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Malazon

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[center][img]https://i.imgur.com/xeLNyqg.jpg[/img]

[i][font=Verdana][color=#c27ba0][size=3]Malazon is an Isle I created while playing with landscape editing and simulating how a town in classic Skyrim would be. It is the first Isle that I have made with functioning NPC's and a nearby dungeon and was my first ever attempt at creating something such as this. I have decided to release this mod as a BETA because there is always room for improving upon things I might have missed my goals for, plus I feel it is not 100% polished yet. All that I want from you as a downloader is for you to have fun while exploring this new area, check out what the place has to offer, endorse the mod if you like it and stop by the posts to leave a constructive or neutral post. Don't be negative or passive aggressive, nobody wants to hear that and I don't have time to deal with posts like that when I spend my free time attempting to entertain you. If you have an in game issue, check the (important!) section down below and please pay attention to it as your problem may be related to some of the listings there.[/size][/color][/font][/i]

[img]https://i.imgur.com/U1jHmkB.jpg[/img]

[font=Verdana][color=#c27ba0][size=3][i]Malazon is an island that was discovered by the East Empire company during a far away shipment of goods and building materials. They were sailing halfway to their destination when they were caught in a storm which blew them off course. Desperate to find land wherever they could to seek refuge from the storm, they stumbled upon a sizable piece uncharted land. After the storm had past, they decided to use their shipment to colonize the uninhabited land, as they wouldn't make it the rest of the way back in their current condition. After having settled there for a while, the East Empire company made their journey back to the solitude docks where they later made their report on the [/i][/size][/color][/font][font=Verdana][color=#c27ba0][size=3][i]whole ordeal. The island has since become a routine part of trade routes and occasional travel to the mainland and back for its citizens and travelers alike.[/i][/size][/color][/font]

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

[i][font=Verdana][size=3][color=#c27ba0]I don't consider myself a veteran mod maker with flawless work, I make mods in my spare time as a hobby and I do the best I can with what I can manage at any given time. This mod was created and balanced around classic Skyrim's lighting, atmosphere, and assets so please keep in mind that everyone uses different things like ENB's, lighting mods, climates of tamriel, maybe they have different calibrated monitors etc. so if you are having a lighting problem please keep in mind it can be difficult to balance things to look visually perfectly for everyone. One other thing to mention is that the LOD generation for the map in the world for V0.1 seems to leave a gap in the middle where ocean shows, it's only harmful aesthetically but the map functions just fine and is better than showing a default Skyrim map.[/color]

[color=#e06666]Don't c.o.c to any location[/color][/size][/font][font=Verdana][color=#c27ba0][size=3] within this Isle mod, please load this mod normally by traveling to the East Empire Company Warehouse near solitude and set sail using the boat at the docks for the best results. If you encounter any issues please head to the bugs section and submit me a private bug (via the checkbox on the bottom left on the bug reporter) and give details on the problem or any related mods you may think are associated if applicable. I can better understand how to assess the situation and prime mods for updates in a timely manner when done this way.

This mod has been cleaned with Tes5edit to the best of my ability so if any issues with Tes5edit still persist for any reason then I apologize in advance. Another thing to mention is that everyone's load order can vary widely depending on what mods they have installed (5 - x amount of mods) so this creates different scenarios for everyone and different game play experiences that I have not tested for. I personally recommend keeping a copy of your [/size][/color][/font][font=Verdana][color=#e06666][size=3]Skyrim game or Skyrim Data[/size][/color][/font][font=Verdana][color=#c27ba0][size=3] folder somewhere safe when modding your game with my or anyone else's mods. This is just a safety precaution that I like to use and recommend and external drives/large usb drives have become cheaper over the years so you can snag a 64GB one from amazon for around $15-20 depending on your location.[/size][/color][/font][/i]

[img]https://i.imgur.com/Lgw7kiE.jpg[/img]

[font=Verdana][color=#c27ba0][size=3][i]At the moment Malazon should be compatible with every mod as it does not change or add scripts or anything of anything, it only uses classic Skyrim's assets.[/i][/size][/color][/font]

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

[font=Verdana][color=#c27ba0][size=3][i]The only thing required to access and play at Malazon is the base Skyrim game, and a little enjoyment c:[/i][/size][/color][/font]

[img]https://i.imgur.com/L9wAG5I.jpg[/img]

[font=Verdana][color=#c27ba0][size=3][i]You can get to Malazon by heading to the East Empire Company Warehouse docks and taking the boat, this is the method I recommend please do not use console commands to teleport there as the world needs to be loaded properly.[/i][/size][/color][/font]

[img]https://i.imgur.com/OUzK7pq.jpg[/img]

[font=Verdana][color=#c27ba0][size=3][i]If you have not made a backup of your Skyrim/Data folder please take the time to do so now, if you don't care then you may proceed.

1. Go to the files section and click on mod manager download and either vortex mod manager should open/run or nexus mod manager will run. (I personally don't recommend using vortex mod manager because I have not used it yet and I believe it's working out some important development issues) Once it has finished click the mod and click activate.

2. In the files section click download manually to your desktop or wherever you choose to work and extract the archive. Open the folder, right click and copy the Data folder to your Skyrim directory and the Data folder contents will be distributed where they need to go. Once this is done keep a copy of the mods Data folder so you can use it as reference for uninstallation.[/i][/size][/color][/font]

[img]https://i.imgur.com/4pQgF38.jpg[/img]
[font=Verdana][color=#c27ba0][size=3][i]
[/i][/size][/color][/font][font=Verdana][color=#c27ba0][size=3][i]1. Right click the mod in the nexus mod manager and select uninstall and delete -> from all profiles. Once it is done click it again and press the delete key to remove it from the nexus mod manage, or keep it to be notified of future updates if interested. 

2. Open the folder containing Malazon on your desktop or wherever you have been working at with it and move the window to the side. Next open your Skyrim data folder and place these two windows side by side so you have the mod on your left and the installed location on your right. Use the mod files as reference and manually delete any associated files from your Skyrim Data folder.[/i][/size][/color][/font]

[img]https://i.imgur.com/8rXSLxh.jpg[/img]

[font=Verdana][color=#c27ba0][size=3][i]The following is a list of associated tools used to create an aspect of the mod with, nexus site users and authors of these tools will be listed here and credited below.

7-zip, Skyrim creation kit, BSA browser, Notepad++, Tes5edit, Tes5LODGen, Gimp[/i][/size][/color][/font]

[img]https://i.imgur.com/NdeCfM2.jpg[/img]

[font=Verdana][color=#c27ba0][size=3][i]AlexxEG - creator and uploader of BSA browser tool
ElminsterAU - creator and uploader of Tes5edit
Ehamloptiran Sheson and Tes5edit Team as creator of Tes5LODGen tool - uploader zilav

You can find their tools here:[/i][/size][/color][/font] 

https://www.nexusmods.com/skyrim/mods/59553
https://www.nexusmods.com/skyrim/mods/25859
https://www.nexusmods.com/skyrim/mods/62698

[font=Verdana][color=#c27ba0][size=3][i]Thank you to all of these wonderful tool creators, I couldn't have made this possible without you c:[/i][/size][/color][/font][/center]

Requiem - Unique Items Tweaked

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I was pretty dissatisfied with some unique items in Requiem, I felt some of them were simply too weak, some of them didn't have enough worthy alternatives, some of them had inconsistencies, and some of them were simply too good. So I decided to change things a bit, for my own personal use at first, but then I figured why not share it for people with similar opinions on those items, so here it is :

Diadem of the savant : The diadem of the savant didn't really see much use for me at all even on my pure mage characters, simply because the 5% cost reduction to all magic schools has always seemed quite weak to me for a unique item that's still pretty hard to obtain. I'd always rather wear a mage hood for the extra magicka instead, and those are pretty common, and it felt wrong, so I decided to buff the diadem :
-Buffed all magic school cost reduction to 10% from 5% in default Requiem.
-Buffed armor rating to 75 from 35. Doesn't break mage armor perk since it's still considered a cloth piece.
-Base value (without value added by enchants) increased to 3000 from 505.
-Weight unchanged : 1.

Savos Aren's amulet : For a unique amulet worn by no less than the freaking Archmage of Winterhold himself, the fact that Requiem left it untouched with its default 50 magicka enchant and not even a secondary beneficial effect was really disappointing to me. I really wanted to make it something that would be worthy of being worn by the Archmage himself and at the same time a worthy alternative to the usual go-to Necro amulet for pure mages. So I decided to buff that as well :
-Buffed magicka to 150 from 50, and prevents magicka loss when running and even when hit.
-Base value (without value added by enchants) increased to 3000 from 300.
-Weight unchanged : 1.

The Arch-mage's robes : I know you only obtain them after completing Labyrinthian, and by that time, any playthrough is pretty much over for pretty much any build anyway, but at the same time I felt like the Arch-mage's robes had too many enchants, some of which weren't really related directly to magical capabilities, such as health and carryweight, and all those enchants together were pretty overwhelming and tended to trivialize even more content, so I decided to nerf or remove some of those enchants :
-Poison Resistance : Nerfed to 50% from 100%
-Fortify Carryweight 35 : Removed
-Fortify Health 25 : Removed
-Fortify Stamina 25 : Removed
-Base value (without value added by enchants) increased to 7500 from 100.
-Weight unchanged : 1.
For reference, what was left untouched : 15% cost reduction for all magic schools, 100% disease resistance, 15% magic resist, 200 magicka, 250% magicka regen. So we can see that even with those nerfs, the Arch-mage's robes are still BY FAR the best chest piece you could ever have for a pure mage build.

Arch-mage's boots : I feel like they were in a fine spot with 25% elemental resistances, so I only increased their value to reflect their potency :
-Base value (without value added by enchants) increased to 3000 from 100.

The Necromancer's amulet : It's pretty much always been the go-to amulet for pure mage builds and some hybrid builds in Requiem, regardless of if those builds would actually rely on Necromancy/Conjuration or not, which always felt wrong to me. In conjunction with the changes to Savos Aren's amulet, the Necromancer's amulet will now be the go-to amulet only for builds that make heavy use of Conjuration/Necromancy, which I feel is more fitting to its name/theme/lore. I also felt like it was too easy to obtain and make use of at low level. So I did the following :
-Removed the 200 magicka buff.
-Nerfed conjuration cost reduction to 20% from 30%.
-Made it so that wearing the amulet would make a character able to have one more raised corpse or summoned minion active at any given time (effectively raising the active summons or corpses limit by 1, cumulative with the Conjuration perk).
-Raised the base magicka required to make use of the amulet without the curse (health drain) effect to 225 from 150.
-Raised the health regen debuff to 90% from 75%.

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

It always bothered me that unique weapons from mid to lategame quests or questlines, and supposedly of legendary craftsmanship and even daedric in origin sometimes, would have their charges deplete after some regular use, sometimes even fairly quickly, and that you'd have to recharge them yourself to make use of their powers. It never made sense to me and made them feel pretty cheap when those weapons are actually supposed to be the best of the best according to lore and the way obtain them. So I've decided to give those weapons infinite charges, while nerfing some of their effects to keep a similar balance. I guess it's a nerf to builds that already rely on Enchanting or for players that don't mind having to recharge their own unique legendary weapons, but to me it was a quality of life change, that I felt outweighted the weakening of the enchants, so here we go :

Volendrung :
-Infinite charges.
-Nerfed Absorb Stamina effect to 35 from 75.
-Nerfed Paralysis chance to 35% from 80%.
-Nerfed Paralysis duration to 2 seconds from 6 seconds.
-Weight increased to 35 from 26.
It's obviously still a really really good warhammer, and still worthy if its daedric artifact status. But more importantly, it has become a much better weapon for pure warrior builds that don't want to rely on Enchanting or having to recharge their enchanted weapons for RP reasons. I decided to implement this change for myself first obviously, like the rest of this mod, but I came across the issue when I wanted to RP a pure orc warrior that didn't want to have anything to do with magic in general but still wanted to honor Malacath and become his champion and a proud and powerful orc. So Volendrung was definitely the go-to weapon for him, but I ended up depleting the charges pretty quickly and then I was kind of stuck because I didn't have a way to recharge it without breaking the RP of the character. So that's the reason for this change. I understand that it's 100% a pure nerf for people who don't care about such roleplay issues and would have recharged it anyway either via Enchanting, or scrolls, or Honed Metal, but I tried to balance this mod around what made sense and what was believable and likely, rather than pure, intrinsic overall balance. Obviously if you don't like this change, you're free to delete it yourself from the mod using xEdit. /end rent.

Nightingale Weapons :
Same reasons as above, I didn't want to have to rely on Enchanting or scrolls or Honed Metal to recharge weapons that I feel personally should have infinite charges in the first place anyway, because of their origin, their lore and the way you obtain them in the game. At the same time, I didn't want to lower the magnitude of the enchants too much either because I felt like even with infinite charges, it made sense for the enchants to still be quite potent considering the weapons' history. I still wanted to feel good about using those weapons into the lategame without feeling like I was gimping myself. So :

Nighingale bow :
-Infinite charges.
-Nerfed frost damage to 12 from 15.
-Nerfed shock damage to 12 from 15.
-Nerfed the frost slow effect to 20% from 25%.

Nightingale sword :
-Infinite charges.
-Nerfed Absorb Health effect to 12 from 15.
-Nerfed Absorb Stamina effect to 12 from 15.

Chillrend :
-Infinite charges.
-Frost damage reduced to 20 from 30.
-Weight reduced to 7 from 8.

Skull of Corruption :
Simply too much raw damage in my opinion. I felt like in its current state it was too much of an "I-win" weapon. It's also quite easy to obtain, even if you do like me and wait for the orcs and priests to fully stand up before engaging with them, it's still too easy to obtain in my opinion :
-Nerfed regular damage to 50 from 66.
-Nerfed damage after stealing dreams to 200 from 666.

Future plans :
-Make the dremora from Sanguine's Rose permanent (not timed) but have the staff hold only 2 or 3 charges before it needs to be recharged.
-Not currently satisfied with Wuuthrad's enchantment. I'd like to give it something better/more universally useful, while keeping its anti-elf theme. Maybe some shock damage to stay close to the anti-magic theme and some frost damage to honor its Atmoran roots. Will see.
-I feel like some dragon priests masks are a lot more attractive than others. I'd like to make them all more or less equally attractive/viable for various builds.
-I would like to make the Nightingale armor set more combat oriented. Right now it overlaps some effects with the Thieves' Guild Master armor set and the Nightingale set feels kind of redundant and not really a great reward if you already have the TGM armor set.

Any POSITIVE criticism/feedback is appreciated. I do not wish however, and will not engage in endless/sterile debates on why I changed what I did and for what reason. I feel like the mod description is pretty self-explanatory and complete enough so that you can have a good enough understanding of why I changed what I changed. If you disagree with some or all of those changes, feel free to modify the mod yourself for your own use with xEdit or ignore the mod altogether.

Compatibility :
From my testing, there are slight incompatibilities between this mod and Requiem - Immersive Sounds Compendium patch and Requiem - Immersive Divine Blessings. Those are very minor incompatibilities as far as ISC is concerned, and personally from what I've seen in xEdit it doesn't feel like any important functionalities from IDB would break if you loaded this mod below it, only the Necromancer's amulet wouldn't do what IDB says it does on the mod description, so I would suggest to load this mod after those two anyway, otherwise some changes will not apply or have different values. Of course feel free to make your own patches. But if unsure, you'll want to load this mod as low as possible in your Requiem patches/add-ons list.

Bugs :
I've only playtested on SE and not on LE but I'm assuming I didn't make any errors while converting. What I've playtested works as intended but I haven't playtested everything so if there are any bugs, please let me know. Please, make sure that you don't have any mods loaded after my mod that alters the same items or effects before reporting a bug though.

Permissions :
You do NOT have permission to upload this anywhere else or redistribute a modified version of this mod on the Nexus.

Credits :
-Xarrian, Ogerboss, Axonys and the rest of the Requiem dungeon masters for Requiem
-Applesaucez for the original idea for the Necromancer's amulet buffed summon limit

Candlelight Dispel

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I got tired of having to use the console to remove the hovering Candlelight when I didn't want it around anymore, so I made a very simply mod that adds a spell that can be used to dispel Candlelight.

The spell gets added automatically when you load the game.

Mirai - the Girl with the Dragon Heart

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[size=5][b][center]ATTENTION: If you use any translations: Make sure the plugin version of the translation matches the download you get here as well. BSA packages with mismatching plugins will cause save corruption problems.[/center][/b][/size]
[center][img]http://i.imgur.com/qK3jNo6.png[/img][/center]
[center][youtube]vygnGcuF7TA[/youtube]
A short story and character trailer for her quest line.[/center]

[center][size=4]MOD VERSIONS;[/size]
Skyrim Special Edition [url=http://www.nexusmods.com/skyrimspecialedition/mods/10908]Mirai - the Girl with the Dragon Heart (Skyrim Special Edition)[/url].
Skyrim Classic Edition [url=https://www.nexusmods.com/skyrim/mods/53867]Mirai - the Girl with the Dragon Heart[/url].

[size=4]TRANSLATIONS;[/size]
These are provided by other modders.
They may not always up to date.
VERIFY LATEST VERSIONS BEFORE USING.
[spoiler]SPANISH: [url=http://www.nexusmods.com/skyrim/mods/57019]Classic 2.03[/url]
GERMAN: [url=https://www.nexusmods.com/skyrim/mods/90171]Classic 2.07[/url] / [url=https://www.nexusmods.com/skyrimspecialedition/mods/15899]Special Edition 2.07[/url]
PORTUGUESE: [url=https://www.nexusmods.com/skyrim/mods/90043]Classic 2.05[/url] / [url=https://www.nexusmods.com/skyrimspecialedition/mods/15818]Special Edition 2.03[/url]
HUNGARIAN: [url=https://www.nexusmods.com/skyrim/mods/85055]Classic 2.03[/url][/spoiler][/center]

[center][img]http://i.imgur.com/WnIvRaR.png[/img][/center]
[center]Mirai is a young Breton mage living alone in the harsh frozen wastelands of Skyrim for close to a year. Originally from High Rock like the rest of her kind, you'll be quick to learn a situation with her father caused her to seek refuge alone in the lands of the north. What the situation was, however; she's not as open about. Mirai had always been a delicate girl, a fawn under her mothers protection -- a sheltered life but with the adventurous heart of a dragon. As such being forced to learn to become more independent so quickly was a struggle but found a way to carry on. Her long time alone in Skyrim has begun to have an affect on her once sweet demeanor and now comes off as a much more abrasive, distrusting, overall 'cold' person to others. Her front comes to falter from time to time as at the very heart of her being she is still the same delicate girl she once was and perhaps just needs someone to open up to to help her solve the problem that continues to plague her from the inside out.

Mirai fights mostly with ice focused magic and kites when she can but is not afraid to get close and dirty in melee. She starts off with a familiar summon and gains a frost atronach summon later, to distract her enemies while she freezes them. [/center]

[center][url=http://www.nexusmods.com/skyrim/mods/65724/?][img]https://imageshack.com/a/img922/6734/zkVnXh.png[/img][/url][/center]

[center][url=http://www.skyrimgems.com/][img]http://i.imgur.com/hXQSy.png[/img][/url][/center]

[center]A playthrough of her three quests so far ...[/center]

[center][youtube]Kf-wJRs4QNs[/youtube][youtube]gEt4MbAq5Yg[/youtube][youtube]SXZ7TsueIsE[/youtube]

Other fun fan videos of Mirai:

[youtube]ljvFkX_Fnis[/youtube] [youtube]04bQu42Yi8U[/youtube]
Dancing is not provided by this mod. It requires another 3rd party mod.[/center]

[center][img]http://i.imgur.com/qPHmVKA.png[/img][/center]
[list]
[*]Found at her home in [b]MARKARTH![/b]
[*]Her home can be found by continuing straight from the gates, listen in on her pleas and hop in at the right time to offer your help!
[*]In order to start her quest line you must have met the Greybeards for the main Skyrim quest line. If you wish to skip this you can use the debug book found in her home near her bed.
[*]Mirai's questline is intended to be run at a minimum. after you have been announced as Dragonborn (after meeting the Greybeards). Most of the plot is written such that you are playing during and after the main quest of the Dragonborn DLC.
[*]Fully stand-alone, no other mods are required!
[*]Over 1000+ lines of spoken dialogue!
[*]Should be compatible with other mods except ones that change the landscape of Markarth.
[*]Lightfoot perk and a few novice mage combat perks.
[*]Minimal dialogue when sneaking or in battle.
[*]Levels at 0.95 of player
[*]Marriageable at the end of her main quest.
[*]Special powers at the end of her quest.
[*]At 0.95 height of vanilla Breton. (When using furniture she will scale to normal 1.0 size)
[*][u]A Custom Wedding Dress![/u]
[*][u]A Custom Dragon Heart Pendant![/u]
[/list]
[u][size=4]Known Incompatible Mods[/size][/u]
[list]
[*]Dragon's Keep (conflicts with worldspace cell around Swindler's Den where the Dragon Mound is)
[*]Open Cities Skyrim (This mod does not have Tamriel worldspace cell data. You can use the special rock to go to the original Markarth worldspace to run the quests though. An alpha patch is available for the SSE version.)
[*]Do not use any follower customization mods such as AFT or EFF on Mirai. They may be installed to use on other followers, but do not use them to control Mirai.
[/list]

[center][img]http://i.imgur.com/K18hjwA.png[/img]
First and foremost this is my first modding attempt of any kind of any game. Simply put the amount of easily accessible material and modding tools made available by the amazing Skyrim modding community and the sheer amount of easy to follow tutorials, etc has made it easy enough for someone as new as me to pick up and get started quickly. I've been using tons of mods made by others for months now and have always wanted to add a personal touch of my own to Skyrim and give back to the friendly community. I've become a little intimidated with scripting but I'd really like to continue learning so I can really bring Mirai to life. So keep in mind that this is primarily a learning experience for me.

Since I've started creating Mirai I've had so much help from various people from testing, to suggestions, to actual ways to fix problems from which there are too many to name. [/center]
[center]From version 1.2 onward the project is being updated and maintained by [url=http://www.nexusmods.com/games/users/14649434/?]BigAndFlabby[/url].
[img]http://i.imgur.com/HA8EJae.png[/img][/center]

[b]To Do:[/b][list]
[*][s]Adding interactions with followers Recorder and Sofia[/s]
[*][s]CBBE & other hair versions along side main[/s]
[/list]
Mod development has been stopped. Bug fixes may be released but new content is unlikely. [center][img]http://i.imgur.com/UmtQcLI.png[/img][/center]
[list]
[*][color=#0099FF][b]Enhanced Character Edit[/b][/color] by ECE team and tktk1
[*][color=#0099FF][b]SG Hairs & SG Female Textures Renewal[/b][/color] by HelloSanta
[*][color=#0099FF][b]The Eyes Of Beauty[/b][/color] by LogRaam
[*][color=#0099FF][b]DIMONIZED UNP female body[/b][/color] by dimon99
[*][color=#0099FF][b]West Wind Combat Series - Misfit Mage UNP[/b][/color] by brokefoot
[*][color=#0099FF][b]Stand-alone follower Tutorials[/b][/color] by DECK16 and Natilde
[*][color=#0099FF][b]INIGO and Vilja[/b][/color] for guides and inspiration
[*][color=#0099FF][b]REAL ENGAGEMENT RINGS[/b][/color] by Gamwich and Saerileth
[*][color=#0099FF][b]Familiar Faces[/b][/color] by verteiron for help in shouting.
[*][url=https://www.nexusmods.com/users/14649434]BigAndFlabby [/url]for porting to Skyrim Special Edition and many bug fixes.
[/list]
Finally thank you to Yui Hisiashi for voicing Mirai and her continued support as none of this would be possible without her. Visit her youtube channel at:
[url=http://www.youtube.com/user/YuiHisaishi]Yui's Channel[/url]
[center][img]http://i.imgur.com/Bk244uw.png[/img][/center]
[list]
[*]She suffers from the dialogue bug like some new custom voiced followers do which I [i]hope[/i] is fixed with the included SEQ file. If she's not talking, save and reload.
[*][url=http://www.nexusmods.com/skyrim/mods/14037/?]UFO[/url] and other follower overhaul mod features that are added [b]WILL NO LONGER WORK ON MIRAI[/b] unless you force her into management by a spell included by their respective mods. Thanks to [color=#0099FF]SAGringo[/color] and [color=#0099FF]Dragonfire12[/color] for testing.
[*]Other custom voiced followers may create problems with recruiting Mirai. The last loaded will take priority so if encountering problems with others after recruiting Mirai, that's probably the reason. Thanks to [color=#0099FF]archonsg[/color] for his thorough testing.
[*]As she is a little short, she will resize during relaxing animations. If this bothers you consider [url=http://www.nexusmods.com/skyrim/mods/41304/?]SIZE DOES MATTER[/url] by Mahlzeit88
[*]Also a big thanks to [color=#0099FF]Anordil87[/color] for a patch for the mod [url=http://www.nexusmods.com/skyrim/mods/72782/?]Requiem.[/url]
[/list]
To get [color=#0099FF]Wardrobe Manager[/color] to work with Mirai ... courtesy of [color=#0099FF]NEXcjp920[/color]
type help JemWMPotentialAdds
-- you should see a line like FACT: ( xx053988 ) 'JemWMPotentialAdds'
-- the xx part will be the 2 digits representing your load order for JemWM (Wardrobe Manager)
-- now target Mirai while in console and WITH HER TARGETED
type addtofaction xx53988 1
remember to replace the xx with the actual number from the help line you saw above
exit console
You should now see the dialogue for finding another outfit from Wardrobe Manager when you talk to Mirai.

Anyways,
I hope you fall in love with the idea and concept of Mirai so far as much as I am in love with bringing her to life. I welcome and appreciate any feedback, coments, wishes, ideas, questions, or anything else of that nature to help me achieve that goal.
[center][img]http://i.imgur.com/8jvEXmB.png[/img][/center]

Requiem - SegTweak

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[font=Verdana][color=#ffff00]Recent Changes[/color][list]
[left][*]Fixed Frost trolls still having high hp regen.
[*]Fixed Astrid still having magic absorb.
[*]Increased the health of Astrid, Alain, and Mercer.
[*]Decreased the regen of Frost Giants, Enchanted Spheres & Spriggans, but increased their hp.
[*]Removed the passive flame cloak from The Forgemaster.
[*]Dramatically increased the health, damage, and resistances of all dragons.
[*]Renamed the Wounded Dragon back to his original name.
[/left][/list]
[color=#ffff00]Summary[/color][i]
I made this mod one week because I was in a kneejerk nerf mood, and I felt like modding. I blame this mostly on spiders, because after awhile I started to get really annoyed at them. This is intended to only work with 2.0.x[/i]

[/font][list]
[*][font=Verdana]Necromancy is significantly more powerful.[/font]
[*][font=Verdana]Spiders are much less powerful. I really hate spiders.[/font]
[*][font=Verdana]Poison from enemies are much more deadly, while gaining immunity to it is much more difficult unless you’re a Vampire, or Argonian.[/font]
[*][font=Verdana]Hunting game is a much more viable career choice.[/font]
[*][font=Verdana]Most enemies with arrow resistances are removed.[/font]
[*][font=Verdana]Some enemies no longer have Magic Absorb.[/font]
[*][font=Verdana]Thane weapons overhauled. Much more satisfying rewards, especially if you are an enchanter.[/font]
[*][font=Verdana]Some animal knockdown effects can be blocked![/font]
[*][font=Verdana]Various artifact changes. Some are toned down, some are stripped of abilities but have their core abilities buffed to compensate.[/font]
[*][font=Verdana]Bashing and Dual casting costs less.[/font]
[*][font=Verdana]Lesser undead (Dragurs and Skeletons), Dwemer Constructs, and the playable races have lowered resistances. This should let Altmer feel a bit more comfortable when fighting, while also allowing Shock and Frost magic to be more viable.[/font]
[*][font=Verdana]Skooma no longer kills or paralyzes you randomly.[/font]
[*][font=Verdana]Dragons are more deadly. Alduin is a complete asshole now.[/font]
[/list][font=Verdana]
[/font][size=6][font=Verdana][color=yellow][center]Containers[/center][/color][/font][/size][font=Verdana]

[/font][list]
[*][font=Verdana]Gold filled cupboards no longer have any gold.[/font]
[/list][font=Verdana]
[/font][font=Verdana][size=6][color=yellow][center]Factions[/center][/color][/size]
[/font][list]
[*][font=Verdana]Potentially fixed an issue where Forsworn wouldn’t attack Orc Hunters.[/font]
[/list][font=Verdana]
[size=6][center][color=yellow]Global Settings[/color][/center][/size]
[/font][list]
[*][font=Verdana]Time Scale (minutes in game per real life minute) is now defaulted to 5 (was 10).[/font]
[*][font=Verdana]Mercenaries now cost 1000 gold (was 5000)[/font]
[*][font=Verdana]Horses now cost 1500 gold (was 6000)[/font]
[*][font=Verdana]All non-hearthfire houses cost 1000 less gold to initially buy.[/font]
[*][font=Verdana]Requiem’s ‘Slower Horses’ setting is now on by default.[/font]
[/list][font=Verdana]
[size=6][center][color=yellow]Game Settings[/color][/center][/size]
[/font][list]
[*][font=Verdana]Shield Bashing costs 20 stamina (was 25)[/font]
[*][font=Verdana]Shield Power Bashing costs 35 stamina (was 40)[/font]
[*][font=Verdana]Dual-Casting Cost multiplier is now 1.9 (was 2.0)[/font]
[/list][font=Verdana]
[/font][center][size=6][font=Verdana][color=yellow]Leveled Items[/color][/font][/size][/center][font=Verdana]

[/font][list]
[*][font=Verdana]The Silver Hand are less likely to have Potions of Cleansing; 50% (was 66%).[/font]
[*][font=Verdana]Coin Purses no longer contain gems[/font]
[/list][font=Verdana]
[size=6][center][color=yellow]Perks[/color][/center][/size][/font][list]
[*][font=Verdana]The Necromancy Perk now prevents reanimated targets from turning into ash.[/font]
[*][font=Verdana]The Dark Infusion Perk now grants your raised minions slow health regeneration; 1 per second.[/font]
[/list][font=Verdana]
[size=6][center][color=yellow]Misc. Items[/color][/center][/size]
All pelts have decreased weight and increased gold value! Excellent for hunter roleplaying. (Please note I’m not going out of my way to edit Hunterborn to behave similarly)

[/font][list]
[*][font=Verdana]Dwarven Cogs now weigh 1 (was 10). [i]Obnoxious when you’re trying to complete a quest related to this.[/i][/font]
[*][font=Verdana]Bear Pelt: 150 value (was 75) 3 weight (was 6)[/font]
[*][font=Verdana]Cave & Snow Bear Pelt: 200 value (was 100) 3 weight (was 6)[/font]
[*][font=Verdana]Sabre Cat Pelt: 170 value (was 85) 3 weight (was 6)[/font]
[*][font=Verdana]Sabre Cat Snow Pelt: 230 value (was 115) 3 weight (was 6)[/font]
[*][font=Verdana]Wolf Pelt: 60 value (was 30) 1 weight (was 2)[/font]
[*][font=Verdana]Ice Wolf Pelt: 80 value (was 40) 1 weight (was 2)[/font]
[*][font=Verdana]Goat Hide: 160 value (was 80) 0.5 weight (was 1) [i]Nords want them goats![/i][/font]
[*][font=Verdana]Cow Hide: 80 value (was 40) 2 weight (was 4) [i]I don’t even recall ever seeing a dead cow anyway[/i][/font]
[*][font=Verdana]Deer Hide: 200 value (was 100) 1 weight (was 4)[/font]
[*][font=Verdana]Horse Hide: 150 value (was 75) 2 weight (was 4)[/font]
[*][font=Verdana]Deer Pelt: 200 value (was 25) 1 weight (was 4)[/font]
[*][font=Verdana]Fox Pelt: 100 value (was 50) 0.5 weight (was 1)[/font]
[*][font=Verdana]Snow Fox Pelt: 150 value (was 75) 0.5 weight (was 1)[/font]
[*][font=Verdana]Werewolf Pelt: 2000 value (was 1000) 3 weight (was 6)[/font]
[*][font=Verdana]Deer Vale Hide: 1000 value (was 100) 1 weight (was 4)[/font]
[*][font=Verdana]Sabretooth Vale Hide: 1800 value (was 200) 1 weight (was 4)[/font]
[*][font=Verdana]Mammoth Fur: 1500 value (was 70) 2.5 weight (was 5)[/font]
[*][font=Verdana]Ulik’s Fur: 10000 value (was 2000) 7.5 weight (was 15)[/font]
[*][font=Verdana]Troll Fur: 400 value (was 200) 2.5 weight (was 5)[/font]
[/list][size=6][font=Verdana][color=yellow][center]NPCs[/center][/color][/font][/size][font=Verdana]
[i]Spiders and Charus deal burst damage with their poison attacks, instead of an absurdly lengthy damage overtime, which is easily negated by Health Regen. It’s more annoying than deadly.All the poison attacks deals the total net-worth of damage within 1 second. Example: A Chaurus Bite, which might deal 0.4 damage over 300 seconds, instead deals 120 damage in 1 second![/i]

[/font][list]
[*][font=Verdana]Some Animal Knockdowns: Can now be negated if you are blocking.[/font]
[*][font=Verdana]Alain Dufont: No longer poison immune. No longer absorbs spells.[/font]
[*][font=Verdana]Trolls: Removed Frost Resistance (was 25%). Health Regeneration lowered to 5 health per second (was 60). Greatly increased health [/font]
[*][font=Verdana]Mercer Frey: No longer poison immune. No longer absorbs spells.[/font]
[*][font=Verdana]Astrid: No longer absorbs spells. 400 less armor rating.[/font]
[*][font=Verdana]Generic Dragon Priests: No longer absorb spells.[/font]
[*][font=Verdana]Most Enemies: No longer reduce arrow/bolt damage (I might of missed a few)[/font]
[*][font=Verdana]Spiders: Reduced Health and Damage by 50%, and removed all armor.[/font]
[*][font=Verdana]Dwemer Constructs: Fire and Frost Resistance reduced to 25% (was 80%), Shock Resistance removed.[/font]
[*][font=Verdana]Skeletons: Resist Frost reduced to 25% (was 80%) Resist Shock reduced to 25% (was 50%).[/font]
[*][font=Verdana]Dragurs: Reduced Frost and Shock resistance lowered to 25% (was 85% and 50%). Fire Resistance increased to -25% (was -50%)[/font]
[*][font=Verdana]Alduin: Greatly increased health.. Has a new trick up his sleeve as well. Also fixed the blind effect from his summoning. Unfortunately I’m having difficulty removing the sound effect, so turn your volume down. [b]Please note that using Requiem Plus will cause an unintended side-effect for one of Alduin's abilities. I may fix this later.[/b][/font]
[*][font=Verdana]Dragon Priests: Greatly increased health. Fire Resist increased to 75% (was 50). Shock Resist lowered to 75% (was 85%). Frost Resist lowered to 75% (was 90%). Health Regeneration lowered to 10 per second (was 80, 40 if set on fire).[/font]
[*][font=Verdana]Added two hand-placed enchanted items with Peerless Lockpicking to two NPCs.[/font]
[*][font=Verdana]Dragon’s Fireball/Frostball: Double explosion radius, and deals 600 Fire/Frost damage in 1 second (was 120 every second for 5 seconds).[/font]
[*][font=Verdana]Dragon’s Drain Vitality: Deals 600 damage to all attributes in 1 second (was 20 damage per second for 30 seconds.)  This was easily countered with potions of cleansing, which can be stacked up if you use ESF: Companions.[/font]
[/list][font=Verdana][size=6][center][color=yellow]
Spells[/color][/center][/size]
[/font][list]
[*][font=Verdana]Raise Dead 1: Lasts 120 seconds (was 60)[/font]
[*][font=Verdana]Raise Dead 2: Lasts 600 seconds (was 60)[/font]
[*][font=Verdana]Raise Dead 3: Lasts 1200 seconds (was 60)[/font]
[*][font=Verdana]Raise Dead 4: Lasts 3600 seconds (was 60)[/font]
[*][font=Verdana]Raise Dead 5: Lasts 7200 seconds (was 3600)[/font]
[/list][font=Verdana]
[i]Note that all of the necromancy changes affects enemy necromancers too![/i]

[/font][list]
[*][font=Verdana]Mistress of Dark’s Greatsword: 32 base damage (was 24) 1.8 attacks per second (was 1.5). Now deals Fire, Frost, and Shock damage as well! (Note that the base damage is not final, as this is multiplied significantly by the patcher) [/font]
[/list][font=Verdana]
[i]This one is for TechnoTed’s valiant effort of doing illusion only in Labyrinthian (and failing miserably)[/i]

[/font][list]
[*][font=Verdana]Venomous Spray: Deals 320 Poison Damage per second for 1 second (was 10 per second for 2 seconds & 1 damage per second for 300 seconds).[/font]
[*][font=Verdana]Venomous Blast:  Deals 330 Poison Damage per second for 1 second (was 10 per second for 3 seconds & 1 damage per second for 300 seconds). [/font]
[/list][font=Verdana]
[i]These spells apply to the ones falmer cast too![/i]

[/font][list]
[*][font=Verdana]Transmute Blood: Costs 5 less health and restores 5 more magicka per second.[/font]
[/list][font=Verdana]
[/font][size=6][font=Verdana][color=yellow][center]Equipment[/center][/color][/font][/size][font=Verdana]
[i]All Thane Weapons: 5000 Value, 1 less weight, swings 5% faster, and deals 2 more base damage (Note that the base damage is not final, as this is multiplied significantly by the patcher). All Thane weapons now have new enchants at the highest possible rank[/i]

[/font][list]
[*][font=Verdana]Axe of Whiterun: Now Paralyzes[/font]
[*][font=Verdana]Blade of Falkreath: Deals Shock Damage & Unresistable Damage to Constructs[/font]
[*][font=Verdana]Blade of Winterhold: Deals Frost Damage & Slows Targets[/font]
[*][font=Verdana]Blade of the Pale: Deals Fire Damage[/font]
[*][font=Verdana]Blade of Morthal: Turn Undead & Unresistable Damage to Undead)[/font]
[*][font=Verdana]Blade of Eastmarch: Banishes Daedra & Deals Unresistable Damage[/font]
[*][font=Verdana]Blade of Haafingar: Absorbs Magicka[/font]
[*][font=Verdana]Blade of the Rift: Absorbs Stamina[/font]
[*][font=Verdana]Blade of Markarth: Absorbs Health[/font]
[*][font=Verdana]Savos Aren’s Amulet: Increases Magicka by 70 (was 50)[/font]
[*][font=Verdana]Arch-Mage Boots: Resist Fire, Frost, and Shock Reduced to 20% (was 25%)[/font]
[*][font=Verdana]Arch-Mage Robes: Now only increases Magicka by 275 (was 250), Magicka Regeneration by 225% (was 200%), Decreased Spell Costs by 15%, and Increased Magic Resist by 15%. All other effects removed.[/font]
[*][font=Verdana]Diadem of the Savant: Reduces all spell costs by 10% (was 5%)[/font]
[*][font=Verdana]Saarthal Amulet: Reduces all spell costs by 6% (was 3%)[/font]
[*][font=Verdana]Ring of Namira: Decreased Fortify Stamina to 180 (was 250)[/font]
[*][font=Verdana]Wabbajack - Enchantment Cost increased to 150 (was 100)[/font]
[*][font=Verdana]Skull of Corruption: Bonus damage decreased to 500 (was 666). Base damage decreased to 50 (was 66)[/font]
[*][font=Verdana]Ebony Mail: Poison Resistance lowered to 25% (was 100%)[/font]
[*][font=Verdana]Savior’s Hide: Poison lowered to 25% (was 100%)[/font]
[*][font=Verdana]Red Eagle’s Sword: Deals 45 Fire Damage (was 35) and Turns Undead up to level 41 (was 13)[/font]
[*][font=Verdana]Nightingale Sword: Absorbs 20 Health and Stamina (was 15)[/font]
[*][font=Verdana]Nightingale Bow: Deals 25 Frost and Shock Damage (was 15)[/font]
[*][font=Verdana]Otar’s Mask: Resists Fire, Frost, and Shock by 15% (was 30%)[/font]
[*][font=Verdana]Auriel’s Bow: Deals 50 Sun Damage (was 20), and an addition 150 Sun Damage to Undead (was 77). Enchantment cost is now 0 (was 38). No longer treated as Daedric; this removes the armor penetration trait, but allows those following the paths of the gods to use this without penalty.[/font]
[*][font=Verdana]Aetherium Helmet: Only Fortifies Magicka by 100 now (was 50). All other effects removed.[/font]
[*][font=Verdana]Aetherium Boots: Only Fortifies Health by 100 and prevents draining effects. All other effects removed.[/font]
[*][font=Verdana]Aetherium Gauntlets: Only Fortifies Stamina by 100 & prevents most paralysis effects. All other effects removed.[/font]
[*][font=Verdana]Aetherium Cuirass: Only Resists Magic by 30% (was 15%). All other effects removed.[/font]
[*][font=Verdana]All Enchanted Arrows: Deals 5 More Elemental damage Damage[/font]
[*][font=Verdana]All Fire Enchanted Arrows: Burn lasts for 5 seconds (was 4)[/font]
[*][font=Verdana]All Frost Enchanted Arrows: Slow lasts for 5 seconds (was 3)[/font]
[*][font=Verdana]All Shock Enchanted Arrows: Deals 10 more damage to constructs[/font]
[*][font=Verdana]Nightingale Hood: Fortify Illusion increased to 35 (was 15). Fortify Speechcraft increased to 20 (was 15). All other effects removed[/font]
[*][font=Verdana]Nightingale Armor: Fortifies Sneak by 100% (was 25%). All other effects removed[/font]
[*][font=Verdana]Nightingale Boots: Increased Muffle to 1 (was 0.5) 200% faster Stamina Regeneration (was 50%) All other effects removed[/font]
[*][font=Verdana]Nightingale Gloves: Fortifies Lockpicking by 40% (was 18%), Pickpocket by 40% (was 20%), 30 Lockpick Expertise (was 20) All other effects removed[/font]
[*][font=Verdana]Thieves Guild Armor: Carry Weight increased to 25 (was 20)[/font]
[/list][font=Verdana]
[/font][size=6][font=Verdana][color=yellow][center]Consumables[/center][/color][/font][/size][font=Verdana]
[/font][list]
[*][font=Verdana]Skooma: No longer has a random chance to paralyze or kill you.[/font]
[*][font=Verdana]Potion of Resist Poison: Resistance lowered to 50% (was 75%). Duration increased to 3600 seconds (was 300).[/font]
[/list][font=Verdana]
[/font][size=6][font=Verdana][color=yellow][center]Races[/center][/color][/font][/size][font=Verdana]
[/font][list]
[*][font=Verdana]Bretons: Magic Resist reduced to 10% (was 20%)[/font]
[*][font=Verdana]Dragonskin: Increase duration to 20 seconds (was 8 seconds)[/font]
[*][font=Verdana]Nords: Frost Resistance reduced to 20% (was 50%) Shock Resistance reduced to 5% (was 25%)[/font]
[*][font=Verdana]Dark Elves: Fire Resistance reduced to 25% (was 65%)[/font]
[*][font=Verdana]Redguard: Poison Resistance reduced to 25% (was 75%)[/font]
[*][font=Verdana]Argonians: Poison Resistance reduced to 50% (was 90%)[/font]
[*][font=Verdana]High Elves: Magic Resistance increased to -10% (was -40%)[/font]
[/list]

Skyforge Katana Crafting

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[font=Arial][size=3]This mod adds 24 new craftable weapons to game.The weapons are all katana style,and are also temperable.
The idea was that Skyforge was kind of elite blacksmith forge,so I thought that it is logical to craft katanas there.
I also added the Orcish Sabre,because I thoguth that it to reccomends an professional forge.

So you can craft these weapons only at Skyforge.[/size][/font]

[b][color=#000000]1.[/color][/b] [i][font=Arial]Akaviri Katana[/font][/i]
[color=#000000][b]2. [/b][/color][i][font=Arial]Silvered Nodachi[/font][/i]
[b][color=#000000]3. [/color][/b][font=Arial][i]Silvered Katana[/i][/font]
[b][color=#000000]4.[/color][/b] [i][font=Arial]Silvered Wakizashi[/font][/i]
[b][color=#000000]5.[/color][/b] [i][font=Arial]Silvered Tanto[/font][/i]
[b][color=#000000]6.[/color][/b] [i][font=Arial]Daedric Katana[/font][/i]
[b][color=#000000]7.[/color][/b] [i][font=Arial]Daedric Nodachi[/font][/i]
[b][color=#000000]8.[/color][/b] [i][font=Arial]Daedric Tanto[/font][/i]
[b][color=#000000]9.[/color][/b] [i][font=Arial]Daedric Wakizashi[/font][/i]
[b][color=#000000]10[/color][/b][color=#000000].[/color] [font=Arial][i]Bone Katana[/i][/font]
[b][color=#000000]11.[/color][/b] [i][font=Arial]Bone Wakizashi[/font][/i]
[b][color=#000000]12.[/color][/b] [i][font=Arial]Bone Tanto[/font][/i]
[b][color=#000000]13.[/color][/b] [font=Arial][i]Elvish Katana[/i][/font]
[b][color=#000000]14. [/color][/b][i][font=Arial]Elvish Dai Katana[/font][/i]
[b][color=#000000]15.[/color][/b] [i][font=Arial]Noble Katana[/font][/i]
[b][color=#000000]16.[/color][/b] [i][font=Arial]Noble Nodachi[/font][/i]
[b][color=#000000]17.[/color][/b] [i][font=Arial]Ronin Katana[/font][/i]
[b][color=#000000]18.[/color][/b] [i][font=Arial]Ronin Nodachi[/font][/i]
[b][color=#000000]19. [/color][/b][i][font=Arial]Common Wakizashi [/font][/i]
[b][color=#000000]20. [/color][/b][font=Arial]Katana Of Sorrow[/font]
[b][color=#000000]21.[/color][/b] [i][font=Arial]Sorrow Tanto[/font][/i]
[b][color=#000000]22.[/color][/b] [i][font=Arial]Ninja Katana
[b][color=#000000]22.[/color][/b] [i][font=Arial]Zaitochi
[i][font=Arial][b][color=#000000]24.[/color][/b] [i][font=Arial]Orcish Sabre[/font][/i][/font][/i][/font][/i]

Version 1.2 - added Standard Katana,Simplified Katana,Hitokiri Katana,Kazyshi Katana and Ninja Tanto.

[/font][/i]

[b][i][color=#000000]Credits :[/color][/i][/b]
[url=https://www.nexusmods.com/skyrim/mods/3871/]747823[/url]
[url=https://www.nexusmods.com/skyrim/mods/46555/]Odem[/url]
[url=https://www.nexusmods.com/skyrim/mods/15955]Insanity[/url]
[url=https://www.nexusmods.com/skyrim/mods/8489]lautasantenni
[/url][url=https://www.nexusmods.com/skyrim/mods/25361/]atomec[/url]

Rado's Dynamic Auto Item Sorting and Crafting Item Transfer Enhanced

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This is an item auto sorting mod that dynamically places items into chests chosen by the player. It also provides "cloud storage" for crafting stations. Are you sick of having to carry 1000 ingots across your house to get to your Armor Workbench? NO LONGER! If you want a lore friendly explanation, just imagine it as a spell that automagically puts the item that you are thinking of in your hand.

It is heavily inspired by the "[url=https://www.nexusmods.com/skyrim/mods/49523]Dynamic Auto Sorting System[/url]" mod by [url=https://www.nexusmods.com/skyrim/users/3924910]Sjogga[/url] except I have included many more sort chests. This mod includes separate sort chests for all types of armor and weapons. You can now have chests for Daggers, Swords, Maces, Helms, Gauntlets, Boots, etc. 

[b]Installation:[/b]
Install with your favorite mod manager or manually by dragging all three files into your Skyrim\Data\ directory, then activating the mod in your Skyrim launcher. 

[b]Requirements: 
[/b][url=http://skse.silverlock.org/]SKSE[/url]

(Optional) Hearthfire DLC.

I will try to maintain a "No DLC Required" version, but it may be a version or two behind. Check the files page for the correct download. The main file will always be the "DLC" version. The only difference between the hearthfire version and the "No DLC" version is that the hearthfire version works with ovens and hearthfire workbenches. 

[b]Things to know:
[/b]Sometimes when you start crafting, everything will NOT be highlighted in the crafting menu, indicating that you CAN'T craft it. However, this is just an intricacy of skyrim. If you look closer, you'll notice that you do actually have the materials to craft it. So if you just craft a single item, everything will be highlighted as normal. 

[b]"Quick" Start:[/b]

Watch the quick start video if you don't feel like reading! (In the video section)

The quick version is this:
1. Learn Spells (Tomes given to you upon startup.)
2. Cast Give Sorting Stones
3. Place Stones in chests/containers (Do not need to place all!)
3.5. (Optional) Cast remove stones
4. Cast "Select Crafting Stations" when you are near crafting stations or "Select Individual Crafting Station" aimed at a single crafting station.

When loading the game for the first time after installing the mod, the player will be given five spell tomes. 

"Give Sorting Stones"
"Remove Sorting Stones"
"Select Crafting Stations"
"Select Individual Station"
"Remove Individual Station"
"Auto Transfer Items"
"Access to Chests"

Simply learn the spells, then cast the "Give Sorting Stones" spell (under conjuration.)

All of the sorting stones will now be in your inventory (under Misc)
The first stone I suggest you place is the "[b]Drop off chest indicator[/b]" This will be your "drop off chest."  (Obviously....) The second stone I suggest you place is the "[b]Default (Non-Sorted) stone[/b]." This is the chest that EVERYTHING ELSE gets transferred to. So if, for some reason, an item isn't sorted, or you forgot to identify a chest, the items will go to this chest. If this chest is not placed and the item isn't sorted, the item will stay in the drop off chest forever (until you take it out.) It's worth noting that you do NOT NEED to use the sorting part of this mod. If you simply want the crafting auto retrieve, then just place the other indicators, and the crafting auto retrieve will work fine. The setup is basically the same, just don't place the drop off chest indicator.

Then, simply place the other indicators as you please. You do NOT have to use all of them. You CAN place multiple ones in the same container HOWEVER, the container will be renamed based on the FIRST indicator you put in there. So if you want to have both "Raw Food" and "Cooked Food" in the same container, if you place the "Raw Food" indicator in the container first, the container will be renamed "Raw Food", even after you place the "Cooked Food" indicator in it. If you mess up and want to change containers, simply remove the indicator and place it in another container. Chest references remain until the indicator is placed into another container. If you decide you don't want to use a certain chest (say you want to use "Heavy armor" and "Light armor" instead of the general "Armor" chest), simply place the "Armor Chest Indicator" in the "Drop Off Chest" and all references will be removed, and the chest will be renamed to the default name. (And you will see a notification saying such.)

You will notice that some chest indicators are NOT mutually exclusive. For example, you can have an "Armor" chest, but you can also have a "Heavy Armor" chest, and a "Light Armor" chest. Typically, the most specific chest will take precedence. So if you place all three of those (Armor, Heavy Armor, and Light Armor), the "Armor" chest will not be populated because the armors will be transferred to the "Heavy armor" and "Light Armor" chests first. Similarly, all of the specific armor pieces (Gauntlets, boots, cuirass, helm) will take precedence over the "Heavy" and "Light" armor chests. I'm working on the ability to combine chest indicators so that you can have a chest specifically for "Light Gauntlets", for example. As of right now, that is not possible.

If you place a chest indicator in a container that's already populated with a bunch of stuff, you'll get a notification that says "Please wait, adding chest items to list." Eventually, you'll see another notification that says "Finished, you may craft now." You CANNOT use the crafting auto retrieve between those two notifications. It will NOT work correctly. Just give it a bit. If you're putting the indicators in a chest that's populated by a TON of items, this may take a few minutes, just give it time. You don't need to wait for it to finish to place other chest indicators however. 

After you are done placing your chest indicators, the auto sorting system is working. It is NOT REQUIRED to remove the chest indicators, although I find them a bit annoying (because you can't remove all the items from the chest without also grabbing the indicator). If you don't want them in your chests, simply cast the "Remove Sorting Stones" spell. The sorting system will STILL WORK with the stones removed, and the chests will still be named appropriately. If you want to change the sorting in the future, simply repeat the process and cast "Give sorting stones" again.

All of the chests do NOT need to be in the same cell/house. You can sort your loot halfway across Skyrim if you please. 

The auto drop off script is simple. Simply place the "Player auto drop off stone" in a chest, and the next time you activate the chest you'll be given the option to "Set Default Player Items" and "Transfer Items". Equip yourself with the items you want to keep in your inventory, and then select "Set Default Player Items". (This will take up to 30ish seconds if you have a ton of items.) Then, go acquire some loot. Finally, activate the chest one more time (or cast the "Auto Transfer Items" spell) and select "Transfer Items". Everything that wasn't in your inventory when you selected "Set Default Player items" will be transferred to that chest. (I recommend you set your player auto drop off chest to the same chest as your drop off chest, because then the items will be sorted once they are all transferred away from you however, this is NOT necessary.) Transferring items also takes up to 30ish seconds, depending on how many items are on your "default items" list. Potions, poisons, and soulgems will keep 10 of each in your inventory, provided they were in your inventory when you "set default player items." This isn't... currently adjustable. Everything else that has an item "stack" will keep ALL of them in your inventory. I'm working on making it adjustable. I tend to like to keep 10 of important potions, but I'll make it adjustable eventually. Finally, the auto drop off scrip doesn't currently work with "cloud" chests like dwarven luggage or deep storage. (But the sorting DOES work from those chests, provided you transfer items into them like normal.) The auto drop off chest also works on normal chests, but the items obviously won't be sorted unless it's also the sorting chest. ATTENTION: You MUST be careful, this script WILL take quest items out of your inventory. There's no easy way to detect quest items without significantly slowing down the script. Just be careful! Now since I've added the "Access to chests" spell though, you can get your quest items back without physically visiting your sort chests.

Finally, to activate the crafting auto transfer, simply go near your crafting stations, and cast the "Select Crafting Stations" spell. The closest 15 stations in the same load zone will glow and any of those stations will transfer items to you when you activate it. Or use the "Select Individual Station" spell if you want more control over which stations get selected. The auto transfer ALSO works with hearthfire "workbenches." (Provided you download the... hearthfire version) When you are finished crafting, all of the items will be put back into the correct containers. This may take a few seconds depending on how many items you have. You can cast the "select crafting stations" or "select individual station" whenever/wherever you want, and it'll always select the closest 15 stations to work with. However, if your crafting stations are scattered across load zones, you'll have to add the other stations (in different cells) manually using the "Select Individual Station" spell. Simply aim at the crafting station then fire the spell at it. You'll get a notification if it worked. The "remove crafting station" spell works in the same way.

Note, I'm working on having this mod pull weapons and armor from their chests so that you can improve a bunch of them at once, but as of right now it's a bit of a pain, because it will actively strip the armor that you're wearing off of you when it transfers back, and making it... not... do that is a bit of a pain. Of course, if you're wearing clothing and not armor... it doesn't matter. (Say... wearing a blacksmithing outfit... which is clothing.) The code to do this is already there, but I commented it out because it'd be annoying for some people. I may upload an optional file that enables this content.  

Special thanks to IsharaMeradin on the forums for answering all of my incessant questions. Without their answers, I surely would not have finished this mod.

[b]Compatibility: [/b]This mod works based on keywords. So if you have a mod that adds weapons or armors, so long as the mod was built correctly and keywords were correctly added for each item, my sorting mod will sort them correctly. 

[b]Uninstall: [/b]Simply disable the mod in your mod manager or the skyrim launcher. There are no ill effects and you do not have to leave the cell that the sorting is set up in.

[b]Upgrade:[/b] I have had no issues upgrading through the versions on the same playthrough. Simply replace the old mod with the new one and it should work fine. NOTE: IF YOU ARE UPGRADING FROM THE "NO DLC" VERSION TO THE "HEARTHFIRE" VERSION (or visa versa) YOU MUST PLACE ALL STONES IN THE DROP OFF CHEST BEFORE DISABLING THE OLD MOD. If you don't... it doesn't... really break anything, it's just that the chest renaming won't work anymore.

[b]Known Bugs[/b]:[i] This mod disagrees with the "Recycle Materials" perk from Ordinator. If you use both this mod and have that perk, crafting items will be duplicated. [/i]

Sand's Rest - A Bard's Home

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This is Sand's Rest, a bard / thief themed player home! It was made for a Khajiit character in mind, but obviously can suit anybody. 

I started working on this in February of 2017, and has technically been mostly done since then. I added and fixed a few more things before deciding to publish it though. Unfortunately Elianora sort of beat me to the punch with [url=https://www.nexusmods.com/skyrim/mods/90447]Ruska[/url], which is of course, beautiful. Still! I figured some people would be able to appreciate my mod as well. The home is free and can be found just a ways beyond Riften's South gate if you'd like to go by foot, or you can simply fast travel there. 

REQUIRES [url=https://www.nexusmods.com/skyrim/mods/29249]HEARTHFIRE MULTIPLE ADOPTIONS[/url]! If you don't plan on adopting children, feel free to disregard.

[center][b][/b][/center][b]Features[/b]
[list]
[*] Hearthfire Adoption Compatibility 
[*] A small pond and dock with respawning fish
[*] Full navmesh - follower friendly!
[*]Player bed gives the Well Rested Bonus
[*] Cookpot - Enchanting - Alchemy stations 
[*] Custom bookshelves throughout 
[/list]
[b]Future Plans[/b] (Beyond bugsquashing)
Note: I'm happy with this mod as it stands, so at the moment, nothing is set in stone unless it is a popular request. 

[list]
[*]Staff Crafting from DB DLC?
[*]Double Bed for spouses?
[*]XB1 Version (Thanks to reddit user dnmt who put me in contact with Toddemix, HarriHoney, sforzinda who will be working on converting it!!)
[/list]
[b]Mods Featured in Screenshots[/b]
[url=https://www.nexusmods.com/skyrim/mods/45807]Noble Skyrim[/url]
[url=https://www.nexusmods.com/skyrim/mods/41460/]Caribou Gone[/url]
[url=https://www.nexusmods.com/skyrim/mods/27043/]Enhanced Lights and FX[/url]
[url=https://www.nexusmods.com/skyrim/mods/41076/]Realistic Water Two[/url]
[url=https://www.nexusmods.com/skyrim/mods/21123/]The Wilds ENB[/url]

[b]Asset Credits[/b]
A huge thanks to people like Elianora who inspired me to put as much work into this as I did.
[url=https://www.nexusmods.com/skyrim/mods/53192]Elianora's Extra Resources[/url]
[url=https://www.nexusmods.com/skyrim/mods/53022]Jokerine's Misc Resources[/url]
[url=https://www.nexusmods.com/skyrim/mods/16525/?]Modder's Resource Pack[/url]
[url=https://www.nexusmods.com/skyrim/mods/58262/?]Building kits and other items[/url]
[url=https://www.nexusmods.com/skyrim/mods/36969]Stroti Resource Pack[/url]
[url=https://www.nexusmods.com/skyrim/mods/62733]Lolicept Resources[/url]
[url=https://www.nexusmods.com/skyrim/mods/68755]Modder's Resource Pack - The Witcher Extension
[/url][url=https://www.nexusmods.com/skyrim/mods/30599]Alchemy Clutter Resource
[/url][url=https://www.nexusmods.com/skyrim/mods/14135]BookSets Resource[/url]

Music for Emily

Body brazil ultra

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Corpo de mulher ultracorpo feminino em ultra

Beyond Skyrim - Bruma - Traduction francaise

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Traduction française de l'excellentissime[b][i] Beyond Skyrim : Bruma[/i][/b]
Je vous invite [b]Grandement[/b] à lire les informations concernant ce merveilleux mod sur [url=https://www.nexusmods.com/skyrim/mods/84946/?tab=description ][b]la[/b] [b]page Nexus[/b][/url] du mod ainsi que sur leur [url=https://beyondskyrim.org/][b]site officiel[/b][/url]


[size=3][b][u]Important[/u][/b][/size] : Ce mod de traduction peut vous sembler [u]incomplet[/u], en effet il l'est, il reste encore beaucoup de dialogues, de quêtes ou de livres à traduire. Cependant je mettrais à jour les fichiers régulièrement et je vous garanti

[u][b]ÉTAT DE LA TRADUCTION LE [size=3]15/10/2018 à 22:35[/size][/b][/u]
[u]BSAssets : 1407/1464 [/u] ([b]96,1%[/b])[list]
[*]Il ne reste plus que la traduction de quelque livres (du genre certaines des [i]36 Leçons de Vivec[/i] ou des livres du mod) : 193/250 (77.2)
[/list]
[u]BSHeartland : 5817/12607 ([b]45,9%[/b])[/u][list]
[*]Ce fichier est beaucoup plus gros, c'est ici que sont les quêtes, dialogues, armes et armures enchantées et les PNJs.
[*]Il reste encore beaucoup à faire mais à la vitesse où j'avance cela devrait être terminé avant Noël 
[*]J'ai déjà traduit 
[/list]  -Toutes les armes et toutes les armures, (uniques enchantées et non enchantées) : (1106/1106) [b]100%[/b]
 -Tout Les noms des PNJs (personnages, animaux, ennemis...) : (761/76) [b]100%[/b]
 -Tout les lieux, en restant un maximum fidèle a Oblivion (232/232) [b]100%[/b]
 -Tout les objets divers (Pots, Assiettes, Objets de Quêtes, décoration) (135/135) [b]100%[/b]
 -Toutes les plantes, la nourriture, les ingrédients alchimiques (225/225)[b]100%[/b]
 -Tout les écrans de Chargement : (152/152) [b]100%[/b]
 -Les dialogues des PNJ : (885/5777)  [b]15.3%[/b]
 -Les phrases du joueur : (1052/1449)  [b]72.6%[/b]
 -Les Quêtes (noms, étapes et descriptions) : (145/1025)  [b]14.1[/b]%
 -Des Lires (Titres et contenus) : (84/360)  [b]23,3%[/b]

     En général, j'avance de [b]1000 éléments par jour[/b]. Rajoutez à cela d'éventuelles rectifications; Il n'est pas rare que je traduise une phrase pour me rendre compte en testant que la phrase collerait mieux en étant remaniée, qu'elle nécessite que je la mette au féminin/masculin. Il m'arrive aussi de me rendre compte que j'ai fait des fautes de frappe ou d'orthographe. Normalement je dois attendre de rentrer chez moi le week-end pourbque je teste sur Skyrim.(Études obligent) [b][u][font=Lucida Sans Unicode]A ce propos je vous invite à me signaler dans les commentaires si vous décelez des erreurs, traductions, bugs ou fautes d'orthographe[/font][/u][/b]. Vous pouvez aussi me contacter par mail (martin.foret08@orange.fr)

[b][u]Autres choses :[/u][/b]
[list]
[*]Ce mod traduit uniquement les textes du jeu, les fichiers audio restent en anglais, je suis incapable de faire toutes les voix à moi tout seul. Peut être que la Confrérie des Traducteurs (Dont je n'en suis pas membre mais dont j'admire le travail) le pourra.
[*]J'ai commencé à  traduire les pancartes et les panneaux des magasins et tavernes, mais il faudra attendre le week-end du 27 pour que je les implémente car il faut que je vérifie sur mon Skyrim s'il n'y a pas de bugs.
[/list]
[b][u]INSTALLATION[/u][/b]
Vous devez déjà disposer du mod d'origine. Lorsque Beyond Skyrim Bruma est installé, il vous suffit de télécharger le mod et de remplacer les fichiers BSAssets.esm et BSheartland.esm par ceux du fichier .rar

[u][b]CRÉDITS[/b][/u]
Beyond Skyrim Team [url=https://beyondskyrim.org/]https://beyondskyrim.org/[/url]
ESP/ESM Translator

Better Daedric and Bound Arrows - Model Replacer

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Skyrim's daedric arrow design has always seemed weird to me. The pincer-like tip, the lack of glow, the fact that the quiver is literally just a retexture of the iron arrow quiver, and just overall the crudeness of the design. 

This mod is my idea of how they should look. I designed the arrows to more closely match the rest of the daedric weapon designs, with pointy tips, serrated edges, and glowing patches. The quiver I rebuilt from scratch, and designed it to match better with the rest of the daedric armor.

This mod also affects the bound arrows and quiver, so that they match the changes to the daedric ones.

These models are compatible with any retexture mod, since they reference vanilla textures. The arrow head references the mace texture, the arrow shaft references the arrow texture, and the quiver references the body armor, gloves, and boots textures. In my screenshots I'm using textures from [url=https://www.nexusmods.com/skyrim/mods/48526]SkyRealism - Shiny[/url]. 

There are several different versions: Vanilla, Longer, and Longer/Closer.
- Vanilla matches the arrow length and quiver position from the vanilla models
- Longer matches the arrow length and quiver position from [url=https://www.nexusmods.com/skyrim/mods/5164]Proper Length Arrows
[/url]- Longer/Closer matches the arrow length and quiver position from [url=https://www.nexusmods.com/skyrim/mods/5711]Closer Quivers and Longer Arrows[/url]

For each of these there is also a patch for [url=https://www.nexusmods.com/skyrim/mods/48526]SkyRealism - Shiny[/url].

[img]https://staticdelivery.nexusmods.com/mods/110/images/94127/94127-1539668848-2109980859.jpeg[/img]

Feathered Tyrannosaurids

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Long ago in the Dawn era before Men and Mer took over the world there were creatures of immense size including Creatures known as Tyrannosaurids, which share a distant ancestry with Guars, Kagouti, and Alit, their ancestry spread all throughout Tamriel, including Skyrim in which some later evolved into what are now known as feathered Tyrannosaurids. When men and mer took over their numbers dwindled and became much rarer and almost became extinct until the dragons returned and for some reason their number started increasing.

This mod adds 5 different Tyrannosaurids, I've also added a Ceratosaurus Cryptid, yeah it may not be a Tyrannosaurid, but for this mod this cryptid will be a Tyrannosaurid. They each have custom loot and sounds. The Following variants are;

Ravenlords: Mostly in wooded areas. Revered by bird-mer (future Arrakoa mod if noone beats me to it)
Eagle-Rex: Mostly in Plains. Mammoth hunters.
Casso-Rex: In hilly areas like the reach and some in Eastmarch.
Stellar-Rex: Coastal areas. Hunting the local horkers and scavenging for whale carasses.
Vulture-Rex: In Plains aswell as in Eastmarch. They're the weakest and tent to stay in groups.
Partridge Creek Beast: In Snowy forested areas, they're the hardest to kill and the fastest and they make silent foot sounds, tread carefully.

Use a bash patch smash patch for best results, and feel free to use this in your other mod projects, enjoy!

UUNP HDT Bodyslide Presets by KleinerEngel94 and Marcelo

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[b][i][font=Comic Sans MS][color=#45818e][center][size=6]This Is My Bodyslider Presets for you 

[img]http://fs5.directupload.net/images/181016/8llp27tk.jpg[/img]
 [/size][/center][/color][/font][/i][/b][b][i][font=Comic Sans MS][u][color=#6aa84f][size=4]You Install this Manuell or Nexus Button 
[/size]
[/color][/u][color=#e69138][size=4][u]Manuell Installer : [/u]
C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\CalienteTools\BodySlide\SliderPresets
[/size][/color][/font][/i][/b][center][font=Comic Sans MS][b][i][color=#6aa84f][size=6]For UUNP HDT!
[/size][/color][/i][/b][b][i][color=#5b0f00]

[size=5][u]In Game Prewiev Pics[/u][/size]
[/color][/i][/b]
[img]http://fs1.directupload.net/images/181016/xnixmguv.jpg[/img][/font][/center][img]http://fs5.directupload.net/images/181016/jym4l6xj.jpg[/img][b][i][center][font=Comic Sans MS][color=#5b0f00][size=5]
[u]Bodyslider Prewiev Pics[/u]

[img]http://fs1.directupload.net/images/181016/zupnilpm.jpg[/img]


[font=Comic Sans MS][b][i][color=#ff7700][size=6][u][url=https://www.facebook.com/Engeljess23]My Facebook[/url] PM Me :D 
[/u][/size][/color][/i][/b][b][i][color=#b6d7a8][size=6][u][url=https://engeljess23.webnode.com/]My Site[/url]
[/u][/size][/color][/i][/b][b][i][color=#900000][size=6][u][url=https://www.youtube.com/channel/UCNZf_r7MqgqHfnqMGOETHCA?view_as=subscriber]My Youtube[/url]
[/u][/size][/color][/i][/b][/font][b][i][u][font=Comic Sans MS][color=#3d85c6][size=6]Thanks For Download and give me pics and you feedback [/size][/color][/font][font=Comic Sans MS][color=#3d85c6][size=6]
[/size][/color][/font]
[/u][/i][/b][/size][/color][/font][/center][/i][/b]

Whiterun Home 4_5 stand alone

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[size=3]All my homes give the player the proper rest benefits. Well Rested if not with spouse, but Lover's comfort 15% more experience if you have a spouse in the home.  [font=Arial, sans-serif]Father's/Mother's  bonus yields a 25% additional effect when using healing potions. [/font]
[/size]
[size=3]The main manor is compatible with the Hearthfire Multiple Adoption mod. Just use their bless this home spell, and by default it is set-up for up to 4 children beds and 4 follower beds. There is a re-decorate switch in the children's room that converts the room for followers (a no children's option). This option will support 8 beds for followers.

[/size]
The player can interact some items in the home like:
A waterfall that can be turned on/off
The butter churn gives 1 butter for 1 milk
Two sinks that can be turned off and on
Two fire pits have on/off control
The master bath water splash can be turned off/on
The player can also activate any of the nine divine shrines, 3 daedric DLC2 shrines, and 13 standing stones located in the armory.

The player has custom displays for:
Display for scrolls
Display for Paragons
Black Books display
All Claws display 
All Masks display
All Unique Jars

The home also has:
weapon racks, weapon plaques, shield plaques, bookcases and mannequins.

 There are 8 customer journals that each give a skill (2 of these journals are hidden).There is also a custom spell that has NPC followers remove armor when entering the pool, bath or bed. This spell is not included in the children's room when the children's decorate option is selected. Outside torches are auto turned on at night. There are four secrets in the home. Two are "the hidden journals", another is gifts from Sassa, and finally the answer to how Alvis, Sassa and Asta made it out without detection. 


Followers and NPC are control by other mods such as Amazing Follower tweaks, My home is your home, Custom Family Home and Hearthfire Multiple adoption. Please select the mod that helps you control followers, kids and spouse. Another mod to consider is Multiple Floors Sandboxing. It makes it easier for NPC to go up and down levels on their own. 

Recommended Mods for any player home:
Multiple Floors Sandboxing 
Mannequin AI Fix 
USLEEP
 Hearthfire Display Case Fix

Recommended dependent on your game style:
Hearthfire multiple adoptions
My Home Is Your Home 
Spouses Can Live Everywhere 
Custom Family Home 

The mod is a stand alone mod and will be incapable with other house or building mods in the same location. Use " The Great Forest of Whiterun Hold patch" if you want to use with The Great Forest of Whiterun Hold mod.

Kagouti- Mihail Monsters and Animals (mihail immersive add-ons - Morrowind - ESO)

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[right][/right][center][right][/right][size=6][b]***VERSION 2 RELEASED***
[img]https://i.imgur.com/IN0UFTg.jpg[/img]
STATES REDUCED AND
NEW KAGOUTI MODEL

[youtube]i2oz6YCiqvc[/youtube]
[/b][/size]-
-
-
-
-
-
-
-
-[url=http://www.nexusmods.com/games/users/40767265/?]


[/url][color=#6fa8dc][size=3][b][u][img]https://i.imgur.com/1yy5KA3.png[/img]
[/u][/b][/size]
[/color][size=5]image by [/size][url=http://www.nexusmods.com/games/users/40767265/?][size=5]zDomynuzz 
[/size][/url][b][size=6]
[/size][/b][size=5][b]specia[/b][b][/b][b]l edition [url=https://www.nexusmods.com/skyrimspecialedition/mods/13653/?]here[/url][/b][/size][/center][center][b][size=6]
*********************************
[/size][/b][b][u][color=#9fc5e8][img]https://i.imgur.com/zN5vCF1.png[/img][/color][color=#a4c2f4]
[/color][/u][/b][color=#a4c2f4][b]JOIN MIHAIL MODS SERVER ON DISCORD, NICE COMMUNITY [/b]
[/color][/center][center][color=#a4c2f4][b]WITH VERY NICE PEOPLE THAT SHARE THE SAME INTERESTS
[/b][b][u][size=6][/size][/u][/b][/color][b][u][url=https://discord.gg/Mt4yFqy][size=6][color=#ff0000]DIRECT LINK[/color]
[/size][/url]
[/u][/b]
[img]https://s15.postimg.org/epgnaz3q3/videos.png[/img]

[youtube]i2oz6YCiqvc[/youtube]

[size=6]
[/size]


[size=5](your videos and screenshots
would be very welcome)[/size][/center][center]

[u][img]https://s13.postimg.org/xqu8z2e2f/description.png[/img][/u]

[size=4]Mihail Monsters and Animals is my new creature mod series. It will include animals, monsters,
undead and daedra to expand your gameplay in an immersive and lore-friendly way.
Since I don’t have many yet, I’ll be releasing individual mods for each creature, but in the future, I
will release a complete Mihail Monsters and Animals pack. Have fun - I'm at your service.
[/size]

[u]NOTE- if you create models and textures and you would like to see your great work here on [/u]
[u]nexus, but you don't want to create mods by yourself, please contact me, i will be very happy [/u]
[u]to include your assets in my mods. You will of course be credited for your contribution :)[/u]



[size=5]Kagouti are large, two legged horned apex predators that are, like their close relatives the alit, native to Morrowind, and that first appeared on TES 3, and than on ESO. They are also found in Shadowfen. Kagouti usually live alone or in small hunting groups. They gather in larger groups only for mating seasons. At these times the females can be observed as the dominant sex, and are known as Mating Kagoutis. They might even sometimes attack the males, and are much stronger than them. The kagouti have a complex vocalization system. They use different calls for mating, for territorial disputes or when battling. Despite being much more aggressive than Guars, Dunmers use to tame some as mounts. Morag Tong also use to feed a group of Kagoutis outside of Ashfallow Citadel to use them as guard dogs, with some Mating Kagoutis amongst them.
When see you, Kagoutis will charge at you attacking with their big mouths and sharp teeth, biting you, with chance to transmite the disease Droops, that damage your melee capacity.
How they arrived on Solstheim is unknow, maybe brought by Reavers to be used as mounts and all gone not very well.
[/size][size=6]

[/size][color=#ffff00][size=4](1[u] last word- PLEASE READ-[/u]  THIS CREATURE USE SPECIFIC SKELETONS, FXS AND ABILITIES, TO LOOK LIKE THEY LOOK ON THE MOD. SO PLEASE, FEEL FREE TO USEM THEM IN YOUR MODS, BUT USE THE SAME SKELETON, FXS, AND ABILITIES,  THEY ALSO HAVE CHANGES ON THE ATTACKS, WITH SOME BEING REMOVED AND OTHERS MODIFIED. PLEASE DO THE SAME IF YOU WILL USE THEM ON YOUR MODS- AGAIN, DO NOT USE THEM WITH SETTINGS DIFFERENT FROM THE SETTINGS THEY ARE INITIAL DONE HERE.

[/size][/color][size=4]

[/size][u][img]https://s18.postimg.org/oqdq85i7d/features.png[/img]
[/u]

[size=5]

- 1 NEW CREATURE (levelled and respawnable) -
Kagouti, in 2 variants, common and Mating Kagouti (stronger)[/size][size=5]

- He has custom behaviour and new sounds

- new item Kagouti Hide

- make your Solstheim more alive

- more lore from TES 3 and ESO Morrowind


[/size]


[size=3][img]https://s12.postimg.org/676nc7eel/requiriments.png[/img]
[/size][u][b][size=5]

- The last Skyrim Update[/size][/b][/u][size=5]
[/size][u][b][size=5]- DLC Hearthfire
- DLC Dawnguard
- DLC Dragonborn
[/size]


[size=3][img]https://s22.postimg.org/500xl2301/compatibility.png[/img]
[/size][/b][/u]
[color=#ffff00][size=5][u]This mod should be compatible with almost all other mods

[/u][/size][/color][size=3]
[img]https://s12.postimg.org/ccyv3vrcd/SAGA.png[/img]


[/size][size=4]

[/size][size=4]ABOUT MIHAIL MONSTERS AND ANIMALS: It will include animals, monsters, undead and 
Daedra to expand your gameplay in an immersive and lore-friendly way. Since I don’t 
have many yet, I’ll be releasing individual mods for each creature, but in the 
future, I will release a complete Mihail Monsters and Animals pack.


[/size]


[size=3][img]https://s4.postimg.org/qp6d7srml/CREDITS.png[/img]

[/size]

[size=5]I really want to sincerely thank several modders, because without [/size]
[size=5]some of their meshes and textures, this mod wouldn't exist. :) [/size]
[size=5]Please endorse and play all of them:[/size]


[size=6] [url=http://www.nexusmods.com/skyrim/users/18972684/?]RustyShackleford69[/url][url=http://en.cdprojektred.com/]
[/url][font=Verdana][url=https://www.nexusmods.com/games/users/4216862/?]Ravanna[/url]
[url=https://www.nexusmods.com/skyrim/mods/76203/?]Jboy and SpikeDragonLord[/url]
[/font]Felipe Fabres


[/size]

[font=Courier New][size=4]**************************************************[/size][/font]

[font=Courier New][b][u][size=6]PERMISSIONS:[/size]

[/u][size=4]Feel free to use my mod in your projects,no need to ask me for 
permission first. Have fun creating mods. :) I only ask
you two things: first, do not use them in paid mods, and second, 
please give credit in your mod page to this mod page.


[/size]
[/b][/font][font=Courier New][b]
[/b][/font](1[u] last word- PLEASE READ-[/u]  THIS CREATURE USE SPECIFIC SKELETONS AND ABILITIES, TO LOOK LIKE THEY LOOK ON THE MOD. SO PLEASE, FEEL FREE TO USEM THEM IN YOUR MODS, BUT USE THE SAME SKELETON AND ABILITIES,  THEY ALSO HAVE CHANGES ON THE ATTACKS, WITH SOME BEING REMOVED. PLEASE DO THE SAME IF YOU WILL USE THEM ON YOUR MODS- AGAIN, DO NOT USE THEM WITH SETTINGS DIFFERENT FROM THE SETTINGS THEY ARE INITIAL DONE HERE. [size=5][color=#ff0000]
[/color][/size][font=Courier New][b][size=4]
[/size][/b][/font]

[size=4]THANKS! :)[/size]
[size=4]Mihail Romanov


[/size]

[i][img]https://s12.postimg.org/97sex6bql/NEWS.png[/img][/i]
[size=4][u][i]

[youtube]k68qx5rglJw[/youtube]

[font=Verdana][color=#ffff00]As some of you already know, im quite absent from nexus cus i'm 
working a lot in a new morrowind island close do Mournhold and Necrom, almost the 
size of Solstheim, and for the part 2 of Shadows of Dagoth Ur saga. Also i will release soon 
a new up to the part 1 - The Corprusarium, so, i suggest you to wait for the new release 
of the corprusarium if you have not already played it, cus i will change several stuff. The 
part 2(island) will be ready in July, let me show you some pics of the landscape here, and 
you can see more in this link (that is frequently updated) [/color][/font][url=https://imgur.com/a/Gz6IG][font=Verdana][color=#1e84cc]https://imgur.com/a/Gz6IG

[/color][/font][/url][color=#1e84cc][font=Verdana]
[img]http://i.imgur.com/hsLK3Cc.jpg[/img]
[img]http://i.imgur.com/4xezZYa.jpg[/img]
[img]http://i.imgur.com/4mEyllk.jpg[/img]
[img]http://i.imgur.com/2VSC7Q6.jpg[/img]
[img]http://i.imgur.com/TLCcGHA.jpg[/img]
[img]http://i.imgur.com/P4jZZ7o.jpg[/img]
[img]http://i.imgur.com/hVMmQSD.jpg[/img]
[img]http://i.imgur.com/R6K2va8.jpg[/img]
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[img]http://i.imgur.com/IleElP3.jpg[/img]
[img]http://i.imgur.com/63yONdT.jpg[/img]
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[img]http://i.imgur.com/W0t46EG.jpg[/img]
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Whiterun Home 4_5 - German Translation

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[font=Verdana][size=3]German translation of Whiterun Home 4_5 by JohnnyQuest101.

Deutsche Übersetzung der Mod Whiterun Home 4_5 von JohnnyQuest101.
Diese Mod enthält nur die übersetzte esp. Die Original Mod wird weiterhin benötigt.
Das Original findet sich hier: [color=#ff7700][url=http://www.nexusmods.com/skyrim/mods/82557/?]Whiterun Home 4_5 by JohnnyQuest101[/url][/color]

Installiert wird die Übersetzung wie üblich. Zuerst die Original Mod installieren.
Danach wird meine Mod installiert.  Überschreiben zulassen.

Znerol


[center][color=#ffff00][size=5]Whiterun Home 4_5[/size][/color][/center]

(übersetzung aus der Originalmod von JohnnyQuest101)
Alvis Manor bietet Handwerksmöglichkeiten wie Kochen, Backen, Alchemie, Verzaubern, Stabverzaubern, Spinnenschriftrollen, Schmieden und einen Trank-Konverter (kleine Auswahl an Tränken kann verbessert werden).

Es gibt sichere, maßgefertigte, miteinander verbundene (verlinkte) Truhen für rohe Lebensmittel, gekochte Lebensmittel, Getränke, Tränke, Alchemie, Seelensteine, Tagebücher, Questbücher, Schriftrollen, Schmieden, Waffen und Rüstungen. Auf dem Esstisch befindet sich die verlinkte Truhe für gekochte Speisen.

Zum Haus gehören auch einige sich erneuernde (respawn) Fässer und Säcke. Das Ziel ist es, die gesamte sichere Aufbewahrung in maßgefertigten verknüpften Truhen, Tresoren, Geldschränken und Spielerhaustruhen zu gewährleisten, aber auch einige sich erneuernde Behälter zur Verfügung zu stellen.

Alvis Manor hat standardmäßig Betten für 4 Kinder und 4 Begleiter. Ein Re-Dekorations-Schalter kann aktiviert werden, um die Option Kinder zu entfernen und 8 Begleiter zuzulassen. Die Kinderversion enthält Gegenstände wie Holzschwerter, Puppen, Schiffsmodelle, Käfergläser, Trommeln und eine Übungspuppe. Die Option Begleiter entfernt die oben genannte Kinderoption und beinhaltet Helme, Met, Wein und eine Dibella-Statue.

Das Haupthaus ist kompatibel mit dem Heartfire Mehrfach-Adoptions-Mod. Benutze einfach den "bless this home" Zauberspruch aus dem Heartfire Adoptions-Mod. Standardmäßig ist das Haus für 4 Kinderbetten eingerichtet. Mit dem Re-Decorations-Schalter im Kinderzimmer kann der Raum von Kinderzimmer zu Begleitertimmer umgewandelt werden. Wenn diese Option genutzt wird, ist das Haus nicht adoptionsfähig.

Das Anwesen enthält auch Gegenstände, mit denen der Spieler interagieren kann. Die Wasserdusche kann ein- und ausgeschaltet werden. Der Butterfass gibt 1 Butter für 1 Milch.  Zwei Waschbecken, die aus- und wieder eingeschaltet werden können.  Zwei Feuerstellen haben eine Ein/Aus-Steuerung. Der Wasserstrudel des Hauptbades kann aus-/eingeschaltet werden. Der Spieler kann auch einen der neun Götterschreine und 13 stehenden Steine aktivieren, die sich in der Waffenkammer befinden.

Das Anwesen bietet dem Spieler Ausstellungsmöglichkeiten für Käfergläser, Schriftrollen der Alten, Glanzstücke, Masken und Klauen, Waffen, Bücher und Rüstungen. Es gibt auch einen selbsterstellten Zauber, der bei NPC-Begleiter die Rüstung entfernt, wenn sie den Pool, das Bad oder das Bett betreten. Dieser Zauber ist im Kinderzimmer nicht enthalten, wenn die Option Kinderdekoration ausgewählt ist. Die Außenfackeln werden nachts automatisch eingeschaltet.

Es gibt 8 selbsterstellte Tagebücher, die jeweils eine Fertigkeit geben (2 dieser Tagebücher sind versteckt). Es gibt vier Geheimnisse im Haus. Zwei davon sind "die versteckten Tagebücher", ein weiteres sind Geschenke von Sassa, und schließlich die Antwort darauf, wie Alvis, Sassa und Asta es ohne Entdeckung hinaus geschafft haben.

Begleiter und NPC werden von anderen Mods wie Amazing Follower tweaks, My home is your home, Custom Family Home und Hearthfire Multiple Adoption kontrolliert. Bitte wähle die Mod, die dir hilft, Begleiter, Kinder und Ehepartner zu kontrollieren. Eine weitere bedenkenswerte Mod ist Multiple Floors Sandboxing. Die meisten NSCs verlassen nicht die Ebene, auf der sie sich befinden. Diese Mod wird verwendet, um sie dazu zu bringen, Treppen auf und ab zu gehen.

Diese Datei sollte UNTER dem inoffiziellen Skyrim-Patch stehen, und ÜBER oder VOR dem display case patch, und jeder Auto-Sortierungsmod, die du verwendest. Ich (JohnnyQuest101) liebe "Automatic Item Storage" von Manilla Turtle. In meiner Ladeordnung ist diese Mod nach "dem inoffiziellen Skyrim-Patch", aber vor dem "Hearthfire Display Case Fix" und dem "Mannequin Stay Still Fix". Wenn du Elysium Estates von Jadeshadow benutzt, lade diese Mod-Datei mit dem Namen "Whiterun Home"über oder vor Elysium Estates. Dieses Haus liegt direkt neben Elysium Estates. Elysium veränderte das Terrain und rekonfigurierte die Landschaft in zwei Zellen. Ich habe Änderungen an dieser Mod vorgenommen, um sie kompatibel mit Hearthfire Multiple Adoptionen zu machen. Lade Hearthfire multiple adoptions niedriger in der Ladereihenfolge.

Ein Beispiel für eine Ladereihenfolge könnte wie folgt aussehen:
1. Unofficial Skyrim Legendary Patch
2. Whiterun Home
3. Elysium Estates (wenn du es benutzt)
4. HearthFire Display Case Fix
5. Mannequin Stay Still
6. Hearthfire multiple adoptions (wenn du es benutzt um Kinder zu adoptieren)



[color=#ff7700]:: CREDITS ::[/color]
JohnnyQuest101 - Autor der Originalmod
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Blueprints - Turn Your Appearance Or Preset Into A Follower

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[font=Trebuchet MS][size=4]This lets you make a follower live in-game that can be given any appearance you want. No CK. No Facegen. Face files are generated automatically. Just decide how you want them to look and enjoy your new follower or spouse[/size]

[b][size=4]How To Do It[/size][/b]

[size=4]Unless you want your new friend to be a twin (which is fine) you need to first showracemenu via the included menu spell or console, and choose the preset or look you want. No need to export head or save preset, just exit. When done select Create Follower and name them. That's it. You're done. Switch yourself back if needed and they can be recruited immediately. Or make another[/size]

[b][size=4]The End-Game[/size]
[/b]
[size=4]The aim of Blueprints is to give you a choice. Place a follower with any appearance in game, check them out, and decide whether you want to start your adventure together this moment, or if you want, you can instead decide to make this follower in the CK the traditional way if you like what you see. Want an Inigo-like follower? You need the CK. Want an attractive companion by your side with typical follower features? You can just do it here with a preset and free up some plugins. Up to you[/size]

[size=4]Detail Spoilage[/size]

[size=4][spoiler][/size]


[b][size=4]NPC Cap and Race + Sex Combinations[/size]
[/b]
[size=4]The print limit is five. Unless you want them to all be clones like the banner above, they will need to be a different race or sex from one another. This is an actorbase limitation. You are encouraged to diversify and fun with this and try out followers all you want. Down the road I can look at making a similar mod with higher counts[/size]

[size=4]Sandboxing and Follower Compatibility[/size]

[size=4]There are no mod conflicts and these characters can be used with any follower framework. If you want to see them in action you can enable sandboxing in the MCM that non-followers will utilize. This AI package is a "let's see how you look in action"  demonstration and is intended for use at the location they were made. Just explaining why they may not sandbox if you travel around and summon them. Recruit them! They will use the vanilla or AFT/EFF/FLP/XYZ framework AI just like any other follower would[/size]

[size=4]Female Argonian[/size]
[size=4]Skyrim apparently doesn't want you to have a female Argonian follower since their voicetype is not on the formlist to allow it. You can override this though by using a follower framework such as one mentioned above[/size]

[size=4]"Race Change Stat Loss"[/size]
[size=4]You can disregard this part if you are level 1 or don't care about this (I don't usually, but I might in a serious Requiem playthrough etc)[/size]

[size=4]This is not caused by Blueprints. It is from using showracemenu and changing races. But since we need to use racemenu to customize a follower of another race it is appropriate to mention options to handle this:[/size]

[url=https://www.nexusmods.com/skyrim/mods/20394]ShowRaceMenu Alternative[/url][size=4] - More recent and often used by many for this and other reasons[/size]

[url=https://www.nexusmods.com/skyrim/mods/33968]Lossless Race Change[/url][size=4] - Also highly endorsed // choose only this or the above[/size]

[size=4]These are useful whether you are using Blueprints or not. Thanks guys for pointing these out[/size]

[size=4][/spoiler]

[size=4]HDT hair is [/size][size=5][b]not[/b][/size][size=4] supported. You need to assume it will CTD if you try printing a follower with HDT hair[/size]
[size=4]Take a peak at one of those nifs sometime. I am amazed they work at all and see why they don't work in SSE[/size][/size]

[size=4]SKSE is required. RaceMenu.esp is technically not required so that the vanilla racemenu can be used if you want or other niche reasons but you need the other files. RM handles tinting for Blueprints so you will[/size][/font][font=Trebuchet MS][size=4] have tinting issues without it. Load order doesn't matter

Very useful and synergetic: [url=https://www.nexusmods.com/skyrim/mods/29624]RaceMenu Mimic[/url]
This lets you change your face to an in-game NPC which you can then "print" as an instant follower[/size][/font]

But Wait There's More

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When the courier visits you with a letter from the chef in the Blue Palace of Solitude, you set off on your quest. The chef asks for your help with a young boy who's been strangely depressed lately. The boy was recently adopted by a wealthy but abusive man, and the chef wants the Dragonborn to help the young boy. After learning of a magical amulet the boy has lost, you intend to get it back for him. But not everything is as it seems when you discover that the amulet was stolen by a another adopted child. This child was adopted by a loving woman who cares for her deeply. But she and her new daughter are poor and dying of starvation. After fighting and exploring, you must decide who will keep the amulet, the wealthy but depressed boy, or the poor but loved girl. [b]*THERE IS NO VOICE ACTING, PLEASE TURN ON SUBTITLES*[/b]

Minel and Ranel Redguard twins - cowgirls nymphs

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

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

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

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

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

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

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

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


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


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

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

Ranel: elven war axe




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



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