Quantcast
Channel: Files updated on Skyrim Nexus today
Viewing all 47440 articles
Browse latest View live

Quick Menus

$
0
0
[color=#ffffff][b][size=5]Quick Menus[/size][/b]

This mod provides the quick access to containers, player houses, NPCs and objects.[/color]
[color=#ff0000]
Requirements:[/color][color=#ffffff]
[url=http://www.nexusmods.com/skyrim/mods/57046/]UIExtensions[/url] Ver.1.2.0
[url=http://skse.silverlock.org/]SKSE[/url] Ver.1.7.3
[url=http://www.nexusmods.com/skyrim/mods/58705/]PapyrusUtil[/url] Ver.3.2 [color=#ffffff](Quick Menus Ver.1.01.04-)
[url=http://www.nexusmods.com/skyrim/mods/58705/]PapyrusUtil[/url] Ver.3.3[/color][/color] ([color=#ffffff][color=#ffffff]Quick Menus [/color][/color]Ver.1.12.02-)

[color=#00ffff]Credits: [/color][color=#ffffff]
Expired ([url=http://www.nexusmods.com/skyrim/mods/57046/]UIExtensions[/url], [url=http://www.nexusmods.com/skyrim/mods/12933/]Extensible Follower Framework[/url])
Ian Patterson, Stephen Abel, Paul Connelly, and Brendan Borthwick ([url=http://skse.silverlock.org/]SKSE[/url])
kitthenailer ([url=http://www.nexusmods.com/skyrim/mods/52235/]Follower Goes on a Trip[/url])
Dheuster ([url=http://www.nexusmods.com/skyrim/mods/15524/]Amazing Follower Tweaks[/url])
oldc ([url=http://www.nexusmods.com/skyrim/mods/33002/]FollowerLivePackage[/url])
acaramen ([url=http://www.nexusmods.com/skyrim/mods/62022/]jbNPCMap[/url])
T3nd0 ([url=http://www.nexusmods.com/skyrim/mods/59849/]Perkus Maximus[/url])
exiledviper meh321 ([url=http://www.nexusmods.com/skyrim/mods/58705/]PapyrusUtil[/url])
towawot ([url=http://www.nexusmods.com/skyrim/mods/64905/]AddItemMenu[/url])
184Gesu ([url=http://www.nexusmods.com/skyrim/mods/37440/]Colorful Magic[/url])
Enai Siaion ([url=http://www.nexusmods.com/skyrim/mods/16225/]Apocalypse - Magic of Skyrim[/url])
tktk ([url=http://www.nexusmods.com/skyrim/mods/13457/]Face Light[/url], [url=http://www.nexusmods.com/skyrim/mods/20923/]TK Dodge[/url])
plmgm ([url=http://www.nexusmods.com/skyrim/mods/48089/]CFD-ChangeFollowerDifficult[/url])
Seb263 ([url=http://www.nexusmods.com/skyrim/mods/20394/]ShowRaceMenu Alternative[/url])
kapaer ([url=http://www.nexusmods.com/skyrim/mods/44596/]Mfg Console[/url])
AncientKane ([url=http://www.nexusmods.com/skyrim/mods/75004/]Skyrim Underground[/url])
Dogtown1 and Ironman5000 ([url=http://www.nexusmods.com/skyrim/mods/35631/]Monster Mod[/url], [url=https://steamcommunity.com/sharedfiles/filedetails/?id=432877090]Skyrim Monster Mod[/url])
Vicn ([url=http://www.nexusmods.com/skyrim/mods/65134/]Vicn Creature Pack[/url], [url=https://www.nexusmods.com/skyrim/mods/67103]Vigilant[/url])
VzRedemption ([url=http://www.nexusmods.com/skyrim/mods/79826/]Voyage to the Dreamborne Isles[/url])
Jaxonz ([url=http://www.nexusmods.com/skyrim/mods/58450/]Jaxonz Map Markers[/url], [url=http://www.nexusmods.com/skyrim/mods/60910/]Jaxonz Utilities[/url])
CS aka Mush ([url=http://www.nexusmods.com/skyrim/mods/25554/]CS Tag and Track NPCs[/url])
bein ([url=http://www.nexusmods.com/skyrim/mods/76051/]AreYouThere - Actor/NPC Explorer[/url])[color=#ffffff]
Felisky ([url=https://www.nexusmods.com/skyrim/mods/89035]Equipment Durability System[/url])[/color]
Mihail ([color=#ffffff][color=#00ff00][url=https://www.nexusmods.com/skyrim/mods/100293]Mimics- Mihail Monsters and Animas[/url][/color][/color])
Lertkrush ([url=https://www.nexusmods.com/skyrim/mods/101125]Sekiro Combat LE[/url])


Firstly you should setup hotkeys or get trigger spells/items at the "Quick Menus" MCM menu.

[/color][list]
[*][color=#ffffff][size=4]Quick Storage[/size][/color]
[/list][color=#ffffff][img width=302,height=195]https://staticdelivery.nexusmods.com/mods/110/images/74133-3-1458058591.jpg[/img][img width=243,height=195]https://staticdelivery.nexusmods.com/mods/110/images/74133-2-1457683046.jpg[/img]
[/color][color=#ffffff] 1) Press the "Quick Storage" hotkey, or use the "Quick Storage" spell/item
2) Select the container
   (8 no-respawning containers have been added as default)
3) Select the following action
   [Activate]
   - Activating the selected one.
   [Edit Label]
   - Renaming the selected one.
   [Transfer to]
   - Transferring all items to the other container.
   [Organize Items] (Ver.1.18.07-)
   - Organizing all items in the container by the "Auto Filter" function.
   - Items are sent to the "Auto Filter" containers automatically.
   [Objects in Storage] (Ver.1.23.14-)
   - Listing items in the selected container like "Quick Object".
   [Items in Chests] (Ver.1.04.01-)
   - Gathering all items in containers which are placed on this CELL,
   - and transfer them to the selected container.
   [Items in Deads] (Ver.1.15.22-)
   - Gathering all items in dead bodies which are placed on this CELL,
   - and transfer them to the selected container.
   [Non-equipped in Deads] (Ver.1.24.15-)
   - Gathering all non-equipped items in dead bodies which are placed on this CELL,
   - and transfer them to the selected container.
   [Create New]
   - Creating the new container object. (same as using "placeatme")
   [Place Here]
   - Placing the selected one to here.
   - (same as using "moveto player")
   [Auto Filter] (Ver.1.06.00-)
   - Items are sent to the selected container automatically,
   - when items are added to the player inventory.
   - You can edit auto filter rules by setting "Object Type",
   - "Keyword" associate with items, and whether "Enchanted" or not.
   (Dropping Option) (Ver.1.07.10-)
   - Ores mined and chopped firewoods are not added to the player inventory but dropped.
   - You can enable this option at the MCM page. (Default: Disabled)
   [Crafting Support] (Ver.1.06.00-)
   - Items in the selected container are added to the player inventory temporarily,
   - while in the crafting menu.
   - You can select separate containers by the type of crafting.
   - (Smithing, Smelting, Enchanting, etc.)
   - Ovens and anvils are now supported. (Ver.1.19.00-)
   [My Spell Tomes] (Ver.1.09.12-)
   - Adding spells of the spell tome in the container to the "My Spell Tomes" list.
   - NPCs can study these spells at "[Study Spells]" of "Quick Character".
   [No Auto Filter] (Ver.1.18.09-)
   - Disabling "Auto Filter" from this container.
   [Remove from List]
   - Removing the selected one from the list.

And you can add other containers to this list.
1) Select the container.
   Both the console and the crosshair are supported.
   (The crosshair selecting only works, if nothing is selected at the console)
2) Press the "Quick Storage" hotkey, or use the "Quick Storage" spell/item
3) The selected container is added. ([s]Max 125[/s])
   (And open the "Quick Storage" menu)
   Removing limit of the list. (Ver.1.07.15-)

Notice:
This mod does "NOT" change the respawning setting of containers.
If you want no-respawning containers, you can use containers
in "ChestShowcase" CELL of this mod.
(Placing them to anywhere by using [Create New] action)
You can move to "ChestShowcase" by using "Quick Home" menu.


[/color][list]
[*][color=#ffffff][size=4]Quick Home[/size][/color]
[/list][color=#ffffff] 1) Press the "Quick Home" hotkey, or use the "Quick Home" spell/item
2) Select the CELL
   (All vanilla/DLC player houses have been added as default)
   Or you can select other 2 actions.
   [Add to List]
   - Adding the current CELL to the list. ([s]Max 125[/s])
   - Removing limit of the list. (Ver.1.07.15-)

   [Go Back]
   - Go back to the previous CELL.
   - (See [Go] action)
3) Select the following action
   [Go]
   - Player moves to the selected CELL. (like "coc")
   - Before moving, the current position is saved.
   - So you can go back to the previous CELL later
   - by using [Go Back] action.
   - (See [Go Back] action)
   [Fast Travel] (Ver.1.24.15-)
   - Using the "Fast Travel" to move.
   [Reset CELL] (Ver.1.01.04-)
   - Reset the selected CELL on the NEXT loading.
   - (Respawning all items)
   [Resurrect Placed Characters] (Ver.1.04.02-)
   - Resurrect all non-unique characters placed on the selected CELL.
   - Try this when enemies are not respawned.
   [Detect Object] (Ver.1.15.04-)
   - You can detect objects by type in the current CELL.
   - Adding "Lootable Only". (Ver.1.15.07-)
   [Gather Objects] (Ver.1.15.23-)
   - You can gather objects by type in the CELL.
   [NPCs in CELL] (Ver.1.23.14-)
   - Listing NPCs placed at the selected CELL like "Quick Character".
   [Objects in CELL] (Ver.1.23.14-)
   - Listing items placed at the selected CELL like "Quick Object".
   [Change Owner] (Ver.1.01.04-)
   - Change the actor owner of the selected CELL.
   - You can also change the faction owner. (Ver.1.24.20-)
   - The "[Clear Ownership]" menu is added. (Ver.1.24.21-)
   [Rename CELL] (Ver.1.05.00-)
   - Rename the name of the selected CELL.
   [Reset Objects Position] (Ver.1.20.10-)
   - Moving all objects in the CELL to the initial position.
   [Lock Placed Objects] (Ver.1.07.01-)
   - Lock/Unlock placed objects in the selected CELL.
   - Lock objects cannot be moved. (By changing the motion-type)
   [Travel Targets] (Ver.1.15.11-)
   - You can set the destination of the "Quick Home" travel. (Max 16)
   - See the "[Travel]" menu of "Quick Character".
   [Custom Travel] (Ver.1.15.12-)
   - You can set the destination of the "Custom Travel". (Max 16)
   - See the "[Travel]" menu of "Quick Character".
   - Auto Setting (Ver.1.22.14-)
   - If enabling this option, destinations of the "Custom Travel" will be set randomly and automatically.
   - Destinations will be choosed from recently visited CELLs.
   [No Auto Activate] (Ver.1.16.00-)
   - Disabling "Auto Activate" at this CELL.
   [Remove from List]
   - Removing the selected CELL from the list.



[/color][list]
[*][color=#ffffff][size=4]Quick Character[size=2] (Ver.1.01.00-)[/size][/size][/color]
[/list][img width=316,height=236]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1458058592.jpg[/img][img width=241,height=236]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-2-1458058591.jpg[/img]
[color=#ffffff] 1) Press the "Quick Character" hotkey, or use the "Quick Character" spell/item
2) Select the MOD
   You can select other mods to get the npc list, if installed.
   (This menu is skipped if other mods are NOT installed)
   Following mods are supported.
     Follower Goes on a Trip, Amazing Follower Tweaks,
     FollowerLivePackage, Extensible Follower Framework,
     jbNPCMap (NPCMap only), [url=http://www.nexusmods.com/skyrim/mods/58450/]Jaxonz Map Markers[/url] ([url=http://www.nexusmods.com/skyrim/mods/60910/]Utilities[/url]),
     [url=http://www.nexusmods.com/skyrim/mods/25554/]CS Tag and Track NPCs[/url], [url=http://www.nexusmods.com/skyrim/mods/76051/]AreYouThere[/url] (Map Markers Only)
   NPCs in the current CELL can be listed. (Ver.1.23.14-)
3) Select the character
4) Select the following action
   [Status]
   - Show the status menu.
   [Actor Values] (Ver.1.09.05-)
   - You can change actor values. (e.g. "Health", "Magicka", "Stamina")
   - SetAV, ModAV, ForceAV, DamageAV, RestoreAV are supported.
   [Animation Variables] (Ver.1.24.07-)
   - You can change animation variables. See [color=#ffffff][url=https://www.creationkit.com/index.php?title=List_of_Animation_Variables]here[/url].
   - If selecting "Print to Console", then all variables are printed to the console.[/color]
   [Inventory] (Ver.1.01.01-)
   - Open the inventory of the selected NPC.
   [Transfer Items] (Ver.1.09.13-)
   - You can transfer all items from the inventory of the NPC
   - to the "Quick Storage" container.
   [Drop Non-Playable] (Ver.1.16.01-)
   - Dropping Non-Playable items from the inventory.
   [Launch AddItemMenu] (Ver.1.02.00-)
   - Launch the "[url=http://www.nexusmods.com/skyrim/mods/64905/]AddItemMenu[/url]" mod, if installed.
   [Change Outfit] (Ver.1.03.00-)
[img width=462,height=309]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-0-1458464884.jpg[/img]
   - Change the default outfit of the selected NPC.
   - The outfit list can be edited as follows.
   - 1. Open the directory, "Data/SKSE/Plugins/NicholasQuickMenus".
   - 2. Create the new file, "Outfits.json".
   - 3. Add FormIDs, ESP filenames and Labels for each outfit.
   -    JSON is a data format. (See [url=https://www.json.org/]https://www.json.org/[/url] )
   -    See also the sample, "Outfits.json.sample".
   -    You can use "outfit0" to "outfit124". (max 125)
   -    If you can use CK or TES5Edit, you can set your favorite
  -    clothes and armors to NPCs by creating the "OTFT" record.
   - [Add Current Outfit] (Ver.1.09.12-)
   - You can add the current outfit of the selected NPC to the list.
   - And the "Custom Outfit" is now available. (Ver.1.03.04-)
   - You can edit 125 outfits as you like by using the "[Edit]" action.
   - No need to use CK or TES5Edit!
   - "[Naked Armors]" is added. (Ver.1.07.04-)
   - The UI of "[Naked Armors]" is changed. (Ver.1.26.00-)
   - "[Quick Storage]" is added. (Ver.1.15.22-)
   - "[AddItemMenu]" is added. (Ver.1.15.22-)
   - You can use these invisible armors to fill armor slots.
   - Auto Equipment (Ver.1.07.00-)
[img width=316,height=177]https://staticdelivery.nexusmods.com/mods/110/images/74133-16-1502671949.jpg[/img][img width=313,height=177]https://staticdelivery.nexusmods.com/mods/110/images/74133-17-1502671949.jpg[/img]
   - The player and NPCs can change the outfit while crafting automatically.
   - And you can also change the outfit by the location. (Ver.1.07.01-)
   - Adding 2 new conditions, "sleeping" and "swimming". (Ver.1.07.03-)
   - Crafting outfits can be specified for each NPC. (Ver.1.07.07-)
   - Adding 2 new conditions, "wood chopping" and "mining". (Ver.1.07.10-)
   - Ovens and anvils are now supported. (Ver.1.19.00-)
   - 4 new conditions are added, "Current Cell", "Indoor Cell", "Outdoor Cell" and "Current Weather". (Ver.1.19.07-)
   - Adding "Armor Break". (Ver.1.15.00-)
   - The worn armors have the chance to be broken (stripped)
   - by the melee attack while in combat.
   - You can change the chance of "Armor Break" at the MCM page.
   - Stripped armors still exist in the inventry. Do not worry.
   - The degradation option is added at the MCM page. (Ver.1.24.19-)
   - Unequipping (Ver.1.15.20-)
   - Items in the specified slot are unequipped when out of combat.
   - And unequipped items are back when starting the combat.
   - You can specify the item (weapon) type to unequip. (Ver.1.24.18-)
   (NPC Crafting Option) (Ver.1.07.11-)
   - NPCs enabled "Auto Equipment" can craft items when using the craft furniture.
   - You can enable this option at the MCM page. (Default: Disabled)
   - NPCs becomes to temper equipping weapons when using the sharpening wheel. (Ver.1.24.15)
   - NPCs becomes to temper equipping armors when using the armor table. (Ver.1.24.15)
   - The skill value of the NPC affects the created item. (Ver.1.24.22-)
   - The skill of NPCs will grow when the crafting is success. (Ver.1.24.22-)
   [Auto Ammo] (Ver.1.18.00-)
   - This option makes the NPC to equip and supply arrows (bolts) automatically.
   - You must enable "Combat Option" or "Auto Equipment" to use this function.
   - The target NPC must equip a bow and arrows before setting this option.
   - And you can specify the pair of bows and arrows. (max 80 pairs)
   - (Ex. The ebony arrow is equipped when the ebony bow is equipped)
   - If you want to disable auto supplying, set "Number of supplying" to 0. (Default:0)
   [Auto Ench Charging] (Ver.1.18.00-)
   - This option makes the NPC to charge enchantment automatically.
   - You can specify the charging value per equipping.
   - The soul gem is not needed.
   - You must enable "Combat Option" or "Auto Equipment" to use this function.
   [Extended Weapon Attack] (Ver.1.22.00-)
   - Current equipped items are listed.
   - "[Unarmed]" is listed when no item is equipped. (Ver.1.22.01-)
   - Showing the "[Extended Weapon Attack]" menu by clicking the name of the item.
   [Objects in Inventory] (Ver.1.23.14-)
   - Listing items in the inventory like "Quick Object".
   [Combat Options] (Ver.1.09.08-)
   - Transforming/BU Outfit (Ver.1.07.12-)
   - The player and NPCs can change the outfit while in combat.
   - 3 different outfits can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - You can use this option as the pseudo "Transforming" or pseudo "Break Undies".
   - Adding transforming options.  (Ver.1.07.13-)
   - "Addtional Spells", "Transforming Effect" and "Transforming Animation".
   - Adding new transforming options.  (Ver.1.09.07-)
   - Adding 2 transforming effects and 2 transforming animations.
   - Adding the "Executing Spells". "Self-Target" spells can be set.
   - These spells are executed once when NPCs are transforming.
   - Combat Styles (Ver.1.09.07-)
   - You can change the combat style of NPCs by the health percentage.
   - 5 combat styles are added (Ver.1.18.05-)
   -   a) Taunt Enemy (Ver.1.09.09-)
   -      The enemies start combat with this NPC.
   -   b) Guard Ally (Ver.1.09.09-)
   -      Guarding the front of allies.
   -   c) Flee (Ver.1.09.09-)
   -      Fleeing from enemies.
   - Transforming Voices (Ver.1.17.00-)
   - You can assign "Armor Break" voices to NPCs.
   - Copy your favorite "xxx.wav" files to the following directory and rename them.
   - sound/fx/NicholasQuickMenus/Voice001/Transform*.wav
   - (*1: See "files.txt" in the directory)
   - (*2: 8 presets, Voice001 - Voice008, are available)
   - (*3: You can set 3 voices, "Transform001.wav" - "Transform003.wav".)
   - Support Spells (Ver.1.09.08-)
   - NPCs use healing or buff spells to heal the player or others.
   - Different spells can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Attack Spells (Ver.1.09.08-)
   - NPCs use specified spells to attack enemies in combat.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - VoiceType (Ver.1.11.01-)
   - You can change the VoiceType of NPCs only when in combat.
   - Different voicetypes can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Appearences (Ver.1.15.03-)
   - You can change the hair part/color and the eyes texture of NPCs
   - only when in combat.
   - Different settings can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Expressions (Ver.1.15.07-)
   - You can change the expression/modifier/phoneme of NPCs
   - only when in combat.
   - MfgConsole is needed to change modifier/phoneme.
   - Different settings can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Race Changing (Ver.1.17.03-)
   - You can change the Race of NPCs only when in combat.
   - NPCs can transform to the werewolf and the vampire lord.
   - Different races can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - [Extended Dodge] (Ver.1.23.02-)
   - NPCs use "Extended Dodge".
   - See "Extended Dodge".
   - [Battle Support] (Ver.1.17.02-)
   - You can set NPCs to the "Battle Support" list.
   - NPCs in the list appear randomly while in combat.
   - You can change the chance value at the MCM page. (Default: 0%)
   - The limit number of supporters can be changed at the MCM page. (Ver.1.17.04-)
   - The "Call Battle Supporters" hotkey is added. (Ver.1.17.07-)
   - [Combat Formation] (Ver.1.15.15-)
[img width=201,height=140]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-7-1502671952.jpg[/img][img width=194,height=138]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-4-1502671952.jpg[/img][img width=197,height=138]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1502671953.jpg[/img]
   - Combat formations inspired by "Romancing SaGa 2".
   - You can use 8 formations. ("Imperial Cross", "Phoenix Dance", etc.)
   - The formation trigger is the alteration spell
   - which can be get from the "[Get Spells]" menu.
   - Following functions are available by using formations.
   - 1) Buff / Debuff
   -    Members can get buff (and debuff) while using the formation.
   -    Attack Buff, Defence Buff, Speed Buff, etc.
   - 2) Formation Magic
   -    When you use the same formation spell,
   -    the special strong spell is casted by all members.
   -    You can set your favorite spells as "Formation Magic".
   -    ("Formation Magic" must be the self-targeted spell)
   -    After using "Formation Magic", the formation is dissolved.
   - 3) Custom Combat Music
   -    Favorite combat music is played while using the formation.
   -    Copy the .xwm format files to the following directory.
   -    sound/fx/NicholasQuickMenus/CombatFormation/*.xwm
   -    (*1: See "files.txt" in the directory)
   -    (*2: 8 files, XXX001 - XXX008, are available for each formation)
   [Magic]
   - Show the magic menu.
   - You can teach or unteach the spell.
   - (same as using "addspell", "removespell")
   - Adding and removing shouts are now supported. (Ver.1.21.01-)
   [Magic Study Overhaul] (Ver.1.26.12-)
   - My MOD "Magic Study Overhaul" is needed.
   - https://www.nexusmods.com/skyrim/mods/100767/
   [Study spells] (Ver.1.01.01-)
   - The selected NPC can study spells from the other NPC in the list.
   - All PerMa spells are available, if Perkus Maximus is installed.
   - All vanilla spells are available. (Ver.1.01.03-)
   - But sorry for containing non-playable spells and abilities.
   - All Dawnguard and Dragonborn spells are available. (Ver.1.02.00-)
   - All [url=http://www.nexusmods.com/skyrim/mods/37440/]Colorful Magic[/url] spells are available. (Ver.1.03.02-)
   - Hidden [url=http://www.nexusmods.com/skyrim/mods/16225/]Apocalypse[/url] spells are available. (Ver.1.03.02-)
   - All [url=http://www.nexusmods.com/skyrim/mods/16225/]Apocalypse[/url] spells are available. (Ver.1.03.03-)
   - All vampire spells are available. (Ver.1.03.03-)
   - Spells of "My Spell Tomes" are available. (Ver.1.09.12-)[/color][color=#00ff00][color=#ffffff]
   - Adding and removing shouts are now supported. (Ver.1.21.01-)
   [Teach Spells] (Ver.1.21.00-)
   - You can teach own spells of the selected NPC to other NPCs.
   - This is the same function as the "[Study spells]" menu,
   - but the difference is that the selected NPC is a spell teacher.
   - Adding and removing shouts are now supported. (Ver.1.21.01-)[/color][color=#00ff00]
[color=#999999]    [s][Teach Equipped Shout][/s] (Ver.1.21.00 only)
    - Obsoleted. Use the "[Teach Spells]" menu instead.
   - [s]You can teach the equipped shout of the selected NPC to other NPCs.[/s]
   - [s]"Equipped" shout only.[/s]
   [s][Forget Equipped Shout][/s] [color=#00ff00][color=#999999](Ver.1.21.00 only)
    - Obsoleted. Use the "[Magic]" menu instead.[/color][/color]
   - [s]You can remove the equipped shout from the selected NPC.[/s]
   - [s]"Equipped" shout only.[/s][/color][/color][color=#ffffff]
   [Learn Enemy Skills] (Ver.1.21.00-)
   - You can learn enemy skills of analyzed enemies. ("Learning Enemy Skills")
   - Spell management UI is same as the "[Study spells]" menu.
   - Adding and removing shouts are now supported. (Ver.1.21.01-)[/color][/color]
   [Auto Ability] (Ver.1.16.06-)
   - You can set self-target spells and abilities to the "Auto Ability" list.
   - The spells and abilities in the list are casted at regular intervals.
   - If you set the "Face Light" or the "Ghost Visual Effect",
   - these abilities will not be disabled after moving the other CELL.
   [Face Light] (Ver.1.03.04-)
   - Add and remove the "Face Light" to the selected NPC,
   - if the [color=#ffffff][url=http://www.nexusmods.com/skyrim/mods/13457/]Face Light[/url] mod installed.
   [Change Difficult] (Ver.1.03.04-)
   - Change the game difficulty of the selected NPC,
   - if the [url=http://www.nexusmods.com/skyrim/mods/48089/]CFD-ChangeFollowerDifficult[/url] mod is installed.
   - 4 new options are added. (Ver.1.10.02-)
   - These options do not need the CFD mod.
   - a) Weapon Attack
   -    Fortify or Reduce AttackDamage.
   -    1%, 10%, 25%, 50%, 75%,
   -    125%, 150%, 175%, 200%, 400%, 800%
   - b) Weapon Defence
   -    Fortify or Reduce ResistDamage.
   -    1%, 10%, 25%, 50%, 75%,
   -    125%, 150%, 175%, 200%, 400%, 800%
   - c) Magic Attack
   -    Fortify or Reduce DestructionPower.
   -    1%, 10%, 25%, 50%, 75%,
   -    125%, 150%, 175%, 200%, 400%, 800%
   - d) Magic Defence
   -    Fortify or Reduce ResistMagic.
   -    1%, 10%, 25%, 50%, 75%,
   -    125%, 150%, 175%, 200%, 400%, 800%
   [Extended Weapon Attack] (Ver.1.22.03-)
   - Current equipped spells and scrolls are listed.
   - Showing the "[Extended Weapon Attack]" menu by clicking the name of the spell.
   [Summon]
   - The selected NPC moves to player.
   - (same as using "npc.moveto player")
   [Go]
   - Player moves to the selected NPC.
   - (same as using "player.moveto npc")
   [Controlling] (Ver.1.04.00-)
   - You can control the selected NPC.
   - Moving and (pseudo) activating are implemented.[color=#00ff00][color=#ffffff]
   - Reconstructed and improved. (Ver.1.25.00-)
   - 1. Attacking by the right-hand weapon or casting the right-hand spell
   -    The power attacking is supported.
   -    [s]Bows and[/s] Staves are not supported. But the NPC uses them automatically.
   -    Bows and crossbows are supported. (Ver.1.25.04-)
   - 2. Blocking or casting the left-hand spell
   -    The bash attacking and the power bash attacking are supported.
   - 3. Extended Weapon Attack and Extended Dodge are supported.
   -    You can do the extended attack and the dodge like the player.
   - 4. Pseudo Activating
   -    Looting chests and dead bodies, talking NPCs, Pickingu up items,
   -    opening and closing doors, activating objects, etc.
   -    Unlocking, riding and crafting are supported. (Ver.1.25.04-)
   -    Using skill values of the controlling NPC when crafting.
   - 5. Pseudo Sneaking
   -    Switching the sneaking animation by pressing the "Sneaking" key.
   -    (Not switching the sneaking status but only the animation)
   - 6. Quick Character Menu (Ver.1.25.02-)
   -    Showing the Quick Character menu of the controlling NPC
   -    by pressing the "Tween Menu" key.
   - 7. Other followers are waiting while controlling the NPC.
   -    They will not be disabled anymore while controlling the NPC.
   - 8. Player Rescue
   -    Pressing the "NPC Controller" hotkey while in combat or bleeding out,
   -    then you can wait other ally NPCs for recovering the player.
   -    You will control the ally NPC near the player
   -    and recover by activating the player.[/color]
[youtube]seEwF7sU-6U[/youtube][/color]
   [Activate Object] (Ver.1.09.03-)
   - The selected NPC activates the object in the "Quick Object" list.
   - NPCs can ride the horse when activating the horse.
   [My Horse] (Ver.1.15.17-)
[img width=519,height=293]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1474895454.jpg[/img]
   - NPCs ride their own horse automatically, when the player is riding.
   - You can select the horse from the "Quick Object" list.
   - (So you should add horses to the "Quick Object")
   - Mountable creatures are supported.
   - If you want to use mountable summoned creatures permanently,
   - please try the "[Create]" menu of "Quick Character".
   [Summon Horse] (Ver.1.15.18-)
   - Summoning the "My Horse" before riding.
   - You must select the "My Horse" before enabling this option.
   - And the horse is deleted when dismounting.
   [Formation] (Ver.1.15.14-)
   - Setup the formation around the selected NPC or PC.
   - Max 8 members can be set to the formation.
   - You can specify the X-axis, the Y-axis and the catch up radius.
   - (X:+80.0, Y:+8.0 => 80.0 units to the right-side and 8.0 units to the forward)
   - (X:-80.0, Y:-8.0 => 80.0 units to the left-side and 8.0 units to the backward)
   - Auto Formation
   - Resetting the formation when moving to the other CELL and the combat is finished.
   - If you want to stop the formation while in combat,
   - you should enable "Combat Option" or "Auto Equipment" for each member.
   - The MCM option "Keep Formation" is added. (Ver.1.19.00-)
   [Pose]
   - Set the pose to the selected NPC.
   - You can select the pose at the next menu.
   - Random standing/sitting idle animations. (Ver.1.04.00-)
[img width=292,height=165]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-14-1502671950.jpg[/img][img width=293,height=164]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-15-1502671950.jpg[/img]
   - You can set different random idles by gender. (Ver.1.15.03-)
   - You can set random animations to the player and NPCs.
   - 1. Select the pose
   - 2. Check the "Using as Standing Idle" or "Using as Sitting Idle"
   - 3. Check the "Random Idle" for each character
   - You need to press the control key to exit the animation.
   - ("activate", "jump", "sneak" etc.)
   - Importing additional pose lists (Ver.1.10.02-)
   - You can import additional pose lists from "ImportPoses.json".
   - The json keys, "idle2" - "idle999", are available.
   - See the "Pose importing data sample 2" of Optional files.
   - These lists are now unlimited for registing the pose. (Ver.1.19.05-)
   - (Random standing and sitting idles are also unlimited)
   - Slideshow (Ver.1.10.02-)
   - Starting the posing slideshow.
   - You can change hotkeys at the "Quick Menus" MCM page.
   - Bookmark (Ver.1.19.05-)
   - You can add the pose to "[Bookmark]".
   - Now reading and writing "ImportPoses.json" directly. (Ver.1.19.05-)
   - So, no need to import and export at the "Backup" page of MCM.
   - (The pose importing/exporting options are removed.)
   - Naked Poses (Ver.1.19.07-)
   - You can specify the "Naked" flag to the pose.
   - The player and NPCs get naked when starting the "Naked" pose.
   - Extended Attack Animations (Ver.1.22.00-)
   - Animations for "[Extended Attack]". You can use this for the preview.
   [Enable]
   - Enable or disable the selected NPC.
   - (same as using "enable", "disable")
   [Essential]
   - Set or unset the Essential flag to the selected NPC.
   [Protected]
   - Set or unset the Protected flag to the selected NPC.
   [Invulnerable] (Ver.1.01.01-)
   - Set or unset the Invulnerable flag to the selected NPC.
   [Create]
   - Create the new actor which is same as the selected NPC.
   - (same as using "placeatme", Non-unique NPC only)
   [Unconscious]
   - Knock-out or recovery the selected NPC.
   [No Bleedout Recovery] (Ver.1.22.05-)
   - The player and NPCs cannot recover from bleedout, otherwise they can.
   [Resurrect/Kill]
   - Resurrect or kill the selected NPC.
   - (same as using "resurrect", "kill")
   - You can also resurrect NPCs dying since initial. (Ver.1.24.23-)
   [Disintegrate] (Ver.1.20.10-)
   - Disintegrating the selected NPC.
   - Please notice that disintegrated NPCs cannot not rollbacked.
   - Disintegrated NPCs will respawn if allowed respawning.
   [Ghost] (Ver.1.02.00-)
   - Set ghost effects to the selected NPC.
   [Teammate] (Ver.1.04.00-)
   - Set teammate flag to the selected NPC.
   - But NOT becoming the follower.
   [Ignore Friendly Hits] (Ver.1.05.00-)
   - Set FriendlyHits flag to the selected NPC.
   [Head Tracking] (Ver.1.20.01-)
   - Enabling or disabling the head tracking.
   - You can also enable this to the player.
   [Change Race] (Ver.1.17.03-)
   - Change the race of the selected NPC.
   [Change Class] (Ver.1.24.21-)
   - Changing the class of the selected NPC.
   - Please note that it takes time to open the list at the 1st time.
   [Change Factions] (Ver.1.02.00-)
   - Change factions of the selected NPC.
   - Factions of the selected NPC are added to the list automatically. (Ver.1.19.03-)
   - Now you can set the faction rank when changing the faction. (Ver.1.19.03-)
   [Change Relationship] (Ver.1.22.05-)
   - Changing the relationship rank between this actor and another.
   -  4: Lover
   -  3: Ally
   -  2: Confidant
   -  1: Friend
   -  0: Acquaintance
   - -1: Rival
   - -2: Foe
   - -3: Enemy
   - -4: Archnemesis
   [Change Voice] (Ver.1.02.00-)
   - Change the voice-type of the selected NPC.
   - You can add the voicetype of the selected NPC to the list. (Ver.1.09.13-)
   [Idle Voices] (Ver.1.11.00-)
   - You can assign custom idle voices to NPCs.
   - Copy your favorite "xxx.wav" files to the following directory and rename them.
   - sound/fx/NicholasQuickMenus/Voice001/Idle*.wav
   - (*1: See "files.txt" in the directory)
   - (*2: 8 presets, Voice001 - Voice008, are available)
   - (*3: You can set 80 voices, "Idle001.wav" - "Idle080.wav".)
   [Combat Voices] (Ver.1.11.00-)
   - You can assign custom combat voices to NPCs.
   - Copy your favorite "xxx.wav" files to the following directory and rename them.
   - sound/fx/NicholasQuickMenus/Voice001/Combat*.wav
   - (*1: See "files.txt" in the directory)
   - (*2: 8 presets, Voice001 - Voice008, are available)
   - (*3: You can set 80 voices, "Combat001.wav" - "Combat080.wav".)
   [Armor Break Voices] (Ver.1.17.00-)
   - You can assign "Armor Break" voices to NPCs.
   - Copy your favorite "xxx.wav" files to the following directory and rename them.
   - sound/fx/NicholasQuickMenus/Voice001/ArmorBreak*.wav
   - (*1: See "files.txt" in the directory)
   - (*2: 8 presets, Voice001 - Voice008, are available)
   - (*3: You can set 3 voices, "ArmorBreak001.wav" - "ArmorBreak003.wav".)
   [Show RaceMenu] (Ver.1.10.01-)
   - Show RaceMenu. Player only.
   - Using [url=http://www.nexusmods.com/skyrim/mods/20394/]ShowRaceMenu Alternative[/url] , if the mod is installed.
   [Change Face Texture] (Ver.1.15.00-)
   - Change the face texture of the selected NPC.
   - Face textures are not included in this mod.
   - So you should copy meshes and textures from other body mods.
   - (Fair Skin Complexion, Adorable Face, etc.)
   - Copy files to following directories.
   - textures/NicholasQuickMenus/Face001/*.dds
   - (*1: See "files.txt" in the directory)
   - (*2: 16 presets, Face001 - Face016, are available)
   - "Auto Changer"
   - The "Auto Changer" binds the face texture to the bodytype.
   [Change Eyes Texture] (Ver.1.15.00-)
   - Change the eyes texture of the selected NPC.
   - You can import eyes textures from other eyes mods.
   - (The Eyes Of Beauty, Mikan Eyes, etc.)
   - Copy texture files to the following directory.
   - textures/NicholasQuickMenus/Eyes001/*.dds
   - (*1: See "files.txt" in the directory)
   - (*2: 32 presets, Eyes001 - Eyes032, are available)
   - Or you can import the list of eyes textures at the MCM page.
   - "Auto Changer"
   - The "Auto Changer" binds the eyes texture to the face texture.
   [Change Hair Color] (Ver.1.15.00-)
   - Change the hair color of the selected NPC.
   - I think that the hair color option only works with NPCs who are using the "hair" head part (HDPT record).
   - Many NPCs, especially modded (beautificated) NPCs don't use the "hair" head part, so this option does not work with them.
   - So the hair color option is meaningful using together with the another hair option "[Copy Hair from Player]".
   [Copy Hair from Player] (Ver.1.15.00-)
   - Copy the "current player hair" to the selected NPC.
   - This means that you can apply "player hairs" to NPCs.
   - And the hair color of "copied hairs" can be changed at the "[Change Hair Color]" menu.
   - If you want to keep changes after game loading,
   - set enable the "Auto Changer" setting of "[Change Face Texture]"
   - or "[Change Body]" or "[Change Eyes Texture]".
   [Change Body] (Ver.1.10.00-)
   - Change the bodytype of the selected NPC.
   - But body meshes and textures are not included in this mod.
   - So you should copy meshes and textures from other body mods.
   - (CBBE, UNP, Fair Skin Complexion, PureSkinTexture, etc.)
   - Copy files to following directories.
   - meshes/NicholasQuickMenus/Body001/*.nif
   - textures/NicholasQuickMenus/Body001/*.dds
   - (*1: See "files.txt" in the directory)
   - (*2: 16 presets, Body001 - Body016, are available)
   - Or you can add the bodytype of the selected NPC to the list.
   - This means that you can set the bodytype from the other NPC.
   - "Auto Changer"
   - The "Auto Changer" binds the bodytype to the worn (body) armor.
   - The bodytype changes automatically when the player or NPC equips the armor.
   - Also binding to the race of PC and NPCs. (Ver.1.18.10-)
   - The bodytype changes automatically when the player or NPC changes the race.
   [Face Expressions] (Ver.1.15.07-)
   - Change the face expression of the selected NPC.
   - The strength of expressions can be changed at the MCM Page. (Ver.1.26.10-)
   [Face Modifier] (Ver.1.15.07-)
   - [color=#ffffff][url=http://www.nexusmods.com/skyrim/mods/44596/]MfgConsole[/url] is needed.
   - Change the face modifier of the selected NPC.
   - The strength of expressions can be changed at the MCM Page. (Ver.1.26.10-)
   [Phoneme] (Ver.1.15.07-)
   - [url=http://www.nexusmods.com/skyrim/mods/44596/]MfgConsole[/url] is needed.
   - Change the phoneme of the selected NPC.
   - The strength of expressions can be changed at the MCM Page. (Ver.1.26.10-)[/color]
   [Face Expressions/Wounded] (Ver.1.26.04-)
   - You can edit the face expression when wounded.
   - The "Damage Effects" function must be enabled.
   - See the "Wounded Face Expression" option at the MCM page.
   [Face Modifier/Wounded] (Ver.1.26.04-)
   - You can edit the face modifier when wounded.
   - The "Damage Effects" function must be enabled.
   - See the "Wounded Face Expression" option at the MCM page.
   - [color=#ffffff][url=http://www.nexusmods.com/skyrim/mods/44596/]MfgConsole[/url] is needed.
   [Phoneme/Wounded] (Ver.1.26.04-)
   - You can edit the phoneme when wounded.
   - The "Damage Effects" function must be enabled.
   - See the "Wounded Face Expression" option at the MCM page.
   - [url=http://www.nexusmods.com/skyrim/mods/44596/]MfgConsole[/url] is needed.[/color]
   [Rename] (Ver.1.04.02-)
   - Rename the name of the selected NPC.
   - You can input or select imported names.
   - (The name list for importing)
   - Data/SKSE/Plugins/NicholasQuickMenus/ImportRenameList.json
   [Change Weight] (Ver.1.06.03-)
   - Change the weight of the selected NPC. (0.0 - 100.0)
   [Change Scale] (Ver.1.06.03-)
   - Change the scale of the selected NPC. (0.1 - 10.0)
   [Change Alpha] (Ver.1.22.05-)
   - Changing the transparency of the selected NPC. (0.0 - 1.0)
   [Behavior] (Ver.1.06.00-)
   - Set the behavior AI to the selected NPC. (Similar to the "[Travel]")
   - You can select "Walk Around", "Live in the current location",
   - "Follow Player (Close/Middle/Far)" and "Sleep".
   - Adding the "Follow & Ride" AI for riding horses. (Ver.1.09.04-)
   - Adding the "Follow & Sneak" AI. (Ver.1.15.03-)
   - Adding the "Move to Marker". (Ver.1.15.12-)
   - The selected NPC moves to the "Marker".
   - See the "Marking" menu of "Quick Object".
   - The "No Sleeping" option is added. (Ver.1.22.14-)
   - This option also can be applied to the player. (Ver.1.22.19-)
   [Travel] (Ver.1.03.00-)
   - Set the traveling AI to the selected NPC.
   - You can select 8 standard presets and 8 vampire presets.
   - (Standard Presets)
   - Travelers move between the tavern of the cities and villages.
   - Moving in the daytime, and resting at night.
   - Bedroll option (Ver.1.06.01-)
   - Non-vampire NPCs sleep with the portable bedroll while resting.
   - You should enable the option at the MCM page. (Default: Disable)
   - You can delete beds and coffins in the current CELL
   - by clicking "Delete near beds" at the MCM page. (Ver.1.15.20)
   - (Vampire Presets)
   - Nightstalkers move between the vampire lairs.
   - Moving in the night, and resting during the daytime.
   - Daylight option (Ver.1.06.00-)
   - Vampire NPCs sleep in the portable coffin under the sunlight.
   - You should enable the option at the MCM page. (Default: Disable)
   - You can delete beds and coffins in the current CELL
   - by clicking "Delete near beds" at the MCM page. (Ver.1.15.20)
   - Adding "Quick Home" menu. (Ver.1.15.11-)
   - The selected NPC moves to the specified CELL.
   - You can set the destination from the "Quick Home" list.
   - See the "Travel Targets" menu of "Quick Home".
   - Adding "Custom Travel" menu. (Ver.1.15.12-)
   - The selected NPC will go around the specified CELL.
   - You can set the destination from the "Quick Home" list.
   - See the "Custom Travel" menu of "Quick Home".
   - Adding "Following NPC" menu. (Ver.1.15.11-)
   - The selected NPC follows to the other NPC.
   - You can set the following target at the "Following Leader" menu.
   - See the next.
   - The "Random Travel" option is added. (Ver.1.22.14-)
   - NPCs will travel with the random route.
   - This option also can apply to the player like an auto pilot funtion. (Ver.1.22.19-)
   - When applying the player, it will be canceled by the "Ready Weapon" key.
   [Following Leader] (Ver.1.15.11-)
   - You can set the following target for "Following NPC" travel. (Max 16)
   - See the "[Travel]" menu of "Quick Character".
   [Doppelganger] (Ver.1.09.00-)
   - The doppelganger of the selected NPC appears in the world.
   - They are lurking everywhere and living as the bandit,
   - the necromancer, the forsworn, the guard, etc.
   - You can change the chance of appearing at the MCM page. (default: 0%)
   - The "Doppelganger" quest is added. (Ver.1.20.00-)
   [Trade] (Ver.1.06.00-)
   - Open the barter menu of the selected NPC.
   [Gift] (Ver.1.06.00-)
   - Open the gift menu of the selected NPC.
   [Train] (Ver.1.06.00-)
   - Open the training menu of the selected NPC.
   [Favortes] (Ver.1.09.05-)
   - You can edit 8 lists of favorite NPCs.
   - These lists are used at the "Bulk Commnads" page (MCM).
   [Map Marker] (Ver.1.20.00-)
   - You can set the map marker to the selected NPC.
   - 8 map marker quests are added, and You can set 80 markers per quest.
   - And you can add the new quest and change the quest name
   - by editing the following json file.
   - (Please note that this json will be overwrited when updating this mod)
   - Data/SKSE/Plugins/NicholasQuickMenus/MarkerQuests.json
   [Show RefID] (Ver.1.01.03-)
   - Show the Reference ID of the selected NPC to the screen.
   - Printing the Reference ID to the console. (Ver.1.01.04-)
   - Printing Base IDs to the console. (Ver.1.24.22-)
   - (The Base ID of NPC, Leleveled NPC and Template NPC)
   [Send to List] (Ver.1.01.03-)
   - Add the selected NPC to the "Quick Character" list.
   - (For copying NPCs from the list of other mods to this mod)
   [Remove from List]
   - Removing the selected NPC from the list.

You can add NPCs (and player) to the "Quick Character" list.
1) Select the character.
   Both the console and the crosshair are supported.
   (The crosshair selecting only works, if nothing is selected at the console)
2) Press the "Quick Character" hotkey, or use the "Quick Character" spell/item
3) The selected character is added. ([s]Max 125[/s])
   (And open the "Quick Character" menu)
   Removing limit of the list. (Ver.1.07.15-)

[size=4]
[/size][/color][list]
[*][color=#ffffff][size=4]Quick Object[/size][/color][color=#ffffff] (Ver.1.08.00-)[/color]
[/list][color=#ffffff]
1) Press the "Quick Object" hotkey, or use the "Quick Object" spell/item
2) Select the object
4) Select the following action
   [Activate]
   - Activate the selected one.
   [Rename]
   - Rename the selected one.
   - You can input or select the name in the imported list.
   [Change Owner] (Ver.1.08.01-)
   - Change the actor owner of the selected CELL.
   - You can also change the faction owner. (Ver.1.24.20-)
   - The "[Clear Ownership]" menu is added. (Ver.1.24.21-)
   [Leveled List] (Ver.1.26.00-)
   - You can add and remove items to the leveled item list.
   - Leveled lists are defined at the following file.
   - Data/SKSE/Plugins/NicholasQuickMenus/ItemLVL.json
   - You can edit this json file for using other leveled lists.
   [Extend Weapon Attack] (Ver.1.22.00-)
   - Showing the "[Extended Weapon Attack]" menu for this object.
   - (The selected object must be a weapon)
   [Model Path], [Model Path / Female] (Ver.1.08.01-)
   - Change the file path of the model data.
   [Type] (Ver.1.08.01-)
   - Change the type of weapons and the weight class of armors.
   [Values] (Ver.1.08.01-)
   - Change values of the selected object.
   - Weapon: Base Damage, Critical Damage, Critical Multiplier,
   -              : Reach, Speed, Stagger, Resist and Skill.
   - Armor: Armor Rating
   - Others: Weight and Gold value
   [Enable/Disable]
   - Enable or disable the selected one.
   [Block/Unblock]
   - Block or Unblock from activating.
   [Complete Delete] (Ver.1.16.01-)
   - Complete delete the selected one.
   - You cannot undo this change. Be careful.
   [Clean Temp Objects] (Ver.1.24.19-)
   - You can delete disabled temp objects in the cell or the object list.
   - Temporary objects are be marked with "*".
   - You cannot undo this change. Be careful.
   [Ench Transplanting] (Ver.1.08.07-)
   - You can transplant the enchantment to the another object.
   [Disenchant]
   - Disenchant the player-made enchantment.
   [Change Slot]
   - You can change the slot of the armor.
   [Lock/Unlock]
   - Lock or unlock the door and the container.
   [Get Key] (Ver.1.24.15-)
   - You can get the key to unlock.
   [Equip/Unequip] (Ver.1.24.18-)
   - This is only shown when using the "[Objects In Inventory]" menu of Quick Character.
   - You can make the player or NPCs to equip (or unequip) the equippable item.
   - Now the arrow object can be equipped. (Ver.1.24.19-)
   [Drop] (Ver.1.24.18-)
   - This is only shown when using the "[Objects In Inventory]" menu of Quick Character.
   - You can make the player or NPCs to drop the specified item.
   [Remove] (Ver.1.24.18-)
   - This is only shown when using the "[Objects In Inventory]" menu of Quick Character.
   - You can remove the specified item from the inventory of the player or NPCs.
   [Change Position]
   - Positioner.
   - You can change the position, the angle and the scale of the object.
   - Hotkeys are set at the MCM page.
   - The "Hold Time Adjustment" option is added to the MCM page. (Ver.1.26.01-)
   - The Movement/Rotation Amount will be adjusted by the hold time of the positioning hotkey.
   [Reset Position] (Ver.1.20.10-)
   - Moving the selected object to the initial position.
   [Create New]
   - Creating the new object. (same as using "placeatme")
   [Place Here]
   - Placing the selected one to here.
   - (same as using "moveto player")
   [Go]
   - Player moves to the selected object.
   - (same as using "player.moveto RefID")
   [Motion Type]
   - You can change the motion type to lock the placed object.
   [Marking] (Ver.1.15.12-)
   - Marking the selected object.
   - See "Move to Marker" of the "[Behavior]" menu. ("Quick Character")
   [Map Marker] (Ver.1.20.00-)
   - You can set the map marker to the selected object.
   - See "[Map Marker]" at the "Quick Character".
   [No Auto Activate] (Ver.1.16.00-)
   - Not activating this object automatically. ("Auto Activate")
   [No Auto Filter] (Ver.1.18.09-)
   - Disabling "Auto Filter" with this object (base item).
   [Show RefID] (Ver.1.24.22-)
   - Showing the Reference ID of the selected object to the screen.
   - Printing the Reference ID and the Base ID to the console.
   [Remove from List]
   - Removing the selected object from the list.

You can add any object to the "Quick Object" list.
1) Select the object.
   Both the console and the crosshair are supported.
   (The crosshair selecting only works, if nothing is selected at the console)
   Objects which cannot be activated, must be selected with the console.
2) Press the "Quick Object" hotkey, or use the "Quick Object" spell/item
3) The selected Object is added.
   (And open the "Quick Object" menu)


[/color][list]
[*][color=#ffffff][size=4]Quick Enemy[/size][/color][color=#ffffff] (Ver.1.12.00-)[/color]
[/list][color=#ffffff][youtube]Hw_dbKHgjpc[/youtube]
1) Press the "Quick Enemy" hotkey, or use the "Quick Enemy" spell/item
2) Select the "[ActorBase Settings]" or "[Race Settings]".
3) Select "ActorBase" or "Race" of the enemy
4) Select the following action
   [Summon Enemy]
   - Summon the selected enemy.
   - You can input the number of enemies.
   [Leveled List] (Ver.1.19.00-)
   - You can add and remove enemies to the leveled actor list.
   - This means that you can change the enemy encount setting.
   - Leveled lists are defined at the following file.
   - Data/SKSE/Plugins/NicholasQuickMenus/EnemyLVL.json
   - You can edit this json file for using other leveled lists.
   - The json key "id" is changed to "all". (Ver.1.19.02-)
   - 10 categorized leveled list menus are added. (Ver.1.19.02-)
   - "[Clean Invalid Entries]" is added. (Ver.1.23.11-)
   - Disabling invalid entries of the enemy leveled list to prevent the invisible enemy issue
   - and the empty combat style's CTD. It is effective for invalid entries caused by
   - not only the bug of this mod but also uninstalling other enemy mods.
   - You can remove post-added entries of the leveled NPC list. (Ver.1.25.07-)
   - The UI transition is a little changed. (Ver.1.26.00-)
   [Combat Options]
   - Change Scale
   - Enemies change the scale of their body when the health is damaged.
   - Different scales can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Fortify Health
   - The health of the enemy is fortified when the health is damaged.
   - Different values can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Damage Adjustment
   - Enemies get damage abilities when the health is damaged.
   - These abilities are same as "[Change Difficulty]" of "Quick Character".
   - Different abilities can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Additional Spells
   - Enemies get additional spells and abilities when the health is damaged.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Executing Spells
   - Enemies use self-target spells when the health is damaged.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Support Spells
   - Enemies use healing or buff spells to heal the player or others.
   - Different spells can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Attack Spells
   - Enemies use specified spells to attack enemies in combat.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   [Extended Attack] (Ver.1.22.11-)
   - Enemies use "Parry" and "Extended Attack".
   - See "Extended Weapon Attack".
   [Extended Dodge] (Ver.1.23.03-)
   - Enemies use "Extended Dodge".
   - See "Extended Dodge".
   [Edit Label]
   - Edit the label of the selected one. The "ActorBase" type only.
   [Remove from List]
   - Removing the selected one from the list.

You can add any ActorBase and Race of enemies to the "Quick Enemy" list.
1) Select the enemy.
   Both the console and the crosshair are supported.
   (The crosshair selecting only works, if nothing is selected at the console)
2) Press the "Quick Enemy" hotkey, or use the "Quick Enemy" spell/item
3) Select the "[ActorBase Settings]" or "[Race Settings]".
4) The selected Enemy is added to the "ActorBase" menu or the "Race" menu.


[/color][list]
[*][color=#ffffff][size=4]Enemy Reinforcement[/size][/color][color=#ffffff] (Ver.1.12.00-)[/color]
[/list][color=#ffffff]
The new enemies appear while in combat.
You can change the frequency of appearing the reinforcement
by the ActorType, Dwarven, Undead, Dragon, etc. (Default: 0%)
The "Always appearing" option is added. (Ver.1.20.05)
The number of appearing and the enemy level now can be set. (Ver.1.20.06-)
The enemy lists by the location are changed. (Ver.1.20.06-)
[color=#00ff00][color=#ffffff] The scale of appearing enemies can be set. (Ver.1.22.24-)
The health offset of appearing enemies can be set. (Ver.1.22.24-)
The frequency of stalking the player can be set. (Ver.1.23.05-)[/color][/color]

Custom Encount (Ver.1.26.00-)
You can add enemies to the list of "Random Encount" for each place.
(CELLs, Locations or Worldspaces can be customized)
Select "Custom Encount" menu at "Quick Enemy" to use this function.
The place can be chosen from the "Quick Home" list, and additional enemies
can be chosen from the "Quick Enemy" list.[color=#00ff00][color=#ffffff]

The Encount Number, the size offset, the health offset can be set for each place. (Ver.1.26.01-)
You can select the enemy from the leveled list for adding. (Ver.1.26.01-)
Now location keywords can be customized.  (Ver.1.26.02-)
The "[Enemy List Template]" menu is added. (Ver.1.26.02-)[/color][/color]


[/color][list]
[*][color=#ffffff][size=4]NPC Renamer+[size=2] (Ver.1.05.00-)[/size][/size][/color]
[/list][color=#ffffff]
This is the auto renaming function for non-unique NPCs.

After activating (talking, pickpocket, etc.) the non-unique NPC (like guards, bandits, etc.),
the new name is generated automatically and assigned to the NPC.

New names are generated by using the following file.
Data/SKSE/Plugins/NicholasQuickMenus/ImportRenameList.json

Firstly you should create this file. 2 sample files are in the same directory.
(For English and Japanese)
Please rename the sample file to "ImportRenameList.json".

You can also edit this name list as you like.
"rename11" is nicknames for the warrior, "rename12" is nicknames for the warlock,
"rename21" is female firstnames, "rename22" is male firstnames
and "rename31" is lastnames.
These lists are now unlimited for registing the name. (Ver.1.19.05-)


[/color][list]
[*][color=#ffffff][size=4]Captive NPC[/size][/color][color=#ffffff] (Ver.1.13.00-)[/color]
[/list][color=#ffffff]
Female NPCs will be held in captive by bandits or other enemies.
You can configure some "Captive" options at the MCM page.

And you can check the captive NPCs list at the "[Captive List]" menu of the "Quick Character."
The "[Captive List]" will be updated automatically.
NPCs you met at cities, holds or somewhere, will be added.

The NPC removed from "[Captive List]", will not be held in captive.
And the "No Captive" CELL can be set at the "Quick Home" menu.

Please rescue them. (But no rewards [s]and no quests[/s], sorry)
(You can rescue by clicking the "Activate" key near them)
The "Captive" quest is added. (Ver.1.20.00-)


[/color][list]
[*][color=#ffffff][size=4]Sleeping+[/size][/color][color=#ffffff] (Ver.1.14.00-)[/color]
[/list][color=#ffffff]
Some events occurs when the player is sleeping.

Captive Event
The player is going to be held in captive.
The place in which the player is put into confinement, will be decided randomly.
And also your money may be robbed by the snatcher.
Search the snatcher and get back your money.

Robbed Event
The sneaking thief will rob your money.
Catch the thief and get back your money.
The transparency of the thief can be set. (Ver.1.20.07-)

Assault Event
The enemy assaults you while sleeping.
Take your weapon and fight to survive.
The number of enemies can be set. (Ver.1.20.07-)

Dream Event (Ver.1.18.03-)
You start dreaming...
[s]"Voyage to the Dreamborne Isles" is needed.
It is recommended that you start or finish the quest "A False Awakening".[/s]
44 dreams are added. (Ver.1.18.04-)
Waking up triggers are added. (Ver.1.18.04-)
You can wake up by reading "[The dreamstride]" or using a bed.
("[The dreamstride]" will be added to your inventory automatically)
The "Adjusting Wakeup Time" option is added. (Ver.1.18.06-)

And you can edit dream places (CELL) with the FormID and the esp/esm name at the following JSON file.
Data/SKSE/Plugins/NicholasQuickMenus/DreamDB.json

Nightmare Event (Ver.1.25.07-)
The "[color=#ffffff][url=https://www.nexusmods.com/skyrim/mods/67103]Vigilant[/url]" MOD is required.
The nightmare of the Bruiant House comes again.
You must finish quest at the Bruiant House.

You can customize nightmare event details by changing the following json. (Ver.1.25.08-)
See comments in the json, how to customize.

Data/SKSE/Plugins/NicholasQuickMenus/Nightmare.json[/color]

Growing Status
You can gain the Health/Stamina/Magicka when sleeping.
And also you can gain the Perk point.

Sleeping+ MCM page
You can change settings of sleeping events and growing status.
- Chance values of sleeping events
- Chance values of growing status
- Growing values per sleeping
- Location Adjustments
[color=#38761D]
[color=#ffffff]
The "Go To Bed AI" option is added at the MCM page. (Ver.1.25.06-)
Enabling the "Go To Bed" AI after sleeping.
Press the "Ready Weapon" key to stop.
Press the "Jump" and "Sneak" keys to adjust the sleeping position.[/color][/color]


[/color][list]
[*][color=#ffffff][size=4]Auto Activate[/size][/color][color=#ffffff] (Ver.1.16.00-)[/color]
[/list][color=#ffffff]
You can activate objects automatically by focusing on the crosshair.
Not only harvesting but talking, opening, activating are supported.
You can specify the object type for "Auto Activating" at the MCM page.
And some options (e.g. "Only in combat", "Not stealing") can be set.
Excluding Non-Playable items. (Ver.1.16.01-)
"Enchanted Only", "Unread Book Only", "Without Reading" are added. (Ver.1.16.03-)
"Get Projectiles in Combat", "Ignore Empty", "Ignore Deads" are added. (Ver.1.16.04-)
"Critters" is added. (Ver.1.20.10-)
"Plant" activators are now "Grasses". (Ver.1.20.10-)

Respawning Flora
This is another way to resolve the "Flora Respawn Bug".
Harvested flora respawn when the player move to the other CELL.
Fixing the harvested flora disabling bug. (Ver.1.17.11-)
"Restore Flora" option is added at the MCM page. (Ver.1.17.11-)
For enabling the deleted flora in the currenct CELL.

This function ignores the respawn interval.
So please disable, if you don't like it.
And this causes a little flicking when focusing on the crosshair.
If you don't like this flicking, please disable this option.



[/color][list]
[*][color=#ffffff][size=4]Mimic[/size][/color][color=#ffffff] (Ver.1.17.00-)[/color]
[/list][color=#ffffff][img width=270,height=383]https://staticdelivery.nexusmods.com/mods/110/images/74133-12-1502671951.jpg[/img][img width=114,height=389]https://staticdelivery.nexusmods.com/mods/110/images/74133-11-1502671951.jpg[/img][img width=192,height=385]https://staticdelivery.nexusmods.com/mods/110/images/74133-8-1502671951.jpg[/img]
When you find chests and corpses, they will transform to the monster and attack you.
(You can set the chance value at the "Mimic Settings" MCM page)
All items in chests and corpses are transferred the inventory of the monster.
And they are back to the original object after moving to the other CELL.
"Book Mimic" is added. (Ver.1.17.01-)
"Chaurus Mimic" is added. (Ver.1.17.06-)
"Slaughter Fish Mimic" is added. (Ver.1.17.08-)
"Undead Mimic" is added. (Ver.1.17.09-)
"Atronach Mimic" is added. (Ver.1.17.10-)
Mimics from the egg are multiple spawned. (Ver.1.25.07-)
The "Ghost" event is added. The ghost appears when looting a human dead body. (Ver.1.25.07-)
10 new mimic events are added. (Ver.1.26.05-)
Falmer chests, dwarven chests, soul cairn chests, apocrypha containers,
coffins, urns, bookshelves, etc.

Following objects need other MOD resources.
Ruins Boss Chest -> [url=http://www.nexusmods.com/skyrim/mods/65134/]Vicn Creature Pack v150[/url] (Ver.1.17.01-)
Book -> [url=http://www.nexusmods.com/skyrim/mods/65134/]Vicn Creature Pack v150[/url] (Ver.1.17.01-)
Burnt Corpses -> [url=http://www.nexusmods.com/skyrim/mods/35631/?]Monster Mod V4[/url] or [url=https://steamcommunity.com/sharedfiles/filedetails/?id=432877090]Skyrim Monster Mod V13[/url]

Only 5 files in "VicnCreaturePack.bsa" are needed.
You can unpack the .bsa file and place them to the "Data" folder.

Data/meshes/actors/icewraith/character assets/mimicbook.nif
Data/meshes/actors/werewolfbeast/character assets/mimicchest.nif
Data/textures/actors/mimic/mimicchest_d.dds
Data/textures/actors/mimic/mimicchest_n.dds
Data/meshes/actors/horker/character assets/draugrwrapped.nif

The mihail mimic will appear, if the following mod is installed. (Ver.1.26.03-)
[color=#ffffff][url=https://www.nexusmods.com/skyrim/mods/100293]Mimics- Mihail Monsters and Animas[/url]

Mimic enemies and mimic objects can be changed by editing the following json. (Ver.1.26.04-)
See comments in the json file for details.

Data/SKSE/Plugins/NicholasQuickMenus/Mimics.json[/color]



[/color][list]
[*][color=#ffffff][size=4]Bug-Fix of the Non-Stop Music[/size][/color][color=#ffffff] (Ver.1.17.03-)[/color]
[/list][color=#ffffff]
This fixes the "Non-Stop Music" bug.
The specified music will stop after the game loading.
You can specify "MusicType" forms with the FormID and the esp/esm name at the following JSON file.

Data/SKSE/Plugins/NicholasQuickMenus/Music.json

See also the sample, "Music.json.sample".



[/color][list]
[*][color=#ffffff][size=4]TK Dodge 3.0 Motion Switcher[/size][/color][color=#ffffff] (Ver.1.18.08-)[/color]
[/list][color=#ffffff][youtube]AFHQgfxrJsk[/youtube]
The "TK Dodge 3.0 Motion Switcher" hotkey is added. ("Hotkey settings" MCM page)
You can switch the dodge motion of TK Dodge 3.0.

If you specify the same key as the "Dodge Key" of TK Dodge,
you can dodge with both motions ("Dodge Roll" and " Step Dodge").[color=#ffffff]



[/color][list]
[*][size=4]The Repair Kit for Equipment Durability System[/size] (Ver.1.24.15-)
[/list]
"Repair Kit" is added for repairing degraded weapons and armors.
("Repair Kit" increases the tempering value)
The "Repair Kit Breaking Chance" option is added at the MCM page. (Ver.1.25.03-)
The chance value offset to check whether the repair kit will break.
This and the "Smithing" skill value and "Smithing" legendary level affect.

How to repair weapons and armors.
1. Equipping weapons and armors that you want to repair.
2. Using "Repair Kit", then the item list is shown.
3. Selecting the weapon or the armor to repair.
4. Done.

The limit of repairing depends on the "Smithing" skill.
Any type of weapons and armors can be repaired.

You can also repair the item that are equipped by others.
Select the NPC with the crosshair and use the repair kit.

There are 2 ways to get "Repair Kit".
1. Creating at the blacksmith forge.
   1 hammer, 1 tongs and 1 bellows are needed.
2. Buying from the blacksmith. (Optional)
   Need to change "Repair Kit Selling Num" option at the "General settings" page of the MCM.



[/color][list]
[*][color=#ffffff][size=4]Battle Command[/size][/color][color=#ffffff] (Ver.1.18.09-)[/color]
[/list][color=#ffffff]
Firstly you should get "[Battle Command]" trigger items and spells
at the "General settings" page of the MCM page.
("General settings"> "Trigger Items" / "Trigger Spells")

The "Battle Command" hotkey is added. (Ver.1.18.10-)

When using the "[Battle Command]" item or the "[Battle Command]" spell,
You can change the combat style of NPCs in the "Favorite" list at once.
This means that you can command NPCs how to fight.

Following styles are available.
Free Fight, Melee, Unarmed, Ranged, Magic, Guard, Escape

And you can set the custom combat music when using this function.
Enable "Battle Command Music" at the "General settings" of the MCM page,
and place .xwm (sound) files in the following directory.

sound/fx/NicholasQuickMenus/BattleCommand/*.xwm

(*1: See "files.txt" in the directory)
(*2: 8 files, XXX001 - XXX008, are available for each combat style)
(*3: If you want to use the only 1 music, you have to place 8 same files)



[/color][list]
[*][color=#ffffff][size=4]Learning[/size][/color][color=#ffffff] (Ver.1.21.00-)[/color]
[/list][color=#ffffff][img width=468,height=263]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1505330148.jpg[/img]
This is the system to get playable skills from enemies like "Blue Magic" of Fainal Fantasy.
And it can add ActorBase and Race of the enemy to the list of "Quick Enemy" automatically.

It is more interesting to use against the modded enemies.
(Because of having modded spells and abilities)

There are 4 ways to get enemy skills.
1. Using the "[Analyze Enemy]" spell (alteration/power/staff) to the enemy.
2. Attacking the enemy with the "[Analyze Enemy]" enchanted weapon.
3. Absorbing enemy spells by the new spell "[Spell Absorber]". (Ver.1.21.04-)
4. Absorbing enemy spells by the new enchantment "[Spell Absorber]". (Ver.1.21.04-)

[Analyze Enemy]
And you can select the analyzing type from 2 ways.

A. Success Rate of Analyzing + Increasing Rate
   You can get enemy skills by using "[Analyze Enemy]" spells
   or weapons repeatedly.
   At the MCM page, you can set the success rate of the first attack
   and the increasing rate from the 2nd attack.

B. Health Mode
   You can get enemy skills by using "[Analyze Enemy]" spells
   to the health damaged enemy.
   If the enemy has more damage, you can analyze more easier.

And you can enable the "Weakened Target" option.
It makes possible to analyze dead, unconscious or bleedout enemies.
Specially enabling "Health Mode", the success rate reaches 100%.

[Spell Absorber] (Ver.1.21.04-)
[img width=275,height=415]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1507308919.jpg[/img]
By using the "[Spell Absorber]" spell, now you can also get following spells.
("[Analyze Enemy]" cannot support these spells)
1. Spells executed by the papyrus script.
2. Spells defined at the leveled list.

You can get the enemy spell by blocking the spell while "[Spell Absorber]" is active.
(This will be always success when blocking the spell is sucess)

And there are 2 casting types of "[Spell Absorber]", one is "Fire and Forgot" and another is "Concentration".
You can use both spells as you like.

You can get "[Analyze Enemy]" spells and weapons as follows.
1. Crafting weapons at the forge
   Unenchanted destruction staff + 8 Daedra Hearts
     => Staff of Analyzing
   Hunting Bow + 8 Daedra Hearts
     => Bow of Analyzing
   Silver Sapphire Necklace + 8 Daedra Hearts
     => Necklace of Absorption (Ver.1.21.04-)
2. Getting spells at "Quick Character"
   You can get spells at the following menu of "Quick Character".
   (Player) > "+ Magic / Ability"> "[Learn Enemy Skills]"
3. Getting spells and weapons at the MCM page
   You can get all spells and weapons at the MCM page easily.
   (See "Learning Enemy Skills" of the MCM page)

If you want to learn the enemy skill,
use the following menu of "Quick Character".
(Player/NPC) > "+ Magic / Ability"> "[Learn Enemy Skills]"



[/color][list]
[*][color=#ffffff][size=4]Extended Weapon Attack[/size][/color][color=#ffffff] (Ver.1.22.00-)[/color]
[/list][color=#ffffff][youtube]X7spnu8rO10[/youtube]

[youtube]HH8PYpbyTYQ[/youtube]

You can change the attack motion and the attack effect for each weapon as you like.
Now the bash/bow/unarmed attacks are supported. (Ver.1.22.01-)
Now the staff attack is supported. (Ver.1.22.02-)
Spells, scrolls, shields, torches and the unarmed normal standing attack are supported. (Ver.1.22.03-)
Now the exteded attack also can be started by pressing 2 hotkeys.   (Ver.1.22.04-)
"[Export Animation]" and "[Import Animation]" are added. (Ver.1.22.04-)
"[Export Effect]" and "[Import Effect]" are added. (Ver.1.22.05-)
The "Using BashRelease" option is added at the MCM page.  (Ver.1.22.05-)
Parry effects are added.  (Ver.1.22.11-)
The jumping attack is added. (Ver.1.23.03-)
The "Spell Parry" option is added at the MCM page. (Ver.1.23.06-)
The "Anti-Magic" options are added at the MCM page. (Ver.1.23.07-)
Now "Anti-Magic" actions consume the magicka. (Ver.1.23.07-)
"Bash Critical" and "Backstab Critical" are added. (Ver.1.24.03-)
The "Critical Kill" is added. (Ver.1.24.04-)
The "Extended Attack: Delay" option is added at the MCM page. (Ver.1.24.10-)
The "[Using as (Types) Default]" option is added. (Ver.1.24.19-)
You can assign the current weapon setting to weapons that are same type for each actor.
e.g.) The setting of Iron Dagger -> All daggers used by the player
The degradation option is added at the MCM page. (Ver.1.24.19-)
The "Magic Delay Time" menu is added after assigning the animation. (Ver.1.25.06-)
You can adjust the timing of the magic effect which starts after the attack animation.
Now "Critical Attack" settings can be exported and imported. (Ver.1.25.06-)[color=#00ff00]
"Parry Critical" is added. (Ver.1.27.00-)[/color]

Firstly, you should enable the "Extended Weapon Attack" option.
See MCM -> "Combat settings" -> "Extended Weapon Attack".

And then you should edit the target weapon at the following menu.
A) Quick Character -> + Inventory / Equipment -> (Selecting equipped weapons/shields/torches)
B) Quick Character -> + Magic / Ability -> (Selecting equipped spells/scrolls)
C) Quick Object -> (Selecting the weapon object) -> [Extend Weapon Attack]

You can set 2 extended attack functions.

1. Parry
   You can block the enemy attack by swing the melee weapon.
   The head angle restriction is added. (Ver.1.24.06-)
   You must be facing to the enemy for using "Parry".
   A) Enabling / Disabling
      Enabling the parry function for this weapon.
      Also you can set the bulk enabling option at the MCM page.
      See MCM -> "Combat settings" -> "Bulk Enabling - Parry".
   B) Parry Animation
      You can set the favorite animation as the parry motion.
      If you assign the attack motion as the parry motion, it works as the counter parry.
      However if the stamina rate of the player is under 50%,
      then the "StaggerStart" motion will be used instead.
   C) Attack Effect - Targeting Enemy (Ver.1.22.11-)
      Adding the magic effect for the parry.
      Enemy targeting spells or aimed can be set.
   D) Attack Effect - Targeting Self (Ver.1.22.11-)
      Adding the magic effect for the parry.
      Self targeting spells can be set.
   E) Spell Parry (Ver.1.23.06-)
      You can reflect attack spells, if the "Spell Parry" option is enabled.
      See MCM -> "Combat settings" -> "Spell Parry".

2. Extended Power/Bash/Bow Attack
   You can change the attack motion and the attack effect.
   The motion and the effect can be set for each condition.
   For example, the right hand weapon, the left hand weapon,
   standing, sneaking, the normal attack, the forward attack, the backward attack,
   the right attack, the left attack , the sprinting attack, etc.
   * If the weapon is 2H, the right hand setting is used.
   * For staves and spells, the extended attack starts when casting.
   * Only for unarmed weapons, the extended attack can also be set to the normal attack.
     (excepting the standing normal attack and the sneaking attack)
   * Jumping attack can be started only with the extended attack hotkey.
   
   A) Attack Animation
      You can change the power attack animation for each weapon.
      "KillMove" animations and other mods animations can be used.
      Some vanilla animations is in the list as default,
      but you can add and remove animations by editing the json file.
   B) Attack Effect - Targeting Enemy
      Adding the magic effect when swinging the weapon.
      Enemy targeting spells can be set.
      The spell will only be executed while in combat.
   C) Attack Effect - Targeting Self
      Adding the magic effect when swinging the weapon.
      Self targeting spells can be set.
      The spell will also be executed whether in combat or not.
   D) Anti-Magic actions (Ver.1.23.07-)
      You can reflect attack spells, if the "Anti-Magic" option is enabled.
      See MCM -> "Combat settings" -> "Anti-Magic Bash".
      See MCM -> "Combat settings" -> "Anti-Magic Shoot".
      See MCM -> "Combat settings" -> "Anti-Magic Cast".
[color=#b6d7a8][color=#ffffff]
3. Critical Attack (Ver.1.24.03-)
   Bash Critical (MCM)
   When doing the frontal bashing while in the enemy attack,
   it causes 100% critical hit and knockdown.

   Backstab Critical (MCM)
   When doing the rear-attack with weapons,
   it causes 100% critical hit and knockdown.
   
[color=#00ff00]    Parry Critical (MCM, Ver.1.27.00-)
   When doing the parry to the low health or low stamina enemy,
   it causes 100% critical hit and knockdown.
   And you can reduce the stamina of enemies by using the "Parry Spark" option.
   - Parry Spark Duration (MCM, Ver.1.27.00-)
   - The "Parry Spark" will be enabled if you set over 0.01 sec.
   - This option can be set at the MCM page. (0.26 sec is recommended)
   - And you must equip 1H or 2H weapons to use "Parry Spark".
   - The "Parry Spark" effect requires resource files. (Not included in this MOD)
   - See readme.txt in the following directory for details.
   - Data/meshes/NicholasQuickMenus/Parry/readme.txt
   - Data/sound/fx/NicholasQuickMenus/Parry/readme.txt[/color]

   Bash Critical for Enemies (MCM, Ver.1.24.06-)
   If enabling this option, then enemies can use "Bash Critical".
   (But excepting "Critical Kill")

   Backstab Critical for Enemies (MCM, Ver.1.24.06-)
   If enabling this option, then enemies can use "Backstab Critical".
   (But excepting "Critical Kill")
[color=#00ff00][color=#ffffff]
   Armor Weakening for Allies (MCM, Ver.1.26.08-)
   The damage resist value of allies will be greatly reduced
   when the critical attack is hitting.
   You can change the reducing value at the MCM page. (Ver.1.26.11-)

   Armor Weakening for Allies (MCM, Ver.1.26.08-)
   The damage resist value of enemies will be greatly reduced
   when the critical attack is hitting.
   You can change the reducing value at the MCM page. (Ver.1.26.11-)[/color]
[/color]
   Enemy Critical: Ragdoll Down (MCM, Ver.1.24.08-)
   Using Ragdoll as the knockdown by "Enemy Critical Attack".
   Default: Disabled

   Bash Critical: Duration for Shields (MCM, Ver.1.24.10-)
   You can set the additional duration time for "Shield Bash" which makes easier to do "Bash Critical".
   Default: 0.3 sec.

   Bash Critical: Duration for Weapons (MCM, Ver.1.24.11-)
   You can set the additional duration time for "Weapno Bash" which makes easier to do "Bash Critical".
   Default: 0.6 sec.

   Player Critical: Creatures Only (MCM, Ver.1.24.11-)
   If enabling this option, then "Bash/Backstab Critical" of the player only affects to creatures.
   Default: Disabled

   Critical Kill (Ver.1.24.04-)
   The enemy who has only 25% health may be killed with killmove animations
   by the "Bash/Backstab Critical".

   Critical Kill: Human Type Only (MCM)
   If enabling, the "Critical Kill" only affects to "ActorTypeNPC" enemies.
   If disabling, the "Critical Kill" affects to all enemies.
   However this may cause the issue that the enemy will not die for a few seconds
   since the killmove animation is done.
   The enemy who is killed by the incorrect killmove animation
   will never back to the combat any more. (Ver.1.24.05-)

   Critical Kill: Health Ratio (MCM, Ver.1.24.05-)
   The "Critical Kill" will be triggered when the health ratio of the enemy is under this value.
   Default: 26.0%

   A) Kill Chance (Ver.1.24.04-)
      You can specify the chance of killing for each weapon.
   B) Kill Animation Preset (Ver.1.24.04-)
      You can assign killmove animations for each weapon
      by choosing the "Kill Animation Preset" json file.
      When multiple killmove animations are set in the json, the animation will start randomly.
      See the sample preset.
      Data/SKSE/Plugins/NicholasQuickMenus/CritAtk/XXXXXXXX.json[/color]
[/color]
If the following option is enabled, the actor will use new attackings.
Quick Character -> (selecting the actor) -> "[Combat Options]" -> "Enabled"

Attack animations are defined in the following json file.
Data/SKSE/Plugins/NicholasQuickMenus/ImportPoses.json
You can add favorite animations to the string array of "atkidles1". (Max 125)

And exported attack animations are saved to the following directory. (Ver.1.22.04-)
Data/SKSE/Plugins/NicholasQuickMenus/ExtAttack/Motion_XXX.json

And exported attack effects are saved to the following directory. (Ver.1.22.05-)
Data/SKSE/Plugins/NicholasQuickMenus/ExtAttack/Effect_XXX.json



[/color][list]
[*][color=#ffffff][size=4]Extended Dodge[/size][/color][color=#ffffff] (Ver.1.23.00-)[/color]
[/list][color=#ffffff]
You can change the dodge motion and the dodge effect as you like.
[s]This function is for the player only.[/s]
Now NPCs can do the extended dodge. (Ver.1.23.02-)
Please change "NPC Dodge Chance" value at the "Combat settings" page of MCM,
if you want to enable the extended dodge for NPCs.
Now human-type enemies can do the extended dodge. (Ver.1.23.03-)
You can specify "Dodge Chance" value for each character. (Ver.1.23.03-)
You can change "Dodge Preset" for character to assign different dodge animations. (Ver.1.23.03-)
The "Auto Dodge" function is implemented for the player. (Ver.1.23.08-)
The "Dodge Cost" option is added at the MCM page. (Ver.1.24.09-)
The "Enemy NPC Dodge Chance" option is added at the MCM page. (Ver.1.26.08-)

Following features are implemented.
- Multiple animations can be played randomly.
- 4 ways or 8 ways can be selected as the dodge direction.
- This can cancel the extended weapon attack animation.
- Animations can be set for each moving direction.
- Magic effects can be set for each moving direction.
- The player will be invincible while dodging.

Firstly, you should enable the following option.
See MCM -> "Combat settings" -> "Extended Weapon Attack" and "Extended Dodge Key"

And then you can change options at the following menu.
A) Quick Character -> (Select the player or NPC) -> [Combat Options] -> [Extended Dodge]
B) Quick Enemy -> (Select the enemy actor or race) -> [Extended Dodge]

   A) Dodge Animation
      You can set the dodge animation for each moving direction.
      Vanilla animations and other mods animations can be used.
      The list is empty as default.
      So you should add animations by editing the json file.
   B) Dodge Effect - Targeting Enemy
      Adding the magic effect which is executed when the dodge starts.
      Enemy targeting spells or aimed can be set.
   C) Dodge Effect - Targeting Self
      Adding the magic effect which is executed when the dodge starts.
      Self targeting spells can be set.
   D) Dodge Chance (Ver.1.23.03-)
      You can specify "Dodge Chance" value for each NPC and enemy.
      This value overwrites the same option of MCM.
   E) Dodge Preset (Ver.1.23.03-)
      You can assign different dodge animations for each NPC and enemy
      by choosing the "Dodge Preset" json file.
      See the sample preset.
      Data/SKSE/Plugins/NicholasQuickMenus/ExtDodge/Sample_001.json

The following option is needed to enable to use the extended dodge.
Quick Character -> (selecting the actor) -> "[Combat Options]" -> "Enabled"

Dodge animations are defined at the following json file.

Data/SKSE/Plugins/NicholasQuickMenus/ImportPoses.json
or
Data/SKSE/Plugins/NicholasQuickMenus/ExtDodge/XXX.json
("Dodge Preset" json files in this folder)

You can add favorite animations to the string array of "dodge[X][Y]".

[X] = standing | sneaking
[Y] = normal | forward | backward | right | left |
      forwardright | forwardleft | backwardright | backwardleft

And you can use "FNIS Dodge Animation Register" to add dodge animations
with moving definitions as you like. (See "Optional files")



[/color][list]
[*][size=4]Damage Effects[/size] (Ver.1.24.00-)
[/list][color=#ffffff][img width=455,height=269]https://staticdelivery.nexusmods.com/mods/110/images/74133/74133-1524333420-1208971118.jpeg[/img]

   The following mods are required.

   [color=#ffffff][url=http://www.loverslab.com/files/file/619-slavetats/]SlaveTats[/url] 1.1.1, 1.2.3

   [url=http://www.loverslab.com/files/file/818-apropos/]Apropos Classic[/url]
   Only slavetats textures are needed. (files in the following path)
   textures/actors/character/slavetats

   [url=http://skup.dip.jp/?andor=and&sword=Slavetats_BittenSweat&mode=ret]Vampire bitten and Sweaty textures[/url]

   [url=http://skup.dip.jp/?andor=and&sword=Slavetats_SweatHigh&mode=ret]Sweaty texture 2K[/url]

The player and NPCs will get wounds when being attacked.
You can enable the option at the following menu.
The "Apply to Female Enemy" option is added.  (Ver.1.24.01-)
The damage effect will be added to female enemies automatically.
The "Wounded Face Expression" option is added. (Ver.1.26.04-)

Quick Character -> (selecting the actor) -> "[Appearances]" -> "+ Damage Effects" -> "Enabled"

- The mod "[url=http://www.loverslab.com/files/file/619-slavetats/]SlaveTats[/url]" is needed.
- And you must install additional textures for "[url=http://www.loverslab.com/files/file/619-slavetats/]SlaveTats[/url]".
- Wounds and dirts will be added when the health of the actor is low.
- You can change the health ratio and the frequency at the MCM page.
- Wounds and dirts will be added gradually by being attacked repeatedly.
- Healing spells can cure wounds and dirts gradually.
- Fluids attacks may add wet effects to actors.
- You can disable wet effects at the MCM page.
- Healing spells cannot cure wet effects, but it will disppear after 1.5 minutes.
- Wet effects will be washed by staying a few seconds in the water. (Ver.1.24.01-)
- Wet effects are added by the following attacks.
  Spider Spit  -> White
  Chaurus Spit -> Blue
  Vile Vapor   -> Green
- And you can add fluids attacks (spells) at the "[Fluids Spells]" menu.
  6 colors (white, blue, green, red, brown and black) are supported.

[url=http://www.loverslab.com/files/file/619-slavetats/] SlaveTats[/url] textures are defined at following json files.

Data/SKSE/Plugins/NicholasQuickMenus/AbuseEffects.json[/color]


[b][size=5]FNIS Attack Animation Register (Optional files)[/size][/b][/color]

[color=#ff0000]Requirements:[/color][color=#ffffff]
[url=https://www.nexusmods.com/skyrim/mods/11811/]Fores New Idles in Skyrim - FNIS[/url] Ver.5.0 and later[/color]

[color=#00ffff]Credits: [/color]
[color=#ffffff]fore ([url=https://www.nexusmods.com/skyrim/mods/11811/]Fores New Idles in Skyrim - FNIS[/url])

This is an *empty* animation mod for [url=https://www.nexusmods.com/skyrim/mods/11811/]FNIS[/url] Ver.5.0 and later.
You can add favorite attack animations that can be used as the "extended attack" animation of my mod "Quick Menus".

Please notice that you *MUST* run GenerateFNISforUsers.exe after installing.

1. Install this to the skyrim data directroy.
2. Copy .hkx (attack animation) files to the following directory.
   data/meshes/actors/character/animations/QuickMenusExtAtk01/
3. Edit FNIS_QuickMenusExtAtk01_List.txt in the same directory.
   The line which starts with "'" is the comment.
   You must remove it, if you would like to enable the animation registration.
   - Disbled Lin[/color]e: [color=#38761d][i]' km ... QuickMenusExtAtk01091 ExtAtk091.hkx[/i][/color][color=#ffffff]
   - Enabled Line: km ... QuickMenusExtAtk01091 ExtAtk091.hkx
4. Run GenerateFNISforUsers.exe


[b][size=5]FNIS Dodge Animation Register (Optional files)[/size][/b][/color]

[color=#ff0000]Requirements:[/color][color=#ffffff]
[url=https://www.nexusmods.com/skyrim/mods/11811/]Fores New Idles in Skyrim - FNIS[/url] Ver.5.5 and later[/color]

[color=#00ffff]Credits: [/color]
[color=#ffffff]fore ([url=https://www.nexusmods.com/skyrim/mods/11811/]Fores New Idles in Skyrim - FNIS[/url])

This is an *empty* animation mod for [url=https://www.nexusmods.com/skyrim/mods/11811/]FNIS[/url] Ver.5.5 and later.
You can add favorite dodge animations that can be used as the "extended dodge" animation of my mod "Quick Menus".
10 animations are defined for each moving direction.

Please notice that you *MUST* run GenerateFNISforUsers.exe after installing.

1. Install this to the skyrim data directroy.
2. Copy .hkx (dodge animation) files to the following directory.
   data/meshes/actors/character/animations/QuickMenusDodge01/
3. Edit FNIS_QuickMenusDodge01_List.txt in the same directory.
   The line which starts with "'" is the comment.
   You must remove it, if you would like to enable the animation registration.
   - Disbled Line[/color]: [color=#38761d]' b ... QuickMenusDodgeF001 QuickMenusDodgeF001.hkx[/color][color=#ffffff]
   - Enabled Line: b ... QuickMenusDodgeF001 QuickMenusDodgeF001.hkx
4. Run GenerateFNISforUsers.exe


----

(For Japanese users)

NexusやSkyrim Mod データベースの皆さんは、はじめまして。
Defeat拡張パッチやSSL拡張パッチを愛用してくれた方々は、御無沙汰です。

本MODは、宝箱等のコンテナや家、NPC、あらゆるオブジェクトに簡単にアクセスする為のメニューを提供します。
いつでもどこでも、保管庫にアクセスしたり、家に帰ったり、NPCを操作出来ます。

また、本MODは様々な機能をメニューUIで管理するユーティリティMODでもあります。
提供している機能は多いですが、全ての機能を使用する必要はありません。

基本的に各機能はデフォルト無効の状態で提供されている為、単にインストールしただけではスクリプトによる負荷や他MODとの競合は発生しにくい設計になっています。
「他の機能はいらないが、この機能だけが使いたい」という場合でも、問題なく使用して頂けると思います。

詳細は以下のマニュアルを参照して下さい。

[url=http://mod-quickmenus-01.blogspot.jp/]日本語マニュアル[/url](初版完成:随時更新中)[/color]

Skygerfall -- Daggerfall's Main Quest in TESV

$
0
0
[b][center]Join us on [url= https://discord.gg/BxPjPgr]Discord[/url]!
SSE version is available [url=https://www.nexusmods.com/skyrimspecialedition/mods/29416]here[/url].[/center][/b]
[b]Introduction[/b]
They said it couldn't be done...  Daggerfall is too big to fit in the TESV engine...  And they were, on the one hand, right!  You cannot capture the grand scale or the nearly endless possibilities that exist in a world larger than England!  Yet, for all of its vastness and promise, Daggerfall remains a world unfamiliar to many Elder Scrolls fans.  The mechanics and graphics feel dated to say the least, and its sometimes unreasonable time limits for quests as well as quest-breaking bugs left many players, even back in the '90's, so frustrated that perhaps a majority of players never finished the Main Quest, preferring to simply explore the world on their own terms, joining guilds or Knightly Orders, or becoming a vampire or a wereboar.  And that is a shame, because the Main Quest is actually quite a good story.  The purpose of this mod is not to replace TESII: Daggerfall, but to bring some of its magic and lore to Elder Scrolls fans of the Skyrim generation that would never otherwise experience it, as well as perhaps delight those fans of the original game that would love to see the Main Quest in an updated engine, complete with voice acting, re-mastered music and better graphics.

Please note that the Main Quest of Daggerfall is NOT about choice.  You are role-playing as the Emperor's friend on an important mission, so, while the order in which you tackle these quests is your choice, it is assumed that you want to finish the Main Quest and so you will not be able to refuse the quest-givers' requests.  At this point, there really isn't much of anything other than the Main Quest for you to do in Daggerfall, anyway!

I have worked on this mod in my spare time for a little over two years, and have had a lot of fun learning about various aspects that go into making a large mod the size of a dlc.  I'm not much of a 3D artist, so I've had to rely on a lot of resources to put this mod together, and you will see that the credits list is quite long.  I have tried to include, where possible, those models from artists who have made resources to see something from Daggerfall come to later Elder Scrolls games, such as JMan0WarS, who remade Privateer's Hold for Morrowind as well as Direnni Tower for Oblivion, Lord Berandas and BobJohnson99.  As per Bethesda's instructions, all assets included in this mod for Skyrim have been remade, and not simply ported from the original Daggerfall game.

[b]Dungeons[/b]
Doors and corridors!  You never know what terror lurks behind the next door, or around the next bend, or when/if you will escape this seemingly endless maze!  Such is the essence of dungeon crawling in Daggerfall.  All of the dungeons necessary for Daggerfall's Main Quest have been remade to reflect as accurately as possible the essence of the original, hand crafted ones from TESII. The walkthroughs given by [url=https://en.uesp.net/wiki/Daggerfall:Daggerfall]UESP[/url] were an invaluable aid in reproducing them, and can still be used by you to navigate the dungeons should you get stuck.  (Exceptions: The ridiculous number of teleporters you needed to go through to exit Castle Wayrest's dungeon --in case you forgot to mark an anchor--  has been collapsed so that the first one you encounter on the way beck described by UESP takes you to the final teleportation point, and the puzzle found in Aetherius' Room of Fire has been changed slightly, but if you've played Skyrim you should have no problem here.)  In addition to UESP, [url=https://www.dfworkshop.net/downloads/daggerfall-modelling/]Daggerfall Modelling[/url] was a great tool to help reproduce not only the main path, but also unique points of interest in the dungeons should you choose to explore.  Privateer's Hold and the realms of Aetherius have been reproduced in their entirety.  However, other dungeons have been somewhat streamlined, so that you cannot get hopelessly lost, as you could in the originals.  I think most players will appreciate the balance.  Scourg Barrow is the only dungeon significantly truncated, since it is a relatively short path to reach Mannimarco, and its remaining aspects of interest merely repeat much of Privateer's Hold.  Additionally, I have constructed an all-new dungeon for the werewolf quest, based upon models that were included in the assets of TESII, but never implemented in any dungeon.  Think of it as restored cut-content!  The procedurally generated dungeons of Daggerfall all mix and match the same elements encountered in the Main Quest dungeons, so once you have completed this mod, you will have experienced nearly all of the elements present in the original game.  (For proper immersion, please bear in mind that the spheres in Aetherius upon which you see the stars or the sun have no collisions, so please try not to levitate outside of them.  If you do, you will see the other parts of the dungeons in a way meant only for use within the Creation Kit.  Such a view could be achieved in the original Daggerfall game if you glitched outside of the walls in any dungeon, but that glitch wasn't very immersive, either.)

[b]Magic[/b]
Levitation!  Mark and Recall!  Lock and Unlock!  These spells and more from TESII have been added to enhance your Daggerfall experience.  Levitation uses the method of J3X, which employs rather large, invisible plates that you walk on.  As such, levitation will not work in very small places; i.e., it will not function in elevator shafts.  Please use the lifts provided to go up and down, and do not have a levitation effect active when you do.  (Occasionally, if you re-cast a Levitation spell before the magic effect of the first one runs out, you might find yourself beginning to descend.  If that occurs, re-cast the spell again to stop yourself from falling.)  Jumping and Slowfalling require [url=https://skse.silverlock.org/]SKSE[/url], so if you don't want to have it installed for some reason, those two magical effects will not function in your game, though everything else will. Additionally, all of the alchemical ingredients from TESII, with their Daggerfall effects, have been included for your crafting needs.

[b]Gameplay[/b]
The entire bestiary from TESII has been reproduced, and you will encounter each and every monster at least once or twice as you play though the mod.  Be warned: Weapons made from low grade materials will not work on all creatures, so make sure you keep that ebony dagger the Emperor gave you handy if you want to be able to defeat some monsters you will encounter even in the opening dungeon!  Some powerful monsters will be encountered underwater, so you might want to install Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] in order to enjoy underwater combat!  Out of lockpicks, with no spells available to unlock a door?  Have no fear!  Bash the door open with your weapon!  Lock bashing, using mzin's method, is back, so enjoy!  And you will have the opportunity to become a wearboar!  Once you become infected with the lycanthropy disease (which will occur at least once as you make your way through the main quest, unless you already have 100% disease resistance), if you choose not to cure yourself, you will become a wereboar after three days, instantly changing wherever you may be at the time.  As a wereboar, you will gain 40 points to health and stamina, immunity to disease, and, while in beast form, immunity to damage from iron and steel weapons.  It's overpowered, because it was overpowered in Daggerfall, too!  As with being a werewolf in Skyrim, the only negatives are not being able to gain resting bonuses and being attacked on sight when in beast form, though I may re-introduce the requirement to feed and forced shifts with the moons at a later point, as per Daggerfall.  And speaking of diseases, the crippling effects of Daggerfall diseases are back, so make sure you carry enough cure disease potions, have a cure disease spell, or are immune to disease if you want to survive long!  Also, some creatures can paralyze you for a few seconds, so be sure to carry enough free action potions or gain immunity to paralysis.  (As should be well known to all Daggerfall players, High Elves are immune to paralysis.)  Finally, staves, short swords, mithril and adamantium armor and weapons, as well as clothing and armor mods, have been added to make sure you know you're not in Skyrim anymore!

[b]Worldspace[/b]
I tried to make the worldspace's land mass resemble as closely as possible the original Daggerfall map, but scaled down to be roughly two-thirds the size of Skyrim.  Some islands needed to be made proportionally a little larger, and Daggerfall, Wayrest and Sentinel, still large, are now sprawled out over a greater proportion of the land.  Within the walls of these cities, the landscape is mostly flat to be faithful to Daggerfall.  Taverns, shrines and some shops have finished interiors, but many of the buildings are only for show at this point.  Proper landscaping takes a lot of time and talent, and the entire esm-flagged esp for this mod has been produced by only one person: me.  Hence, only areas around points of interest to the Main Quest have been developed to any large extent.  For this release, I see the landscape as merely a prop that needs to look decent when you pass through it, but it is not the main attraction.  While you are able to walk across the entire map, you may fast travel to a location once the quest giver has marked it on your map, which is the same as what you were able to do in the original Daggerfall. 

[b]Buying and Selling[/b]
There are inns/taverns in Daggerfall, Wayrest, Sentinel, Gothway Garden and Whitefort set up to buy and sell general goods, as well as standard tavern fare (some unique to Daggerfall).  There is a functional blacksmith in Daggerfall across from the player home, as well as court blacksmiths in Daggerfall and Orsinium, who will sell all of the Daggerfall weapons and armor in the game (except for artifacts, of course).  And there are court sorcerers in Daggerfall, Wayrest and Sentinel who will sell all of the Daggerfall spells, ingredients, and potions.  All merchants have a little more gold than their Skyrim counterparts.

[b]Recommendations[/b]
In addition to Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] for underwater combat, you might consider using[code][/code] [url=https://www.nexusmods.com/skyrim/mods/62051]Daggerfall Traits for Skyrim[/url], [url= https://www.nexusmods.com/skyrim/mods/88289]Simply Climb[/url] and [url=https://www.nexusmods.com/skyrim/mods/33598]Spell Crafting for Skyrim[/url] to round out your Daggerfall experience.  And if you want to try the original game, now has never been a better time!  You can download the full game for free from [url=https://elderscrolls.bethesda.net/en/daggerfall]Bethesda[/url].  You may also consider playing [url=https://www.dfworkshop.net/]Daggerfall Unity[/url][code][/code], which uses the original assets within the Unity engine, greatly enhancing the graphics, allowing for mods, and is currently available (for free, of course) in a very playable alpha version.

[b]Installation, Compatibility and Requirements[/b]
This mod requires all three dlcs (i.e., Legendary Edition), since assets from all of the dlcs have been used to make this mod.  This requirement will not change, so please do not ask.  For performance, Daggerfall.bsa is uncompressed, and the textures are found in a separate Daggerfall - Textures.bsa.  Unlike Special Edition, this separate packaging of the textures will require an empty Daggerfall - Textures.esp to be part of your load order as well, for the same reason as the three .esp's needed for the official High Resolution Skyrim Texture pack.  If you use the High Resolution Texture packs (and the Unofficial High Resolution Patch) , place the Daggerfall-Textures.esp after them.  [url=https://skse.silverlock.org/]SKSE[/url] is required for the jumping and slowfalling spells, but you can enjoy the mod without using them if you really don't want to install SKSE for some reason.  However, if you do use SKSE (and I highly recommend it), take advantage of its memory tweaks with [url=https://www.nexusmods.com/skyrim/mods/51038]SKSE ini pre-download for lazy users[/url].  You might avoid some CTD in a heavily modded game!  As an esm-flagged esp, Daggerfall.esp should load with other master files.  If you use the [url=https://www.nexusmods.com/skyrim/mods/71214]Unofficial Skyrim Legendary Edition Patch[/url], it will load after it and before the texture packs.  As an alternate start mod, it requires a new game, and will be incompatible with anything that modifies MQ101.  It modifies little else, except the interior of Jorrvaskr, Hagravens (who no longer fear water), the PlayerSleepQuest and one unused Skyrim quest from the cut Windhelm arena content, so it should be compatible with nearly all other mods.  Body replacers, however, such as CBBE and UNP, are not compatible, since the mod adds several new armors.  Some of the armors, especially ones derived from Witcher assets, are meant to be worn as a set, and will not work properly with all other armors.  Followers are not recommended, since the exterior worldspace is largely without proper navmesh at the moment.  Since many people also use [url=https://www.nexusmods.com/skyrim/mods/9557]Alternate Start - Live Another Life[/url], an add-on is provided in the optional downloads section.  If you use other LAL add-ons, LALDaggerfall.esp should load last.  By request, an add-on for [url=https://www.nexusmods.com/skyrim/mods/99794]Realm of Lorkhan[/url] is available as well.  With Realm of Lorkhan and its add-on installed, you can now take your current character to Daggerfall and avoid starting a new game!  Also in the downloads section, for your convenience, is a .bsa for the assets of Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] (MAX COMPATIBILITY - 1st Person All features - 3rd Person Mounted Casting Only Version).  You will still need to download the .esp from the mod's site.  Zartar has given pretty open permission for his mod, as long as credit is given, and, since his mod breaks Dragon riding, it is worth using a .bsa for easy installation and removal.  As Zartar states, his mod involves no scripts, so uninstalling mid game when you need to beat Mirak should be fine.  Please note, for underwater combat to work, you will have to enter the water with weapon or magic drawn.

[b]Permissions[/b]
This mod is my gift to the Elder Scrolls community; use whatever I made as you like as long as you credit me, but please respect the wishes and rights of the modders whose resources were used in making this mod, many of whom have released their mods as Nexus exclusives.  For that reason, a port to XBox One seems unlikely, since someone (who isn't me; I will not even try) would have to procure a lot of permissions. 

[b]The Future[/b]
If there is enough interest, perhaps a team could be formed to landscape the worldspace properly, with navmeshing and random encounters added.  Daggerfall has complete quest lines for the Mages Guild, Fighters Guild, Thieves Guild and Dark Brotherhood, as well as Knightly Orders, Temples and Templar Orders, and Vampire Clans, with Daedric Quests and much more!  Many things are possible... It really depends on the community's response to this mod whether or not anything more is done.  If you would like to share your opinion or contribute your talent, please consider joining the [url=https://discord.gg/BxPjPgr]Skygerfall Discord Server[/url].  This project is not affiliated with The Elder Scrolls Renewal Project (TESRenewal).

[b]CREDITS[/b]
(If I have accidentally left anyone out, please let me know!)

Dev Team:  Daggefall.esp - [url=https://www.nexusmods.com/skyrim/users/32760440]oracus0[/url]  
     Retexturing of Mithril and Guard Armor - Blaez#4809 from the [url=https://discord.gg/BxPjPgr]Skygerfall Discord Server[/url]

[url=https://elderscrolls.bethesda.net/en/daggerfall]Bethesda[/url] (of course!)

Collaboration with [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url] on the following:
     JMan0WarS, [url=http://www.thehungryartist.com/games.html]Isle of Balfiera[/url]: assets and permission obtained through [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url]
     Tamriel Rebuilt HammerfellTeam and lady nerevar, [url=https://www.nexusmods.com/oblivion/mods/34484]Hammerfell - The Eastern Grasslands[/url]
          with express permission of lady nerevar; meshes converted to Skyrim format by [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url]

CD PROJEKT S.A., THE WITCHER assets with their express permission via email, along with
     Oaristys, [url=https://www.nexusmods.com/skyrim/mods/68755]Modder's Resource Pack - The Witcher Extension[/url]
     LorSakyamuni, [url=https://www.nexusmods.com/skyrim/mods/77097]The Witcher 3 Mega Resource Pack[/url]
     SumoJellyBean, [url=https://www.nexusmods.com/skyrim/mods/80186]Witcher 3 Syanna and Henrietta--UNP[/url]
     hucifer/L0rd0fWar/Dahaka002011, [url=https://www.nexusmods.com/skyrim/mods/6006]The Witcher 2 - Geralt Light Armor and Witcher Swords[/url]
     Medtech, [url=https://www.nexusmods.com/skyrim/mods/88431]W3's Toussaint knight armors resource[/url]

NoneCG, [url=https://www.cgtrader.com/free-3d-models/animals/mammal/animated-bat-5b8add2a5d98b1a652ea7fd72d942dac]Animated Bat Free 3D model[/url], with rigging by [url=https://www.nexusmods.com/skyrim/users/10825018]jboyd4[/url]

Logo by Cameron (Th3AustralianGam3r)#0186 from the [url=https://discord.gg/BxPjPgr]Skygerfall Discord Server[/url]
[b]
Nexus mod sources[/b]
SpikeDragonLord and jboyd4, [url=https://www.nexusmods.com/skyrim/mods/76203]Beasts of Tamriel[code][/code][/url] (with permission)
breti, [url=https://www.nexusmods.com/skyrim/mods/52049]New World Modder Resource[/url]
J3X, [url=https://www.nexusmods.com/skyrim/mods/19069]Flyable Broomstick[/url]
willkydd, [url=https://www.nexusmods.com/skyrim/mods/11293]Unlock Spell[/url]
Tomas Sala/muppetpuppet, [url=https://www.nexusmods.com/skyrim/mods/9782]Moonpath to Elsweyr[/url]
MannyGT, [url=https://www.nexusmods.com/skyrim/mods/64651]The Gray Cowl of Nocturnal[/url]
Tamira, [url=https://www.nexusmods.com/skyrim/mods/22018]New Plants 1_3[/url]
Stroti and Tamira, [url=https://www.nexusmods.com/skyrim/mods/53275]Stroti's Cactus Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/57407]Stroti Lighthouse[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/46785]Strotis Market Stands[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/37176]Strotis Old Mill Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/36386]Strotis Manor Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/34789]Strotis Castle Furniture Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/33948]Strotis Castle Wall Resource for Skyrim[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/25279]Strotis Spinningwheel Resource 1_1[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/25182]Strotis Organ Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/24827]Strotis Small House Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/24271]Strotis old cabin resource[/url]
[code][/code]Malo/Tamira, [url=https://www.nexusmods.com/skyrim/mods/54152]Malo Statues[/url]
mr_siika and Tamira, [url=https://www.nexusmods.com/skyrim/mods/53461]Mr Siika Castle Seaview Kit[/url]
mr_siika and Kraeten, [url=https://www.nexusmods.com/skyrim/mods/41036]Griffon Fortress Resource[/url]
Scot, [url=https://www.nexusmods.com/skyrim/mods/10402]Morrowind mushrooms - modders resource[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/19066]Hoddminir Ground Textures[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/85153]Hoddminirs re-textured Sheep[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/55158]Hoddminir Flowers[/url]
Elinen and Ztree, [url=https://www.nexusmods.com/skyrim/mods/38651]Hoddminir Plants and Trees[/url]
Ztree and Elinen, [url=https://www.nexusmods.com/skyrim/mods/29490]Ztrees new rocks[/url]
AJ47951, [url=https://www.nexusmods.com/skyrim/mods/6987]Rock Texture Set[/url]
Mr. Dave, [url=https://www.nexusmods.com/skyrim/mods/2324]Texture Resource[/url]
Oaristys and Tony67, [url=https://www.nexusmods.com/skyrim/mods/16525]Modder's Resource Pack[/url]
Runspect, [url=https://www.nexusmods.com/skyrim/mods/26132]Resources for modders[/url]
LorSakyamuni, [url=https://www.nexusmods.com/skyrim/mods/84433]Lor Modders' Resources[/url]
Antonio Colasurdo/JetSteele, [url=https://www.nexusmods.com/skyrim/mods/63678]Magnus' Enchanter[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/85364]Centaurs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87928]Imps[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88088]Enemy Bats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88386]House Cats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87049]Dragonlings[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/82259]Harvesters[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/90213]Classic Ghosts[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/90894]Harpies[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88547]Spider Deadra[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/85702]Sea Dreughs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88264]Dryads[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/81894]Sewer Rats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87105]Cliff Racers[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88477]Cyrodilic Minotaurs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/89277]Iron Golem[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/91212]Wraiths[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/91287]Zombies[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/92836]Demon Fishes[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/93372]Daedroths[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/93416]Flesh Golems[/url]
Anton and Sunspot2, [url=https://www.nexusmods.com/skyrim/mods/62612]Animated Fairy Wings[/url]
Link815, [url=https://www.nexusmods.com/skyrim/mods/49996]Special Flora of Tamriel[/url]
ChickenDownUnder [url=https://www.nexusmods.com/skyrim/mods/15108]Harvestables[/url]
Nedius, [url=https://www.nexusmods.com/skyrim/mods/15442]Ingredients of Tamriel[/url]
Holugar, [url=https://www.nexusmods.com/skyrim/mods/13606]Unicorn[/url] (horn)
Thomas/GoblinVomit, [url=https://www.nexusmods.com/skyrim/mods/64272]Imperial Mages Guild sign banner and symbol[/url]
Osmodius, [url=https://www.nexusmods.com/skyrim/mods/38058]Handmade Texture Resource Pack[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61709]Castle Modders Resource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/64514]13th Century Inn and houses Modders Resource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61679]Viking House Modders Rresource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61730]Manor House Modders Resource[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/18585]Shortswords for Skyrim[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/21120]Heavy Armory - New Weapons[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/17096]Chrysamere - a Morrowind artifact for Skyrim[/url]
747823, [url=https://www.nexusmods.com/skyrim/mods/3871]Weapons of the Third Era[/url]
GendunDrup, [url=https://www.nexusmods.com/skyrim/mods/49682]Nexus Creature Resource[/url]
Vicn, [url=https://www.nexusmods.com/skyrim/mods/65134]Vicn Creature Pack[/url]
stormshallow, [url=https://www.nexusmods.com/skyrim/mods/33273]Sheep Modders Resource[/url]
Edhildil, [url=https://www.nexusmods.com/skyrim/mods/66708]Edhildils Camel[/url]
Edhildil, [url=https://www.nexusmods.com/skyrim/mods/65664]Stendarr Statue Modders Resource[/url]
FUTOSHI, [url=https://www.nexusmods.com/skyrim/mods/56379]Creepy Zombies[/url]
Prometheus, [url=https://www.nexusmods.com/skyrim/mods/55332]World map of Nirn[/url]
OnHolyServiceBound, [url=https://www.nexusmods.com/skyrim/mods/88724]Orc Overhaul - Orc body morphs height and Berserker strength[/url] (with permission)
dogtown1, [url=https://www.nexusmods.com/skyrim/mods/35631]Skyrim Monster Mod[/url] (with permission)
Mazetism/Shiroyel, [url=https://www.nexusmods.com/skyrim/mods/89451]Red Dragon Crown[/url]
oreYas2012, [url=https://www.nexusmods.com/skyrim/mods/62434/]Ogre Killer (Two-Handed Axe)[/url] (with permission)
Nimezis, [url=https://www.nexusmods.com/skyrim/mods/54793]Noble Dress[/url] (with permission)
FafnirEtherion, [url=https://www.nexusmods.com/skyrim/mods/88298]Mannimarco necromancer robes[/url] (with permission)
Maty743, [url=https://www.nexusmods.com/skyrim/mods/18114]Knights of the Nine[/url]
Maty743, [url=https://www.nexusmods.com/skyrim/mods/18863]Matys Medieval Knights[/url]
Ares1/Ghosu, [url=https://www.nexusmods.com/skyrim/mods/11945]Playable Crown of Barenziah[/url]
JZBai, [url=https://www.nexusmods.com/skyrim/mods/65926]Generic Chainmail Armor[/url]
jacknifelee, [url=https://www.nexusmods.com/skyrim/mods/63634]Noblesse Oblige[/url]
jacknifelee, [url=https://www.nexusmods.com/skyrim/mods/49130]Velvet Robes and Cloaks[/url]
jacknifelee, [url=https://https://www.nexusmods.com/skyrim/mods/45259]Tsarevna Outfit [/url]
Zaria/magnemoe, [url=https://www.nexusmods.com/skyrim/mods/13410]Zarias Maidpack[/url]
Hentai/zotman12, [url=https://www.nexusmods.com/skyrim/mods/11548]A Clothes[/url]
Hentai/zotman12, [url=https://www.nexusmods.com/skyrim/mods/11550]Saber Dress[/url]
Bellyache/wrig675, [url=https://www.nexusmods.com/skyrim/mods/3621]Bellyaches Animal and Creature Pack[/url]
Leodoidao, [url=https://www.nexusmods.com/skyrim/mods/3621]Stalactite resource for rock caves[/url]
Axonis, [url=https://www.nexusmods.com/skyrim/mods/89278]Shalidor's Mirror[/url]
User_14970514, [url=https://www.nexusmods.com/skyrim/mods/92443]Sanguine squad assets[/url]
Tesak1243, [url=https://www.nexusmods.com/skyrim/mods/93348]Fighters Keep Modders Resources[/url]
Tesak1243, [url=https://www.nexusmods.com/skyrim/mods/63311]Shack in HearthFires style[/url]
markusliberty, [url=https://www.nexusmods.com/skyrim/mods/52289]Orcish Hut Kit[/url]
markusliberty, [url=https://www.nexusmods.com/skyrim/mods/59426]Cyrodiil Ship and boat resource[/url]
Kelretu, [url=https://www.nexusmods.com/skyrim/mods/73787]Halfling Clothes[/url]
Kelretu, [url=https://www.nexusmods.com/skyrim/mods/82985]Kelretu's Modders Resources (WIP)[/url]
incaendo, [url=https://www.nexusmods.com/skyrim/mods/91288]Pillar Resource[/url]
Ronnie Magnum, [url=https://www.nexusmods.com/skyrim/mods/90078]Akaviri Dungeon Tile Set[/url]
SydneyB, [url=https://www.nexusmods.com/skyrim/mods/14146/]Ashara Dimonized Dress and jewelry[/url]
mzin/Oooiii, [url=https://www.nexusmods.com/skyrim/mods/89875]Super Simple Lock Bash[/url]
Tasheni, [url=https://www.nexusmods.com/skyrim/mods/93724]Redguard Fashion - Tasheni Mod Project[/url]
BobJohnson99, [url=https://www.nexusmods.com/skyrim/mods/96972]Daggerfall Sheogorath[/url]
RoboBirdie, [url=https://www.nexusmods.com/skyrim/mods/94833]New Creatures[/url]
halfblack, [url=https://www.nexusmods.com/skyrim/mods/581]Elite Nightingale Armor - Male and Female[/url]
NordWarUA, [url=https://www.nexusmods.com/skyrim/mods/98624]Heavy Nordic Armor[/url]
Ga-Knomboe Boy, [url=https://www.nexusmods.com/skyrim/mods/19268]GKB Green Trees[/url]
Vermunds, [url=https://www.nexusmods.com/skyrim/mods/84740]Bells of Skyrim[/url]
FiddlerOnTheRoof, [url=https://www.nexusmods.com/skyrim/mods/30244]Monk Prayer Beads[/url]
Stroti, [url=https://www.nexusmods.com/oblivion/mods/34680]Strotis small outdoor rock cave resource[/url]
Khugan, [url=https://www.nexusmods.com/oblivion/mods/20454]Torture Devices[/url]
Phitt, [url=https://www.nexusmods.com/oblivion/mods/23633]Old School Dungeons[/url]
washington/perolozhach, [url=https://www.nexusmods.com/oblivion/mods/38142]Old Village Walls Set - Modders Resource[/url]
Eggyslav and MentalElf, [url=https://www.nexusmods.com/oblivion/mods/27237]Cane or Walking Stick[/url]
Lord Berandas, [url=https://www.nexusmods.com/morrowind/mods/42388]Daggerfall inspired meshes - modders resources[/url]
Jman0warS, [url=https://www.nexusmods.com/morrowind/mods/1765]Privateer's Hold[/url]

[b]non-Nexus 3D model sources[/b]
[url=https://www.reinerstilesets.de/]Reiner's Tilesets[/url]
Daniel74, [url=http://www.blendswap.com/blends/view/75282]Medieval Tavern/Houses/Church/Well[/url]
Macadamstreet, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=125170176]Goosy goosa +[/url]
JackGa, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=222035755]JG Monsters 3.0.5 Steam ver[/url]
InsanitySorrow, [url=http://tesalliance.org/forums/index.php?/files/file/1329-insanitys-headstones/]Insanity's Headstones 1.0[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-23141.html]Game character animals 3D Model[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-43228.html]Silithid Scarab[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-2553.html]Antique Wooden Tea Table[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-31303.html]Desert fan palm[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-31025.html]Classical Greek pavilion[/url]
binho, [url=https://sharecg.com/v/46564/browse/5/3D-Model/Tomb]Tomb[/url]
hypnagogia, [url=https://sharecg.com/v/74256/browse/5/3D-Model/Mausoleum]Mausoleum[/url]
hypnagogia, [url=https://sharecg.com/v/73679/view/5/3D-Model/Grave]Grave[/url]
hypnagogia, [url=http://www.sharecg.com/v/77999/gallery/5/3D-Model/Chichen-Itza]Chichen Itza[/url]
hypnagogia, [url=https://sharecg.com/v/74306/browse/5/3D-Model/Mailbox]Mailbox[/url]
[b]
non-Nexus texture sources[/b]
[url=https://www.textures.com/about]textures.com[/url]
InsanitySorrow, [url=http://tesalliance.org/forums/index.php?/files/file/1313-desert-texture-resource/]Desert Texture Resource 1.0[/url]
micah702, [url=https://www.turbosquid.com/3d-models/free-old-castle-3d-model/611084]Old Castle[/url]
SWTEXTURE, [url=https://www.swtexture.com/2013/04/brick-textures-large.html]Brick Textures - Large Area[/url]
Billy Hathorn, [url=https://commons.wikimedia.org/wiki/File:Hedges_at_Mission_San_Juan_Capistrano,_CA_DSCN0057.JPG]Hedges at Mission San Juan Capistrano, CA[/url]
LASZLO ILYES, [url=https://commons.wikimedia.org/wiki/File:CopacabanaPavement.jpg]Copacabana Pavement[/url]
owen Jones, [url=https://en.wikipedia.org/wiki/Owen_Jones_(architect)#/media/File:Owen_Jones_-_Grammar_of_Ornament_-_1868_-_plate_035_-_300ppi.jpg]Grammar of Ornament[/url]
Mahdiabbasinv, [url=https://commons.wikimedia.org/wiki/File:%D8%B2%D8%A8%D8%A7%D9%86_tongue.jpg]Tongue[/url]
CaptMondo, [url=https://en.wikipedia.org/wiki/Great_Pyramid_of_Giza#/media/File:KhufuPyramidCasingStone-BritishMuseum-August19-08.jpg]Casing stone in the British Museum[/url]
NASA et al., [url=http://www.nasa.gov/images/content/690958main_p1237a1.jpg]Constellation Fornax, Hubble eXtreme Deep Field[/url]
NASA/STEREO/SDO/GSFC, [url=https://commons.wikimedia.org/wiki/File:Map_of_the_full_sun.jpg]Map of the full sun[/url]
Gregory H. Revera, [url=https://commons.wikimedia.org/wiki/File:FullMoon2010.jpg]Full Moon 2010[/url]
Eugenio Hansen, OFS [url=https://commons.wikimedia.org/wiki/File:Welsh_Dragon.svg]Welsh Dragon[/url]
ludger1961/Achim1999, [url=https://commons.wikimedia.org/wiki/File:Lippische_Rose.svg]Lippische Rose[/url]
[url=https://freevintageillustrations.com/public-domain-vintage-illustrations-of-moons-and-stars/]classic vintage crescent moon woodcut[/url]
TomKr, [url=https://commons.wikimedia.org/wiki/File:Blason_ville_fr_Belberaud_(Haute-Garonne).svg]Blason ville fr Belberaud (Haute-Garonne)[/url]
Melian, based on PNG by AnonMoos, [url=https://en.wikipedia.org/wiki/File:Cross-Flory-Heraldry.svg]Cross-Flory-Heraldry[/url]
Robert M. Lavinsky, [url=https://commons.wikimedia.org/wiki/File:Magnetite-118736.jpg]Magnetite[/url]
Robert M. Lavinsky, [url=https://commons.wikimedia.org/wiki/File:Turquoise-40031.jpg]Turquoise[/url]
Luigi Chiesa, [url=https://commons.wikimedia.org/wiki/File:Mandorle_sgusciate.jpg]Shelled almonds (Prunus dulcis)[/url]
Joe Schneid, [url=https://commons.wikimedia.org/wiki/File:GinkgoLeaves.jpg]Gingko Leaves[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/candle-holder.html]Candle holder icon[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/dove.html]Dove icon[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/empty-hourglass.html]Empty Hourglass
[/url]Lorc, [url=https://game-icons.net/1x1/lorc/pouring-chalice.html]Pouring chalice icon[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/rose.html]Rose icon[/url]

[b]Voice Acting[/b]
After posting on [url=https://discord.gg/a4n8bnR]The Skyrim Voice Alliance Discord[/url], I was directed to the [url=https://www.castingcall.club/projects/skygerfall-daggerfall-main-quest-mod-for-skyrim]Casting Call Club[/url], where I was able to recruit the following talented voice actors:
     Brisienna/Medora: [url=https://www.castingcall.club/m/littlecuppajo]littlecuppajo[/url]
     Aubk-i/Mynisera/Akorithi/Morgiah: [url=https://www.castingcall.club/m/celestielle]celestielle[/url]
     Nulfaga: [url=https://www.castingcall.club/m/EileenAnglin]EileenAnglin[/url]
     Cyndassa: [url=https://www.castingcall.club/m/Rana]Rana[/url]
     Mannimarco: [url=https://www.castingcall.club/m/stringstorm]stringstorm[/url]
     Gortwog: [url=https://www.castingcall.club/m/JimmySherwood]JimmySherwood[/url]
     Agent of the Underking: [url=https://www.castingcall.club/m/nevernotninja]nevernotninja[/url]
     Lhotun: [url=https://www.castingcall.club/m/FrenchDipp]FrenchDipp[/url]
     Woodborne/Gothryd/Regebert/Eadwyre/Bridwell: [url=https://www.castingcall.club/m/Kaze_VA]Kaze_VA[/url]
Sheogorath: [url=https://www.castingcall.club/m/MeekVoice]MeekVoice[/url] (formerly known as [url=https://www.nexusmods.com/users/5951927]Purgey[/url], reprising his role from [i]The Gray Cowl of Nocturnal[/i]!).  Find him also on [url=https://soundcloud.com/person-330032496]soundcloud[/url].
Uriel Septim/Lysandus/Tristyn/Benefactor/Guards: [url=https://www.nexusmods.com/skyrim/users/32760440]oracus0[/url]

[b]Music[/b]
[url=https://dangoodale.wordpress.com/downloads/daggerfall-remixes/]Dan Goodale[/url], [url=https://soundcloud.com/rtmolesworth]Ramón Tobias Molesworth[/url], and [url=https://soundcloud.com/Omega9]Omega9[/url], who gave explicit permission to use their versions of the classic soundtrack by [url=http://heberlingmusic.com/]Eric R. Heberling[/url] in this mod.  Also [url=http://teatimecoder.com/daggerfall-music]Zenogias[/url], who has allowed his versions to be used freely as a modder's resource.  The few tracks from the original soundtrack that were not re-made by these artists were recorded from the original Daggerfall midi files using the MIDISF2 SoundFont.

[b]Tutorials[/b]
Hoddminir, [url=https://hoddminir.blogspot.com/2012/02/from-heightmap-to-worldspace-in-skyrim.html]From Heightmap to Worldspace in Skyrim[/url]
Hoddminir, [url=http://hoddminir.blogspot.com/2012/02/generating-lods-in-creation-kit.html]Generating LODs for your worldspace[/url]
Eliorim, [url=https://www.nexusmods.com/skyrim/mods/30423]Extending dialogue length for the Creation Kit[/url][code][/code]
John Esposo, [url=https://www.youtube.com/watch?v=fLkXFepSwU0]Cool Spooky/Ghostly Voice Effect[/url]
Shawn Edwards, [url=http://tesmods.blogspot.com/2014/01/tutorial-talking-activators-make-things.html]Tutorial: Talking Activators - make things engage dialogue[/url]

[b]Sources of Information on Daggerfall[/b]
[url=https://en.uesp.net/wiki/Daggerfall:Daggerfall]UESP[/url]
[url=https://www.dfworkshop.net/downloads/daggerfall-modelling/]Daggerfall Modelling[/url]
Ronald Wartow, [i]The Daggerfall Chronicles[/i]

[b]Tools[/b]
[url=https://www.autodesk.com/products/3ds-max/overview]3ds Max[/url]
[url=https://www.adobe.com/products/photoshop.html]Photoshop[/url]
[url=https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop]NVIDIA Texture Tools for Adobe Photoshop[/url]
TheFigment, [url=https://www.nexusmods.com/skyrim/mods/5622]3ds Max Nif Importer-Exporter[/url]
ElminsterAU and the xEdit Team, [url=https://www.nexusmods.com/skyrim/mods/25859]TES5Edit[/url]
jonwd7, [url=https://github.com/niftools/nifskope/releases]NifSkope[/url]
Skyfox, [url=https://github.com/skyfox69/NifUtilsSuite]Nif Utils Suite[/url]
zilav, [url=https://www.nexusmods.com/skyrim/mods/75916]NifScan[/url]
zilav, [url=https://www.nexusmods.com/skyrim/mods/79797]NifModify[/url]
Macoron, [url=https://www.nexusmods.com/skyrim/mods/19266]NifTextures[/url]
Ormin, [url=https://github.com/Ormin/skyblivion-NIFConverter]skyblivion-NIFConverter[/url]
[url=https://www.audacityteam.org/]Audacity[/url]
Oketado/cptPauer, [url=https://www.nexusmods.com/skyrim/mods/71749]LazyAudio XWM FUZ converter[/url]
greentea101, [url=https://www.nexusmods.com/skyrim/mods/28462]Voice File Reference Tool[/url]
Acid Zebra, [url=https://www.nexusmods.com/skyrim/mods/27855]Where in Oblivion am I[/url]
AmethystDeceiver, [url=https://www.nexusmods.com/skyrim/mods/17018]Modder Resource - Easy NPC Creation[/url]
[code][/code]Aaron Torpy, [url=http://www.bundysoft.com/L3DT/]L3DT[/url]
Lightwave, [url=http://www.oceanlightwave.com/morrowind/TESAnnwyn.html]TESAnnwyn[/url]
[code][/code]Ethatron, [url=https://www.nexusmods.com/skyrim/mods/4727]Oscape[/url]

Shortcuts for BSArch - pack or unpack or get info by double-click

$
0
0
[b][color=#fce5cd] [size=3]Description
[/size][/color][/b]
Both BSArch and Shortcuts are fits for all this games: Morrowind, Oblivion, Skyrim, Skyrim Special Edition, Fallout 3, Fallout New Vegas, Fallout 4.

What BSArch can do? Pack, unpack and show archive info. When packing, it sets the flags automatically based on future archive's content.

How my .bat files works?
You use it, it send command to console, and if all okay, it runs BSArch and tell it to do stuff. Also [url=https://en.wikipedia.org/wiki/Batch_file]wiki[/url] about what is bat files.


[b][color=#fce5cd][size=3]How to[/size][/color][/b]

   [b]Preparations[/b]

Download [url=https://www.nexusmods.com/newvegas/mods/64745]BSArch[/url].
Download ths mod.
Create a folder (I will refer to it as "parent folder") anywhere with any name.
Put bsarch.exe and all 5 .bat's in parent folder.

   [b]Packing
[/b]
In parent folder create folder [b]pack[/b].
Put into [b]pack[/b] your files to archivate (so relative paths should be like "parent folder\pack\textures" "parent folder\pack\scripts" and so on).
Rename your parent folder depending on what the archive is for.
Accepted names are: tes3 / tes4 / tes5 / fo3 / fnv / sse / fo4 / fo4dds. Explanations under spoiler:
[spoiler]tes3 Morrowind archive format
tes4 Oblivion archive format
fo3 Fallout 3 archive format
fnv Fallout: New Vegas archive format
tes5 Skyrim LE archive format (fo3/fnv/tes5 are technically the same)
sse Skyrim Special Edition archive format
fo4 Fallout 4 General archive format
fo4dds Fallout 4 DDS archive format (streamed DDS textures mipmaps)
(from BSArch's page)[/spoiler]
Double-click on "pack.bat". BSArch will tell you after work is done.
Before starting a new packing: remove files from pack, remove/rename new.bsa.

Added 3 optional "pack.bat" files with -share, -z and both. No special instructions. How to - look above.

   [b]Unpacking
[/b]
Put archive in parent folder. There's should be only one archive.
Double-click on "unpack.bat".

   [b]Get archive info

[/b]Put archive in parent folder. There's should be only one archive.
Double-click on "info.bat" / "info -list.bat" / "info -dump.bat".
 [u]What info you get[/u][b]:[/b]
info.bat: format, version, number of files, archive and file flags
info -list.bat: all above and list of files with their relative paths
info -dump.bat: all above and sizes/hashes of archive content


[b][color=#fce5cd][size=3]Note
[/size][/color]
[/b]pack.bat doesn't use parameters "-af:value", "-ff:value", "-z", "-share" because they needed in rare cases and overcomplicate bat's.
What are those parameters and how to use - look at BSArch's page.


[b][color=#fce5cd][size=3]Another tools for .bsa
[/size][/color][/b][url=https://www.nexusmods.com/skyrimspecialedition/mods/23316]
Cathedral Assets Optimizer[/url] - works on BSArch framework.
[url=https://www.nexusmods.com/skyrimspecialedition/mods/1756]BSA Browser[/url] (with .BA2 support) - forked Fallout Mod Manager's built-in BSA Browser.

Skimpy Unique Armors 7BO CBBE-HDT Bodyslide

$
0
0
[center][size=5][i]happy new decade yay [/i][/size]
I'm back after a year of silence lol. this time I've divided it up into two main files and three optional ones.
all files support HDT and (excluding the CBBE Bodyslide files) require UNP textures. the body that all these armors use is 7BO, but any body mod with UNP textures will work fine

[size=4][b]disclaimer[/b]: I'm not perfect, there will be a bug or problem somewhere and if it (unlikely) ruins your game, well shit happens and I'm sorry.[/size]

[b][i][size=5]main files:[/size][/i][/b][/center][center]
[size=6]vanilla unique armor:
[/size]
[size=3]includes meshes and textures for "unique" versions of the Old Gods Set and the Ancient Shrouded Set and an esp to make specifically them work. this file is completely compatible with the dragonborn unique armor, because it'd be dumb if it wasn't. If you don't have the dragonborn, then download just this one. [/size][size=4]DOES NOT REQUIRE ANY DLC, VANILLA SKYRIM WILL WORK.[/size]

[size=6]dragonborn unique armor:
[/size]
[size=3]includes meshes and textures for "unique" versions of the Deathbrand set and the Ahzidal Set and an esp to make specifically them work.
this file is completely compatible with the vanilla unique armor, because it'd be dumb if it wasn't. this goes without saying, but [/size][size=4]REQUIRES DRAGONBORN.[/size]
[b]
[/b][size=5][b]If you're just here for the replacers on the 7BO body, downloading both these files should work with a simple mod manager download and install as long as you have a UNP body texture installed. a CBBE body texture is required if using CBBE bodyslide.[/b][/size][size=2]
[/size]

[b][i][size=5][code][/code]optional files:[/size][/i][/b]

[size=6]standalone unique armor:
[/size]
[size=3]includes meshes and textures for four standalone armor sets based on the Deathbrand Set, Ahzidal Set, Ancient Shrouded Set and Old Gods Set, and an esp to include them. this file is completely compatible with the dragonborn unique armor and the vanilla unique armor, but it will give a overwrite error in your mod organizer if used in conjunction with them. this is because the space where the "standalone unique armor" places the meshes and textures for the armor sets is the same folder location that the replacers use. should work fine regardless of order.[/size]
[size=4]DOES REQUIRE DRAGONBORN IF YOU WANT THE DEATHBRAND SET TO WORK, HOWEVER.[/size]

they can be found by using the help command and player.additem commands. try using the help command with "weeb""perv""whore" and "ahizgal" to find each set. or just use the additemmenu mod which makes this step infinitely easier.

[size=6]cbbe hdt bodyslide files (courtesy of NIND)[/size]

[size=3]includes CBBE bodyslide files for all four armor sets. simply install, run bodyslide, and batch build all outfits under the "NIND" label. includes zaps for different parts and oiled versions if you're into that. requires standalone or either replacer, or you could just use both replacers.[/size]

[size=6]white ancient shrouded armor:
[/size]
[size=3]simple texture replacer for the shrouded armor to reskin it to a white version. I originally made this as I felt I didn't make the ancient shrouded armor as "unique enough" as I did with the deathbrand set. while the result looked decent I felt it strayed too far from what you'd expect from a dark brotherhood set, so use it if you want. simply place it ahead in your priority order than the ancient shrouded armor. compatible with both standalone and replacer.[/size]

[i][img]https://i.imgur.com/2xBLBUZ.jpg[/img][/i]


[b]q[/b] n [b]a

[/b]q: why did this take you a year?

q: I'm experiencing x problem, help

a: post a comment here or message me on nexusmods, I'll try get back to you asap.

q: bodyslide when

a: cbbe is already up. uunp is, for the foreseeable future, not a thing until a kind soul makes it himself.

q: sse when

a: no

q: where's a song recommendation

a: nujabes - aruarian dance

q: why are all your screenshots orange hued

a: that's because I live in australia and my country is on [b][i]fucking fire[/i][/b] right now (but somehow also flooded and covered in hail, but never snow, I haven't seen snow in my entire life.) if you want to financially support me, 1. don't. ever. you should spend your money better. and 2. donate to  so someone puts out the fires in my country [url=https://donate.wwf.org.au/donate]https://donate.wwf.org.au/donate

[/url]q: what about the thieves guild sets

a: they're unique enough that I didn't bother and probably won't ever.

q: wtf happened to the ancient shrouded armor

a: I thought the old version was low quality and it had heaps of clipping and whatever. if you really want it back, I'll leave the old version up for download and you can just replace the model in meshes/armor/zaitama/ancientdb with it.

q: now wot? are you going to just disappear forever now?

a: probably.

[size=4]ok, that's all the time I've got. I gotta get back to playing monster hunter world iceborne on my windows pc
[/size]
[i][img]https://i.imgur.com/OZYh1uH.png[/img][/i][/center]

Lucien replacer

$
0
0
[b]sorry for my stupid english
[size=5]this mod will change the apperence of[color=#ff7700] [/color][color=#6d9eeb]  [url=https://www.nexusmods.com/skyrim/mods/95029]lucien[/url][/color][/size]



[color=#00ff00][size=5]REQUIREMENT[/size][/color][/b]
[size=4][url=https://www.nexusmods.com/skyrim/mods/95029]Lucien - Fully Voiced Follower[/url][/size]











[size=6][color=#ea9999]credit[/color]
[/size][url=https://www.nexusmods.com/skyrim/mods/95029]lucien - fully voiced follower[/url] by joseph russell
[color=#00ff00][size=3]high poly head[/size][/color] by Kouleifoh (from Vector Plexus)
[url=https://www.nexusmods.com/skyrim/mods/10168]apachiiskyhair[/url]  by apachii
[url=https://www.nexusmods.com/skyrim/mods/97077]dizona body    [/url]by letho0036
[url=https://www.nexusmods.com/skyrim/mods/93258]expressive facial animation male-edtion[/url]  by niroku
[url=https://www.nexusmods.com/skyrimspecialedition/mods/7902]tempered skin for male[/url] by traa108
[url=https://www.nexusmods.com/skyrim/mods/28363]beard[/url]  by Hvergelmer
[url=https://www.nexusmods.com/skyrim/mods/30411]brows[/url]  by Hvergelmer
[url=https://www.nexusmods.com/skyrim/mods/91422]llygaid eye improver[/url] by zhoulia
[url=https://www.nexusmods.com/skyrim/mods/92357]casanova pack[/url]  by zhoulia
[color=#00ff00]SOS - Schlongs of Skyrim[/color] by b3lisario (from LL)
[url=https://www.nexusmods.com/skyrim/mods/13722]the eye of beauty[/url] by lograam
[url=https://www.nexusmods.com/skyrim/mods/29624]racemenu[/url]  by expired6978
[url=https://www.nexusmods.com/skyrim/mods/4141]high res face map for men[/url]  by geonox

Bounty Hunter - Updated (also patches and Russian translation)

$
0
0
[b][color=#ffd966]    NOTE[/color][/b]

Functionality hasn't changed. If you don't have USLEEP/Requiem, not going to translate mod, don't care about little benefits which gives you bsa over loose files or don't speak Russian - there's nothing else.
Mod [url=https://www.nexusmods.com/skyrim/mods/99853]Bounty Hunter[/url] was made by Epic Crab. All kudos to him! He made many good mods.


    [b][color=#ffd966]UPDATE[/color][/b]

In original mod you could translate MCM only by editing script and recompiling.
Now all you have to do is translate Data\Interface\translations\BountyHunter_yourLanguage.txt.
Also I have packed files into .bsa cause there's no reasons to not do it: the game is reading bsa faster than loose files and it less clutter your Data.


    [b][color=#ffd966]PATCHES[/color][/b]

For [url=https://www.nexusmods.com/skyrim/mods/71214]Unofficial Skyrim Legendary Edition Patch[/url] 3.0.15. It ain't much but it's honest work.

For [url=https://www.nexusmods.com/skyrim/mods/19281]Requiem[/url] 1.9.4.1. Rewards are deleveled, value identical to Requiem's.
Should work nice with 2+ requiem versions.
Requiem patch and USLEEP patch have no conflicting records between them so load order doesn't matter.
Load order:
BountyHunter.esp
Requiem.esp
BountyHunter_Requiem_patch.esp


    [b][color=#ffd966]RUSSIAN TRANSLATION

[/color][/b]Translated text, MCM, voice, both patches.
Two versions of translation: ru text/ru voice and ru text/en voice.
Переведен текст, МСМ, озвучка, оба патча.
Два варианта перевода: русский текст и озвучка, русский текст и английская озвучка.


P.S. Why mod's name can't contain commas? It looks much uglier with brackets and interferes with my sense of beauty

Alicia Healer Child Companion Combat Specialist And Adoptable

$
0
0
[center]

[youtube]UNGHHsRoJHc[/youtube]

[color=#ff00ff][size=5]Location: Broken Helm Hollow, (coc brokenhelmhollow01)[/size][/color] [url=https://elderscrolls.fandom.com/wiki/Broken_Helm_Hollow_(Skyrim)]Broken Helm Hollow Map[/url]

[color=#ff00ff][size=5]Adoptable: Honorhall Orphanage[/size][/color] [url=https://elderscrolls.fandom.com/wiki/Honorhall_Orphanage]Honorhall Orphanage

[/url]


[color=#ffff00][size=5]Credits:[/size][/color]

[url=https://www.nexusmods.com/skyrim/mods/68311/]KSHairdo's Renewal[/url]
[url=https://www.nexusmods.com/skyrim/mods/60954]LiEyes - Eye pack SA[/url]
[url=https://www.nexusmods.com/skyrim/mods/51602]Brows From Fair Skin[/url]
[url=https://www.nexusmods.com/skyrim/mods/81073]Apachii Divine Elegance Store[/url]
[url=https://www.nexusmods.com/skyrim/mods/45642]Dovahkinder Collection - Additional Children Clothes[/url]
[url=https://www.nexusmods.com/skyrim/mods/70451]Snapdragon Prime ENB[/url]
[url=https://www.nexusmods.com/skyrim/mods/100610]DX Druid Armor - UNP LE[/url]
[url=https://www.nexusmods.com/skyrim/mods/13457]Face Light[/url]
[url=http://mod.dysintropi.me/aether-suite-3-9-0-project-knox/]Aether Suite 3.9.0 – Project KnOx[/url][/center]

Actually atractive female preset

$
0
0
to start:
[size=6]IF YOU DONT FOLLOW THE DIRECTIONS IT WILL NOT LOOK THE SAME
[/size]Thank you,



STEP 1) OBTAIN RACEMENU, I'm not helping u with is 

STEP 2) THIS [url=https://www.nexusmods.com/skyrim/mods/2666]CBBE[/url], I haven't tried other bodies and I don't intend to

STEP 3) [url=https://www.nexusmods.com/skyrim/mods/13076]Cute Eyes[/url] do it

STEP 4) HAIR [url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos[/url]

STEP 5) MAKE SURE ALL OPTIONS MATCH YOUR CBBE OTIONS

A) [url=https://www.nexusmods.com/skyrim/mods/35267]SG Female Textures[/url] get whatever options

B) [url=https://www.nexusmods.com/skyrim/mods/51602]Fair Skin[/url] check ALL optional files

C) [url=http://www.nexusmods.com/skyrim/mods/31665]Better Makeup[/url] OBTAIN

D) THIS IS THE BIG ONE [url=https://www.nexusmods.com/skyrim/mods/70834?tab=description]Demoniac[/url]

-----Demoniac Install options-----
Download the CBBE ONLY one
Use SG Diffuse map
Go 4k
Get Less Abs
Glossy
8k spec map
Subsurface disable
CHECK ALL THE OPTIONS EXCEPT NO FACE GLOSS

OPTIONAL AND MORE INFO:

THE HORNS-[color=#0b0130] go to google an search "Skyrim horns Loverslab" itll pop up [/color]

THE BODYSLIDE- Demoniac has a really good bodyslide preset that I recommend

AN EYE MOD- I recommend you get an eye mod, it can be whatever

THE BODY AND FACE PAINT- [url=https://www.nexusmods.com/skyrim/mods/95587]Overlays[/url]

ENB- [color=#0b0120][b][url=https://www.nexusmods.com/skyrim/mods/98610]Litteraly 10000x better than every other ENB[color=#ffffff]
[/color][/url]
[/b][color=#ffffff]----------ACTUALY GETTING MY PRESET----------

download it and slap it in the folder Data/SKSE/Plugins/CharGen/Presets  if you don't have this folder, make it

before you load the preset switch over to the wood elf race, and yeah, LMK if it works [/color][/color]

Berserk main menu Music

$
0
0
Simply drag the file in steam-steamapps-common-Skyrim Special Edition-Data-Music-SpecialThe song is Tell Me Why, by the Penpals.

Magic Study Overhaul

$
0
0
[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-)
    ヒーラーはポーションを研究することで、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]

Rain - Archeress of the Divines

$
0
0
[center][img]https://i.imgur.com/vH95dCI.png[/img][img]https://i.imgur.com/jMkpb3x.png[/img]

[font=Comic Sans MS][color=#ffe599][size=4]
A little tribute to my dear friend [url=http://nexusmods.com/users/5039924]ista3[/url].
For adding lots of tinder![/size][/color][/font]

[font=Comic Sans MS][color=#f1c232]
[img]https://i.imgur.com/kTWupaY.png[/img]
[/color][/font]

[font=Comic Sans MS][color=#ffe599][size=5]I hope you like her :)[/size][/color][/font]


[img]https://i.imgur.com/ISDVlbh.png[/img][img]https://i.imgur.com/2fFkzw9.png[/img][img]https://i.imgur.com/t1lF1LE.png[/img]



[img]https://i.imgur.com/RCdVYse.png[/img]
[font=Comic Sans MS][b][i][color=#ffe599]([/color][url=https://www.nexusmods.com/skyrim/mods/53996]HDT Physics Extensions[/url][size=2] [/size][color=#ffe599][size=4]& [/size][/color][/i][/b][/font][url=http://nexusmods.com/skyrim/mods/26800][font=Comic Sans MS][b][i]XPMS[/i][/b][/font][/url] [font=Comic Sans MS][color=#ffe599][b][i]or[/i][/b][/color][/font][font=Comic Sans MS][b][i][size=2] [/size][url=https://www.nexusmods.com/skyrim/mods/68000]XPMSE[/url][size=2] [/size][/i][/b][/font][b][i][color=#ffe599][font=Comic Sans MS]need to be installed!)[/font][/color][/i][/b][/center][center]
[font=Comic Sans MS][b][i][color=#000000][size=5][u]Manually:[/u][/size][/color]

[color=#ffe599][size=4]Extract the file and copy the Datafolder into your Skyrimfolder...[/size][/color]
[color=#000000][size=3](where the TESV.exe is home)...[/size][/color]


[color=#000000][size=5][u]Mod Management:[/u][/size][/color]

[color=#ffe599][size=4]... or use your preferred Mod Manager.

[/size][/color][/i][/b][/font][img]https://i.imgur.com/kqVdjyu.png[/img]

[font=Comic Sans MS][b][i]
[color=#ff7700][size=4]In case you wonder about her changing Tattoos on the pics, these are the final results: [/size][/color][/i][/b][color=#ff7700][size=4][b][i](Not for CBBE!!!)[/i][/b][/size][/color][/font]

[spoiler][img]https://i.imgur.com/dVrFUHb.png[/img][/spoiler]




[img]https://i.imgur.com/GGa6Hsw.jpg[/img]

[size=4][i][b][color=#ffe599][font=Comic Sans MS]expired6978 for [/font][url=https://www.nexusmods.com/skyrim/mods/29624][font=Comic Sans MS]RaceMenu[/font][/url][font=Comic Sans MS]
Gabriel Mailhot as LogRaam for [/font][font=Comic Sans MS][url=https://www.nexusmods.com/skyrim/mods/13722]The Eyes Of Beauty
[/url][/font][/color][/b][/i][/size][size=4][i][b][color=#ffe599][font=Comic Sans MS]Lind001 for [/font][/color][/b][/i][/size][url=http://nexusmods.com/skyrim/mods/75674][font=Comic Sans MS][size=4][b][i]Lind's Human Eyes[/i][/b][/size][/font][/url][size=4][i][b][color=#ffe599][font=Comic Sans MS]
zhoulia for [url=https://www.nexusmods.com/skyrim/mods/91422]llygaid Eye Improver[/url][/font][font=Comic Sans MS]
[/font][/color][color=#ffe599][font=Comic Sans MS]Ousnius & Caliente for [/font][/color][url=https://www.nexusmods.com/skyrim/mods/2666][font=Comic Sans MS]Caliente's Beautiful Bodies Edition[/font][/url][color=#ffe599][font=Comic Sans MS]
xp32 and Team for [url=https://www.nexusmods.com/skyrim/mods/37900]UNP BLESSED BODY- UNPB
[/url][/font][/color][font=Comic Sans MS][color=#ffe599]Wast1980 & Team for [url=https://www.nexusmods.com/skyrim/mods/36992]SeveNBase[/url][/color][/font][color=#ffe599][font=Comic Sans MS]
HelloSanta for SGHair (not on the Nexus)[url=https://www.nexusmods.com/skyrim/mods/68311]
[/url]Regenbot03 for [url=https://www.nexusmods.com/skyrim/mods/70834]Demoniac
[/url]tetrodoxin for [/font][url=https://www.nexusmods.com/skyrim/mods/86208][font=Comic Sans MS]Freckle Mania 2
[/font][/url][font=Comic Sans MS]gobbldygook for [/font][url=https://www.nexusmods.com/skyrim/mods/67147][font=Comic Sans MS]PAINTERLY - a High Res Vanilla Warpaint Retexture[/font]
[/url][font=Comic Sans MS]Diethardt for [url=https://www.nexusmods.com/skyrim/mods/31665]Better Makeup for SKSE
[/url][/font][font=Comic Sans MS]Hvergelmir for [url=https://www.nexusmods.com/skyrim/mods/30411]Brows[/url][/font][font=Comic Sans MS]
[/font][/color][font=Comic Sans MS][color=#ffe599]Wyldsong for[/color][color=#ffd966] [/color][url=https://www.nexusmods.com/skyrim/mods/13970][color=#6d9eeb]WyldTats[/color][/url][/font][color=#ffe599][font=Comic Sans MS]
THEHAG and Bladesinger06 for [/font][font=Comic Sans MS][url=https://www.nexusmods.com/skyrim/mods/28740]THEHAGs Privat Tattoos for UNP - UNPB[/url]
[/font][/color][font=Comic Sans MS][color=#ffe599]Artsick for [/color][url=https://www.nexusmods.com/skyrim/mods/97707]Eyes AO Clipping Fix[/url][color=#ffe599] [/color]
[color=#6aa84f](not included in the Mod, but highly recommended)

[/color][/font][/b][/i][/size][color=#ffe599][url=http://deviantart.com/redheadstock][font=Comic Sans MS][size=4]redheadstock[/size][/font][/url][b] [font=Comic Sans MS][size=4][i]at[/i][/size][/font][/b][font=Comic Sans MS] [size=4][url=http://obsidiandawn.com/][b]obsidiandawn.com[/b][/url][/size][/font][/color][b][font=Comic Sans MS][color=#ffe599][size=4][i]
[/i][/size][/color][/font][/b][i][b][font=Comic Sans MS][color=#ffe599][size=4]for the brushes to make the tattoos. Thank you!
[/size][/color][/font][/b][/i][b][font=Comic Sans MS][color=#ffe599]
[size=4][url=https://www.nexusmods.com/users/3447031]Queenieangel[/url] [/size][/color][/font][size=4][font=Comic Sans MS][color=#ffe599]for testing and one heck of a teaching
[/color][/font][font=Comic Sans MS][color=#ffe599][url=https://www.nexusmods.com/users/6996437?tab=about+me]BlackMaid[/url] [/color][/font][font=Comic Sans MS][color=#ffe599]for testing and priceless feet back[/color][/font][/size][/b][b][size=4][font=Comic Sans MS][color=#ffe599]
[/color][/font][/size][/b][/center][center][i][font=Comic Sans MS][b]
I hope, I have not forgotten anyone! In case, please let me know.[/b][/font][/i][font=Comic Sans MS][i]

[color=#ffe599][size=5]
[b]For my other followers and more, please click here:[/b][/size][/color]


[/i][/font][url=https://www.nexusmods.com/users/5704292?tab=user+files][img]https://i.imgur.com/IckQP6t.png[/img][/url] 

[font=Comic Sans MS][color=#ffe599][size=4][b][i]
[/i][/b][/size][/color][/font][font=Comic Sans MS][color=#ffe599][size=4][b][i]
The pictures were taken under these conditions:
[url=http://nexusmods.com/skyrim/mods/41482]
Rudy ENB for Vivid Weathers[/url]
[url=http://nexusmods.com/skyrim/mods/73937]Vivid Weathers[/url]
[url=http://nexusmods.com/skyrim/mods/27043]Enhanced Lights and FX - ELFX[/url] (Exteriors)
[url=http://nexusmods.com/skyrim/mods/59733]Enhanced Lighting for ENB (ELE)[/url] (Interiors)
[url=http://nexusmods.com/skyrim/mods/17609]Relighting Skyrim (tailored for ELFX)[/url] (Interiors)

[/i][/b][/size][/color][color=#ffe599][size=3][b][i]Clothes and Accessoires were used a lot.
Just ask, in case you wonder about a certain piece![/i][/b][/size][/color][/font]

[img]https://i.imgur.com/33HcOE6.png[/img]

[img]https://i.imgur.com/hNBojic.jpg[/img]


[img]https://i.imgur.com/WwVsxLD.png[/img]

[img]https://i.imgur.com/1WQ2ayg.png[/img][img]https://i.imgur.com/siZ9rlV.png[/img][img]https://i.imgur.com/6R6JaZs.png[/img][img]https://i.imgur.com/lZA3Bti.png[/img][/center]

Ashanti

$
0
0
Unpack and put it into your Data folder or use a mod manager.

NH Sassy Girl - Denim Outfit - UUNP Bodyslide

$
0
0
[color=#ead1dc][size=3][color=#ffffff]For [color=#00ff00]CBBE[/color] version check this link:[/color][b]
[/b][color=#ffe599][url=https://www.nexusmods.com/skyrim/mods/101227]https://www.nexusmods.com/skyrim/mods/101227[/url][/color][b]

NH Sassy Girl Outfits[/b][/size][/color][color=#ff00ff][color=#ead1dc] [/color] [/color]

A new summer female sexy clothing collection for Skyrim LE.
Fakenails with the same color as the clothes/sandals/wristbands
Full Pack contains 4 outfits(Beach, Denim, Flower, Mix), 3 sandals(indigo/red/pink), and 3 wristbands.
Free Pack contains denim tshirt/shorts, indigo sandals and blue wrist.

[youtube]c-s_ZQaFJUY[/youtube]

[b][color=#00ff00]=== REQUIREMENTS ====[/color][/b]

BodySlide(UUNP Body required).
[url=https://www.nexusmods.com/skyrim/mods/49015]https://www.nexusmods.com/skyrim/mods/49015
[/url][b]
[color=#00ffff]==== RECOMENDED ====[/color] [/b]
 
Patrician ENB (for same graphics in the screenshots and video).
[url=https://www.nexusmods.com/skyrim/mods/98610]https://www.nexusmods.com/skyrim/mods/98610[/url]

[b][color=#ffe599]Dhiley Drisana[/color][/b] - Racemenu preset (included in downloads),
Use this if you want your character to have the same body and face as the photos.
Note: For identical appearance requires [url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos[/url] and [url=https://www.nexusmods.com/skyrim/mods/13722]Eyes of Beauty.[/url]
 
[color=#ffe599][b]Female Body Textures[/b][/color] (included in downloads).
For same body textures of screenshots.

Goma Pero Land. Great location for shooting and filming.
[url=https://gomaperopero.tumblr.com/]https://gomaperopero.tumblr.com/[/url]
 
[color=#ffff00][b]
==== INSTALLATION ====[/b][/color]
Copy file contents for your skyrim/data directory and activate mod with Skyrim Launcher or directly in the files (c://users/youruser/appdata/local/skyrim).
You can also use your favorite mod manager.
If you use UUNP Morphs in Racemenu, dont forget to build meshes checking "build morphs".
 

[b][color=#ffff00]==== Getting the clothes ====[/color][/b]
[b][color=#00ffff]You can craft the itens in the tanning rack[/color][/b] or use the console typing "help NH_SassyGirl", see the CODES and then type "player.additem  CODE 1".
You can also use the AddItemMenu Mod, and take itens via menu.[url=https://www.nexusmods.com/skyrim/mods/64905]
https://www.nexusmods.com/skyrim/mods/64905


[/url]===============================================================================================================
[img]https://staticdelivery.nexusmods.com/mods/110/images/101239/101239-1580635183-1748096003.jpeg[/img]

Full Pack contains 4 outfits, 3 sandals, 3 wristbans and 3 fakenails colors for feet and hands.

[color=#00ff00][b]Get Full Pack[/b] [/color]
[url=https://www.patreon.com/posts/33668161]https://www.patreon.com/posts/33668161[/url]

[img]https://staticdelivery.nexusmods.com/mods/110/images/101239/101239-1580635185-2144972236.jpeg[/img]

[img]https://staticdelivery.nexusmods.com/mods/110/images/101239/101239-1580635241-1276167429.jpeg[/img]

[color=#00ff00][b]Download Full Pack[/b] [/color]
[url=https://www.patreon.com/posts/33668161]https://www.patreon.com/posts/33668161[/url]

===============================================================================================================

[color=#00ff00][b]Consider supporting my work in Patreon[/b][/color]
[url=https://www.patreon.com/nordhero][color=#fff2cc][b]https://www.patreon.com/nordhero[/b][/color][/url]

TESLight-SkyrimLE

$
0
0
Makes a bright landscape soft and changes the monotonous landscape of the dungeon, changing the type of light source, adding or removing light sources, etc.

Not compatible
Any mod rewriting / adding bulbs

Load order
Use LOOT https://loot.github.io/

Recommended mods
Climates Of Tamriel v 5.0 (Main Files, Dawnguard, Dragonborn) https://www.nexusmods.com/skyrim/mods/17802
Climates Of Tamriel - Weather Patch (CoT-WeatherPatch_Snow-40.esp only) https://www.nexusmods.com/skyrim/mods/39799?tab
Realistic Sun for Climates of Tamriel and Vanilla https://www.nexusmods.com/skyrim/mods/42492
Pure Waters https://www.nexusmods.com/skyrim/mods/1111
Realistic AI Detection (better sneaking) https://www.nexusmods.com/skyrim/mods/74355

Install / uninstall mod: start a new game

BHUNP (UUNP Next Generation) LE

$
0
0
[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][size=5]
[color=#f1c232][size=5][b]Comparison[/b][/size][/color]

[img]https://1.bp.blogspot.com/-63yb7kq0nE0/XgBJvXlMxiI/AAAAAAAAA0I/c8vrl-dE8bgn6OZ6nygJDRi8WDIdL_JbwCLcBGAsYHQ/s1600/UUNP%2BComparison.png[/img][img]https://1.bp.blogspot.com/-kDLe-_JEIIw/XgBJvHIejdI/AAAAAAAAA0E/zbcMXQvC1c4e0_wnYKDFfc5o_7omAaHsQCLcBGAsYHQ/s1600/Desktop%2BScreenshot%2B2019.12.23%2B-%2B13.52.03.15.png[/img]
[/size]

[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]

Zerobreakers Dragon Emperor Set - Leveling Items And New World

$
0
0
[center][color=#1e84cc][size=3][b]Zerobreakers[/b][/size][/color]
[b][color=#93c47d][size=6]Dragon Emperor Set & More Leveling Items & Now Arcane Forging [/size][/color][/b]

Version: [color=#ff7700]6.0beta [/color][color=#980000](NEEDS ALL DLC - Not Being Continued)[/color]
Version:[color=#980000] [/color][color=#ff7700]10.0beta[/color][color=#ff7700] [/color][b][color=#980000](NEEDS NO DLC)[/color][/b][/center]

NOTE: After Being off Work For A Long Time Due To Injury I Am Finally Returning To Work So I Am Not Sure When The Next Update Will Be.
As A result Some items The Are Craftable Only Have Placed Around Outside and Inside of Whiterun. 

Sorry If I Forget To List Anything. I Have had to also do some courses for my new job and have forgotten some of the things since i did so much and some items took very long to get to work.
Thank You All :D

[b][center]*** IMPORTANT! VERSION 6 NEEDS ALL DLC ***
[b]*** IMPORTANT! VERSION 10 NEEDS NO DLC ***
[/b][/center][/b]
[size=4][b][color=#00ff00]*** THIS UPDATE ADDS A NEW WORLD AND STRONGER MONSTERS***[/color][/b]

New World Has Only 2 Buildings and the lighthouse has the only way back.
You have 3 ways to get to the new map.

1. The Sky Path (Map Marker Near Dragonsreach however I need to re-add this)
2. Simple To Fiore (Map Marker Near Whiterun Player Home)
3. Hidden inside Whiterun Playerhome (May not be found if you have mod for the house)

[b]Path 1[/b] Is A Sky Path Where You Will Face Many Monsters and dragons, After that Getting down without dying is also a challenge.

[b]Path 2[/b] Much Easier However you will not get to fight as many dragons if you are lucky you may fight 1 or 2

NOTE! if you are a low level do not take the sky path as even with the dragonic gear you can easily die.

I currently Have Very Limited Internet So Any help With Image and Video Links Would Be Great.

*Thank You All And Have Fun *

If the mod duplicates just rename the new version to your original one and delete the old one and it will work with no problems

[/size]NEW ARCANE FORGE found Somewhere In FIORE
-Added Second Forge And Chest On New Island, New Island Is Accessed Only Via Bliss Island

-Elemental Soul Gems
Currently Limited and Can Only Be Found On Bliss Island

Have Tried To Add The Skyrim Cart Not Sure If Always Working. (Fixed Supposedly)
The Driver Also Has Enhanced Gear to fight if needed.

Skypath Now Linking Some Islands.
Skypath contains dangerous Archers and falling from the path can have you lost in the ocean for days.

[b][color=#ff00ff][size=3]Everything In This Mod Is Designed To Get Stronger As you Level Up.[/size][/color][/b]

[i]1st effect on most item is between level 1 and 5
2nd effect on most items is between level 5 and 10
3rd effect on most items is between level 10 and 20
4th effect on most items is between level 20 and 30
5th effect on most items is between level 30 and 40
6th effect on most items is between level 40 and 50
final effect are mostly level 50 + or level 80+
[b]Items have between 4 and 10 effects[/b][/i]

[size=5][center][b][size=5][color=#0000ff]***********************************************************[/color]
[/size][/b][/center][/size]
[b][i]Location Found:[/i][/b]
[u][i]DRAGON EMPEROR SET:[/i][/u]
To the right Just After Whiterun Manor

[u][i]TORNADO BLADES:[/i][/u]
Behind Companion Building Half Buried Behind An Archery Target.

[i][u]Merlin's Gift, Dragonic Regeneration &  Prismatic Flamethrower:[/u][/i]
Standing Stones Between Helgan & Riverwood

[u][i]Titan Club:[/i][/u]
In water to the left when heading to Dragonsreach

[u][i]Kensei's Blade:[/i][/u]
Somewhere In Skyforge

[i][u]Summon The Weapon Master:[/u][/i]
Crafted At The Arcane Forge Only

[u][i]Frost & Shock Arrows:[/i][/u]
Crafted At Arcane Forge Only
(Some Found In Whiterun Manor)

[u][i]Hellfire Greatsword:[/i][/u]
Crafted At Arcane Forge Only

[u][i]Frozen Rapidfire Bow:[/i][/u]
1 can be found in whiterun manor

[u][i]Extinction Cloak[/i][/u]:
Found in Fiore At the top Of Dragons Peak and On a Tiny Island In Fiore.

[i][u]Shield Of The Just:[/u][/i]
Found On An Island Near A Building In Fiore Somewhere

[u][i]Summon Familiar Partner[/i][/u]:
Fiore Lighthouse

Some will only be found at the Arcane Forge , But you must make it.
I Have Now Listed How to make what at the bottom of the page in ORANGE.

[b][size=5][center][color=#0000ff]***********************************************************[/color][/center][/size][/b]


[b][u]Gear Thus Far:[/u][/b]
[b]Head[/b]:
Crown of The Dragon Emperor (1)

[b]Body[/b]:
Dragon Emperors Armor (1)

[b]Shield[/b]:
Shield Of The Just (1)

[b]Hands[/b]:
Fist of The Dragon Emperor (1)
Mythic Dawn Glass Gloves(1)

[b]Feet[/b]:
Treds Of The Dragon Emperor (1)

[b]Neck[/b]:
Heart of The Dragon Emperor (1)
Merlin's Gift (1)

[b]Finger[/b]/s:
Signet of The Dragon Emperor (1)
Dragonic Regeneration (1)

[b][u]Weapons[/u][/b]:
[b]Dagger[/b]:
Dragon Emperor's Spike (2)

[b]Swords 1h/2h:[/b]
Kensei's Sword 2h(1)
Assassin's Tornado Blade 1h (2)
Sigfried's Tornado Blade 2h (1)
Hellfire Greatsword (0)
Blade Of The King (1)

[b]Maces/Clubs 1h/2h:[/b]
Titan Club 2h (2)

[b]Bow[/b]:
Dragon Emperor's Bow Of Destruction (1)
Frozen Rapidfire Glass Bow (1)

[b]Ammo[/b]:
Frost Arrows (1000)
Shock Arrows (2100)
Fire Arrows (0)
Light Arrows (0)

[b][u]Spells/Skills/Abilities[/u][/b]:
[b]Active[/b]:
Dragon Emperor's Thunder Strike (1)

Prismatic Flamethrower (1)

Extinction Cloak (2)

Summon The Weapon Master(0) *(Fixed Her Spell)*

Summon Familiar Partner (1)

Fireball - Evolving
-Left Hand(1)
-Right Hand(1)
-Both/Ki(1)

Lightning Magelight(1)

Reverse Magelight(1)



[b]Passive[/b]:
Dragon Emperor's Dragon Hide (1)


[b][u]Other[/u][/b]:
Tome: Curse Of The Black Dragon (1)
- Sell For Gold or Read For Some Exp

Lightning/Shock, Arctic/Frost & Flame/Fire Soul Gems (For Arcane Forging)
-Currently Only on Bliss Island
Wind/Air Can Only Be Made.

Super Torch - 1 Laying Around Somewhere Anymore need to be made/Forged


[color=#f1c232][b]HOW DOES ARCANE SMITHING/CRAFTING/FORGING WORK?[/b]
Unlike Normal Smithing Arcane Smithing Also Requires Spells and Other things To be Unlocked and Made.

[i][u]Arcane Forge Formulas:
[/u][/i][b]-Arrows-[/b]
[b]Shock Arrow = [/b]Shock Rune + Iron Arrow 
[b]Fire Arrow = [/b]Fire Rune + Iron Arrow 
[b]Frost Arrow = [/b]Frost Rune + Iron Arrow 
[b]Light Arrow[/b] [b]=[/b] Magelight + Iron Arrow 

[b]-Accessories-[/b]
[b]Merlins Gift (level 2) = [/b]3 x Merlins Gift + Arcane Blacksmith (Perk) 

[b]Dragonic Regeneration (level 2) = [/b]3 x Dragonic Regeneration + Arcane Blacksmith (Perk) [b] [/b]

[b]-Weapons-[/b]
[b]Hellfire Greatsword = [/b]Fire Rune + Fire Salts + Ruby + Iron Greatsword [b]
[/b]
[b]Rapidfire Frost Bow = [/b]Frost Rune + Frost Salts + Sapphire + Imperial Bow [b]
[/b]
[b]-Books-[/b]
[b]Summon Weapon Master Book (Spell Book) = [/b]Fire Arrow + Frost Arrow + Lightning Arrow + Merlins Gift + Dragonic Regenaration + Titan Club + Extinction Cloak

[b]-Armor/Shields-[/b]
[b]Shield Of The Just =[/b] 1 x Lightning Soul Gem + 1 x Fire Soul Gem + 1 x Arctic Soul Gem + 1 x Ebony Ingot + 2 x Silver Ingot + 2 Leather Straps + Extinction Cloak Spell + Arcane Forging

[b][i]Current Arcane Formulas:[/i][/b] [b]well over 10, They will unlock as the needs are met or are close[/b][/color]




[size=5][color=#0000ff]***********************************************************[/color]
[/size]Note:
Some Items Are More Useful When Being Used By Followers.
eg give dragon emperor ring and amulet plus Kensei or Siegfried blades to a follower and see the effect

[size=5][color=#0000ff]***********************************************************[/color]
[/size]

ALL ITEMS HAVE BEEN TESTED MANY TIMES AND WORK CTD WAS 1% ON EVERY TEST BUT SOME OF YOUR MODS MAY CHANGE THIS.

NO DLC NEEDED EXCEPT FOR THE UPDATE.

Skyrim Script Compiler Pro Final

$
0
0
[b][size=6][center]Skyrim Script Compiler Pro Final

[img]https://www.lujosoft.net/_images/SkyrimScriptCompilerProFinal/1.jpg[/img][/center][/size][/b]


[b][color=cyan][size=4][u]Description:[/u][/size][/color][/b]

 Skyrim Script Editor is a tool to replace the Creation Kit's default script editor. It provides the same functionality, as well as dozens of other features - some the same as other script editors, like Sublime Papyrus, and many unique to SSE. (You may find a list of all the included features below.) SSE is my way of giving back to the wonderful modding community.

 This is a tool strictly for Skyrim modders, not mod users. If you don't understand it or the code being used, then this tool is not for you. It is used for the practice of Skyrim scripting.

 After five years of updates and adding new tools to this program, also we can't forget to mention all the sleepless night trying to find bugs that always crawling away. ;)) In this version they are so many new feature and upgrade in it to make it the best papyrus script editor.

 What is new in this release is a re thinking of the core and I think I got most of these bugs out. It's now compatible with Skyrim VR I think didn't try it and will be waiting for reply from the users. Also the settings are easier to use, almost recreate an application for the settings only. Added a function that will help me more for finding the errors, I get in average 1 error report every other month. So for me it's hard to see if it's an error cause on the client side or mine, now there is a check box checked by default to send me silently does important errors report and that will make a big difference. New is an auto settings backup, save settings and restore settings.

Hope you enjoy it :)


[color=#00ffff][size=4][b][u]Future Plans:
[/u][/b][/size][/color]
     None! :) I can't say that and will see with the requests and errors reports, where it will go in another five years.


[color=#00ffff][size=4][b][u]Features:[/u][/b][/size][/color]
[list]
[*]Edit existing script.
[*]Create new script from within the editor.
[*]Quick compile with Ctrl+S.
[*]Compilation error/success window.
[*]Filter for opening script with options of "Starts with" and "Contains".
[*]Auto complete (SKSE support as well).
[*]Syntax highlighting.
[*]Customization of highlighting colors from within the editor.
[*]Clean, professional look.
[*]Extreme customization of all features.
[*]Easy to use.
[*] Resizeable/minimizable code and compilation result windows.
[*]Highlighting of words that are the same as selected.
[*]File Diff tool to show differences between two scripts.
[*]Bookmarking line feature.
[*]Mark line as green/yellow/red.
[*]Comment out current line feature.
[*]Line cloning.
[*]Column selecting.
[*]Custom auto completes.
[*] "Draft" save (save without compiling).
[*]Code folding.
[*]Macro recording.
[*]Line numbers (toggle able).
[*]Export to "rtf" or "html" an "UTF16 LE". [color=#00FF00]* New[/color]
[*]Various hot-keys for functions, like Go To Line, Replace, and many more.
[*]Auto update feature or update from within editor. [color=#00FF00]* New[/color]
[*]Online help and support.
[*]Tab functionality, including tab all selected lines.
[*]Copy and paste functionality.
[*]Spell check on commented out areas and strings.
[*]Multiple tabs "files".
[*]Drag tabs.
[*]Drag and drop files directly in the editor.
[*]Open recent.
[*]Open last session.
[*]Auto open last file at start-up.
[*]Custom tab style.
[*]Syntax highlighting color preset "theme".
[*]Spelling check as now four styles to choose from.
[*]Customizable spelling color.
[*]Auto indent.
[*]Definition to event and function words in the editor when mouse over.
[*]Definition to event and function words in the Auto complete menu when selected.
[*]Renaming of script.
[*]Able now to create project and copy all the psc and pex to a project name folder.
[*]Color themes to main application, you can change the frame color from many color choice.
[*]Print capabilities. [color=#00FF00]* New[/color]
[*]Set selected as read only. [color=#00FF00]* New[/color]
[*]Set selected as writable. [color=#00FF00]* New[/color]
[*]Auto find path with Skyrim VR capabilities . [color=#00FF00]* New[/color]
[*]Manual Skyrim VR Path. [color=#00FF00]* New[/color]
[*]Move "Source\Scripts" to "scripts\source". [color=#00FF00]* New[/color]
[*]Backup application settings. [color=#00FF00]* New[/color]
[*]Restore application settings. [color=#00FF00]* New[/color]
[*]Reset application settings to default. [color=#00FF00]* New[/color]
[*]Auto backup application settings. [color=#00FF00]* New[/color]
[*]New settings form easier to use. [color=#00FF00]* New[/color]
[*]Auto Send Errors Report To LuJoSoft. [color=#00FF00]* New[/color]
[*]Yandex Translation. Translate select words or phrase. [color=#00FF00]* New[/color]
[*]Online search for select Papyrus Reference. [color=#00FF00]* New[/color]
[*]And much more, don't have enough paper to write them all :)
[*]Something new everyday!!!
[*]Ask and you will get it.
[/list]


[color=#00ffff][size=4][b][u]Compatibility:[/u][/b][/size][/color]

[list=1]
[*]Skyrim
[*]Skyrim SE
[*]Skyrim VR 99% sure
[/list]

[u][color=#00ffff][size=4][b]System requirement[/b][/size][/color][b]:[/b][/u]

[list]
[*].Net framework 4.7.2 [i][color=#00ff00]If you don't have it install the installer will do it[/color][/i]
[/list]

[u][color=#00ffff][size=4][b]Installation[/b][/size][/color][b]:[/b][/u]

[list=1]
[*]Download
[*]Double click "SkyrimScriptCompilerProFinal_SetUp.exe"
[*]Enjoy :)
[/list]

[b][size=4][center][url=https://www.nexusmods.com/users/2462747?tab=user+files]View my other mods[/url][/center][/size][/b]

Hobo's Characters (Karita Ylva and Mira Maija)

$
0
0
[center][/center][center][size=6]Location: In [url=https://elderscrolls.fandom.com/wiki/The_Drunken_Huntsman]The Drunken Huntsman[/url][/size]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/22731][size=5]SE Version[/size][/url]
[size=6]--(WIP)--[/size]
[size=5]

We have added a way for you to change their skins! Just replace the new skin files in data\textures\actors\character\Shared (Textures)\Face & Body. [color=#ff0000][u]Make sure they have the same name as the file you are replacing[/u]!

[u][b]Warning! [/b]Changing their skin will result in different looks![/u][/color]


Also, I know Mira can't follow you yet we are working on something special for her.

Feedback: is greatly appreciated :) If you want or need to get in contact with me just message me![/size][/center]

Minel and Ranel Redguard twins - cowgirls nymphs

$
0
0
[size=4]=========Foreword========[/size]
[size=4]Notify me of any bugs![/size]

[size=4]Also, if you are looking for similar content, I have created topics with links to similar followers on the Nexus and Loverslab forums.[/size]

[size=4]Nexus mods: [/size][url=https://forums.nexusmods.com/index.php?/topic/7063006-skyrim-busty-follower-list/]https://forums.nexusmods.com/index.php?/topic/7063006-skyrim-busty-follower-list/[/url]

[size=4]Loverslab(warning 18+): [/size][url=https://www.loverslab.com/topic/109157-busty-followers-list/]https://www.loverslab.com/topic/109157-busty-followers-list/
[/url]

[size=5]Write to me whether you want me to make similar companions in the future.[/size]
[size=4]========================[/size]

[size=4]This mod adds in yor game the Redguard nymphs twins Minel And Ranel.[/size]

[size=5]REQUIREMENTS:
[url=https://www.nexusmods.com/skyrim/mods/53996]HDT Physics Extensions[/url]
[url=https://www.nexusmods.com/skyrim/mods/26800]XP32 Maximum Skeleton - XPMS[/url]
[/size]

[size=5]Little story:[/size]
[size=4]They are nymphs and were created by an infamous magician, however, for an unknown reason, devoid of magical powers characteristic of the nymphs, he abandoned them after which they began to travel. In traveling, they learned to fight with cold weapons and got a pair of elven gizmos. And now arrived in Skyrim where you have the opportunity to take them to your service[/size]


[size=5]Location:[/size]
[size=4]You can find them in the Night Gate Inn[/size]


[size=5]Features:[/size]
The nature of these sisters is peculiar to the nymphs, they are not restrained and at a reasonable limit cheeky, they will close their eyes to any of your offenses, they are ready to rush into battle even though they are not intended for this, but very quickly become attached to people and can serve as your guard and your nurse.

[size=4]========Weapon=========[/size]
Minel: elven sword

Ranel: elven war axe




[size=5]Credits:
[/size][url=https://www.nexusmods.com/skyrim/mods/2666]Caliente's Beautiful Bodies Edition -CBBE-[/url] by Caliente Ousnius and Jeir
[url=https://www.nexusmods.com/skyrim/mods/49015]BodySlide and Outfit Studio[/url] by Ousnius and Caliente
[url=https://www.nexusmods.com/skyrim/mods/29624]Racemenu[/url]  by Expired
[url=https://www.nexusmods.com/skyrim/mods/72825]Maevan2's eye brows[/url] by Maevan2
[url=https://www.nexusmods.com/skyrim/mods/60111]Cherry's Eyes  byCherryMods
[/url][url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos - Renewal[/url] by Kalilies Stealthic Khaos and Shock
[url=https://www.nexusmods.com/skyrim/mods/53996]HDT Physics Extensions[/url] by HydrogensaysHDT
[url=https://www.nexusmods.com/skyrim/mods/26800]XP32 Maximum Skeleton - XPMS[/url] by Groovtama
[url=https://www.nexusmods.com/skyrim/mods/57198]TDN Equipable Horns[/url] by Nightshade
[url=https://www.nexusmods.com/skyrim/mods/58165]HDT Tails Wearable[/url] by deadzone45
[url=http://mitakusaner.blog.fc2.com/blog-entry-1639.html]Lingling Dress  by Sorceress99
[/url][url=https://www.nexusmods.com/skyrim/mods/51602]Fair Skin Complexion by HHaley
[/url][url=https://www.nexusmods.com/skyrim/mods/15438]Kawaii Face Presets[/url] by Ghost
[url=https://www.nexusmods.com/skyrim/mods/14569]univision Face[/url] by gutris1



============================
[size=6]All the bugs of disrupting the game and displaying followers have been eliminated.[/size]

Nordic Wolf ENB

$
0
0
[b][font=Georgia][size=4][b][font=Georgia][size=4]BASIC INSTALLATION[/size][/font][/b]

[img]https://live.staticflickr.com/65535/47641934041_b03f459f07_o.jpg[/img][/size][/font][/b]
 
Required programs and mods
 
ENB 0.377 (and above) [url=http://enbdev.com/download_mod_tesskyrim.html]Link[/url]
Install the files d3d9.dll and enbhost.exe from the directory Wrapper into the main directory of Skyrim.
Then install my mod into the main directory of Skyrim in addition.
 
[i][url=https://www.nexusmods.com/skyrim/mods/74427]Her[/url]e you will find a great tutorial from Sthaagg for general installation with many performance improvements.[/i]
 
For ENBSeries to work properly the following values must be set to 1 in SkyrimPrefs.ini:

bFloatPointRenderTarget=1
bTreesReceiveShadows=1
bDrawLandShadows=1
bShadowsOnGrass=1
bDeferredShadows=1

fGamma=1.0000
 
The preset has been changed for Enhanced Lights on FX and Climate ofTamriel. There fore I recommend to install both mods. I don't know how the
tweaks affect a pure vanilla set.
 
 
IMPORTANT:
Install the [url=http://enbseries.enbdev.com/forum/viewtopic.php?f=6&t=1499]Particle Patch All in one[/url] from Mindflux. Note the recommended loading order!

For the new effects in the ENB from version 0.366 this is very important because otherwise there can be bugs in the visualization.
[i]
Light in Dungeons.[/i]
In my opinion you must use a light source to explore dungeons.

[font=Georgia][size=4][b]ADVANCED INSTALLATION[/b][/size][/font] (Recommended Mods)

[img]https://live.staticflickr.com/65535/47589186492_eb497a7483.jpg[/img]   [img]https://live.staticflickr.com/65535/47641933721_84e159c920.jpg[/img]


Part 1 - Basic Textures
1.   [url=https://www.nexusmods.com/skyrim/mods/14227]Ruins Clutter Improved[/url]
2.   [url=https://www.nexusmods.com/skyrim/mods/28642]Ultimate Fire HD[/url]
3.   [url=https://www.nexusmods.com/skyrim/mods/8655]Static Mesh Improvement Mod - SMIM[/url]
4.   [url=https://www.nexusmods.com/skyrim/mods/45807]Noble Skyrim HD[/url]
5.   [url=https://www.nexusmods.com/skyrim/mods/27043]Enhanced Lights and FX[/url] (Interior, Enhancer)
6.   [url=https://www.nexusmods.com/skyrim/mods/49344]Vivid Landscapes - All in One[/url]
7.   [url=https://www.nexusmods.com/skyrim/mods/93053]Rudy HQ Nordic Ruins[/url]
8.   [url=https://www.nexusmods.com/skyrim/mods/55518]Real Roads[/url]
9.   [url=https://www.nexusmods.com/skyrim/mods/76086]Enhanced Vanilla Trees[/url]
10.  [url=https://www.nexusmods.com/skyrim/mods/60220]Verdant - A Skyrim Grass Plugin[/url]
11.  [url=https://www.nexusmods.com/skyrim/mods/41076/?]Realistic Water 2[/url]
12.  [url=https://www.nexusmods.com/skyrim/mods/17802]Climate of Tamriel[/url]
13.  [url=https://www.nexusmods.com/skyrim/mods/88676]Obsidian Mountain Fogs For Legendary Edition[/url]
 
Part 2 - Skins
1.   [url=https://www.nexusmods.com/skyrim/mods/72586]Pride of Valhalla - Super HD Skin Set[/url]
2.    [url=https://www.nexusmods.com/skyrim/mods/2488]Better Males[/url]
 
Part 3 – LOD
1.    [url=https://www.nexusmods.com/skyrim/mods/59721]Dynamic Distant Objects LOD- DynDOLOD[/url]
 

[i][b]Support[/b][/i]

A support becomes a bit tricky. i have no idea about programming ([b]i am a total amateur[/b]) the fx files and put everything together in detail. So it seems to be better to get help from the true professionals on Boris Vorontsov's site in the many forums. Nevertheless I try to answer every question with my little knowledge. Since I am in a full time job and have little time this can take some time.
 
[i][b]Credits [/b][/i]
 
enbseries by Boris Vorontsov
 
BloomShader for ENB by soulwynd
·        [url=https://www.nexusmods.com/skyrim/mods/48916]Tweakable Bloom shader for ENB[/url]
 
AdvancedDepth of Field 3.0 DX9
·        [url=https://www.nexusmods.com/skyrim/mods/89671]McFly's Depth of Field for ENB - Skyrim LE(DX9)[/url]
·        (Copyright(c) 2008-2018 Marty McFly / Pascal Gilcher)
 
enbeffect.fxfile
·        GUI Elements and Basic Structure from Rudy102’s enbeffect file
·        [HLSL CODE] 3D LUT by Kingeric1992
·        Dithering by Kingeric1992
·        SPELL EFFECTS by Mangaclub
 
3D Filmic LUTs by Kermles
 
Sunsprite (enbsunsprite.fx) by Kingeric1992
 
[url=https://www.nexusmods.com/skyrim/mods/61405]Sunsprite Ressources by Veeblix andKingeric1992[/url]
 
ULTIMATESHADER ADDON for ENB 1.1
·        Based on Post-Process Effects Addon for ENB by ZeroKing
·        Initial D-N-I separation code and GUI implementation by --JawZ--
·        Kinematic Filter code (formerly known as Old Black-White TV Filter) originally by Boris Vorontsov
·        Kinematic Filter code tweaked by Trillville, Midhras, Kyokushinoyama, Insomnia
·        Luma Sharpen code by CeeJay.dk, ported from SweetFX by ZeroKing, tweaked by prod80
·        Blur, Sharpening, Color Shift, Vignette code by Boris Vorontsov
·        Contrastand Vibrance code by CeeJay.dk, ported from SweetFX by ZeroKing
·        Noise code by MTichenor/IndigoNeko
·        Dithering, Border, Splitscreen code by CeeJay.dk, ported from SweetFX by Marty McFly
·        Letterbox code by Matso
·        Combined, edited, tweaked and arranged by Miratheus
 
Enbhelper by Alexander Blade
 
SMAA Files by Jorge Jimenez, Jose I. Echevarria, Belen Masia, Fernando Navarro, Diego Gutierrez.
 
 
All Authors for their great work
 
·        Boris Vorontsov
·        Soulwynd
·        Marty McFly
·        Rudy102
·        Kingeric1992
·        Mangaclub
·        Kermles
·        Veeblix
·        ZeroKing
·        JawZ
·        Trillville
·        Alexander Blade
·        Midhras
·        Kyokushinoyama
·        Insomnia
·        prod80
·        CeeJay.dk
·        MTichenor
·        IndigoNeko
·        Matso
·        Miratheus
·        Jorge Jimenez
·        Jose I. Echevarria
·        Belen Masia
·        Fernando Navarro
·        Diego Gutierrez
 
If Ihave forgotten someone I will add immediately and gladly.

and as usual...

[size=3]Coffee - a lot of coffee
[/size][size=3]DeepL Translator - my english is ...

[b][center]and an endlessly patient wife ![/center][/b][/size]
Viewing all 47440 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>