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Rolling Thunder

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Rolling Thunder (RT)

I got tired of using the same shout over and over. I wanted to make use of my other shouts, but it was a pain to switch between them.

When you use a shout on the RT list, you'll get spell effect, when that effect is over you will automatically equip another shout on the RT list and the shout cooldown will be removed. By default this is 10 seconds, but this is changeable from 5 to 20 seconds in a MCM menu.

This really is more of a cheat, but I found it more fun, and more immersive really. You can add up to 10 shouts. Fire Breath every 10 seconds isn't too bad (opinions may vary :), you can put Bend Will or Call of Dragon in, but that's not as fun . It's also random, so you might not get what you want when you want, but you can always change manually.

An MCM menu is available to activate the ability and change the "recharge" duration.

The MCM menu is also where you will add your shouts (up to 10) to the list that will be used by Rolling Thunder. 

options available:
add a (small) amount of speech xp when you shout if you want. 
amulet of talos adds 20% damage to shouts when worn (since the 20% time reduction means little)
add a notification what shout is ready when the next shout is ready

Why this mod? I found when playing someone focusing on shouts, I would just get a shout recovery time reducer and use the same shout over and over. This mod changes up the shouts being used and then I mix in melee, magic, or marksmanship and it's more enjoyable to me.

CG4 Trees and Bushes

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[size=5][u][b]CG4 Trees & Bushes - v0.9
[/b][/u][/size]
[youtube]bAbmJUdE1vs[/youtube]
Scatters 2 types of tree & some bushes onto the land of Skyrim.
Screenshots & Video captured with ENB Enabled.


[b][u]Features:[/u][/b]
[list]
[*]Manually placed for best visual Aesthetic.
[*]Bushes have no Collision (gameplay friendly).
[*]Tree Roots have no Collision (gameplay friendly).
[*]Mushrooms can be found on some of the biggest trees.
[/list]
[b][u]LOD (Level of Detail):[/u][/b]
Exposed trees have been set to full LOD, and will remain visible at distance.
The majority of placed trees however do not use any LOD, and will dissapear at the distance of your set ugrids value.
So they will Pop in (or out) at distance. This is not a bug, but a feature to maintain fps & performance.
The pop in/out is barely noticeable if you are running at 7 ugrids.

[u][b]Test Location:[/b][/u]
A particularly dense region of Bushes & Trees can be found near Falkreath (Below Bannermist Tower),
this is a test location and may cause some FPS loss. This is temporary, and will likely be thinned out in future updates.

[b][u]Conflicts & Bugs:[/u][/b]
[list]
[*]May conflict with other placed tree mods, depends on the tree placement.
[*]Slight texture stretching at the base of one of the tree types (screenshot 3).
[/list]
[b][u][u][b]Version 0.9 COMPLETED - 28th March 2020:[/b][/u][/u][/b]
v0.9 includes more tree & bush placements around the Falkreath Hold region, some
placements along the road from Solitude and near to Dragon Bridge also.
Currently testing v0.9.

[b][u]Looking for an SE Port:[/u][/b]
Thanks to RiJoBa for the Port over:
[url=https://www.nexusmods.com/skyrimspecialedition/mods/34106]SE PORT HERE
[/url]

Lucien - Fully Voiced Follower (Legendary Edition) - Traditional Chinese (CHT)

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[b][color=#ff7700]模組原始位置:[url=https://www.nexusmods.com/skyrim/mods/95029]Lucien - Fully Voiced Follower[/url][/color][/b]
[b]請先下載原始檔案 [/b](請點ENDORSE給作者做鼓勵 :)

經Lucien - Fully Voiced Follower作者Joseph Russell同意及要求,上載翻譯文件供「繁體中文」玩家使用。並應作者要求,為他的模組日後的更新作繁體中文的維護。
[b]注意:[/b]由於本人並沒有安裝Oldrim版本無法進行測試,如有中文化的問題請使用[url=https://www.facebook.com/stchi.wong/]Facebook[/url]或在[b]巴哈姆特[/b](ID:stchicory)找我。

[center][img]https://www.stchi.com/blogpic/sse/stchi_20181111logo2.png[/img][/center]

本模組使用大學漢化文本作基底,部份五代沒出現過的名詞有些是我自己翻譯,有些則參考別人的翻譯,因為網絡翻譯眾多,如果看到的名詞跟你所知的不一樣,請見諒。關於出現其他模組的人物名字(如Hoth、Celia等等),我是使用[b]巴哈姆特[/b]或Nexus內的中文化翻譯,如果你安裝的是非巴哈中文化,抱歉了,我的中文化可能不合適你。當然如果你不介意的話,這翻譯仍然能讓你了解盧西恩。
Patch的部份暫時不提供中文化,因為我沒有玩過相關模組,Oldrim版本應該不會作相關翻譯。

[b][color=#ff7700]本模組只提供翻譯的文件,請先下載[b][color=#ff7700][url=https://www.nexusmods.com/skyrim/mods/95029]Lucien - Fully Voiced Follower[/url][/color][/b][/color][/b][b][color=#ff7700],然後再用本檔案覆蓋。[/color][/b]

對於本模組的翻譯有任何的問題,請使用[url=https://www.facebook.com/stchi.wong/]Facebook[/url]或在[b]巴哈姆特[/b](ID:stchicory)找我。由於對白太多我沒辦法在遊戲內仔細檢查,歡迎各位回報錯字或錯譯。
更多的介紹及情報請去巴哈搜尋我的文章(關鍵字:盧西恩)。

[b]與盧西恩互動的模組,同時是本人的翻譯:[/b]
[url=https://www.nexusmods.com/skyrim/mods/95664]Kaidan 2 for Traditional Chinese (CHT)[/url]
[url=https://www.nexusmods.com/skyrim/mods/95665]Kaidan - Fully Voiced Follower SSE for Traditional Chinese (CHT)[/url][url=https://www.nexusmods.com/skyrim/mods/96491]
Hoth for Traditional Chinese (CHT)
[/url][url=https://www.nexusmods.com/skyrim/mods/96875]Moonpath to Elsweyr SSE - Traditional Chinese (CHT)[/url]
Moon and Star - 請到巴哈姆特上古卷軸哈啦區搜尋本人的翻譯 - (中文化,雙版本) Moon and Star 星與月,擴展任務

對於本模組的翻譯有任何的問題可以聯絡我,以下是聯絡方法:
[b][color=#9fc5e8]巴哈姆特ID: stchicory
Facebook: www.facebook.com/stchi.wong 
instagram@stchiwong[/color][/b]
如果要使用Nexus聯絡我,請用英文,這裡的訊息系統並不支援中文會造成亂碼。

If you have any further queries please do not hesitate to contact me.
[b][color=#9fc5e8]E-mail: stchi@outlook.com[/color][/b]

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

[b][size=3]感謝Joseph Russell同意翻譯。[/size]

[/b]========================================

[b][color=#3c78d8]Update:[/color][/b]
請參考SSE [url=https://www.nexusmods.com/skyrimspecialedition/mods/20883]Lucien - Fully Voiced Follower for Traditional Chinese (CHT)[/url]頁面下的中文更新資訊

Fenne - Half-Elf Follower

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[center][img]https://i.imgur.com/7qHQsJ0.png[/img]

Fenne is a character by an old friend of mine who went by the name CharismaticFirefly, this follower was one of the projects we worked on together. He has since retired completely from modding.

[img]https://i.imgur.com/2lFViZ1.png[/img]

Name: Fenne

Class: Bard

Location: Bards College in Solitude

[i][u][/u][/i]Default body: UNPB or CBBE

[img]https://i.imgur.com/9SFQxYQ.png[/img]

Mod Managers: Install using the archive with the mod manager of your choice.

Manual: Open the file with your favourite archive manager(Winrar, 7zip, etc.). Extract the content to your Skyrim/data folder.

[img]https://i.imgur.com/XPs4SsM.png[/img]

Character design and creation by CharismaticFirefly, mesh editing and follower creation by Robton.

CD Project Red for the armor, Oaristys for the permission to use the port, Seren for the use of textures.[/center]

BethINI

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[font=Lucida Sans Unicode][color=#e06666][size=6][img]https://staticdelivery.nexusmods.com/mods/1704/images/4875/4875-1517179453-845398172.png[/img]
BethINI[/size][/color][/font]

[u][url=http://wiki.step-project.com/BethINI]STEP Wiki Link[/url]
[/u][url=http://forum.step-project.com/topic/13322-][u]STEP Forum Thread[/u]
[/url]
BethINI (pronounced "Bethany") is an attempt to restore decency to the INI configuration files for games created by Bethesda, while optimizing your game settings for optimal graphical fidelity and performance. It currently supports Oblivion, Skyrim, Skyrim Special Edition, Fallout 3, Fallout New Vegas, and Fallout 4. It arose out of my research into the Skyrim INI files over on [url=http://wiki.step-project.com/Main_Page]STEP[/url].

[font=Lucida Sans Unicode][color=#a4c2f4][size=5]Why You Need This[/size][/color][/font]

There are many advantages to using BethINI:
1. It automatically reorders your INI files into a sensible order, making them much easier to navigate for manual tweaking.
2. It automatically fixes common errors, including some that can cause CTDs.
3. It automatically detects mods you have installed and makes changes recommended by the mod authors where deemed appropriate. If your mod or a mod you know of requires such support, please contact me, as this is the easiest thing in the world to implement.
4. It's presets are superior in graphical fidelity and performance (95% of the time) to the official presets one can create via the game launcher.
5. It allows for the modification of more settings than is accessible via native game settings, and provides explanation for each setting and what it does.
6. It automatically backs up your INI files.
7. For Skyrim, it automatically configures the Creation Kit to support multiple masters and any installed DLC, if enabled.

[font=Lucida Sans Unicode][color=#c27ba0][size=5]TL;DR[/size][/color][/font]

BethINI fixes your INI files and lets you tweak your INI files to improve performance and quality.

Installation:
You can choose to either install the standalone version or the AHK Script version.

Standalone version instructions:
BethINI standalone is a portable application. You can run it anywhere. Simply extract and run. Do NOT run through Mod Organizer! Unfortunately, the standalone version is prone to being flagged as a false positive by aggressive antiviruses, in which case you may wish to use the AHK Script version.

AHK Script version instructions:
1. Download and install the latest Autohotkey v1.1.x installer located here: [url=https://www.autohotkey.com/download/]https://www.autohotkey.com/download/[/url]
2. Extract the BethINI zip file to your desired location.
3. Double-click BethINI.ahk to run.

[b]Recommended usage[/b]:
1. Please do not delete your INI files prior to running this!
2. Run BethINI
3. Mod Organizer users should go to the Setup tab and select the profile they wish to use via the ''INI Path'' setting. Your profiles should be autodetected. It is highly recommended to close Mod Organizer if open.
4. Under the Basic tab, click the Default button in the Presets section to reset your INI files to its default state.
5. Original Skyrim ENB users should tick the ''ENB Mode'' checkbox . This does not apply to users who ONLY use the ENBoost portion of ENB. This should be autodetected, so if you are unsure, leave this alone!
6. Click your desired preset.
7. Tick the ''Recommended Tweaks'' checkbox to apply tweaks recommended for all users.
8. Change any other settings to your preference.
9. Click the Save and Exit button.

[font=Lucida Sans Unicode][color=#b4a7d6][size=5]Testimonials[/size][/color][/font]

[quote]Fantastic!!!! You have made my Skyrim SE graphics run like greased goose poop (but look a lot better than goose poop). THANK YOU!!!![/quote]
[quote]Wow this is awesome. It worked perfectly for me and also now I noticed lights and shadows are working alot better then they used to.[/quote]
[quote]This is truly an impressive set of ini tweaks. My game is running a lot smoother now and I got a boost of 10-20 FPS in some places. Interiors are almost always at the 60FPS cap, and I'm running on a laptop on Ultra Settings.[/quote]
[quote]All I can say is wow.. I didn't think something like this could change the fact I only get 8-12 fps on average in the game. But after using this, this has nearly doubled my FPS and now get about 22. Just Wow, thank you much.[/quote]

[youtube]LZHh39Zt6I8[/youtube]

[youtube]ECDgl5xfMKc[/youtube]

[font=Lucida Sans Unicode][color=#f6b26b][size=5]FAQ[/size][/color][/font]

Q: Why aren't comments open?
A: It's easier to keep all my forum work all in one place, so I use my [url=https://forum.step-project.com/topic/13322-]thread on STEP[/url] for support.

Q: The program will not load. The cursor spins, but the program does not load and the process is not created.
A: Add BethINI.exe to your antivirus exclusion list. Or use the Autohotkey Script version.

Q: Virus!
A: False positive. While I proactively submit my application to clear it with the antivirus companies, they are constantly updating their definitions, and Autohotkey script executables are often wholesale thrown into the trojan bin. To avoid this, you can use the Autohotkey script version. See the VirusTotal report.

Q: Should I delete my INI files before running this?
A: No!

Q: Why is my savegame crashing?
A: Not all INI settings can be changed mid-game (e.g., uGridsToLoad). If you used some bad INI tweaks on a save, they can cause your save not to work with good INIs. Either copy some of the problematic lines back into your INI, stick the old INIs back, or start a new game. To revert your INIs back to before using BethINI, simply go to the Setup tab and select "Before BethINI" in the "Restore Backup" dropdown. This will undo all changes BethINI ever made.

Q: Does it work with ENB?
A: Yes! Skyrim users can simply tick the ENB Mode checkbox (should be autodetected) to ensure that all necessary tweaks are applied. ENB users of other games may need to check to make sure that they haven't accidentally disabled any necessary settings.

Q: If I use ONLY the ENBoost part of ENB, do I need to tick the ENB Mode checkbox?
A: No. Again, this should be autodetected.

Q: I get an error when I start the game that says, "failed to initialize renderer."
A: Your screen resolution is incorrect. Please change your resolution to one that your monitor supports. Custom resolutions can be manually typed into the Resolution box.

Q: I want to go back to the way my INIs were before I used BethINI. Is that possible?
A: Simply go to the setup tab and select "Before BethINI" in the "Restore Backup" dropdown.

Q: BethINI broke my game.
A: Simply go to the setup tab and select "Before BethINI" in the "Restore Backup" dropdown. This will undo all changes BethINI ever made.

Q: Why shouldn't I run this through Mod Organizer?
A: The interaction between the two programs causes a bug where the settings get duplicated.

Sit CrossLegged

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[size=3]My first mod [i][url=https://www.nexusmods.com/skyrim/mods/101925]Dragonborn Order Barracks[/url][/i] have been downloaded by much more users than I expected. I'm surprised and thankful to you all!
So here's a small gift in return. 

It's a replacer of idlesit_crosslegged.hkx for my personal use. Not quality one at all, but at least Khajiit merchants look full of confidence![/size]

Tarmac - A Dog Follower Mod

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Tarmac is a dog that can be found in Markarth mines that was left there by his previous owner. The player would receive a letter through the courier to start the acquisition quest. A simple background story about the previous owner and the reason why he left the dog is also included within the mod.
_______________________________________________
Trial release of the mod, feedback and comments are greatly appreciated. 


Thanks for trying it out.

RE - Real Estate Continued

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[center][size=5]Background[/size][/center][center][size=3]
Hey there, my name is Habalak, the new owner of RE-Real Estate.
I know M3t4lxxx still has the mod up on his page so here's a little backstory.

After Recieving permission from M3t4lxxx.[/size][/center][size=3][center]_[/center][/size][center][size=3]"Hey, sorry for the late reply, but I don't use much this site nowadays.
[/size][size=3] [/size][size=3]I'm glad you're enjoying my mod and yes, you can use my mod as you want.[/size][size=3] [/size][size=3]Good luck with the development of your mod.[/size][size=3] 
[/size][size=3]~M3t4lxxx"
_
[/size][/center][size=3][center]I've decided to upload the files he gave me under my own name in order to better facilitate communication between users of this mod and myself in the near and distant future. Let's make this mod even better![/center]
[center][/center]
[/size][center][size=4]DESCRIPTION[/size][/center]
[center][size=3]This mod offers both simplicity, for casual gamers, and a high level of customization, for pros. How is that done? Simple...[/size]
[list]
[*][size=3]Outside of most buildings, you'll find a [b]Property Sign[/b]. Interact with it to buy, sell and rent properties, from which you'll earn income.[/size]
[*][size=3]Use a [b]Master Ledger[/b] to review your current status. You need also to keep it up to date, to do so you just need to select the "Ledger's quill" from your inventory.[/size]
[*][size=3]Collect your income from [b]Safes[/b] located in each jarl's palace. The safes are locked, so that no thieves will steal your rent. The key is automatically given to the player during the tutorial.[/size]
[*][size=3]You can easily adjust *[i]any*[/i] setting using the MCM.[/size]
[/list]

[size=3]But owning a property is not only about earning money: you can also choose how much your tenants will have to pay you, and this will change the way they behave towards you:[/size]
[list]
[*][size=3]If you allow them to pay less than usual, they will offer you better prices (if they are merchants) and they'll be friendlier.[/size]
[*][size=3]If you charge them too much, they'll offer higher prices and they'll dislike you, but you'll earn more money.[/size]
[/list][/center]

[size=3]Different types of properties give you also different advantages:[/size]
[list]
[*][size=3]If you own a Shop, you will receive discounts on the wares sold.[/size]
[*][size=3]If you own a Mine, you will receive ores extracted by your miners.[/size]
[*][size=3]If you own a Farm, you can have delivered a part of the food produced by it.[/size]
[/list]


[size=3]________________________________________________________________________________________________________________[/size]
[size=5]DIFFERENT TYPES OF PROPERTIES[/size]
[size=3]Properties are divided into several categories, each with its own pros and cons:
[list]
[*][size=3][b]Houses[/b]: cheapest but low income.[/size]
[*][size=3][b]Shops[/b]: expensive but high income.[/size]
[*][size=3][b]Inns[/b]: more expensive than shops but higher income.[/size]
[*][size=3][b]Farms[/b]: Increase income from inns or receive food.[/size]
[*][size=3][b]Mines[/b]: Provides you with ores, you can use them for smithing or you can sell them for coins.[/size]
[*][size=3][b]Special Properties[/b]: no income, but slightly raise overall income, and (in future versions) give you other advantages.[/size]
[/list]

In order to buy a property you need also a perk (you can disable these requirements if you don't like them):
[list]
[*][size=3][i]Haggling[/i] (the first level) for Houses;[/size]
[*][size=3][i]Merchant[/i] for Shops;[/size]
[*][size=3][i]Investor[/i] for Inns;[/size]
[*][size=3][i]Master Trader[/i] for Special Properties.[/size]
[*][size=3]All the other properties don't need any perk to be bought.[/size]
[/list][/size]


[size=3]________________________________________________________________________________________________________________[/size]
[size=5]REQUIREMENTS[/size]
[size=3]This mod requires both[i] [url=http://skse.silverlock.org/]SKSE[/url][/i] and [i][url=http://www.nexusmods.com/skyrim/mods/3863/]SkyUI[/url][/i] to work properly. If you don't have any of them, what are you waiting for? They are both amazing and really useful, and are requirements for many other great mods out there... so... go get them!

As Skyrim and mods don't go well together on a good day, I highly recommend you look up how to use TES5Edit to clean your files and make a merged patch for your mods along with using Wrye Bash to create a leveled list patch for your game... if you haven't done these things and you post a bug in the comment section I will not answer you.  Using a Merged Patch from TES5Edit and Wrye Bash is a requirement for using this and any other mods I work on.  It's not that hard to do... so stop making excuses and learn something.
[/size]
[size=3]________________________________________________________________________________________________________________[/size]
[size=5]HOW TO INSTALL/UPDATE[/size]
[size=3]How do I install the mod?
You may have noticed that starting from v3.0 there are two files instead of one. What do they do?
[list]
[*][size=3]RE_RealEstate_Core stores your data, keeping track of which properties you own and of your settings;[/size]
[*][size=3]RE_RealEstate is basically everything else: it handles the MCM, signs, discounts, income, etc...[/size]
[/list]
To install the mod simply download both files and put them in your Skyrim folder.

How do I upgrade the mod?
[/size][list]
[size=3][/size][*][size=3][size=3]Short answer: Don't... it's a mess trying to upgrade from version any version without the 2 files)[/size][/size]
[/list][list]
[*][size=3][size=3][/size][/size]
[*][size=3][size=3]Long Answer: (You sure you want to do this?) [/size][/size]
[*][size=3][size=3] If you're updating from a version < 3.0 it's pretty tricky: v3.0 isn't compatible with previous versions, because of the way ownership is saved (items instead of local variables), so if you update the mod now, you will lose all your owned properties.[/size][/size][list]
[*][size=3][size=3]If that isn't a problem remember to uninstall the previous version (go to [i]MCM > Real Estate > Uninstall[/i]): in this way you'll safely stop all the scripts running.[/size][/size]
[*][size=3][size=3]If instead you don't want to lose them, just wait until I'll release a workaround for transferring ownership from versions < 3.0.[/size][/size]
[/list]
[size=3][*][size=3]If, instead, you're updating from a version >= 3.0 you just need to replace the old files with the new ones.[/size]
[/size][/list][size=3]

How do clean saves work?
Simple: disable RE_RealEstate, but NOT RE_RealEstate_Core, load the game, save, exit, re-enable RE_RealEstate and continue playing! You made a clean save and you didn't lose your data![/size]


[size=3]________________________________________________________________________________________________________________[/size]
[size=5]TRANSLATIONS[/size]
[size=3]If you speak any of these languages, then you're in luck! My mod is available also in:
[/size][list]
[size=3][/size][*][size=3][size=3][url=http://skyrim.nexusmods.com/mods/38352/]German[/url], thanks to [i]Dante2000[/i].[/size][/size]
[*][size=3][size=3][url=http://skyrim.nexusmods.com/mods/51974/]Polish[/url], thanks to [i]FeelThePoveR[/i].[/size][/size]
[*][size=3][url=http://skyrim.nexusmods.com/mods/53245/]Chinese[/url], thanks to [i]makiatskyrim[/i] and [i]eminem_luo[/i].[/size]
[*][size=3][url=http://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?f=195&t=18007&p=282909#p282909]French[/url], thanks to [i]Lysandus[/i].[/size]
[*][size=3][url=http://www.nexusmods.com/skyrim/mods/57220/]Russian[/url] (available also [url=http://modgames.net/load/tes_v_skyrim/gejmplej/re_real_estate_nedvizhimost/247-1-0-18107]here[/url]), thanks to [i]coladragon13[/i].[/size]
[/list][size=3]
If you're interested in translating my mod, please send me a PM.[/size]


[size=3]________________________________________________________________________________________________________________[/size]
[size=5]F.A.Q.[/size][size=3]
[size=3]Q. Will this mod or any other Real Estate Continued versions get ported to Consoles in the future?
A. Nope, nope and nope... it's not possible to port this mod over to consoles when the backbone of the mod (A little Third party Program called SKSE) isn't able to be installed on a console. 

Q. Will you be making a version of this mod that can work on consoles?"
A. Not a chance.

Q. Why not?
A. Because it's illegal for people to put Third party software (SKSE/SKSE64) onto their consoles.

Q. Could I get some people to do it then?
A. You're more than welcome to make a console compatible version of any of my mods.

Q. My game keeps crashing when I start it! What do I do?
A. Have you downloaded and installed both files (RE and RE_Core)? Are both files active?
[/size]If you installed the mod using NMM, when asked to upgrade, select "No".

Q. Is this compatible with mods that change perks, such as [color=#00ff00]Ordinator[/color], [i][color=#00ff00]SkyRE[/color][/i], [i][color=#00ff00]ACE[/color][/i], etc.?
A. Yes and No, mods like SkyRE and ACE just edit vanilla perks, so there won't be any problem. Unfortunately mods like Ordinator remove vanilla perks and replace them with custom ones, however, you can simply turn off the perk requirements from the MCM so it shouldn't be a problem.

Q. When I interact with property signs there's no options for buying. What do I do?
A. You need to progress in the tutorial (the quest "Becoming a Landlord").

Q. Where is the How to Become a Landlord book?
A. Look in the books tab of any merchant.

[/size][size=3]Q. I can't complete the quest called "Becoming a Landlord". Is it a bug?
A. No, the quest is not meant to be completed (i.e. removed from the Active Quests) because that would break the mod (specifically the ledger would stop working). The last stage you can reach is when you are told to "create your own real estate", you can think of that as the end of the quest[/size].[size=3]
[/size]

Spellfury - Hit Stuff to Cast Spells - Spell-Sword Gameplay Tweaks

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[center][color=#ff0000][b]It’s highly recommended to use this mod with a mod that makes your normal attacks cost Stamina and high in combat stamina regeneration!![/b][/color][/center]
[center][color=#ff0000]I recommend[b] [url=http://https://www.nexusmods.com/skyrim/mods/76529]Wildcat - Combat of Skyrim[/url][/b]:

More recommendations for mods that work well with this in the [u]Quick Examples[/u] section!

[color=#ffffff][b]SSE Version Link: [/b][url=https://www.nexusmods.com/skyrimspecialedition/mods/34121]Spellfury SSE[/url][/color][/color][/center]

[center][b][u][/u][/b][/center][center][b][u][/u][/b][/center][left][/left][b][u]REQUIRES:[/u][/b]
Lastest version of both:
[url=http://https://skse.silverlock.org/]SKSE[/url]
[url=http://https://www.nexusmods.com/skyrim/mods/3863]SKYUI[/url][center][/center]
[u][b]What do?:[/b][/u]
Spellfury does a few things:
[list=1]
[*]Primarily it turns magicka into a rage/ fury like mechanic from many other games (ex. World of Warcraft). For those who are unaware. You have no magicka regeneration, instead you hit stuff to get magicka. Additionally, your magicka depletes out of combat. Simple.

[*]The amount magicka you gain on hit scales with both your maximum base magicka and your (right hand) weapon

[*]Applies a buff to Destruction magic that scales with your (right hand) weapon when you equip it. Not only does this make your weapon feel more important It also makes spending your "rage" (magicka) feel better.[color=#ffff00](Can Disable)[/color]

[*]Adds a few new spells suited to Spellfury’s play-style that you earn by leveling up. [color=#ffff00](Can Disable)[/color]

[*]Provides a MCM to tweak/ disable things that you may not want. Like re-enabling magicka regen to cheat :) 

[/list]
[u][b]Why do?:[/b][/u]
   
    Firstly, I know that there is another mod on the nexus which is similar to this ([url=https://www.nexusmods.com/skyrim/mods/68372]Furious - Barbarian Gameplay[/url]) and probably more. I just wanted to see if I can make a Skyrim mod for fun, so I tried to put my own spin on the idea.
   
    It’s no secret that spell-swords in Skryim have some problems. Two things always bothered me when playing as one.

[list=1]
[*]Your weapon only affects half of your power and has no impact on how strong your spells are. For me, this led to me not caring so much when I got a new weapon which is [i]not[/i] how you are supposed to feel in a RPG.


[*]Later in the game mages get to dual-cast AND have 2 hands to cast tons of spells AND have loads of mana regeneration to never run out of magicka. On the other hand, a spell-sword has 1 free hand (usually), can’t dual cast, has to slowly switch between spells a lot if they use more than one, they can’t block (without mods), and If you enchant your gear with Magicka Regen, it comes at the cost of other enchants you might want like fortify 1h/ 2h, Health, Stamina, etc.  

[/list]    All of this led to me wanting to show a little love to my favorite play-style and create Spellfury to, hopefully, improve spell-sword gameplay. I may be a bit late to the modding game, but better late than never I guess.

[u][b]Quick Gameplay examples:[/b][/u]

[b][color=#ff0000][center]DISCLAIMER: THIS MOD DOES [u]NOT[/u] MAKE NORMAL ATTACKS COST STAMINA USE SOMETHING LIKE WILDCAT COMBAT FOR THAT[/center]
[left][/left][/color][/b] Combat Mods used in these videos, [u]Highly recommended![/u]:
 [url=https://www.nexusmods.com/skyrim/mods/90897]Critical Hit - Backstab and Parry in Skyrim[/url] for the dark souls like parry, [url=http://https://www.nexusmods.com/skyrim/mods/76529]Wildcat - Combat of Skyrim[/url] for enemy AI and normal attack stamina costs, [url=http://https://www.nexusmods.com/skyrim/mods/16225]Apocalypse - Magic of Skyrim[/url] and [url=https://www.nexusmods.com/skyrim/mods/60796]Lost Grimoire of Skyrim[/url], for spells, [url=https://www.nexusmods.com/skyrim/mods/33395]Skytweak[/url] to reduce the stamina recharge delay and buff the stamina rate (set to 1.2s delay and 450% StaminaRateMult), as well as many more but those are the big ones.

[center][/center]
[center]Quick Demo(I fixed the Typo in the Spellfury active effect lol)[/center][center][youtube]oBTi2e5uMno[/youtube][/center]
[center]Sorry for the amazingly bad quality.

High level example with [b]NO MAGICKA DECAY [/b]out of combat
[youtube]171wqTcU-DY[/youtube]
Again, really sorry for the quality on this next one.

Low level example [b]WITH MAGICKA DECAY [/b]out of combat
[youtube]U5nEAzcuNZM[/youtube][/center]

[center][size=4][b]--> [/b][u][b]Things to Know:[/b][/u][b] <--[/b][/size][/center]
[list=1]
[*]I wanted to promote good resource management between magicka and stamina so, by default, magicka on hit [color=#00ff00]only happens while ABOVE 10% stamina[/color]. [color=#ffff00]You can disable this in the MCM.[/color]

[*][b][color=#ff0000]Spellfury is a perk that uses a combat hit spell entry point. This means that it could cause a perk in a perk overhaul mod to stop working. I was playing with SPERG and everything seemed fine, but if you encounter an issue let me know. In the future I would like to make different versions/ patches for popular perk overhauls[/color][/b]
[*]It felt boring to always start combat off with a melee in order to cast something. So in order to allow combat to start off with a spell, as you level up you gain can gain higher ranks of the [b]Fading Fury[/b] ability to retain some magicka out of combat. [color=#ffff00]You can set your rank/ disable this in the MCM.[/color]
[*][color=#ffff00][color=#ffffff]Works with [b]ranged weapons[/b] as well.[/color][/color]
[/list] [u][b]Installation:[/b][/u]
[center]Install normally with NMM

[b]OR[/b]

Extract contents of the mod archive into the .../Skyrim/Data folder (readme not required)

Load up the game
[color=#ff7700]
If you are loading an existing save [b]WAIT FOR THE MCM TO LOAD[/b]. It can take a long time.
For me it can sometimes take almost up to 5 mins.[/color]

Add the perk with the MCM by checking the perk box.

(Alternatively you can add the perk with the console you'll just need to re-equip you weapon to calculate your magicka gain on hit.)

Go hit stuff.[/center] 
[u][b]MCM Options:[/b][/u]
    Through testing I realized that the mod needs to scale differently depending on a few factors. I have provided some presets in the MCM for

[list=1]
[*]Vanilla

[*]5 attribute points per level

[*]Vanilla with Normal attack stamina costs

[*]5 attribute points per level & Normal attack stamina costs

[*]Custom, for setting your own variables

[/list]I made this mod while in a play-through where I got 5 attribute points per level instead of 10 and where one handed normal attacks cost 25 stamina. The high level example video was with the character from that play-through. [color=#ff0000]The presets are guesses at what I think they should be[/color], but I only tested preset 4 extensively. 

[u][b]Spell Names:[/b][/u]

[list]
[*]Arcane Conversion: Converts stamina to magicka. Follows the 10% stamina rule unless disabled. Lvl 5
[*]Arcane Conversion rank II: improved version of Arcane Conversion with a better stamina to magicka ratio and converts more stamina and
magicka per second. Follows the 10% stamina rule unless disabled. lvl 45[*]Concurrent invocation: Power. Converts little stamina to a lot of magicka for a short time. Lvl 10
[*]Potential Unleashed: Power. Increases the damage of destruction spells for a short time. Lvl 20
[*]Quick Firebolt: Firebolt but no charge time. Lvl 25
[*]Improved Incinerate: incinerate but the damage to magicka cost ratio isn’t as bad. In the base game Fireball is just a better spell
than incinerate in every way unless you were worried about friendly fire. Lvl 35[*]Perfect Incinerate: No charge time and better damage to magicka ratio. Lvl 50
[*]Fading Fury: Drains magicka out of combat.
[*]Fading Fury rank II/ III/ IV: Fading Fury, but lets you retain 35%/50%/75% magicka out of combat. If you can set any or rank of Fading Fury or none with the MCM
[/list]
[u][b]Armor/ Weapon in Screen Shots:
[/b][/u]For anyone that was curious.

[list]
[*] [url=https://www.nexusmods.com/skyrim/mods/69776]Chevaleresse II Armor[/url]: For the main armor file
[*] [url=https://www.nexusmods.com/skyrim/mods/83746]Chevaleresse II ReTextured (Non-Skimpy)[/url]: Retexure for the armor
[*] [url=https://www.nexusmods.com/skyrim/mods/27644]Immersive Weapons[/url]: Don't remember which sword but it was a silver one.
[/list]
[center][color=#ff7700][b]If you want any of these spells without using the level up system type this into the console [/b][/color]

Help “{Name of spell here}”

Then look for the SPEL id (looks like a string of numbers and letters) and type.

Player.addspell {spell id here}

And in case you need it the name of the spellfury perk is simply Spellfury.[/center]

Reliquary of Myth - Artifact Overhaul

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[font=Times New Roman][b][b][size=6][center][/center][/size][/b][/b][/font][font=Times New Roman][b][b][size=6][center][/center][/size][/b][/b][/font][font=Times New Roman][center][b][b][size=6]Overview[/size][/b][size=6][b][/b][/size]

[/b][size=4]Reliquary of Myth is not your ordinary artifact overhaul; it is quintessential of all artifact mods. An extensive artifact overhaul that was designed to change how each artifact works significantly by lessening the need for every character to level enchanting to survive at higher levels. The objective is to make every Skyrim artifact genuinely unique that is seemly lore-friendly to the extent that it feels more rewarding and usable in a modded playthrough.
[/size][b][color=#00ffff][size=6]
Aedric Artifacts[/size][/color][/b][/center][size=3][spoiler][/size][b][color=#00ffff][size=5]Auriel's Bow[/size][/color][/b]
[/font][list]
[*][font=Times New Roman][size=3]Inflicts 20 points of sun damage. Undead targets take triple damage. Fully drawing the bow channels the sun's power, dealing 100 extra points of sun damage.*[/size][/font]
[*][font=Times New Roman][size=3]The Bow draws its power directly from the sun, slowly recharging the weapon during the day.[/size][/font]
[*][font=Times New Roman][size=3]Sunhallowed Elven Arrows does 25 points of sun damage, double to undead targets. Bloodcursed Elven Arrows can now absorb 25 points of health, double to living targets.[/size][/font]
[*][font=Times New Roman][size=3]Sunburst attacks caused by shooting the sun with Sunhallowed arrows no longer harm allies and are more lethal to enemies.[/size][/font]
[/list][font=Times New Roman][size=3]
*Between 6 AM and 7 PM in direct sunlight empowers the bow when fully drawn shooting a beam of solar light that deals 100 extra points of sun damage.[/size]

[i][size=3]Auriel's Bow, a powerful bow allegedly used by the elven god Auri-El. But in Skyrim, it is outclassed by almost every other mundane Bow in the game. Well, not anymore, it now can turn any arrow into a "missile of death.[/size][size=3]"[/size]

[/i][color=#00ffff][size=5][b]Auriel's Shield[/b][/size][/color]
[list]
[*][color=#ffffff][size=3]Absorbs energy from blocked attacks, which can be released with a power bash. Blocking has a 20% chance to reflect melee damage delivering twice the amount back at the attacker.*[/size][/color]
[*][size=3]Reduced the number of hits required to charge the shield from five to three hits.[/size]
[*][size=3]You can now acquire a light version of Auriel's Shield, depending on your armor skill level when you first kill the Falmer Warmonger boss. If your heavy armor skill is higher or equal to your light armor skill, you will always receive a heavy version of the shield else you'll get the light version.[/size]
[/list][size=3]
[/size][size=3]*There are three levels of charge with Auriel's Shield: 0, 1, 2, and 3. At the different charge levels, the reflect blows effect is fortified by a different amount. At level 0, it's 20%. At level 1, it's 30%, then 40% at level 2 and 50% at level 3.[/size]

[i][size=3]Auriel's Shield... Its shielding ability is supposedly unsurpassed. Yet, in Skyrim, any other shield would be a better fit for the job. That's no longer the case as it now truly a reflecting shield, reflecting all melee damage when blocking.[/size]

[/i][b][color=#00ffff][size=5]The Staff of Magnus[/size][/color][/b]
[/font][list]
[*][font=Times New Roman][color=#ffffff][size=3]Absorb 50 Magicka per second. If the target is out of Magicka, absorb Health instead. Replenishes your depleted Magicka by absorbing it from those around you, recharging the staff in the process.*[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]Create a 50 point ward when not attacking. Automatically comes with the perk Ward Absorb - the ward can absorb 25% of enemy Magicka from spells.[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]The Staff will now instantly destroy magical anomalies.[/size][/color][/font]
[/list][font=Times New Roman][size=3]
*When attacking has a 25% chance to absorb 5% of Magicka from nearby enemies recharging the staff in the process.

[i]A powerful staff once serving as a metaphysical battery for Magnus, but this isn't the case in Skyrim as using the staff, one can still run out of Magicka quite easily. The Staff now acts as a magical battery for the wielder.[/i][/spoiler]


[size=6][b][color=#6d9eeb][center]Aetherial Artifacts[/center][/color][/b][/size][size=3][spoiler][/size][b][color=#6d9eeb][size=5]Aetherial Crown[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Retains the last Standing Stone ability you held, granting you its effects in addition to those of your current Stone. Grants both your previous and current Stone an additional effect when equipped.*[/size][/color][/font]
[/list]
[size=3]*Each Standing Stone will grant an additional effect when the Crown is equipped. A list of effects is below.
(I) The Apprentice Stone: Void Seed - All spells cost 5% less Magicka.
(II) The Atronach Stone: Arcane Well - Restores 5% of your Magicka when you kill an enemy within 50 feet.
(III) The Lady Stone: Lady's Warding - Take 5% less damage from spells.
(IV) The Lord Stone: Ysmir's Scales - Take 5% less damage from attacks.
(V) The Lover Stone: Lover's Allure - Weapons deal 5% more damage to humanoids of the opposite sex.
(VI) The Mage Stone: Magicka Manifold - Learn all Mage skills 5% faster.
(VII) The Ritual Stone: Mara's Gift - Reanimation spells are 5% more effective.
(VIII) The Serpent Stone: Cobra's Dance - Poisons are 5% more effective.
(IX) The Shadow Stone: Fingernail Moon - Sneaking and sneak attacks are 5% more effective.
(X) The Steed Stone: Hellride - You move 5% faster.
(XI) The Thief Stone: Cheater's Nip - Learn all Thief skills 5% faster.
(XII) The Tower Stone: Tower Warden - When you take melee damage, you have a 5% chance to reflect that damage back at the attacker.
(XIII) The Warrior Stone: Warwyrd - Learn all Warrior skills 5% faster.

[/size][i][size=3]The Aetherial Crown is created at the Aetherium Forge as one of three possible rewards for Lost to the Ages. The crown itself was already incredibly potent and so a small buff was only needed.

[/size][/i][color=#6d9eeb][size=5][b]Aetherial Shield[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Enemies struck by this shield become ethereal and place a bomb on them for 15 seconds, making them unable to attack or be attacked and detonate the bomb dealing 250 damage to enemies upon expiring.[/size][/color][/font]
[/list][size=3]
[i]The Aetherial Shield is made at the Aetherium Forge as one of three possible rewards for Lost to the Ages. This was arguably the worst of the three rewards and in no scenario where you could make use of its signature ability. Let's make your choice a lot tougher and buff it tenfold.[/i]
[/size]
[b][color=#6d9eeb][size=5]Aetherial Staff[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Summon an upgradable Dwarven Spider or Sphere for 5 minutes wherever the caster is pointing.*[/size][/color][/font]
[/list]
[size=3]*Activate to install permanent upgrades requiring 5 Dwemer scraps to upgrade one of seven stats below.
(I) Health Upgrade 0/250 - Can be upgraded 10 times requiring 50 Dwemer scraps.
(II) Magicka Upgrade 0/500 - Can be upgraded 10 times requiring 50 Dwemer scraps.
(III) Stamina Upgrade 0/500 - Can be upgraded 10 times requiring 50 Dwemer scraps.
(IV) Weapon Damage Upgrade 0/100% - Can be upgraded 10 times requiring 50 Dwemer scraps.
(V) Spell Damage Upgrade 0/100% - Can be upgraded 10 times requiring 50 Dwemer scraps.
(VI) Damage Resist Upgrade 0/30% - Can be upgraded 10 times requiring 50 Dwemer scraps.
(VII) Magic Resist Upgrade 0/30% - Can be upgraded 10 times requiring 50 Dwemer scraps.

[i]The Aetherial Staff is a staff created at the Aetherium Forge as one of three possible rewards for Lost to the Ages. Ugh, another reward which was quite useless so making this staff a viable choice was extremely necessary.[/i][/spoiler][/size][/size]
[b][color=#e69138][size=6]
[center]Daedric Artifacts[/center][/size][/color][/b][size=3][spoiler][/size][b][color=#ff7700][size=5]Azura's Star and The Black Star[/size][/color][/b]
[/font][list]
[*][font=Times New Roman][size=3]A reusable soul gem that can capture either white souls or black souls. Enchanting is 20% stronger while in your possession.*[/size][/font]
[/list][font=Times New Roman][size=3]
*Newly-made enchantments are 20% stronger plus specific artifacts like Dawnbreaker also benefit from the bonus.[/size]

[i][size=3]Azura's Star and The Black Star is by no means underpowered as having an unlimited capacity to capture souls is arguably quite powerful already, but having a little something extra doesn't hurt. Nearly every other artifact overhaul just up its value anyway.
[/size]
[/i][color=#e69138][size=5][b]Dawnbreaker[/b][/size][/color]
[list]
[*][size=3]10 points of sun damage, and if striking undead, does triple damage with a chance to cause a fiery explosion that turns and destroys nearby undead, emanating a radiating aura.*[/size]
[*][size=3]If you're an undead, wielding Dawnbreaker will damage your Health by 30 points per second.[/size]
[/list][size=3]
*The first time Dawnbreaker strikes an undead target, it has a 20% chance to trigger Meridia's Retribution, and subsequent strikes against the same target have a 2% chance to cause the same explosion. Activating Meridia's Retribution will grant the player a radiating aura periodically blessing you and nearby allies restoring both health and stamina. Undead are cursed, draining the same attributes instead.[/size]

[i][size=3]Ah, Dawnbreaker, a blade forge "in a holy light that breaks upon" the Prince's foes yet deals a pitiful 10 points of fire damage. Let's reflect its true purpose and make it incredibly deadly to undead and a boon to all those that live.[/size][/i]

[color=#e69138][size=5][b]The Ebony Blade[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Absorbs the life essence of your foes. Strengthened by the blood of deceit. Forward power attacks silenced targets up to level 25 for 10 seconds.*[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]The absorb health enchantment has been increased from 30 points to 50 points when fully powered.[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]It no longer has infinite charge but will automatically recharge itself when equipped.[/size][/color][/font]
[/list][/font][font=Times New Roman]
[size=3]*After killing ten friends or allies with the blade, any further kills will double the magnitude of the Ebony Blade’s enchantment for one real-time hour. Foward power attacks cost 500 points of charge and will prevent the caster from casting spells for the entire duration.[/size]

[i][size=3]Such a [i]malevolent and twisted weapon, a blade that should rightfully be[/i] fear by mortals. Alas, in Skyrim, it is nothing of the sorts but a jester weapon for laugh and giggles. Let rectify this mistake and make it a weapon that is greatly feared by all.[/size]

[/i][color=#e69138][size=5][b]The Ebony Mail[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Envelops the wearer in Boethiah's Embrace, weakening nearby foes or protecting against physical harm when low on Health. Muffles your movement.*[/size][/color][/font]
[/list][size=3]
[/size][/font][font=Times New Roman][size=3]*Opponents that get too close take 8 points of poison damage per second that weaken them to all sources of damage by 25%. If below 50% Health, reduced the physical damage you take by 35% instead.

[/size][/font][i][font=Times New Roman][size=3]An ebony suit of armor said to possess great offensive capabilities or superior protection, why not have both?[/size][/font]

[/i][font=Times New Roman][color=#e69138][size=5][b]The Mace of Molag Bal[/b][/size][/color]
[list]
[*][size=3]Absorb 15 extra points of Magicka and Stamina for every five souls it has claimed. X souls devoured.*[/size]
[*][size=3]Traps the target's soul if it dies within 15 seconds. If you don't have a big enough soul gem, the Mace will still absorb the target's soul and will use it to recharge itself.[/size]
[/list][size=3]
*Now tracks the number of souls the Mace has claimed in its item description and every 5 killing blow you get with the mace increases its enchantment magnitude by 15 points. Souls devoured caps at 25 and will last one in-game hour, slowly reverting back to its weakening state.

[i]The Vampire's Mace known to sap the victim's strength empowering both itself and the wielder, but none of these qualities are ever shown in Skyrim. Just a lousy damage Magicka and Stamina enchantment instead. Well, no more, the Mace will literally devour your victim's souls![/i]
[/size]
[b][color=#e69138][size=5]The Masque of Clavicus Vile[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Prices and bribes are 35% better and add the Vile's Charm lesser power allowing you to captivate others.*[/size][/color][/font]
[/list]
[size=3]*Make a humanoid up to level 35 an ally for 60 seconds. You can only have one target charm at a time. Those that are charm are also considered friends and are more friendly towards the player.[/size]

[i][size=3]The Masque a helm that makes the wearer more popular wherever he or she might go. However, in Skyrim, that isn't the case, and those around you treat you the same as any other. The Masques now will charm any weak-will fool into becoming your captivating thrall.[/size][/i]

[color=#e69138][size=5][b]Mehrunes' Razor[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Hits have a 5% chance to deal 1000 damage or instantly kill. Reduces armor by 300 points for 7 seconds.*[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]Deals 1000 damage to targets above a thousand health or instantly kill; chance has been increased to 5% but can be adjusted by opening the console and typing "Set ROM_DA07_ChancePct_Global to X" to whichever value you want.[/size][/color][/font]
[/list][/font]
[font=Times New Roman][size=3]*Now tracks the number of souls that were instantly killed by Mehrunes' Razor.[/size][/font]

[font=Times New Roman][i][size=3]Mehrunes' Razor, also called the Dagger of the Final Wounds, the Bane of the Righteous, and the Kingslayer is a weapon that can slay with terrifying ease. In Oblivion, this was very true; sadly, this is not the case in Skyrim. I[/size][i][size=3] just lifted Mehrunes' Razor effect from Oblivion, the superior version.[/size]

[/i][/i][/font][font=Times New Roman][color=#e69138][size=5][b]The Oghma Infinium[/b][/size][/color]
[list]
[*][size=3]When you read the book, it increases six skills by 10 points each and one attribute by 100 points, permanently.[/size]
[/list]
[size=3][i]The Oghma Infinium is an ancient tome of knowledge and an artifact of great power. Unfortunately, this isn't the case in Skyrim as one reading the tome should be granted immense power which it rightfully does now.
[/i][/size]
[color=#e69138][size=5][b]The Ring of Hircine[/b][/size][/color]
[list]
[*][size=3]Provides additional transformations for werewolves. Hircine protects you with 250 points of armor and 30% magic resistance while in Beast Form.*[/size]
[*][size=3]The cursed version's value was increased to 5000 only.[/size]
[/list][size=3]
[/size][/font][font=Times New Roman][size=3]*All updates to the Ring of Hircine have been designed to ensure compatibility with Moonlight Tales.

[/size][/font][i][font=Times New Roman][size=3]The ring can temporarily give the gift of Lycanthropy to the wearer and allows lycanthropes to control their transformations. To ensure compatibility, not much was done to the main effect of the ring, but instead, it grants a powerful ability to werewolves much like the Frostmoon rings do.[/size][/font]

[/i][font=Times New Roman][color=#e69138][size=5][b]The Ring of Namira[/b][/size][/color]
[list]
[*][size=3]Creates a ward that protects against spells for up to 50 points with a 15% chance to reflect spells and melee damage. Feeding on corpses grants you increased Health and Health regeneration for five minutes. Chance to catch a disease from feeding.*[/size]
[/list][size=3]
*Cannibalism has been overhauled with the following changes.
(I) QoL changes: Once you have fed, you'll no longer receive an option to feed until the positive effects of the ring have worn off.
(II) A more potent effect: You can now stack the positive effects up to ten times (starting at 10 pts and rasing every 10 pts permanently) every time you feed.
(III) A chance for disease. Every time you feed you have a small chance of catching a disease. A disease is a negative effect that can only be cured at a shrine or drinking a potion of cure disease.
[/size]
[i][size=3]The Ring of Namira bestowed by Namira upon those who do her bidding. But why would one ever wear the ring, when any other will surpassed it quite easily? Well, that is no longer the case as the ring will provide a satisfying taste for devouring corpses. Glory to the repulsive![/size]
[/i]
[/font][font=Times New Roman][b][color=#e69138][size=5]The Rueful Axe
[/size][/color][/b][list]
[*][font=Times New Roman][size=3]Killing an enemy restores half your Stamina and increases your attack damage by 25% for every enemy slain.*[/size][/font]
[*][color=#ffffff][size=3]It is now considered a silver weapon and will do 20% bonus damage against werewolves, werebears, and undead.[/size][/color]
[/list][size=3]
*The Rueful Axe gains 25% increased attack damage for every enemy slain for 30 seconds. The player is driven into a blood frenzy, and NPCs are frenzied when they killed an enemy with the ax.
[/size][size=3]
[/size][/font][i][font=Times New Roman][size=3]Well, technically not considered a Daedric artifact, but its involvement with Clavicus Vile deems it worthy of improving.[/size][/font]

[/i][font=Times New Roman][b][color=#e69138][size=5]The Sanguine Rose[/size][/color][/b]
[list]
[*][color=#ffffff][size=3]Permanently summons one of four powerful Dremora.*[/size][/color]
[*][color=#ffffff][size=3]Summoned Dremora can be dismissed by activating them with the Rose in your possession and selecting the option to dismiss them.[/size][/color]
[/list][size=3]
[/size][/font][size=3][font=Times New Roman]*Sanguine Rose now relies on a separate summoning system that will scale with the player level from level 6-100. One of four powerful Dremora can be summoned: Assassin, Archer, Berzerker, and Mage. [/font]

[font=Times New Roman]Each Dremora has a unique move set that they can trigger. 
[/font][font=Times New Roman](I) The Assassin: Can power attack 20% faster and will cloak for 4 seconds when power attacking, 10-second cooldown. 
[/font][font=Times New Roman](II) The Archer: Can mark targets for death when they are weakened, setting the target heath to 1. 
[/font][font=Times New Roman](III) The Berzerker: Can randomly knockdown targets when power attacking dealing an additional 40 damage. 
[/font][font=Times New Roman](IV) The Mage: Does 25% more fire damage to low health targets and reduces the cost of all fire spells it casts.[/font]

[i][font=Times New Roman]The Rose is not an artifact most would care to possess even though it is quite powerful. Regrettably, this also the case too in Skyrim, so I have taken upon myself to give much love to it as possible.[/font][/i][/size]

[font=Times New Roman][color=#e69138][size=5][b]The Savior's Hide[/b][/size][/color]
[list]
[*][size=3]Increases Magic Resistance by 25%. Increases Poison Resistance by 75%. Grants an increasingly powerful blessing for every 20 animals killed, increasing damage inflicted against animals by 10%.*[/size]
[/list][size=3]
*Now tracks the number of animals killed as long as the Hide remain equipped and increase the damage inflicted against animals by 20% for every 20 animals killed with the Savior's Hide. Capping at 200% extra damage against animals.

[/size][i][size=3]Savior's Hide, also known as Scourge of the Oathbreaker is a Daedric artifact commonly associated with Hircine. In Skyrim, the effects of the Hide weren't exactly a worthy reward. So I have double the enchantment of the Hide and gave it a unique boon that fits its theme with Hircine's realm.[/size]
[/i][/font]
[font=Times New Roman][color=#e69138][size=5][b]The Skeleton Key[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]An unbreakable lockpick. Lockpicking is 40% easier while in your possession.[/size][/color][/font]
[/list][/font][size=3]
[/size][i][font=Times New Roman][size=3]The Skeleton Key functions as a tool for "unlocking" all things, including portals, hidden potential, and other unknown possibilities. As an artifact, that is a quest item and can not be kept after its completion. This means most overhauls leave it untouched, but I've included a small bonus that it had from Oblivion to make it slightly faster to pick a lock. Yes, I know its an unbreakable lockpick, but you still benefit from the bonus.[/size][/font]

[/i][font=Times New Roman][color=#e69138][size=5][b]The Skull of Corruption[/b][/size][/color]
[list]
[*][font=Times New Roman][size=3]20 points damage, increases to 50 if powered with dreams collected from sleeping people. Create a corrupted clone that attacks the target for 30 seconds when sated with more than 15 dreams.*[/size][/font]
[*][font=Times New Roman][size=3]So many fixes to arguably the worst artifact you could ever wield. Not even the Unofficial patch deems it worthy of fixing.[/size][/font]
[*][font=Times New Roman][size=3]For those who wish to just deal damage with the Skull opening the console and typing "Set ROM_DA16_SkullDreamTotal_Global to X" to whichever value you desire but why would anyone choose damage over clones?[/size][/font]
[/list][size=3]
*Can create a clone that is equal in stats to the original and will last for 30 seconds. Cloning only works on NPCs like in Oblivion, but unlike Oblivion, it has no cap on how many clones you can have at once and can potentially be very powerful.

[/size][/font][i][font=Times New Roman][size=3]It is an incredible staff that creates a duplicate, or "clone", of whomever it is cast upon. But now the Skull shall do a feeble amount of damage to tickle your foes into submission. I reverted this terrible decision and gave back what was true to its nightmarish nature.[/size][/font]

[/i][font=Times New Roman][b][color=#e69138][size=5]Spellbreaker[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Blocking creates a ward that protects against spells for up to 180 points. Timed blocks can reflect incoming spells. When fully charged, power bashing silenced targets up to level 25 for 30 seconds.*[/size][/color][/font]
[/list][/font][font=Times New Roman][size=3]
*Absorbing 15 spell with the ward up will fully charge the shield allowing you to cast a powerful silence explosion in a 15-foot radius that prevents enemies from casting spells for the entire duration. Timing a block with Spellbreaker has a chance to reflect hostile spells back at the enemy caster.

[/size][/font][i][font=Times New Roman][size=3]This Dwarven tower shield not only protects its wielder from physical damage, but also from magical attacks, by reflecting spells, or silencing any mage about to cast a spell. [/size][/font][i][font=Times New Roman][size=3]A shame that it provides a ward that’s only 10 points better than Lesser Ward. Let's bring back its original enchantments from its glory days. The legend is back![/size][/font]

[/i][/i][font=Times New Roman][color=#e69138][size=5][b]Volendrung[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Absorb 50 points of Stamina. Hits increase melee damage by 10% for 5 seconds, stacking up to 10 times. Sideways power attacks can unleash Malacath's Vengeance, consuming all stacks.*[/size][/color][/font]
[/list][size=3]
[/size][/font][font=Times New Roman][size=3]*Unleashing Malacath's Vengeance creates a ruinous cyclone that does 150 points of damage and flings victims into the air paralyzing them for 8 seconds.

[i]Volendrung, also known as the Hammer of Might, is an ancient artifact created by the Dwarven Rourken clan. In previous chapters, it could paralyze foes or temporarily drain their health yet in Skyrim it is as mundane as any other enchanted Warhammer. I took the liberty of recreating a unique ability it had in ESO, one that was incredibly powerful.[/i][/size][/font]

[font=Times New Roman][color=#e69138][size=5][b]The Wabbajack[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]A blast from Wabbajack with an unpredictable effect.*[/size][/color][/font]
[/list][/font][font=Times New Roman][size=3]
*The Wabbajack now has over 50 random effects, which includes elemental explosion, transformation, instant kill, summons, healing, calming, paralysis, invisibility, and exploding chickens.[/size][/font]

[font=Times New Roman][size=3][i]The mad god most prized possession, as befits the Prince of Madness it is unpredictable in its effects. The randomness of the staff lacked much in Skyrim, so I added many new chaotic effects.[/i][/spoiler][/size][/font][font=Times New Roman]
[/font][font=Times New Roman][color=#45818e][size=6][b]
[center]Miscellaneous Artifacts[/center][/b][/size][/color][/font][font=Times New Roman][size=3][spoiler][/size][color=#45818e][size=5][b]The Blade of Woe[/b][/size][/color]
[list]
[*][font=Times New Roman][size=3]Does 5 points of bleeding damage for 5 seconds. Delivering a killing blow to an unsuspecting target shroud you with unbreakable invisibility and empowers the Blade of Woe's enchantment for 5 seconds.*[/size][/font]
[/list][size=3]
*Killing an undetected enemy shroud you with unbreakable invisibility and the magnitude of the enchantment increase by 400% for 5 seconds.
[/size]
[i][size=3]An ebony dagger generally associated with the Dark Brotherhood and has been in the hands of many assassins. In Skyrim, the dagger comes with a generic absorb health enchantment instead of something more suitable for an assassin, I have resolved this and the blade is now an assassin dream come true.[/size][/i]

[b][color=#45818e][size=5]The Bloodskal Blade
[/size][/color][/b][list]
[*][size=3]Releases energy blast with power attacks that deal 30-55 damage.*[/size]
[*][size=3]It is now considered a silver weapon and will do 20% bonus damage against werewolves, werebears, and undead.[/size]
[/list][/font][size=3]
[font=Times New Roman]*Energy blast now scales with the player level and starts at 30 damage when below level 15 and will raise by 5 points for every ten levels, capping at 55 damage. Also, energy blast staggers enemies, speed of energy blasts increased, and the Bloodskal Blade now has a weapon charge. The weapon must be charged in order to use the energy blasts.[/font][/size][font=Times New Roman][size=3]

[i][i]The Bloodskal Blade is an ancient Nordic artifact that can shoot out an arc of red energy; sadly, this red energy is quite underpowered. The Blade is unique already, so improving it is all it would need to be an excellent weapon to use[/i].[/i][/size]

[b][color=#45818e][size=5]Chillrend[/size][/color][/b]
[list]
[*][size=3]Target takes 30 points of frost damage to Health and Stamina. Reduces frost resistance by 50% and a chance to freeze the target solid with less than -25% frost resist for 10 seconds.[/size]
[/list]
[size=3][i]Chillrend is an artifact of unknown origins. It takes the form of a glass shortsword, although, unlike regular malachite, it is blue instead of green. The blade was already fairly good in Skyrim but making something more unique is always the goal.[/i]

[b][color=#45818e][size=5]Dragonbane[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Target takes 30 points of shock damage to Health and Magicka with a 10% chance of calling a lightning strike from the sky, dealing 60 extra damage to dragons.[/size][/color][/font]
[/list]
[size=3][i][i]Dragonbane was a weapon of the Blades, perhaps dating back to the time of the Dragonguard. It is an Akaviri katana, which is especially effective against dragons. Unfortunately, this isn't the case and is quite useless even against dragons, so let's correct this mistake and make it extra deadly to dragons.[/i][/i][/size][/size]

[b][color=#45818e][size=5]The Gauldur Amulet[/size][/color][/b]
[list]
[*][font=Times New Roman][size=3]Increases your Health, Magicka, and Stamina by 50 points, and each regenerates 25% faster. The Knowledge of Gauldur unlocks the ability to resurrect with full Health once every 3 days.*[/size][/font]
[/list]
[size=3]*Once every 3 days if your health drops below 1 you'll be sent into a temporary state of submission that will fully restore your health after 12 seconds.[/size]

[i][size=3]The Gauldur Amulet was originally owned by the powerful wizard Archmage Gauldur during the First Era. The amulet is said to be incredibly powerful just like the Archmage who created it, however, in Skyrim, this is simply not true and not even worth the effort of acquiring. A reward that is this important and powerful in the lore should be worth it![/size][/i]

[b][color=#45818e][size=5]Harkon's Sword[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Absorbs 15 points of Health, Magicka, and Stamina if wielded by a vampire. Killing an enemy grants a stack of Essence. Power attack to release the Essence, restoring the wielder's vitality based on the amount released.*[/size][/color][/font]
[/list]
[size=3]*Killing an enemy grants 5 stacks of Essence and caps at 50 stacks, e.g., releasing 50 stacks will restore 50% of your attribute.[/size]

[i][size=3]Very few know about this wicked blade except that Lord Harkon carries it. The blade itself is decent enough, to say the least, if your a vampire. I have reworked the sword so that vampires now have an excellent weapon to use after finishing the Dawnguard questline.[/size][/i]

[b][color=#45818e][size=5]Kyne's Token[/size][/color][/b]
[list]
[*][font=Times New Roman][size=3]When entering combat, summons a random Guardian Spirit to aid you for 60 seconds.*[/size][/font]
[/list][size=3]
*One of six Guardian Spirit can be summoned from the amulet: Guardian Bear, Guardian Mudcrab, Guardian Sabre Cat, Guardian Skeever, Guardian Troll, and Guardian Wolf.[/size]

[size=3][i]Kyne's Token is an amulet worn by Froki Whetted-Blade. It can be obtained either as a reward for his quest, Kyne's Sacred Trials or by killing or pickpocketing him. Sadly this divine amulet is completely lackluster and not worth the effort of acquiring. I had to remedy that and now the true blessing of Kyne lies within this amulet.
[/i]
[/size][b][color=#45818e][size=5]The Necromancer's Amulet[/size][/color][/b][/font]
[font=Times New Roman][size=3][list]
[*][font=Times New Roman]Increases your Magicka by 130 points, Reanimation spells and risen undead are 50% more powerful and regenerate Health, Increases undead summon limit by 1, Health and Stamina regenerates 75% slower.*[/font]
[*][font=Times New Roman]Armor rating increased to 10, which isn't all that much.[/font]
[/list][/size][/font][font=Times New Roman]
[size=3]*Allied conjured undead deal 50% more attack damage and slowly regenerate Health.[/size]

[i][size=3]A legendary artifact created by Mannimarco describes as being able to protect against physical harm, regenerate from injury, and becoming far more capable in the School of Conjuration. Underwhelming in Skyrim, to say the least, so a vast improvement was needed.[/size][/i]

[b][color=#45818e][size=5]Nettlebane[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Spriggans take 50 points of extra damage. Chance to harvest random ingredients from dead Spriggans.*[/size][/color][/font]
[*][font=Times New Roman][size=3]Striking a Spriggan corrupts them for 10 seconds, changing their name to "Corrupt Spriggan" along with a unique visual cue until killed or the effect ends.[/size][/font]
[/list][size=3]
*Nettlebane can temporarily corrupt a Spriggan allowing you to harvest over 25 different ingredients from dead Spriggans. New rare ingredients like Lady's Smock, Wormwood, or the elusive Chokeberry can be harvest very rarely.[/size][size=3]
[/size]
[size=3][i]The Nettlebane is a crudely-engraved Ebony dagger that was crafted by Hagravens of Skyrim, built with the intention to harm the natural world and thus perform sacrifices on Spriggans. Ironically it is unenchanted and useless after the quest that involves the dagger even though it was described as being lethal to the natural world. Hmm.. let's fix that and make it incredibly deadly to Spriggans![/i][/size]

[color=#45818e][size=5][b]The Shield of Ysgramor[/b][/size][/color]
[list]
[*][color=#ffffff][font=Times New Roman][size=3]Incoming attacks from elves deal 25% less damage. Bashing reduces the armor rating of armored elven enemies by 100 points for 10 seconds.*[/size][/font][/color]
[/list][/font][font=Times New Roman][size=3]
*Elven foes which have any armor equip including shields will be affected by Ysgramor's Might for 10 seconds.

[i]It's unknown if Ysgramor ever wielded this shield in battle; legend only mentions his use of the ax Wuuthrad. Still warrants an improvement and another elven theme enchantment is more unique than resist magic and fortify health enchantment.[/i]

[b][color=#45818e][size=5]The White Phial[/size][/color][/b]
[list]
[*][color=#ffffff][size=3]Can refill any potion once a day by clicking on the empty Phial in your inventory.*[/size][/color]
[*][color=#ffffff][size=3]Increase the potency of the default potions from Quintus. You can now also speak to Quintus again to use one of the alignments from him.[/size][/color]
[/list][size=3]
*To align the Phial, click on the empty Phial in your inventory and after you have confirmed the realignment just drink the potion you want the Phial to replenish. After 24 hours the potion inside the White Phial will regenerate and the potion will be drinkable once again.
[/size]
[size=3]Improve potent effects for the Phial from Quintus.[/size]
[size=3](I) "I want to resist the forces of magic." - 50% Magic Resist for 300 seconds.
(II) "I want to be tougher in battle." - +100 Stamina for 300 seconds.
(III) "I want to be better hidden in the shadows." - 50% Fortify Sneak for 300 seconds.
(IV) "I want to strengthen my magical skills." - +100 Magicka for 300 seconds.
(V) "I want to deal more damage in battle." - 50% One-Handed and Two-Handed damage for 300 seconds.
(VI) "I'd like it to have the power of healing." - Completely restores Health.

[/size][i][size=3]The White Phial is a legendary bottle, forged in the days when Skyrim was just starting its turn to ice. A small container, made of the magically infused snow that first fell on the Throat of the World. It is said that the Phial will replenish whatever fluid is placed inside of it. Shame it can only refill one of six extremely weak potions for you, let's rectify that and make it refill any potion you so desire.[/size][/i][/size]

[color=#45818e][size=5][b]Wuuthrad[/b][/size][/color]
[list]
[*][color=#ffffff][font=Times New Roman][size=3]Does an additional 50% damage against Elven races. Sideways power attacks hit all targets in front of you, dealing bonus damage against Elven targets.*[/size][/font][/color]
[/list][/font][font=Times New Roman][size=3]
*Now includes Orcs, Snow Elves, Falmers, and Frozen Falmers variant.

[i]An untold number of elves were slaughter by this very ax wielded by Ysgramor himself. The fact that any other weapon was perhaps better than what it was forged to accomplished in Skyrim is a bitter disappointment. Well, no more as this weapon is truly a bane of the elfkin that even Ysgramor himself would be proud of.[/i][/spoiler][/size][/font]

The School of Bear CBBE UUNP Bodyslide and Conversions

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[center][size=3][/size][font=Comic Sans MS][size=3]Hi loves! I hope everyone is staying safe and healthy![/size]

This is a CBBE/UUNP bodyslide and conversion for Lucazoid's amazing armor The School of Bear.
[/font]
[font=Comic Sans MS][size=3]Required

[/size][/font][font=Comic Sans MS][url=https://www.nexusmods.com/skyrim/mods/101795]The School of Bear by Lucazoid[/url]
[url=https://www.nexusmods.com/skyrim/mods/49015]Bodyslide and Outfit Studio[/url]
[url=https://www.nexusmods.com/skyrim/mods/68000]XPMSE[/url]
[url=https://www.nexusmods.com/skyrim/mods/2666]CBBE (for CBBE users)[/url]
UNP body models and textures for UNP family conversions[/font]

[font=Comic Sans MS][color=#00ff00][size=3]Please note:
[/size][/color]The armor that is in this conversion is slightly different from Lucaszoid's original armor. Not as in the armor is a completely new design but altered enough to ensure compatibility with bodyslide and others armors to be used with this armor.
[color=#00ffff]1. Boots for Level 1 and 2 are the upgraded boots of Level 3-5
[/color]I was unable to get level 1 and 2 boots to show up in game once built in bodyslide, so I made a work around.
[color=#00ffff]2. Shortened the sleeves from long to 3/4 sleeves
[/color]The sleeves in the original design were long but are now reduced to avoid massive clipping while wearing gauntlets.
[color=#00ffff]3. Fixed weighting on skirt to flow and move better in game
[/color]This is actually pretty standard to weight meshes in order for bodyslide to build.

Once installed with any mod manger of your choosing (Vortex, MO, NMM), launch bodyslide and navigate to Groups. Click on the magnify glass icon and select "Choose Groups" then look for the following:

CBBE Bodyslide:

School of Bear CBBE
School of Bear CBBE HDT

UUNP Bodyslide:

School of Bear UUNP
School of Bear UUNP HDT

If you downloaded single meshes for your preferred body in game, install and click yes to overwrite meshes.

CBBE Curvy/Slim (HDT and NON HDT), UNP Static,  UNPB (HDT and NON HDT), and 7Base (HDT and NON HDT)
are provided

Please let me know if there are any issues.
[color=#ff0000]Enjoy<3

[/color]Credits:
All credit goes to the original creator, Lucazoid, for The School of Bear. This will and always be support for his mod.
Caliente and Ousnius for Bodyslide and Outfit Studio
Caliente for CBBE
Groovtama for XPMSE

Mods used in screen shots:

[url=https://www.nexusmods.com/skyrim/mods/14308]Lupus78's Riverside Lodge (Interior)[/url]
[url=https://www.nexusmods.com/skyrim/mods/27644]Immersive Weapons[/url]
[url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos  -  Renewal[/url]

ENB:

[url=https://www.nexusmods.com/skyrim/mods/98610]Patrician ENB[/url][/font]


 [/center]

Bounty Preview

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[center][/center][center][img]https://i.imgur.com/4V8rQtt.png[/img][/center]

[center][img]https://staticdelivery.nexusmods.com/images/110/64282451-1585434014.png[/img][/center]
[center][/center][center][/center][left]In vanilla, if you ask an innkeeper or steward if they have work for you, they just hand you a bounty and it goes into your journal before you even know what the job is.
[b]This mod makes it so that you can first take a look at the bounty letter.[/b]
[b]Take letter to accept quest or give it back to decline.[/b]
Useful if you don't want to kill Forsworn or giants or whatever.
[/left]



[center][img]https://staticdelivery.nexusmods.com/images/110/64282451-1585433028.png[/img][/center][left]
[color=#00ff00]Missives[/color]
[color=#00ff00]Notice Board[/color]
[color=#00ff00]SkyrimSouls - Unpaused Game Menus[/color] - very likely
[color=#f1c232]Bounty Hunter - Bounty Quest Tweaks[/color] - since version 1.1 Bounty Preview had been incorporated
[/left]



[center][img]https://i.imgur.com/18tVh0i.png[/img][/center][center][size=4]
My other mods
[url=https://www.nexusmods.com/users/64282451?tab=user+files&BH=1]Legendary Edition[/url]   |   [url=https://www.nexusmods.com/users/64282451?tab=user+files&BH=0]Special Edition[/url][/size][/center][center]

original mod by Parapets
[size=3][url=https://www.nexusmods.com/skyrimspecialedition/mods/33877]Bounty Preview - Special Edition[/url][/size][/center]

Z Steel Arrow -Normal 6x speed No gravity-

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[size=4][color=#ffff00]Description[/color]

This mod adds Steel Arrow that fly six times faster than normal, and are not affected by gravity.

Astonishing snipe ability.(See video)

I hope that using it in combination with "[color=#00ff00]Z Eagle Eye[/color]" will change your values of bow and arrow.


[color=#ffff00]How to get[/color]: production in steel category.

You can make 100 arrows with one Steel Ingot.

・[color=#00ff00]Z Steel Arrow 01 [6x Speed][/color] (Performance: Normal 6x speed/ No gravity.)
・[color=#00ff00]Z Steel Arrow 02 [6x/Invisible][/color] (Performance: Normal 6x speed/ not visible while equipped/ No gravity.)
・[color=#00ff00]Z Steel Arrow 03 [0.05x/Light][/color] (Performance: Normal 0.05x speed/ Fly while emitting light/ No gravity.) [color=#ffff00]new ![/color]


[color=#ffff00][Author recommended Skyrim.ini settings][/color]
Open-\C\Users\PCUser\Documents\My Games\Skyrim\Skyrim.ini
and add the following content.


[Actor]
fVisibleNavmeshMoveDist=12288.0000

[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0
f1PArrowTiltUpAngle=0.05
f3PArrowTiltUpAngle=0.05


[color=#ffff00][Reference video][/color]…I recommend watching on youtube because the target is small.

・I tried to snipe an apple.
 youtube: [url=https://www.youtube.com/watch?v=4U7l4aUpOOQ]https://www.youtube.com/watch?v=4U7l4aUpOOQ[/url]

・Apple snipe, afterwards. Where gone last snipe apple ?
 youtube: [url=https://www.youtube.com/watch?v=jysRJkGkio8]https://www.youtube.com/watch?v=jysRJkGkio8[/url]



[color=#ffff00][Combination recommended mod][/color]

・[color=#00ff00]Z Hunting Bow -Fast reload-[/color] ([url=https://www.nexusmods.com/skyrim/mods/99204]https://www.nexusmods.com/skyrim/mods/99204[/url])...Fast reloading Hunting Bow, more powerful than any vanilla bow.

・[color=#00ff00]Z Eagle Eye[/color] ([url=https://www.nexusmods.com/skyrim/mods/99880]https://www.nexusmods.com/skyrim/mods/99880[/url])...Zoom becomes higher magnification.


[/size]

Personal Quarter

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[center][img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1528538390-2000588866.png[/img]
[size=4]Please read the [color=#ff0000]sticky post[/color] for extra information
[youtube]eJ0knvIaQsk[/youtube] [youtube]JbPtMFDiDZ4[/youtube] [youtube]BgABwACMx4k[/youtube][/size]
[img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1528538208-931006181.png[/img]
[color=#ffff00][size=5]This mod features:[/size][/color]
[size=4]• Teleport from any place to your Personal Quarter and return to where you were (must be out of combat) get the spell book from Dragonsreach (check the last picture for location)
• Crafting stations including:
Anvil, Workbench, Grindstone, Tanning Rack, Arcane Enchanter, Alchemy Lab, Cooking Pot and Staff Enchanter
• Weapon and Shield Racks and Dagger Display Cases
• Mannequin for displaying your armor and a Training Dummy
• Bunch of containers to store your items
• All shrines are available inside including DLC shrines
• Decoration clutter is static, so you can practice spells inside and nothing will move (except for one soul gem)
• Your companion won't follow you inside this quarter, it's your personal space that no one can invade, but you can still summon them using mods like AFT or using console commands
• Switch buttons that toggle some interior items to your liking
• Teleport from your Personal Quarter to Skyrim at The Guardian Stones (use the moon plate above the window at the center)
• Light rays that go through the windows change color based on time, they will be bright white during the day, blue during the night and yellow during dusk and dawn:[/size]
[img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1528574662-1617076925.png[/img]
[img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1528584098-1559257345.gif[/img]
[img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1528538221-1279660353.png[/img]
[size=4]Please follow these instructions:
• You can install using any mod manager like Vortex or NMM
• You can install manually by extracting the files to Data folder
• Make sure that both (ESP and BSA) files are installed inside the Data folder
For compatibility put this mod in your load order [color=#ffff00][b]BEFORE[/b][/color] anything that alters Skyrim world, like Water Two or Open Cities[/size]
[img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1528538194-94368138.png[/img][size=4]
• [url=https://www.nexusmods.com/skyrim/mods/64830]RUGNAROK[/url] + [url=https://www.nexusmods.com/skyrim/mods/8655]SMIM[/url] + [url=https://www.nexusmods.com/skyrim/mods/50327]Rens Shrines[/url] for beautiful showcase in video and pictures
• [url=https://www.nexusmods.com/users/1818630]evenstargw[/url] for Wigs Cell that gave me the idea to create this mod
• [url=https://www.nexusmods.com/users/1305814]jkrojmal[/url] for the idea of toggle buttons
• [url=https://www.nexusmods.com/users/10357565]Teabag86[/url] for the toggle script source
• [url=https://www.nexusmods.com/users/2950481]Expired[/url] for the teleportation script source
• [url=https://www.nexusmods.com/users/156622]zilav[/url] for the essential [url=https://www.nexusmods.com/skyrim/mods/25859]TES5Edit[/url]
• Bethesda for creating this awesome game![/size][/center]
[center][b][size=6]My Other Mods:[/size][/b][/center]
[center][url=http://rd.nexusmods.com/skyrim/mods/62193][img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1512948820-1747471873.png[/img][/url][url=http://rd.nexusmods.com/skyrim/mods/62574][img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1512948813-1184267859.png[/img][/url]
[url=http://rd.nexusmods.com/skyrim/mods/70481][img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1512948833-1351008596.png[/img][/url][url=http://rd.nexusmods.com/skyrim/mods/70164][img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1512948826-1190818860.png[/img][/url]
[url=https://www.nexusmods.com/skyrim/mods/101919][img]https://staticdelivery.nexusmods.com/mods/110/images/75078/75078-1528539177-1165709612.png[/img][/url][/center]

Skyrim Race Records Master

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[size=5][b]Skyrim Race Records Master[/b][/size]
by Darklocq

The purpose of this is to reset any inadvertent changes made to RACE records by random mods (mostly those written before USLeEP and sometimes even before the DLCs), so you can compare and "forward" any [i]desirable[/i] changes made by intermediary mods selectively.

[b]THIS IS NOT A MOD, IT IS A TOOL, for experienced mod users. Do not just add it to your load order and fire up the game[/b], or you'll probably break something (though maybe not permanently).

This is an ESP file for the very, very end of your load order, for use in TES5Edit, not (immediately) in your live game. It restores RACE record tweaks from Update.esm, Dawnguard, Dragonborn, and Unofficial Skyrim Legendary Edition Patch (USLeEP), plus a few optional extra fixes.

[b]The problem this helps fix:[/b] Old mods that pre-date the DLCs, and simple mods that do not require one or more of the DLCs, very frequently make one change or another to some RACE records (the records in ESM and ESP files that set the characteristics of each NPC and creature race). These overrides wipe out any race tweaks made by the DLCs, and any bug fixes to them introduced by USLeEP. Plus they frequently conflict with each other. The only safe way to sort this out is to compare what they're all doing after everything has loaded in its established load order.

The ESP included here will, by default, include all vanilla races, and carry forward the patches to them from the official Update.esm, the tweaks and new races from Dawnguard.esm, ditto for Dragonborn.esm, and the fixes (and other changes) introduced by USLeEP.

[b]However, the real prize here is the expanded version, which also makes various fixes that USLeEP did not.[/b]

I'm not going to make separate versions of this for the obsolete separate Unofficial Patch series, nor for any of the tens of thousands of stand-alone mods other than possibly some I'm already using. The whole point is your mod list is yours, and this will help experienced mod users resolve screwy RACE record shenanigans.


[size=4][b]What It Does, in Detail[/b][/size]

[size=3][b]The basic version:[/b][/size]

[list]
[*] Restores changes to RACE records (and some associated FLSTs - form ID lists) made by Update.esm, Dawnguard.esm, and USLeEP that old mods have a tendency to accidentally revert back to ancient Skyrim.esm defaults (or to change in stranger ways).
[*] In direct effect, this re-applies common fixes that mods tend to mess up, such as having most females use female walks, some attack types that were missing, Mount Data records being empty, and availability of various warpaints and other FaceGen resources.
[*] That is all. It leaves many problems that USLeEP did not fix.
[/list]
[size=3][b]The optional expanded version with more fixes:[/b][/size]

Resolves: bugs in gear equippability records, especially for crossbows; lore-incorrect Bosmer height; races with wrong or inconsistent names and descriptions; female Orcs wrongly having male walk; the "moving mannequins" bug; the Dawnguard vampire "plasticky grey faces" bug (caused by dirt tintmasks); and some disease-casting and pickpocketability records. New in 2.2: adds missing racial abilities of Dremora, Snow Elves, and children; description fixes. New in 2.1: more name fixes.

[b]The details:[/b]

[spoiler]
[list]
[*] Fixes screwy equippability records:
[list]
[*] Reverts Dawnguard and USLeEP's annoying change that made you or your follower incapable of using a crossbow when you/they are a vampire (last I looked, vampirism gives you blood thirst, special powers, and sun sensitivity - not severe brain damage). This will not magically make NPC vampires [i]have[/i] crossbows; it just stops screwing with you or your followers using them.
[*] Animals and such, plus Werewolves, can no longer nominally equip crossbows or torches. They didn't seem to, but if you force-equipped such a gear item using the Console on a creature with this bug, it probably would have. This mostly affected the original vanilla and Dawnguard creatures. Dragonborn didn't replicate this error, but USLeEP didn't fix it, either. Mudcrabs have been left with the Shield flag, since this may be how they block with claws. Boars have been left with ability to "equip" two-handed swords, since this is probably how mounted Rieklings (which spawn with that weapon) can use them while mounted. This suggests (it bears some testing) that if you expand their weapon repertoire with a mod, you'll need to do likewise with boars.
[*] Skeletons, Draugr, Dragon Priests, and the like can now use any weapon type, including crossbows and staves. Won't affect the vanilla game, but will be useful for modders. E.g., Ash Spawn (a Draugr variant) always have axes, but you can now make custom ones without creating a new race record for them. None of these creature types but Dremora will equip torches, however, since most are afraid to some extent of light and fire, and often have a fire weakness. A few skeletons and such that were able to equip torches now are not.
[*] Dwarven Spheres and Centurions can now equip crossbows again, not just bows, since Dawnguard provides Dwarven Crossbows. Won't affect a vanilla game, but maybe useful for modding (Why do no Dwemer automata actually use the Dwarven Crossbow?) Does not affect Dwarven Ballista, which basically [i]is[/i] a giant, rolling-around crossbow.
[*] Rieklings can now use every weapon type. This also fixes a bug, in which one variety were actually incapable of unarmed hand-to-hand combat if disarmed! The vanilla ones always spawn with pre-set weapons, but they can now be easily diversified by modders. Two Riekling variants that could not pick up dropped weapons can now do so. One that wasn't capable of head-tracking now is.
[*] Falmer can now use every weapon type, except torches (being blind).
[*] Vampire Lord can now use weapons. In vanilla, was set up to fight with hands and use a shield but nothing else, despite various NPCs with this race spawning with weapons in inventory.
[*] All races capable of using the full range of weapon types have also been set as capable of dual wielding. Many already were, of course. This will not have much effect on the vanilla game, only when a race capable of picking up a nearby weapon does so and the AI decides it's better off dual wielding than whatever it was doing before.
[*]ALL humans can use crossbows, including Afflicted Bretons, the elderly, and children (the last two aren't necessarily realistic, due to the strength required, but then again they can also equip huge war hammers).
[*] If you don't want one of these fixes, just undo it yourself. E.g., just remove crossbows again from each of the vampire race records, under "VNAM - Equipment Flags (sorted)". Should take you about 2 minutes.
[/list][*] Tweaks Bosmer (Wood Elf) height to be consistent with lore, using a vanilla value (one of the two available). While their females are taller than their males, they are not a tall race in general. The vanilla game was bugged in making the vampire version have the right height ratios, but the non-vampire one was made taller. USLeEP "fixed" this by making them ALL tall (females same height as Nord women [WTF?], males a little shorter), which made Bosmer and Altmer much harder to distinguish. My patch normalizes in the opposite direction, using vanilla's vampire values, making Bosmer now consistent with the rest of the TES games dating back to at least [i]Morrowind[/i].
[list]
[*] If you don't like this change, just drag-and-drop USLeEP's Male Height and Female Height entries into my ESP's corresponding entries, for both WoodElfRace and WoodElfRaceVampire.
[/list][*] Fixes mannequins, to deal with the "my mannequins keep moving around" bug: added flags "Not pushable" and "No rotating head to track"; removed flags "Uses head track anims", "Walks", "Swims", and "Can pick up items". Also fixes the strange trait of the female ones being taller (I don't think they exist anywhere in the vanilla game, but various mods enable them). No stand-alone mod for fixing mannequins is needed any longer with this ESP, after you customize it and use it in your game.
[list]
[*] If you have a "pose with a weapon" mannequin mod and find that it no longer works, you may need to revert one or more of these changes, selectively (try one at a time).
[*] Doesn't do anything with mod-added mannequins that use custom new races (some female ones do that).
[/list][*] Removes dirt tint masks from vampire races, which caused the Dawnguard versions to often show up with weird, grey, smooth faces. This tweak makes the "Dawnguard Vampires - No Dirt Tintmasks" mod obsolete, along with my "Vampire No Dirt Tintmasks USLeEP Patch" for it.
[*] Fixes female Orc to have female walk animations; USLeEP missed that one. Many other mods do this, and now you won't need any (unless they do something else useful).
[*] Restores the Black Heart Blight disease you can catch from Ash Spawn (a fix from Cutting Room Floor that doesn't require CRF to be installed, since it's a vanilla disease).
[*] Missing "Can be pickpocketed" flag has been added to the Dragonborn variant of Dremora.
[*] Trivial description (DESC) and name (FULL) text changes (no changes made to ObjectIDs or EditorIDs, of course):
[list]
[*] The descriptions of Imperials and Nords (and their variants) have had "natives" and "citizens" reversed between them, so that Imperials start with "Citizens of Cyrodiil ...", and Nords start with "Natives of Skyrim...". Nords actually are also citizens of the Cyrodiilic Empire (other than Stormcloaks, who reject it), and in this game Skyrim is no longer a single nation-state, having no legitimate high king, but is a bunch of independent jarldoms, so no one is a "citizen" of Skyrim at all. Besides, "citizenship" is a bureaucratic concept, and more suited to the Imperials' description anyway.
[*] The mannequin race (ID "ManakinRace") is no longer named "Nord", and has had the Nord description text removed and replaced with a statement that mannequins hold gear (though this isn't anything anyone would see in-game unless they made it a playable race, which has actually been done). If you do that, make a copy of the race and use that, and restore its ability to walk, etc. You do not want to do that to actual mannequins.
[*] Argonian and Orc blurbs now include their native names "Saxhleel" and "Orsimer", respectively, since the other race descriptions include such names ("Bosmer", "Dunmer", "Altmer").
[*] Child and vampire race variants now have the same descriptive text as adult non-vampire ones. Several of the vanilla (and post-USLeEP) race descriptions, including Breton Vampire, Afflicted Breton, and Khajiit Vampire, had old wording in them, apparently from alpha stages of the game (e.g. a false claim that Bretons get a Conjuration bonus). Fixed.
[*] Fixes capitalization errors: Game stats like "Magicka" were consistently capitalized, except in the High Elf vampire record. "Wood elves" corrected to "Wood Elves". Both were missed by USLeEP, though Skyrim Supplemental Patch caught one of them.
[*] Khajiit and High Elf records have had inconsistent double-spacing converted to single.
[*] SnowElfRace – a copy of HighElfRace the developers tweaked to create the few remaining (non-Falmer) Snow Elves and their ghosts – no longer says its name is "High Elf" and no longer has High Elf descriptive text. This won't have any effect on anything unless you monkey around and make Snow Elf playable.
[*] DLC2MiraakRace – a custom variant of Dragon Priest for that one NPC – no longer is named "Nord" but "Dragon Priest" to match the rest of them, and no longer has the Nord description text. This also would not normally be visible in-game.
[*] Rieklings and Boars now have name entries; they were the only vanilla races that didn't have them, aside from two dummy races. Not normally visible in-game.
[*] "Chaurusflyer", "Deathhound", "MudCrab", and "HighlandCow" race name spellings corrected to "Chaurus Flyer", "Death Hound", "Mudcrab", and "Highland Cow". Not normally visible in-game.
[*] Worse misnamings also fixed: Dwarven Ballista, Seeker, Chicken, Magic Anomaly, Ash Guardian, Ash Hopper, and Ash Spawn how have those names instead of, respectively, "Dwarven Sphere", "HMDaedra", "Rabbit" (WTF?), "Essence of Magicka", "Storm Atronach", "Scrib", and "Draugr". Not normally visible in-game. (And this game has no Scrib; seems to be a left-over from alpha development.)
[*] Dragon races have had their names changed from "Dragon Race" to just "Dragon" to match all the rest of the monster race names. Not normally visible in-game.
[*]These changes will not break [code]GetIsRace[/code] and other scripting calls; they use the hex IDs, not these plain-English names.
[/list][*] Uses modern Skyrim LE ESP format, to preserve Mount Data and other records missing from various mods' copies of these races. Probably also facilitates Skyrim SE conversion, but I'm not sure.
[/list][/spoiler]

[b]New in 2.2[/b]

[spoiler]
[list]
[*]Extended version only: [b]The vanilla child races (Breton, Imperial, Nord, Redguard) and child vampire race (Breton) now have the same racial abilities as the adult versions.[/b] This will only make any difference if you have a non-Essential and/or playable children mod. Their defenselessness in vanilla didn't matter since they were immortal.
[*]Ext. ver. only: [b]Descriptions have been added for several races, including Snow Elf, Falmer (2 variants), Riekling (3 variants), and Dremora (2 variants)[/b]. These are summaries cribbed from the lore materials at Elder Scrolls Wiki and Unofficial Elder Scrolls Pages. They will not normally be visible in game but will be available during char-gen (and in RaceMenu, ECE, etc.) if the race is made playable. If this is done with a custom race (the safer bet than directly modifying the vanilla race), just copy the race description into the new race, or copy the vanilla race to start with and use that as the basis of the custom one.
[*]Ext. ver. only: [b]The Snow Elf race now has the same cold resistance as Rieklings, to agree with the established lore of Snow Elves.[/b] This will have no real effect in a vanilla game; the only NPCs using this race are Knight-Paladin Gelebor and various Prelate ghosts, who are allies (unless you're playing a kill-everything-that-moves game). But the race will make more sense if you copy it and make it playable. It also retains the daily Highborn greater power of the Altmer, which it originally came with (being a copy of Altmer). For balance, it does not also keep the constant-effect Magicka boost of Altmer.
[*]Ext. ver. only: [b]The Dremora race (both versions) now has Vampires' Resist Disease (not being biological creatures of Nirn) and the Resist Magicka bonus that Bretons have, to better agree with long-standing TES lore[/b] (they had this ability in [i]TES4: Oblivion[/i], and a similar one in [i]TES3: Morrowind[/i], though the more dangerous Reflect Spell power they had in that one no longer exists in [i]TES5: Skyrim[/i]). This [i]will[/i] affect the game, in making Dremora not be quite such pathetic NPCs; they'll finally be as good as random Breton bandits, LOL. And for playable-Dremora modding, you at least get a racial bonus of some kind, though something more imaginative can be done (and has been in most such mods).
[*]Ext. ver. only: [b]SkeletonRace has been given access to First Person Flag (Biped Object) slot 33 (Hands), under BODT - Body Template.[/b] In at least one case, Dawnguard puts bracers that use this slot on a Skeleton. The CK reports an error about this. While Skeletons obviously have hands, they were not coded to use any 1P body slots at all, and this was apparently fine until they were made to wear an object with a 1P slot record in its ARMO. While I don't think this issue ever caused any in-game crashes, we might as well just fix it; never make this brittle game suffer an error condition that it doesn't have to! I did not change the Biped Object Names record of Skeletons; I don't think that's necessary.
[/list][/spoiler]

[b]The basic, USLeEP-only version of Race Records Master has not been changed; ver. 2.1 of that remains current.[/b]


[b]New in 2.1[/b]

[spoiler]
[list]
[*]Various race-related form ID lists (FLST records) have been added; it turns out that mods were fairly often changing these, most often to add a custom race, but more destructively sometimes reverting Dawnguard.esm changes back to Skyrim.esm originals.
[*]Optional extended version only: Both the blue and orange dragonflies (which are really activators, not true creatures and thus not really races) were simply named "Dragonfly" in the vanilla game. They've been renamed to have "Blue" and "Orange" in their player-visible names, for color-blind players, and for consistency with the other insect activators having unique visible names ("Blue Butterfly", etc.). As with everything above, this has no effect on base or editor IDs, and thus can't mess up any scripts.
[/list][/spoiler]

[size=3][b]
Possible to-dos, and definitely not to-dos:[/b][/size]

[spoiler]
[list]
[*][b]Is anything obviously missing?[/b] Let me know!
[*] Maybe make a version that patches for "Skyrim Realistic Archery", since I use it.
[*]Use other lore (loadscreen text, book excerpts, etc.) to provide descriptions for Skeletons, Draugr, Hagravens, etc., etc., for those who dig around and make them playable.
[*]Figure out whether anything useful can be done with strings files, for translation.
[*] Cannot fix the "animals will somehow report you for crimes" problem. That's only fixable in the individual NPC records, and other mods already do this. Try [url=https://www.nexusmods.com/skyrim/mods/68125]NARC[/url].
[*]Same goes for various specific female NPCs walking like men; search Nexus for "feminine" to find various feminine-walk mods that address this.
[*] This ESP includes monster/creature races but does not affect them, except as noted above. This is not the place for detailed creature overhauls, but you can use it to help debug them in your load list.
[/list][/spoiler]


[size=4][b]Requirements and Compatibility[/b][/size]

You must have at least Update.esm, Dawnguard, Dragonborn, and [url=https://www.nexusmods.com/skyrim/mods/71214]Unofficial Skyrim Legendary Edition Patch[/url] (which also requires Hearthfire, though it contains no RACE records).

You will also need [url=https://www.nexusmods.com/skyrim/mods/25859/]TES5Edit[/url] (a.k.a. xEdit), and need to know how to use it for basic stuff.

This ESP is compatible with additional non-official patches, including Skyrim Project Optimization, Unofficial Skyrim Modders Patch, RaceCompatibility.esm and RaceCompatibilityUSKPOverride.esp, Skyrim Supplemental Patch, Unofficial Misc. Bug Fixes, Cutting Room Floor, and RaceMenu (I use all of these). It is not dependent on any of them.

I don't know if this will work with the original separate Unofficial Skyrim Patch series, but you shouldn't use those anyway; they're obsolete. If you want to try it, you could use various tricks to remove USLeEP as a master, add the separate patches as new masters, and give it a shot. You will probably have to add those patches plus USLeEP temporarily, then changes any USLeEP-specific records to refer to their equivalents in the stand-alone patches. If you do something like this, use TES5Edit's "Check for errors" feature to find any IDs that will not resolve.

RRM will, obviously, conflict with any mods that modify race records and load after USLeEP. Tracking down and resolving those conflicts is the whole point.


[size=4][b]Installation and Usage (Updated)[/b][/size]

This is [b]NOT[/b] a fire-and-forget mod. Also: if [b]upgrading[/b] from from an earlier version, see subsection below.

[spoiler]
[list]
[*][b]Put it at the very end (bottom) of your load order, even after your Bashed or Smashed Patch.[/b]
[list]
[*][b]Make a copy of it[/b], e.g. "Race Records Master - mine.esp", and put that even lower (this is the copy to edit and use in-game later; keep the original as a reference/backup).
[*] Lots of mods say "put this at the end of your load order". They are usually exaggerating (and it's not possible for them all to be right!). What they really mean is "put this after other mods likely to affect the same resources, like the helmets I changed, the bandit spawn points I removed, and the house I put just north of Riverwood", or whatever. [i]This[/i] mod really does need to be last or very nearly last (it could come before your own customized leveled list patches and a few other things, and there are a handful of other mods designed to go after the bashed patch, and that's okay). All kinds of mods make pointless changes to race records, and you cannot predict which ones will do that. The whole point of this ESP is to [i]catch them in the act[/i] by loading last.
[*] If you already have a mod you keep at the end for other reasons, you can merge your edited copy of this mod into it to save a mod slot. Put this mod below it and use "[url=https://www.nexusmods.com/skyrim/mods/37981]Merge Plugins xEdit Script[/url]". I cannot recommend the stand-alone app version of Merge Plugins, as it "merges down" (it changes the FormIDs of the higher mod to conform to the available IDs in the mod below it that you're merging with it, instead of vice versa; this can break things). Some users recommend using the zMerge feature of zEdit for this. I have not tested this personally, so cannot vouch for it.
[*] If you use LOOT (which you should – it replaces the old BOSS), LOOT may move this ESP; its mod-ordering decisions are not always perfect, especially with newer mods. Put it back at the end after using LOOT.
[/list][*][b] Do NOT (yet) enable [/b][b]this ESP or a copy of it in your game, only in TES5Edit.[/b]
[*][b] Fire up TES5Edit[/b] and let it slowly [b]load your entire mod load order,[/b] including this mod and your copy. [b]Compare the race records[/b], and see whether other mods between the vanilla and USLeEP stuff at the start and this mod at the end have made [b]changes that you want to keep[/b]. If so, drag-and-drop them across to the corresponding records in your COPY of this ESP, and save it (allow TES5Edit to add masters to your copy as needed). Trying to do this in the Construction Kit will drive you crazy. Use TES5Edit – this is the kind of stuff it's good at. The CK is just not suited to the task in any way.
[list]
[*] A common case of conflicts is additional warpaints, eyes, brows, hairs, and colors added by mods, especially follower mods. Not permitting them to carry forward into your copy of this ESP as playable is generally fine; the NPC itself should already be hard-coded to use this custom hair color or whatever, so you don't need it playable unless you desperately want your own player character to have the neon violet eyes or whatever that came with that mod.
[*] Another common case is "vampire beautification", by changing the vampire face textures to regular ones, though this is actually better done at the file level (i.e., overwrite the ugly vampire resources with the default ones for that race, so it never matters which vamp mod is doing what).
[*] Dunmer and Breton female beautification (the default normal-map textures for them have bumpy foreheads) is the same: it is sometimes done in ESPs by mods, but is better done by actually replacing texture files.
[*] Mannequin mods are another such tweak some users make; they sometimes supply new meshes and textures, and may not account for the "moving mannequins" bug, as detailed above.
[*] There are mods you might not think of as race-changing, like "Dragon Priests Enhanced" and various other creature- or NPC-specific mods. Remember that all creatures (except certain combat-incapable bugs and fish) also have races. This is why it's important to test this ESP against your entire mod load order.
[*] A less common but potentially severe issue is going to be race overhaul mods. This mod will actually make it easier to safely integrate those, by having only one place in which to track changes to race records, after you set it up. If you add such an overhaul mod, you can easily see what it is doing and which of its changes you want to retain by copying them into your copy of this ESP. You'll also catch it if any mod loaded after the overhaul interferes with it.
[*] Similarly, game-mechanics overhauls can also modify a whole lot of race records, including of creatures. One example is "Skyrim Realistic Archery", which changes the Unarmed Reach, Angular Acceleration Rate, and Strike Angle of nearly everything. The problem is that it has to overwrite the entire RACE record in the course of doing so (and the next mod to do anything with races will revert some of it). It's been my experience, in using SRA for months, that none of SRA's changes to race records are actually important, so the large amount of work involved in manually integrating them isn't worth it. Race Records Master is better put to use fixing things like reversion of Dawnguard and Dragonborn changes to ancient Skyrim.esm defaults.
[/list][*] So, [b]selectively drang-and-drop into your copy of this ESP file any changes that you want to keep which were introduced by mods[/b] between USLeEP and this ESP. This will be tedious, but that is the price of mod conflict resolution.
[*] If you want to bother with it, you can hunt down new and variant races added by follower mods and such, and add overrides for them, too, and make custom adjustments, though this would be time-consuming and not likely useful, unless you know you have mods that change new races (Ningheim, etc.) introduced by previous mods. Some LoversLab users actually probably do have a use-case for this.
[*] If you use only a few mods, you may find that various records in this ESP will be identical to master (ITM) with those in USLeEP. You [i]can[/i] remove them from your copy of this ESP with TES5Edit (and Wrye Bash or Mod Organizer may suggest this), but doing this to the original ESP of this mod (the backup/reference you made a copy of) will defeat the purpose of Race Records Master: any mods you add later may make unexpected "back to 2011" reversions or other changes, and this ESP will be powerless to help you detect and undo them. Not every ITM is a problem.
[*] [b]FINALLY[/b], if your mod load order is stable, you can [b]add your finished, tweaked copy of this ESP to your actual game load order, at the bottom[/b] (last-loading) so it compensates for all the conflicts you identified and resolved.
[/list][/spoiler]

[b][size=3]Upgrading from 2.1[/size][/b]

[spoiler]
If you have NOT customized your copy of 2.1, then overwrite it with 2.2.

If you HAVE customized it (or a copy of it), rename the new 2.2 to something like "[code]Race Records Master 2.2.esp[/code]", put it earlier in the load order than your old "[code]Race Records Master.esp[/code]" and any customized copy (just for TES5Edit purposes, not in your active game). Fire up TES5Edit, go to the changed records and drag them from 2.2 into your old 2.1 and, if you have one, any customized copies of 2.1. Quit TES5Edit and save changes. Your 2.1 (and copy) are now 2.2, and you can throw out the "[code]Race Records Master 2.1.esp[/code]" temp file.

List of changed records, by EditorID: [code]BretonRaceChild, BretonRaceChildVampire, DremoraRace, DLC2DremoraRace, FalmerRace, FalmerFrozenVampRace, ImperialRaceChild, RedguardRaceChild, DLC2MountedRieklingRace, DLC2RieklingRace, DLC2ThirskRieklingRace, SkeletonRace, SnowElfRace[/code]. If you customized one of these already, you'll need to manually merge 2.2's version of it and yours.
[/spoiler]

[b][size=3]Upgrading from 2.0[/size][/b]

[spoiler]
If you have NOT customized your copy of 2.0, then overwrite it with 2.2.

If you HAVE customized it (or a copy of it), rename the new 2.2 to something like "[code]Race Records Master 2.2.esp[/code]", put it earlier in the load order than your old "[code]Race Records Master.esp[/code]" and any customized copy (just for TES5Edit purposes, not in your active game). Fire up TES5Edit, and do "Copy as override into ..." on all FLST (FormID List) and – in the extended version – ACTI (Activator) records in 2.2 and copy them into your 2.0. This will only affect 2.2 records missing from 2.0; it won't overwrite existing records in 2.0. Now go compare the 2.0 records to the 2.2 ones, and see if any changes made in 2.1 or 2.2 also need to be drag-and-dropped over into 2.0 (see changes list above, or you can simply go record-by-record; this ESP isn't very long). When done, quit TES5Edit to save the changes. Your 2.0 is now 2.2, and you can throw out the "[code]Race Records Master 2.2.esp[/code]" temp file.[/spoiler][size=3][b]

Boilerplate[/b][/size]

This is just copying and tweaking of a few records, and I don't feel proprietary about it in any way. Feel free to use this for any purpose, without asking first, though a credit would be nice. USLeEP is by Arthmoor and friends. I got the vampire dirt tintmasks fix idea from Jowain92 (whose "Dawnguard Vampires - No Dirt Tintmasks" I previously patched for USLeEP compatibility; it's what ultimately led to this more comprehensive approach). I got one typo fix from brytag's "Skyrim Supplemental Patch", and one other fix from Cutting Room Floor by Arthmoor. Kudos to Elminster, Sharlikran, Zilav, and Hlp for TES5Edit. And to kryptopyr, Machienzo, Viperslayer, zzjay, Grimoa, OnHolyServiceBound, xxcthomasxx, azarathkhan, and many others for previous race tweaks, by which I learned how this stuff works.

PS: This Race Records Master mod is not to be confused with a "Master Race" Records mod; for that you'll need to add Nazis to Skyrim, which would be fun, since we'd all love to set records for killing Nazis.

Follower May - Dremora Summoner -

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May is a standalone follower.
She fights by summoning the Dremora Lady.
There are two versions. (UNP body type / CBBE body type)
Please choose one of them.

Name : May
Race : Breton
Sex : Female
Body : UNP body type or CBBE body type [color=#e06666](not include naked body meshes)[/color]
Height : 0.85
Weight : 0
Level : 1 - 81
Voice : FemaleChild
Skills : Alteration , Conjuration , Destruction , Illusion , Restoration , Light Armor , Sneak
Place : Hall of the Dead (Whiterun)
Essential / Can't get married. / She does not use weapons.

About Dremora Lady
Level : 1 - 51 (PC-Level * 0.75)
Skills : One-Handed , Two-handed , Block , Heavy Armor , Sneak

====Requirement====
Skyrim.esm (ver.1.9.32)
Update.esm
Dawnguard.esm (for RDO)
Hearthfires.esm (for RDO)
Dragonborn.esm (for RDO)
Relationship Dialogue Overhaul - RDO : [url=http://www.nexusmods.com/skyrim/mods/74568]http://www.nexusmods.com/skyrim/mods/74568[/url]
Any Follower Control MODs

====Install====
Install this MOD using MO2 or Vortex.

====Credits====
[Character Edit Tools]
Enhanced Character Edit : [url=http://www.nexusmods.com/skyrim/mods/12951]http://www.nexusmods.com/skyrim/mods/12951[/url]
[Hair]
Kijiko Hair : [url=http://www.nexusmods.com/skyrim/mods/55364]http://www.nexusmods.com/skyrim/mods/55364[/url]
[Eyes Texture]
Fair Skin Complexion : [url=http://www.nexusmods.com/skyrim/mods/51602]http://www.nexusmods.com/skyrim/mods/51602[/url]
Cute Eyes : [url=http://www.nexusmods.com/skyrim/mods/13076]http://www.nexusmods.com/skyrim/mods/13076[/url]
[Eyes Mesh]
Invisibility and Eyes Mesh Fix : [url=http://www.nexusmods.com/skyrim/mods/43055]http://www.nexusmods.com/skyrim/mods/43055[/url]
Eyes AO Clipping Fix : [url=http://www.nexusmods.com/skyrim/mods/97707]http://www.nexusmods.com/skyrim/mods/97707[/url]
[Face & Body Texture]
Adorable Face : by Lumina
Fair Skin Complexion : [url=http://www.nexusmods.com/skyrim/mods/51602]http://www.nexusmods.com/skyrim/mods/51602[/url]
[Body Mesh]
DIMONIZED UNP female body : [url=http://www.nexusmods.com/skyrim/mods/6709]http://www.nexusmods.com/skyrim/mods/6709[/url]
UNP BLESSED BODY- UNPB REDUX PROJECT : [url=http://www.nexusmods.com/skyrim/mods/37900]http://www.nexusmods.com/skyrim/mods/37900[/url]
UUNP Vanilla Outfits Bodyslides : [url=http://www.nexusmods.com/skyrim/mods/85411]http://www.nexusmods.com/skyrim/mods/85411[/url]
Caliente's Beautiful Bodies Edition -CBBE- : [url=http://www.nexusmods.com/skyrim/mods/2666]http://www.nexusmods.com/skyrim/mods/2666[/url]
[Skeleton]
XP32 Maximum Skeleton Extended : [url=http://www.nexusmods.com/skyrim/mods/68000]http://www.nexusmods.com/skyrim/mods/68000[/url]

====History====
ver.1.0 Release
ver.1.01 Add Optional ESP

====Screenshot====
Poser Hotkeys Plus : [url=http://www.nexusmods.com/skyrim/mods/90896]http://www.nexusmods.com/skyrim/mods/90896[/url]
GomaPeroPoses : by GomaPeroPero
Gameplay Performance ENB : [url=http://www.nexusmods.com/skyrim/mods/53100]http://www.nexusmods.com/skyrim/mods/53100[/url]
Face Light : [url=http://www.nexusmods.com/skyrim/mods/13457]http://www.nexusmods.com/skyrim/mods/13457[/url]
Quick Light : [url=http://www.nexusmods.com/skyrim/mods/73473]http://www.nexusmods.com/skyrim/mods/73473[/url]
DYNAVISION - Dynamic Depth of Field : [url=http://www.nexusmods.com/skyrim/mods/12525]http://www.nexusmods.com/skyrim/mods/12525[/url]
Osare OnePiece - UNP and UNPB : [url=http://www.nexusmods.com/skyrim/mods/17082]http://www.nexusmods.com/skyrim/mods/17082[/url]
 
[color=#00ffff]====From the author====
Thank you for using this MOD.
Thanks to all MOD creators.[/color]

Skip Mage Guild Tour - Portuguese Translation

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Adiciona um novo diálogo que te permite pular o tour com Mirabelle Ervine.

Para instalar é só baixar o arquivo original de [url=https://www.nexusmods.com/skyrim/mods/51240]https://www.nexusmods.com/skyrim/mods/51240[/url] e substituir o arquivo esp. Depois é só instalar normalmente.

My Hero Academia Main Menu Theme Replacer (Polaris)

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What this mod does is that it replaces your Skyrim Main menu theme with Polaris aka My hero academia Season 4 Dubbed Intro theme song. I may post a Japanese sub version if I can.

SimplyVampireToAshpile

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[En]
[b](If You Update To 2.5) [/b]Highly recommend to re-add the spell ed0a8 with the procedure below, to Harkon whose form-ID is **00ec8b (** is your load-order of Dawnguard.esm).

--Updates--
(2.0) Thanks for an advice, now fixed effect that Vampires look like more burning / and DLC DragonBorn Required.
(2.1) I Attached Wrong File in 2.0, which is fixed in 2.1
(2.5) Fixing Effect in 2.0 And Not Applying Effect To Harkon /[color=#ff0000][b] If You Have Dawnguard, please download this, not 2.1.[/b][/color]
Shamefully, This mod isn't support now someone who have Dawnguard but don't have Dragonborn.
(2.6) Hide mod effect from the effect tab in Player's menu.

-------------

Some people may hope killed Vampires to become dust without any additional function, so This Mod don't have any function without making Vampires - including player - dust remains.
[url=http://www.nexusmods.com/skyrim/mods/23890/?]True Death[/url] has the same function but when I installed its doesn't work. So I want to make  a simple mod so that it can work correctly. 

To install, I hope you to make cells reseted (by waiting 30 days in game or so, but if you don't hurry to activate, its unnecessary), but if for some reason this mod doesn't work, please try following:

1. start console and click the character which has any problem.
2. type "removespell ed0a8" and return, and type "addspell ed0a8" and return.
3. close console

(If Player is already a Vampire When Installing / After Uninstalling, please do this to the player)


Easily translation by translator like x translator.



[Ja]
自分の環境でTrueDeathが動かなくなったようなので途中導入でも安全に作動するよう作成しました。翻訳はx translatorなどを使えばファイルなしで完全にできると思います(疾病耐性にエフェクト加えただけなので)。 
クリーンセーブ推奨ですが、頻繁にスポーンするモブNPCなら問題なく動作するとは思いますし、某王宮魔術師絶対殺すマンならともかく、すべての吸血鬼に直ちに適用されなくてもよい場合はしなくてもよいものと思われます。
(2.0) エフェクトを修正しました。DLC Dragonbornが必要です。
(2.1)ファイルミスを修正
(2.5)ハルコンって独自エフェクト持ってるみたいなので作動しないようにしました。ついでにエフェクトも修正しています。
(2.6)有効なエフェクト欄にスクリプト付与のための効果が表示されていたので表示されないようにしました。

The Ultimate Booty Body (40 PLUS Presets) (UUNP - CBBE Bodyslide)

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[center][b][color=#ff00ff][size=5][/size][/color][/b][/center][center][b][color=#ff00ff][size=5]SO YOU LIKE THICC WOMEN?[/size][/color][/b]
[b][size=4]YEA?[/size]
[size=3]DO YOU LIKE ASS, CAKE, CHEEKS WITH THE OPTION TO MAKE THEM SMALLER OR BIGGER?[/size]
[size=4]YEA?[/size]
[size=3]DO YOU ALSO ENJOY LARGE BREAST WITH THE OPTION TO REMOVE THEM COMPLETELY OR MAKE THEM BIGGER OR SMALLER?[/size]
[size=4]YEA?[/size]
[size=3]DO YOU ENJOY 30+ OPTIONS, NOT INCLUDING THE 32 OTHERS I WILL THROW IN FROM MY OTHER BODIES?
[/size]WOULD YOU LIKE A COLORFUL MOD PAGE WITH ENTERTAINING VISUALS/TEXT?
[size=4]DID YOU ANSWER YES TO AT LEAST ONE OF THOSE THINGS??[/size][/b]

[color=#ff00ff][size=5][u][i][b]THEN I HAVE THE BODIES FOR YOU[/b][/i][/u][/size][/color]
[img]https://i.imgur.com/FOOHqGj.png[/img]
[i][s][size=4]after 3000 years our hero, daedal has returned with a body to surpass the gods[/size]
[size=4]THE DIVINE ASS (and boobs)[/size][/s]
[/i][s][i]this ones for the hot files!!! i believe![/i]
[/s][size=5]soon after our heroes 3000 year break,
he achieved that which he has never achieved before,
the hot files:
thank you all :') [/size]
[img]https://i.imgur.com/0gxFSkg.png[/img]

[size=5][url=https://discord.gg/FFeE4ZU]and make sure to stop by my discord, l[/url][url=https://discord.gg/FFeE4ZU]ots of fun things going in there :) [/url][/size][/center][center]
[size=3][i]"this body is basically fucking amazing" -me
"thicker than a snicker before chicken dinner" -a talking dog
"thank you for these 30+ unique presets... i will use all of them and leave an endorsement." -reader
"fuck i forgot my lasagna at home" -???
"they wanted slim girls with small proportions? think again" -?
"I like skinny girls and this mod accommodated for me!" -prince of all elves[/i][/size]

[b][size=5]REAL QUOTES:[/size][/b]
[size=4][b]"I like flat girls with tiny shoulders, but your Q&A's superior Propaganda told me to download it anyways, so I did!" -[/b]PleaseWorkMod

[b]"the ass is really big but thats a good thing" -[/b]firewolf

[b]"how do you install manually?" -[/b]cj97

[b]"I bow before you, mASSter of the booty, regent of the boobs, bearer of the thiccness, representative of the colorful screenachery, witness of the roundess, profiler of the beauty, may you have the blessing of Dibella and the other Eights and the gratitude of the peoples of Tamriel." -[/b]O__O

[b]"Yay, Daedal! Vote for best mod of the (enter time frame), my friend!" -[/b]Swiftstep[/size]
[color=#ff00ff][size=5][b]
onto the mod:[/b][/size][/color]
[b][size=5][color=#00ffff]-big titties[/color]
[color=#00ff00]-big booties[/color]
[color=#ffff00]-the ability to change both of the above with 30 options[/color]
[color=#ff7700]-dynamically changed weight sliders to reflect the options[/color]
[color=#ff0000]-more presets if you dont like the first one[/color][/size][/b]

[b]BASE BODY WEIGHTS:[/b]
WEIGHT 0
[img]https://i.imgur.com/AtenhFq.jpg[/img]
50
[img]https://i.imgur.com/cHzvZtE.jpg[/img]
100
[img]https://i.imgur.com/wMbpvw9.jpg[/img]
[b]look at those hips and thighs and tell me its not beautiful [/b]


[b][img]https://i.imgur.com/8fkPjRt.png[/img][/b]
[size=4][b][color=#ff00ff]IM GLAD YOU ASKED[/color][/b]
some call these presets junk, but i call them treasures.[/size]

[b][color=#ff00ff]ULTIMATE BOOTY BODY:[/color][/b]
you already know whats going on
[img]https://i.imgur.com/HCrKdAL.png[/img]

[size=5]-AND THE REST ARE IN THE IMAGES[/size]
[size=3](look man there were 30 pictures i didnt want to fill the page with them lol)
[color=#00ffff]
[/color][/size][font=Comic Sans MS][b]ULTIMATE BOOTY BODY BETA:
the in development version of the body, pretty similar

ULTIMATE BOOTY BODY - WENCH BASED BOOBS:
boobs based on the wench body

ULTIMATE BOOTY BODY - SUPER BOOTY BODY BUTT:
changed the ass to match the super booty body

ULTIMATE BOOTY BODY - SUPER BOOTY BODY BOOBS:
[/b][/font][font=Comic Sans MS][b]changed the boobs to match the super booty bodies

ULTIMATE BOOTY BODY - SMALLER: 
i made the body smaller since some people cant handle the Ultimate Thickness 

ULTIMATE BOOTY BODY - SMALLER BUTT BIGGER WAIST: 
SMALLER ASS, BIGGER WAIST, I HOPE YOUR HAPPY

ULTIMATE BOOTY BODY - SLIM:
general weight loss

ULTIMATE BOOTY BODY - SLIM MUSCLE:
the above but with bigger arms, your gonna need textures for it though. more like a yoga teacher than a body builder

ULTIMATE BOOTY BODY - LOTTA CLEAVAGE:
in this tale of two titties, titties collide for cleavagy goodness.

ULTIMATE BOOTY BODY -  LEAN LADY LEGENDARY BUTT:
its the same body... but with the ass from lean lady legendary

ULTIMATE BOOTY BODY - LEAN LADY LEGENDARY BOOBS:
its like the above but with BOOBY

ULTIMATE BOOTY BODY - BIG NIPPLES:
self explanatory. you know, i've always wanted to touch a boob that was this size, i feel like it would be soft. 

ULTIMATE BOOTY BODY - HUGE NIPPLES:
the nipples are thicker than the ass (not really but you get the joke/metaphor)

ULTIMATE BOOTY BODY - GRAVITY:
now they sag a lil bit... just a lil bit though (i think the ass does too)

ULTIMATE BOOTY BODY - ANTI GRAVITY:
you thought the original body was defying the laws of physics? look at this one

ULTIMATE BOOTY BODY - ANTI GRAVITY HOURGLASS:
you thought the above was crazy? well get ready cause now shes in the shape of a PERFECT hourglass

ULTIMATE BOOTY BODY - FLAT CHEST:
i made the chest flat... oddly, a lot of people seem to like it. more than i expected

ULTIMATE BOOTY BODY - FLAT CHEST + EXTRA THICK:
the above but with bigger ass hips n thighs. hope you can handle it without boobs to save you from the infinite cake

ULTIMATE BOOTY BODY - FLAT CHEST + EXTRA EXTRA THICK:
at this point you could probably eat a full family dinner off of her ass alone

ULTIMATE BOOTY BODY - FLAT CHEST + EXTRA EXTRA EXTRA THICK:
bodyslide... i dont feel so good

ULTIMATE BOOTY BODY -  FANTASY:
basically a combination of extra extra no gravity and big nipples. the type of body you see in... a lot of things

ULTIMATE BOOTY BODY - EXTRA:
can you blame me? this includes extra ass and extra boobs.

ULTIMATE BOOTY BODY - EXTRA EXTRA: 
after typing extra so many times it starts to look weird. i imagine if your reading this you understand

ULTIMATE BOOTY BODY - EXTRA EXTRA EXTRA:
an ass to surpass the gods 

ULTIMATE BOOTY BODY - EXTRA CAKE:
just a bigger ass... a divine ass. 

ULTIMATE BOOTY BODY - CHUBBY:
you would have never expected me to make this, but i did, and i enjoyed it. 

ULTIMATE BOOTY BODY - BOOBS ONLY:
smaller ass, only includes boobs

ULTIMATE BOOTY BODY - BOOBS ONLY EXTRA:
for your boobs only. 

ULTIMATE BOOTY BODY - BOOBS ONLY EXTRA EXTRA:
BIG MELONS

ULTIMATE BOOTY BODY - BOOBS ONLY EXTRA EXTRA EXTRA:
very very big. only use this if your okay with giving your character permanent back pain[/b]

INCLUDED IN LATEST UPDATE:
[size=4]Ultimate Booty Body - 2020 Edition
general quality of life changes to give this 2018 preset some 2020 energy :) all presets in 2020 update are based on this body.

Ultimate Booty Body - Milkshake
i'll let you guess what this is 

Ultimate Booty Body - Anaconda
i'll let you guess what this is

Ultimate Booty Body - Milf
wider hips, bigger, less gravity defying boobs, curvier waist & butt with a tummy. i know nothing about milfs.

Ultimate Booty Body - Hyper Happy
it makes everything really big, i know a guy who knows a guy who knows a guys god father who knows Todd Howard and todd howard knows my cousin Alberto and alberto has a thing for really big things, so, heres some really big things.

Ultimate Booty Body - Fashion Model
this preset displays the slim, overall small frame of fashion models that apparently have set unrealistic standards for women. 

Ultimate Booty Body - Instagram Model
instagram models almost always have one thing in common, big butt, small waist, medium boobs and a lack of self respect. so, i made this which fulfills all of those requirements, especially the last one.

Ultimate Booty Body - Amazon Pants Model
we all know it, women that advertise pants on amazon have great butts. of course, the pants have to look good, they have to get sales, be it by photo augmentation or picking the best booty-haver within 3000 mile radius of amazon headquarters (confirmation pending) so here it is, not big, but juicy and enticing, for all of your clothing selling needs. 

Ultimate Booty Body - Hand Model
[/size][/font][font=Comic Sans MS][size=4]this preset changes your characters hands to make them beautiful and amazing (this is a joke please do not ask me why the hands dont actually change.)[/size]

[/font][font=Comic Sans MS][b][size=5]THEY ALL WORK WITH CBBE AND UUNP!!![/size]
[size=4]
[/size][/b][size=4]MODS THAT USE MY BODIES:
https://www.nexusmods.com/skyrim/mods/94240

check em out :) you got a mod that uses mine? tell me and i'll give you a shout out[/size]

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

[color=#9fc5e8]Q&A[/color]
[color=#9fc5e8]will you upload a character preset?[/color]
[color=#9fc5e8]if someone asks i will do it

[/color]should i upload images/videos?
yes i have always wanted a video of my body mods, images are great too

[color=#9fc5e8]why do you want to be in the hot files so bad?[/color]
[color=#9fc5e8]its a dream of mine, after the super booty body special edition came out (and is now in top 100 adult mods) i wanted it.[/color]

[color=#9fc5e8]what started your fascination with ass?[/color]
[color=#9fc5e8]im a black man[/color]

[color=#9fc5e8]how does that answer my question?[/color]
[color=#9fc5e8]the weakness of all black men is ass and thick thighs... you can quote me on that

okay then why are there boobs too?
because i have a penis

what if i dont like boobs?
thats why theres an option to remove them.

what if i dont like women?
download it anyway

what if i want to give my woman a penis?
loverslab

who asks you these questions?
you'd be surprised [/color]

[color=#9fc5e8]why are you setting these standards for women?[/color]
[color=#9fc5e8]these are not standards because its not even real you 3D peasant [/color]

[color=#9fc5e8]wait... i know you[/color]
[color=#9fc5e8]*quickly presses escape and walks away* [/color]

[color=#9fc5e8]how often do you drink water?[/color]
[color=#9fc5e8]very frequently[/color]

[color=#9fc5e8]how long did it take you to create this body?[/color]
[color=#9fc5e8]a summer[/color]

[color=#9fc5e8]will you make more presets?[/color]
[color=#9fc5e8]someday, but right now im focusing on my screenshots[/color]

[color=#9fc5e8]can we be friends?[/color]
[color=#9fc5e8]if your reading this, we already are friends :D[/color]

[color=#9fc5e8]what is the goal with this body?[/color]
[color=#9fc5e8]to have it surpass the super booty body and possibly more. [/color]

[img]https://i.imgur.com/VXYfy0u.png[/img]
[b]
[/b][size=5]PRESETS I MADE, DISCORD AND LL:
[url=https://www.nexusmods.com/skyrim/mods/75352?]THE SUPER BOOTY BODY
[/url][url=https://www.nexusmods.com/skyrimspecialedition/mods/1329]THE SUPER BOOTY BODY - SPECIAL EDITION[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/30857/]THE LEGENDARY BOOTY BODY - SPECIAL EDITION[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/24678]THE CONCUBINE BODY - (SPECIAL EDITION)[/url]
[url=https://www.nexusmods.com/skyrim/mods/93763?]THE ULTIMATE BOOTY BODY[/url]
[url=https://www.nexusmods.com/skyrim/mods/75436?]THE BLANK SLATE[/url]
[url=https://www.nexusmods.com/skyrim/mods/77542]LEAN LADY LEGENDARY[/url]
[url=https://www.nexusmods.com/skyrim/mods/64285]PERKY CURVY PETITE[/url][/size]

[size=3]BEST PLACE TO CONTACT ME:[/size]
[url=https://www.loverslab.com/profile/603179-daedal/]DAEDAL @ LOVERSLAB
[b][size=4]DISCORD: https://discord.gg/FFeE4ZU[/size][/b][/url]

[b][size=4]DAEDALS PRESETS ALL IN ONE ON LOVERSLAB:
[url=https://www.loverslab.com/files/file/4101-daedals-presets-and-requests-all-in-one/]http://www.loverslab.com/files/file/4101-daedals-presets-all-in-one/[/url][/size][/b][size=4]
DAEDALS PRESETS ALL IN ONE BUT ON NEXUS:
[url=https://www.nexusmods.com/skyrim/mods/96415]https://www.nexusmods.com/skyrim/mods/96415[/url]
DAEDALS PRESETS ALL IN ONE BUT OLDRIM PRESETS IN UUNP:
[url=https://www.nexusmods.com/skyrimspecialedition/mods/31492]https://www.nexusmods.com/skyrimspecialedition/mods/31492[/url]
[/size][b][size=6]
[color=#9fc5e8]IMAGES BY: myself at loverslab: [/color]https://www.loverslab.com/profile/603179-daedal/
i upload pretty often

[color=#ff0000]DARKER IMAGES BY:
my friend FIREWOLF 
https://steamcommunity.com/profiles/76561198229356000/[/color]
thank you firewolf <3 


thank you all for reading
endorse if you like
download if you want
thanks :D have a nice time
[/size][/b][/font][font=Comic Sans MS]
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