Skyrim Supplemental Patch должен быть совместим со всеми модами.
Skyrim Supplemental Patch требует легендарного издания Скайрима.
Для более подробного описания мода и поиска ответов на вопросы можете перейти на [url=https://www.nexusmods.com/skyrim/mods/91069]страницу оригинального мода.[/url]
[/size]
↧
Explicit nude texture for UNP female skinny
This is a replacement for a single file: textures/actors/character/female/femalebody_1.dds
It's designed to work with the skinny version of the [url=https://www.nexusmods.com/skyrim/mods/6709]DIMONIZED UNP female body[/url] mod, I haven't tested to see if it works with any other bodies.
It's designed to work with the skinny version of the [url=https://www.nexusmods.com/skyrim/mods/6709]DIMONIZED UNP female body[/url] mod, I haven't tested to see if it works with any other bodies.
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Magic Study Overhaul
[b][size=5]Magic Study Overhaul[/size][/b]
[center][img]https://www.nexusmods.com/Contents/mods/110/images/headers/100767.jpg[/img][/center][b]
Requirements:[/b]
[color=#ffffff][url=https://www.nexusmods.com/skyrim/mods/57046]UIExtensions[/url] Ver.1.2.0
[url=https://www.nexusmods.com/skyrim/mods/100216]SKSE[/url] Ver.1.7.3
[url=https://www.nexusmods.com/skyrim/mods/58705]PapyrusUtil[/url] Ver.3.3
[b]
Credits:[/b]
Expired ([url=https://www.nexusmods.com/skyrim/mods/57046]UIExtensions[/url])
SKSE Team ([url=https://www.nexusmods.com/skyrim/mods/100216]Skyrim Script Extender[/url])
exiledviper meh321 ([url=https://www.nexusmods.com/skyrim/mods/58705]PapyrusUtil[/url])
This MOD provides the new game experience of studying and using the magic.
No need to start the new game.
[u]All vanilla spells and MOD spells are supported.
Not depending on the specific MOD including official DLCs.[/u]
Firstly the "[Magic Status]" spell is added to the player
after installing this MOD.
You can study spells and change options by using this spell.
Or by using the "[Magic Status]" item.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577587150-421743137.jpeg[/img]
[Basic Menu]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577587143-1696322036.jpeg[/img]
- Consume Spell Tomes
You can register spells and get the spell EXP and the attribute EXP
by consuming spell tomes. (EXP: Experience Point)
Consumed spell tomes are perfectly removed from you inventory,
but you get EXP instead.
And you have to choose the magic categories from 8 categories to register.
The alternative UI named "Gift UI" is added. (Ver.1.03.01-)
"Gift UI" can show only spell tomes, so easier to register.
However spell tomes not having the "VendorItemSpellTome" keyword cannot be shown.
If spell tomes is not shown, please use the "Container UI" instead.
If you want to change the category name, please edit the following file.
Data/Interface/translations/NicholasMagicStudy_[your_lang].txt
- Register Known Spells
You can also register known spells already have been learned
same as consuming spell tomes, but notice that not getting EXP.
- Bulk Assignment (Ver.1.01.01-)
You can set the magic attribute at one-time.
The only selected 1 attribute will be assigned to spells.
And the excluding setting also can be set at one-time.
Registered spells are in the "Auto Registered" list.
Excluded spells will not be registered. (Ver.1.02.03-)
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578148957-1581958862.jpeg[/img]
- Manage Registered Spells
You can manage registered spells at this menu.
Learning the spell, Changing the magic attribute, etc.
>> See the "[Spell Menu]" section.
And you can select spells from 8 categories and following list.
Auto Registered
If the "Auto Registering Spell Tomes" option is enabled,
the automatically registered spells are listed.
Spell History
All used spells are listed since your previous sleeping.
Notice that this list will be cleared when your sleep.
Spell Absorbed (Ver.1.01.00-)
Absorbed spells are listed. See the "[Spell Absorption]" section.
Imported Spells (Ver.1.01.00-)
Imported spells are listed. See the "Importing" option.
Excluded Spells (Ver.1.02.03-)
Excluded spells are listed. See the "Excluding This Spell".
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577587136-1028551380.jpeg[/img]
- Status: Magic Skills
Showing details of your magic skills.
Skill levels, skill EXP and skill MP. (MP: Magic Point)
This skill skill level includes the legendary level.
The skill MP is a number you can use spells of each skill
since your previous sleeping.
e.g.
Destruction MP 3
>> You can use destruction spells 3 times until you will sleep.
Changing MP calculation (Ver.1.03.02-)
You can change the offset and level multiplier of the skill MP.
See the "Adjust Max MP" option. Json parameters are obsolete.
[s] See the following json, and read comments for details.
mp_skill_offset
mp_skill_multiplier
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
- Status: Magic Attributes
Showing 29 magic attributes (mage classes).
Pyromancy, Cryomancy, Electromancy, Aeromancy, Hydromancy, Geomancy,
Luxmancy, Shadowmancy, Shamanic Magic, Sorcery, Druid Magic,
Astromancy, Bloodmancy, Ashmancy, Rune Magic, Summon Magic,
Necromancy, Healing Magic, Holy Magic, Evil Magic, Exorcism,
Enhance Magic, Jamming Magic and Dwemer Technology.
And 5 custom attributes you can define as you like.
("Custom1", "Custom2", "Custom3", "Custom4" and "Custom5")
If you change these custom attribute names, edit the following file.
Data/Interface/translations/NicholasMagicStudy_[your_lang].txt
Attribute levels, attribute EXP and attribute MP are shown.
e.g.
Pyromancy MP 8
>> You can use pyromancy (fire) spells 3 times until you will sleep.
Changing MP calculation (Ver.1.03.02-)
You can change the offset and level multiplier of the attribute MP.
See the "Adjust Max MP" option. Json parameters are obsolete.
[s] See the following json, and read comments for details.
mp_attribute_offset
mp_attribute_multiplier
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577591166-1890321162.jpeg[/img]
- Magic Research: Misc >> Magic Item: Scrolls (Ver.1.03.00-)
You can craft and fortify scrolls at this menu.
-- Consume Scrolls
You can get the scroll EXP by consuming scrolls, same as the magic menu.
And registered scrolls can be crafted when the scroll EXP is enough.
The alternative UI named "Gift UI" is added. (Ver.1.03.01-)
"Gift UI" can show only scrolls, so easier to register.
However scrolls not having the "VendorItemScroll" keyword cannot be shown.
If scrolls is not shown, please use the "Container UI" instead.
-- Scroll Crafting
Some ingredients and the magic attribute MP is needed for crafting scrolls.
1 quill, 1 inkwell and 1 paper roll are used for 1 scroll.
Because MP is consumed for crafting scrolls, the number of crafting for a day
depends on the amount of ingredients and MP of associated magic attributes.
And you can also get the attribute EXP by crafting scrolls.
-- Fortify Scrolls
You can fortify effects of the scroll by using LVP (level up point).
However the spell conposition is not be supported.
-- Magic Attributes
The magic attribute of scrolls can be changed, same as the magic menu.
-- Change Category
The magic category of scrolls can be changed, same as the magic menu.
-- Getting EXP by using scrolls (Ver.1.04.00-)
You can also get the scroll and magic attribute EXP by using scrolls.
- Magic Research: Misc >> Magic Item: Staves (Ver.1.04.00-)
You can fortify staves or enable "Auto Recharge" at this menu.
-- Disenchant Staves
You can get the staff EXP by disenchanting staves, same as the magic menu.
"Auto Recharge" can be enabled when the staff EXP is enough.
-- Auto Recharge
If enabled, the staff will be charged automatically without soul gems when using.
The recharging value depends on the magic attribute level.
-- Fortify Staves
You can fortify effects of the staff by using LVP (level up point).
However the spell conposition is not be supported.
-- Magic Attributes
The magic attribute of staves can be changed, same as the magic menu.
-- Change Category
The magic category of staves can be changed, same as the magic menu.
-- Getting EXP by using staves
You can also get the staff and magic attribute EXP by using staves.
The magic attribute EXP by using the staff is a little more than EXP by using the spell.
[color=#00ff00]- Magic Research: Misc >> Druid Magic: Ingredients (Ver.1.05.00-)
The Druid can fortify each effect of ingredients.
-- Consume Ingredients
You can get the ingredient EXP by consuming ingredients, same as the magic menu.
And registered ingredients can be fortified when the ingredient EXP is enough.
-- Fortify Ingredients
You can fortify each effect of the ingredient by using LVP of the Druid Magic.
However the spell conposition is not be supported.
-- Change Category
The magic category of ingredients can be changed, same as the magic menu.
- Magic Research: Misc >> Healing Magic: Potions (Ver.1.05.00-)
The Healer can fortify each effect of potions.
-- Consume Potions
You can get the potion EXP by consuming potions, same as the magic menu.
And registered potions can be fortified when the potion EXP is enough.
-- Fortify Potions
You can fortify each effect of the potion by using LVP of the Healing Magic.
However the spell conposition is not be supported.
-- Change Category
The magic category of potions can be changed, same as the magic menu.
- Magic Research: Misc >> Holy Miracle: Resurrection (Ver.1.05.00-)
You can learn the holy miracle of Arkay, "Perfect Resurrection".
-- Consume Amulet of Arkay
You can get the spell EXP by consuming "Amulet of Arkay" instead of the spell tome.
Many evidences of the faith are needed to learn this holy miracle.
-- Perfect Resurrection
This spell can resurrect the dead with the life. Not an undead.
Not hostile against you even if they were the enemy before.
This spell cannot affect automatons, undeads and daedra.
And "Amulet of Arkay" is needed for the resurrection.
- Magic Research: Misc >> Lost Technology: Repairing (Ver.1.05.00-)
You can learn the dwarven lost technology, "Repairing Automaton".
-- Consume Dynamo Core
You can get the spell EXP by consuming "Centurion Dynamo Core" instead of the spell tome.
Many dynamo cores are needed to learn this lost technology.
-- Repairing Automaton
This spell can repair the dwarven automaton, and register you as the master.
They follow you and fight for you.
And "Centurion Dynamo Core" is needed for repairing.[/color]
- Options
-- Administrator Mode
If you enable the administrator mode, you can edit EXP, MP, etc
in the skills menu, the attributes menu and the spells menu.
-- Enabling This MOD
If disabling, the monitor script will stop.
This means all functions will stop excepting the "[Magic Status]" spell.
-- Auto Registering Spell Tomes
Spell tomes become be consumed automatically when you get.
Spell tomes will be removed from your inventory immediately
and the spell will be registered.
-- Excluding Shout/Power
All shouts and powers are excluded as default.
(identified by the equipping slot of the spell)
If you enabled then shouts and powers can be managed
same as other hand-equipping spells.
-- Excluded Races (Ver.1.04.02-)
Not consuming MP while transforming to the werewolf or the vampire lord.
-- Consuming Health when MP0 is 0 (Ver.1.02.00-)
When MP is 0, Health will be consumed instead of the Magicka depletion.
And you can set the comsuming value as you like.
(But same that Magicka will not be recovered and the dizzy occurs)
You can use the spell while required Magicka remains.
-- Adjust Max MP (Ver.1.03.02-)
You can change the offset and level multiplier of the skill and attribute MP.
-- Event Chance (Ver.1.03.02-)
You can change the chance value of events.
-- Importing (Ver.1.01.00-)
Importing "all spells" and "learning spells" from my MOD "Quick Menus".
Imported spells are registered to the "Imported Spells" list.
Imported "Learning" spells are also registered to the same list. (Ver.1.02.03-)
- Save/Load Magic List (Ver.1.02.03-)
You can export and import the magic category list.
Now the scroll categories are supported. (Ver.1.03.00-)
Now the staff categories are supported. (Ver.1.04.00-)
And magic attiribute settings also can be exported at the same time.
Exported data is saved as the json file like following.
Data/SKSE/Plugins/NicholasMagicStudy/MagicCategory1.json
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578148014-573315010.jpeg[/img]
[Spell Menu]
- Spell EXP (needed for learning the spell)
The spell EXP is shown if the spell EXP is not enough to learn.
The required EXP to learn the spell is sum of spell EXP,
skill EXP, attributes EXP.
(Only skills and attributes that assigned to the spell)
The spell EXP will be increased by consuming spell tomes.
e.g.
Behaviors to learn "Lightning Bolt" (Destruction, Electromancy)
1. Consuming "Lightning Bolt" spell tomes
2. Using other destruction spells and growing the skill level
3. Using other electromancy spells and growing the attribute level
4. Absorbing the enemy spell by the learning ward spell. (Ver.1.01.00-)
- Learn Spells / Forget Spells
"[Learn This Spell]" or "[Forget This Spell]" is shown
when getting the required spell EXP.
And you can get or forget spells in this menu as you like.
- Change Category
You can change the magic category of the selected spell.
Multiple categories also can be set for each spell.
- Magic Attributes
You can change magic attributes assigned to the selected spell.
Magic attributes are assigned automatically by the Magic keyword
when the spell is registered.
However the assignment may not be correct
if the keyword is not set to the spell.
Please re-assign if you don't like a currently assignment.
This changes does NOT affect the magic keyword setting.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577591151-1376856431.jpeg[/img]
- Fortify Spell
-- Fortify Effects
You can fortify spells by using LVP (level up point).
You can get LVP when the magic attribute level is up.
The fortify limit depends on the magic attribute level,
so you can only small fortify when your level is low.
The spell magnitude, the spell area (range) and the spell duration
of the spell can be fortified.
* This change may be ignored because of the magic effect setting.
* Fortify menu is not shown if you don't have LVP.
-- Spell Composition (Ver.1.02.00-)
You can composite multiple spells by using much LVP (level up point).
The required magic attribute level to composite is different for each spell.
There are 2 steps, "Save to the list" and "Add Spells".
Save to Composite List(10 LVP)
Saving the current spell to the composite list. Required 10 LVP.
Only listed spells can be set to the other spell.
Add Other-Targeting Spell(10 LVP)
Adding the other spell to the current spell. Required 10 LVP.
Spells targeting others (enemies or objects) can be set in this option.
Add Self-Targeting Spell(10 LVP)
Adding the other spell to the current spell. Required 10 LVP.
Spells targeting self can be set in this option.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578127058-923752242.jpeg[/img]
- Excluding This Spell
Excluding the selected spell.
Not consuming MP, but EXP will not be increased.
The skill EXP is ignored for learning the excluded spell. (Ver.1.01.00-)
[Spell Absorption] (Ver.1.01.00-)
- Absorbing spells to get the spell EXP
You can get the spell EXP by using the learning ward spell.
This is the another way to get the spell EXP.
However notice that magic attributes are not growing by the absorption.
Consuming Magicka when absorbing the spell. (Ver.1.02.01-)
Spells can be absorbed only for a second since starting the learning ward spell. (Ver.1.02.01-)
- Absorbing spells to learn the enemy spell
You can also get the enemy spell by using the learning ward spell.
The enemy spell will be registered to the "Spell Absorbed" category.
This means that the enemy specific spell can be registered.
- Spell Hack (Ver.1.02.03-)
You can get the equipping spell of the target by using the new spell
named "Spell Hack" and also get the spell EXP.
The chance whether the "Spell Hack" is success depends on the level
of the caster and the target.
When success, Both the caster and the target consume all magicka,
and equipped spells are registered to the "Spell Absorbed" category.
- How to get the learning spells
The spell tomes are saled by spell merchants like a Winterhold teacher.
There are 3 types of the spell.
Differences are only Equip Slot and Cast Type.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577591160-1366096635.jpeg[/img]
[Consuming MP / Restoring MP]
- Consuming MP by using spells
The skill MP and the attribute MP are consumed by using spells.
(Only skills and attributes that assigned to the used spell)
Usually comsuming only 1 MP, but sometimes consuming more
when using large cost spells.
The magic attribute EXP assigned to the used spell
will be increased by using spells.
If the used spell has multiple attributes,
all assigned attribute EXP will be increased.
* The assignment can be changed at "[Spell Menu]".
- Penalty when MP is 0
Spells can be used while the skill or attribute MP is not 0.
If all associated skill's and attribute's MP become 0,
then the "Magic Overheat" effect occurs and the magicka value
becomes 0 and not recovering for 5-6 minutes.
And hard dizzy occurs for few seconds.
The health penalty mode is added. (Ver.1.02.00-)
See the "Consuming Health when MP0 is 0" option.
- Restoring MP by sleeping
MP will recover completely by sleeping about 4 hours.
Not recovering enough by short sleeping.
Notice that not recovering enough by short sleeping.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578147514-706401342.jpeg[/img]
[Events]
- Spell tomes in Dungeons
Spell tomes are possible to be found in the dungeon chests.
Go dungeons to find the spell tome for learning.
(Dungeons: The place which has the LocTypeDungeon keyword)[s]
[/s] If you want to change the chance value of occuring this event, [s]
[/s] see the "Event Chance" option. (Ver.1.03.02-)
Json parameters are obsolete.[s]
please edit the following JSON.
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
- Magic Essence Quest
The quest occurs encouting magic creatures in the dungeon.
Magic creatures has the item named "Magic Essence".
"Magic Essence" can increase the attribute EXP.
(Dungeons: The place which has the LocTypeDungeon keyword)
If you want to change the chance value of occuring this event,
see the "Event Chance" option. (Ver.1.03.02-)
Json parameters are obsolete.
[s] please edit the following JSON.
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578297186-1782411352.jpeg[/img]
---------------------------------------------------------------------------------------------------------------------------------------------
本MODは、魔法の習得や利用に関する新たなルールや機能を提供します。
ニューゲームの必要はありません。
[u]また、本MODは全てのバニラ呪文とMOD呪文に対して使用することが可能です。
公式DLCを含め、特定のMOD環境に依存しません。[/u]
本MODをインストールすると、"[魔法習得管理]"の呪文が追加されます。
この呪文を使って、呪文の習得や様々な設定を行うことが出来ます。
または、魔術師が販売する"[魔術師の水晶]"を使うことでも同じことが出来ます。
■ 基本メニュー
●呪文書を消費して学習
呪文書を消費することで呪文を登録し、呪文と魔法属性の経験値を得ることが出来ます。
呪文書は失われますが、代わりに呪文を習得する為の経験値を得ます。
8種類の魔法分類に、分類して登録することが可能です。
「ギフト方式」のUIを追加しました。 (Ver.1.03.01-)
呪文書だけが表示されるので扱いやすいですが、VendorItemSpellTomeのキーワードが
正しく設定されていない呪文書は表示されません。
呪文書が表示されない場合は既存の「コンテナ格納方式」のUIを使ってください。
分類名を変更したい場合はtranslationファイルを編集して下さい。
NicholasMagicStudy_japanese.txt
●習得済みの呪文を登録
既に習得している呪文を登録することが出来ます。経験値を得ることは出来ません。
8種類の魔法分類に、分類して登録することが可能です。
●属性と例外の一括設定 (Ver.1.01.01-)
魔法属性と例外設定を一括で登録すること出来ます。
魔法属性は選択した1種類の属性のみが設定されます。
なお、登録された呪文は自動登録のリストに追加されます。
例外設定は登録されないようにしました。 (Ver.1.02.03-)
●登録済みの魔法を管理
登録済みの呪文について、習得したり、魔法属性を変更することが可能です。
8種類の魔法分類から、登録してある呪文を選択します。
→ 「登録呪文メニュー」の説明へ
また、[自動登録]や[詠唱履歴]からも選択することが出来ます。
自動登録
詳細設定の「呪文書の自動登録」を有効にしている場合に、
自動的に登録された呪文が管理されています。
詠唱履歴
起床してから現在までの間に、使用した呪文が管理されています。
この履歴は、就寝するとクリアされるので注意して下さい。
呪文吸収 (Ver.1.01.00-)
ラーニングによって、吸収された呪文が管理されています。
インポート (Ver.1.01.00-)
インポート機能によって、追加された呪文が管理されています。
例外設定 (Ver.1.02.03-)
例外設定された呪文が管理されています。
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577680688-388428691.jpeg[/img]
●ステータス:魔法系統
魔法系統のステータスを表示します。
レベル、現在の経験値と次レベルに必要な経験値、MPが表示されます。
このレベルには、レジェンダリー化したスキル分も加算されます。
MPとは、起床から就寝するまでに使用可能な魔法の回数です。
例)
破壊 MP3 → 就寝までに残り3回の破壊魔法を使用できます。
MPの回数カスタマイズ (Ver.1.03.02-)
MPの最低使用回数とレベル倍率は、オプションから変更可能になりました。
JSONでの設定は廃止されました。
[s] mp_skill_offset
mp_skill_multiplier
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
●ステータス:魔法属性
29系統の魔法属性のステータスを表示します。
炎術、氷術、雷術、風術、水術、地術、光術、影術、呪術、妖術、
自然魔法、宇宙魔法、血呪、灰呪、ルーン、召喚術、死霊術、
治癒魔法、退魔術、神聖魔法、暗黒魔法、強化魔法、弱体化魔法、
機械技術の24系統に、自由設定可能な5系統があります。
カスタム1~カスタム5までは、自由設定可能な魔法属性です。
設定したい場合はtranslationファイルを編集して下さい。
NicholasMagicStudy_japanese.txt
レベル、現在の経験値と次レベルに必要な経験値、MPが表示されます。
例)
炎術 MP8 → 就寝までに残り8回の炎術を使用できます。
MPの回数カスタマイズ (Ver.1.03.02-)
MPの最低使用回数とレベル倍率は、オプションから変更可能になりました。
JSONでの設定は廃止されました。
[s] mp_attribute_offset
mp_attribute_multiplier
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577680694-1239563169.jpeg[/img]
●魔法の研究:専門分野 >> 魔法触媒:巻物研究 (Ver.1.03.00-)
巻物を研究することで、作成や強化をすることが可能になります。
- 巻物の消費
呪文書と同じように、巻物を消費することで経験値を取得します。
また、十分な経験を詰む事で作成することが出来るようになります。
「ギフト方式」のUIを追加しました。 (Ver.1.03.01-)
巻物だけが表示されるので扱いやすいですが、VendorItemScrollのキーワードが
正しく設定されていない巻物は表示されません。
巻物が表示されない場合は既存の「コンテナ格納方式」のUIを使ってください。
- 巻物の作成
巻物の作成には、材料と関連する魔法系統や魔法属性のMPが必要となります。
巻物1つ分の材料としては、羽ペンとインク瓶と紙のロールが1つずつ必要です。
作成にはMPを消費する為、1日に作成可能な数は材料の数とMPの値に依存します。
巻物を作成することでも、対応する魔法属性の経験値を取得できます。
- 巻物の強化
対応する魔法属性のLVPを使用して、効果増幅が可能です。
ただし、魔法の複合は出来ません。
- 巻物の魔法属性設定
魔法と同じく、対応する魔法属性を変更することが可能です。
- 巻物のカテゴリ変更
魔法と同じく、カテゴリを変更することが可能です。
- 巻物の使用による経験値獲得 (Ver.1.04.00-)
巻物を使用することで、巻物と魔法属性の経験値を入手可能になりました。
●魔法の研究:専門分野 >> 魔法触媒:魔杖研究 (Ver.1.04.00-)
魔法の杖を研究することで、自動充填や強化をすることが可能になります。
- 杖の解呪
呪文書と同じように、杖を解呪することで経験値を取得します。
また、十分な経験を詰む事で自動充填することが出来るようになります。
- 杖の自動充填
自動充填を有効にすると、魔法の杖を使用した際にエネルギーが充填されます。
魂石を使用せずに、対応する魔法属性レベル分だけ充填されるようになります。
- 杖の強化
対応する魔法属性のLVPを使用して、効果増幅が可能です。
ただし、魔法の複合は出来ません。
- 杖の魔法属性設定
魔法と同じく、対応する魔法属性を変更することが可能です。
- 杖のカテゴリ変更
魔法と同じく、カテゴリを変更することが可能です。
- 杖の使用による経験値獲得
杖を使用することで、杖と魔法属性の経験値を入手可能になりました。
特徴として、魔法使用時より多くの魔法属性の経験値を入手できます。
[color=#00ff00]●魔法の研究:専門分野 >> ドルイド:素材研究 (Ver.1.05.00-)
ドルイドは素材を研究することで、成分を強化をすることが可能です。
- 素材の消費
呪文書と同じように、素材を消費することで経験値を取得します。
また、十分な経験を詰む事で素材の成分を強化することが出来るようになります。
有効な成分を強化し毒の成分を弱化することで、直接服用することが可能になります。
- 素材の成分強化
ドルイドの魔法属性のLVPを使用して、効果増幅が可能です。
ただし、魔法の複合は出来ません。
- 素材のカテゴリ変更
魔法と同じく、カテゴリを変更することが可能です。
●魔法の研究:専門分野 >> ヒーラー:薬学研究 (Ver.1.05.00-)
ヒーラーは素材を研究することで、成分を強化をすることが可能です。
- ポーションの消費
呪文書と同じように、ポーションを消費することで経験値を取得します。
また、十分な経験を詰む事でポーションの成分を強化することが出来るようになります。
- ポーションの成分強化
ヒーラーの魔法属性のLVPを使用して、効果増幅が可能です。
ただし、魔法の複合は出来ません。
- ポーションのカテゴリ変更
魔法と同じく、カテゴリを変更することが可能です。
●魔法の研究:専門分野 >> 神聖秘蹟:死者復活 (Ver.1.05.00-)
神聖魔法におけるアーケイの奇跡、死者復活の魔法を習得できます。
- アーケイへの捧げ物
呪文書の代わりに、アーケイのアミュレットを捧げることで経験値を取得します。
この奇跡を習得するには、多くの信仰の証をアーケイに示す必要があります。
- 死者復活の奇跡
完全なる死者復活の奇跡を起こします。全ての死せる者は生命をもって甦ります。
復活前は敵対していたとしても、もはや命の恩人に敵対はしないでしょう。
機械やアンデッドやデイドラは、奇跡の恩恵を得ることは出来ません。
また、奇跡の行使にはアーケイのアミュレットを消費します。
●魔法の研究:専門分野 >> 遺失技術:コア修復 (Ver.1.05.00-)
ドゥーマーのロスト・テクノロジー、オートマトンの修復魔法を習得できます。
- ダイナモ・コアを解析
呪文書の代わりに、センチュリオンのダイナモ・コアを解析することで経験値を取得します。
このテクノロジーを習得するには、多くのダイナモ・コアを解析する必要があります。
- ドワーフ・オートマトン修復
ドワーフ・オートマトンを修復し、新たな主人としてマスター登録します。
以降は忠実なしもべとして、マスターに付き従うでしょう。
また、コアの修復にはダイナモ・コアを消費します。[/color]
●詳細設定
- 管理者モード
管理者モードを有効にすると、魔法系統や魔法属性のステータス画面、
登録呪文メニュー画面で、EXPやMPを自由に入力して変更することが可能です。
- 本MODの有効化
オフにすると、監視スクリプトが停止します。
"[魔法習得管理]"メニュー以外の全ての機能が停止します。
- 呪文書の自動登録
入手した呪文書が自動的に登録されるようになります。
呪文書は入手した瞬間に失われます。
- シャウト/パワーは対象外
デフォルトでは、シャウトやパワーは本MODの対象外としています。
(装備スロットによって判別しています)
設定をオフにすれば、シャウトやパワーも取り扱うことが可能になります。
- この種族は対象外 (Ver.1.04.02-)
ウェア・ウルフやヴァンパイア・ロードへの変身時、MPを消費しなくなります。
- MP0時に設定したHPを消費 (Ver.1.02.00-)
MP0で魔法を使用した際、マジカ枯渇の代わりに設定した体力が消費されます。
ただし、マジカが回復しなくなるのと眩暈が発生する点は同じです。
マジカが残っている限りは、体力を消費して魔法を行使できます。
- 最大MP値調整 (Ver.1.03.02-)
魔法系統MPおよび魔法属性MPの最低使用回数とレベル倍率を設定します。
- イベント発生確率 (Ver.1.03.02-)
イベント発生確率を設定します。
- インポート (Ver.1.01.00-)
拙作Quick Menusから「所持している呪文書」と「ラーニング」に登録済みの呪文を、
一括でインポート可能になりました。インポート用の魔法カテゴリに追加されます。
ラーニングのインポート先も統一しました。 (Ver.1.02.03-)
- セーブ/ロード (Ver.1.02.03-)
魔法カテゴリの呪文リストについて、セーブとロードが出来ます。
巻物のカテゴリもセーブ/ロードが可能になりました。 (Ver.1.03.00-)
杖のカテゴリもセーブ/ロードが可能になりました。 (Ver.1.04.00-)
また、魔法属性の設定も保存されます。
以下のフォルダに、カテゴリ別のJSONとして保存されます。
Data/SKSE/Plugins/NicholasMagicStudy/MagicCategory1.json
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578243634-1030194940.jpeg[/img]
■ 登録呪文メニュー
●習得経験値
呪文経験値が不十分な場合、呪文を習得するのに必要な経験値が表示されます。
必要経験値は、呪文毎の経験値と呪文の魔法系統および魔法属性の経験値の合計です。
呪文毎の経験値は、学習によって呪文書を消費することで増えていきます。
例)
破壊魔法 雷術 ライトニングボルトの習得に必要な行為
- ライトニングボルトの呪文書を消費して学習すること
- 破壊魔法の使用で破壊の魔法系統レベルを伸ばすこと
- 雷術魔法の使用で雷術の魔法属性レベルを伸ばすこと
- 呪文吸収魔法で敵の使用する魔法を吸収すること (Ver.1.01.00-)
●習得する/忘却する
必要経験値を満たすと、習得経験値の代わりに「習得する」「忘却する」が表示されるようになり、
メニューから呪文を自由に習得、あるいは忘却することが出来るようになります。
●分類変更
選択中の呪文が登録されている魔法分類を変更することが出来ます。
複数の魔法分類に登録することも、あるいは削除することも出来ます。
●魔法属性
選択中の呪文の魔法属性を変更することが出来ます。
呪文の魔法キーワード設定により、自動的に魔法属性は設定されていますが、
自分の好みに合わなかったり、魔法キーワードが設定されていなかった場合は、
自分好みの魔法属性に分類しなおしてください。
なお、魔法属性変更が元々の魔法キーワード設定に影響することはありません。
また、カスタム1~カスタム5までは、自由設定可能な魔法属性です。
設定したい場合はtranslationファイルを編集して下さい。
NicholasMagicStudy_japanese.txt
●魔法強化
- 効果増幅
魔法属性のレベルアップ時に得られるレベルアップポイントを使って、魔法を強化できます。
強化値は魔法属性のレベルに依存するので、低レベルでは小さな強化しか出来ません。
魔法の威力、魔法の範囲、魔法の期間、など。
※呪文の設定によっては、強化が無効化される場合があります。
※呪文に関連する魔法属性に、LVPが残っている場合のみ強化可能です。
- 魔法複合 (Ver.1.02.00-)
魔法属性のレベルアップ時に得られるレベルアップポイントを大量に使用することで、
複数の魔法を複合することができるようになります。
呪文によって、魔法属性のレベルが一定レベル以上である必要があります。
魔法複合は「保存→設定」の2ステップで実行します。
保存:効果抽出(10 LVP)
選択中の呪文から魔法効果を抽出します。10LVP必要です。
抽出した魔法のみ、他の魔法に付与することが出来ます。
設定:他者対象(10 LVP)
選択中の呪文に別の魔法を付与します。10LVP必要です。
敵やオブジェクトを対象とする魔法を設定します。
設定:自己対象(10 LVP)
選択中の呪文に別の魔法を付与します。10LVP必要です。
自分自身を対象とする魔法を設定します。
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578228288-965215909.jpeg[/img]
●例外設定
選択中の呪文を本MODの対象外とします。
MPを消費しなくなりますが、呪文使用による経験値も加算されません。
経験値なしでの呪文習得も可能になりました。 (Ver.1.01.00-)
■ ラーニング (Ver.1.01.00-)
●呪文吸収魔法による経験値獲得
呪文吸収魔法を使用することで、呪文の経験値を獲得することが出来ます。
これにより、呪文書を消費する以外で経験値を得ることが出来ます。
ただし、呪文吸収では魔法属性レベルは成長しないので、注意して下さい。
呪文吸収時にマジカを消費するようになりました。 (Ver.1.02.01-)
シールド展開直後しか、呪文吸収できなくなりました。 (Ver.1.02.01-)
●呪文吸収魔法による敵魔法獲得
呪文吸収魔法を使用することで、敵の使用する魔法を獲得することが出来ます。
獲得した魔法は、魔法カテゴリの呪文吸収リストに登録されます。
これにより、敵専用魔法もラーニングすることが出来ます。
●魔法解析 (Ver.1.02.03-)
魔法解析の呪文を使用することで、敵の装備している魔法を獲得し、
呪文の経験値を得ることが出来ます。
相手とのレベル差が大きいと失敗する確率が高くなります。
成功すると、相手と自分の全てのマジカが消費されます。
獲得した魔法は、魔法カテゴリの呪文吸収リストに登録されます。
●呪文吸収/魔法解析の習得方法
魔術師の水晶と同様、魔術師が呪文書を売っている場合があります。
装備スロットや詠唱タイプなどで3つのタイプがあります。
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578259222-1983747382.jpeg[/img]
■ MP消費とMP回復
●呪文のMP消費
呪文使用時には、その呪文に関連する魔法系統および魔法属性のMPが消費されます。
通常の消費量は1ですが、マジカ消費量の大きい魔法では2以上になる場合があります。
また、呪文の使用時には対応する魔法属性の経験値が加算されます。
複数の魔法属性を持つ魔法の場合は、全てに経験値が加算されます。
※うち、呪文の魔法属性は「登録呪文メニュー」から変更可能です。
●MP0時のペナルティ
いずれかのMPが残っているうちは、問題なく魔法を使用できますが、全てのMPが尽きると、
魔力オーバーヒートが発生し、マジカが5分間~6分間ほど完全に枯渇します。
また、少しの間だけ激しい眩暈に襲われます。
マジカ枯渇の代わりに体力消費するオプションを追加しました。 (Ver.1.02.00-)
※「MP0時に設定したHPを消費」参照
●睡眠によるMP回復
4時間ほど睡眠をとることで、MPは完全に回復します。
短い睡眠では、相応量しか回復しません。
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578259118-1158394189.jpeg[/img]
■ 関連イベント
●ダンジョンの呪文書
ダンジョンの宝箱に呪文書が存在する可能性が高くなります。
魔法探求の為、ダンジョンに挑んでください。
LocTypeDungeonのキーワードを持つ場所が対象となります。
発生確率を変更したい場合は、オプションから変更して下さい。 (Ver.1.03.02-)
JSONでの設定は廃止されました。
[s] 発生確率を変更したい場合は、設定用のJSONを編集して下さい。
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
●魔法のエッセンス
魔法生物とエンカウントするクエストが発生します。
魔法生物は「魔法のエッセンス」というアイテムを所持しています。
魔法のエッセンスは、使用することで魔法属性の経験値を大きく増加させます。
LocTypeDungeonのキーワードを持つ場所が対象となります。
発生確率を変更したい場合は、オプションから変更して下さい。 (Ver.1.03.02-)
JSONでの設定は廃止されました。
[s] 発生確率を変更したい場合は、設定用のJSONを編集して下さい。
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578191951-922609398.jpeg[/img]
[/color]
[center][img]https://www.nexusmods.com/Contents/mods/110/images/headers/100767.jpg[/img][/center][b]
Requirements:[/b]
[color=#ffffff][url=https://www.nexusmods.com/skyrim/mods/57046]UIExtensions[/url] Ver.1.2.0
[url=https://www.nexusmods.com/skyrim/mods/100216]SKSE[/url] Ver.1.7.3
[url=https://www.nexusmods.com/skyrim/mods/58705]PapyrusUtil[/url] Ver.3.3
[b]
Credits:[/b]
Expired ([url=https://www.nexusmods.com/skyrim/mods/57046]UIExtensions[/url])
SKSE Team ([url=https://www.nexusmods.com/skyrim/mods/100216]Skyrim Script Extender[/url])
exiledviper meh321 ([url=https://www.nexusmods.com/skyrim/mods/58705]PapyrusUtil[/url])
This MOD provides the new game experience of studying and using the magic.
No need to start the new game.
[u]All vanilla spells and MOD spells are supported.
Not depending on the specific MOD including official DLCs.[/u]
Firstly the "[Magic Status]" spell is added to the player
after installing this MOD.
You can study spells and change options by using this spell.
Or by using the "[Magic Status]" item.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577587150-421743137.jpeg[/img]
[Basic Menu]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577587143-1696322036.jpeg[/img]
- Consume Spell Tomes
You can register spells and get the spell EXP and the attribute EXP
by consuming spell tomes. (EXP: Experience Point)
Consumed spell tomes are perfectly removed from you inventory,
but you get EXP instead.
And you have to choose the magic categories from 8 categories to register.
The alternative UI named "Gift UI" is added. (Ver.1.03.01-)
"Gift UI" can show only spell tomes, so easier to register.
However spell tomes not having the "VendorItemSpellTome" keyword cannot be shown.
If spell tomes is not shown, please use the "Container UI" instead.
If you want to change the category name, please edit the following file.
Data/Interface/translations/NicholasMagicStudy_[your_lang].txt
- Register Known Spells
You can also register known spells already have been learned
same as consuming spell tomes, but notice that not getting EXP.
- Bulk Assignment (Ver.1.01.01-)
You can set the magic attribute at one-time.
The only selected 1 attribute will be assigned to spells.
And the excluding setting also can be set at one-time.
Registered spells are in the "Auto Registered" list.
Excluded spells will not be registered. (Ver.1.02.03-)
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578148957-1581958862.jpeg[/img]
- Manage Registered Spells
You can manage registered spells at this menu.
Learning the spell, Changing the magic attribute, etc.
>> See the "[Spell Menu]" section.
And you can select spells from 8 categories and following list.
Auto Registered
If the "Auto Registering Spell Tomes" option is enabled,
the automatically registered spells are listed.
Spell History
All used spells are listed since your previous sleeping.
Notice that this list will be cleared when your sleep.
Spell Absorbed (Ver.1.01.00-)
Absorbed spells are listed. See the "[Spell Absorption]" section.
Imported Spells (Ver.1.01.00-)
Imported spells are listed. See the "Importing" option.
Excluded Spells (Ver.1.02.03-)
Excluded spells are listed. See the "Excluding This Spell".
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577587136-1028551380.jpeg[/img]
- Status: Magic Skills
Showing details of your magic skills.
Skill levels, skill EXP and skill MP. (MP: Magic Point)
This skill skill level includes the legendary level.
The skill MP is a number you can use spells of each skill
since your previous sleeping.
e.g.
Destruction MP 3
>> You can use destruction spells 3 times until you will sleep.
Changing MP calculation (Ver.1.03.02-)
You can change the offset and level multiplier of the skill MP.
See the "Adjust Max MP" option. Json parameters are obsolete.
[s] See the following json, and read comments for details.
mp_skill_offset
mp_skill_multiplier
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
- Status: Magic Attributes
Showing 29 magic attributes (mage classes).
Pyromancy, Cryomancy, Electromancy, Aeromancy, Hydromancy, Geomancy,
Luxmancy, Shadowmancy, Shamanic Magic, Sorcery, Druid Magic,
Astromancy, Bloodmancy, Ashmancy, Rune Magic, Summon Magic,
Necromancy, Healing Magic, Holy Magic, Evil Magic, Exorcism,
Enhance Magic, Jamming Magic and Dwemer Technology.
And 5 custom attributes you can define as you like.
("Custom1", "Custom2", "Custom3", "Custom4" and "Custom5")
If you change these custom attribute names, edit the following file.
Data/Interface/translations/NicholasMagicStudy_[your_lang].txt
Attribute levels, attribute EXP and attribute MP are shown.
e.g.
Pyromancy MP 8
>> You can use pyromancy (fire) spells 3 times until you will sleep.
Changing MP calculation (Ver.1.03.02-)
You can change the offset and level multiplier of the attribute MP.
See the "Adjust Max MP" option. Json parameters are obsolete.
[s] See the following json, and read comments for details.
mp_attribute_offset
mp_attribute_multiplier
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577591166-1890321162.jpeg[/img]
- Magic Research: Misc >> Magic Item: Scrolls (Ver.1.03.00-)
You can craft and fortify scrolls at this menu.
-- Consume Scrolls
You can get the scroll EXP by consuming scrolls, same as the magic menu.
And registered scrolls can be crafted when the scroll EXP is enough.
The alternative UI named "Gift UI" is added. (Ver.1.03.01-)
"Gift UI" can show only scrolls, so easier to register.
However scrolls not having the "VendorItemScroll" keyword cannot be shown.
If scrolls is not shown, please use the "Container UI" instead.
-- Scroll Crafting
Some ingredients and the magic attribute MP is needed for crafting scrolls.
1 quill, 1 inkwell and 1 paper roll are used for 1 scroll.
Because MP is consumed for crafting scrolls, the number of crafting for a day
depends on the amount of ingredients and MP of associated magic attributes.
And you can also get the attribute EXP by crafting scrolls.
-- Fortify Scrolls
You can fortify effects of the scroll by using LVP (level up point).
However the spell conposition is not be supported.
-- Magic Attributes
The magic attribute of scrolls can be changed, same as the magic menu.
-- Change Category
The magic category of scrolls can be changed, same as the magic menu.
-- Getting EXP by using scrolls (Ver.1.04.00-)
You can also get the scroll and magic attribute EXP by using scrolls.
- Magic Research: Misc >> Magic Item: Staves (Ver.1.04.00-)
You can fortify staves or enable "Auto Recharge" at this menu.
-- Disenchant Staves
You can get the staff EXP by disenchanting staves, same as the magic menu.
"Auto Recharge" can be enabled when the staff EXP is enough.
-- Auto Recharge
If enabled, the staff will be charged automatically without soul gems when using.
The recharging value depends on the magic attribute level.
-- Fortify Staves
You can fortify effects of the staff by using LVP (level up point).
However the spell conposition is not be supported.
-- Magic Attributes
The magic attribute of staves can be changed, same as the magic menu.
-- Change Category
The magic category of staves can be changed, same as the magic menu.
-- Getting EXP by using staves
You can also get the staff and magic attribute EXP by using staves.
The magic attribute EXP by using the staff is a little more than EXP by using the spell.
[color=#00ff00]- Magic Research: Misc >> Druid Magic: Ingredients (Ver.1.05.00-)
The Druid can fortify each effect of ingredients.
-- Consume Ingredients
You can get the ingredient EXP by consuming ingredients, same as the magic menu.
And registered ingredients can be fortified when the ingredient EXP is enough.
-- Fortify Ingredients
You can fortify each effect of the ingredient by using LVP of the Druid Magic.
However the spell conposition is not be supported.
-- Change Category
The magic category of ingredients can be changed, same as the magic menu.
- Magic Research: Misc >> Healing Magic: Potions (Ver.1.05.00-)
The Healer can fortify each effect of potions.
-- Consume Potions
You can get the potion EXP by consuming potions, same as the magic menu.
And registered potions can be fortified when the potion EXP is enough.
-- Fortify Potions
You can fortify each effect of the potion by using LVP of the Healing Magic.
However the spell conposition is not be supported.
-- Change Category
The magic category of potions can be changed, same as the magic menu.
- Magic Research: Misc >> Holy Miracle: Resurrection (Ver.1.05.00-)
You can learn the holy miracle of Arkay, "Perfect Resurrection".
-- Consume Amulet of Arkay
You can get the spell EXP by consuming "Amulet of Arkay" instead of the spell tome.
Many evidences of the faith are needed to learn this holy miracle.
-- Perfect Resurrection
This spell can resurrect the dead with the life. Not an undead.
Not hostile against you even if they were the enemy before.
This spell cannot affect automatons, undeads and daedra.
And "Amulet of Arkay" is needed for the resurrection.
- Magic Research: Misc >> Lost Technology: Repairing (Ver.1.05.00-)
You can learn the dwarven lost technology, "Repairing Automaton".
-- Consume Dynamo Core
You can get the spell EXP by consuming "Centurion Dynamo Core" instead of the spell tome.
Many dynamo cores are needed to learn this lost technology.
-- Repairing Automaton
This spell can repair the dwarven automaton, and register you as the master.
They follow you and fight for you.
And "Centurion Dynamo Core" is needed for repairing.[/color]
- Options
-- Administrator Mode
If you enable the administrator mode, you can edit EXP, MP, etc
in the skills menu, the attributes menu and the spells menu.
-- Enabling This MOD
If disabling, the monitor script will stop.
This means all functions will stop excepting the "[Magic Status]" spell.
-- Auto Registering Spell Tomes
Spell tomes become be consumed automatically when you get.
Spell tomes will be removed from your inventory immediately
and the spell will be registered.
-- Excluding Shout/Power
All shouts and powers are excluded as default.
(identified by the equipping slot of the spell)
If you enabled then shouts and powers can be managed
same as other hand-equipping spells.
-- Excluded Races (Ver.1.04.02-)
Not consuming MP while transforming to the werewolf or the vampire lord.
-- Consuming Health when MP0 is 0 (Ver.1.02.00-)
When MP is 0, Health will be consumed instead of the Magicka depletion.
And you can set the comsuming value as you like.
(But same that Magicka will not be recovered and the dizzy occurs)
You can use the spell while required Magicka remains.
-- Adjust Max MP (Ver.1.03.02-)
You can change the offset and level multiplier of the skill and attribute MP.
-- Event Chance (Ver.1.03.02-)
You can change the chance value of events.
-- Importing (Ver.1.01.00-)
Importing "all spells" and "learning spells" from my MOD "Quick Menus".
Imported spells are registered to the "Imported Spells" list.
Imported "Learning" spells are also registered to the same list. (Ver.1.02.03-)
- Save/Load Magic List (Ver.1.02.03-)
You can export and import the magic category list.
Now the scroll categories are supported. (Ver.1.03.00-)
Now the staff categories are supported. (Ver.1.04.00-)
And magic attiribute settings also can be exported at the same time.
Exported data is saved as the json file like following.
Data/SKSE/Plugins/NicholasMagicStudy/MagicCategory1.json
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578148014-573315010.jpeg[/img]
[Spell Menu]
- Spell EXP (needed for learning the spell)
The spell EXP is shown if the spell EXP is not enough to learn.
The required EXP to learn the spell is sum of spell EXP,
skill EXP, attributes EXP.
(Only skills and attributes that assigned to the spell)
The spell EXP will be increased by consuming spell tomes.
e.g.
Behaviors to learn "Lightning Bolt" (Destruction, Electromancy)
1. Consuming "Lightning Bolt" spell tomes
2. Using other destruction spells and growing the skill level
3. Using other electromancy spells and growing the attribute level
4. Absorbing the enemy spell by the learning ward spell. (Ver.1.01.00-)
- Learn Spells / Forget Spells
"[Learn This Spell]" or "[Forget This Spell]" is shown
when getting the required spell EXP.
And you can get or forget spells in this menu as you like.
- Change Category
You can change the magic category of the selected spell.
Multiple categories also can be set for each spell.
- Magic Attributes
You can change magic attributes assigned to the selected spell.
Magic attributes are assigned automatically by the Magic keyword
when the spell is registered.
However the assignment may not be correct
if the keyword is not set to the spell.
Please re-assign if you don't like a currently assignment.
This changes does NOT affect the magic keyword setting.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577591151-1376856431.jpeg[/img]
- Fortify Spell
-- Fortify Effects
You can fortify spells by using LVP (level up point).
You can get LVP when the magic attribute level is up.
The fortify limit depends on the magic attribute level,
so you can only small fortify when your level is low.
The spell magnitude, the spell area (range) and the spell duration
of the spell can be fortified.
* This change may be ignored because of the magic effect setting.
* Fortify menu is not shown if you don't have LVP.
-- Spell Composition (Ver.1.02.00-)
You can composite multiple spells by using much LVP (level up point).
The required magic attribute level to composite is different for each spell.
There are 2 steps, "Save to the list" and "Add Spells".
Save to Composite List(10 LVP)
Saving the current spell to the composite list. Required 10 LVP.
Only listed spells can be set to the other spell.
Add Other-Targeting Spell(10 LVP)
Adding the other spell to the current spell. Required 10 LVP.
Spells targeting others (enemies or objects) can be set in this option.
Add Self-Targeting Spell(10 LVP)
Adding the other spell to the current spell. Required 10 LVP.
Spells targeting self can be set in this option.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578127058-923752242.jpeg[/img]
- Excluding This Spell
Excluding the selected spell.
Not consuming MP, but EXP will not be increased.
The skill EXP is ignored for learning the excluded spell. (Ver.1.01.00-)
[Spell Absorption] (Ver.1.01.00-)
- Absorbing spells to get the spell EXP
You can get the spell EXP by using the learning ward spell.
This is the another way to get the spell EXP.
However notice that magic attributes are not growing by the absorption.
Consuming Magicka when absorbing the spell. (Ver.1.02.01-)
Spells can be absorbed only for a second since starting the learning ward spell. (Ver.1.02.01-)
- Absorbing spells to learn the enemy spell
You can also get the enemy spell by using the learning ward spell.
The enemy spell will be registered to the "Spell Absorbed" category.
This means that the enemy specific spell can be registered.
- Spell Hack (Ver.1.02.03-)
You can get the equipping spell of the target by using the new spell
named "Spell Hack" and also get the spell EXP.
The chance whether the "Spell Hack" is success depends on the level
of the caster and the target.
When success, Both the caster and the target consume all magicka,
and equipped spells are registered to the "Spell Absorbed" category.
- How to get the learning spells
The spell tomes are saled by spell merchants like a Winterhold teacher.
There are 3 types of the spell.
Differences are only Equip Slot and Cast Type.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577591160-1366096635.jpeg[/img]
[Consuming MP / Restoring MP]
- Consuming MP by using spells
The skill MP and the attribute MP are consumed by using spells.
(Only skills and attributes that assigned to the used spell)
Usually comsuming only 1 MP, but sometimes consuming more
when using large cost spells.
The magic attribute EXP assigned to the used spell
will be increased by using spells.
If the used spell has multiple attributes,
all assigned attribute EXP will be increased.
* The assignment can be changed at "[Spell Menu]".
- Penalty when MP is 0
Spells can be used while the skill or attribute MP is not 0.
If all associated skill's and attribute's MP become 0,
then the "Magic Overheat" effect occurs and the magicka value
becomes 0 and not recovering for 5-6 minutes.
And hard dizzy occurs for few seconds.
The health penalty mode is added. (Ver.1.02.00-)
See the "Consuming Health when MP0 is 0" option.
- Restoring MP by sleeping
MP will recover completely by sleeping about 4 hours.
Not recovering enough by short sleeping.
Notice that not recovering enough by short sleeping.
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578147514-706401342.jpeg[/img]
[Events]
- Spell tomes in Dungeons
Spell tomes are possible to be found in the dungeon chests.
Go dungeons to find the spell tome for learning.
(Dungeons: The place which has the LocTypeDungeon keyword)[s]
[/s] If you want to change the chance value of occuring this event, [s]
[/s] see the "Event Chance" option. (Ver.1.03.02-)
Json parameters are obsolete.[s]
please edit the following JSON.
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
- Magic Essence Quest
The quest occurs encouting magic creatures in the dungeon.
Magic creatures has the item named "Magic Essence".
"Magic Essence" can increase the attribute EXP.
(Dungeons: The place which has the LocTypeDungeon keyword)
If you want to change the chance value of occuring this event,
see the "Event Chance" option. (Ver.1.03.02-)
Json parameters are obsolete.
[s] please edit the following JSON.
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578297186-1782411352.jpeg[/img]
---------------------------------------------------------------------------------------------------------------------------------------------
本MODは、魔法の習得や利用に関する新たなルールや機能を提供します。
ニューゲームの必要はありません。
[u]また、本MODは全てのバニラ呪文とMOD呪文に対して使用することが可能です。
公式DLCを含め、特定のMOD環境に依存しません。[/u]
本MODをインストールすると、"[魔法習得管理]"の呪文が追加されます。
この呪文を使って、呪文の習得や様々な設定を行うことが出来ます。
または、魔術師が販売する"[魔術師の水晶]"を使うことでも同じことが出来ます。
■ 基本メニュー
●呪文書を消費して学習
呪文書を消費することで呪文を登録し、呪文と魔法属性の経験値を得ることが出来ます。
呪文書は失われますが、代わりに呪文を習得する為の経験値を得ます。
8種類の魔法分類に、分類して登録することが可能です。
「ギフト方式」のUIを追加しました。 (Ver.1.03.01-)
呪文書だけが表示されるので扱いやすいですが、VendorItemSpellTomeのキーワードが
正しく設定されていない呪文書は表示されません。
呪文書が表示されない場合は既存の「コンテナ格納方式」のUIを使ってください。
分類名を変更したい場合はtranslationファイルを編集して下さい。
NicholasMagicStudy_japanese.txt
●習得済みの呪文を登録
既に習得している呪文を登録することが出来ます。経験値を得ることは出来ません。
8種類の魔法分類に、分類して登録することが可能です。
●属性と例外の一括設定 (Ver.1.01.01-)
魔法属性と例外設定を一括で登録すること出来ます。
魔法属性は選択した1種類の属性のみが設定されます。
なお、登録された呪文は自動登録のリストに追加されます。
例外設定は登録されないようにしました。 (Ver.1.02.03-)
●登録済みの魔法を管理
登録済みの呪文について、習得したり、魔法属性を変更することが可能です。
8種類の魔法分類から、登録してある呪文を選択します。
→ 「登録呪文メニュー」の説明へ
また、[自動登録]や[詠唱履歴]からも選択することが出来ます。
自動登録
詳細設定の「呪文書の自動登録」を有効にしている場合に、
自動的に登録された呪文が管理されています。
詠唱履歴
起床してから現在までの間に、使用した呪文が管理されています。
この履歴は、就寝するとクリアされるので注意して下さい。
呪文吸収 (Ver.1.01.00-)
ラーニングによって、吸収された呪文が管理されています。
インポート (Ver.1.01.00-)
インポート機能によって、追加された呪文が管理されています。
例外設定 (Ver.1.02.03-)
例外設定された呪文が管理されています。
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577680688-388428691.jpeg[/img]
●ステータス:魔法系統
魔法系統のステータスを表示します。
レベル、現在の経験値と次レベルに必要な経験値、MPが表示されます。
このレベルには、レジェンダリー化したスキル分も加算されます。
MPとは、起床から就寝するまでに使用可能な魔法の回数です。
例)
破壊 MP3 → 就寝までに残り3回の破壊魔法を使用できます。
MPの回数カスタマイズ (Ver.1.03.02-)
MPの最低使用回数とレベル倍率は、オプションから変更可能になりました。
JSONでの設定は廃止されました。
[s] mp_skill_offset
mp_skill_multiplier
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
●ステータス:魔法属性
29系統の魔法属性のステータスを表示します。
炎術、氷術、雷術、風術、水術、地術、光術、影術、呪術、妖術、
自然魔法、宇宙魔法、血呪、灰呪、ルーン、召喚術、死霊術、
治癒魔法、退魔術、神聖魔法、暗黒魔法、強化魔法、弱体化魔法、
機械技術の24系統に、自由設定可能な5系統があります。
カスタム1~カスタム5までは、自由設定可能な魔法属性です。
設定したい場合はtranslationファイルを編集して下さい。
NicholasMagicStudy_japanese.txt
レベル、現在の経験値と次レベルに必要な経験値、MPが表示されます。
例)
炎術 MP8 → 就寝までに残り8回の炎術を使用できます。
MPの回数カスタマイズ (Ver.1.03.02-)
MPの最低使用回数とレベル倍率は、オプションから変更可能になりました。
JSONでの設定は廃止されました。
[s] mp_attribute_offset
mp_attribute_multiplier
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1577680694-1239563169.jpeg[/img]
●魔法の研究:専門分野 >> 魔法触媒:巻物研究 (Ver.1.03.00-)
巻物を研究することで、作成や強化をすることが可能になります。
- 巻物の消費
呪文書と同じように、巻物を消費することで経験値を取得します。
また、十分な経験を詰む事で作成することが出来るようになります。
「ギフト方式」のUIを追加しました。 (Ver.1.03.01-)
巻物だけが表示されるので扱いやすいですが、VendorItemScrollのキーワードが
正しく設定されていない巻物は表示されません。
巻物が表示されない場合は既存の「コンテナ格納方式」のUIを使ってください。
- 巻物の作成
巻物の作成には、材料と関連する魔法系統や魔法属性のMPが必要となります。
巻物1つ分の材料としては、羽ペンとインク瓶と紙のロールが1つずつ必要です。
作成にはMPを消費する為、1日に作成可能な数は材料の数とMPの値に依存します。
巻物を作成することでも、対応する魔法属性の経験値を取得できます。
- 巻物の強化
対応する魔法属性のLVPを使用して、効果増幅が可能です。
ただし、魔法の複合は出来ません。
- 巻物の魔法属性設定
魔法と同じく、対応する魔法属性を変更することが可能です。
- 巻物のカテゴリ変更
魔法と同じく、カテゴリを変更することが可能です。
- 巻物の使用による経験値獲得 (Ver.1.04.00-)
巻物を使用することで、巻物と魔法属性の経験値を入手可能になりました。
●魔法の研究:専門分野 >> 魔法触媒:魔杖研究 (Ver.1.04.00-)
魔法の杖を研究することで、自動充填や強化をすることが可能になります。
- 杖の解呪
呪文書と同じように、杖を解呪することで経験値を取得します。
また、十分な経験を詰む事で自動充填することが出来るようになります。
- 杖の自動充填
自動充填を有効にすると、魔法の杖を使用した際にエネルギーが充填されます。
魂石を使用せずに、対応する魔法属性レベル分だけ充填されるようになります。
- 杖の強化
対応する魔法属性のLVPを使用して、効果増幅が可能です。
ただし、魔法の複合は出来ません。
- 杖の魔法属性設定
魔法と同じく、対応する魔法属性を変更することが可能です。
- 杖のカテゴリ変更
魔法と同じく、カテゴリを変更することが可能です。
- 杖の使用による経験値獲得
杖を使用することで、杖と魔法属性の経験値を入手可能になりました。
特徴として、魔法使用時より多くの魔法属性の経験値を入手できます。
[color=#00ff00]●魔法の研究:専門分野 >> ドルイド:素材研究 (Ver.1.05.00-)
ドルイドは素材を研究することで、成分を強化をすることが可能です。
- 素材の消費
呪文書と同じように、素材を消費することで経験値を取得します。
また、十分な経験を詰む事で素材の成分を強化することが出来るようになります。
有効な成分を強化し毒の成分を弱化することで、直接服用することが可能になります。
- 素材の成分強化
ドルイドの魔法属性のLVPを使用して、効果増幅が可能です。
ただし、魔法の複合は出来ません。
- 素材のカテゴリ変更
魔法と同じく、カテゴリを変更することが可能です。
●魔法の研究:専門分野 >> ヒーラー:薬学研究 (Ver.1.05.00-)
ヒーラーは素材を研究することで、成分を強化をすることが可能です。
- ポーションの消費
呪文書と同じように、ポーションを消費することで経験値を取得します。
また、十分な経験を詰む事でポーションの成分を強化することが出来るようになります。
- ポーションの成分強化
ヒーラーの魔法属性のLVPを使用して、効果増幅が可能です。
ただし、魔法の複合は出来ません。
- ポーションのカテゴリ変更
魔法と同じく、カテゴリを変更することが可能です。
●魔法の研究:専門分野 >> 神聖秘蹟:死者復活 (Ver.1.05.00-)
神聖魔法におけるアーケイの奇跡、死者復活の魔法を習得できます。
- アーケイへの捧げ物
呪文書の代わりに、アーケイのアミュレットを捧げることで経験値を取得します。
この奇跡を習得するには、多くの信仰の証をアーケイに示す必要があります。
- 死者復活の奇跡
完全なる死者復活の奇跡を起こします。全ての死せる者は生命をもって甦ります。
復活前は敵対していたとしても、もはや命の恩人に敵対はしないでしょう。
機械やアンデッドやデイドラは、奇跡の恩恵を得ることは出来ません。
また、奇跡の行使にはアーケイのアミュレットを消費します。
●魔法の研究:専門分野 >> 遺失技術:コア修復 (Ver.1.05.00-)
ドゥーマーのロスト・テクノロジー、オートマトンの修復魔法を習得できます。
- ダイナモ・コアを解析
呪文書の代わりに、センチュリオンのダイナモ・コアを解析することで経験値を取得します。
このテクノロジーを習得するには、多くのダイナモ・コアを解析する必要があります。
- ドワーフ・オートマトン修復
ドワーフ・オートマトンを修復し、新たな主人としてマスター登録します。
以降は忠実なしもべとして、マスターに付き従うでしょう。
また、コアの修復にはダイナモ・コアを消費します。[/color]
●詳細設定
- 管理者モード
管理者モードを有効にすると、魔法系統や魔法属性のステータス画面、
登録呪文メニュー画面で、EXPやMPを自由に入力して変更することが可能です。
- 本MODの有効化
オフにすると、監視スクリプトが停止します。
"[魔法習得管理]"メニュー以外の全ての機能が停止します。
- 呪文書の自動登録
入手した呪文書が自動的に登録されるようになります。
呪文書は入手した瞬間に失われます。
- シャウト/パワーは対象外
デフォルトでは、シャウトやパワーは本MODの対象外としています。
(装備スロットによって判別しています)
設定をオフにすれば、シャウトやパワーも取り扱うことが可能になります。
- この種族は対象外 (Ver.1.04.02-)
ウェア・ウルフやヴァンパイア・ロードへの変身時、MPを消費しなくなります。
- MP0時に設定したHPを消費 (Ver.1.02.00-)
MP0で魔法を使用した際、マジカ枯渇の代わりに設定した体力が消費されます。
ただし、マジカが回復しなくなるのと眩暈が発生する点は同じです。
マジカが残っている限りは、体力を消費して魔法を行使できます。
- 最大MP値調整 (Ver.1.03.02-)
魔法系統MPおよび魔法属性MPの最低使用回数とレベル倍率を設定します。
- イベント発生確率 (Ver.1.03.02-)
イベント発生確率を設定します。
- インポート (Ver.1.01.00-)
拙作Quick Menusから「所持している呪文書」と「ラーニング」に登録済みの呪文を、
一括でインポート可能になりました。インポート用の魔法カテゴリに追加されます。
ラーニングのインポート先も統一しました。 (Ver.1.02.03-)
- セーブ/ロード (Ver.1.02.03-)
魔法カテゴリの呪文リストについて、セーブとロードが出来ます。
巻物のカテゴリもセーブ/ロードが可能になりました。 (Ver.1.03.00-)
杖のカテゴリもセーブ/ロードが可能になりました。 (Ver.1.04.00-)
また、魔法属性の設定も保存されます。
以下のフォルダに、カテゴリ別のJSONとして保存されます。
Data/SKSE/Plugins/NicholasMagicStudy/MagicCategory1.json
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578243634-1030194940.jpeg[/img]
■ 登録呪文メニュー
●習得経験値
呪文経験値が不十分な場合、呪文を習得するのに必要な経験値が表示されます。
必要経験値は、呪文毎の経験値と呪文の魔法系統および魔法属性の経験値の合計です。
呪文毎の経験値は、学習によって呪文書を消費することで増えていきます。
例)
破壊魔法 雷術 ライトニングボルトの習得に必要な行為
- ライトニングボルトの呪文書を消費して学習すること
- 破壊魔法の使用で破壊の魔法系統レベルを伸ばすこと
- 雷術魔法の使用で雷術の魔法属性レベルを伸ばすこと
- 呪文吸収魔法で敵の使用する魔法を吸収すること (Ver.1.01.00-)
●習得する/忘却する
必要経験値を満たすと、習得経験値の代わりに「習得する」「忘却する」が表示されるようになり、
メニューから呪文を自由に習得、あるいは忘却することが出来るようになります。
●分類変更
選択中の呪文が登録されている魔法分類を変更することが出来ます。
複数の魔法分類に登録することも、あるいは削除することも出来ます。
●魔法属性
選択中の呪文の魔法属性を変更することが出来ます。
呪文の魔法キーワード設定により、自動的に魔法属性は設定されていますが、
自分の好みに合わなかったり、魔法キーワードが設定されていなかった場合は、
自分好みの魔法属性に分類しなおしてください。
なお、魔法属性変更が元々の魔法キーワード設定に影響することはありません。
また、カスタム1~カスタム5までは、自由設定可能な魔法属性です。
設定したい場合はtranslationファイルを編集して下さい。
NicholasMagicStudy_japanese.txt
●魔法強化
- 効果増幅
魔法属性のレベルアップ時に得られるレベルアップポイントを使って、魔法を強化できます。
強化値は魔法属性のレベルに依存するので、低レベルでは小さな強化しか出来ません。
魔法の威力、魔法の範囲、魔法の期間、など。
※呪文の設定によっては、強化が無効化される場合があります。
※呪文に関連する魔法属性に、LVPが残っている場合のみ強化可能です。
- 魔法複合 (Ver.1.02.00-)
魔法属性のレベルアップ時に得られるレベルアップポイントを大量に使用することで、
複数の魔法を複合することができるようになります。
呪文によって、魔法属性のレベルが一定レベル以上である必要があります。
魔法複合は「保存→設定」の2ステップで実行します。
保存:効果抽出(10 LVP)
選択中の呪文から魔法効果を抽出します。10LVP必要です。
抽出した魔法のみ、他の魔法に付与することが出来ます。
設定:他者対象(10 LVP)
選択中の呪文に別の魔法を付与します。10LVP必要です。
敵やオブジェクトを対象とする魔法を設定します。
設定:自己対象(10 LVP)
選択中の呪文に別の魔法を付与します。10LVP必要です。
自分自身を対象とする魔法を設定します。
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578228288-965215909.jpeg[/img]
●例外設定
選択中の呪文を本MODの対象外とします。
MPを消費しなくなりますが、呪文使用による経験値も加算されません。
経験値なしでの呪文習得も可能になりました。 (Ver.1.01.00-)
■ ラーニング (Ver.1.01.00-)
●呪文吸収魔法による経験値獲得
呪文吸収魔法を使用することで、呪文の経験値を獲得することが出来ます。
これにより、呪文書を消費する以外で経験値を得ることが出来ます。
ただし、呪文吸収では魔法属性レベルは成長しないので、注意して下さい。
呪文吸収時にマジカを消費するようになりました。 (Ver.1.02.01-)
シールド展開直後しか、呪文吸収できなくなりました。 (Ver.1.02.01-)
●呪文吸収魔法による敵魔法獲得
呪文吸収魔法を使用することで、敵の使用する魔法を獲得することが出来ます。
獲得した魔法は、魔法カテゴリの呪文吸収リストに登録されます。
これにより、敵専用魔法もラーニングすることが出来ます。
●魔法解析 (Ver.1.02.03-)
魔法解析の呪文を使用することで、敵の装備している魔法を獲得し、
呪文の経験値を得ることが出来ます。
相手とのレベル差が大きいと失敗する確率が高くなります。
成功すると、相手と自分の全てのマジカが消費されます。
獲得した魔法は、魔法カテゴリの呪文吸収リストに登録されます。
●呪文吸収/魔法解析の習得方法
魔術師の水晶と同様、魔術師が呪文書を売っている場合があります。
装備スロットや詠唱タイプなどで3つのタイプがあります。
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578259222-1983747382.jpeg[/img]
■ MP消費とMP回復
●呪文のMP消費
呪文使用時には、その呪文に関連する魔法系統および魔法属性のMPが消費されます。
通常の消費量は1ですが、マジカ消費量の大きい魔法では2以上になる場合があります。
また、呪文の使用時には対応する魔法属性の経験値が加算されます。
複数の魔法属性を持つ魔法の場合は、全てに経験値が加算されます。
※うち、呪文の魔法属性は「登録呪文メニュー」から変更可能です。
●MP0時のペナルティ
いずれかのMPが残っているうちは、問題なく魔法を使用できますが、全てのMPが尽きると、
魔力オーバーヒートが発生し、マジカが5分間~6分間ほど完全に枯渇します。
また、少しの間だけ激しい眩暈に襲われます。
マジカ枯渇の代わりに体力消費するオプションを追加しました。 (Ver.1.02.00-)
※「MP0時に設定したHPを消費」参照
●睡眠によるMP回復
4時間ほど睡眠をとることで、MPは完全に回復します。
短い睡眠では、相応量しか回復しません。
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578259118-1158394189.jpeg[/img]
■ 関連イベント
●ダンジョンの呪文書
ダンジョンの宝箱に呪文書が存在する可能性が高くなります。
魔法探求の為、ダンジョンに挑んでください。
LocTypeDungeonのキーワードを持つ場所が対象となります。
発生確率を変更したい場合は、オプションから変更して下さい。 (Ver.1.03.02-)
JSONでの設定は廃止されました。
[s] 発生確率を変更したい場合は、設定用のJSONを編集して下さい。
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
●魔法のエッセンス
魔法生物とエンカウントするクエストが発生します。
魔法生物は「魔法のエッセンス」というアイテムを所持しています。
魔法のエッセンスは、使用することで魔法属性の経験値を大きく増加させます。
LocTypeDungeonのキーワードを持つ場所が対象となります。
発生確率を変更したい場合は、オプションから変更して下さい。 (Ver.1.03.02-)
JSONでの設定は廃止されました。
[s] 発生確率を変更したい場合は、設定用のJSONを編集して下さい。
Data/SKSE/Plugins/NicholasMagicStudy/MagicStudyConfig.json[/s]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100767/100767-1578191951-922609398.jpeg[/img]
[/color]
↧
Oblivion Horses
Связаться с нами по поводу ошибок, пожеланий или по любому другому - лучше напишите мне на сайте Gamer-моды.
Лошадь из лошадей в обливионе. Лошадь из лошади в облике. Единорог, который я вытащил из моды Единорог от автора Holugar.
Короткая, 'пышная`Грива досталась от Старой клячи автором katkat74.Ванильные гривы используют модель из Единого от Холугара. Horse-Shadowmere Replacer от ЭКСПОРТ.
Основная моя работа заключалась в двух вещах. Вы должны помнить, что ноги у него изгибались в неестественных местах, а пропорции были не совсем верными. Я это исправил. Лошадь. Они были нарисованы на самом деле с нуля.
Обновление: 1.6.2
-добавлена отредактированные седла из Удобных лошадей (путешественник, охотника'Большая игра», стражи рассвета, нордский) (для работы требуется Удобные Конные или хотя-бы текстуры из этого мода)
- (см.скриншоты) добавлено опционально - реплейсер Блейза (для работы необходим
мой Блейз) -новый вариант Тенегрива (для работы необходим мой мод)
-реплейсер Арвак (заменяет его на обычной лошадь из моей моды, покрытые шрамы) (автономно)
Требования:
Skyrim LE 1.9.32.0.8
Совместимости:
Удобные лошади (по идее моды совместят со всем что не заменяют пути моделей к лошадям , но зная скайришь основной файл «Удобные лошади для большей совместимости»).
Пожалуйста, прочтите описание установки полностью и повнимательнее дабы избежать недопониманий.
Установка:
Переместить папку Данные в папку с игрой. Если вы хотите заменить седло на опциональную модель - это легкое седло / высокое седло.
Также в папке текстуры / актеры / лошадь забвения есть дополнительные папки с мастями лошадей (красная лошадь, белая лошадь и тд.),
Которые могут заменять основные масти (те, которые лежат в открытых лошадях забвения) (использовать название основной текстуры (1HorseBrown) например, переименовать его в дополнительные элементы для
папок с заменой файлов.
Вы
можете заменить любую лошадь (естественно, включая лошадей из других модов) на зеброня.
Мод заменяет стандартных лошадей Скайрима (LE) лошадьми Обливиона. Тело лошади было основано на единороге (портовой лошади из Обливиона), которого я вытащил из мода Единорога от автора Холугара.
Короткая, «пышная» грива пришла от старой клячи авторства katkat74. Ванильные гривы используют модель единорога верховой езды Holugar. Некоторые текстуры и основа для последующего перекрашивания хвоста и гривы были взяты из мода KrittaKitty Realistic Primitive Horse Breeds. седло из мода заменитель демона Лошадь-Тени от Экспорта.
Моей основной работой были две вещи. Редактирование скелета лошади - если вы использовали мод Unicorn, вы должны помнить, что его ноги были согнуты в неестественных местах, и пропорции были не совсем правильными. Я починил это. И больше всего я потратил на текстуру тела лошади. Они были написаны мной практически с нуля.
Обновление: 1.6.2 -Добавлены отредактированные седла от Convenient horse (путешественник, охотник 'Big Game', хранители рассвета, нордические) (для работы требуются Covenient Horse или хотя бы текстуры из этого мода)
- (см. Скриншоты) добавлено по желанию - Blaise repleaser (Blaise требуется для работы)
-Новая версия Shadowmere (мой мод необходим для работы)
-Замена Arvak (заменяет его обычной лошадью моего мода, покрытой шрамами) (автономно)
Требования:
Skyrim LE 1.9.32.0.8
Совместимость:
удобные лошади (по идее, мод совместим со всем, что не заменяет путь модели к лошадям, но, зная Skyrim и его способность связывать непоследовательные и тем самым вызывать критические ошибки, я изменил основной Удобный файл лошадей для большей совместимости) Файл присутствует в английской и русской версиях.
Пожалуйста, внимательно прочитайте описание установки, чтобы избежать недоразумений.
Установка:
Переместите папку «Данные» в папку с игрой.
Если вы хотите заменить седло на дополнительное, установите модель из папки «легкое седло / высокое седло» сверху с файлами для замены.
Также в папке текстур / актеров / лошадей забвения есть дополнительные папки с цветами лошадей (красный конь, белый конь и т. Д.).
При желании они могут заменить основные цвета (те, которые находятся в папке лошадей забвения) (скопируйте имя основной текстуры (например, 1HorseBrown), переименуйте ее в дополнительную (HorseRed или любую другую) и переместите ее в основную с файлами замены)
Если вас не устраивают нестандартные гривы, установите поверх с заменой файлы моделей из папки гривы Vanilla.
Не забывайте, что вы можете комбинировать внешний вид гривы для большего разнообразия («темные и красные» хороши в «пышных гривах», но светлые выглядят не очень хорошо)
+ вы можете заменить любую лошадь (естественно, включая лошадей других модов) с зорсе.
Лошадь из лошадей в обливионе. Лошадь из лошади в облике. Единорог, который я вытащил из моды Единорог от автора Holugar.
Короткая, 'пышная`Грива досталась от Старой клячи автором katkat74.Ванильные гривы используют модель из Единого от Холугара. Horse-Shadowmere Replacer от ЭКСПОРТ.
Основная моя работа заключалась в двух вещах. Вы должны помнить, что ноги у него изгибались в неестественных местах, а пропорции были не совсем верными. Я это исправил. Лошадь. Они были нарисованы на самом деле с нуля.
Обновление: 1.6.2
-добавлена отредактированные седла из Удобных лошадей (путешественник, охотника'Большая игра», стражи рассвета, нордский) (для работы требуется Удобные Конные или хотя-бы текстуры из этого мода)
- (см.скриншоты) добавлено опционально - реплейсер Блейза (для работы необходим
мой Блейз) -новый вариант Тенегрива (для работы необходим мой мод)
-реплейсер Арвак (заменяет его на обычной лошадь из моей моды, покрытые шрамы) (автономно)
Требования:
Skyrim LE 1.9.32.0.8
Совместимости:
Удобные лошади (по идее моды совместят со всем что не заменяют пути моделей к лошадям , но зная скайришь основной файл «Удобные лошади для большей совместимости»).
Пожалуйста, прочтите описание установки полностью и повнимательнее дабы избежать недопониманий.
Установка:
Переместить папку Данные в папку с игрой. Если вы хотите заменить седло на опциональную модель - это легкое седло / высокое седло.
Также в папке текстуры / актеры / лошадь забвения есть дополнительные папки с мастями лошадей (красная лошадь, белая лошадь и тд.),
Которые могут заменять основные масти (те, которые лежат в открытых лошадях забвения) (использовать название основной текстуры (1HorseBrown) например, переименовать его в дополнительные элементы для
папок с заменой файлов.
Вы
можете заменить любую лошадь (естественно, включая лошадей из других модов) на зеброня.
Мод заменяет стандартных лошадей Скайрима (LE) лошадьми Обливиона. Тело лошади было основано на единороге (портовой лошади из Обливиона), которого я вытащил из мода Единорога от автора Холугара.
Короткая, «пышная» грива пришла от старой клячи авторства katkat74. Ванильные гривы используют модель единорога верховой езды Holugar. Некоторые текстуры и основа для последующего перекрашивания хвоста и гривы были взяты из мода KrittaKitty Realistic Primitive Horse Breeds. седло из мода заменитель демона Лошадь-Тени от Экспорта.
Моей основной работой были две вещи. Редактирование скелета лошади - если вы использовали мод Unicorn, вы должны помнить, что его ноги были согнуты в неестественных местах, и пропорции были не совсем правильными. Я починил это. И больше всего я потратил на текстуру тела лошади. Они были написаны мной практически с нуля.
Обновление: 1.6.2 -Добавлены отредактированные седла от Convenient horse (путешественник, охотник 'Big Game', хранители рассвета, нордические) (для работы требуются Covenient Horse или хотя бы текстуры из этого мода)
- (см. Скриншоты) добавлено по желанию - Blaise repleaser (Blaise требуется для работы)
-Новая версия Shadowmere (мой мод необходим для работы)
-Замена Arvak (заменяет его обычной лошадью моего мода, покрытой шрамами) (автономно)
Требования:
Skyrim LE 1.9.32.0.8
Совместимость:
удобные лошади (по идее, мод совместим со всем, что не заменяет путь модели к лошадям, но, зная Skyrim и его способность связывать непоследовательные и тем самым вызывать критические ошибки, я изменил основной Удобный файл лошадей для большей совместимости) Файл присутствует в английской и русской версиях.
Пожалуйста, внимательно прочитайте описание установки, чтобы избежать недоразумений.
Установка:
Переместите папку «Данные» в папку с игрой.
Если вы хотите заменить седло на дополнительное, установите модель из папки «легкое седло / высокое седло» сверху с файлами для замены.
Также в папке текстур / актеров / лошадей забвения есть дополнительные папки с цветами лошадей (красный конь, белый конь и т. Д.).
При желании они могут заменить основные цвета (те, которые находятся в папке лошадей забвения) (скопируйте имя основной текстуры (например, 1HorseBrown), переименуйте ее в дополнительную (HorseRed или любую другую) и переместите ее в основную с файлами замены)
Если вас не устраивают нестандартные гривы, установите поверх с заменой файлы моделей из папки гривы Vanilla.
Не забывайте, что вы можете комбинировать внешний вид гривы для большего разнообразия («темные и красные» хороши в «пышных гривах», но светлые выглядят не очень хорошо)
+ вы можете заменить любую лошадь (естественно, включая лошадей других модов) с зорсе.
↧
Project Kain - Cursed Iron Armor - BETA
[center][img]https://staticdelivery.nexusmods.com/mods/110/images/101148/101148-1580045393-2006897189.png[/img][/center]
[center][font=Times New Roman][size=4]Adds the basic armor and sword of the legendary antihero,
Kain from the [i]Legacy of Kain[/i] series as a tribute and a memento for it.
The Armor comes in male version only, i will consider about making a female version (and beast variations) later.
Installation: Copy the contents of the 7z file to your data folder.
Requirements: Skyrim+DLCs
HOW TO GET?
- Seek out a strange anomaly around east of Falkreath.[/size][/font]
[img]https://staticdelivery.nexusmods.com/mods/110/images/101148/101148-1580045408-1672317734.png[/img]
[font=Times New Roman][size=4]Updates will definetely come but I need to focus on other projects as well, so be patient.[/size][/font]
[font=Times New Roman][size=4]V A E V I C T I S ![/size][/font][/center]
[center][font=Times New Roman][size=4]Adds the basic armor and sword of the legendary antihero,
Kain from the [i]Legacy of Kain[/i] series as a tribute and a memento for it.
The Armor comes in male version only, i will consider about making a female version (and beast variations) later.
Installation: Copy the contents of the 7z file to your data folder.
Requirements: Skyrim+DLCs
HOW TO GET?
- Seek out a strange anomaly around east of Falkreath.[/size][/font]
[img]https://staticdelivery.nexusmods.com/mods/110/images/101148/101148-1580045408-1672317734.png[/img]
[font=Times New Roman][size=4]Updates will definetely come but I need to focus on other projects as well, so be patient.[/size][/font]
[font=Times New Roman][size=4]V A E V I C T I S ![/size][/font][/center]
↧
Flower Girls Workaround
This is exactly what is described. A workaround. I've made it for personal use, but since Xiderpunk gave it's permission for porting further versions of the SSE version mod, i've decided to share this version of the mod. Basically, this is Flower Girls v1.84, minus the stuff that would cause your Oldrim to freeze/CTD.
Since the first workaround version of Flower Girls SE, new tools and resources have become available. NiTriShape Converter allow the conversion of BSTriShape (SSE nif that will CTD your Skyrim) to NiTriShape. Also, there's a tool that converts BC7 (compressed SE dds files that will also CTD your Skyrim) to uncompressed (a)rgb8 images. With that, i could backport the objects and images of unknown source used in FGSE. The only thing left were the animations, that can't be backported.
Recently, I've managed to gather all the animations packs used on the original mod, in 32bit format. After assembling the 894 animations and taking a beating from FNIS to get the behavior file going, i got everything working.
So, what's in the package?
Same as before; a form44 (SE format) plugin, plus scripts and sounds from the original mod, packed with 32bit format mesh and texture files. I had to generate a new behavior file for Oldrim due to the new animations added. I've also backported some small stuff, and did small tweaks in the plugin here and there. All other files are the originals from its authors. As a bonus, i've added the new sound files uploaded with FGSE 2.0.
[size=4]Q:"[color=#e06666][b][size=5]Why is the mod named SE?/Isn't the mod for SE? It says SE[/size][/b][/color]"[/size]
About the SE designation. The SE naming doesn't interfere with the mod, it's just an indicator about which version of the game the mod was primarily created to work with. I could rename whatever 32bit mod on Nexus with "SE", "FO4", etc, and it would still work on LE.
The other way around is also true. I use a mod called Immersive Upgrade Leveled Items, which is an SE mod created to allow you to upgrade leveled items you get early while playing the game. The mod has no SE or LE suffix, but it was created for SE, and it works on LE, like most mods that are just esps with no specific SE dependencies attached.
I could remove the SE suffix, but then i would have to go after every file and folder named after it, and change them too, or the mod would no longer find the files needed to work. The same goes for the patches. But that would be an awful lot of work for something that is just cosmetic and have no relevance in gameplay.
Along with Flower Girls 1.84, it's also available:
[size=5][b]Amorous Adventures - Flower Girls version[/b][/size]
This is the latest version of Amorous Adventures (3.4), but it uses Flower Girls, instead of OSEX. Requires Dawnguard.
[b][size=5]Flower Girls - Adventures[/size][/b]
This is the latest version of FG Adventures (1.8). Requires Unofficial Skyrim Legendary Edition Patch, and Dragonborn.
[size=5][b]Flower Girls - RDO patch[/b] [/size]
For those who use Flower Girls along with Relationship Dialogue Overhaul. Both mods edit the dialogues related to radiant favor Jobs. I've merged the entries, so one mod doesn't overwrite the other. Load after both mods. [size=2]
[b][size=5]Patches for other mods
[/size][/b][font=Arial][size=3]- Bathing Beauties
- Caesia
- Female Cicero
- Immersive Wenches
- Maids II Deception
- [/size][/font][size=3]Dragon Crown Sorceress Outfit[/size] by Todd420. Requires [/size][size=2][url=https://www.nexusmods.com/skyrim/mods/24936/]UUNP UNPB HDT BS DCSorceress
[/url]
[size=3][b]See the fixed post for aditional information.
Mods i recommend, to improve the npcs.[/b]
[/size][/size]
Bijin Warmaidens: [url=https://www.nexusmods.com/skyrim/mods/40038]https://www.nexusmods.com/skyrim/mods/40038[/url]
Bijin Wives: [url=https://www.nexusmods.com/skyrim/mods/63473]https://www.nexusmods.com/skyrim/mods/63473[/url]
Bijin NPCs: [url=https://www.nexusmods.com/skyrim/mods/71054]https://www.nexusmods.com/skyrim/mods/71054[/url]
Seranaholic: [url=https://www.nexusmods.com/skyrim/mods/38326]https://www.nexusmods.com/skyrim/mods/38326[/url]
Fresh Faces: [url=https://www.nexusmods.com/skyrim/mods/87892]https://www.nexusmods.com/skyrim/mods/87892[/url]
Improved Bards: [url=https://www.nexusmods.com/skyrim/mods/56599]https://www.nexusmods.com/skyrim/mods/56599[/url]
Pandorable's NPCs: [url=https://www.nexusmods.com/skyrim/mods/92527]https://www.nexusmods.com/skyrim/mods/92527[/url]
The Ordinary Women: [url=https://www.nexusmods.com/skyrim/mods/70547]https://www.nexusmods.com/skyrim/mods/70547[/url]
Makeovers by Mizzog - The Companions: [url=https://www.nexusmods.com/skyrim/mods/58101]https://www.nexusmods.com/skyrim/mods/58101[/url]
Ethereal Elven Overhaul: [url=https://www.nexusmods.com/skyrim/mods/24273]https://www.nexusmods.com/skyrim/mods/24273[/url]
Also, for general improvement
Bijin Skin: [url=https://www.nexusmods.com/skyrim/mods/91953]https://www.nexusmods.com/skyrim/mods/91953[/url]
Unslaad Pale Textures: [url=https://www.nexusmods.com/skyrim/mods/88131]https://www.nexusmods.com/skyrim/mods/88131[/url]
Skysight Skins:[url=https://www.nexusmods.com/skyrim/mods/58443]https://www.nexusmods.com/skyrim/mods/58443[/url]
SAM at vectorplexus.com (requires register)
I claim no credit for anything; all credits go to Xiderpunk and Foxfingers for their excellent mods, and the sources listed on their respective pages. So don't forget to go there and endorse the original mods, and leave your kudos. The guys deserve it.
Flower Girls for Skyrim 32bit: [url=https://www.nexusmods.com/skyrim/mods/81241]https://www.nexusmods.com/skyrim/mods/81241[/url]
Amorous Adventures: [url=https://www.nexusmods.com/skyrim/mods/70495]https://www.nexusmods.com/skyrim/mods/70495[/url]
Since the first workaround version of Flower Girls SE, new tools and resources have become available. NiTriShape Converter allow the conversion of BSTriShape (SSE nif that will CTD your Skyrim) to NiTriShape. Also, there's a tool that converts BC7 (compressed SE dds files that will also CTD your Skyrim) to uncompressed (a)rgb8 images. With that, i could backport the objects and images of unknown source used in FGSE. The only thing left were the animations, that can't be backported.
Recently, I've managed to gather all the animations packs used on the original mod, in 32bit format. After assembling the 894 animations and taking a beating from FNIS to get the behavior file going, i got everything working.
So, what's in the package?
Same as before; a form44 (SE format) plugin, plus scripts and sounds from the original mod, packed with 32bit format mesh and texture files. I had to generate a new behavior file for Oldrim due to the new animations added. I've also backported some small stuff, and did small tweaks in the plugin here and there. All other files are the originals from its authors. As a bonus, i've added the new sound files uploaded with FGSE 2.0.
[size=4]Q:"[color=#e06666][b][size=5]Why is the mod named SE?/Isn't the mod for SE? It says SE[/size][/b][/color]"[/size]
About the SE designation. The SE naming doesn't interfere with the mod, it's just an indicator about which version of the game the mod was primarily created to work with. I could rename whatever 32bit mod on Nexus with "SE", "FO4", etc, and it would still work on LE.
The other way around is also true. I use a mod called Immersive Upgrade Leveled Items, which is an SE mod created to allow you to upgrade leveled items you get early while playing the game. The mod has no SE or LE suffix, but it was created for SE, and it works on LE, like most mods that are just esps with no specific SE dependencies attached.
I could remove the SE suffix, but then i would have to go after every file and folder named after it, and change them too, or the mod would no longer find the files needed to work. The same goes for the patches. But that would be an awful lot of work for something that is just cosmetic and have no relevance in gameplay.
Along with Flower Girls 1.84, it's also available:
[size=5][b]Amorous Adventures - Flower Girls version[/b][/size]
This is the latest version of Amorous Adventures (3.4), but it uses Flower Girls, instead of OSEX. Requires Dawnguard.
[b][size=5]Flower Girls - Adventures[/size][/b]
This is the latest version of FG Adventures (1.8). Requires Unofficial Skyrim Legendary Edition Patch, and Dragonborn.
[size=5][b]Flower Girls - RDO patch[/b] [/size]
For those who use Flower Girls along with Relationship Dialogue Overhaul. Both mods edit the dialogues related to radiant favor Jobs. I've merged the entries, so one mod doesn't overwrite the other. Load after both mods. [size=2]
[b][size=5]Patches for other mods
[/size][/b][font=Arial][size=3]- Bathing Beauties
- Caesia
- Female Cicero
- Immersive Wenches
- Maids II Deception
- [/size][/font][size=3]Dragon Crown Sorceress Outfit[/size] by Todd420. Requires [/size][size=2][url=https://www.nexusmods.com/skyrim/mods/24936/]UUNP UNPB HDT BS DCSorceress
[/url]
[size=3][b]See the fixed post for aditional information.
Mods i recommend, to improve the npcs.[/b]
[/size][/size]
Bijin Warmaidens: [url=https://www.nexusmods.com/skyrim/mods/40038]https://www.nexusmods.com/skyrim/mods/40038[/url]
Bijin Wives: [url=https://www.nexusmods.com/skyrim/mods/63473]https://www.nexusmods.com/skyrim/mods/63473[/url]
Bijin NPCs: [url=https://www.nexusmods.com/skyrim/mods/71054]https://www.nexusmods.com/skyrim/mods/71054[/url]
Seranaholic: [url=https://www.nexusmods.com/skyrim/mods/38326]https://www.nexusmods.com/skyrim/mods/38326[/url]
Fresh Faces: [url=https://www.nexusmods.com/skyrim/mods/87892]https://www.nexusmods.com/skyrim/mods/87892[/url]
Improved Bards: [url=https://www.nexusmods.com/skyrim/mods/56599]https://www.nexusmods.com/skyrim/mods/56599[/url]
Pandorable's NPCs: [url=https://www.nexusmods.com/skyrim/mods/92527]https://www.nexusmods.com/skyrim/mods/92527[/url]
The Ordinary Women: [url=https://www.nexusmods.com/skyrim/mods/70547]https://www.nexusmods.com/skyrim/mods/70547[/url]
Makeovers by Mizzog - The Companions: [url=https://www.nexusmods.com/skyrim/mods/58101]https://www.nexusmods.com/skyrim/mods/58101[/url]
Ethereal Elven Overhaul: [url=https://www.nexusmods.com/skyrim/mods/24273]https://www.nexusmods.com/skyrim/mods/24273[/url]
Also, for general improvement
Bijin Skin: [url=https://www.nexusmods.com/skyrim/mods/91953]https://www.nexusmods.com/skyrim/mods/91953[/url]
Unslaad Pale Textures: [url=https://www.nexusmods.com/skyrim/mods/88131]https://www.nexusmods.com/skyrim/mods/88131[/url]
Skysight Skins:[url=https://www.nexusmods.com/skyrim/mods/58443]https://www.nexusmods.com/skyrim/mods/58443[/url]
SAM at vectorplexus.com (requires register)
I claim no credit for anything; all credits go to Xiderpunk and Foxfingers for their excellent mods, and the sources listed on their respective pages. So don't forget to go there and endorse the original mods, and leave your kudos. The guys deserve it.
Flower Girls for Skyrim 32bit: [url=https://www.nexusmods.com/skyrim/mods/81241]https://www.nexusmods.com/skyrim/mods/81241[/url]
Amorous Adventures: [url=https://www.nexusmods.com/skyrim/mods/70495]https://www.nexusmods.com/skyrim/mods/70495[/url]
↧
↧
Berserk Black Swordsman Armor - Cannon Arm Add-on
This mod adds a "working" Cannon Arm to the [url=https://www.nexusmods.com/skyrim/mods/11784/]Berserk Black Swordsman Armor[/url] mod by Zenl. As such, this mod requires that mod to be installed.
I didn't get any chance to showcase it hence i didn't put any images or videos yet. You can help me by sending relevant images or videos about the feature of this mod. Here's the original Cannon Arm shown in the anime:
[youtube]H5rNhPSlzuY[/youtube]
[b]
How it works?[/b]
This is a very simple feature. It adds a Cannonball "ammo" which can only be "fired" while equipping the Cannon Arm. The ammo is actually a scroll, hence you can "fire" it using your left arm (ie. the Cannon Arm). You need to craft the "ammo" first in the smithing forges. It requires minimum 30 [b]Smithing[/b] skill and 30 [b]Alchemy[/b] skill and having at least 1 Cannon Arm in your inventory. The recipes:
- 2 Dwarven Oil
- 1 Lead Ingot
- 2 Black Powder
To get the Lead Ingot, you can craft it in smithing forges. As for Black Powder, you can make it in the cooking stations (the recipes will be automatically shown).
In addition, the damage dealt by the Cannonball will be scaled with your [b]Archery[/b] and [b]Alchemy[/b] skills. The higher either or both skills, the higher the damage dealt. So it can still be useful in the late/end-game or when using hardcore/difficulty mods which make enemies tougher.
[b]How to use it?[/b]
First, you need to craft the Cannonball. The recipes and requirements are mentioned above. Next, you can equip the Cannon Arm to role-play the original Cannon Arm from the anime. Equipping the Cannon Arm is not a requirement for the Cannonball to work, but you should just equip it since it's the main purpose of this mod.
[b]How to install?[/b]
Install normally like how you install other mods. Put it below Berserk Black Swordsman Armor.esp in your load order. Preferably for you to install mods using a mod manager.
[b]How to uninstall?[/b]
1. Get in the game and discard any items added from this mod (ie. Cannonball scroll, Lead Ingot, Black Powder). Put them away into any inaccessible places (ie. on the edge of the continents/oceans) or just using console command and "disable" the items. Then save the game.
2. Exit the game and uninstall the mod
I didn't get any chance to showcase it hence i didn't put any images or videos yet. You can help me by sending relevant images or videos about the feature of this mod. Here's the original Cannon Arm shown in the anime:
[youtube]H5rNhPSlzuY[/youtube]
[b]
How it works?[/b]
This is a very simple feature. It adds a Cannonball "ammo" which can only be "fired" while equipping the Cannon Arm. The ammo is actually a scroll, hence you can "fire" it using your left arm (ie. the Cannon Arm). You need to craft the "ammo" first in the smithing forges. It requires minimum 30 [b]Smithing[/b] skill and 30 [b]Alchemy[/b] skill and having at least 1 Cannon Arm in your inventory. The recipes:
- 2 Dwarven Oil
- 1 Lead Ingot
- 2 Black Powder
To get the Lead Ingot, you can craft it in smithing forges. As for Black Powder, you can make it in the cooking stations (the recipes will be automatically shown).
In addition, the damage dealt by the Cannonball will be scaled with your [b]Archery[/b] and [b]Alchemy[/b] skills. The higher either or both skills, the higher the damage dealt. So it can still be useful in the late/end-game or when using hardcore/difficulty mods which make enemies tougher.
[b]How to use it?[/b]
First, you need to craft the Cannonball. The recipes and requirements are mentioned above. Next, you can equip the Cannon Arm to role-play the original Cannon Arm from the anime. Equipping the Cannon Arm is not a requirement for the Cannonball to work, but you should just equip it since it's the main purpose of this mod.
[b]How to install?[/b]
Install normally like how you install other mods. Put it below Berserk Black Swordsman Armor.esp in your load order. Preferably for you to install mods using a mod manager.
[b]How to uninstall?[/b]
1. Get in the game and discard any items added from this mod (ie. Cannonball scroll, Lead Ingot, Black Powder). Put them away into any inaccessible places (ie. on the edge of the continents/oceans) or just using console command and "disable" the items. Then save the game.
2. Exit the game and uninstall the mod
↧
Growl - Werebeasts of Skyrim
[size=4][size=4][color=#cccccc]Skyrim Special Edition version available [url=https://www.nexusmods.com/skyrimspecialedition/mods/31245]here[/url].[/color][/size][/size]
[url=https://www.patreon.com/EnaiSiaion][img]https://staticdelivery.nexusmods.com/mods/110/images/68425-0-1489347895.png[/img][/url][size=4][color=#dd7777]Support Enai Siaion on Patreon![/color][/size]
[size=4][color=#7799dd]Discuss this mod on the Posts tab, [url=http://www.reddit.com/r/EnaiRim]/r/EnaiRim[/url] or [url=https://discord.gg/GfYzjPm]the Enairim Discord[/url][/color][/size]
[size=4][color=#AAAAAA]25/12/2019 Thanks to everyone who donated![/color] [color=#AA7777]♥[/color][/size]
[size=5][color=#99ccaa]Features[/color][/size]
[list]
[*]A werebeast overhaul in vanilla-plus style.[/*]
[*]Makes werebeasts viable at all stages of the game.[/*]
[*]Many quality of life improvements.[/*]
[*]Werebears.[/*]
[*]Lightweight scripts, no save bloat.[/*]
[*]Can be installed during your playthrough.[/*]
[/list]
[size=5][color=#99ccaa]The beastblood[/color][/size]
Hircine's gift inflicted upon mankind is known as the beastblood. It is not only a strength, but also a curse. You gain the following abilities in both mortal and beast form:
[list]
[*][b][color=#99bbaa]Beastblood[/color][/b]: The beastblood grants [b][color=#888888]100[/color][/b]% resistance to disease.[/*]
[*][b][color=#99bbaa]Beastblood[/color][/b]: The beastblood causes [b][color=#888888]25[/color][/b]% weakness to fire and silver weapons inflict [b][color=#888888]20[/color][/b] extra damage to you.[/*]
[*][b][color=#99bbaa]Call of the Blood[/color][/b]: At night, [b][color=#888888]0-40[/color][/b]% (based on the phases of the moon) chance that your curse manifests, forcing you to take the form of the beast.[/*]
[/list][list]
[*][color=#ccccc](Argonian)[/color] [b][color=#99bbaa]Rabies[/color][/b]: Your Argonian blood adds poison damage based on level to your attacks in beast form.[/*]
[*][color=#ccccc](Breton)[/color] [b][color=#99bbaa]Skinwalker[/color][/b]: Your Breton blood reduces the cooldown of Beast Form by [b][color=#888888]30[/color][/b] seconds.[/*]
[*][color=#ccccc](Dark Elf)[/color] [b][color=#99bbaa]Raging Hatred[/color][/b]: Your Dark Elven blood extends the duration of Beast Form by [b][color=#888888]60[/color][/b] seconds.[/*]
[*][color=#ccccc](High Elf)[/color] [color=#99bbaa][b]Golden Mane[/b][/color]: Your High Elven blood grants [b][color=#888888]15[/color][/b]% bonus magic resistance in beast form.[/*]
[*][color=#ccccc](Imperial)[/color] [b][color=#99bbaa]Pack Leader[/color][/b]: Your Imperial blood reduces the cooldown of howls in beast form by [b][color=#888888]50[/color][/b]%.[/*]
[*][color=#ccccc](Khajiit)[/color] [b][color=#99bbaa]Hunting Instinct[/color][/b]: Your Khajiit blood reduces the Stamina cost of power attacks in beast form by [b][color=#888888]20[/color][/b]%.[/*]
[*][color=#ccccc](Nord)[/color] [b][color=#99bbaa]Vargr[/color][/b]: Your Nord blood grants [b][color=#888888]20[/color][/b]% bonus attack damage for [b][color=#888888]30[/color][/b] seconds after feeding in beast form.[/*]
[*][color=#ccccc](Orc)[/color] [b][color=#99bbaa]Primal Rage[/color][/b]: Your Orc blood halves attack damage taken for [b][color=#888888]15[/color][/b] seconds upon activating Beast Form.[/*]
[*][color=#ccccc](Redguard)[/color] [b][color=#99bbaa]Strong Stomach[/color][/b]: Your Redguard blood restores [b][color=#888888]100[/color][/b] points of Stamina when you feed in beast form.[/*]
[*][color=#ccccc](Wood Elf)[/color] [b][color=#99bbaa]Moonchaser[/color][/b]: Your Wood Elven blood grants [b][color=#888888]10[/color][/b]% extra movement speed in beast form.[/*]
[/list]
[color=#aaaaaa][i]Call of the Blood warns you shortly before you change, giving you time to get clear of populated areas. While forced transformations at night are a feature in older TES games, having them occur at random with no warning only serves to discourage the player from entering cities at night. Equipping Hircine's Ring has the effect of allowing you to "control your transformations", and therefore disables Call of the Blood. Version 1.2.0 and later add lunar transformations to Call of the Blood - a commonly requested feature from Moonlight Tales where you are more likely to transform at night if the moons are full, and less likely if they are dark.[/i][/color]
You also gain the following power in mortal form:
[list]
[*][b][color=#99bbaa]Beast Form[/color][/b]: Take on the form of the beast for [b][color=#888888]150[/color][/b] seconds. [b][color=#888888]90[/color][/b] second cooldown.[/*]
[/list]
[color=#aaaaaa][i]The change from a 1/day power in vanilla Skyrim to a cooldown based power in Growl makes it much more useful. Unlike many other implementations, it works just like a vanilla Skyrim cooldown, greying out the power until the cooldown ends, and triggering the power by other means (such as the Voice of Rage and Ruin perk in Ordinator) does not start the cooldown.[/i][/color]
[size=5][color=#99ccaa]Werebeasts[/color][/size]
Vanilla Skyrim werewolves are underpowered, lacking survivability, a heal on demand, useful synergy with mage characters, or even such basic features as being able to loot corpses or revert to mortal form at will, forcing players to leave loot behind. Growl includes many buffs and quality of life improvements to make werebeasts viable throughout the game. You gain the following effects in beast form:
[list]
[*]Carry weight increased by [b][color=#888888]500[/color][/b] points[/*]
[*]Take no damage from falls[/*]
[*]Immune to disease[/*]
[*]Werebeast attacks deal [b][color=#888888]10[/color][/b] (+[b][color=#888888]1[/color][/b] per character level) base damage (up to level 50)[/*]
[*]Werebeast skin grants [b][color=#888888]60[/color][/b] (+[b][color=#888888]6[/color][/b] per character level) base armor (up to level 50)[/*]
[*]Werebeast skin grants [b][color=#888888]25[/color][/b]% (+[b][color=#888888]1[/color][/b]% per character level) magic resistance (up to level 50)[/*]
[*]Health increased by [b][color=#888888]50[/color][/b] points[/*]
[*][b][color=#888888]100[/color][/b]% of base Magicka transferred to Stamina instead[/*]
[*]Move [b][color=#888888]15[/color][/b]% faster[/*]
[*]Regenerate [b][color=#888888]20[/color][/b]% of maximum Stamina per second[/*]
[*]Able to feed on humanoid and animal corpses to restore [b][color=#888888]50[/color][/b] points of Health and extend the remaining duration by [b][color=#888888]30[/color][/b] seconds[/*]
[*][b][color=#99bbaa]Bloodthirst[/color][/b]: Werebeast claws do [b][color=#888888]10[/color][/b] points of bleed damage, healing you for the same amount.[/*]
[/list]
[color=#aaaaaa][i]Raising base Magicka or Stamina both result in more Stamina in beast form, ensuring both warriors and mages can effectively make use of beast form. For warriors who do not invest into Magicka at all, transferring their 100 starting Magicka to Stamina results in the same Stamina bonus as in vanilla Skyrim.[/i][/color]
[size=4][color=#88aa88]Werebeast quality of life features[/color][/size]
You can now [b]hold down[/b] the power button to change back out of beast form after [color=#888888][b]10[/b][/color] seconds have passed. (Or [color=#888888][b]30[/b][/color] seconds after a forced transformation at night from the Call of the Blood ability.)
Werebeasts can now interact with containers, collect ingredients and loot corpses (corpses you can't feed on, such as undead without the Savage Feeding perk, can't be looted). However, lacking opposable thumbs, they [i]cannot[/i] pick locks. Take the Totem of the Hunt perk to destroy locks instead.
Activating beast form now suspends your shout cooldown, allowing you to use howls without the cooldown preventing you from doing so. When you revert form, the shout cooldown resumes.
Werebeast special attacks no longer have cooldowns, solving the issue in vanilla Skyrim where they don't work for seemingly no reason. They have been modified for a better feel as well; for instance, the knockdown back hand attack now launches targets in an arc instead of straight down.
[color=#aaaaaa][i]The loophole with many other implementations of werebeast looting where you can equip armor or weapons by opening the loot screen and navigating to your inventory tab is not available in Growl. This is an exploit and does not belong in a vanilla-plus experience.[/i][/color]
[size=4][color=#88aa88]Werebeast scaling and experience gain[/color][/size]
A major drawback of werebeasts in vanilla Skyrim is their lack of skill scaling and inability to gain experience. In Growl, werebeasts scale with your highest weapon skill and armor skill:
[list]
[*]In beast form, gain +[b][color=#888888]0.5[/color][/b] damage per level in your highest weapon skill, and +[b][color=#888888]3.0[/color][/b] armor per level in your highest armor skill (up to level 100).[/*]
[*]In beast form, feed on a corpse to gain experience in your highest weapon skill and armor skill. Experience is based on the corpse's level.[/*]
[/list]
[color=#aaaaaa][i]In the event of a tie between skills, it prioritises One-Handed over Two-Handed over Archery, and Light Armor over Heavy Armor.[/i][/color]
[size=5][color=#99ccaa]Howls[/color][/size]
Werebeasts can howl to create a variety of effects. As in vanilla Skyrim, you start with Howl of Terror and can change to another howl by uncovering its Totem during the relevant quest. Howls now have a [color=#888888][b]15[/b][/color] second cooldown.
To use a howl, [b]tap [/b]the power button in beast form.
[list]
[*][b][color=#99bbaa]Howl of Brotherhood[/color][/b]: Howl to summon two wolves to your side. If you are a werebear, summons bears instead.[/*]
[*][b][color=#99bbaa]Howl of Terror[/color][/b]: Howl to cause nearby living targets within [b][color=#888888]100[/color][/b] feet to flee in terror for [b][color=#888888]15[/color][/b] seconds.[/*]
[*][b][color=#99bbaa]Howl of the Hunt[/color][/b]: Howl to detect living targets in a [b][color=#888888]300[/color][/b] foot radius. This distinguishes between targets that are in combat, searching for you and unaware of you.[/*]
[/list]
[color=#aaaaaa][i]Vanilla Skyrim howls are rather weak except for the summoning howl. Growl improves the other two by adding their vanilla Skyrim perk effects (increased level cap, ability to distinguish between targets that are in combat or not) to them as a baseline and adding new perks in their place which further improve them. Howl of Terror's duration has additionally been reduced because long duration fear effects tend to be detrimental, forcing you to chase down enemies.[/i][/color]
[size=5][color=#99ccaa]The Werewolf perk tree[/color][/size]
Growl expands the Werewolf perk tree from 8 to 19 perks, and the number of Werewolf perk points you can spend from 11 to 27.
To get Werewolf perk points, feed on corpses in beast form or as a lycanthrope. To compensate for the increased number of Werewolf perks, each subsequent level requires only 1 more feeding than the last, down from 2 in vanilla Skyrim.
[list]
[*][b][color=#99bbaa]Bestial Strength (4)[/color][/b]: Deal [b][color=#888888]25/50/75/100[/color][/b]% more attack damage in beast form.[/*]
[*][b][color=#99bbaa]Animal Vigor[/color][/b]: Additional [b][color=#888888]100[/color][/b] point bonus to Health and Stamina in beast form.[/*]
[*][b][color=#99bbaa]Rampage[/color][/b]: Beast form lasts [b][color=#888888]50[/color][/b]% longer and feeding extends the duration [b][color=#888888]50[/color][/b]% more.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Infinite Duress[/color][/b]: Frenzy attacks (one-handed standing power attacks) in beast form stun targets for the duration.[/*]
[*][b][color=#99bbaa]Supernatural Strength[/color][/b]: Back hand attacks (two-handed standing power attacks) in beast form disarm targets.[/*]
[*][b][color=#99bbaa]Roadkill[/color][/b]: Leap attacks (two-handed sprinting power attacks) in beast form do a critical strike equal to twice your Stamina and throw targets.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Feral Instincts[/color][/b]: Power attacks in beast form cost [b][color=#888888]25[/color][/b]% less Stamina and do [b][color=#888888]25[/color][/b]% more damage.[/*]
[*][b][color=#99bbaa]Improved Bloodthirst (2)[/color][/b]: Beast form attacks do an additional [b][color=#888888]10/20[/color][/b] points of bleed damage, healing you for the same amount.[/*]
[*][b][color=#99bbaa]Swipe[/color][/b]: Power attacks in beast form can hit multiple targets in front of you.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Lycanthropic Speed[/color][/b]: Movement speed is increased by [b][color=#888888]10[/color][/b]%, both in and out of beast form.[/*]
[*][b][color=#99bbaa]Lycanthropic Regeneration (2)[/color][/b]: Regenerate an additional [b][color=#888888]1/2[/color][/b]% of your maximum Health and Stamina per second, both in and out of beast form.[/*]
[*][b][color=#99bbaa]Spread the Beastblood[/color][/b]: Give your follower the beastblood by trading Werebeast Blood with them. No effect on vampires.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Totem of Ice Brothers (2)[/color][/b]: Werebeast Howl of Brotherhood calls Ice Wolves or Snow Bears/Werewolves or Werebears instead.[/*]
[*][b][color=#99bbaa]Totem of the Hunt (2)[/color][/b]: Werebeast Howl of the Hunt shatters locks up to Adept/Expert level at close range.[/*]
[*][b][color=#99bbaa]Totem of Terror (2)[/color][/b]: Werebeast Howl of Terror affects even dragons, forcing them to land for [b][color=#888888]30/60[/color][/b] seconds.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Gorging[/color][/b]: Feeding heals [b][color=#888888]100[/color][/b] points more.[/*]
[*][b][color=#99bbaa]Savage Feeding[/color][/b]: Able to feed off the undead in beast form, and loot their corpses.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Bury the Beast[/color][/b]: No longer forced to transform at night.[/*]
[*][b][color=#99bbaa]Wolf Among Men[/color][/b]: The frequency of Silver Hand Elite werebeast hunters is reduced by [b][color=#888888]75[/color][/b]%.[/*]
[/list]
[color=#aaaaaa][i]The reduced number of feedings required per perk point is not retroactive if the mod is installed during a playthrough, but will be applied correctly each time you get a perk point after that. If you have Werewolf perks in vanilla Skyrim, you get the corresponding Growl perks.[/i][/color]
[size=5][color=#99ccaa]Receiving the beastblood[/color][/size]
There are several ways to receive the beastblood and get started on your journey:
[list]
[*][b][color=#99bbaa]Progress through the Companions questline[/color][/b]: This is the only way to obtain the beastblood in vanilla Skyrim.[/*]
[*][b][color=#99bbaa]Consume the Werebeast Blood[/color][/b]: Werebeast Blood is a rare alchemy ingredient that can most often be bought at alchemy vendors (such as Zaria of Grave Concoctions in Falkreath or Elgrim of Elgrim's Elixirs in Riften) and occasionally found in the pockets of warlocks and forsworn or taken from the corpses of wild werewolves.[/*]
[*][b][color=#99bbaa]Experience a dream vision[/color][/b]: Sleep outdoors under a clear sky at night, and you will have a dream where you can choose to beseech Hircine to grant you the beastblood. This can only occur once.[/*]
[/list]
[color=#aaaaaa][i] These options should appeal to both roleplayers and players who want to jump in as soon as possible, while minimising the impact on your playthrough if you choose not to become a werewolf. This also makes Growl usable in general mod packs whose users may not be interested in details.[/i][/color]
[size=5][color=#99ccaa]Other features[/color][/size]
[size=4][color=#88aa88]Werebears[/color][/size]
Uncover any Totem during the relevant vanilla Skyrim quest and activate it to choose between werewolf and werebear form. Both forms are functionally identical, but we can all agree that bears are better than wolves. :-)
[size=4][color=#88aa88]Werebeast hunters[/color][/size]
Changing into beast form with witnesses around or leaving a trail of devoured corpses behind may attract the attention of the Silver Hand. Eventually, Silver Hand Elite werebeast hunters will track you down and attack you. Each time another Silver Hand Elite patrol is sent, it includes more and stronger hunters.
[size=4][color=#88aa88]World events[/color][/size]
Fights between werebeasts and their enemies can now occur in the wilderness at night, making werebeasts slightly more common in the world of Skyrim.
[size=4][color=#88aa88]Spreading the beastblood[/color][/size]
The perk Spread the Beastblood allows you to give your follower the beastblood by trading them Werebeast Blood and accepting the dialog box. Certain Skyrim characters already have the beastblood.
When a character with the beastblood is your follower, you can ask them to change into beast form in combat. They will turn into a werewolf or werebear depending on which form you have chosen, except for Skyrim characters who are canonically werewolves and will always turn into werewolf form.
[size=4][color=#88aa88]Half-beast visuals[/color][/size]
An optional cosmetic feature that adds fur, claws and an unarmed swipe attack to your character when you have the beastblood. Due to potential compatibility implications (incompatibility with custom races and mods that change racial stats, body textures or body meshes), this feature is now available as a separate optional file, starting with version 1.1.0.
[size=5][color=#99ccaa]FAQ[/color][/size]
[size=4][color=#88aa88]Compatibility notes[/color][/size]
See [url=https://www.nexusmods.com/skyrimspecialedition/articles/1519/?]here[/url] for a list of (in)compatible mods.
[size=4][color=#88aa88]How to install or uninstall[/color][/size]
[color=#777777][b]To install:[/b][/color] Add the mod to your load order and activate it. Make sure you are not currently transformed into a werewolf.
[color=#777777][b]To uninstall:[/b][/color] Remove the mod. Any perk points in werewolf perks that have no vanilla equivalent will be lost.
[size=4][color=#88aa88]Troubleshooting[/color][/size]
[list]
[*][size=2][color=#777777][b]Feeding does not work:[/b][/color] This generally means another mod is overwriting the werewolf race, such as Mortal Enemies, causing a conflict. See the compatibility notes for information on how to proceed.[/size][/*]
[*][size=2][color=#777777][b]Can't open the perk tree in werebear form:[/b][/color] Game limitation, it is hardcoded to werewolf form only.[/size][/*]
[*][size=2][color=#777777][b]Can't loot equipped items and gold in beast form:[/b][/color] Fixed in 1.0.4.[/size][/*]
[/list]
[url=https://www.patreon.com/EnaiSiaion][img]https://staticdelivery.nexusmods.com/mods/110/images/68425-0-1489347895.png[/img][/url][size=4][color=#dd7777]Support Enai Siaion on Patreon![/color][/size]
[size=4][color=#7799dd]Discuss this mod on the Posts tab, [url=http://www.reddit.com/r/EnaiRim]/r/EnaiRim[/url] or [url=https://discord.gg/GfYzjPm]the Enairim Discord[/url][/color][/size]
[size=4][color=#AAAAAA]25/12/2019 Thanks to everyone who donated![/color] [color=#AA7777]♥[/color][/size]
[size=5][color=#99ccaa]Features[/color][/size]
[list]
[*]A werebeast overhaul in vanilla-plus style.[/*]
[*]Makes werebeasts viable at all stages of the game.[/*]
[*]Many quality of life improvements.[/*]
[*]Werebears.[/*]
[*]Lightweight scripts, no save bloat.[/*]
[*]Can be installed during your playthrough.[/*]
[/list]
[size=5][color=#99ccaa]The beastblood[/color][/size]
Hircine's gift inflicted upon mankind is known as the beastblood. It is not only a strength, but also a curse. You gain the following abilities in both mortal and beast form:
[list]
[*][b][color=#99bbaa]Beastblood[/color][/b]: The beastblood grants [b][color=#888888]100[/color][/b]% resistance to disease.[/*]
[*][b][color=#99bbaa]Beastblood[/color][/b]: The beastblood causes [b][color=#888888]25[/color][/b]% weakness to fire and silver weapons inflict [b][color=#888888]20[/color][/b] extra damage to you.[/*]
[*][b][color=#99bbaa]Call of the Blood[/color][/b]: At night, [b][color=#888888]0-40[/color][/b]% (based on the phases of the moon) chance that your curse manifests, forcing you to take the form of the beast.[/*]
[/list][list]
[*][color=#ccccc](Argonian)[/color] [b][color=#99bbaa]Rabies[/color][/b]: Your Argonian blood adds poison damage based on level to your attacks in beast form.[/*]
[*][color=#ccccc](Breton)[/color] [b][color=#99bbaa]Skinwalker[/color][/b]: Your Breton blood reduces the cooldown of Beast Form by [b][color=#888888]30[/color][/b] seconds.[/*]
[*][color=#ccccc](Dark Elf)[/color] [b][color=#99bbaa]Raging Hatred[/color][/b]: Your Dark Elven blood extends the duration of Beast Form by [b][color=#888888]60[/color][/b] seconds.[/*]
[*][color=#ccccc](High Elf)[/color] [color=#99bbaa][b]Golden Mane[/b][/color]: Your High Elven blood grants [b][color=#888888]15[/color][/b]% bonus magic resistance in beast form.[/*]
[*][color=#ccccc](Imperial)[/color] [b][color=#99bbaa]Pack Leader[/color][/b]: Your Imperial blood reduces the cooldown of howls in beast form by [b][color=#888888]50[/color][/b]%.[/*]
[*][color=#ccccc](Khajiit)[/color] [b][color=#99bbaa]Hunting Instinct[/color][/b]: Your Khajiit blood reduces the Stamina cost of power attacks in beast form by [b][color=#888888]20[/color][/b]%.[/*]
[*][color=#ccccc](Nord)[/color] [b][color=#99bbaa]Vargr[/color][/b]: Your Nord blood grants [b][color=#888888]20[/color][/b]% bonus attack damage for [b][color=#888888]30[/color][/b] seconds after feeding in beast form.[/*]
[*][color=#ccccc](Orc)[/color] [b][color=#99bbaa]Primal Rage[/color][/b]: Your Orc blood halves attack damage taken for [b][color=#888888]15[/color][/b] seconds upon activating Beast Form.[/*]
[*][color=#ccccc](Redguard)[/color] [b][color=#99bbaa]Strong Stomach[/color][/b]: Your Redguard blood restores [b][color=#888888]100[/color][/b] points of Stamina when you feed in beast form.[/*]
[*][color=#ccccc](Wood Elf)[/color] [b][color=#99bbaa]Moonchaser[/color][/b]: Your Wood Elven blood grants [b][color=#888888]10[/color][/b]% extra movement speed in beast form.[/*]
[/list]
[color=#aaaaaa][i]Call of the Blood warns you shortly before you change, giving you time to get clear of populated areas. While forced transformations at night are a feature in older TES games, having them occur at random with no warning only serves to discourage the player from entering cities at night. Equipping Hircine's Ring has the effect of allowing you to "control your transformations", and therefore disables Call of the Blood. Version 1.2.0 and later add lunar transformations to Call of the Blood - a commonly requested feature from Moonlight Tales where you are more likely to transform at night if the moons are full, and less likely if they are dark.[/i][/color]
You also gain the following power in mortal form:
[list]
[*][b][color=#99bbaa]Beast Form[/color][/b]: Take on the form of the beast for [b][color=#888888]150[/color][/b] seconds. [b][color=#888888]90[/color][/b] second cooldown.[/*]
[/list]
[color=#aaaaaa][i]The change from a 1/day power in vanilla Skyrim to a cooldown based power in Growl makes it much more useful. Unlike many other implementations, it works just like a vanilla Skyrim cooldown, greying out the power until the cooldown ends, and triggering the power by other means (such as the Voice of Rage and Ruin perk in Ordinator) does not start the cooldown.[/i][/color]
[size=5][color=#99ccaa]Werebeasts[/color][/size]
Vanilla Skyrim werewolves are underpowered, lacking survivability, a heal on demand, useful synergy with mage characters, or even such basic features as being able to loot corpses or revert to mortal form at will, forcing players to leave loot behind. Growl includes many buffs and quality of life improvements to make werebeasts viable throughout the game. You gain the following effects in beast form:
[list]
[*]Carry weight increased by [b][color=#888888]500[/color][/b] points[/*]
[*]Take no damage from falls[/*]
[*]Immune to disease[/*]
[*]Werebeast attacks deal [b][color=#888888]10[/color][/b] (+[b][color=#888888]1[/color][/b] per character level) base damage (up to level 50)[/*]
[*]Werebeast skin grants [b][color=#888888]60[/color][/b] (+[b][color=#888888]6[/color][/b] per character level) base armor (up to level 50)[/*]
[*]Werebeast skin grants [b][color=#888888]25[/color][/b]% (+[b][color=#888888]1[/color][/b]% per character level) magic resistance (up to level 50)[/*]
[*]Health increased by [b][color=#888888]50[/color][/b] points[/*]
[*][b][color=#888888]100[/color][/b]% of base Magicka transferred to Stamina instead[/*]
[*]Move [b][color=#888888]15[/color][/b]% faster[/*]
[*]Regenerate [b][color=#888888]20[/color][/b]% of maximum Stamina per second[/*]
[*]Able to feed on humanoid and animal corpses to restore [b][color=#888888]50[/color][/b] points of Health and extend the remaining duration by [b][color=#888888]30[/color][/b] seconds[/*]
[*][b][color=#99bbaa]Bloodthirst[/color][/b]: Werebeast claws do [b][color=#888888]10[/color][/b] points of bleed damage, healing you for the same amount.[/*]
[/list]
[color=#aaaaaa][i]Raising base Magicka or Stamina both result in more Stamina in beast form, ensuring both warriors and mages can effectively make use of beast form. For warriors who do not invest into Magicka at all, transferring their 100 starting Magicka to Stamina results in the same Stamina bonus as in vanilla Skyrim.[/i][/color]
[size=4][color=#88aa88]Werebeast quality of life features[/color][/size]
You can now [b]hold down[/b] the power button to change back out of beast form after [color=#888888][b]10[/b][/color] seconds have passed. (Or [color=#888888][b]30[/b][/color] seconds after a forced transformation at night from the Call of the Blood ability.)
Werebeasts can now interact with containers, collect ingredients and loot corpses (corpses you can't feed on, such as undead without the Savage Feeding perk, can't be looted). However, lacking opposable thumbs, they [i]cannot[/i] pick locks. Take the Totem of the Hunt perk to destroy locks instead.
Activating beast form now suspends your shout cooldown, allowing you to use howls without the cooldown preventing you from doing so. When you revert form, the shout cooldown resumes.
Werebeast special attacks no longer have cooldowns, solving the issue in vanilla Skyrim where they don't work for seemingly no reason. They have been modified for a better feel as well; for instance, the knockdown back hand attack now launches targets in an arc instead of straight down.
[color=#aaaaaa][i]The loophole with many other implementations of werebeast looting where you can equip armor or weapons by opening the loot screen and navigating to your inventory tab is not available in Growl. This is an exploit and does not belong in a vanilla-plus experience.[/i][/color]
[size=4][color=#88aa88]Werebeast scaling and experience gain[/color][/size]
A major drawback of werebeasts in vanilla Skyrim is their lack of skill scaling and inability to gain experience. In Growl, werebeasts scale with your highest weapon skill and armor skill:
[list]
[*]In beast form, gain +[b][color=#888888]0.5[/color][/b] damage per level in your highest weapon skill, and +[b][color=#888888]3.0[/color][/b] armor per level in your highest armor skill (up to level 100).[/*]
[*]In beast form, feed on a corpse to gain experience in your highest weapon skill and armor skill. Experience is based on the corpse's level.[/*]
[/list]
[color=#aaaaaa][i]In the event of a tie between skills, it prioritises One-Handed over Two-Handed over Archery, and Light Armor over Heavy Armor.[/i][/color]
[size=5][color=#99ccaa]Howls[/color][/size]
Werebeasts can howl to create a variety of effects. As in vanilla Skyrim, you start with Howl of Terror and can change to another howl by uncovering its Totem during the relevant quest. Howls now have a [color=#888888][b]15[/b][/color] second cooldown.
To use a howl, [b]tap [/b]the power button in beast form.
[list]
[*][b][color=#99bbaa]Howl of Brotherhood[/color][/b]: Howl to summon two wolves to your side. If you are a werebear, summons bears instead.[/*]
[*][b][color=#99bbaa]Howl of Terror[/color][/b]: Howl to cause nearby living targets within [b][color=#888888]100[/color][/b] feet to flee in terror for [b][color=#888888]15[/color][/b] seconds.[/*]
[*][b][color=#99bbaa]Howl of the Hunt[/color][/b]: Howl to detect living targets in a [b][color=#888888]300[/color][/b] foot radius. This distinguishes between targets that are in combat, searching for you and unaware of you.[/*]
[/list]
[color=#aaaaaa][i]Vanilla Skyrim howls are rather weak except for the summoning howl. Growl improves the other two by adding their vanilla Skyrim perk effects (increased level cap, ability to distinguish between targets that are in combat or not) to them as a baseline and adding new perks in their place which further improve them. Howl of Terror's duration has additionally been reduced because long duration fear effects tend to be detrimental, forcing you to chase down enemies.[/i][/color]
[size=5][color=#99ccaa]The Werewolf perk tree[/color][/size]
Growl expands the Werewolf perk tree from 8 to 19 perks, and the number of Werewolf perk points you can spend from 11 to 27.
To get Werewolf perk points, feed on corpses in beast form or as a lycanthrope. To compensate for the increased number of Werewolf perks, each subsequent level requires only 1 more feeding than the last, down from 2 in vanilla Skyrim.
[list]
[*][b][color=#99bbaa]Bestial Strength (4)[/color][/b]: Deal [b][color=#888888]25/50/75/100[/color][/b]% more attack damage in beast form.[/*]
[*][b][color=#99bbaa]Animal Vigor[/color][/b]: Additional [b][color=#888888]100[/color][/b] point bonus to Health and Stamina in beast form.[/*]
[*][b][color=#99bbaa]Rampage[/color][/b]: Beast form lasts [b][color=#888888]50[/color][/b]% longer and feeding extends the duration [b][color=#888888]50[/color][/b]% more.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Infinite Duress[/color][/b]: Frenzy attacks (one-handed standing power attacks) in beast form stun targets for the duration.[/*]
[*][b][color=#99bbaa]Supernatural Strength[/color][/b]: Back hand attacks (two-handed standing power attacks) in beast form disarm targets.[/*]
[*][b][color=#99bbaa]Roadkill[/color][/b]: Leap attacks (two-handed sprinting power attacks) in beast form do a critical strike equal to twice your Stamina and throw targets.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Feral Instincts[/color][/b]: Power attacks in beast form cost [b][color=#888888]25[/color][/b]% less Stamina and do [b][color=#888888]25[/color][/b]% more damage.[/*]
[*][b][color=#99bbaa]Improved Bloodthirst (2)[/color][/b]: Beast form attacks do an additional [b][color=#888888]10/20[/color][/b] points of bleed damage, healing you for the same amount.[/*]
[*][b][color=#99bbaa]Swipe[/color][/b]: Power attacks in beast form can hit multiple targets in front of you.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Lycanthropic Speed[/color][/b]: Movement speed is increased by [b][color=#888888]10[/color][/b]%, both in and out of beast form.[/*]
[*][b][color=#99bbaa]Lycanthropic Regeneration (2)[/color][/b]: Regenerate an additional [b][color=#888888]1/2[/color][/b]% of your maximum Health and Stamina per second, both in and out of beast form.[/*]
[*][b][color=#99bbaa]Spread the Beastblood[/color][/b]: Give your follower the beastblood by trading Werebeast Blood with them. No effect on vampires.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Totem of Ice Brothers (2)[/color][/b]: Werebeast Howl of Brotherhood calls Ice Wolves or Snow Bears/Werewolves or Werebears instead.[/*]
[*][b][color=#99bbaa]Totem of the Hunt (2)[/color][/b]: Werebeast Howl of the Hunt shatters locks up to Adept/Expert level at close range.[/*]
[*][b][color=#99bbaa]Totem of Terror (2)[/color][/b]: Werebeast Howl of Terror affects even dragons, forcing them to land for [b][color=#888888]30/60[/color][/b] seconds.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Gorging[/color][/b]: Feeding heals [b][color=#888888]100[/color][/b] points more.[/*]
[*][b][color=#99bbaa]Savage Feeding[/color][/b]: Able to feed off the undead in beast form, and loot their corpses.[/*]
[/list]
[list]
[*][b][color=#99bbaa]Bury the Beast[/color][/b]: No longer forced to transform at night.[/*]
[*][b][color=#99bbaa]Wolf Among Men[/color][/b]: The frequency of Silver Hand Elite werebeast hunters is reduced by [b][color=#888888]75[/color][/b]%.[/*]
[/list]
[color=#aaaaaa][i]The reduced number of feedings required per perk point is not retroactive if the mod is installed during a playthrough, but will be applied correctly each time you get a perk point after that. If you have Werewolf perks in vanilla Skyrim, you get the corresponding Growl perks.[/i][/color]
[size=5][color=#99ccaa]Receiving the beastblood[/color][/size]
There are several ways to receive the beastblood and get started on your journey:
[list]
[*][b][color=#99bbaa]Progress through the Companions questline[/color][/b]: This is the only way to obtain the beastblood in vanilla Skyrim.[/*]
[*][b][color=#99bbaa]Consume the Werebeast Blood[/color][/b]: Werebeast Blood is a rare alchemy ingredient that can most often be bought at alchemy vendors (such as Zaria of Grave Concoctions in Falkreath or Elgrim of Elgrim's Elixirs in Riften) and occasionally found in the pockets of warlocks and forsworn or taken from the corpses of wild werewolves.[/*]
[*][b][color=#99bbaa]Experience a dream vision[/color][/b]: Sleep outdoors under a clear sky at night, and you will have a dream where you can choose to beseech Hircine to grant you the beastblood. This can only occur once.[/*]
[/list]
[color=#aaaaaa][i] These options should appeal to both roleplayers and players who want to jump in as soon as possible, while minimising the impact on your playthrough if you choose not to become a werewolf. This also makes Growl usable in general mod packs whose users may not be interested in details.[/i][/color]
[size=5][color=#99ccaa]Other features[/color][/size]
[size=4][color=#88aa88]Werebears[/color][/size]
Uncover any Totem during the relevant vanilla Skyrim quest and activate it to choose between werewolf and werebear form. Both forms are functionally identical, but we can all agree that bears are better than wolves. :-)
[size=4][color=#88aa88]Werebeast hunters[/color][/size]
Changing into beast form with witnesses around or leaving a trail of devoured corpses behind may attract the attention of the Silver Hand. Eventually, Silver Hand Elite werebeast hunters will track you down and attack you. Each time another Silver Hand Elite patrol is sent, it includes more and stronger hunters.
[size=4][color=#88aa88]World events[/color][/size]
Fights between werebeasts and their enemies can now occur in the wilderness at night, making werebeasts slightly more common in the world of Skyrim.
[size=4][color=#88aa88]Spreading the beastblood[/color][/size]
The perk Spread the Beastblood allows you to give your follower the beastblood by trading them Werebeast Blood and accepting the dialog box. Certain Skyrim characters already have the beastblood.
When a character with the beastblood is your follower, you can ask them to change into beast form in combat. They will turn into a werewolf or werebear depending on which form you have chosen, except for Skyrim characters who are canonically werewolves and will always turn into werewolf form.
[size=4][color=#88aa88]Half-beast visuals[/color][/size]
An optional cosmetic feature that adds fur, claws and an unarmed swipe attack to your character when you have the beastblood. Due to potential compatibility implications (incompatibility with custom races and mods that change racial stats, body textures or body meshes), this feature is now available as a separate optional file, starting with version 1.1.0.
[size=5][color=#99ccaa]FAQ[/color][/size]
[size=4][color=#88aa88]Compatibility notes[/color][/size]
See [url=https://www.nexusmods.com/skyrimspecialedition/articles/1519/?]here[/url] for a list of (in)compatible mods.
[size=4][color=#88aa88]How to install or uninstall[/color][/size]
[color=#777777][b]To install:[/b][/color] Add the mod to your load order and activate it. Make sure you are not currently transformed into a werewolf.
[color=#777777][b]To uninstall:[/b][/color] Remove the mod. Any perk points in werewolf perks that have no vanilla equivalent will be lost.
[size=4][color=#88aa88]Troubleshooting[/color][/size]
[list]
[*][size=2][color=#777777][b]Feeding does not work:[/b][/color] This generally means another mod is overwriting the werewolf race, such as Mortal Enemies, causing a conflict. See the compatibility notes for information on how to proceed.[/size][/*]
[*][size=2][color=#777777][b]Can't open the perk tree in werebear form:[/b][/color] Game limitation, it is hardcoded to werewolf form only.[/size][/*]
[*][size=2][color=#777777][b]Can't loot equipped items and gold in beast form:[/b][/color] Fixed in 1.0.4.[/size][/*]
[/list]
↧
Janky Sliders
[left][size=5]Update 1.1.5[/size]
[img]https://i.imgur.com/XQB5m8R.jpg[/img]
[size=3]Use the new Reset feature to send all nodes back to square one. You can select which general group of nodes you want to reset. For this update. [/size][b]RESET JANKY SLIDERS [/b]i[size=3]f you have any problems with weird shapes and stuff for this update (not likely).[/size]
[b]HOW TO USE THE RESET:
[/b]
1. Go to the -Reset- tab.
2. Drag the slider you wanna reset. The nodes will reset but the sliders corresponding to those nodes will stay on their old value.
3. Close Racemenu to clean up the Slider values.
4. Open Racemenu again and you'll be set.
You can reset and keep editing in Racemenu without exiting, just keep in mind that the sliders will be all weirded out.
*This will reset High Heels too, so you'll have to re-equip. I may be able to get around that in the future, maybe I'll make an All Except NPC on Z or something like that.
[b]How to Update:[/b]
-Download the latest file (1.1.5) and, if you already have the .esp, just replace the script.
-If you are installing for the first time then put the whole thing in your MO or whatever you use :)
[size=2]
[b]What resets what?
[/b]"Reset All" will affect ALL nodes that are currently being altered (not NiOPA).
"Reset Janky Sliders" will affect only the sliders on the "Janky Sliders" tab.
"Reset all but XPMSE" will affect all sliders except the ones under "Body Scales", by Groovtama's XPMSE.
"Reset XPMSE" will reset Groovtama's sliders specifically.
[/size][b]Questions you may have.
[/b]
What changed with Draenei Spice and Victoria Body?
R: I was using a scuffed version where I had rolled back after some experiments. Visually, Draenei Spice is the same, but Victoria Body changed for the better.
Where are the new sliders?
R: Well, Breasts (previously boobs, lol) are modifying the Pre Breast nodes now, so they should work with HDT enabled. As well as Genitals.
Then the -Reset- sliders are new too I guess.
When are you uploading more sliders?
R: Probably in 1-2 weeks depending on irl gigs and other modding projects.
Release follower when?/Racemenu Preset
R: I love Thais and I want her to have some neat features so releasing her as a follower will probably be delayed 2-3 weeks from now (January 26)
ENB/Setup, etc?
R: It's Realvision modified and a custom room with the lighting I like without being too heavy on performance or cluttered. Then for the girls it's just fair skin and easy UUNP bodyslides + Janky Sliders ;) I also modify outfits a lot for modular stuff or having more options, idk.
1.1.5?
R: It's 1.1.5 'cause originally I was gonna release some fixes but ended up working way more on the reset nodes feature which ideally will help as a foundation to what Janky Sliders has the potential to become (having lots of sliders and customization options with great compatibility).
[img]https://i.imgur.com/q17eN3c.jpg[/img]
[b]Comments on Scripting:
[/b]-I have no idea how to Papyrus and I just learned some stuff that made me go "If I only knew that when I first made this mod" and "I'm so stupid lol" so it's a work in progress and the scripts from Expired and Groovtama are so great to learn and get inspired. So yeah, it's all them. Racemenu and XPMSE.
-Making the "janky sliders" takes time as there is some experimentation involved but I should be able to put more out there and I'll probably release the source script in a couple updates when I don't feel embarrassed of my methods lmao.
[b]Also, if you find something weird, let me know pls :)[/b]
----Older stuff below----
----Older stuff below----
----Older stuff below----
[b][size=5]Janky Sliders V1.0[/size]
[/b][/left]
Janky Sliders is a small Racemenu plugin that adds custom sliders that target specific bones to create a "style" or shape of body. This first upload modifies the character to a "Draenei" posture as World of Warcraft's race.
[size=4]Draenei Spice does the following:[/size]
[list=1]
[*]Pumps the butt up
[*]Pushes breasts out and up
[*]Increases Lower Body to Upper Body ratio
[/list][b][size=5][img]https://i.imgur.com/nwgijpw.jpg[/img][/size][/b]
THICC
The slider goes 10 by 10 until 100, which I would say its the line between "looking good" and a deformity. Well, to each their fetish and what not but I think 100 is enough.
The release of Janky Sliders 1 also includes utility sliders targeting specific bones and movements, like widening legs and pushing shoulders back or just basic stuff like rotating the head or legs, etc.
[img]https://i.imgur.com/yu6UyCn.jpg[/img]
Recommendation: Combine Draenei Spice with Hips Z at + .5 or Hips X at .5 too ;)
Note: these are all janky own edits I did for my own setup but I think some people may like it.
[size=3][b]Installation:
[/b][/size]
Just use MO :)
[size=3][b]Required:
[/b][/size]
Racemenu and all the requirements.
Also XP32's skeleton, I'm using version 4.51. Or NiOPA skeleton works too.
Other sliders:
[img]https://i.imgur.com/N5h4wFS.jpg[/img]
Warning: This may mess up with animations and other stuff. I am using NiOPA and some other NiOverride mods and the racemenu morphs for bodyslide and it works just fine. If you find a problem, let me know!
For future updates, set your slider to 0 before installing, then save your game and load with the new slider as things may get freaky if you mess around with complex sliders like that one. I am still looking for a way to reset BodyGen in all bones. I may just include a slider that "zeroes" all slider. One for position and one for rotation, idk.
Would love some feedback and suggestions tho. Cheers!
-Skyavx
[img]https://i.imgur.com/XQB5m8R.jpg[/img]
[size=3]Use the new Reset feature to send all nodes back to square one. You can select which general group of nodes you want to reset. For this update. [/size][b]RESET JANKY SLIDERS [/b]i[size=3]f you have any problems with weird shapes and stuff for this update (not likely).[/size]
[b]HOW TO USE THE RESET:
[/b]
1. Go to the -Reset- tab.
2. Drag the slider you wanna reset. The nodes will reset but the sliders corresponding to those nodes will stay on their old value.
3. Close Racemenu to clean up the Slider values.
4. Open Racemenu again and you'll be set.
You can reset and keep editing in Racemenu without exiting, just keep in mind that the sliders will be all weirded out.
*This will reset High Heels too, so you'll have to re-equip. I may be able to get around that in the future, maybe I'll make an All Except NPC on Z or something like that.
[b]How to Update:[/b]
-Download the latest file (1.1.5) and, if you already have the .esp, just replace the script.
-If you are installing for the first time then put the whole thing in your MO or whatever you use :)
[size=2]
[b]What resets what?
[/b]"Reset All" will affect ALL nodes that are currently being altered (not NiOPA).
"Reset Janky Sliders" will affect only the sliders on the "Janky Sliders" tab.
"Reset all but XPMSE" will affect all sliders except the ones under "Body Scales", by Groovtama's XPMSE.
"Reset XPMSE" will reset Groovtama's sliders specifically.
[/size][b]Questions you may have.
[/b]
What changed with Draenei Spice and Victoria Body?
R: I was using a scuffed version where I had rolled back after some experiments. Visually, Draenei Spice is the same, but Victoria Body changed for the better.
Where are the new sliders?
R: Well, Breasts (previously boobs, lol) are modifying the Pre Breast nodes now, so they should work with HDT enabled. As well as Genitals.
Then the -Reset- sliders are new too I guess.
When are you uploading more sliders?
R: Probably in 1-2 weeks depending on irl gigs and other modding projects.
Release follower when?/Racemenu Preset
R: I love Thais and I want her to have some neat features so releasing her as a follower will probably be delayed 2-3 weeks from now (January 26)
ENB/Setup, etc?
R: It's Realvision modified and a custom room with the lighting I like without being too heavy on performance or cluttered. Then for the girls it's just fair skin and easy UUNP bodyslides + Janky Sliders ;) I also modify outfits a lot for modular stuff or having more options, idk.
1.1.5?
R: It's 1.1.5 'cause originally I was gonna release some fixes but ended up working way more on the reset nodes feature which ideally will help as a foundation to what Janky Sliders has the potential to become (having lots of sliders and customization options with great compatibility).
[img]https://i.imgur.com/q17eN3c.jpg[/img]
[b]Comments on Scripting:
[/b]-I have no idea how to Papyrus and I just learned some stuff that made me go "If I only knew that when I first made this mod" and "I'm so stupid lol" so it's a work in progress and the scripts from Expired and Groovtama are so great to learn and get inspired. So yeah, it's all them. Racemenu and XPMSE.
-Making the "janky sliders" takes time as there is some experimentation involved but I should be able to put more out there and I'll probably release the source script in a couple updates when I don't feel embarrassed of my methods lmao.
[b]Also, if you find something weird, let me know pls :)[/b]
----Older stuff below----
----Older stuff below----
----Older stuff below----
[b][size=5]Janky Sliders V1.0[/size]
[/b][/left]
Janky Sliders is a small Racemenu plugin that adds custom sliders that target specific bones to create a "style" or shape of body. This first upload modifies the character to a "Draenei" posture as World of Warcraft's race.
[size=4]Draenei Spice does the following:[/size]
[list=1]
[*]Pumps the butt up
[*]Pushes breasts out and up
[*]Increases Lower Body to Upper Body ratio
[/list][b][size=5][img]https://i.imgur.com/nwgijpw.jpg[/img][/size][/b]
THICC
The slider goes 10 by 10 until 100, which I would say its the line between "looking good" and a deformity. Well, to each their fetish and what not but I think 100 is enough.
The release of Janky Sliders 1 also includes utility sliders targeting specific bones and movements, like widening legs and pushing shoulders back or just basic stuff like rotating the head or legs, etc.
[img]https://i.imgur.com/yu6UyCn.jpg[/img]
Recommendation: Combine Draenei Spice with Hips Z at + .5 or Hips X at .5 too ;)
Note: these are all janky own edits I did for my own setup but I think some people may like it.
[size=3][b]Installation:
[/b][/size]
Just use MO :)
[size=3][b]Required:
[/b][/size]
Racemenu and all the requirements.
Also XP32's skeleton, I'm using version 4.51. Or NiOPA skeleton works too.
Other sliders:
[img]https://i.imgur.com/N5h4wFS.jpg[/img]
Warning: This may mess up with animations and other stuff. I am using NiOPA and some other NiOverride mods and the racemenu morphs for bodyslide and it works just fine. If you find a problem, let me know!
For future updates, set your slider to 0 before installing, then save your game and load with the new slider as things may get freaky if you mess around with complex sliders like that one. I am still looking for a way to reset BodyGen in all bones. I may just include a slider that "zeroes" all slider. One for position and one for rotation, idk.
Would love some feedback and suggestions tho. Cheers!
-Skyavx
↧