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Interesting NPCs - German (WIP)

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[font=Lucida Sans Unicode][color=#6d9eeb][b][center][size=5]Deutsche Übersetzung von[/size]
[size=6] Interesting NPCs [/size][size=3]von [url=https://www.nexusmods.com/skyrim/users/1102501]kristakahashi[/url][/size][/center][/b][/color][/font]


[color=#ead1dc][size=3]Zuerst der Hinweis darauf, dass die Übersetzung noch nicht abgeschlossen ist (WIP - work in progress)[/size][/color][size=3][color=#ead1dc]. [/color]
[color=#d5a6bd]Es sind nun etwa 80% der Texte in's Deutsche übertragen.
Da ich bei den unzähligen Handlungssträngen und Auswahlmöglichkeiten unmöglich in der Lage bin, alle Texte zu überprüfen, bitte ich um Rückmeldungen bei Übersetzungsfehlern und/oder falschen Geschlechtsbezeichnungen etc. - seid bitte meine Beta-Tester.[/color]

[/size][color=#b6d7a8][size=4][b]Interesting NPCs[/b] von [url=https://www.nexusmods.com/skyrim/users/1102501]kristakahashi[/url] ist die weitaus größte Mod, die ich für Skyrim gesehen habe.
[/size][/color][color=#b6d7a8][size=4]Sie fügt über 250 NPC, mehr als 25 potentielle Begleiter und über 50 neue Quests zu Skyrim hinzu.[/size]

[size=4][b]Interesting NPCs[/b] wird Euer Erleben von Skyrim [b]völlig verändern[/b]!
Die Mod bringt vielmehr Farbe und Leben nach Himmelsrand. Jeder Begleiter/NPC verfügt über besondere Eigenschaften und Erfahrungen und lässt Euch daran teilhaben. Ihr werdet die ganze Bandbreite von Persönlichkeiten treffen und kennenlernen, die das Leben zu bieten hat. Verschlagen, verrückt, lustig, traurig, gelangweilt, arrogant bis einfach nur dumm ... alles ist vertreten.


[/size][/color][center][font=Arial][size=4][b][color=#ffe599]Dies ist nur die ESP-Datei, die [/color][color=#e06666]Original-Mod wird benötigt[/color][color=#ffe599].[/color][/b][/size][/font][font=Arial][color=#ffe599][size=4][b]Ihr könnt sie hier herunterladen: [url=https://www.nexusmods.com/skyrim/mods/8429]Interesting NPCs[/url], anschließend mit meiner Übersetzung überschreiben. 
[/b][/size][/color][/font][font=Arial][color=#ffe599][size=4][b]Die Datei enthält nur die Übersetzungen zum Text. Die Sprachausgabe bleibt englisch. [/b][/size][/color][/font][font=Arial][color=#ffe599][size=4][b]Also bitte Untertitel einschalten.[/b][/size][/color][/font][/center][font=Arial][color=#ffe599][size=4][b]

[/b][/size][/color][/font]
[color=#f4f4f4]Um die Größe der Mod (und die Übersetzung) einschätzen zu können ein Rechenspiel:
Die gesamte Übersetzungsdatei von Skyrim (inkl. DLC) enthält ca. 87.000 Einträge. Interesting NPCs hat ca. 53.000 Einträge!
Beyond Skyrim - Bruma beispielsweise hat ca. 15.000 Einträge und erhält daraus etwa 24.000 gesprochene Textzeilen.

[/color]Ich wünsche viel Spaß mit einem neuen Skyrim-Erlebnis und freue mich über Rückmeldungen.

The Gemstone Prophecy

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[url=https://flic.kr/p/25U51sm][font=Lucida Sans Unicode][size=5]Learn more about upcoming Gemstone Mods Projects at [color=#ffff00]https://www.facebook.com/The-World-of-RipX-Skyrim-Mods-546066445598724/[/color]
and at my Youtube Channel at [color=#ffff00]https://www.youtube.com/channel/UCgheLAMTmjBXfxzykodh4NQ/videos?

Get the Prequel mod, The Lost Cavern of Prophecy, at [/color][/size][/font][/url][font=Lucida Sans Unicode][color=#ffff00][size=5]https://www.nexusmods.com/skyrim/mods/90994/[/size][/color]

[/font]
[size=5][color=#00ffff]It has been five months since the Shyeri warrior Rolonce' had become famous in Skyrim by discovering the lost cavern of prophecy and finding the ruins of an ancient battle between the Bloodstone and The Gemstone Maidens[/color][color=#00ffff], proving that the legends of lore were actually true. You have been given a tip of another set of ruins, and set out to discover them, and become famous as well.[/color][/size]

[img]https://farm1.staticflickr.com/827/41283359384_eb7fd2c522_b.jpg[/img]

[font=Lucida Sans Unicode]
[size=5]From the Minds of The Lost Cavern of Prophecy and Hammet's Dungeon Packs comes... [color=#1155cc]The[/color] [color=#ff0000]Gem[/color][color=#00ff00]stone[/color] [color=#9900ff]Prophecy[/color], a quest style mod in the vein of the old school RPGs... The player learns of a great evil and must assemble a team to fight that evil while finding loot and upgrades along the way, while learning the story behind The Gemstone Prophecy.

[color=#00ffff]This Adventure Includes-

[/color][/size][color=#00ffff][size=5]- A set of Dungeons, Temples and Caves created by Venjhammet[/size][/color][size=5][color=#00ffff]
- 4 followers, with custom skin and eyes, all getting [/color][/size][color=#00ffff][size=5]Custom sets of armor and Custom Weapons with different enchantments throughout the game[/size][/color][/font][size=5][font=Lucida Sans Unicode][color=#00ffff]
- 1 set of Custom player armor
- 1 custom NPC Boss character with Custom Armor and Weapon
- TONS of items at the end - you will be good to go after finishing this
- 1 awesome Mansion with all the amenities and a shopkeeper
[/color][color=#00ffff]- 30 books detailing a rich storyline and lore of the Prophecy[/color][/font]

[/size][font=Lucida Sans Unicode][size=5][color=#ffff00]How to Start your Journey -

[/color][/size][/font][size=5]ATTENTION: This mod has books that point you where to go. This "quest" has NO quest markers that pop up (it's a book-driven quest), so don't think it isn't working if you do something and nothing pops up. Just follow the directions and read all the books and you'll be fine.[/size][font=Lucida Sans Unicode][size=5][color=#f4f4f4] The story is important to the quest. [/color][/size][size=5]The storyline for the mod is fleshed out over the course of the mod by over 30 gemstone prophecy "lore" books detailing the current timeline (as it unfolds) as well as a series of books that talk about the maidens, the last gemstone battle and also the story of Bloodstone, all written by RipX.[/size]  [/font][size=5][color=#f4f4f4][font=Lucida Sans Unicode]READ ALL BOOKS! Start by looking NE of gallows rock (see pic)[/font]

[url=https://flic.kr/p/29gazys][img]https://farm2.staticflickr.com/1978/43491163030_26587761f1_o.jpg[/img][/url]
[/color][/size][size=5][color=#00ff00]
[font=Lucida Sans Unicode]The Story -[/font][/color][font=Lucida Sans Unicode]

In the next of a repeating cycle that has occurred through time, Molag bal has once again decided that the world deserves to die, and has vowed to destroy it. He has been harvesting the evil of mankind and now has enough evil energy to summon his Bloodstone, destroyer of worlds... The Divines realize that they do not want to rule over a dead world, and, in secret, make the decision to create champions to defeat her. The divines have taken eight magical gemstones and from those have created Magical Armor and weapons to accompany 8 Gemstone maidens, who will challenge and defeat Molag bal's Bloodstone. But it will not be easy. Molag Bal has resurrected the ancient architect Venj hammet, who has created four dungeons of incredible evil power.  The dragonborn must find 4 of these maidens and take them through their dungeon, and then claim their magic armor and weapon. Then, with all four maidens together, you must finally face and defeat the Bloodstone... who has her own secret. All this is done while learning the story of the maidens, The last time this happened, and even Bloodstone herself. The risk is great and the reward is fitting a mission of this magnitude. Are you ready to fulfill The gemstone prophecy?[/font]

[url=https://flic.kr/p/29gaznL][img]https://farm2.staticflickr.com/1907/43491162410_02fa5ab99d_o.jpg[/img][/url]
[/size][size=5][color=#00ff00]
[/color][font=Lucida Sans Unicode][size=5][color=#00ff00]Requirements - [/color]
[/size][/font][/size][font=Lucida Sans Unicode][size=5][color=#00ffff][size=5]
1.- A Follower framework mod, Like AFT or EFF, that will enable you to have 4 followers and enable you to manage their armor, weapons and inventory. I tested with AFT, but I highly say go with EFF, FLP and RDO combo for max YES.

[/size]2. -The regular same ol

-SKSE
-Dragonborn
-Hearthfires
-Dawnguard[/color]

[youtube]9ZdjS0rGzSI[/youtube]..[youtube]2_kPHsqxtFQ[/youtube]

[color=#00ff00]Q/A-
[/color]
Q - You looking for videos, reviews, or pics of the mod from players to put on the mod page?
A - Yes, please. Screenarchers, I'd LOVE it. Thanks in advance!

Q- Any Conflicts?
A - Well there's not anywhere in skyrim that's NOT modded nowadays, so there's always a chance. You may need to disable a mod or 2 while you are playing this, but it'll be worth it.

Q - Are either these versions of the maidens, the armor, or weapons going to be released separately?
A - Not at this time. Sapphire is exclusive to this mod, but may later be available in a pack with the other 3 new versions, with their gemstone armor and weapons. I wouldn't wait for it, though.
[/size][size=5]
[color=#00ff00]Credits -[/color]

This mod is truly a collaborative effort throughout many great modders.
[/size][/font][size=5]- [color=#00ff00]VenjHammet[/color], for providing the amazing dungeons and countless amounts of editing help throughout the course of development [/size][font=Lucida Sans Unicode][size=5]
- [color=#00ff00]Ashes2Asherz[/color], for so many things. He took the launch file (which had a lot of errors) and spent days fixing a million things .He also made many aspects of the mod better, including maiden combat and many others.
[/size][size=5]- [/size][size=5][color=#00ff00]BoneTounge[/color], For help with design, lighting, script, armor, follower creation and many other things[/size][size=5]
- [color=#00ff00]Pandorable[/color], for helping me re imagine the maidens and Bloodstone, with amazing designs and beautiful presets. 
- [color=#00ff00]MassiveMaster[/color], for creating a custom version of her baby Doll X skin & custom eyes for the maidens as well as creating Emerald's bow and Arrows and helping with makeup work
- [color=#00ff00]RavenDier[/color], for letting me use his fantastic Elven Chainmail Armor to create the Maiden's Armor  
[/size][/font][size=5][font=Lucida Sans Unicode]- [color=#00ff00]Taoxue[/color], for working hard to try and get a courier and quests working, along with some tweaking help
- [color=#00ff00]Ronnie Magnum[/color], for the exclusive weapons created for Amethyst and Sapphire
- [color=#00ff00]LeonMalan[/color], for giving us a fantastic gift that the player will receive at the end of the mod.
[color=#00ff00]- MFeile1974[/color], This...NONE of this would even exist at all if it wasn't for this woman. For helping me bring the original Amethyst, Ruby, and Emerald to life, she helped create the very beginning of the Gemstone universe. Her original versions of Amethyst Ruby and Emerald are still very popular -[/font]



[/size]

Backstab animation for sneak killmove

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[b]How to install[/b]
==================

Use your mod manage of choice or just drop the meshes folder into your data folder.




[b]Known issues or bugs[/b]
==================

[list=1]
[*]The backstab ends a bit earlier than it should and the sound of the body dropping to the floor doesn't sync most of the time, as far as I know fixing this would require manually editing the animation file to remove or adjust the sound, and the animation ending early would require messing with behavior files, which is beyond my modding knowledge.
[/list]


Feel free to do whatever you want with this file.

Flying saucer modder's resource

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This is a 3D model resource made using blender of the most common type of extraterrestrial spacecraft.

It is not textured.

The Zeta-Reticulan greys have become interested in the planet of Tamriel and are abducting people and animals for medical experimentation.

Cursors Galore Animated Mehrunes Razor

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

[b](The "unbroken" interval it's longer in the game, this is just a sample)
[/b][img]https://image.ibb.co/jBHtB9/jiji.gif[/img][size=4][b][color=#f1c232]
Since some of you asked for it, here it goes.
3 sizes and it's left handed counterparts.
Static Version available, everything in the installer.[/color]
[color=#ffd966]You wouldn't believe how much time these things consume[/color]
[color=#ffd966]a comment or endorsement are [/color][color=#ff0000]REALLY[/color][color=#ffd966] appreciated![/color]
[color=#ff0000].
.
.
.
.
.
.
.
.[/color]

[color=#ffd966]Any JoJo fan?
I just love this new song!
[youtube]EaMFh2GNXo8[/youtube][/color]
[/b][/size]
[/center]

Shields Block Poisons

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[u]Updates[/u]

[list]
[*][u]October 14, 2018[/u]
[/list][size=2][b]Good news! [/b]Reddit user [b]Night_Thastus[/b] offered a simple fix that seems to have fixed or greatly reduced the crashes some users of experienced with Block Poisons v1 around some spitting insects (file version 1.3). Please let me know if this works for you! Also fixed an error in one magic effect condition record.

[/size]Also, I redid the poison resistance effect for Block Poisons v2 (at least for the Requiem file, version 2.2). Block poisons will be less effective without the "Strong Grip" perk.

[list]
[*][u]April 28, 2018[/u]
[/list][size=2]All new option available! Read the description below for differences between v1 and v2.


[/size][list]
[*][u]Nov 9, 2017[/u]
[/list]New version is up! Diseases are now included in the mod - no more getting rock joint through your shield. :) I also added support for [url=https://www.nexusmods.com/skyrim/mods/75876/?]Realistic Needs and Diseases All-In-One for USLEEP[/url] disease effects.

In addition, I finally figured out how to set it up so that insect spit attacks can only be blocked if you have a shield. Blocking with a two-handed weapon or an empty hand will no longer cut it! Turns out it was [i]far [/i]simpler than I had thought. Chalk it up to a better understanding of Skyrim's condition syntax.


[b][size=6]***READ THE FULL DESCRIPTION!!!***[/size][/b]


[size=4][b][u]Description[/u][/b][/size]

I didn't like that poison effect would still work against a blocking opponent, so I made this tiny mod to fix it. Despite the title, it works both with and without shields.

I made a new version (v2) of this mod in April 2018, because the original design was causing occasional crashes around spiders for some players. Each version has advantages and disadvantages, so please read the descriptions below and choose whichever version better suits your needs.


[list]
[*][b][u][size=4]V2:[/size][/u][/b]
[/list]
Version 2 works by editing Perk records. [b]You must take the first perk in the block tree for it to work. [/b]This version simply modifies your poison/disease resistance while blocking, adding 75% poison and disease resistance when blocking (100% if holding a shield). Anything that edits the relevant perk will require a patch (Requiem version is available - ONLY USE ONE!)

I made this because some users were experiencing occasional crashes around spiders while using Version 1. This version should solve that issue. The disadvantage of this implementation is that it loses some complexity - primarily that there is no way to distinguish spit attacks from melee, so spit projectiles can be blocked just as easily without a shield as with one.

The Hunterborn and RND patches are obsolete when using this version.


[list]
[*][u][size=4][b]V1:[/b][/size][/u]
[/list]
This mod is just a few simple edits to magic effect (MGEF) records in TES5Edit to check if the target is blocking when a poison effect is applied. Despite the title, it works both with and without shields (though you'll need a shield to block spit attacks). It also affects NPCs in addition to the player.

Unfortunately, because the mod is so simple, it can't distinguish between melee attacks and arrows, nor can it tell the difference between a successfully blocked attack, and one that connects despite your attempt to block (a sword in the back, for example). This means that holding the block button will prevent all poisons from being applied, regardless of where or how you are hit. Fixing that would require at least some scripting knowledge and probably a different approach, which is sadly beyond my current abilities. Activating block will not remove or affect ongoing poison effects, the mod only checks when the poison is initially applied (at least, that's what my testing shows).

I made this by editing the magic effect records (MGEF) in TES5Edit to add a "IsBlocking" condition to all poison effects. Very simple. This does mean that any mod that also edits those records will be incompatible, and need a patch. The only mod in my list of 100+ that edits those records is Requiem, though there could be others. Also, some mods may also create new MGEF records of their own. In that case, this mod would not affect those poisons, though they wouldn't directly conflict. Hunterborn is the only mod I use that does this, but other creature mods might as well.

I believe that I found all the relevant MGEF records, but it's possible that I've missed some. Let me know in the comments if you find any and I will add it.

NOTE: Some users have reported occasional crashes around spiders when using this mod. I believe it's related to the spit attacks and some kind of oddity with Skyrim's engine. I've previously avoided this by temporarily uninstalling the mod around problem creatures. If you experience this issue, also consider using Version 2.

If you want to tweak this mod or make your own patch, it's extremely simple to do in TES5Edit.

Features:
* Works for both player and NPCs
* Works with or without a shield
* Doesn't affect ongoing poison effects
* No change to the amount of physical damage blocked
* Should work with animal claw/bite/spit attacks


Requires USLEEP.


Feel free to reuse this mod however you like. Make patches, translations, include it in your mod, all okay. Just be sure you credit me. You may not use this mod in any for-profit, commercial, or paid-mod-related service.

Thanks to user MadCat221 on Reddit for suggesting the method I used.


[b][size=4][u]Some of my other mods you may appreciate:[/u][/size]
[size=3][url=http://www.nexusmods.com/skyrim/mods/87803]Paulicus Requiem Tweaks[/url][/size][/b]
[url=http://www.nexusmods.com/skyrim/mods/84023/?]Walk Faster[/url]
[url=http://www.nexusmods.com/skyrim/mods/79280/?]Shields Block Poisons[/url] (works with more than just shields, despite the name)
[url=http://www.nexusmods.com/skyrim/mods/91163]Requiem Smithing Rebalanced[/url]
[url=http://www.nexusmods.com/skyrim/mods/93268]Bandolier Expanded[/url]
[url=http://www.nexusmods.com/skyrim/mods/87847]Requiem-Enchanting Awakened Fixes[/url]
[url=http://www.nexusmods.com/skyrim/mods/85210/?]Holy Places Effects patch for Vampiric Thirst and Requiem[/url]
[url=http://www.nexusmods.com/skyrim/mods/86507/?]No Slow Walking with 2H Weapons[/url]

Mark of Arkay - Death Alternative

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[color=orange][size=5][b]Mark of Arkay - Death Alternative[/b][/size][/color]
[size=2]
Skyrim Special Edition version available [url=http://www.nexusmods.com/skyrimspecialedition/mods/11540/?]here[/url].[/size]

[color=lightgreen][size=4][b]About[/b][/size][/color]

[color=#d8d8d8][size=3]When you lose all of your health, a Menu will appear and asks you which one of these items you want to trade to restore your health. When you don't have enough items or when you choose nothing from the menu, depending on the settings either you die, respawn or the game will exit to the main menu. [/size][/color]

[list]
[*][b][size=3][color=#00ffff]Arkay mark[/color] [/size][/b][i][color=#d8d8d8][size=2]a dark stone which can be found in the loot.[/size][/color][/i]
[*][b][color=#00ffff][size=3]Filled grand soul gem[/size][/color][/b]
[*][b][color=#00ffff][size=3]Filled black soul gem[/size][/color][/b]
[*][b][color=#00ffff][size=3][b]Dragon soul[/b][/size][/color][/b]
[*][b][color=#00ffff][size=3]Gold[/size][/color][/b]
[/list]
[color=#d8d8d8][size=3]You can disable or change required amount for each item in mcm menu or set it to zero for cheating.
[color=#d8d8d8]If you don't want to see the menu, you can disable it and trade item automatically, based on their priority. When the menu is disabled,[/color] items with higher priority will be removed first. If two or more items have the same priority, one of them will be chosen randomly. You can change their priority and other settings from the MCM menu.[/size][/color][color=#d8d8d8]
[/color]
[size=3][color=#d8d8d8]You can revive yourself without trading by using one of these Items:[/color]

[/size][list]
[size=3][b][/b][/size][*][b][b][size=3][color=#00ffff]Scroll of revival[/color]  [/size][/b][/b][i][color=#d8d8d8][size=2]If you cast it, you will be revived automatically for one minute.[/size][/color][/i]
[*][b][color=#00ffff][size=3]Scroll of sacrifice  [/size][/color][/b][i][color=#d8d8d8][size=2]If you cast it on an NPC that satisfies its conditions, that NPC will die instead of you for 30 secs.[/size][/color][/i]
[*][b][size=3][color=#00ffff]Healing Potion[/color]  [/size][/b][i][color=#d8d8d8][size=2]When your health drops to zero, You have 6 seconds to open your inventory and revive yourself with healing potions.[/size][/color][/i]
[/list][size=3]
[size=3][color=#00ffff][b]Spell[/b][/color][color=#d8d8d8] versions of the scrolls of revival and sacrifice and other spells can be bought from the priest of arkay in Falkreath.[/color]

[color=#d8d8d8]You can choose to lose some or all of your items before respawning. If you enable this option you can take back your items by activating a grand soul gem which is placed where you died or reviving yourself with sacrificing someone.
You can also toggle losing your items permanently whenever you respawn before finding them.[/color]
[/size]
[youtube]CCvmUeFRrRU[/youtube]
[color=lightgreen][size=4][b]
Compatibility[/b][/size][/color]

[size=3][color=lightgray]This mod should be compatible with almost anything except mods that do the same thing or remove the essential flag from the player.

List of known [/color][color=#ff0000][b]incompatible[/b][/color][color=#d3d3d3] mods:[/color]

[color=#d8d8d8]Death Souls
SM Essential Player
SexLab Defeat (if Bleedout is enabled)
Dragons Souls - Death is Highly Overrated
Death Alternative - Your Money or Your Life
SkyTweak (if Bleedout is enabled in the Scripts page)

[/color][/size][color=lightgreen][size=4][b]Installation[/b][/size][/color]

[size=3][color=lightgrey]Copy files to Skyrim data directory. start the game and change setting from mcm menu. If you have other mods that change the level list, create a Bashed Patch with Wrye Bash.[/color][/size]

[color=lightgreen][size=4][b]Uninstallation[/b][/size][/color]

[color=lightgrey][size=3]make sure you are not in Falkreath's hall of the dead. Stop the mod then remove its files (if you don't stop it your character remain essential), rebuild your Bashed Patch then use a Save cleaner like [url=http://www.nexusmods.com/skyrim/mods/76776/?]this[/url] to remove its scripts from your save file.
[/size][/color]
[color=lightgreen][size=4][b]Credits[/b][/size][/color]

[color=lightgrey][url=http://skse.silverlock.org/]SKSE Team[/url][/color]
[color=lightgrey]Creators of [url=http://www.nexusmods.com/skyrim/mods/3863/?]SkyUI[/url][/color]
[url=http://www.nexusmods.com/skyrim/users/4522213/?]Saerileth[/url][color=#d3d3d3] for Arkay mark model and texture[/color]
[/size]
[youtube]4bMAE_s87K0[/youtube]

Requiem-Enchanting Awakened Fixes

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[b][size=4][u]Load Order[/u] - [/size][size=5]IMPORTANT![/size][/b]
Because I don't have permission to edit any of the Enchanting Awakened files directly, my file should be loaded after EA and it's Requiem patch -- you can think of this file as a sort of 'patch for the patch.' Proper load order is:

Requiem.esp
EnchantingAwakened.esp
EnchantingAwakenedRequiem.esp
[b]Req_EnchantingAwakened_Fixes.esp[/b]   <-- [i]my file
[/i]Requiem for the Indifferent.esp


_________________________________________________________________


I love playing Skyrim with [b][url=http://www.nexusmods.com/skyrim/mods/19281/?]Requiem - The Roleplaying Overhaul[/url][/b], and I enjoy using [b][url=http://www.nexusmods.com/skyrim/mods/42796/?]Enchanting Awakened[/url][/b] (EA) alongside it. However, I very much dislike the system that requires perks to use enchanted items that only applies to the player. I initially made this patch to remove that feature. Additionally, when I started looking around the built-in Requiem patch, I found a number of errors that needed fixing. This patch is the result.

[u][size=4]Features[/size][/u]
[list]
[*][size=2][b][i]Removes the need to have certain perks to utilize enchanted items[/i][/b]. Now, you should be able to use any enchanted item you find. [b]However,[/b] you'll still need the relevant EA perks to disenchant or create items with a given enchantment. Additionally, some artifacts & unique items will function better with the relevant perks.[/size]
[*][size=2]Fixed the [b]staff crafting recipes[/b] and [b]enchantment-discovery perks[/b] so that they point to relevant perks, instead of random ones along a single EA path. Updated perk descriptions.[/size]
[*][size=2]Restored the Requiem balance of some enchantments. Rebalanced the [i]Haste [/i]enchantment added by Enchanting Awakened.[/size]
[*][size=2]Some items had incorrect magic effects applied compared to the base effect that would be learned when the item was disenchanted -- mostly related to Requiem's Rank II [i]Fortify[/i] effects. I fixed them to make the enchantments and descriptions match.[/size]
[*][size=2]I removed the penalties associated with the penultimate perks on each path (Aether Strider, Chaos Master, and Corpus Guardian). It didn't make much sense to me to take a perk that would make 2/3 of your enchantments weaker. Perk descriptions updated.[/size]
[*][size=2]I also edited a few leveled lists to distribute some of the [i]Haste[/i]-enchanted boots to armor vendors. It looks like EA is supposed to do that via scripts, but I never encountered them in my game, so I added them just in case. Compatible with Requiem and USLEEP.[/size]
[/list]
1.1.4:
[list]
[*]Rebalanced the custom "Haste" enchantment for the Chaos capstone perk, as well as the pre-made boots that can be found randomly at armor merchants. Slight nerf. Also rebalanced Steelskin vs Stoneskin enchantments. Now they both have the same magnitude (though Steelskin will end up being stronger due to how the Corpus perks operate), and Steelskin also makes you more resistant to knockdown attacks.
[/list]
1.1.3:
[list]
[*]Fixed scaling of "Rank II" enchantments. Requires one rank higher of the Soul Stealer perk to create enchantment Rank II than Rank I (see changelog for example).
[/list]
[size=3]NEW in 1.1.2:[/size]
[list]
[*]Stormflux Foresight's second rank has been edited to give shock resistance instead of magic resistance, consistent with the other elemental perks.
[*][b]Rebalanced the first 'tier' of perks (Aether Seeker, Chaos Disciple, Corpus Scholar) to better fit Requiem's scheme of 'impactful' perks.[/b] 
[*] - The perk chains will now grant their full effect on the first perk (15% enchantment strength and 75% more weapon charges for the relevant effects).
[*] - Second rank will grants 10% resistance to magic and enchanted weapons, [b]however[/b], perks beyond the first rank will only be available to enchanters that have already committed at least one more perk point along their chosen path - thus, you can only gain one magic resistance perk. Taking the second rank of Chaos Disciple or Corpus Scholar after taking Essence Gambit will commit you to that path if you haven't gone any farther yet.
[*] - Third rank unlocks a pair of thematic enchantments I made (one weapon, one armor). Check the forge for recipes - bring some iron and soul gems. (Unfortunately, I was unable to get the armor enchantments to scale properly. Instead, their effects increase with your enchanting skill. Check your active effects for the exact magnitude. Weapon enchantments work fine.)
[/list]

[b][u][size=4]Notes[/size][/u][/b]
Even though you no longer need perks to utilize enchanted items, you'll still need them to disenchant items, or create items with a given enchantment (see the [url=http://www.nexusmods.com/skyrim/mods/42796/?]Enchanting Awakened[/url] page for a list of which perks correspond to which enchantments). I've noticed a few bugs, though. Sometimes, the scripts responsible for removing items from your 'disenchant' list won't run on time, and you'll still be able to disenchant an item that you shouldn't be able to (this is native to EA and not caused by my patch). Usually this seems to be solved by waiting a bit before entering the crafting menu. There could be slightly strange behaviors if you install the mod midway through the game, but nothing game-breaking. Regardless, you won't be able to effectively enchant an item without the relevant perk. Which leads me to my next note...

Enchanting Awakened has two different ways to prevent you from creating an item without the required perk. From my testing, it seems as though weapon enchantments are barred outright at the enchanting table. However, armor items can still be enchanted, but without the necessary perks the enchantment magnitude will be miniscule (usually 1%), making them all but useless. This is native EA behavior that I haven't changed.


Vanilla Requiem has two perks that unlock advanced staff crafting recipes (some restricted by skill level as well) and add powers to your character that allow you to 'research' new enchantments ([b]Arcane Experimentation[/b] and [b]Artificer's Insight[/b]). By default, the EA-Requiem patch included with Enchanting Awakened doesn't edit the recipes or powers, so they end up being attached to random perks only accessible from a certain path. Now, you'll need [b]Soul Shaper Rank 3[/b] to unlock the first tier of magical staves and enchantments, and the penultimate perk in your chosen path ([b]Aether Strider, Chaos Master, or Corpus Guardian[/b]) to unlock the strongest of them.


[b][u][size=4]Future Plans[/size]
[/u][/b]Aside from fixing any missed records, I'd like to look at the buffs gained from the Essence Modulation and Essence Nemisis perks. Unfortunately, I haven't had characters at the right level to test those ability extensively. So, if anyone can help point out effects that are in need of rebalancing, I'd be grateful!

I may also look at the final perks in each path. I'm considering rebalancing them to fit Requiem a bit better.


______


Hope you like it! Thanks for checking out my mod, and let me know if I missed anything. :)



[b][size=4][u]Some of my other mods you may appreciate:[/u][/size]
[size=3][url=http://www.nexusmods.com/skyrim/mods/87803]Paulicus Requiem Tweaks[/url][/size][/b]
[url=http://www.nexusmods.com/skyrim/mods/84023/?]Walk Faster[/url]
[url=http://www.nexusmods.com/skyrim/mods/79280/?]Shields Block Poisons[/url] (works with more than just shields, despite the name)
[url=http://www.nexusmods.com/skyrim/mods/91163]Requiem Smithing Rebalanced[/url]
[url=http://www.nexusmods.com/skyrim/mods/93268]Bandolier Expanded[/url]
[url=http://www.nexusmods.com/skyrim/mods/87847]Requiem-Enchanting Awakened Fixes[/url]
[url=http://www.nexusmods.com/skyrim/mods/85210/?]Holy Places Effects patch for Vampiric Thirst and Requiem[/url]
[url=http://www.nexusmods.com/skyrim/mods/86507/?]No Slow Walking with 2H Weapons[/url]

Requiem Smithing Rebalanced

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[center][font=Georgia][size=6][u][b][i]Requiem Smithing Rebalanced
[/i][/b][/u][/size][/font]
by Paulicus[/center]


I always thought it was odd that dwarven gear was so low in quality, especially that it was considered worse than orcish gear. Eventually I sat down and made this mod.

The main feature of this mod was to swap dwarven and orcish gear perks in the smithing tree, and edit the weapons/armor to reflect that change. I incorporated a few other changes as I made it, including a re-worked smithing perk tree, and editing a few sets of armor to create a class of pseudo-medium armors. Details below.

I've included some of the relevant armor tweaks from [b]Minor Arcana[/b], and I recommend using it with my mod (load mine after, to avoid losing any of my changes).

[size=3]
[/size][list]
[*][b][size=3]Dwarven/Orcish Rebalance[/size][/b]
[/list]The Dwarven and Orcish smithing perks have been swapped in the smithing tree (Orcish unlocked at 25, Dwarven at 50). The stats for armor and weapons have been swapped to reflect this change as well.


[list]
[*][b][size=3]Rebalanced "Medium" Armors[/size][/b]
[/list]Armor/weight values for Orcish, Dwarven, and Scale have been re-balanced to create a class of "medium" armors. Orcish is a heavier mid-tier set with good armor rating, while Dwarven gear is lighter and more mobile than orcish, but slightly less protective. In addition, Steel Plate armor has been buffed slightly to make it a solid choice for a mid-tier set of heavy armor. Taken together, these three sets should provide a range of mid-tier options for heavy armor users who want to balance protection, carry weight, and mobility.

Scale armor has been modified to be a 'light/medium' armor set. It's a fair bit heavier than other light armor sets, but provides somewhat more protection than Elven armor, as well as some arrow resistance (Requiem 1.9.4).

Some other heavy armor sets already fit into this category without modification/with changes from Minor Arcana (Imperial, Falmer, probably Wolf Armor and some others as well). In the future, I may tweak some of them to fit better, and incorporate other DLC/mod armors.

Armor stats:
[spoiler]
[b]Orcish[/b]
- Armor: 411  (570 with shield)
- Weight: 50  (60 with shield)

[b]Dwarven[/b]
- Armor: 384  (532 with shield)
- Weight: 41  (49 with shield)

[b]Steel Plate[/b]
- Armor: 484
- Weight: 64

[b]Scaled[/b]
- Armor: 208
- Weight: 37

[/spoiler]

[list]
[*][b][size=3]Ancient Knowledge of the Dwemer[/size][/b]
[/list]About now some of you might be thinking, "But wise master Paulicus, orcish armor is still more protective than dwarven! How will I ever roleplay my dwemer-obsessed researcher/murder-hobo?" Fear not, Jimmy. Just because the ordinary rubes of Skyrim don't know all the intricate secrets of dwemer armor, doesn't mean that you can't discover them! In fact, if you were to look in a certain dwemer ruin and complete a certain quest, you just might be able to acquire some of the Ancient Knowledge of the dwemer themselves! Such knowledge would certainly help you unlock the secrets of that precious armor of yours, and probably make it a viable option into the mid-to-late game.

[spoiler]
I modified the quest reward for "Unfathomable Depths" to also give you an armor bonus while wearing a full set of dwarven armor. It will boost your total AR close to that of ebony, and should let you use that wonderful armor at least partway into the late-game.
[/spoiler]


[list]
[*][b][size=3]Perk Tree Changes[/size][/b]
[/list]In addition to the above changes, I've included a modified version of the smithing tree inspired by Smithing Unchained/USE-ME (with the swapped perks described above, of course). However, I also wanted to give some incentive to invest the lower-tier perks early on, without leaving them as empty perks once you upgraded to better materials. So, I've made the six lower-tier tempering perks (Orcish, Dwarven, Elven, Glass, Ebony, and Advanced Light Armors) give a small bonus when tempering equipment. It's not much, but if you're playing a smith you'll actually gain some benefit to branching out and learning how to work with different materials, without having to arbitrarily study disparate smithing techniques in order to unlock others.


[list]
[*][b][size=3]Requiem 2.0 Version[/size][/b]
[/list]I haven't personally upgraded to 2.0 yet, but I've provided a version which I believe [i]should [/i]be compatible. It contains all the same edits as the original, but removes the changes to the Arrow Resistance Mechanics perk due to the changes to the way Requiem 2.0 handles arrow resistance. My understanding is that most light armors (included scaled) automatically received some amount of arrow resistance already, so this changes was unnecessary. Scaled armor still provides a significantly higher armor rating than other armors of its level, in exchange for more weight. In the future, I may look into boosting the type of arrow resistance it gets in 2.0.

The only other Requiem record that I modified was for Orcish and Dwemer crossbows, so unless they changes the names of those records or rebalanced some of the armor/weapons that I changed (I haven't read anything about it in the changelogs), there shouldn't be any issues with 2.0 compatibility.


[list]
[*][b][size=3]Future Plans[/size][/b]
[/list]I have a few ideas of how to expand the scope of this mod, mostly by tweaking some armor sets to create more 'Medium' armors.
*Dragonborn Armors
*Patch for Immersive Armors, both to rebalance orcish/dwarven gear and create some medium armor sets from both the light and heavy sides.
*Tweak some other armors from the base game/Dawnguard that might make good medium armor.



[b][size=4][u]Some of my other mods you may appreciate:[/u][/size]
[size=3][url=http://www.nexusmods.com/skyrim/mods/87803]Paulicus Requiem Tweaks[/url][/size][/b]
[url=http://www.nexusmods.com/skyrim/mods/84023/?]Walk Faster[/url]
[url=http://www.nexusmods.com/skyrim/mods/79280/?]Shields Block Poisons[/url] (works with more than just shields, despite the name)
[url=http://www.nexusmods.com/skyrim/mods/91163]Requiem Smithing Rebalanced[/url]
[url=http://www.nexusmods.com/skyrim/mods/93268]Bandolier Expanded[/url]
[url=http://www.nexusmods.com/skyrim/mods/87847]Requiem-Enchanting Awakened Fixes[/url]
[url=http://www.nexusmods.com/skyrim/mods/85210/?]Holy Places Effects patch for Vampiric Thirst and Requiem[/url]
[url=http://www.nexusmods.com/skyrim/mods/86507/?]No Slow Walking with 2H Weapons[/url]

VMS Patch

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As-is, Skyrim is, like so many other MRPG games, too easy.  This patch is a targeted effort to overcome that deficiency.  If you're like me, you found that Legendary Mode at high levels can be way too easy to the point of being boring.  Skyrim allows for NPC's to be based on YOUR level, and so it is with this patch.  Creatures and undead I pretty much left alone, but most humanoid NPC's received a major elevation in aggression and overall stats.  The Forsworn Warlord class has been unlocked, and bandits are significantly more of a threat!

Destruction magic has been overhauled to provide more powerful spells, additional mastery perks, and a new line of pure magic damage destruction spells.  Fair warning, they do not contribute to skill progression.  Not sure why, actually, and the Entropy spell does not work even though it should according to the settings so far as I know, but I didn't make the game.  If someone else finds a way to get it to work, please let me know what you did so I can change it here.  Another fair warning, if you do not take the time to gain resistances to the elements, you may well find yourself facing a foe that can spell you down in one or two hits.  High level foes do benefit from the new Augmented Fire/Frost/Shock/Magic percs.  You will find foes wielding magic damage spells to be particularly challenging as resistance to Magic Damage is more difficult to obtain.

Fire Breath and Frost Breath have also been seriously upgraded from the pathetic versions they once were, but be warned!  Draugr using Frost Breath can totally devastate you if you don't ward, resist, or otherwise avoid the blast!  Even as a vampire.

Blacksmithing enhancements have been slashed in half for both the percs and in alchemy.  I find bows dealing 600+ damage to be a bit ridiculous, and the extreme armor ratings possible with the vanilla game to be excessive.

New percs include a two-handed sneak attack which requires that you are an expert in two-handed weapons and have 3 points added to enhanced sneaking, a new level for Elemental Potency, and the Trick Shot perc has been unlocked.

As for the speed enchantments, a movement speed enchantment has been added, as well as a weapons speed enchantment.  Sadly, the weapon speed enchantment is Static because of the design of the game.  Weapon speed enchantments stack properly now.  All characters are granted a base weapon speed stat which can then be modified with enchantments.  The movement speed is just that.  You run fast.  Good for covering long stretches of turf, or evading an enemy.  Additionally, the robe enchantments have been modified so that the magica regen rate also benefits from enchantment enhancements when crafting.

Aside from making things more balanced and generally harder, this mod also adds constructible arrows, and exploding arrows!  You'll find a book on the Skyforge entitled "Beyond Enchanting: Exploding Arrows" which puts the arrows in context, and describes how they are crafted.  Arrows can be crafted that explode for a variety of effects: Calm/Slow, Stagger/Paralyze, Damage Fatigue/Turn Undead, Fire/Flee, Frenzy/Speed Up, Frost/Slow, and Shock/Disintegrate.  The secondary effects are only available at high levels, and require a tremendous number of perks to craft.  These arrows do not show in the creation list unless you have all the appropriate items in your inventory AND you have all the correct perks and skill level requirements!

Another major change is dragon spawning.  I've had problems with dragons not spawning when I change the TimeScale global, so I've introduced a new script that changes the dragon spawning timer to a randomized real-time value instead of a game-time value.  This script also corrects the issue of dragons not spawning when you obtain the Dragonstone before going to Whiterun.

A few dialog bug-fixes have been added as well, most notably of which being those that prevent you from being able to invest in certain merchants.

Merchant gold is also randomized and has been generally increased.

This is a work-in-progress.  The companion patches for Dragonborn, Dawnguard, and Hearthfire are being re-constructed presently.  There are literally thousands of entries made in this patch, so please, if you find a bug/typo, report it to me and I'll attempt to fix it.  Or, if you have a fix for a bug, please tell me what you did so that I can make it a part of this patch.  Also, because of the sheer number of entries required for each patch, please be patient with the release of the Dragonborn and Dawnguard patches.

Once upon a time, I had a full catalog of all the changes I made to the game, but due to a system failure, data was lost, including the ReadMe for this mod.  So, this is an effort as much as anything, to "immortalize" this mod.  There was a Dragonborn, Dawnguard, and Hearthfire patch as well, but alas, those files could not be recovered.   They wound up looking like ooblec on the disc.  This file is the Master File for them.

This Mod uses content from [url=https://www.nexusmods.com/skyrim/mods/21720]Left-Hand Rings (Mod 21720)[/url].

!!! Warning !!!
!!! Some of the following recommended patches contain nudity. !!!
It is highly recommended that you download the following mods before before installing this patch:
    [url=https://www.nexusmods.com/skyrim/mods/51302]Beautiful Elves V2 (Mod 51302)[/url]
    [url=https://www.nexusmods.com/skyrim/mods/49015]Bodyslide and Outfit Studio (mod 49015)[/url]
    [url=https://www.nexusmods.com/skyrim/mods/2666]Caliente's Beautiful Bodies Edition -CBBE- (Mod 2666)[/url]
    [url=https://www.nexusmods.com/skyrim/mods/10168]ApachiiSkyHair (Mod 10168)[/url]
    [url=https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=1000136839&game_id=110&source=FileExpander]ApachiiSkyHairFemale[/url]
    [url=https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=1000097272&game_id=110&source=FileExpander]ApachiiSkyHairMale[/url]
    [url=https://www.nexusmods.com/skyrim/mods/53996]HDT Physics Extentions (Mod 53996)[/url]
    [url=https://www.nexusmods.com/skyrim/mods/25259]Remodeled Armor CBBE Bodyslide HDT - Vanilla Replacer (Mod 25259)[/url]
    [url=https://www.nexusmods.com/skyrim/mods/68000]XP32 Maximum Skeleton Extended - XPMSE (Mod 68000)[/url]
    [url=https://www.nexusmods.com/skyrim/mods/3863]Sky UI (Mod 3863)[/url]

Many Thanks for your hard work!

!!! MAY OR MAY NOT CONFLICT WITH OTHER MODS !!!
!!! PLEASE LET ME KNOW OF ANY CONFLICTS YOU FIND SO I CAN POST ABOUT THEM HERE !!!
!!! ALWAYS BACKUP YOUR FILES IN CASE OF CONFLICT WITH NEW MODS !!!

A new breed of Bandit is HERE: The Pirate!  They are above you in level, and always have the best quality gear.  I have integrated 110 Bandit Templates with dozens of new faces to the primary patch for a richer experience, including 3 archer classes: Archer, Archer w/ Shield, and Marksman.  Archer's use both bows and one-handed weapons instead of simple daggers. [It took a lot of time]

New bandit NPC's are being checked currently for any errors before linking them into the leveled character system.  As I have another major project going on, I likely will not be repeating this operation on any other enemy classes (IE: Warlocks, Reavers, Vampires, etc...) without an algorithmic way of generating the NPC's and lists.  This update is available now.  The final step of linking the 1320 new NPC's into the main bandit lists has been completed.

Please feel free to use any part of this mod in your own as your own, simply credit me, or the other appropriate author for their work as it does take A LOT of work to make mods like these!

For More Fun Adult Things Look Up [url=https://www.pornhub.com/view_video.php?viewkey=ph58716e919871d]"Princess Zelda @ Fapzone"[/url]

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!!! Thank You !!!
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Nether's Follower Framework

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Nether's Follower Framework is designed as a simple, multi-follower system that is light on game resources and allows for up to 10 companions at one time. It provides a host of additional features, including immersion and quality-of-life functions to allow you to adventure with a small team of characters.

It does not alter nor include any standard dialog, such as recruiting, dismissing, asking to wait/follow, trading and so on, making it safe to use with dialogue overhauls (RDO, etc). It works behind the scene to translate requests into the framework.

This framework is intended for use with Followers that use the default follower system versus custom followers, which often have their own integrated system for joining the player. However, this framework includes an import system that allows you to use some of the quality of life features on custom followers.

[font=Georgia][color=#fff2cc][size=4][b]Core Features[/b] [/size][/color][/font]
- Up to 10 Followers (flexible, can be humanoids or animals).
- No starter bow or arrows.
- Integrated Interesting NPC support (requires iNPC, obviously) - Some users have had issues getting this to work properly, however I have zero problem and cannot yet replicate the problem.
- Plenty of options, below, all at your choice, set with a robust MCM menu.
- PDF Guide provided for explaining all features.

[font=Georgia][color=#ffe599][size=4][b]Sandboxing[/b][/size][/color][/font]
- Allow Followers to Sandbox when you are doing passive tasks.
- Set Followers to only Sandbox In-Town.
- Auto-Sandbox in Town Interiors, Your Homes or Locations you determine.
- Toggle off for any specific Follower.
- Allow Followers (and other NPCs) to Sandbox multi-level interiors.

[font=Georgia][color=#fff2cc][size=4][b]Mount/Riding Support[/b][/size][/color][/font]
- Allow Followers to use spawned horses provided by this mod.
- Select breed and effects of their horse, select breed globally.
- Provide Riding Package support only if another mod provides a horse system but no packages.
- Toggle off for any specific Follower.

[font=Georgia][color=#ffe599][size=4][b]Combat[/b][/size][/color][/font]
- Set combat and non-combat distance of Followers.*
- Place Followers in a Healer or Tank Role.
- Reduce Infighting between Followers.
- Optionally Disable bleedout recovery keeping them down during a fight.

[font=Georgia][color=#fff2cc][size=4][b]Movement[/b][/size][/color][/font]
- Catch Up teleport (and On-Demand Ability for player)
- Can Control distance and polling time.
- Enable a +25% Movement Boost for faster following.
- Reduce interpolation between walk/run state changes (faster reaction).

[font=Georgia][color=#ffe599][size=4][b]Actions[/b][/size][/color][/font]
- Improve Follower Stealth AI when out of combat. They will not initiate combat, chatter and they move in close.
- Stop Idle Chatter on all or selected followers (or only allow it while sandboxing)
- Give a follower a nickname (follower renaming of display name)
- Prevent Followers from drawing weapons when you do.
- Followers will not set off basic traps (equivalent of LightFoot perk). Optional via installer.
- Followers get out of the way when you get very close to them.
- Followers can Auto-Recharge weapons they use or use filled soul gems (not player filled).
- Teach Followers spells by trading spell books to them.
- Set any Follower to Essential (or reverse it). While in the Framework, all Followers are Protected.

[font=Georgia][color=#fff2cc][size=4][b]Gear[/b][/size][/color][/font]
- Set up Adventuring Gear for a Follower, telling them what to wear while they are following you. This is gear enforcement [u]NOT [/u]outfit managment.
- Storage system for re-applying Adventuring Gear when re-recruited.
- Copy their default outfit into your inventory (for custom armor, mainly).
- Set a Follower to only use/equip shield while in combat.
- Set a Follower to only use headwear while in combat.
- Blades compatibility for multiple followers plus the ability to give followers the blades gear instead of changing their base outift.

[font=Georgia][color=#ffe599][size=4][b]Control[/b][/size][/color][/font]
- View any Follower's Stats, Skills and Resistances.
- Issue Commands to all Followers or individual ones at a distance.
- Commands for All Followers: Wait/Follow, Toggle Sandbox, Combat/Follow Distance, Summon and Dismiss.
- Commands for Single Followers (when facing follower and in your sights): Wait/Follow, Trade, Favor, Set Adventuring Gear and Dismiss.

[font=Georgia][color=#ffe599][size=4][b]Expendable Recruits[/b][/size][/color][/font]
- Enlist the help of non-essential (inconsequential) NPCs by bribing them to join you, adding them to the framework.
- Offer them varying amounts of gold, with more gold equaling a greater chance they will join you.
- Repeatedly hiring the same NPC will eventually make them join you free of charge.
- Experimental feature but works on most non-essentials, even those provided by other mods. Use with caution. They will retain vanilla dialogues, so be wary of some options while they are with you.
- You can bring them to your level and allow them to go up in level as you do by using the optional batch file (install MANUALLY to your main Skyrim directory). Open the console, make sure they are selected and type: bat nfflevel

[i]* - Custom Followers are usually completely outside of the Framework but can be Imported to use any feature not shown with "*" above. Importing allows them to "borrow" a Follower Slot, so they count towards the max limit. Custom Follower here specifically means any Follower with their own follower framework outside of the vanilla system (Serana, Sofia, Recorder, Arissa and so on). This includes Custom Pets that have their own follower framework outside of the vanilla system. [i][b][i][b][color=#ffff00]Users have reported Inigo will break, so use Import at your own risk with him.[/color][/b][/i][/b][/i][/i]

- Pets (Animal Companions) under this Framework use most of the features that Followers do. However, all races in the game are governed by behavior files meaning that pets will do what they want to do at times. Example: Dogs will sit when the player stops whether you have them set to sandbox or not.

[b]The Version for Skyrim Special Edition is [url=https://www.nexusmods.com/skyrimspecialedition/mods/18076]HERE[/url].
[/b]
[font=Georgia][b][color=#f6b26b][size=4]REQUIREMENTS[/size][/color][/b][/font]
- SKSE
- SkyUI
- Dawnguard - Must be installed and enabled.

[font=Georgia][b][color=#f6b26b][size=4]RECOMMENDED[/size][/color][/b][/font]
- Convenient Horses for follower horses.
- Simple NPC Outfit Manager for actual outfit management.
- My Home is Your Home for setting home location.

[font=Georgia][b][color=#f6b26b][size=4]INSTALLATION[/size][/color][/b][/font]
[spoiler]
I recommend using a mod manager to install this mod. It is in FOMOD format.

The following scripts, if they are present, will be overwritten:
- DialogueFollowerScript (and QF_DialogueFollower_000750BA) - retains original functions but alters their contents to segway into the framework controller script.
- FollowerAliasScript - as above.
- TrainedAnimalScript - as above.
- TrapBear - Altered to not affect followers. You can optionally remove this script if you want vanilla follower trap behavior.
- TrapTriggerBase - as above.
- BladesChangeOutfitScript, FreeformSkyHavenTempleAScript, QF_FreeformSkyHavenTempleA_000E38C9 - For adapting to the Blades recruitment and adding equipment option.

[b]New Game
[/b] This is the recommended approach. You can begin your game with this mod enabled. Startup impact is minimal.

[b]Existing Game[/b]
Likely works best if you have never installed a multiple follower mod (AFT, EFF, UFO, etc).
1. Follow the directions for uninstalling your multiple follower mod, including uninstalling the mod. Your followers should all be dismissed.
2. Make sure your current follower is dismissed, along with any animal follower.
3. Travel to a new cell (any indoor location, for example).
4. Save your game.
5. Exit and Install Nether's Follower Framework.
6. Load your game. You should get text on the screen saying that the mod is installed.
7. Save your game and then load the save you just created.
If all went well you should be using the framework. I cannot guarantee it will work flawlessly in an older save file, especially one that previously had a different framework installed. You may wish (at your own peril/comfort) to use a save game cleaner. Personally I use Fallrim Tools and I haven't had an issue with it.

[b]Updating
[/b] If you are updating from a previous version and currently have followers, use - Sort Follower Slots - under [Show Follower Slots] to refresh the followers and their packages.

[b]Load Order
[/b] Place this mod near the end of your load order.
[/spoiler]
[font=Georgia][b][color=#f6b26b][size=4]SCRIPT LOAD[/size][/color][/b][/font]
[spoiler]
The script load of this Framework is pretty light to minimal. Most of the scripts and functions are fire and forget and use game events when possible. There are some exceptions. If you don't want any Papyrus load, you can turn off some features to have zero load in real time.

[b]Sandboxing [/b]- The sandbox function uses a single update loop that checks in real time. At around 7 seconds of the player being more or less idle, Followers will sandbox.
[b]Catch-Up "Teleport"[/b] - The catch up system is on the same single update as Sanboxing but only checks once per 10 seconds. It isn't a necessary component as you can use the Teleport ability to pull all Followers and Pets to you.
[b]Check Count[/b] - This checks the follower and animal count and adjusts it occasionally (single loop in real time, quick check every 8 seconds). I do recommend you leave it on. The only time it does anything in depth at all is if my animal and follower count doesn't match Skyrim's. You can turn it off and check manually (or on location change event) - this might feel more kludgy though.
[b]Import Adjustment [/b]- Same single update loop as Check Count, this simply removes an Imported follower from the Framework. You don't use my Framework to Dismiss or Recruit Custom Followers, they use their own system so this is just a clean up as their follower system doesn't directly talk to mine. Zero impact when no Custom Follower is imported.

So... If you really, truly want zero impact, turn off Sandboxing, Catch-Up, Check Count and don't Import any custom followers. You might want to try these systems first before just turning them off. These systems are actually pretty light.
[/spoiler]
[font=Georgia][b][color=#f6b26b][size=4]COMPATIBILITY[/size][/color][/b] [/font]
[spoiler][b]
Compatible with[/b] most mods that affect followers, including:
- Convenient Horses (switch Mount Support in my mod to No Support)
- Immersive Horses (switch Mount Support in my mod to Riding Support Only)
- My Home is Your Home
- Simple NPC Outfit Manager
- Relationship Dialogue Overhaul
- Interesting NPCs
- Skyrim Horses Renewal

This framework will not make any followers explicitly compatible with any of the mentioned mods, except iNPCs.
Mods that affect marriage or children should be fine as those systems are untouched.
Not fully tested with Animal mods. In theory, most should be fine. I have tried Dogs of Skyrim so far.

[b]Not compatible with[/b]:
- Any multi-follower framework mods (AFT, EFF, UFO and similar).
- Any mods that directly affect the recruitment of Blades.
- Not compatible with mods that teach spells by trading books with Followers.
- May conflict with any mod that enforces the following game settings: fFollowSpaceBetweenFollowers, iFriendHitCombatAllowed, fCombatTeammateFollowRadiusBase, fCombatTeammateFollowRadiusMin, fAIDistanceTeammateDrawWeapon, fFastWalkInterpolationBetweenWalkAndRun, fJogInterpolationBetweenWalkAndRun.

[b]Potential Conflicts:
[/b]- Mods that enhance follower combat AI will likely override this mod. This affects the Healer Role and Combat Distances.
- Mods that affect how followers travel with the player will likely override this mod. This affects Follow Distance. moving out of the way, Sandboxing, Stealth movement.
[/spoiler]
[b][color=#f6b26b][size=4][font=Georgia]FREQUENTLY ASKED QUESTIONS[/font]
[/size][/color][/b]
To keep the clutter down on this page, there is an article [url=https://www.nexusmods.com/skyrimspecialedition/articles/612][b]HERE[/b][/url]. Please glance over it before dropping your thoughts in the discussion.

LS Revamps for Requiem

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A personal tweak file focusing mostly on vampires (hence the name), Dunmer, katanas, and the economy.  Compatible with most things that don't change vampires.

Rather than try to transform Requiem like some ascended personal tweaks files, I've tried instead to polish and expand. 

[b][size=4]Requirements[/size][/b]:
[url=https://www.nexusmods.com/skyrim/mods/19281]Requiem [/url]2.0.x and its requirements (all DLCs and USLEEP).

[size=4][b]Designed to be used with, but not .esp-dependent on[/b][/size]:
[list]
[*][url=https://www.nexusmods.com/skyrim/mods/90983]Minor Arcana Reborn[/url]
[*] [url=https://www.nexusmods.com/skyrim/mods/90714]Requiem Food and Drug Rebalance[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/86504]Requiem Alchemy Rebalance[/url]
[*] [url=https://www.nexusmods.com/skyrim/mods/78139/?]Fozar’s Dragonborn patch[/url] and the [url=https://discord.gg/0pBEeD7mhisZVv76]2.0 update for it from the Requiem Discord (Fozar2.esp, in pinned messages under general)[/url]. 
[/list]This mod skips most of the things touched by these mods.  They've already done things similar to what I wanted to do in their areas. Load this after them.

[b][size=4]Features:[/size][/b]
 
[b]Undead Living:[/b]
 
Only living members of the playable races drop blood for vampires. If vampires just eat wolves all day then why is everyone so freaked out about them? Unlike other versions of this fix I’ve found, this excludes vampires and includes NPCs who are obviously supposed to be playable races but aren’t for technical reasons, such as children, the elderly, Astrid, and the Afflicted.
 
Feeding on the Vampire Cattle in Volkihar Keep no longer kills them. Now better than a blood bottle!
 
The vanilla issue where changing stages of vampirism breaks hotkeys of Vampiric Drain, a much more significant issue in Requiem since it made Vampiric Drain actually worth using, is fixed. You shouldn't notice any difference at all in the spell's functionality.
 
Fixed the related hotkey issue for Vampire's Servant.  Also fixed an issue in Requiem where, in a holdover from vanilla Skyrim’s vampirism stages’ progressing the other way, better versions actually used a weaker version of the reanimation effect despite lasting longer and having higher magnitudes.
 
The Requiem vampirism flat bonuses of +300 health and stamina have been broken into blocks of 50, growing as you feed.  You start with +50 health and stamina, then gain +50 more at your first feeding, then +50 more at 15, 50, 100, and 200 feedings, whereafter you have the full Requiem +300.  (Note that the separate stage-dependent health bonuses have not been changed, so your health will actually increase by more than 50 at your first feeding, since you will decrease a stage.)
 
Feeding on people who are under the effects of Vampire’s Seduction has a chance to deal no damage.  Accidents happen, but if feeding always kills people anyway what’s the point of Vampire’s Seduction when you can just kill them first and drink the blood off their corpse? 

The NPCs you can turn into vampires for the Volkihar clan’s quests will never take feeding damage.  They’re supposed to be worthy or something.
 
Your spouse will never take feeding damage while under Vampire’s Seduction, though will take damage as normal when fed on while not under Vampire’s Seduction.  This should allow the Volkihar quest involving turning your spouse into a vampire to be successfully completed.
 
Renamed the effects menu entries for the different stages of vampirism (Sated Thirst and so forth).  They all start with “Thirst“ and so will always occupy the same position in the effects menu, not jump around as you change stages, making it less annoying to check your current stage.
 
The weird vanilla bug with Serana weakening the Vampire Lord version of Vampiric Drain, which was carried over into Requiem, is fixed.

Vampires maintain their minor knockdown immunity, but have half the base mass of the living.  60% of human body weight is water, and vampires are almost completely dry (hence the dust, and the vanilla message about your blood boiling away when you become a vampire).
 
Elixirs of blood and blood-conserving phials are black market items, but are considerably more valuable, particularly in the case of blood-conserving phials which have a value of 0 in Requiem despite being made of gold.
 
When crafting blood-conserving phials you can substitute stahlrim for malachite, and/or ice wraith teeth or frost salts for venomous spittle. I suspect someone was working under the misconception that malachite “glass” is regular old silica glass, but I decided to provide alternatives to this recipe rather than alter it. Presumably the venom is acting as a preservative, so ice wraith teeth and frost salts seemed like viable substitutes based on Marise Aravel’s and Dravynea the Stoneweaver’s dialogues.
 
Ronthil and Feran Sadri sell modest amounts of human flesh and blood-conserving phials, and occasionally sell human hearts and elixirs of blood.

Enemy vampires will drop blood-conserving phials more frequently, but elixirs of blood less frequently.

Chests in vampire dungeons will occasionally contain blood-conserving phials.
 
Sybille Stentor occasionally sells a single blood-conserving phial.

[b]Fine Goods from Morrowind:[/b]
 
Brand Shei, Sadri’s Used Wares, and the New Gnisis Cornerclub actually sell appropriate Morrowind-related items, including Bonemold and Chitin armor, the ingredients and food added by the Dragonborn DLC, enchanted and new unenchanted versions of Dunmer clothing, and katanas (common weapons in Morrowind due to the province's history with and relative proximity to Akavir).
 
Katanas from Weapons of the Third Era that Requiem did not deign to include have been added, with stats and crafting/tempering requirements adjusted for balance and consistency.  Existing Requiem katanas have been standardized along the same lines. The Silver Katana and Steel Katana now no longer feel like two different classes of weapon, and katanas as a whole feel a bit more like distinct weapons from regular swords.
 
Merchants on Solstheim who sell weapons will sell katanas.
 
Bandits perked for swords, greatswords or daggers occasionally have katanas of the appropriate type, tempered according to Requiem's conventions.
 
Two-handed katanas have been integrated into Requiem’s generic greatsword list, based on Requiem’s proportions of one-handed katanas in its generic one-handed sword list.
 
Random leveled swords on Solstheim will occasionally be katanas. These leveled lists are based on Fozar’s, with some changes and bug fixes (Nordic and Elven are slightly more common, Orcish less common due to the lack of Orc settlements on the island, the one-handed sword town list is fully deleveled, etc.)
 
A small number of Dunmer NPCs have katanas instead of their original weapons.

Crafting and tempering requirements for equipment added by Dragonborn have been altered to be as consistent as possible with Requiem's existing smithing tree without adding additional books:

[list]
[*]Bonemold requires Craftsmanship (was Dwarven to craft regular, Craftsmanship to craft improved, and Orcish to temper either one, but Dwarven to temper the chestpiece variant. Just wow.)
[*]Chitin and Morag Tong require Advanced Light Armors (was Elven, except for the shield which was Elven and Orcish)
[*] Heavy Chitin requires Advanced Light Armors and Advanced Blacksmithing (was Orcish. I don't see any Orcs here, do you?)
[*] Nordic requires Advanced Blacksmithing (was Ebony, which made crafting Nordic gear completely pointless)
[*] Stalhrim requires Glass and quest completion (was Glass and quest completion for light and weapons, but Ebony and quest completion for heavy)
[*]Ahzidal's set tempers with iron like regular Ancient Nord armor (was steel).
[/list]
Morag Tong set is lighter than regular light chitin set, to reflect its prioritizing stealth over protection.

Advanced Blacksmithing allows you to breakdown chaurus and shellbug chitin into regular chitin plates.
 
The Temple Daedra blessings from Dragonborn have durations that match the other Requiem blessings, some unique conditions, and potential greater blessings (based on Fozar’s patch with some changes and expansions).  Azura gives +5% magic resist, +5% more if you’ve cleansed Azura’s Star, and will not bless you if you create the Black Star. Boethiah gives +5% onehanded damage, +10% more if you’ve completed Boethiah’s Calling, and will not bless you if you are a vampire. Mephala gives +10 speechcraft, and +15 sneak if you’ve completed The Whispering Door.

You can actually receive the blessings of Azura and Boethiah at their respective mainland shrines.  Poor Mephala must feel left out.
 
[b]Hard Currency:[/b]
 
Gold weight is halved from Requiem. 1000 septims encumber you by 5 units.
 
Bandit chests include ill-gotten luxury goods and valuable furs, but less gold. Bandits aren’t very liquid right now.
 
Enemies in general have much less gold on their persons and in their chests. Giants have none.
 
Certain cupboards contain much less gold.
 
Coin purses no longer contain gems, and still contain only modest amounts of gold.
 
Bounty rewards are paid in gold, and are moderately higher. The bounty should feel like the biggest reward in most bounty quests.  “Oh yeah,” you should think. “That’s why I was doing this. I just got PAID.”  Doing a job for someone should be more monetarily rewarding than just wandering around in the wilderness picking stuff up, especially for a character with no haggling or business expertise.

Bandit bounty rewards are no longer all the same. Some bandits are more wanted than others.

Giant bounty rewards are no longer all the same. Some giants are more giant than others.
 
Quests which referenced bounty rewards give standardized amounts of gold.  No more gems.

Septims can once again be melted down into gold ingots, as they could before Requiem 2.0. The new recipe reflects the decreased weight of gold pieces.

Gold ore and gold ingots are more valuable, reflecting the change in the weight of gold pieces.
 
A certain group of treasure hunters will no longer be disappointed to find that their carefully-hidden prize contains 17 septims and nothing else.
 
[b]Miscellaneous:
[/b]
Armor arrow resistance system reverted to Requiem 1.9.4. Blur is not touched.

Light Chitin and light Stahlrim have 1.9.4-style light armor resistance (like Elven and Glass) following Fozar's patch.

Blacksmiths actually have some steel and corundum for sale. You aren’t special, Alvor.
 
The giant kettle in Helgen breaks down into a lot of iron, if you’re insane enough to drag it out of the keep to a smelter.
 
Bandit bosses occasionally have enchanted armor, not just enchanted weapons.
 
Ralis Sedarys has all his perks back. Naughty Fozar, taking away my favorite follower interaction.

NPCs will no longer allow you to ransack their homes and businesses upon doing minor favors for them. +1 ("Friend") disposition does not entitle you to any of their possessions, and higher ranks entitle you to less than in vanilla or Requiem, except for marriage which still entitles you to almost everything.
 
Old Orc is a fairly-difficult one-time encounter, but not a freaking loot piñata like in Minor Arcana. It’s hard to believe the same mod that removed the Ebony Dagger provided a full suite of late-midgame gear for the cost of a few pilfered poisons. Having him walking around with badass enchanted gear, including a backup weapon better than the main weapon of almost every NPC in the game, is strikingly out of place in Requiem's world.  He’s skilled, not rich.  He's certainly not the Ebony Warrior version 0.5 like Minor Arcana makes him out to be.
 
Detect Life is the reward for the Treva’s Watch quest.  Requiem does not change this, but CRF does, even with the Requiem patch. This won't hurt anything without CRF.

The Huntsman's Prowess enchantment from Poacher's Axe has been greatly buffed, and it should now be a valuable find for hunters, especially if
they dabble in enchanting.
 
The buff from engaging in cannibalism with the Ring of Namira is +50% stamina regeneration and no drain from running, +100% health regeneration, and +25 health, all for ten minutes.

Orcish armor is a bit lighter and a bit weaker to reflect its ancestry as a medium armor set.

Steel Plate and heavy Imperial armors slightly buffed, based on MA's stats. Heavy Imperial is now between Iron and Steel in both weight and protection, rather than just being a worse Iron set, while Steel Plate is much heavier than the adjusted Orcish but slightly more protective.

Scaled armor set provides more protection than Elven but is substantially heavier, hopefully meaning both will be viable options in the midgame.

Similarly, studded armor provides more protection than leather but is substantially heavier.

Ancient Nord armor set is no longer just a worse Wolf set. It is now heavier, but provides more protection and has the ArmorMaterialEbony keyword for dragon protection.

Undid Fozar's nerfs to Ahzidal's set, added the Ebony keyword to match regular Ancient Nord, and reverted some Engrish in the descriptions.

Fixed an oversight in the 2.0 update for Fozar's patch that caused Ice Spike to lack a slow effect and the physical half of its intended damage.

The skooma dealers occasionally encountered on the road have non-zero proficiency in unarmed combat, their chosen method of conflict resolution.

Lowered racial base health and stamina for Ash Spawn.

Captain Veleth is much better suited to fighting Ash Spawn and will no longer instapop against those three at the farm.

Thieves will occasionally attempt robbery in cities even if you are not a thief.  The world isn't supposed to revolve around you in Requiem.  Also removed the level requirements for this event, which were still there for some reason, and lowered its chance to occur since it can occur in a much wider range of situations now.
 
The Woodsman’s Friend is “special.”  =)

[size=4][b]Installation and Compatibility:[/b][/size]
This mod's PlayerVampireQuestScript.pex must overwrite all other versions, including that of Requiem. It is a modified version of the Requiem script which removes the part that switches between different versions of Vampiric Drain when changing vampirism stages (there is now only a single version whose effects and cost scale with your stage via condition checks and invisible perks). This is the key to the hotkey bug fix. This means it must be loaded after in the LEFT panel (MO) or installed after (NMM or manual) all other mods which include a version of this script, including Requiem. Installing this on a save where you are already a vampire is a bad idea because of this script change. You could try installing it when you're at stage 4 vampirism (starving), but it's probably still a bad idea.

If used with [url=https://www.nexusmods.com/skyrim/mods/27644/?]Immersive Weapons[/url], [url=https://www.nexusmods.com/skyrim/mods/3871/?]Weapons of the Third Era[/url], or [url=https://www.nexusmods.com/skyrim/mods/92305]Requiem - Missing Katanas from Weapons of the Third Era[/url], you will end up with duplicates of the new katanas, in some cases with different stats and crafting requirements, resulting in a cluttered and confusing crafting menu.

Other than that everything in this mod is simple record changes and should be compatible and/or cleanly overwritten.  If a non-vampire-related feature isn't working something is probably overwriting it, and you should move this mod lower in your load order.
 
[size=4][b]Thanks:[/b][/size]
[list]
[*]Everyone who ever posted about the Requiem vampirism experience, with or without other vampire mods, especially [url=https://www.nexusmods.com/skyrim/users/1009563]kiskoller[/url] for [url=https://www.reddit.com/r/skyrimrequiem/comments/7v7k1r/2_things_i_think_should_be_changed_about_vampirism/]this post[/url] and [url=https://www.nexusmods.com/skyrim/mods/89459]this mod[/url], which inspired me to start working on the vampire stuff that ended up taking over the mod.
[*]fassina2 for a valuable technical take on kiskoller's suggestions in the thread linked above.
[*]The guy who commented somewhere that the big kettle should give you lots of iron. 
[*]The guy who complained somewhere about there being no steel for sale anywhere.
[*]The Requiem authors for Requiem.
[*]747823 for [url=https://www.nexusmods.com/skyrim/mods/3871/?]Weapons of the Third Era[/url], the source of the katanas.
[*]Acerac for the [url=https://www.nexusmods.com/skyrim/mods/86964?tab=files]Better Bandit Chests[/url] mod, which was the initial inspiration for the economy changes.
[*]Sharlikran for TES5Edit.
[*]Amadar for [url=https://www.nexusmods.com/skyrim/mods/74672]PapyrusCompilerPlus[/url].
[*]Fading Signal for [url=https://www.nexusmods.com/skyrim/mods/89459]this TES5Edit tutorial[/url].
[*][url=https://www.reddit.com/user/MeteoricTrail]MeteoricTrail [/url]and [url=https://www.nexusmods.com/skyrim/users/2023539]Schofida [/url]for inspiring me to start modding.
[*][url=https://www.nexusmods.com/skyrim/users/7021459]Segolia94 [/url]for uploading [url=https://www.nexusmods.com/skyrim/mods/91592]his personal tweak mod[/url] which inspired me to clean up mine for release.
[*]wizards
[/list]

Feedback is welcome and suggestions are greatly appreciated.

RUSTIC ARMOR and WEAPONS

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[font=Arial][size=5][b][color=#9fc5e8]RUSTIC ARMOR & WEAPONS[/color][/b] is a hi-res retexture of select armors and weapons of Skyrim.[/size]

[size=4]This mod is an attempt cover the armor & weapon sets that were missing from the aMidianBorn Book of Silence retexture mod. It's a massive undertaking to attempt to retexture all the armor and weapons in the game, so it's not surprising that no one has managed to do a complete overhaul as I did with the clothing in my [url=https://www.nexusmods.com/skyrim/mods/69784]RUSTIC CLOTHING[/url] mod.

While I don't currently have any ambitions to attempt another complete overhaul, I thought that I could at least address the armor and weapon sets that weren't covered by CaBal120.

[color=#6fa8dc]UPDATE 3.0: [/color]Adds a retexture/redesign of the [b]Dark Brotherhood[/b] armor. This armor set has always been problematic due to some curious (to put it nicely) design choices by Bethesda's artists. The female armor is actually a nice design overall, with the exception of the bizarre patchwork seaming over the breast area of the armor. I revised this to have a single seam following the curvature of the cup shape.

Sadly, the male armor was left in an unfinished state, for no apparent reason. The upper chest/neck area was left bare, which is why the Unofficial Skyrim Patch covered it over with a shawl. Not the best solution, but a fix nonetheless.

The problem with this USLEP fix is that instead of using an existing hood texture with the edited male armor mesh, they renamed the female hood texture "bandana", and assigned that to the revised mesh. Introducing a unique texture, rather than simply using the existing one creates problems. It necessitates that a texture patch be made for any retexture of the Dark Brotherhood armor for people using USLEP. I have included the "bandana" texture for users of that mod.

Personally, I never care for a solutions that cover up the problem, rather than fixing it. That's why I redesigned the male armor to make it more like the female version, with an upper chest area that was complete. This way, your character can be without the hood and still look normal. 

The other oddity with the Dark Brotherhood armor set is that the male hood texture is not used in game on the character or NPCs. It is instead used for the inventory view and the "ground" texture, even though it has a strange patchwork seaming that doesn't match the female hood used in game. This makes absolutely no sense at all, as the inventory view doesn't match the hood that's worn. I revised the male hood so it would better match the female hood to alleviate this mismatch.

Also include in RAW 3.0 is the Blade of Woe which is the one weapon associated with the Dark Brotherhood, being in the possession of Astrid.

Version 1.0 debuted with the RUSTIC DAEDRIC armor and weapons retexture. Version 2.0 adds a revised version of my earlier [url=http://https://www.nexusmods.com/skyrim/mods/73515]RUSTIC FORSWORN[/url] mod. That was just an armor retexture, and didn't include the forsworn weapons. Originally, I only had 1K textures for the boots and gauntlets, so I went back and remade them from scratch in 2K (both male and female) for the 4K version. I also revisited the armor and headdresses, making various minor alterations. The forsworn weapons are 2K for the 4K armor, and 1K for the 2K armor set.  With this addition, the old RUSTIC FORSWORN mod will no longer be supported.

I always thought that the Daedric design was one of the best in the game, but sadly the textures themselves were lacking. Once again, we find the Bethesda's haphazard approach, where multiple artists worked on the same set, and the art styles don't match. The work is sloppy and crude, and doesn't do justice to the brilliant concept art of Adam Adamowicz. The sizing of the textures is inconsistent as well. The body armor and the gloves are both 2K, while the boots and helmet are 1K. The hands and feet are the smallest body parts, and thus should've both had the smaller textures. Headwear models suffer the greatest stretching, and always benefit from larger texture sizes.

Ideally, the main armor texture should be twice the resolution as any of the smaller body parts. To have the gloves the same resolution as the main armor piece makes no sense at all. Regardless, I rectified this nonsense with my retexture.

All Daedric armor and weapon items have three textures in total: The diffuse, normal map, and environment mask. They are in matching resolutions, but I am also offering another choice, with reduced normals and environment masks to give better performance while keeping as much of the appearance as possible.

I could drone on further about my design choices, but I'll spare you good people that, and simply let you refer to the screenshots for more information on the appearance. One note on the pictures, I'm using an open faced helmet mod, so you won't see the enclosed helmet appearance in the screenshots, but rest assured that the entire texture is there for people who prefer the enclosed look.

4K and 2K resolutions are available, so pick the appropriate size for your set up. I hope people enjoy my latest RUSTIC addition to Skyrim.

Cheers,
Gamwich[/size]
[/font]
[b][center][size=5]• – • ALL MY MODS ARE EXCLUSIVE TO NEXUS • – •
I DO NOT ALLOW THEM TO BE PORTED TO OTHER SITES[/size][/center][/b]

True Saiyan race 2.0

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True Saiyan Race
By. BradP.L.1986
changes spells

1. ki blast
2. ki storm
3. dragon's wrath fire
4. dragon's wrath ice

Shout/power

1. Saiyans wrath Forms shout

how to gain
saiyans wrath is now a 3 stage shout that you will need to console command the woop words in they are "form""ascended" and "legendary"  will give you more power but the final form like most great power has a built in flaw just to make it a lil fair. IT"S OVER 9000!!!... hahaha
dragon's wrath fire and ice can be crafted in the forge with the arcane blacksmith perk and adept destruction perk.

 
still working on ozaru and more forms


Recommend this mod for better animation for shouting looks like a power up to me 
[u]https://www.nexusmods.com/skyrim/mods/93288

[/u]Update...
Added a new follower with some power similar to a Saiyan he has his own spells and really likes to use them :) and he can go to form 1 
hope he can be fun for your play through he starts level 20 and will level to you to level 90 he can be found hanging around riverwood. he is standalone does not need main fill to work.
reworked his combat a bit to make him more bal

Added another follower Bryntaa she has quite a lot of pent up power and likes to use it same as Brydok location riverwood difrent powers level 20 and will level to u to 90 hope you enjoy

Update...
Changed some of the shout names to make them easer to find they r now f0rm ascended instinct. and tweeked the race a bit to have more fun with unarmed combat some of the power attacks will make enemies fly.[u]

Next update wont be for a while as im trying to figure out a lillte more on how to make my own scripts how you guys r liking what ive come up with so far as ive mentioned this is my first mod and im still learning a lot of the ins and outs of the ck thanks to all that have endorsed and downloaded so far.[/u]

Lightning Standalone Follower (Final Fantasy)

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[center][u][b][size=5]
[color=#6d9eeb]Lightning[/color][/size][size=5]

[size=3][size=4]Located in Rorikstead, Frostfruit Inn[/size].[/size][/size][/b][/u][/center]
[center][size=5][img]https://staticdelivery.nexusmods.com/mods/110/images/93933/93933-1538512353-1121431659.jpeg[/img][/size][/center][center][size=5][u][b][color=#ff0000][Share your screenshots][/color][/b]
[/u]I'll be highly appreciated to see any screenshots under this mod from you, feel free to add any images for this mod. 
[img]https://staticdelivery.nexusmods.com/mods/110/images/93933/93933-1538514750-575532968.jpeg[/img]
[u][b]
Armor is vanilla ebony. Can be changed to something else.

HDT body version requires:

-  HDT Physics Extensions by HydrogenSaysHDT

-  XP32 Maximum Skeleton Extended by Groovtama

[Credits][/b][/u]
[b]The Ningheim Race - Seren4XX
ApachiiSkyHair - Apachii
The Eyes Of Beauty - LogRaam
Lux Brows - StephieRawx 
Caliente's Beautiful Bodies Edition - Caliente 
UNP BLESSED BODY - Blessed Redux Project team
sleepytigereyes - Helping me out with the follower[/b]
[/size][/center]

Two Handed Badass Samurai or Ronin Animations Replacer

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I want for a very long time make something like that ...and i did, this is my first animations ever so they are not perfect because i dont know something, and if you have any idea on how to make them look better feel free to suggest it. p.s. i also change the tkdodge step animations, you can find them in optional files p.p.s i use grandmaster ursine armor and nodachi from MSZ Item set. p.p.p.s. when i make unsheth animation the sword stay in the sheath and did not equiped, if someone know how to fix it, please write, and i did not include that animation.

Known bugs:
Walking right\left\backward with sword a bit messed up, and it fixes if slow the speed of movement by half.
Turning with Block look weird but i dont know how to fix it because i didnt find the files for them.


Showcase
[youtube]n3zrs1HisQY[/youtube]



In Action 
[youtube]SODoH2OQXFc[/youtube]

Migal's Hearthfires Bards - Castellano

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Necesitas descargar e instalar el MOD ORIGINAL: Migals Hearthfires Bards Created byMigal and Uploaded by migal130.

Después copia y sobreescribe está traducción en la carpeta Data.

Embellece los tres bardos de Hearthfires y las hace casaderas. Reemplaza a Lewellyn con una bardo llamada Lulu. Traducción de Texto y Voces.

Si te gustó el mod no olvides dar ENDORSE en la página de descarga del AUTOR DEL MOD: Created byMigal and Uploaded by migal130.

Rats Kingdom

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This mod adds Rats in Skyrim (No DLC Required)


This mod is a Standalone Mod with the SAME rats as in my mod [url=http://www.nexusmods.com/skyrim/mods/53078/?] Pets Kingdom [/url]


You have also my other mods with the pets:[url=http://www.nexusmods.com/skyrim/mods/73752?] Dogs kingdom [/url], [url=http://www.nexusmods.com/skyrim/mods/72329/?]Cats Kingdom [/url] and [url=http://www.nexusmods.com/skyrim/mods/72883/?]Rabbits Kingdom [/url]


Wild (non hostile) rats (184), Companions (28) invaded [color=#ff0000]Markath[/color] with the [color=#00ff00]Grey Breed[/color] (Also in the Cidhna Mine), [color=#ff0000]Windhelm[/color] with the [color=#00ff00]Albinos Breed[/color] (Also in the Hall of the Dead), [color=#ff0000] Ivarstead [/color] with the [color=#00ff00]Brown Breed[/color] (Also in Shroud Hearth Barrow -Nordic Ruin-), [color=#ff0000]Shor's Stone[/color] with the [color=#00ff00]Light Brown Breed[/color] (Also in Redbelly Mine), and [color=#ff0000] Riften [/color] with the [color=#00ff00]Black Breed[/color] (Essentially in the Ratway)

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

If you want to be accompanied by SEVERAL companions it is possible with the mod [url=http://www.nexusmods.com/skyrim/mods/15524/?] Amazing Follower Tweaks[/url] (if problem to dismiss the followers , you can uncheck AFT)

With [url=http://www.nexusmods.com/skyrim/mods/52871/?] Sokco's Guild Starter [/url] you can recruited up to 10 guild members in your home (aka headquarters)



[color=#ff0000][b]Bugs or Problems[/b][/color]

You can only have one Follower at a time: if you want a different one (in my other mods), you need to dismiss the first one before you recruit them.

If telling the follower to return at home (With message: “Your companion heads home”) doesn't dismiss him, or if you have lost the active Follower, you can try this:

Type “²” key to get into console, and type:

set playeranimalcount to 0

With [url=http://www.nexusmods.com/skyrim/mods/15524/?] Amazing Follower Tweaks [/url], or other mod with followers, if problem to dismiss the followers, you can uncheck this mod (AFT or other) in the Data Files when you launch the game

If problem with the Dialog Box of the followers/ companions (Wait - Follow - Trade - Favor - Dismiss) you can also enter / exit a house or make a fast travel

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

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

Thanks to HISSSSA for the Meshes/textures of these rats in his mod

[url=http://ux.getuploader.com/hissssaxmod001/download/25/HS-Rat-resource0.1.7z] hs-rat [/url] with a [url=http://ux.getuploader.com/hissssaxmod001/download/26/HS-Rat-resource0.1b-patch.7z] patch [/url]

[url=http://hissssa.cocolog-nifty.com/blog/]Blog of Hissssa [/url]

Free sounds for the followers


[b]Video with the Pets [/b]([color=#00ff00]Cats/Rats/Dogs/Rabbits - Kingdom[/color]):

->->->->->->->->->->->->->->->->[youtube]BM9hcp2Drb4[/youtube]<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-

Mogba - Standalone Follower

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[center][img]https://i.postimg.cc/dQCJcr9g/mogbatitle.jpg[/img]
[font=Tahoma]
[/font][font=Verdana][size=3]Name:  Mogba
Race:  Orc
Location:  Riften (Bee & Barb)
Voice:  Female Orc
Marriageable:  Yes
Weight:  80
Body:  Custom UUNP (HDT & Non-HDT)
Hair:  Custom Colored Hair Texture
Skin:  Fair Skin

Armor:  Remodeled Armor (ChronoTrigger77 & gamefever)
Armor:  Vanilla Orchish Stronghold Outfit (Non-HDT Version)

Weapons:  Orc with Orcish Weapon Set Replacer

ENB:  RealVision & Rudy 4.0
Tested with AFT & EFF

Skill bonuses to Block, Armor, Two-Handed.  Healing Spell.  Orc Bonuses/Traits.

[img]https://i.postimg.cc/43nTL9dL/20181015023124-1.jpg[/img]

[color=#00ff00][img]https://i.postimg.cc/W1rtyVKP/Requirements.png[/img]
[/color]
[u][b]HDT Version[/b][/u]
[url=http://www.nexusmods.com/skyrim/mods/68000/?]XPMSE[/url]
[url=http://www.nexusmods.com/skyrim/mods/53996/?]HDT[/url]

[u][b]Non-HDT Version[/b][/u]
Compatible Skeleton if you want bounce (ex.  XPSME)


[color=#00ff00][img]https://i.postimg.cc/htxqntcp/Recommended.png[/img][/color]

[url=http://www.nexusmods.com/skyrim/mods/11371/?]83Williows Whiter Teeth 4All[/url]
[url=http://www.nexusmods.com/skyrim/mods/13457/?]FaceLight[/url]
[url=http://www.nexusmods.com/skyrim/mods/75951/?]Fix Lip Sync[/url]
[url=http://www.nexusmods.com/skyrim/mods/76051/?]Are You There[/url]

[color=#00ff00][img]https://i.postimg.cc/QdTC9Dky/Installation.png[/img][/color]
Manual or your favorite Mod Manager

[color=#00ff00][img]https://i.postimg.cc/QdTrDkc2/Uninstall.png[/img][/color]
Manual Removal of all Mogba files or your favorite Mod Manager

[img]https://i.postimg.cc/tTxGyGFF/20181015020157-1.jpg[/img]

[color=#00ff00][img]https://i.postimg.cc/dVyfzNwC/Many-Thanks-To.png[/img]
[/color]
[url=http://www.nexusmods.com/skyrim/users/10858658/?]sfeile[/url]
[url=https://www.facebook.com/groups/755816797880543/]Bethesda Mod Creation Collective
[/url][url=https://www.facebook.com/groups/218944591881610/]Skyrim Mods & Modders[/url]

[color=#00ff00][img]https://i.postimg.cc/7Z71xgpj/Credits-Resources.png[/img][/color]

[url=http://www.nexusmods.com/skyrim/mods/25259/?]Remodeled Armor For CBBE Bodyslide HDT[/url]
[url=http://www.nexusmods.com/skyrim/mods/69562/?]Remodeled Armor for UUNP Bodyslide HDT[/url]
[url=http://www.nexusmods.com/skyrim/mods/60001/?]Orcish Weapon Set[/url]
[url=http://www.nexusmods.com/skyrim/mods/49015/?]Bodyslide[/url]
[url=http://www.nexusmods.com/skyrim/mods/29624/?]RaceMenu[/url]
[url=http://www.nexusmods.com/skyrim/mods/51602/?]Fair Skin[/url]
SG Hair (Google Is Your Friend)
[url=http://www.nexusmods.com/skyrim/mods/30411/?]Brows[/url]
[url=http://www.nexusmods.com/skyrim/mods/76089/?]YevMods - Makeup Pack[/url]
Bethesda (of course)
NifSkope
NifMerge

[color=#93c47d]*If I forgot anyone please kindly remind me*[/color][/size][/font]

[img]https://i.postimg.cc/wjwpQV6R/20181015015725-1.jpg[/img]

[color=#00ff00][size=4]
[/size][/color][url=http://www.nexusmods.com/skyrim/users/35629995/?tb=mods&pUp=1][img]https://i.postimg.cc/VktYDFhG/My-Other-Mods.png[/img][/url][/center]

Serana Valerica Replacer

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[size=6]Serana ver 1.4 Update
[img]https://staticdelivery.nexusmods.com/mods/110/images/85567/85567-1523214340-1237415759.jpeg[/img]


Valerica Update
[img]https://staticdelivery.nexusmods.com/mods/110/images/85567-0-1511013932.jpg[/img]

[/size]




[size=3]-CREDIT-

[/size][size=3]UNP Blessed Body(UNPB)
http://www.nexusmods.com/skyrim/mods/37900/?
Caliente's Beautiful Body Edition(CBBE)
http://www.nexusmods.com/skyrim/mods/2666/?
Enhanced Character Edit
https://www.nexusmods.com/skyrim/mods/12951/?
SG Female Eyebrows
https://www.nexusmods.com/skyrim/mods/35327/?
FairSkinComplexion
http://www.nexusmods.com/skyrim/mods/51602/?
PureSkinTexture
http://www.nexusmods.com/skyrim/mods/73853/?
Eyes Of Aber
http://www.nexusmods.com/skyrim/mods/59192/?
KS Hairdos - Renewal
http://www.nexusmods.com/skyrim/mods/68311/?
[/size]
[size=6][b]Another Mod[/b][/size]
[size=5][b]R.B Standalone 2H Worrior Hilda[/b][/size]
https://www.nexusmods.com/skyrim/mods/87929?



[img]https://staticdelivery.nexusmods.com/mods/110/images/87929-0-1510897029.jpg[/img]


[size=4]-EDIT-
RaisonBlack
JinBe


[b]Special Thanks To RRC And Naver.Cafe[/b][/size]
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