Quantcast
Channel: Files updated on Skyrim Nexus today
Viewing all 47436 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]

Recover Dracula's Stolen Artifacts

$
0
0
[color=#f4cccc][size=5]This little adventure will lead you to some dangerous places.[/size][/color]

Dracula's Treasures have been stolen from The Count's Castle while under the watchful eye of Vlid the Sentinel, a master vampire. He was tasked with guarding the ancient artifacts from the legendary Family.

His efforts to retrieve them will be tireless. He has sent out a detachment to find the thief and locate the valuable artifacts. Along the way, you stumble across a note pinned to a road sign, after reading it, you decide to take on the task of finding these priceless artifacts for your own use.

This will be an arduous task, you will have to find a way to retrieve any information from The Count's associates in order to locate the thief. The thief is in hiding somewhere in Skyrim, but your only clue will be from information obtained from the associates. The mercenaries are the best of the best, so you will be in for one hell of a fight.

You must find the thief, retrieve any information about the whereabouts of the ancient artifacts. The artifacts from The Count are beyond value and so very powerful as to create a dire event upon all in Skyrim. They fear these items to the extent that they have been locked away in a vault for many centuries. If they fell into the hands of an unscrupulous being, the world could cease to exist.

NOTE: This is not an actual quest, but more of an adventure. The items in the chest will appear once you have found it and un-locked it. There are 3 chests containing the weapons and armor. Along with these items there will be some nice potions to help in the meantime.

I would appreciate any constructive comment you may have in order to improve the mod.
Please don't hesitate to tell me of any improvements you'd like to see.



[size=4]Join me on Discord for My Mods and stuff: https://discord.gg/EfMZECu[/size]

OR

[size=4]Join me on Discord for Fallout 76 stuff: https://discord.gg/gYD9g[/size]

Skyrim Exterior Fixes - Polish Translation

$
0
0
[size=3]Opis:
Tłumaczenie modyfikacji Skyrim Exterior Fixes. Jest to zbiór poprawek dla nieprawidłowo umieszczonych obiektów świata (latające obiekty, dziury w krajobrazie, brakujące źródła światła i więcej).

[/size][font=Comic Sans MS][size=3]Wymagania:
[url=https://www.nexusmods.com/skyrim/mods/98103]Skyrim Exterior Fixes[/url]
[url=https://store.steampowered.com/app/226880/The_Elder_Scrolls_V_Skyrim__Dragonborn/]Dragonborn[/url]
[url=https://store.steampowered.com/app/211720/The_Elder_Scrolls_V_Skyrim__Dawnguard/]Dawnguard[/url]
[url=https://store.steampowered.com/app/220760/The_Elder_Scrolls_V_Skyrim__Hearthfire/]Hearthfire[/url]
[url=https://www.nexusmods.com/skyrim/mods/71214]Unofficial Skyrim Legendary Edition Patch[/url]

[/size][/font][size=3][font=Comic Sans MS]Instalacja:[/font]
Wystarczy umieścić plik .esp do folderu Skyrim / Data i podmienić.
Możliwa jest też instalacja tłumaczenia poprzez [url=https://www.nexusmods.com/skyrim/mods/modmanager/]Nexus Mod Manager[/url].

[/size][img]https://i.imgur.com/3qq17HC.png[/img]

[size=3]Odinstalowanie:
Usuń plik .esp z folderu Skyrim / Data.

Autor modyfikacji - [url=https://www.nexusmods.com/skyrim/users/59086436]lilebonymace[/url]
Autor tłumaczenia - [url=http://www.nexusmods.com/skyrim/users/16395054/]CARANDIRU123[/url][/size]

Eztly's Common Bolt

$
0
0
Just simple retexture of steel bolt. It not integrated into game - it modder resource.

You can free use in your mods, just make a credit ^w^

Drakul Armor Recolour

$
0
0
ATTENTION, THIS IS ONLY A RECOLOURING OF A EXISTING MOD!

---------------------------------------------------------------------------------------------------
INSTALLATION:

FIRST STEP -->
[list][*][size=3]Download the original Mod:[/size][/*]
[*][size=3][url=http://www.nexusmods.com/skyrim/mods/31229/?]Medusa Drakul armors and Thanatos dragon (Mod Author:Satyr/Zerofrost)[/url][/size][/*]
[*][size=3]--OPTIONAL FOR GLOWING EYES!!!---[/size][/*]
[*][size=3][url=http://www.nexusmods.com/skyrim/mods/18077/?]Mod Name : Prisoner Of The Horned Helm - a Death Dealer story by Painkiller_Rider - Death Dealer Miguel version -[/url][/size][/*]
[*][size=3]Use the console help for search the Death Dealer eyes[/size][/*]
[*][size=3] OPTIONAL FOR FIRESKULL!!![/size][/*]
[*][size=3]Ghost Rider by Newermind43[/size][/*] ORIGINAL LINK IS DOWN! Added the File-Section here at downloads!!! 2020_02_04!!! thx to DecodedPlaymaker for the info!
[*][size=3]Use the console help for search the Death Dealer eyes or the Fire Skull![/size][/*]
[/list]
SECOND STEP  -->
[list][*][size=3]Nexus Mod Manager[/size][/*]
[/list]
---------------------------------------------------------------------------------------------------


BIG THANKS go to Modauthor "Zerofrost" for his friendly permission to recolur his wonderful mod...
    >>To all my buddies on NEXUS and FLICKR
    for their great showcases and support<<
    >>Specially to "mon ami: TURBOSCALPEUR" for sharing his ideas and great locations
    to make wonderful captures (Partners in CROM!)<<
    And at least to all the nice folks i have met here, you were
    all always very inspiring to me. THANKS, folks!


==================================================================================================
*Term of Use

I don't want any part of this mod being modified and/or used
in other mods and games without my consent.
==================================================================================================

CYA,
KnErBSE73


BIG THX to hodilton for the video!!!
[url=http://www.nexusmods.com/skyrim/users/2388835/?/]hodilton NEXUS[/url]
[url=https://www.youtube.com/channel/UCoEjvAplB6GaVJjCAwx3fJA/]hodilton YOUTUBE[/url]
[youtube]HskqvGPhvZc[/youtube]

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][color=#00FF00][/color]
[*][color=#00FF00][color=#ffffff]Possibility to decompile Pex file.[/color][/color] [color=#00FF00]* New[/color]
[*][color=#00FF00][color=#ffffff]Full list of all Papyrus functions, that can be added to the editor by double click. [/color][/color][color=#00FF00][color=#ffffff][color=#00FF00]* New[/color][/color][/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]

Dads FlintEdge Wood cutting axe

$
0
0
A Woodcutters Axe with realistic weight but has the damage and stats of the Skyforge Steel War Axe.Can Be crafted from a forge, also can be upgraded and enchanted.
My dad wanted this axe so i made it for him the way he wanted it.

Zaitama Skimpy CBBE Repackage

$
0
0
[left][/left][center]This is a HDT CBBE  conversion of Zaitama's original [url=https://www.nexusmods.com/skyrim/mods/101175?tab=files&BH=0]mod[/url]
[b]
Changes include:[/b]
Shrouded Armor White being added as its own set
Conversion to CBBE
Oily bodies added
All outfits fully zapped[list]
[/list]


[b][size=3][size=4]Requirements:
=====================[/size][/size][/b]
Calientes CBBE body mod installed and running in your game with compatible textures
  
BODYSLIDE/OUTFIT STUDIO   

HDT    CBBE w/Compatible Textures



[size=4][b]Installation:
======================[/b][/size]

[b]Install archive Manually or with Mod Manager[/b]

[b][size=3][size=4]Usage:
======================[/size][/size]

BUILD ARMOR IN BODYSLIDE FIRST[/b]
[b]IN ORDER OF THE ARMOR DISPLAYED IN THE TOP IMAGE:
USE ADD ITEM MENU SEARCHING "OLD PERVS" [/b]
[b]USE ADD ITEM MENU SEARCHING "SHROUDED WEEB" [/b]
[b]USE ADD ITEM MENU SEARCHING "AHZIGAL" [/b]
[b]  USE ADD ITEM MENU SEARCHING "SHROUDED OTAKU" [/b]
[b]USE ADD ITEM MENU SEARCHING "WHOREBRAND" [/b] [/center] [center]                  
Mods in Image:

[size=3]-[url=https://www.nexusmods.com/skyrim/mods/89635?tab=images]Botox for Skyrim[/url]
-Leyenda's Skin Textures (Customized)
-Hearthfire Dungeon (PHAE)[url=https://www.nexusmods.com/skyrim/mods/100982]
[/url]-[url=https://www.nexusmods.com/skyrim/mods/101117]NIND's Goddess Body Preset[/url]
-[url=https://www.nexusmods.com/skyrim/mods/68567/?tab=description]Ahsoka Preset[/url][/size][/center]

Red Halter CBBE Remake

$
0
0
[center] [size=4][b]Description:
======================[/b][/size]
[url=https://static.loverslab.com/uploads/monthly_2020_02/ezgif-3-43d8cddcafc8.gif.ab1d78e1ed796a664e9305353f19cfc5.gif][img]https://static.loverslab.com/uploads/monthly_2020_02/ezgif-3-43d8cddcafc8.gif.ab1d78e1ed796a664e9305353f19cfc5.gif[/img][/url]

This is a HDT CBBE  conversion of the original mod by doublezero


 
[b]Changes include:
[/b]
Second set of armor changed to transparent set with optional miniskirt and underwear
Conversion to CBBE
Oily body added
All outfits fully zapped
[list]
[/list]


[b][size=3][size=4]Requirements:
=====================[/size][/size][/b]
Calientes CBBE body mod installed and running in your game with compatible textures
  
BODYSLIDE/OUTFIT STUDIO   

HDT    CBBE w/Compatible Textures



[size=4][b]Installation:
======================[/b][/size]

[b]Install archive Manually or with Mod Manager[/b]

[b][size=3][size=4]Usage:
======================[/size][/size]

BUILD ARMOR IN BODYSLIDE FIRST[/b]
[b]IN ORDER OF THE ARMOR DISPLAYED IN THE TOP IMAGE:
USE ADD ITEM MENU SEARCHING "Red halter" [/b]


[b][size=3][size=4][/size][/size][/b][/center][center][b][size=3][size=4]Gifs:
[/size][/size][/b][url=https://static.loverslab.com/uploads/monthly_2020_02/ezgif-3-af7d222610e1.gif.feacc2949c08f06e3d83767b25e97545.gif][img]https://static.loverslab.com/uploads/monthly_2020_02/ezgif-3-af7d222610e1.gif.feacc2949c08f06e3d83767b25e97545.gif[/img][/url][url=https://static.loverslab.com/uploads/monthly_2020_02/ezgif-3-d0a4f6caf5e8.gif.ad00a794a9d14d1831aa5516cc06854d.gif][img]https://static.loverslab.com/uploads/monthly_2020_02/ezgif-3-d0a4f6caf5e8.gif.ad00a794a9d14d1831aa5516cc06854d.gif[/img][/url][/center]

Aradia Latex CBBE Conversion

$
0
0
[center]​    [size=4][b][/b][/size][size=4][b]Description:
======================[/b][/size]
[url=https://static.loverslab.com/uploads/monthly_2020_02/ezgif-7-07dbc3c2aeae.gif.58437823140ef6c731cee2ac67cb0d1c.gif][img]https://static.loverslab.com/uploads/monthly_2020_02/ezgif-7-07dbc3c2aeae.gif.58437823140ef6c731cee2ac67cb0d1c.gif[/img][img width=227,height=280]https://static.loverslab.com/uploads/monthly_2020_02/ezgif-7-f7d1d333593d.gif.f2dc1a2cdca61ca2e35b0044e4b55f73.gif[/img][/url]

This is a HDT CBBE  conversion of the original mod by doublezero
 
[b]Changes include:[/b]

Conversion to CBBE

 

[b]Planned Changes:[/b]
Correction of Fishnet skin texture


 Transparent outfit options

Chest Zap Options





[b][size=3][size=4]Requirements:
=====================[/size][/size][/b]
Calientes CBBE body mod installed and running in your game with compatible textures
  
BODYSLIDE/OUTFIT STUDIO   

HDT    CBBE w/Compatible Textures



[size=4][b]Installation:
======================[/b][/size]

[b]Install archive Manually or with Mod Manager[/b]

[b][size=3][size=4]Usage:
======================[/size][/size]
BUILD ARMOR IN BODYSLIDE FIRST
[/b] [b]
   USE ADD ITEM MENU SEARCHING "Latex" [/b]  
[b][size=3][size=4]
Gifs:[/size][/size][/b]
[img]https://static.loverslab.com/uploads/monthly_2020_02/ezgif-7-862861249c64.gif.9cec32c34083a6ef0dae366e2dca4b46.gif[/img] [img width=15,height=15]data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==[/img]  
 



[/center]

Flawn's Racemenu Presets

$
0
0
[center][/center][center][size=3][color=#a4c2f4]-[/color][i][font=Verdana][color=#e69138][b]Flawn's[/b][/color][/font][/i][color=#a4c2f4][b] Racemenu Presets[/b]-[/color][/size]
[color=#a4c2f4] [/color][/center][color=#a4c2f4]
 
 
Here are some racemenu presets that I made.
 
 
 
 
 
Note:
[/color][list]
[*][color=#a4c2f4]The argonian preset 1 doesn't save the complexion, so you'll have to set it yourself.[/color]
[/list]

Arsenic Slave Outfit CBBE LE

$
0
0
[center][size=4][b]Description:
======================[/b][/size]

[img]https://static.loverslab.com/uploads/monthly_2020_02/ezgif-5-d72970df518e.gif.5eb66630c2ad7b28397350097aab0796.gif[/img]
This is a standalone HDT CBBE rendition of the original mod by Cbbeigloo. Textures and were provided by Arsenic, while the mesh was converted from the original.
A functionally nude outfit that leaves room for equipment on the upper body, head, legs and arms.
[b]
Changes include:[/b]
[list]
[*]Conversion to CBBE,Zappable Collar, plugs and Labia Chain
[*]Oily Body options added
[/list]

[b][size=3][size=4]Requirements:
=====================[/size][/size][/b]
Calientes CBBE body mod installed and running in your game with compatible textures
  
BODYSLIDE/OUTFIT STUDIO   

HDT    CBBE w/Compatible Textures


[size=4][b]Installation:
======================[/b][/size]


Install Either Through Nexus Mod Manager or Normal Extraction



[b][size=3][size=4]Usage:
======================[/size][/size]

BUILD ARMOR IN BODYSLIDE FIRST
USE ADD ITEM MENU SEARCHING "Arsenic Slave"[/b]
[b][size=3][size=4]Complementary Tail GIF:

[/size][/size][/b][img]https://static.loverslab.com/uploads/monthly_2020_02/ezgif-5-489dde8c7c9e.gif.9fe1d720e145d10f3ce39c0ee8ae92ae.gif[/img]

Mods in Image:

[size=3]-[url=https://www.nexusmods.com/skyrim/mods/89635?tab=images]Botox for Skyrim[/url]
-Leyenda's Skin Textures (Customized)
-Hearthfire Dungeon (PHAE)[url=https://www.nexusmods.com/skyrim/mods/100982]
[/url]-[url=https://www.nexusmods.com/skyrim/mods/101117]NIND's Goddess Body Preset[/url][/size][/center]

Traducao Pt-Br OBIS e OBIS Redone

$
0
0
[b][center][i][u][size=5][b]________________________________________________________________[/b]
[/size][size=5]INTRODUÇÃO
[/size][/u][/i]
OBIS:Organized Bandits In Skyrim

Este mod "na minha humilde opnião"é o melhor mod de bandidos de todos,
ele não só adiciona vários Clãs de bandidos como tambem dezenas de novos
tipos de bandidos unicos em Skyrim e mais ainda os Seus Lideres.
Você vai encontrar todas infomações sobre eles no "Livro dos Bandidos" dropado da maioria dos
bandidos que você encontra pelo caminho, como seus beneficios e fraquezas
(O livro não esta Totalmente traduzido, pq alguns tipos de bandidos ainda
não estao no mod, somente aqueles que você vai encontra que estao traduzidos).

OBIS Redone

Ele completa o OBIS adicionando novos itens de certos clãs de bandidos e outros itens colecionáveis.
(Livro do mod não traduzido ainda...)

Informações completas na pagina do Mod :)
[b]__________________________________________________________________________________________________________________
[/b]
[size=5][i][u]REQUISITOS
[/u][/i][/size]
OBIS

DLC Dawnguard e Dragonborn
[url=http://www.nexusmods.com/skyrim/mods/16225/?][u][/u][/url][i][/i][url=http://www.nexusmods.com/skyrim/mods/31264/?][i]OBIS:Organized Bandits[/i][/url]

OBIS Redone
[b]DLC Dawnguard e Dragonborn[/b]
OBIS(logico)
[u][i][/i][/u][url=http://www.nexusmods.com/skyrim/mods/52067/?][u][i]OBIS Redone[/i][/u][/url]
__________________________________________________________________________________________________________________
[size=5][u][i]INSTALAÇÃO MANUAL
[/i][/u][/size]
Extrair arquivo .ESP para a pasta "/Data" de seu Skyrim.
[size=5][u][i]INSTALAÇÃO NMM
[/i][/u][/size]
Darude - Sandstorm
[b]__________________________________________________________________________________________________________________
[/b]
[size=5][u][i]CRÉDITOS
[/i][/u][/size]
[i][u][b][/b][/u][url=https://www.nexusmods.com/skyrim/users/825237]Indigoblade[/url][/i] por criar o OBIS
[u][i][b][/b][/i][/u][i][url=https://www.nexusmods.com/skyrim/users/5630546]JobVanDam[/url] [/i]por criar o OBIS Loot
[b]Suporte [u][i]Sampaio[/i][/u][/b]
[i][u]Skyrim MODS[/u][/i] pela ótima page *-* Traduções e Divulgações de MODS
[b]__________________________________________________________________________________________________________________
[/b]
[b][b][list=1]



[size=6]ATENÇÃO:[/size]
[size=5]CASO TENHA ALGUM MOD QUE QUEIRA TRADUZIDO, DEIXE UM COMENTÁRIO NA PAGINA: [/size][url=https://www.facebook.com/Skyrimmodss/photos/a.373746939466786.1073741828.373730779468402/466433370198142/?type=1&theater][i][u][size=5]Somos Salvadores do seu Jogo Traduzido (SSJT)[/size][/u][/i][/url][size=5]![/size]
[size=5]OBRIGADO!!![/size][/list][/b][/b][/center][b][b][list=1]
[size=5][/size][/list][/b][/b][/b]

Power of Dragon Blood

$
0
0
This mod adds 1 spell, 1 greater power, 1 passive ability, 2 weapons, dragon blood, and enhanced dragon armor.

The spell is a powerful drain spell that drains all three attributes, though takes a long to charge.

The greater power in a powerful health boost and healing rate boost for a short time.

The passive ability makes you regenerate 5 health per second  and regenerate magicka and stamina 25% faster.

These can all be bought from vendors that sell spell books.

The 1st weapon is the Fang of Akatosh, a strong one-handed sword that can only be obtained through smithing it yourself, which requires Dragon Armor smithing.

The 2nd weapon is the Tongue of Akatosh, a powerful  bow that can only be obtained through smithing it yourself, which requires Dragon Armor smithing.

Dragon Blood is a powerful potion that boosts all three attributes and their regen speed and can be harvested from dead dragons. Dragon Blood is powerful and valuable, selling it is a good sorce of gold if you can find enough dragons to have an excess.

You can use this new dragon blood, as well as other materials, to enhance your dragon armor, increasing its base armor rating and giving it a strong enchantment. Dragon blood is also needed to create the Fang of Akatosh and Tongue of Akatosh.

Unofficial Skyrim Legendary Edition Patch v3.0.15 - Castellano

$
0
0
Necesitas descargar e instalar el MOD ORIGINAL:  

                               Unofficial Skyrim Legendary Edition Patch Created by Unofficial Patch Project Team and Uploaded by Arthmoor

                                                                                            Después instala esta traducción.

                                                                                Traducción de la versión 3.0.15 de Textos y Voces.

Si te gustó el mod no olvides dar ENDORSE en la página de descarga del AUTOR:  Created by Unofficial Patch Project Team and Uploaded by Arthmoor

                                                                  Recomendación para la instalación de la traducción de las voces:

Antes de instalar la traducción de las voces, recomiendo hacer una copia de seguridad de tu carpeta Voice: Data/Sound/Voice. Por si la próxima versión del  Unofficial Skyrim Legendary Edition Patch modifica estos archivos de voz, o también por si alguien publica esta traducción en archivo .bsa y quieres instalar las voces en archivo .bsa.

Sekiro Combat Mod for Skyrim - Shinobi Combat

$
0
0
[size=3]This mod was made with the idea to bring "The Clashing of Swords", which Sekiro's swordsplay tries to capture, into Skyrim. 
It is a standalone combat overhaul that adds features found in Sekiro's combat system, and tries to do so in the most minimalistic and performance-friendly way I could think of.

Since this is my very first own mod, expect it to be buggy. Also, I have zero experience about how to balance such a mod, so I'd gladly take any kind of feedback and suggestions for improvements. Just tell me if you want something changed or addded.

The mod is far from finished and will be updated regularly. I'm planning on adding more "situational" special moves, like Mikiri Counter, Jumping off enemies, Ninjutsu. Also, I'll try to make some of the Combat Arts (like Ichimonji, Dragon Flash, Ashina Cross etc.) as far as it's possible within the bounds of Skyrim's behaviour.[/size]



[size=4]
[list]
[*][size=4]Block attacks with perfect timing to "Deflect" them, negating any damage and damaging your opponent's "Posture" (posture damage can be configured). Spark/flash effects and special sound will accompany a successful Deflect, just like in Sekiro[/size]
[*][size=4]When you swing your blade to attack at the exact same time as your opponent, you will also parry their strike and the two blades will clash with each other, with the Posture of both opponents deciding who comes out on top.[/size]
[*][size=4]Break your opponents Posture with your attacks and Deflects and they will stagger, opening them up for a "Shinobi Execution", a special finisher animation that will play once you attack them in this state.[/size]
[*][size=4]All of the above applies to your enemies just the same as it goes for you! They will try to parry your attacks, reducing your posture and staggering you if it is broken through, making every clash meaningful and impactful.[/size]
[*][size=4]Because just blocking and deflecting all the time might get boring, enemies will sometimes do attacks that cannot be blocked: "Perilous Attacks", which will be telegraphed with a visual effect and sound. So you best install a Dodge mod, because getting hit by Perilous Attacks deals large amounts of damage![/size]
[*][size=4]Sneak up on enemies and attacks them from the back to trigger a "Stealth Deathblow"![/size]
[*][size=4]The Dragon's Heritage runs strong within the Dragonborn as well. Should you die in battle, you get a second chance if you choose to resurrect. However, once you've used up your Resurrection, you will need to replenish your Resurrective force, otherwise you will die the next time you're killed. Everytime you kill a living creature with Shinobi Execution, you'll absorb a part of the opponent's life force, which manifests as a "Dragonsoul Shard" (no lore to be found here, I just made that up). Only if you have accumulated at least ten such soul shards (that number can be changed), you can then use that stored excess life force to resurrect from death once.[/size]
[/list]
[/size]


[youtube]vWs4o9GiKrk[/youtube]
[size=4]Thanks to [url=https://www.nexusmods.com/skyrim/users/3329368]Tyroine[/url] for making this awesome video! (The place seen there is NOT part of this mod though, it's a mod called World of Rudra. The same goes for the outfits in the demo videos made by me. This here is just a COMBAT mod!)

[youtube]vTe3_BqNyRM[/youtube]
[youtube]H6FSoSP1PBg[/youtube]

[/size][quote][size=4]A huge Thank You goes to [url=https://www.nexusmods.com/skyrim/users/5493833]LertKrush[/url], author of [url=https://www.nexusmods.com/skyrim/mods/101125]Sekiro Combat[/url] for SE & LE, who offered me to use his hand-made deflect visual effects in this mod! (Previously I was using the vanilla sparks model)
Basically, this means that from version 1.2.0 on both our mods will [i]LOOK [/i]exactly the same when it comes to parrying (Edit: I've added my original spark effects again. You'll now have both flashes and sparks!). But they are still different:
His mod is a modification and extension of [url=https://www.nexusmods.com/skyrim/mods/36006]Ultimate Combat[/url], which changes its "timed blocking" feature to resemble Sekiro's Deflect. That means you'll get all the great combat changes UC does together with his mod. 
[/size][size=4]My mod on the other hand is standalone, and adds a few more Sekiro-specific features like Shinobi Executions, Perilous Attack and Resurrection mechanic (and will be steadily expanded in the future).
[/size][/quote]

[b]
[size=5]UPDATES:[/size][/b][size=4]

[/size][*][size=4]1.2.7: Fixed conflict with magic casting that some people were having. Timed blocking now only works if you have either a melee weapon or a shield equipped. You can also parry with left-hand weapons now[/size]
[*][size=4]more sparks on deflect, less sparks on normal block now so the two can be distinguished more easily[/size]
[*][size=4]The kanji that is displayed on Perilous attacks now says "danger" correctly, before it was actually the "You Died" kanji but I guess few people noticed[/size]
[*][size=4]red glow effect removed from posture-broken targets[/size]
[*][size=4]1.2.6: Added some (experimental) game settings changes related to NPC combat AI. Mainly, NPCs will now block your attacks more often and quicker, enabling you to break their posture with your attacks but also triggering the deflect mechanic for them more often. They also should attack slightly more often while you're blocking, in turn trying to reduce your posture. Power attack (Perilous attack) frequency is reduced by 10%. Stamina recovery is now delayed for a few moments after receiving posture damage, just like it is in Sekiro. The effectiveness of blocking with weapons is increased in comparison to shields. If you don't want these changes, you can disable them with "set sekiro_numeric_changes to 0", and then restart the mod by casting the "Shinobi Combat" lesser power (that you'll find in your magic menu) twice.[/size]
[*][size=4]1.2.4 & 1.2.5: finally found a fix to the dying on shinobi execution bug! The only solution I got is "toggle immortal mode" (tim). Unfortunately there's no way to trigger this with papyrus, so I have to resort to [url=https://www.nexusmods.com/skyrim/mods/66257]ConsoleUtil[/url] to send the command directly to console from the script. Please make sure you have it installed if you experience the dying bug![/size]
[*][size=4]1.2.3: READ THE README FILE INCLUDED IN THE MOD FOLDER! Nearly everything is customizable now, you can turn all features on or off by just editing a single number in that file, and then typing "bat sekiro_readme" in the console in game!! [/size]
[*][size=4]Shinobi Deathblow does not outright kill anymore, instead it now deals percentage health damage based on the level difference between player and enemy. This makes it so that stronger opponents act kind of like Sekiro's minibosses, where you have to deal multiple deathblows to kill them[/size]
[*][size=4]Posture damage now isn't a flat amount anymore, but takes into account the attacker's power and target's block skill[/size]
[*][size=4]workaround for the dying on Shinobi Execution bug. After extensive testing, I didn't encounter this bug anymore, if it still does for you, tell me, it's because one of the scripts is too slow in you setup[/size]
[*][size=4]1.2.1: I am an idiot and had forgotten to include a texture from Sekiro Combat. So, unless you had also installed and loaded that mod, you won't have seen the new sparks in their full glory. Also, death & resurrection animations should now play correctly.[/size]
[*][size=4]1.2.0: Added Sekiro's resurrection system. This finally gives some meaning to Shinobi executions! See Features below for more details[/size]
[*][size=4]Thanks to the beautiful deflect flash effects made by [url=https://www.nexusmods.com/skyrim/users/5493833?tab=user+files&BH=0]LertKrush[/url] in his own mod [url=https://www.nexusmods.com/skyrim/mods/101125]Sekiro Combat[/url], which he provided to be included here, this new version of the mod will from now on look 10 times more stylish than before![/size]
[*][size=4]1.1.1: Added a readme file that doubles as a menu to adjust all settings. [/size]
[*][size=4]Shinobi execution should work on creatures now, if it doesn't you can change it from doing the special animation to just increased damage normal attacks.[/size]
[*][size=4]The sparks now fly into the proper direction[/size]
[*][size=4]1.1.0: most of the problems users reported (shinobi execution not triggering, permanent damage immunity) seemed to come from one essential script being too slow. I streamlined that one and transferred some of its work to others, so I hope these problems are solved now. Sorry for the inconvenience![/size]
[*][size=4]1.0.4: Added notifications on the top left of the screen, each time you hit an enemy, it will display their current Posture.[/size]
[*][size=4]1.0.3: Arrows will now bounce off the blade  as intended when blocked or deflected, instead of still impaling the character. Blocking them now consumes Posture, Deflecting does not[/size]
[*][size=4]Added a "killcam" effect where the camera focuses onto the enemy during Shinobi Execution. If you don't want this or if your camera somehow gets stuck, "set sekiro_killcam to 0" in console[/size]
[*][size=4]1.0.2: You can now change the Perilous Attack alert. Type "set sekiro_peril to 0" in the console to turn it off completely, or "set sekiro_peril to 1" for just the Kanji and sound without the slowdown effect. Default is 2 for both. (If you want the slowdown but no Kanji, move/rename/delete sekirolike_perilous.pex from the scripts folder)[/size]
[*][size=4]1.0.1: Added a Lesser Power on startup that activates / deactivates the mod. Can be used to restart if it isn't working. I'd recommend deactivating before you uninstall the mod[/size]
[quote]


[size=5][b]BUGS & FIXES[/b][/size]

[size=4][b]BUG: My character dies after doing Shinobi Executions and Stealth assassinations, what the heck?![/b][/size]
[size=4][b]FIX:[/b] Make sure you're using version 1.2.5 or greater AND have [url=https://www.nexusmods.com/skyrim/mods/66257]ConsoleUtil[/url] installed![/size]

[size=4][b]BUG: Shinobi executions / assassinations do not work at all![/b][/size]
[size=4][b]FIX:[/b] Check that "sekiro_killmoves" is set to 2 in the console (see README file). Check if you have any mods installed that change something about killmoves, other than [url=https://www.nexusmods.com/skyrim/mods/56980/]VioLens[/url], and try putting Sekiro-like.esp below them in your load order, or disabling them.[/size]

[size=4][b]BUG: I don't see any vanilla Killmoves anymore while using this mod.[/b][/size]
[size=4][b]FIX:[/b] Install [url=https://www.nexusmods.com/skyrim/mods/56980/]VioLens[/url] and put its esp file BELOW this mod in your load order. Like this:[/size]
[size=4]sekiro-like.esp
 VioLens.esp
[/size]
[size=4][b]BUG: I get lag spikes whenever I get hit or hit someone.[/b][/size]
[size=4][b]FIX:[/b] Try to reduce the script load of your setup by disabling script-heavy mods. Start by checking if there are other combat mods that do things this mod does as well, and disable the feature either there or in this mod (read the README file to see how). Examples of mods you shouldn't use together with mine, as they do the same in slightly different ways: [url=https://www.nexusmods.com/skyrim/mods/71666]Weapon Parry Standalone[/url] or [url=https://www.nexusmods.com/skyrim/mods/62856]Action Combat[/url], [url=https://www.nexusmods.com/skyrim/mods/97783]Arrow Block[/url], [url=https://www.nexusmods.com/skyrim/mods/36006]Ultimate Combat's[/url] Timed Blocking, Poise & stagger mechanic, [url=https://www.nexusmods.com/skyrim/mods/49294]Death Souls[/url]. If you do want to use any of these mods, just disable the feature in my mod that does the same (see README file)[/size]

[size=4][b]BUG: I only really want the visual effects and sounds when blocking, I don't care about the combat changes this mod tries to sell.[/b][/size]
[size=4][b]FIX:[/b] See the README file on how to disable any feature you don't want.[/size][/quote]






[youtube]VU9jZZjNNwk[/youtube]


[quote][size=3]As you can see, my PC is a potato. Anyone with a decent graphics card is more than welcome to make a more stylish showcase video for this mod, and I'll put it here.[/size][/quote]


[b][size=5]REQUIREMENTS: [/size][/b]
[size=4]This mod is Standalone, except that it requires SKSE. As of version 1.2.5, please install [url=https://www.nexusmods.com/skyrim/mods/66257]ConsoleUtil[/url], otherwise you'll get a bug on killmoves.[/size]




[b][size=5]SETUP:[/size][/b]
[size=4]The changes are automatically applied when loading the game with the mod installed.
You'll find a lesser power called "Shinobi Combat" in your magic inventory. Cast this while the mod is activated to deactivate it (do this before uninstalling), or cast it while the mod is deactivated to activate it. You also need to do this after changing the settings listed below for them to take effect.[/size]
[size=4]You can basically deflect everything anyone throws at you, and your deflecting will sooner or later poisebreak anything that has a stamina bar.[/size]
[size=4]Enemies will receive the same abilities as you, but only after the've attacked you once. If an NPC with the ability attacks someone else, they too will receive them.[/size]
[size=4]This was done to avoid using a scripted cloak spell which could somewhat slow down performance depending on your PC. I might change this in future updates depending on feedback.[/size]
[size=4]I have no idea how to make MCM menus, sorry. You'll have to make do with manually changing the settings via console, or use the [b]sekiro_readme[/b] file that's contained from 1.1.1 onwards.[/size]


[quote]
[size=3]set sekiro_hiteffects to 1                 ; enable (1) or disable (0) sparks/flash and sound effects on block and deflect
set sekiro_posture to 1             ; enable or disable posture system (undeflected attacks damage posture, deflect damages enemy posture)
set sekiro_posture_regen to 1         ; enable health-based posture regenration scaling
set sekiro_posture_regen_block to 1     ; enable fast posture regeneration while blocking
set sekiro_posturedamage_mult to 0.1 ; posturedamage = (weapon base damage + skill with weapon type - target block skill) * sekiro_posturedamage_mult
set sekiro_posturecounter to 0       ; display enemy posture in top left screen each time you hit them (not too useful, since debug messages don't update fast enough, I can't change this unfortunately)
set sekiro_immortality to 1              ; enable resurrection system. Perform 10 shinobi executions to recharge 1 resurrection power. If you change this value here, you'll need to cast the "Shinobi Combat" power in your magic menu twice to deactivate & restart the mod
set sekiro_parrytime to 1.0                            ; time frame in seconds for deflecting attacks
set sekiro_deflect_hyperarmor to 1              ; 1: invulnerable while deflecting, 0: not invulnerable
set sekiro_attackstagger to 0                        ; enable stagger from unblocked attacks
set sekiro_perilous_stagger to 1                   ; enable stagger from perilous attacks from melee weapons
set sekiro_unarmed_stagger to 1    ; enable stagger from perilous attacks from unarmed
set sekiro_npc_posturebreak to 1           ; enable NPCs enter posture broken state when posture is depleted
set sekiro_player_posturebreak to 1       ; enable player enter posture broken state when posture is depleted
sekiro_npc_break_percent to 5.0     ; if NPC posture percentage falls below this threshold, NPC posture is broken
sekiro_player_break_percent to 5.0        ; if player posture percentage falls below this threshold, player posture is broken
set sekiro_killmoves to 2                  ; 2: killmove with special animation, 1: normal attacks do increases damage against targets in posture broken state, 0: breaking posture has no effect  
set sekiro_killcam to 0               ; enable camera focus on target during execution animation
set sekiro_npc_deathblow to 0                      ; NPCs can perform executions. Buggy, use at your own risk!
set sekiro_assassinate to 1              ; enable stealth deathblows
set sekiro_peril to 3                    ; 3: kanji + sound + slowdown, 2: time slowdown only, 1: red kanji and sound only, 0: no visual cue for perilous attacks
set sekiro_dss_required to 10          ; number of dragonsoul shards (get via shinobi executions) required to recharge 1 resurrection power (default 10 shards = 1 resurrection)
set sekiro_dragonsoulshards to 10              ; cheat number of current dragonsoulshards
set sekiro_numeric_changes to 1   ; enable some experimental changes to game settings and NPC combat AI that aim to make enemies behave more appropriate for Sekiro-style combat. If you change this value here, you'll need to cast the "Shinobi Combat" power in your magic menu twice to deactivate & restart the mod[/size][/quote]

[b]


[size=5]RECOMMENDED AND INCOMPATIBLE MODS:[/size]


[size=4]RECOMMENDED:[/size][/b]
[*][size=4]Definitely use a dodge mod of you choice! I like [b]The Ultimate Dodge Mod[/b] by ShikyoKira the most, but also keep an eye on [url=https://www.nexusmods.com/skyrim/mods/58973?tab=files]CGO[/url] which will probably soon get a proper release once it's fully tested.[/size]
[*][size=4]Mods that change combat & difficulty numerically, like [url=https://www.nexusmods.com/skyrim/mods/56147]Combat Evolved[/url], will most likely go great together with this. Also mods that improve NPC AI, such as [url=https://www.nexusmods.com/skyrim/mods/76529]Wildcat[/url] or [url=https://www.nexusmods.com/skyrim/mods/36006]Ultimate Combat[/url]. [b]HOWEVER[/b]: My mod has a lot of mechanics that Ultimate covers as well but in a different way (timed blocking, poise, stagger). So having both would not only be redundant but also double your script load for achieving the same things. So if you're using Ultimate/Wildcat, you should definitely disable timed block and stagger mechanics either there or for my mod[/size]
[*][size=4][url=https://www.nexusmods.com/skyrim/mods/44014/?]Pseudo Parry Animation[/url] for a more elegant parrying (blocking uses the Recoil animation now)[/size]
[*][size=4]some stylish Samurai-like Swordplay animations, for example a mix of [url=https://www.nexusmods.com/skyrim/mods/70108]OSEA[/url] and [url=https://www.nexusmods.com/skyrim/mods/81070]Katana Animations[/url], or the [url=https://www.nexusmods.com/skyrim/mods/98920]EAD[/url] mashup[/size]
[*][size=4][url=https://www.nexusmods.com/skyrim/mods/76768]No StaggerCamera[/url], this is just personal preference, it removes the camera sway from stagger but keeps the animation[/size]
[*][size=4]an audio overhaul that improves swinging, clanging and slashing sounds of weapons. The "Soulsborne Sound FX" mod could be a nice fit.[/size]
[*][size=4][url=https://www.nexusmods.com/skyrim/mods/97573]Sekiro's Mortal Blade[/url] is a must-have![/size]
[size=4]

[size=4][b]NOT RECOMMENDED / INCOMPATIBLE:[/b]
[list]
[*]Currently not compatible with any mod that gives you a custom block key, such as the SKSE version of [url=https://www.nexusmods.com/skyrim/mods/9247/?]Dual Wield Parrying[/url]. 
[*][size=4][url=https://www.nexusmods.com/skyrim/mods/71666]Weapon Parry Standalone[/url][b] [/b]and [url=https://www.nexusmods.com/skyrim/mods/62856]Action Combat[/url]. The first is completely redundant as my mod does exactly the same, the second does a lot of things that might interfere with my mod, like timed blocking, poise and stagger. If you do want to use these mods, turn the corresponding features off in my mod.[/size]
[*][size=4][url=https://www.nexusmods.com/skyrim/mods/97783]Arrow Block[/url]: redundant, as this mod covers that. Also, Arrow block will always play the "block hit" animation when blocking arrows, while my mod distinguished between whether you blocked or deflected the arrow (if you time it right, you can even deflect arrows with your attacks using Shinobi Combat)[/size]
[*][size=4]Any mod that replaces killmove animations. Users have reported Shinobi execution and Stealth assassination not working when using animation replacers.[/size]
[/list][/size][/size]


[b][size=5]FEATURES (IN-DEPTH):[/size][/b]

[*][size=4]Stamina is "Posture". Getting hit by undeflected attacks damages one's posture in addition to health. Blocking reduces health damage, but does not prevent Posture damage. Unlike in Sekiro, sprinting and performing power attacks still costs Stamina. While blocking, and not getting hit, Posture regenerates fast. From version 1.2 on, Posture regeneration scales with your current health (low health -> slow posture regen). Be aware that your opponen's posture regenerates in the same way, so be aggressive while they still have a lot of health[/size]
[*][size=4]Blocking within a configurable time frame before an enemy strike connects will "Deflect" attacks and negate any damage (health & posture), while damaging the opponent's Posture in return. Deflection can parry any weapon and even arrows. You can easily distinguish a deflect from a normal block by the larger amount of sparks/flashes and the high-pitched clang sound, while regular blocking procudes small sparks and lower clash sounds.[/size]
[*][size=4]While you perform attacks, you will also be considered as blocking. That means that enemy strikes can't just pass through your blade, but will clash. The deflect timeframe applies here as well, so you can both block and deflect eney attacks with your own, depending on your timing.[/size]
[*][size=4]Posture damage is calculated as: [/size]
[*][size=4]Posture damage = (attacker weapon base damage + attacker's skill with weapon - target's block skill) * posture damage multiplier[/size]
[*][size=4]You can change the multiplier to any value via "set sekiro_posturedamage_mult to X" in the console, and that way scale posture damage to a level you're comfortable with for your character and setup![/size]
[*][size=4]When an NPC's Posture is depleted or "broken through", they will enter a state in which the player attacking them results in a special "Shinobi Execution" finisher move. When the player's Posture is broken, they get staggered.[/size]
[*][size=4]Shinobi Executions remove a percentage of the target's health, independent of their armor or resistance. The damage is calculated as:[/size]
[*][size=4]Execution damage = Target's Max Health / (Target level - your level  + 1)[/size]
[*][size=4]For example: If you fight an opponent that's one level above you, a deathblow will take away 1/2 of their health, if they're 2 levels above you, they lose 1/3 and so on. If on the other hand they are the same level as you or below, they're instantly killed. With this, strong opponents act like Sekiro's minibosses with multiple healthbars![/size]
[*][size=4]Alternatively, you can turn the finisher animation off and just deal increased damage to the target while it is posture broken. If you have a killmove mod installed and set the chance to 100, you could see a vanilla killmove every time you break an opponent's posture![/size]
[*][size=4]Shinobi Executions can also be performed while Sneaking, on any target that hasn't noticed you.[/size]
[*][size=4]Power attacks are "Perilous Attacks". They CANNOT be blocked or deflected and should be evaded. They'll be telegraphed very clearly. This really shines when you use a Dodge mod together with mine. Weapon swings in vanilla are usually too abrupt to really dodge them, so I added a slowdown effect. In the future I want to add some "Mikiri Counter" and jump kick feature to reward timed dodging.[/size]
[*][size=4]Some animation conditions are changed: Hitting a blocking target no longer makes you and NPCs recoil. GETTING hit while blocking now makes you and NPCs recoil from the force. Deflecting attacks instead of blocking does NOT cause recoil. GETTING your attack deflected by the opponent leads to recoiling.[/size]

Nightingale Bow Recaptured

$
0
0
A unique bow you could get only after completing the Thieves Guild quests.
The mod relocates one of the best bows of Skyrim to a place where you can 
take it and try its power.
Version 1. Easy way.
It is in Solitude, Blue Palace courtyard, to the left of the entrance door.


UPDATE.
Thanks Nerevairine for the offered help.
A harder way. Version 2.
Now the bow is on the peak of the mountain near the Throat of the World, 
you can get there after you complete a quest to meet the dragon of Paarthurnax.
Or you can use the console and type tmm 1, that shows all the map markers.
You teleport there and climb the mountain. You will also find an enchanted
pickaxe and a lot of different ores there.

One of its advantages is that it freezes the target for a couple of seconds, that helps a lot
against very strong (like giants) or numerous enemies. And its power grows as your level rises.
So it can be your reliable friend from day 1.

Repopulate Skyrim with Peacocks

$
0
0
Place Peacocks wherever you want through Skyrim ... (NO DLC needed)

[url=https://en.wikipedia.org/wiki/Peafowl] Peacock in wikipedia [/url]

[img]https://i.imgur.com/xAwNskK.gif[/img]

[color=#ff0000][b] [size=5]HORDES of Peacocks[/size] [/b][/color]


This mod adds the ability to quickly create hordes of peacocks (5, 15, 50, 100 ...MORE ?... Be careful with the number of animals as it can freeze your game!)

To obtain these peacocks, simply buy scrolls found with [color=#00ff00][i][b] Anoriath in Whiterun [/b][/i][/color]. Now open up your inventory, navigate to "Scrolls" and there they are. You throw them and when they hit the ground they hatch into peacocks.

In order to find the scrolls (or the books) at Merchant, you must choose the mod for which you want to buy and place it at the bottom of the list when you launch the game.


[color=#ff0000][b] [size=5]SUMMONABLE MOUNTS or Followers[/size][/b][/color]


To have the SUMMONABLE Mounts or Followers, you must buy the “Spell tome: Summon XXXX”, at [color=#00ff00][i][b]Farengar Secret-Fire[/b][/i][/color] in Dragonsreach/Fort Dragon (Whiterun) or with an other "Spell Vendor" (ex: Sybille Stentor in the Blue Palace/Palais bleu in Solitude).

With the books, you have the spells (Duration of the summon: 3 min) ...

You can easily DISMISS when you want with an other "Spell tome:Dismiss Summoned peacocks "


[color=#ff0000] [b]And if you want to be accompanied by a companion, it is possible with the mod [/b] [/color] [url=http://www.nexusmods.com/skyrim/mods/13530/?] Horse Branding by fLokii [/url] (Easily mark any mount for followers to ride)


[color=#ff0000] [size=5] [b]Credits [/b][/size][/color]

[color=#ff0000]LorSakyamuni [/color] for the Peacocks in the mod [url=http://www.nexusmods.com/skyrim/mods/76524/?] The Witcher 3 Monsters and Animals Resource Pack [/url] (“You are allowed to use the assets in this file without permission as long as you credit me”,“Pack containing a lot of monsters and animals included in the game The Witcher 3: Wild Hunt. All the original assets belong to [url=http://en.cdprojektred.com/] CD PROJEKT RED [/url] and are distributed with their permission. Feel free to use them, just remember to credit me.”)

The Peacocks are rigged by [color=#ff0000] Mihail [/color] in his mod [url=http://www.nexusmods.com/skyrim/mods/81868/?] Peacocks- Mihail Monsters and Animals (mihail immersive add-ons- animals- birds) [/url] ("Feel free to use my mod in your projects, no need to ask me for permission first"), Peacock custom loot by [color=#ff0000]Achronos11[/color]

Peacock model Repair by [url=https://www.nexusmods.com/skyrimspecialedition/users/1796097] zenlyking [/url]

Free sounds

Flawn's Argonians

$
0
0
[center][size=3][/size][/center][center][size=3][color=#cc4125][/color][/size][/center][center][color=#e06666]-[/color][i][b][font=Comic Sans MS][size=4][color=#6aa84f]F[/color][color=#6aa84f]lawn's[/color][/size][/font][/b][/i][color=#e06666][b][font=Arial] [/font][font=Lucida Sans Unicode]Argonians[/font][/b]-[/color][/center][color=#e06666]
[/color][center][color=#e06666]An overhaul of skyrim's most underappreciated residents[/color][/center][color=#e06666]
 
 
This overhaul gives skyrim's argonians modified head meshes, glowing eyes, and smooth, but still scaly, skin. It is also features a few options to choose from.
This mod comes in 4k and 2k textures and supports UNP, CBBE, and SOS bodytypes.
 
Options in the main File:
body
[/color][list]
[*][color=#e06666]Default - Smooth but scaly.[/color]
[*][color=#e06666]Really Smooth - A more "human" front half. (for females and males)[/color]
[*][color=#e06666]No-Nipple - no more reptile tits.[/color]
[/list][color=#e06666]feet
[/color][list]
[*][color=#e06666]Claws - Reptilian type feet with clawed toes.[/color]
[*][color=#e06666]Human - Human type feet.[/color]
[/list][color=#e06666] 
Other options/patches:
[/color][list]
[*][color=#e06666]Dull Speculars - Less shiny skin[/color]
[*][color=#e06666]Girl Muscles - Gives females a more muscular body.[/color]
[*][color=#e06666]CBBE - patch[/color]
[*][color=#e06666]Argonian Fins - Patch[/color]
[*][color=#e06666]B3lisario UNP - Patch[/color]
[*][color=#e06666]Bad Dog's Hoodies - Patch[/color]
[/list][color=#e06666] 
[/color][center][color=#e06666]If you have any ideas for more options, be sure to let me know about them.
this mod is still in its early stages so don't expect perfection. yet
[/color][/center]
 
[color=#a4c2f4]Recommended Mods-
- [url=https://www.nexusmods.com/skyrim/mods/3589]Natural Eyes [/url]by [url=https://www.nexusmods.com/skyrim/users/942284]nevenbridge81[/url] - better argonian eye textures, makes them look less bug-eyed
- 03_YA5_HDT_Tails from Yiffy Age of Skyrim - HDT collision physics for beast tails, doesn't require Yiffy Age but does require [url=https://www.nexusmods.com/skyrim/mods/53996]HDT Physics Extensions[/url]
- [url=https://www.nexusmods.com/skyrim/mods/92620]Beast Race Bodypaints[/url] by [url=https://www.nexusmods.com/skyrim/users/38957115?tab=about+me]DomainWolf[/url] - body overlays for your characters, 'cause you don't want them to be to plain now do you?
- [url=https://www.nexusmods.com/skyrim/mods/52918]Better Claws and Gauntlets[/url] by [url=https://www.nexusmods.com/skyrim/users/1750291?tab=user+files]Derok[/url] - because long fingernails are not good enough[/color]

Wuyi 1 CBBE Conversion by NIND

$
0
0
[center][size=4][b]This armor does not belong to me,  and I am unsure how to translate the author's name.  It can be removed at their request.

Description:
======================[/b][/size]
[img]https://thumbs.gfycat.com/MiserablePitifulKiwi-size_restricted.gif[/img]
 [img]https://thumbs.gfycat.com/IgnorantChubbyGalago-size_restricted.gif[/img]




This is a HDT CBBE  repackage of the original Wuyi 1 Outfit

[b]In addition to converting to CBBE:
[/b][list]
[*]A zap has been added to allow replacement of the outfit plug with others of your choosing
[*]An additional OILY body outfit has been added.
[/list]

[b][size=3][size=4]Requirements:
=====================[/size][/size][/b]
Calientes CBBE body mod installed and running in your game with compatible textures
  
BODYSLIDE/OUTFIT STUDIO   

HDT    CBBE w/Compatible Textures



[size=4][b]Installation:
======================[/b][/size]

[b]
[/b][b]
Install archive Manually or with Mod Manager[/b]



[b][size=3][size=4]Usage:
======================[/size][/size]

BUILD ARMOR IN BODYSLIDE FIRST
USE ADD ITEM MENU SEARCHING "WUYI"[/b][/center][center][/center]

[center][img]https://thumbs.gfycat.com/FarawayDearHairstreakbutterfly-size_restricted.gif[/img][/center][center]

Mods in Images:

[size=3]-[url=https://www.nexusmods.com/skyrim/mods/89635?tab=images]Botox for Skyrim[/url]
-Leyenda's Skin Textures (Customized)
-Hearthfire Dungeon (PHAE)[url=https://www.nexusmods.com/skyrim/mods/100982]
[/url]-[url=https://www.nexusmods.com/skyrim/mods/101117]NIND's Goddess Body Preset[/url][/size][/center]
Viewing all 47436 articles
Browse latest View live


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