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Shirley - Racemenu Preset

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I have uploaded many vanilla pictures of Shirley without any photoshop change on my Images in nexus ,so you can learn more about this preset by browse through the sets before downloading.

[img]http://imgsrc.baidu.com/forum/pic/item/298abbb7d0a20cf4f9d5e80378094b36adaf99a9.jpg[/img]

TesModManager - OblivionModManager for Skyrim and Skyrim SE - Oblivion - Morrowind

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How to install:
1) Pick the setup for installer driven installation.
or
2) You can pick the application only if you have a previous installation and want to extract the files by hand and copy them to the right folder.

Quick tip for fast and easy mod creation: Use the import button and pick a downloaded file from Nexus. TesModManager will try to load and download what it can from Nexus. It works the first time with most downloaded files.

Description
-----------
TesModManager is a new version of OBMM Extended that supports Skyrim SE, Skyrim, Oblivion and Morrowind. I renamed it TesModManager for this reason.

What you can do with it:
* create complex mods using simple script or C# scripting to control what files go where and even edit the ini files
* assemble mods from different folders, files and images
* automatically import obmm/omod mods
* automatically import NMM/fomod mods (supports both XML and C# fomod scripts)
* automatically import mods from zip/7z/rar files (some odd mods may need tweaking)
* use as download manager for Nexus for all supported games
* retrieve Mod Descriptions, Author, Version and pictures from nexusmodss.
* sort mods and call BOSS (if installed) to do it
* start skyrim using SKSE or Oblivion using OBSE
* installs/updates OBSE/SKSE for you
* install SkyProc patchers and lets you run them. Supports SUM to manage them
* detect and identify installed Steam mods (if they have an esp/esm)
* detect conflicts between mods
* allows you to pick the "winning" file in case of conflict using the integrated DDS viewer
* list data files linked to plugins
* group mods logically and activate them all at once
* export/extract mods to zip. These can be easily uploaded to nexus for others to use
* view, extract and create BSA files
* manage your save files
* analyzes your saves and allows you to restore mods and load order as per your save to go back to a known working configuration

This is licensed under GPL.
Source code is available at https://github.com/monpetitbeurre/TesModManager

Questions:
--------------
How does this compare with NMM:
* it does not require nexusmods access to work
* it helps you address conflicts
* it lets you preview many things about a mod
* it gives you deeper access to a mod's innards
* it analyzes mods so that it can install them even if the packaging is not great (some will still require tweaking)
* it manages your saves
* it supports Skyproc
* it supports omod and NMM scripts
* it recognizes Steam mods
* it installs OBSE/SKSE for you
...

How does this compare with Wrye Bash:
* it is simpler to use as it requires less deep mod knowledge to operate
* it does more for you (the part of requiring less deep mod knowledge)
* it supports Skyproc
* it supports omod and NMM scripts
* it installs OBSE/SKSE for you
* Note that Bash has a slightly deeper knowledge of ESP/ESM and can do Bashed Patch
* TesModManager can work in conjuction with Wrye Bash
* it recognizes Steam mods


Troubleshooting
----------------------
Q: I get "missing basetools.dll".
A:You need to install the setup package first to get all the DLLs

Q: I get "could not get BSA list"
A: your ini is missing a section. you could rename your ini and start the game so that it recreates it hopefully with the missing section or you could add it by adding the following text at the end of skyrim.ini:
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

Q: TesModManager will not start
A: windows 7 security might be blocking the registry access needed to check Nexus Download Manager registration. Try starting the application with a right click and selecting "run as administrator"

Q: I get Type: System.DllNotFoundException Error message: The DLL "devil.dll" is missing a dependency
A: You need to install Microsoft's vc DLL (known as vcredist_x86.exe) from http://www.microsoft.com/en-us/download/details.aspx?id=30679

Credits
-------
Oblivion Mod Manager - Timeslip
Oblivion Mod Manager Extended - Scent Tree
Icons by SneakyTomato and UESP
Help Files, OCD List Submissions and Bug Finding in OBMM Extended - Isabelxxx
Optimizations, Skyrim SE, Skyrim and morrowind port by monpetitbeurre

Version changes
===============
Version 1.6.25
--------------
* Allows users to set defaults on first start
* defaults to a game if only one is found on system

Version 1.6.24
--------------
* Fixed a case where NXM links would confuse TMM so it asks what game to start for

Version 1.6.23
--------------
* Fixed a case where URL to mod become bad when querying Nexusmods for info (extra spaces added)

Version 1.6.22
--------------
* Fixed handling of unicode FOMOD script (like RS children overhaul)

Version 1.6.21
--------------
* Added a protection against incorrect script (like embers HD for Skyrim) pointing to non existing images

Version 1.6.20
--------------
* Added a protection against null filename when saving a mod

Version 1.6.19
--------------
* Fixed an issue where OBSE version was not detected on steam installs
Version 1.6.18
--------------
* Fixed a fatal error on startup due to debug environment data staying in release version

Version 1.6.17
--------------
* Add an option to load a mod downloaded from TesNexus directly without customization. The dialog can be hidden (default is customization then) through the settings dialog

Version 1.6.16
--------------
* improved handling of misdetected game path

Version 1.6.15
--------------
* Fixed a crash when editing pHUD skyblivion OMOD
* Fixed a case where oblivion version test failed

Version 1.6.14
--------------
* Fixed a case where the BSA version number was incorrect

Version 1.6.13
--------------
* Fixed a case where a mod using FOMOD script would fail to install (an example being Maevan mature skin)

Version 1.6.12
--------------
* Added protection against bad temp folder
* Fixed bug where adding an archive my import game's data folder

Version 1.6.11
--------------
* Fixed CRC support for omodv2 for better conflict handling

version 1.6.10
--------------
* Fixed an incompatibility with BSA archive bits

version 1.6.9
-------------
* Fixed a case where mod load would be skipped

version 1.6.8
-------------
* Fixed another case where mods would not be activated in Skyrim SE

version 1.6.7
-------------
* Fixed a case where mods would not be activated in Skyrim SE

version 1.6.6
-------------
* Fixed a crash when saving a mod

version 1.6.5
-------------
* Fixed Oblivion and Morrowind "download with Mod Manager" issues. Skyrim (+SE) still have issues with nexusmods.com

version 1.6.4
-------------
* Addressed case where game would be mis-identified and you would get the "game not found" message

version 1.6.3
-------------
* Addressed case where not specifying game would create a crash

version 1.6.2
-------------
* Changed the way games are detected
* Addressed a few crashes

version 1.6.1
-------------
* Moved crash dump to My Documents\ as tmm_crashdump.log
* Moved initial log to My Documents\ as tmm.log
* Moved game specific log to My Documents <game name>_tmm.log
* Added better handling of cases where game folder is not found

version 1.6.0
-------------
* TMM can now be installed in it's own directory.. It will still create an obmm folder under the game directory for mods related to that game
* new installer
* omodv2 is the default save format
* Added ability to filter file list from BSA browser
* Data file is now written after each mod creation and activation to minimize loss in case of crash
* Fixed several fomod scripting issues
* Fixed an issue with Darnified UI install

version 1.5.14
--------------
Added support for System mod deactivation and conflict detection

version 1.5.13
--------------
Added some protection for ESPM restore
Changed handling of empty FOMOD dependency flags to TRUE

version 1.5.12
--------------
Fixed SKSE auto update

version 1.5.11
--------------
config.txt is accepted for configuration
added a protection for crash when displaying saves' images

version 1.5.10
-------------
Omodv2 will be checked if omod2 is your default format even when editing omodv1
Added better recognition of mod containing a Data folder

version 1.5.9
-------------
Added possibility to store conflict backup files in a separate place to save space in the game folder

version 1.5.8
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Added support for detecting zip root of 'Data'
Added support for other C# FOMOD scripting bases
Added better handling of failed script (do not install mod)
Added better protection against faulty scripts
Fixed a script error when installing Better Cities for Oblivion

version 1.5.7
-------------
Added support for any key pressed during startup to reset window position and avoid the "Tes Mod Manager is in the taskbar but not visible" issue.

version 1.5.6
-------------
Added protection against invisible window
Changed Nexus client version to restore nexus downbload capability

version 1.5.5
-------------
Added a button on Utilities menu to get the obmm.log file
Added protection against corrupt xbt setting file
Added protection against null plugin entry
Enhanced mod rename form

version 1.5.4
-------------
Added LOOT support
Fixed an error when the mods folder was moved
Added logging and protection for cases where the window is displayed outside the screen

version 1.5.3
-------------
Fixed morrowind plugin dependency check
Fixed morrowind BSA registration

version 1.5.2
-------------
Fixed Morrowind load order detection and save

version 1.5.1
-------------
Fixed a morrowind image download issue
Fixed a plugin list display issue

version 1.5.0
-------------
Added preliminary limited support for Morrowind
Fixed a case where files added to a mod were removed from the source

version 1.4.19
--------------
Added support for system mods (ENB, HDT, ...) that are stored directly under the game directory (Skyrim or Oblivion) instead of Data.

version 1.4.18
--------------
Added protection against a misindexed mod

version 1.4.17
--------------
Added mod reactivation based on saved game
Added detailed view to save manager
Added column sorting to save manager
Removed dependency check for skyrim.esm as it always loads

version 1.4.16
--------------
Added protection against slightly incorrect FOMOD scripts that created null reference exceptions
Fixed a case where the path of mod files got corrupted

version 1.4.15
--------------
Added protection against plugins missing dependencies resulting in CTD
Added better updating of FOMOD mods

version 1.4.14
--------------
Fixed a case where portions of a fomod file could be left out

version 1.4.13
--------------
Fixed a case where deep fomod files (extra subdirectory inside archive) were not installed properly

version 1.4.12
--------------
Fixed a case where TMM would fail to retrieve mod info for mods with id of 2 digits
Fixed a case where an omod file could be confused with a BAIN install due to structure

version 1.4.11
--------------
Fixed broken nexus download

version 1.4.10
--------------
Fixed a problem where a readme in an omod2 would not be readable

version 1.4.9
-------------
Adapted to new nexus format for image download

version 1.4.8
-------------
Fixed an issue where Nexus could not be checked for updates

version 1.4.7
-------------
Fixed an issue with the downloads form when mods are no longer available
Fixed an issue where activating a mod would crash
Fixed an issue where a mod file could be mis-decoded

version 1.4.6
-------------
Adjusted protocol for new nexusmods site
Corrected installation issues with latest OBSE

version 1.4.5
-------------
Added some logging when writing the load order

version 1.4.4
-------------
mods can now also be saved with zip or 7z extension based on the setting
It is now possible to chose the default format (omod1 or omod2) in the settings dialog
Fixed a case where some settings were not properly kept (WarnAboutMissingInfo, ShowSimpleOverwriteForm, PreventMovingESPBeforeESM, Omod2IsDefault)

version 1.4.3
-------------
Fixed an XML Fomod script handling case

version 1.4.2
-------------
Fixed a case where the download count would show 1 when no download was actually happening
Added a setting to optionally allow moving an ESP in front of an ESM in the plugin order list


version 1.4.1
-------------
Fixed a fomod import (XPS skeleton)
Added a second download thread
Fixed an omod script problem

version 1.4.0
-------------
Added detection of and support for BAIN packages without having to create an omod
Better keep track of currently selected item to restore list position
Fixed sorting by packed date
Added a "Creation Kit" button to show presence of and start the construction set or creation kit
Added mod name to downloads dialog
Current download can now be stopped or cancelled
Detailed view can be reordered by clicking on the column header (Mod name, author, etc...)
Fixed handling of some XML Fomod flags

version 1.3.31
--------------
Added some C# and XML Fomod script fixes

version 1.3.30
--------------
Cache mod images in mods/info directory for faster image load time
Added some fomod XML script fixes

version 1.3.29
--------------
Added better nexus timeout handling
Enforced home directory after 7z extraction
Tries to find which mod a given esp/esm belongs to
Added a Mod ID column and the ability to sort by Mod ID

version 1.3.28
--------------
Fixed a mod creation issue

version 1.3.27
--------------
Improved handling of download errors and try another server
Added Protection against mis-rooted paths

version 1.3.26
--------------
Fixed the display issue with compression mode in the create mod dialog
Cleaned up and combined utilies/extended utilities menu and settings dialogs
Fixed some incomplete download issues
You can now cancel paused downloads

version 1.3.25
--------------
Added a filter to show only active mods
Added an option to disable the warning when author or description are missing
Added better handling of improperly pathed archives
Moved image fetch to background thread
Restored Nexus Download Manager feature
Added the option of displaying the old file conflict choser at mod creation time. It is still possible to change choice afterwards
Added protections to mod archive folder move
Added text and picture preview for file conflicts

version 1.3.26
--------------
Fixed the display issue with compression mode in the create mod dialog
Cleaned up and combined utilies/extended utilities menu and settings dialogs
Fixed some incomplete download issues
You can now cancel paused downloads

version 1.3.25
--------------
Added a filter to show only active mods
Added an option to disable the warning when author or description are missing
Added better handling of improperly pathed archives
Moved image fetch to background thread
Restored Nexus Download Manager feature
Added the option of displaying the old file conflict choser at mod creation time. It is still possible to change choice afterwards
Added protections to mod archive folder move
Added text and picture preview for file conflicts

version 1.3.24
--------------
Fixed some incorrect mod version detection
Fixed SKSE download
Fixed occasional improper pathing of ESP/ESM when generating a 7z mod

version 1.3.23
--------------
Allows deletion of files associated with a DLC mod

version 1.3.22
--------------
Fixed fomod script handling to support "Island fast travel"
Added better handling of Nexumods login/download issues
Fixed the convert to archive feature
Added some missing files to setup (help file, ...)

version 1.3.21
--------------
Added support for the modified SKSE download page
Added ability to add image/Tes Nexus info to a mod/fomod after creation
Added overwrite all button for conflicts

version 1.3.20
--------------
Fixed an issue with FOMOD scripts trying to copy files to the root
Added a simple and limited download manager. It can be activated by clicking on the download label in the bar at the bottom

version 1.3.19
--------------
Fixed an issue with no root pathed mods (for example, the 7z file contains a Data folder) when no *standard* file is included in the mod (e.g. bodyslide case)

version 1.3.18
--------------
Fixed an issue with no root pathed mods (for example, the 7z file contains a Data folder) when creating a 7z omod2 where the path will be wrong
Fixed an issue where scripts files might be left out of the mod

version 1.3.17
--------------
Fixed an incorrect message about a mod already being present when using the "load" button

version 1.3.16
--------------
Fixed an issue that was slowing down initial load
Added protection against corrupt ESP

version 1.3.15
--------------
Added support for fomod scripts with composite dependencies

version 1.3.14
--------------
Fixed an issue where scripts from .omod (omod1) were ignored

version 1.3.13
--------------
Fixed an issue where scripts where not recognized after editing/saving

version 1.3.12
--------------
Added protection against some malformed fomod scripts
Improved handling of strangely compressed fomods
Fixed 7z support for omod2
Added support for SUM (SkyProc Unified Manager)
Show missing plugins and prevents activating plugins without required dependency

version 1.3.11
--------------
Updated uninstall.bat to make sure that it does not leave files behind
Fixed the "image lost after editing mod" issue
It now detects whether TMM is started as admin or not (Admin rights are needed to register as Nexus Download Manager)
File conflict update speed has been greatly improved
Plugin conflict check speed has been improved

version 1.3.10
--------------
Added support for SkyProc Patchers. They can be started from the extended utilities menu

version 1.3.9
-------------
Setup now detects if user has admin rights
Video files can now be replaced
Existing files from unknown mods will be detected and saved with option of reverting back to them

version 1.3.8
-------------
Fixed zip file extension missing
Fixed corruption on mod edit
Fixed duplicate omod specific files on mod edit

version 1.3.7
-------------
Fixed the file size issues when creating omod2
Fixed BOSS reorder not seen in Oblivion mode
Fixed plugin move up and down behavior
Fixed OBSE version detection
Added file collision detection (config.ini, readme.txt, script.txt) for fallback to old naming (without extensions)

version 1.3.6
-------------
Adds the ability to import multiple files at once
reverts Oblivion mod sorting to timestamp only
Now runs BOSS from it's own directory because it was causing problems for Oblivion
Fixed OBSE install

version 1.3.5
-------------
Confilicted file picker can now open an external viewer (I recommend irfanview and nifskope) to see the file
Fixed an issue where it may not preview a lot of files

version 1.3.4
-------------
Fixed a case where an update would leave some files loaded
Added more tracing to DDS preview to troubleshoot non-working systems

version 1.3.3
-------------
Fixed some conflict detection issues
Fixed some old files removal and upgrade issues
Added SKSE version detection and automated upgrade

version 1.3.2
-------------
Mod conflict detection added when importing a mod
Crash protection added if the devil library cannot load on your system

version 1.3.1
-------------
Detects mods conflict at creation time and allows for update and activation


version 1.3.0
-------------
Contains new conflicted file picker. This lets you chose at any time which mod should win in a file conflict. It also provides (limited) DDS preview.

version 1.2.38
--------------
Adds debug traces and does not remove a missing mod file from the mod list


version 1.2.37
--------------
Added a setting to NOT deactivate mods it thinks are missing (defaults to not deactivate)

version 1.2.36
--------------
Adds a check for the presence of ghosted omod in folder

version 1.2.35
--------------
Added detailed view mode for the mod list
Added some more fomod script compatibility (skyUI...)
Fixed the conflict handling to skip unimportant files (readme, ...)
Added automatic restoration of files from other mods when a conflicting mod is removed (the file from the previously installed mod is restored).
Note that a backup of the file is created in the folder so that you can manually chose which file you prefer
Added more logging to track down issues in debug mode

version 1.2.34
--------------
Fixed title and author retrieval from Nexus that was broken by a Nexus update.

version 1.2.33
--------------
mods update check can now be run in background

version 1.2.32
--------------
Added protection against loading invalid files

version 1.2.31
--------------
Added crash protection exit

version 1.2.30
--------------
Sped up file handling a little
Added some protection against bad scripts

version 1.2.29
--------------
Checks for presence of downloadlist.txt to avoid a crash if absent
Select form layout has been changed and it is now always centered to the main window
Added option to name omod2 as zip for 3rd party compatibility (see settings page)

version 1.2.28
--------------
mods that have an update available are displayed in red (check for mods update needs to be run manually at least once though)
now supports fomods that are packaged with a deep structure (a folder inside a folder...)
saves list of mods being downloaded to restart download later (no resume of a broken download)


version 1.2.27
--------------
Added safeguard against wrong fomod script

version 1.2.26
--------------
Fixed fomod file naming issue
Improved field tab order on login dialog

version 1.2.25
--------------
Allows saving Nexus credentials for later and auto-login
Fixed an issue where only 32 groups would save or load
Fixed an issue where TMM would crash if an INI edit was applied by a mod

version 1.2.24
--------------
Fixed load order backup/reload
Fixed mods name for nexus import of fomod

version 1.2.23
--------------
Fixed version decoding of nexus mods

version 1.2.22
--------------
Changed to adapt to new Nexus site

version 1.2.21
--------------
Fixed a case where it would not grab the correct mod id

version 1.2.20
-------------------
Fixed a condition where it could not find BOSS

version 1.2.19
--------------
Fixed a CAS warning
Fixed a version reading issue

version 1.2.18
--------------
Fixed a script issue
Fixed a mod version detection issue
Fixed the OCD editor to handle Skyrim properly
Fixed a mod download issue
Added inactive mods ghosting
Added hidden mods toggler

version 1.2.17
--------------
Fixed a script issue

version 1.2.16
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Fixed an omod2 creation issue (Some of your newly created omod2 may be bad!!!)
Fixed an omod2 activation issue
Fixed some scripting issues
Fixed a GDI crash issue


Version 1.2.15
---------------
Fixed various crashes
Fixed a version detection issue
Fixed fomod detection and import issues
Fixed an omod2 activation issue

version 1.2.14
--------------
Fixed a script issue
Added background downloader and importer for Nexus Mod Manager downloads. Downloads can be queued. They are not "memorized" so do not quit until all downloads are complete. Imports can be done later on though as they are saved to disk.

version 1.2.13
--------------
Fixed a fomod scrip issue (as shown with SMIM)


version 1.2.12
--------------
Fixed scripting for more Fomod files
Fixed some install script errors
Fixed version checking
You can now use non-numeric versioning if you use omod2 format or stay with fomod format
Fixed some Nexus download issues
You can directly load all fomods (unless I missed some..) directly with no decompression recompression step (unless you want to customize the mod of course)


version 1.2.11
--------------
Fomod files can be loaded directly using the load button. They will not go through the omod creation process and will be less advanced than a standard omod but will work
Author name is now retrieved correctly from nexus (no missing last letter)

version 1.2.10
--------------
Fixed a crash

version 1.2.9
-------------
Fixed a case where it was not able to retrieve file info for a mod
Addressed the condition where the modder did not set a version number. It uses the creation date
Checking or unchecking a plugin now updates the loadorder file immediately

version 1.2.8
-------------
Support for the new nexusmod website
Fixed an issue when adding a compressed file to a mod

version 1.2.7
-------------
drag and drop reordering of plugins is now faster
fixed some fomod script handling
added option to disable ghosting of plugins and BSAs
fixed a mod version handling issue
mod names are now trimmed of excess spaces


version 1.2.6
-------------
Handled animated GIF gracefully (only show first image)
Added debug logging for troubleshooting purposes
Drag and drop reordering is possible but without multiselect

version 1.2.5
-------------
Added some error trapping when not able to change timestamps
BSAs of inactive mods are now ghosted when TMM is closed. Any "ghosted" file is automatically deghosted WHILE TMM is running.


version 1.2.4
-------------
Fixed XML fomod script support (Hardcore enhancements now installs correctly)
The BSA Browser will now try to start nifskope when trying to preview a NIF file from a BSA

version 1.2.3
-------------
Enforces timestamp on ESM,ESP and BSA to match load order
Save synchronization also restores mod load order
I fixed an issue where the plugin would jump all over the place when trying to move it.

version 1.2.2
-------------
Improved support for fomod scripts

version 1.2.1
-------------
Fixed an exception when reading non-english mod files

version 1.2.0
-------------
Added support for fomod scripts (you can now import fomod files)
Fixed some load order things
You can now multi select esp/esm when reordering
You can multiselect mods for some actions
Data file analysis fixed
Conflict analysis improved
Plugin detection improved (steam mods, unknown esp/ems, ...)

version 1.1.35
--------------
LoadOrder.txt format is configurable as UTF-8 in the settings dialog

version 1.1.34
--------------
Fixed a setting not sticking
Fixed the tooltip text for mods

version 1.1.33
--------------
Added tooltip text to color coded conflict boxes
Added action log under My documentMy Games<game>modaction.log
Added an option to disable esp activation using double-click
Fixed esp warning when simly disabling the plugin

version 1.1.32
--------------
Fixed the conflict detector
Improved auto import

version 1.1.31
--------------
Anchored autosort with BOSS button to lower left
Added Nexus Download Manager registration to setup to avoid needing admin rights when starting

version 1.1.30
--------------
Fixed a crash when BOSS is not installed

version 1.1.29
--------------
BOSS can be run from TMM if it is installed (BOSS for Skyrim and Oblivion can be found at http://tes.nexusmods.com/downloads/file.php?id=20516)
Fixed an error decoding mod version

version 1.1.28
--------------
Improved Nexus Download Manager support
Fixed error about ocdlist not found

version 1.1.27
--------------
Added support for 'download with mod manager' button from nexus.
Improved automated import

version 1.1.26
--------------
Saves load order for every reordering

version 1.1.25
--------------
Fixed load order sorting. Tested with Wrye Bash 295.5

version 1.1.24
--------------
Added support for loadorder.txt for BOSS compatibility

version 1.1.23
--------------
Fixed the ghosting of SKyrim.esm and Updates.esm

version 1.1.22
--------------
Added support for Skyrim ordering. TesModManager now fills out the plugins.txt file
in the order of plugin load. Date changes is still done to maintain compatibility with all versions.


version 1.1.21
--------------
Left hand side esp list panel can now be re-sized
Missing BSA list is corrected automatically

version 1.1.20
--------------
Improved automatic import of a zip or 7z file downloaded from nexus


version 1.1.19
--------------
Fixed a crash when using mods that edit the ini file

version 1.1.18
--------------
Fixed csharp scripting support some more...

version 1.1.17
--------------
Fixed csharp scripting support
Fixed image download support for Oblivion mods
Added skyrim support to save manager

Version 1.1.16
--------------
Changed the way BSA were loaded to make sure they were actually loaded (thanks Hungryriceball)

Version 1.1.15
--------------
Added SKSE support

Version 1.1.14
--------------
* Fixed an overlap between the list of ESP and the description
* CLeaned up some old reference to oblvion.ini

Version 1.1.13
--------------
* Initial release based on OBMM Ex monpetitbeurre edition.
This adds the following to the base OBMM Extended
* fast loading even with 2000 mods
* ability to filter mods displayed based on name
* ability to create a new format of mods (omod2) which is a ZIP file that can be manipulate using standard ZIP tools
* support for the new tesnexus and skyrimnexus for automatic download of mod information

Oblivion Mod Manager Extended can be found at http://www.tesnexus.com/downloads/file.php?id=32277

EatingSleepingDrinking - KuNeruNomu -

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This MOD gives the concept of hunger / fatigue / thirst / body health to the player character. And this can be used only female player character because it has female character animation files only.

[youtube]cPHufuetR9w[/youtube][youtube]BmW41Gi4IjE[/youtube]
[youtube]bq8UF8tVMMA[/youtube]

[heading][size=6][b]Required[/b][/size][/heading]
[list] [*]Dawnguard
[*]Hearthfire
[*]Dragonborn
[*][url=http://skse.silverlock.org/] SKSE v1.7.3 [/url]
[*][url=http://www.nexusmods.com/skyrim/mods/3863] SkyUI [/url]
[*][url=http://www.nexusmods.com/skyrim/mods/11811] FNIS v7.4.5 [/url]
[*][url=http://www.nexusmods.com/skyrim/mods/26800] XP32 Maximum Skeleton -XPMS [/url] or Equal skeleton MOD
[*][url=http://www.nexusmods.com/skyrim/mods/44596] Mfg Console [/url]
[*][url=http://www.nexusmods.com/skyrim/mods/67763] Go to bed v1.0.1[/url] To require this when my MOD version is 2.2.0 or later.
[*]Microsoft Visual C++ 2015 Redistributable (x86) maybe
[/list]
[b][i]Need files(Mod : Go to bed)[/i][/b] :
../scripts/GTB_PluginScript.pex
../SKSE/Plugins/gotobed_plugin.dll
or
../scripts/gtb_pluginscript.pex
../SKSE/Plugins/gotobed.dll
Note : GoToBed.esp and EatingSleepingDrinking.esp conflict, so don't use them simultaneously
[heading][size=6][b]Installation[/b][/size][/heading][list=1] [*]install
[*]Run Generate FNIS for uses

[heading][size=6][b]Uninstallation[/b][/size][/heading]
[list=1]
[*]Remove this MOD files
[*]Run Generate FNIS for uses
[*]"New game"
[/list]

[heading][size=6][b]Summary[/b][/size][/heading]
You will need a eight hours of sleep and three meals a day in game time. However you will be roughly 12 hours If you had activities actively. There is no change three meals but you will become very hungry. You will not become very hungry when you standing and walking, FT. But you become hungry when time has passed.
You will have a penalty if you don't eat food or drink. It is an obstacle to your adventure. Not this MOD to kill player directly. However, players will be killed indirectly If left untreated the penalty.
Energy and Moisture is determined by the weight of the food you eat. You will have a penalty if you drank alcohol much. You should draw a bottle of water from river and pond etc if you don't want to have a penalty. There are some raw food. They can not be eaten, you should cooked it. Players is going to be hungry if eat a raw food.
Fatigue will recover if you slept.
player' body will become dirty by passed time or battle. It is possible to remove the dirt of the body by using a towel(potion). You need to make it yourself. To make a towel need 5 tundra cotton. First, To make a towel is necessary to make a knitting needle. It can be made from the blacksmith. It can be made from the blacksmith using firewood.
How to make a towel : [list=1]
[*]player idle(standing)
[*]Have five or more tundra cotton
[*]Equipped with a knitting needle(dagger)
[*]Message box is displayed
[/list]You can wash PC body in the water. I can see in "magic effect" body washable place or not. Draw a bottle too.
I have changed the food effect to be more effective. but it is not a substitute for drugs recovery because player will have a penalty when eat too much. And changed the weight of drugs.[/size]

[heading][size=6][b]Function[/b][/size][/heading]
[b][u]Add other food MOD[/u][/b]
The MOD recognize the food of other food MOD. When you eat food that has not been registered in the list of this MOD, selected message is displayed.

[b][u]Representation of the penalty[/u][/b]
Play a bowels rumble, Yawn and expression(using MFG Console).You can be switched ON/OFF in the MCM.

[b][u]Adjust basic needs[/u][/b]
It is adjustable from MCM If you feel unhappy with PC is overeating.

[b][u]Camp Item[/u][/b]
There is almost no bed in the "Forgotten Vale" and "Sovngarde" etc. It is the severe penalty since player can't sleep. There is no problem if you are do-M. Otherwise, you can take there with a bedroll. Camping bedroll can be made of Tanning Rack, and it can be used permanently.

[b][u]Drinking and Eating, Sleeping Animations[/u][/b]
This mod have eating and drinking, sleeping(go to bed) animations. It have animations associated with them to other. You can switched ON / OFF of the animation in the MCM.

[b][u]Activate Animations[/u][/b]
You can play animations when you harvest plants. There are also other animation, pull chain, opening or closing door, opening chest, looting item from corpses, opening furniture, rotating stone pillar. You can switched ON / OFF of the animation in the MCM.

[b][u]Penalty of running[/u][/b]
You can give the stamina damage penalty when the player is running. It will be released when the player is idling. And you will be able to force walk when player has 0 point stamina. You can switched ON / OFF of the animation in the MCM.
Hard stamina penalty remove the regeneration recovery of stamina. Stamina will be restored when you went to bed or sit down on furniture(chair, cooking pot, mine, smithing..etc), pressing "Idle anim button". If you enable sleeping animation, when you lie down on bed, Stamina will be restored.

[b][u]Player journal[/u][/b]
You can check player's status by diary. To write a diary need quill and Inkwell. You can switched ON / OFF of the animation in the MCM.

[b][u]Follower eating and drinking animations[/u][/b]
When PC ate or drank, follower eating or drinking animation is also played. You can switched ON / OFF of the animation in the MCM.

[b][u]Potion Hotkey[/u][/b]
If you register keys, you can use potions(health potion, magicka, stamina, food, drink). You can switched ON / OFF of the animation in the MCM. When you are turned OFF or ON this function, you "must" close menu and need to see long process. Don't end game in middle of processing.
If you want to use a custom potion hotkey, you should create a "silver spoon" in the smithy. It requires two silver ingot. You should equip silver spoon(dagger) and use a potion if you want to register it.

[u]Head Tracking[/u]
If lock-on NPC and activator, furniture, weapon, armor, ammo, miscobjects, ingredients with HUD, turn player head toward to them.In addition, when player was spoken to by NPC, turn player head preferentially toward to them. "Custom expression" have a feature that allows you to customize the expression for each category. You can customize expressions by editing "SKSE/plugins/KNNPlugin.ini".
You can switched ON / OFF of the headtracking in the MCM. Of course if you use other headtracking MOD, when OFF, it doesn't bother you.

[b][u]Idle Animations Hotkey[/u][/b]
If you hotkey pressed, player look for a IdleMarker or furniture near herself. And to play the animation by referring to them. Animation is a mix of vanilla and my original. PC will play the animation without a marker since PC can’t use it if NPC are using. You can get the active effect of some when you play idle animation. For example, you will get the effect of washing the body without the use of a towel and obtained other effect.
How to play idle animation :[list=1]
[*]press the hotkey
[*]PC go toward the target
[*]PC stop walking, appears Message
[*]press the hotkey again. play animation
[*]press hotkey once again. Exit animation
[/list]You can switched ON / OFF of the idle animations in the MCM.

[heading][size=6][b]Compatibility [/b][/size][/heading]
This MOD isn't good compatibility with frostfall.

[heading][size=5][b]Special thanks[/b][/size][/heading]
Fore, thank you for very kind help! Since there was his(or her) help, I was able to complete the option file(player's cottage).
[line]
Figment, fore, XP32, Kapaer, meh321, himika, Andrelo Thank you for great MOD and tools!

Skyrim game experience overhaul

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Hello guys, do you think your dragonborn is always being too overpowered in skyrim? This mod will change your game experience and makes it a bit more challenging.

[b][size=5]Perk Tree[/size][/b]
[size=4]
Changes:[/size]
Deleted many spells from skyrim and added them into perk tree.

Added mixed skill perks which require skill level from the other schools.

Weaken many perks to make dragonborn less powerful.
[size=5]
[/size][size=5][b]Spell[/b][/size]
[size=4]
Changes:[/size]
Conjuration spells require more time to cast and last for a shorter time.

Destruction spells cost less base magic to cast.

Illusion spells works on any level targets but last for much shorter time.

Changed all of the master spells cost or casting time to make them useful.

Added Ash spells that deals physical damage.

Added apocrypha spells.

Sunlight spells can deal damage to all targets but more effective on undead targets.
[size=5]
[/size][b][size=5]Enchantment[/size]
[/b][size=4]
Changes:[/size]
Added [i]Solar enchantment[/i] that deals damage only during day time.

Added [i]Poison enchantment that deals poison damage.[/i]

Delete fortify health, magick, stamina enchantments and fortify magic skills enchantments. (Give you a reason to manage your points when you leveled up rather than go stright to point health)

Less effective resistance enchantments.

Changed charges of all enchanted weapons, they now require more soul gems on use.

Staves cast slower and less effective, that's why you need magic.[size=5][b]
[/b][/size][size=5][b]
[/b][/size][size=5][b]Alchemy[/b][/size]
[size=4]
Changes:[/size][size=3]
[/size]Heal potions slowly regenerate health.

No more smithing and enchanting potions.

Removed invisible and frenzy effect.
[size=5][b]
[/b][/size][size=5][b]Smithing[/b][/size]
[size=4]
Changes:
[/size]Added mid armor perk which is a combination of heavy and light armor.

Added perk Armor Mastery to unlock special effects through wearing different armor.

Added perk Artifact creation in Enchanting perk tree which requires your smithing skill, allow you to create enchantable unique items with unique effects or attributes.[size=5]

[/size][size=5][b]Artifact[/b][/size][size=5]

[size=4]Changes:
[/size][size=3]Artifacts are now not upgradable.
Removed enchantment from Mehrunes Razor.

[/size][b]Economic
[/b][size=4]
Changes:
[/size][size=3]Changed prize of everything in game, makes money a bit harder to earn.
You can found treasures and relics instead of enchanted items in chests.[/size]

[/size][size=5][b]At last[/b]
[/size][b]To ensure this mod is working, please load it at last in NMM[/b]

Since this is my first mod, there might be many bugs that I haven't tested out (Or many grammatical errors, sorry about that lol). Please report if you find any. Thanks for downloading and playing with my mod (If any)!!!

Murphy

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[img]https://i.imgur.com/RgXqG3Q.png[/img]
[img]https://i.imgur.com/nut8VJh.png[/img]


[size=3]On April 14th, 2018, my beloved dog, Murphy, passed away. As soon as I was able to collect myself later that same day, I set to work doing what I knew I needed to do. I needed to immortalise him, the only way I knew how: Through Skyrim modding.[/size]

[size=3]I have not stopped since then, and I will not stop until everyone knows his name. It is the least he deserves.[/size]

[size=3]His name is Murphy. He is here for you now, as he always was for me.[/size]


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

[size=3]You'll be able to find him in Whiterun, wandering around the market (or inside the Bannered Mare at night). There are no requirements to make him a follower. Just ask him to follow, and he's yours. However, I may add a quest sometime in the (probably far) future to make it a bit more immersive.[/size]


[center][size=3]------------------------[/size][/center]

[size=5][b]FEATURES[/b]:[/size]

[list]
[*][b][size=4]He is a loyal companion[/size][/b][size=3] - He will follow you to Sovngarde and back. He is not a fighter, and will flee from combat, but he'll always come back when it is safe and will make up for it in other ways.[/size]
[/list][size=3]
[/size][list]
[*][b][size=4]He is safe[/size][/b][size=3] - Weapons will pass right through him, and magic will not even singe his fur. He cannot and will not be harmed. I'm not going to bring my dog back to life just to have him be killed by some bandit.[/size]
[/list][size=3]
[/size][list]
[*][b][size=4]He is unique[/size][/b][size=3] - Depending on the weather, he will apply various magic effects to the player designed to aid and guide. This is based on the ideaI mentioned in the introduction, in that I feel him in the sun and so on. The effects themselves are a work in progress and will be improved upon and more will be added per-weather (see the "To-do" list).[/size]
[/list][size=3]
[/size][b][size=4]The current effects are as follows[/size][/b][size=3]:[/size]
[size=3]
[/size][list]
[*][size=3]Clear skies and warm sun will add health regeneration.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Cloudy skies will add magicka regeneration.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Rainy weather will add stamina regeneration.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Foggy weathers are supposed to increase sneak skill but this does not currently work and I will probably change this effect in the future anyway.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Snowy weathers currently do nothing. This is not permanent. In the future, I plan to add customisation for this weather specifically (see the "To-do" list for more information).[/size]
[/list]
[size=4][b]Other features[/b]:[/size]

[list]
[*][size=3]Remote wait/follow power: Use this to tell Murphy to wait or to follow you no matter how far away he is.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Summon spell: As the name would suggest, this spell will allow you to summon Murphy to you from wherever he is (you'll actually be able to take him to Sovngarde now).[/size]
[/list][size=3]

[/size]
[size=3]More features and updates are planned, some coming very soon! See the "To-do" list.[/size]


[center][size=3]------------------------[/size][/center]

[size=5][b]TRANSLATIONS[/b]:[/size]

[size=3]If you wish to translate this mod into your native language, go ahead! I previously stated that I'd prefer to keep translations on this mod page, but I've changed my mind about that and am now completely happy for you to upload a translation as your own mod. That way, it's less maintenance for me, and you get the proper recognition you deserve. You do not need to contact me for permission, but perhaps consider flicking me a message so I can support your work!

Do keep in mind, however, I may update this mod every now and then with new text that needs to be translated, so do keep an eye out for that.[/size]



[img]https://i.imgur.com/3s1XUST.png[/img]


[b][size=4]INCOMPLETE
[/size][/b][size=3]

[/size][list]
[*][i][size=3][b]PRIORITY[/b] - Trading is broken. Working on a fix.[/size][/i]
[/list][size=3]
[/size][list]
[*][size=3][b]PRIORITY[/b] - [i]Make a BSA version of the mod for those who do not wish to have loose files[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]I may make adjustments to Murphy's 3D model, or I may not. I'm actually mostly happy with how he looks right now[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]The magical effects you gain depending on the weather are not final and will be iterated on. I will change the current effects and add more in the future[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]Snow weathers currently have no effect, but in the future, will be the one effect customisable by the player[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]I will change his bark sound eventually. His in-game bark currently does not match what his real life bark sounded like[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]He currently triggers traps even though they cannot harm him. I will make them not trigger for him in the future[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]Enemies will sometimes attack him (though rarely). This isn't technically an issue as he can't be harmed, but it makes little sense, so I'll eventually make it so they don't target him (if I can)[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]I am still working out the kinks of the weather detection system. It might be a little buggy at the moment so PLEASE report ANY bugs you find so I can optimise the system[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]I will hopefully, one day, make a quest related to Murphy, to give more explanation as to why he's there and why he will follow you[/i].[/size]
[/list][size=3]
[/size][list]
[*][size=3][i]Potential Xbox release - This will be far off in the future. I will only release this mod on Xbox once it's out of beta as I don't want to release an incomplete, potentially buggy mod to a platform I can't support as well. I hope you understand this decision. Unfortunately, there can never be a release for PS4 as the mod uses custom scripts[/i].[/size]
[/list]

[b][size=4]COMPLETE[/size][/b]


[list]
[*][size=3][i][s][b]PRIORITY[/b] - I am working on a summon spell to instantly move Murphy to where you are looking when he is stuck or in the way.[/s][/i][/size]
[/list][size=3]
[/size][list]
[*][size=3][s][i][b]PRIORITY[/b] - A remote "wait/follow" power, to tell Murphy to wait or follow when he is out of dialogue range and you don't want to/can’t go to him.[/i][/s][/size]
[/list][size=3][size=3]
[/size][list]
[*][size=3][s][i]Currently, when you sneak, he will count as detecting you. This will not affect whether or not other NPC's can see you, it will only make the stealth indicator be an open eye when it shouldn't be. I will fix this when I figure out how. Sorry for the inconvenience.[/i][/s][/size]
[/list]


[img]https://i.imgur.com/CGdZF1g.png[/img]


[size=4][b]Mod Managers[/b]:[/size]

[list]
[*][size=3]Download and install with whichever mod manager you wish. Standard process, as with any mod.[/size]
[/list]

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

[list]
[*][size=3]Download the mod then drag and drop the files into your Skyrim/Data folder.[/size]
[/list]

[size=3][b]Manual Uninstallation[/b]:[/size]

[list]
[*][size=3]Delete/remove "Murphy.esp" in your [i]Data[/i] folder.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Delete/remove the "KOM" folder in the [i]Data/Meshes[/i] folder.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Delete/remove the "KOM" folder in the [i]Data/Textures[/i] folder.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Delete/remove any scripts with the "_KOM_" prefix in the [i]Data/Scripts[/i] folder AND the [i]Data/Scripts/Source[/i] folder.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Delete/remove the "Murphy.SEQ" file in the [i]Seq[/i] folder.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Delete/remove the "02002318.xml" file in the [i]DialogueViews[/i] folder.[/size]
[/list][size=3]

[/size][b][size=3]Load Order[/size][/b]:

[size=3]Shouldn't matter where it is.[/size]



[img]https://i.imgur.com/9G8w2Oq.png[/img]


[size=3]Should be compatible with everything. However there might be a slight issue with Open Cities where he doesn't spawn during the day (untested). If that happens, just wait until night time and he'll be inside the Bannered Mare instead.[/size]


[b][size=4]VR COMPATIBILITY[/size][/b][size=3]:[/size]

[size=3]Untested. I see no reason why it wouldn't work. If you have a VR and have tried it out, please let me know the results.[/size]



[img]https://i.imgur.com/BF1gna9.png[/img]


[b][size=3]IF YOU DISCOVER ANY BUGS, PLEASE REPORT THEM IN THE BUG REPORTING SECTION, [i]NOT[/i] IN THE COMMENTS. THANK YOU.
[/size][/b]

[list]
[*][size=3]A few people have reported issues with Murphy being invisible and/or not being able to recruit him. This is a known issue and is being looked into, but it may take a while to fix as I'm not entirely sure what's causing it. I'll keep everyone posted.[/size]
[/list][size=3]
[/size][list]
[*][size=3]Sometimes, your character may pant as if they are out of stamina, even though they are not. I think I know what is causing this. Panting is not permanent, don't worry.[/size]
[/list]


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


[size=3]I would never intentionally neglect to credit someone if they helped. Please let me know if I ever miss anyone so I can put their names here.[/size]


[size=4][b]Direct participation:[/b][/size]

[list]
[*][size=3][url=https://www.reddit.com/user/ElephantTeeth]Reddit user ElephantTeeth[/url] - For converting the model to a NIF file and applying textures so it can actually be used in game. (I will update this with a link to their Nexus profile instead once I figure out what it is).[/size]
[/list][size=3]
[list]
[*][url=https://www.reddit.com/r/skyrimmods/comments/8ddguz/i_would_really_appreciate_some_help_making_a_mod/]The Skyrim Mods subreddit community[/url] - For their moral and technical support on a post I made (which is where the link will take you) that helped me not only get past the technical challenges I was facing, but also helped alleviate some of the emotional weight on my shoulders. I cannot thank them enough.
[/list][/size]

[size=4][b]Indirect Aid:[/b][/size]

[size=3][list]
[*][url=https://www.youtube.com/channel/UCtYB2iX9_52X_DNtSIJXyWg]DarkFox127[/url] - For all his wonderful tutorials, without which, I wouldn't be half the modder I am today.
[/list]
[list]
[*][url=https://www.creationkit.com/]The Creation Kit Wiki[/url] (including anyone and everyone that has ever contributed to it) - For being one of the single best resources for the CK on the internet.
[/list]
[list]
[*][url=https://www.nexusmods.com/fallout4/mods/6821]FOMOD Creation Tool[/url] - A very, [i]very[/i] handy tool for easily creating FOMOD installers.
[/list]
[list]
[*]Bethesda - For Skyrim. Without which I would have never found my love for modding (which has become my biggest hobby) and I never would have been able to honour my dog.
[/list]



[center]------------------------------------------------[/center]



[b]Extra Links[/b]:

[list]
[*][url=https://www.nexusmods.com/skyrimspecialedition/mods/17029]Special Edition version of the mod[/url]
[/list]
[list]
[*][url=https://twitter.com/TheDanielKemp]My Twitter[/url] - I will post regular update about this and other mods.
[/list]
[list]
[*][url=https://www.twitch.tv/thedanielkemp]My Twitch[/url] - I will occasionally stream my work in the Creation Kit and also some games.
[/list]



[/size][/size][center][size=3]------------------------------------------------[/size]




[size=6][b]Videos[/b][/size]

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

[size=3]A really moving video by Thyworm. Very well presented and I feel very honoured that
the mod has received such a well put-together video. Thank you so much, Thyworm.

[/size][youtube]noNsLrDXnKc[/youtube]



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





[size=4][b][center]I love you, Murphy.[/center][/b][/size]




[size=3]------------------------------------------------[/size][/center]

TESLight-SkyrimLE

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Correction of highlighted places, linking bulbs to markers, tuning shadows, the interior has become darker.
Minor corrections: levitating hay, pieces of land, bonfires, coals in braziers.

Requires Unofficial Skyrim Legendary Edition Patch

CONFLICTS
Any mod rewriting / adding bulbs

LOAD ORDER
Use LOOT  [url=https://loot.github.io/]https://loot.github.io/

[/url]Cleared TES5Edit 4.0.2

recommended  mods
Climates Of Tamriel v5.0 [url=https://www.nexusmods.com/skyrim/mods/17802/?]https://www.nexusmods.com/skyrim/mods/17802/?[/url][url=https://www.nexusmods.com/skyrim/mods/17802/?tab=description]
[/url] Climates Of Tamriel - Weather Patch (only CoT-WeatherPatch_Snow-40.esp) [url=https://www.nexusmods.com/skyrim/mods/39799?tab=description]https://www.nexusmods.com/skyrim/mods/39799?tab=description[/url][url=https://www.nexusmods.com/skyrim/mods/39799?tab=description]
[/url] Realistic Sun for Climates of Tamriel and Vanilla [url=https://www.nexusmods.com/skyrim/mods/42492?tab=description]https://www.nexusmods.com/skyrim/mods/42492?tab=description[/url][url=https://www.nexusmods.com/skyrim/mods/42492?tab=description]
[/url] Realistic AI Detection (better sneaking) [url=https://www.nexusmods.com/skyrim/mods/74355?tab=description]https://www.nexusmods.com/skyrim/mods/74355?tab=description[/url][url=https://www.nexusmods.com/skyrim/mods/74355?tab=description]
[/url] Pure Waters [url=https://www.nexusmods.com/skyrim/mods/1111/?tab=description&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D1111&pUp=1]https://www.nexusmods.com/skyrim/mods/1111/?tab=description&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D1111&pUp=1[/url]

Flying Birds and Co.

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This mod adds ONLY [b]Flying Birds and Co[/b]* ON the Sky of Skyrim (Warning: Same locations as in my Ravens mods for the flying ravens).



[url=https://steamcommunity.com/sharedfiles/filedetails/?id=675550623] Ravens Mounts and Followers NO DLC [/url]


[url=https://steamcommunity.com/sharedfiles/filedetails/?id=435377485] Ravens and Co - Mounts and Followers NO DLC [/url]



*74 [b]Ravens[/b] (Whiterun – Riften – Solitude – South coast of Solstheim); 92 [b]Seagulls[/b] (Solitude – Dawnstar – Windhelm – South coast of Solstheim); 16 [b]Vultures[/b] (In the volcanic region in the South of Kynesgrove, near Bonestrewn Crest, Mistwatch ...) ; 38 [b]Cliff Racers [/b] (South coast of Solstheim)



New sounds (ravens, seagulls, vultures, cliff racers)

[url=https://www.casimages.com/i/19080507110816616016343940.jpg.html][img]https://nsm09.casimages.com/img/2019/08/05//19080507110816616016343940.jpg[/img][/url]


The ravens are also in my mods [url=https://www.nexusmods.com/skyrim/mods/79738] The Abandoned Farm [/url] and [url=https://www.nexusmods.com/skyrim/mods/78954] The World Tree of Skyrim [/url]


[b][size=4]Credits[/size][/b]


Tamira in [url=https://www.nexusmods.com/skyrim/mods/59578] Mr Siika Seagulls [/url] and [url=https://www.nexusmods.com/skyrim/mods/59602] Mr Siika Ravens and Vultures [/url]

Phitt in [url=https://www.nexusmods.com/skyrim/mods/8579] Cliffracers [/url]

Mihail in [url=https://www.nexusmods.com/skyrim/mods/87105] Cliff Racers- Mihail Monsters and Animals (mihail immersive add-ons - morrowind) [/url]

Free sounds [url=http://www.universal-soundbank.com/] universal-soundbank[/url] - [url=http://www.sound-fishing.net/bruitages_animaux.html] Sound Fishing [/url] - [url=http://www.xeno-canto.org/] xeno-canto [/url]

Skyrim Unbound Reborn

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[size=2][size=3][url=https://www.nexusmods.com/skyrimspecialedition/mods/27962]SE VERSION[/url]
[/size]
[рашн дескрипшн]
[spoiler]Это модифицированная версия [url=https://www.nexusmods.com/skyrim/mods/71465]Skyrim Unbound[/url] от [/size][size=2][url=https://www.nexusmods.com/skyrimspecialedition/users/3488499]chinagreenelvis[/url]. Все еще не идеально (как и все в этом мире), но мне пора приостановить разработку и получить некоторую обратную связь.
Если вы по какой-то невероятной причине не знаете, что такое [b]Skyrim Unbound[/b], то пора бы наконец взяться за это дело, и тут я советую вам начать со [url=https://www.nexusmods.com/skyrimspecialedition/mods/6532]страницы оригинального мода[/url], а потом вернуться сюда. [url=https://www.nexusmods.com/skyrimspecialedition/mods/27115](тут есть русское описание, хоть и наскоро переведенное)[/url]
Возможно, название немного громкое, но моя фантазия отказывается придумывать что-то получше (ваши варианты приветствуются). Я не утверждаю что все
изменения объективно являются улучшением для всех. Некоторые вещи могут быть делом вкуса. Перейдем же наконец к списку изменений...
[line]
[center][size=4][b]ИЗМЕНЕНИЯ[/b][/size][/center]

[b][color=#6d9eeb]ОБНОВЛЕНО[/color][/b]

Оригинальный [b]Skyrim Unbound[/b] не наследует ни одного исправления из неофициального патча. Ну, больше нет. Теперь [b]Skyrim Unbound[/b] выглядит так, будто он изначально создавался с учетом [b]USLEEP[/b]. Не только плагин, но и скрипты были пропатчены для [b]USLLEP[/b] (объединены изменения). [/size][size=2]

Список объединенных скриптов:
[spoiler][i]dbsanctuarywordwalltriggerscript
dlc1wordwalltriggerscript
dlc2wordwalltriggerscript
mqkilldragonscript
QF_dunAngarvundeQST_0007EDE5
qf_mq102_0004e50d
qf_mq104b_0002610c
qf_mq105_000242ba
qf_mq106_00032926
tif__000a7b1e
wordwalltriggerscript[/i][/spoiler]
[size=3]
[color=#6d9eeb][size=2][b]ПЕРЕВОД[/b][/size][/color][/size]

MCM теперь использует трансляцию через текстовый файл.


[b][color=#6d9eeb]УДАЛЕНО[/color][/b]

Удалены все non-SkyUI функции (потому что [url=https://www.nexusmods.com/skyrim/mods/29440]есть моды[/url], чтобы вернуть ванильный интерфейс, при этом оставив MCM, если вам по какой-то причине не нравится SkyUI).

Удалена самая бесполезная функция - выбор имени персонажа (На самом деле она имеет проблемы с переводом через файл).

Удалено увеличение цены на Дом Теплых Ветров. Цены на дома действительно низкие в ванильной игре, но это относится ко всем домам и уже есть моды,
которые делают это.[/size][size=2][color=#6d9eeb][size=3][b]
[size=2]

РАЗНОЕ[/size][/b][/size][/color]

Помимо основных изменений, о которых я расскажу далее, были изменены различные мелочи (не уверен, что это полный список):
> Уведомления об окончании задержки драконов теперь опциональны и отключены по умолчанию.
> Различные текстовые иизменения в MCM
> Чекбоксы рядом с "Начать свое приключение"и "Меню создания персонажа"были заменены на кликабельный текст.
> Опция "Сверхъестественность" (Переименована в "Болезнь") и настройки задержки драконов были перенесены на первую страницу, а "Меню создания персонажа"на последнюю.
> При снятии головного убора на время создания персонажа и его повторной экипировке больше не будет отображаться уведомление.
> Убрано (по всей видимости, забытое автором) отладочное сообщение с номером стартовой локации.
> Добавлены описания и объекты меню к способностям отладки.
> Пресеты не применяются сразу после выбора, вы должны нажать на "Применить" (что позволяет быстро применять пресеты несколько раз). При наведении на этот параметр внизу будет отображаться описание пресета.
> Пресеты не только обновлены, чтобы использовать новую функциональность, но и немного изменены.
> Стартовый маркер рядом с криптой в Айварстеде был перемещен на крыльцо таверны.
> Различные технические изменения


[color=#6d9eeb][b]НАЧАЛО ИГРЫ[/b][/color]

Меню создания персонажа теперь будет открыто в кастомной комнате, вместо коридора Хелгена.

После ввода имени персонажа вам будет предоставлен выбор:
[b]Продолжить[/b] - Телепортация к стартовой локации (то, что обычно происходило раньше).
[b]Сменить снаряжение[/b] - Все предметы и заклинания будут добавлены заново (как при использовании способности отладки), после чего выбор будет предоставлен снова. Эта опция ранее была доступна только в QuickStart Mode.
[b]Остаться здесь[/b] - Вы можете остаться в стартовой комнате, если вам нужно настроить какие-то вещи из других модов, прежде чем вы начнете игру. Чтобы начать игру, нажмите Enter (вне интерфейса). Вы получите уведомление на экране и запись в журнале об этом.[color=#6d9eeb][size=3][b]
[size=2]

ЗАКЛИНАНИЯ[/size][/b][/size][/color]

Раньше при выборе одной школы магии дважды вы получали одно заклинание новичка и одно заклинание ученика (для которого у вас могло не хватать магии). Теперь вы получите два разных заклинания уровня новичка. На мой взгляд, это более логично и сбалансированно.

Заклинание "Оживление зомби"доступно для выбора из меню. Раньше оно могло быть дано игроку только при выбора школы колдовства дважды (хотя это заклинание уровня новичка).

Добавлен ярлык для быстрого включения выбора заклинаний.


[b][color=#6d9eeb]ИМУЩЕСТВО[/color][/b]

В оригинальном [b]Skyrim Unbound[/b] вариативность имущества ограничивается тем, сколько единиц зелий, вина, овощного супа и мяса хоркера вы получите. Нет вариативности еды и набор предметов всегда одинаков, без возможности отключить определенный тип предметов.
Золото имеет большой диапазон (0-2500), и единственным способом установить более конкретное количество является опция для точной настройки золота. В итоге золото либо абсолютно случайно, либо абсолютно точно.
Я убрал unimmersive опцию для точной установки количества золота и добавил три варианта имущества: Poor/Common/Noble. Каждая опция имеет свой установленный диапазон для количества золота и предметов. Получаемая еда и зелья зависят от выбранного набора предметов, например Poor не содержит зелий, а Noble может дать не только cлабые, но и обычные зелья.

Были добавлены опции для переключения отдельных типов предметов. Выключите зелья, если хотите сделать ваш старт сложнее, или, возможно, ваш вампир не нуждается в человеческой пище? А если ваш персонаж - суровый воин, которому неведомо искусство взлома, вы можете отключить отмычки. Кроме еды и напитков, все предметы можно установить на случайные, с шансом в 50%.
Вы можете также включить колун, который будет полезен с [b]Campfire[/b] и подобными модами[size=2], и кирку.[/size][size=2]
[/size]

Все настройки имущества перенесены на отдельную вкладку.
Теперь используются уровневые списки.


[color=#6d9eeb][b]ОРУЖИЕ[/b][/color]

Помните этот длинный и неудобный список оружия в оригинальном [b]Skyrim Unbound[/b]? Несмотря на внушительную длинну, которая делает долгим поиск нужной
комбинации оружия, он не является исчерпывающим (как насчет, например, боевого молота, двух топоров или булавы со щитом?).
Ну, больше нет. Выберите тип оружия в левой части страницы (Можно выбрать все сразу), оставьте его случайным или выберите конкретное оружие в правой части. Оставьте случайной или выберите комбинацию с одноручным оружием: Одиночное, щит или двойное. Множество новых комбинаций, и вам не нужно
искать их в длинном списке.

В ванильном [b]Skyrim Unbound[/b] вы всегда получаете железное оружие. Даже для эльфийской или стальной пластинчатой брони.
Ну, больше нет (правда, я убрал оба варианта брони...). Материал оружия зависит от выбранной брони (относится и к случайному выбору), например, при выборе стальной брони вы получите стальное оружие. Свое оружие получила имперская броня, броня изгоев и редгардская одежда. Эти сеты не имеют полного комплекта оружия в ванильном Skyrim, поэтому при выборе, например, булавы, когда выбрана броня изгоев, вы получите обычную булаву (см. раздел [b]РАНДОМИЗАЦИЯ[/b]).


[color=#6d9eeb][b]БРОНЯ[/b][/color]

Одно меню с длинным списком разделено на два: для выбора типа брони и конкретной брони.
Были добавлены две опции рандомизации головного убора: Не-по-умолчанию и Не-капюшон, которые случайно выбирают головной убор между двумя
вариантами.
Для тех, кто не хочет получать кожаную\стальную броню на первом уровне, добавлена опция "Только броня низкого уровня", которая ограничивает рандомизацию, чтобы выбирать только между самой слабой броней.

Cледующие варианты брони были удалены:
[/size][list]
[*][size=2][i]Броня офицера Братьев Бури[/i][/size]
[*][i][size=2]Ламеллярная броня[/size][/i]
[*][i][size=2]Эльфийская броня[/size][/i]
[*][i][size=2]Древняя нордская броня[/size][/i]
[*][i][size=2]Стальная пластинчатая броня[/size][/i]
[/list][size=2]
Следующие варианты брони были добавлены:
[/size][list]
[*][i][size=2]Одежда торговца (вынесено в отдельный вариант из Обычной одежды)[/size][/i]
[*][size=2][i]Одеяние монаха[/i][/size]
[*][i][size=2]Темное одеяние[/size][/i]
[*][i][size=2]Одежда шахтера[/size][/i]
[*][i][size=2]Вампирская броня[/size][/i]
[*][i][size=2]Одеяние вампира[/size][/i]
[*][size=2][i]Прочная железная броня[/i][/size]
[*][size=2][i][i][size=2]Имперская клепаная броня[/size][/i][/i][/size]
[/list][size=2]
Некоторые сеты брони были скорректированы. Под капотом система выбора брони и оружия была переделана, чтобы использовать уровневые списки, что позволяет настраивать существующие сеты брони вне скрипта.


[color=#6d9eeb][b]РАНДОМИЗАЦИЯ[/b][/color]

Рандомизация имеет некоторые условия, что делает ее чем-то похожей на "Авто". Эти условия призваны исключить нелогичные или странные комбинации. Некоторые могли существовать в оргинальном [b]Skyrim Unbound[/b], некоторые вызваны новой функциональностью. Например:
[/size][list]
[*][size=2]Если вы выбрали робу как одежду, то вы всегда будете получать два заклинания (когда они установлены на случайные).[/size]
[*][size=2]Если вы выбрали тяжелую броню, то вы не получите кинжал как одноручное оружие.[/size]
[*][size=2]Вы не получите кинжал + щит, если не выбрали эту комбинацию самостоятельно.[/size]
[*][size=2]Выбор любой одежды предотвратит получение щита, поскольку щит является частью брони, и это выглядит странно.[/size]
[*][size=2]Poor предметы не могут быть получены (когда установлено на рандом), когда выбрана богатая одежда или одежда торговца.[/size]
[/list][size=2]
Как уже было упомянуто, если была выбрана фракционная броня, вы получаете фракционное оружие. К сожалению в игре нет таких предметов как Боевой молот изгоев или Имперский кинжал, поэтому, когда оружие выбрано как случайное (относится как к полному рандому, так и к рандому в рамках выбранного типа оружия), [b]Skyrim Unbound[/b] будет выбирать один из существующих вариантов (Опция одноручного оружия также будет подобрана).
Например, имперская броня даст имперский лук или меч + щит при полном рандоме; имперский меч, когда выбрано случайное одноручное оружие ; меч + щит, когда выбраны случайное одноручное оружие и случайная опция одноручного оружия.

Необычные комбинации всегда могут быть выбраны вручную, и здесь новый функционал дает больший простор для воображения.
[/size][line][size=2]
[center][size=4][b]УСТАНОВКА И СОВМЕСТИМОСТЬ[/b][/size][/center]


[color=#6d9eeb][b]УСТАНОВКА[/b][/color]

Требуется последняя версия [url=https://skse.silverlock.org/]SKSE[/url] и [url=https://www.nexusmods.com/skyrim/mods/3863]SkyUI[/url].
Требуется [/size][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/71214]USLEEP[/url].[/size][/size][/size]

Установите с вашим мод-менеджером.
Установщик имеет следующие опции:
[i]Player is Female by Default [/i]- то же самое, что и [url=https://www.nexusmods.com/skyrimspecialedition/mods/20635]Avoid the Wait When Changing to Female in Character Creation[/url], с пересылкой всех изменений из [b]Skyrim Unbound[/b].
[b][color=#6d9eeb]

СОВМЕСТИМОСТЬ[/color][/b]

Все переводы должны быть перенесены, отредактированы и дополнены.
Это несовместимо с патчами или модификациями для старого Skyrim Unbound, если они изменяют скрипты или квесты [b]Skyrim Unbound[/b]. Я могу обновить любой патч.
Это совместимо с патчами или модификациями для старого Skyrim Unbound, если они изменяют [/size][size=2][size=2] Player NPC или [/size]положение маркеров.

[url=https://www.nexusmods.com/skyrim/mods/59937/?tab=files]Skyrim Unbound - Open Cities Patch [Open Cities - Patch Central] [/url]должен быть совместим.

Установщик имеет следующие патчи:[/size]
[i][size=2][size=2][size=2][size=2]CCF  - [/size][/size][/size][/size][/i][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/43053]Clothing and Clutter Fixes[/url][/size][/size][/size][/size][i][size=2][size=2][size=2][size=2]
AOS - [/size][/size][/size][/size][/i][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/43773]Audio Overhaul for Skyrim[/url][/size][/size][/size][/size][i][size=2][size=2][size=2][size=2]
WWLMG -[/size][/size][/size][/size][/i][size=2][size=2][size=2][size=2] [url=https://www.nexusmods.com/skyrim/mods/38129/]Word Wall Learning More Glorious[/url] [Greybeard Meditation - Dynamic][/size][/size][/size][/size][i][size=2][size=2][size=2][size=2] - [/size][/size][/size][/size][/i][size=2][size=2][size=2][size=2]Самостоятельный, предоставлен [url=https://www.nexusmods.com/users/25216299]FetorMortem[/url][/size][/size][/size][/size][i][size=2][size=2][size=2][size=2]
DSAMG - [/size][/size][/size][/size][/i][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/13850?tab=files]Dragon Soul Absorb More Glorious[/url] [Ritual Spell][/size][/size][/size][/size][size=2][size=2][size=2][size=2]- [/size][/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2]предоставлен[/size][/size][/size][/size] [url=https://www.nexusmods.com/users/25216299]FetorMortem[/url][/size][/size][/size][/size][/size][/size][/size][/size][line][size=2]
Не стесняйтесь предлагать свои идеи, предложения, улучшения, модификации и т.д., в том числе и касающиеся поддержки других модов. Я, конечно, не обязан
удовлетворять все запросы.
[/size][size=2][size=2]Не стесняйтесь сообщать[/size] о любых ошибках (убедитесь что установлены все требования) и проблемах с совместимостью.
Не стесняйтесь публиковать свои патчи, модификации или переводы.
Мне интересно ваше мнение об этом.
[line][/spoiler]
(sorry for half-machine translation)


[/size][size=2][size=2]It's a modified version of [/size][/size][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/71465]Skyrim Unbound[/url][/size] by [/size][size=2][url=https://www.nexusmods.com/skyrimspecialedition/users/3488499]chinagreenelvis[/url]. Still not perfect (like everything in this world), but it's time for me to pause development and get some feedback.
If you for some incredible reason do not know what is [b]Skyrim Unbound[/b], then it's time to finally take up the case, and then I advise you to start with[url=https://www.nexusmods.com/skyrimspecialedition/mods/6532] original mod page [/url]and then come back here.
Perhaps the name is a pretentious, but my imagination refuses to come up with something better (your variants are welcome). I am not saying that all changes are objectively an improvement for everyone. Some things can be a matter of taste. Let's move on to the list of changes (finally)...
[line][center][size=4][b]
CHANGES[/b][/size][/center]
[/size][/size]
[size=2][size=2][size=2][b][color=#6d9eeb]UPDATED[/color][/b]

The original [/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2][b]Skyrim Unbound[/b][/size][/size][/size] does not inherit any fixes from the unofficial patch. Not anymore. Now [/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2][b]Skyrim Unbound[/b][/size][/size][/size] looks like it was originally created with the [/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2][b]USLEEP[/b][/size][/size][/size] in mind. Not only the plugin have been patched, scripts also have [/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2][b]USLEEP[/b][/size][/size][/size] changes now.[/size][/size][/size][size=2][size=2][size=2]

List of merged scripts:
[spoiler][i]dbsanctuarywordwalltriggerscript
dlc1wordwalltriggerscript
dlc2wordwalltriggerscript
mqkilldragonscript
QF_dunAngarvundeQST_0007EDE5
qf_mq102_0004e50d
qf_mq104b_0002610c
qf_mq105_000242ba
qf_mq106_00032926
tif__000a7b1e
wordwalltriggerscript[/i][/spoiler]
[size=3]
[/size][color=#6d9eeb][b]TRANSLATION[/b][/color]

MCM now uses translation via text file.


[b][color=#6d9eeb]REMOVED[/color][/b]

Removed all non-SkyUI functions (since[url=https://www.nexusmods.com/skyrim/mods/29440] there is mods[/url] to bring back vanilla interface and leave MCM, if you don't like SkyUI by some reason).

Removed the most useless function - character name selection (actually it has issues with translation via file).

Removed the increase[/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2] of[/size][/size][/size] Breezehome price. House prices are really low in the vanilla game, but this applies to all homes and there are already mods that do this.[/size][/size][/size][size=2][color=#6d9eeb][size=3][b]
[/b][/size][/color][/size]

[size=2][size=2][size=2][color=#6d9eeb][size=3][b][size=2]MISC[/size][/b][/size][/color]

[/size][/size]In addition to the main changes, which I'll talk about later, various little things have been changed (not sure if this is a complete list):
> Notifications about dragons delay end are now optional and disabled by default.
> Various text changes in MCM.
> The checkboxes next to "Begin Your Adventure" and "Race Menu" have been replaced with clickable text.
> The "Supernature" option (Renamed to "Disease") and dragon delay options was moved to the first page, "Race Menu" option moved to the last page.
> When unequipping the headwear before Race Menu and when re-equipment, notification no longer will be displayed.
> Removed (apparently forgotten by the author) debug message with the starting location number.
> Added descriptions and menu objects to debug abilities.
> Presets are not applied immediately after selection, you have to click on "Apply" (which allows you to quickly apply presets multiple times). When you highlight this option, the preset description will be displayed at the bottom.
> The presets are not only updated to use the new functionality, but also slightly modified.
> The starting marker next to the crypt in Ivarsted was moved to the porch of the tavern.
> Various technical changes.

[color=#6d9eeb][b]
GAME START[/b][/color]

[/size][size=2][size=2]The character creation menu will now be opened in the custom room, instead of the Helgen corridor.

[/size]After entering the name of the character you will be given a choice:
[b]Continue[/b] - Teleport to the starting location (what normally happened before).
[b]Reload gear[/b] - All items and spells will be re-added (as with the debug ability), after which the choice will be given again. This option was previously only available in QuickStart Mode.
[b]Stay here[/b] - You can stay in the starting room if you need to customize some things from other mods before you start the game. To start the game, press Enter (out of the interface). You will receive a notification on the screen and a log entry about it.[color=#6d9eeb][size=3][b]
[size=2]

SPELLS[/size][/b][/size][/color]

Previously, when choosing one magic school twice, you get one novice spell and one apprentice spell (for use which you might not have enough magic). Now you will get two different novice level spells. In my opinion, it is more logical and balanced.

"Raize Zombie" spell is now available for selection from the menu. Previously, it could only be given to a player when selecting a conjuration school twice (although this is a
novice level spell).

Added a shortcut to quickly activate the spell selection.

[/size]
[size=2][size=2][size=2][b][color=#6d9eeb]WEALTH[/color][/b][/size]

In the original [size=2][size=2][size=2][b]Skyrim Unbound[/b][/size][/size][/size], the variability of the starting inventory is limited by how many units of potions, wine, vegetable soup, and horker meat you get. No food
variability and the set of items is always the same, without the ability to disable a certain type of items.
Gold has a large range (0-2500) and the only way to set a more specific amount is the option to set the gold to specific value. As a result, the gold is either absolutely random or absolutely definitely.
I removed the unimmersive option to set the amount of gold and added three wealth variants: Poor/Common/Noble. Each option has its own set range for the amount of gold and items. The resulting food and potions depend on the selected item set, for example, Poor does not contain potions, and Noble can give not only weak, but also standart potions.

Options [size=2][size=2]to toggle individual item types[/size][/size] have been added. Turn off potions if you want to make your start harder, or maybe your vampire doesn't need human food? And if your character is a rough warrior who does not know the art of lockpicking, you can turn off the lockpicks.
Except food and drinks, all items can be set at random, with a chance of 50%.
You can also get a woodcutter's axe that will be useful with [/size][/size][size=2][size=2][size=2][size=2][size=2][b]Campfire[/b][/size][/size][/size] or similar mods, and a pickaxe.

All wealth settings have been moved to a separate tab.
Now uses leveled lists.

[/size][/size]
[size=2][size=2][size=2][color=#6d9eeb][b]WEAPONS[/b][/color]

Remember that long and inconvenient list of weapons in the original[/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2] [b]Skyrim Unbound[/b][/size][/size][/size]? Despite the impressive length, which makes it a long search for the needed combination of weapons, it is not exhaustive (how about, for example, a warhammer, two axes or a mace with a shield?).
Not anymore. Select the type of weapon on the left side of the page (you canselect all at once), leave it random or select a specific weapon on the right side. Leave random or choose a one-handed weapons [/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2]combination[/size][/size][/size]: Single, shield or dual. Lots of new combinations and you don't need to search for them in a long list.

In vanilla Skyrim Unbound you always get iron weapons. Even for elven or steel plate armor.
Well, not anymore (The only thing is I removed both this armors...). The material of the weapons depends on the selected armor (applies to random selection too), for example, when choosing steel armor you will get a steel weapon. Specific weapon were defined for Imperial armor, forsworn armor and redguard clothes. These sets don't have a full set of weapons in vanilla Skyrim, so when you select, for example, a mace, when you select forsworn armor, you will get a standart mace (see [b][size=2][size=2][size=2]RANDOM[/size][/size][/size][/b] section).


[color=#6d9eeb][b]OUTFIT[/b][/color]

One menu with a long list is divided into two menus: one for armor type and one for a specific outfit.
Two headgear randomization options were added: Non-default and Non-hooded, which randomly choose the headgear between the two options.
For those who do not want to get leather\steel armor on the first level, were added the [/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2]"Low-Level Armor Only" [/size][/size][/size]option, which limits the randomization to choose between the weakest armors.

The following armor options have been removed:
[/size][/size][/size][list]
[*][i][size=2]Stormcloak Officer Armor [/size][/i]
[*][i][size=2]Scaled Armor[/size][/i]
[*][i][size=2]Elven Armor[/size][/i]
[*][i][size=2]Ancient Nord Armor[/size][/i]
[*][i][size=2]Steel Plate Armor[/size][/i]
[/list][size=2][size=2][size=2][size=2]
The following armor options have been added:[/size][/size][/size]
[/size][list]
[*][i][size=2]Merchant Clothes (moved in a separate option from Common Clothes)[/size][/i]
[*][i][size=2]Monk Robes[/size][/i]
[*][i][size=2]Dark Robes[/size][/i]
[*][i][size=2]Miner Clothes[/size][/i]
[*][i][size=2]Vampire Armor[/size][/i]
[*][i][size=2]Vampire Clothes[/size][/i]
[*][i][size=2]Iron Banded Armor[/size][/i]
[*][i][size=2]Imperial Studded Armor[/size][/i]
[/list][size=2]
Some armor sets have been adjusted. Under the hood, the armor and weapon selection system has been redesigned to use leveled lists, allowing you to customize existing armor sets outside of the script.[/size][size=2]


[color=#6d9eeb][b]RANDOM[/b][/color]

Randomization has some conditions, which makes it something like "Auto". These conditions are intended to exclude illogical or strange combinations. Some
could exist in the orginal[b] Skyrim Unbound[/b], some caused by new functionality. For example:
[/size][list]
[*][size=2][/size][size=2]If you choose a robe as outfit, then you will always receive two spells (when magic are set to random).[/size]
[*][size=2][size=2]If you choose heavy armor, you won't get a dagger as a one-handed weapon.[/size][/size]
[*][size=2][size=2] You will not get a dagger + shield unless you choose this combination yourself.[/size][/size]
[*][size=2][size=2]Choosing any clothes will prevent you from getting a shield as the shield is part of the armor and it looks weird.[/size][/size]
[*][size=2][size=2]Poor items can't be obtained (when set on random) when the selected fine clothes or the merchant clothes.[/size][/size]
[/list][size=2]
As already mentioned, if faction armor was chosen, you get faction weapons. Unfortunately in the game there are no such items as Forsworn Warhammer of the Imperial Dagger, so when the weapon is random (applies to full random, and the random within the selected weapon type), [/size][size=2][size=2][b]Skyrim Unbound[/b][/size] will select one of the existing options (one-handed weapon Option will also be selected). For example, Imperial armor will give an Imperial bow or sword + shield when full random; Imperial sword when a random one-handed weapon is selected ; sword + shield, when using a random one-handed weapon and a random one-handed option.

Unusual combinations can always be selected manually, and here the new functionality gives more room for imagination.[/size][size=2][size=2][line]
[center][size=4][b]INSTALLATION AND COMPATIBILITY[/b][/size][/center][/size][/size]
[size=2][size=2][size=2]
[color=#6d9eeb][b]INSTALLATION[/b][/color]

Requres the latest version of [url=https://skse.silverlock.org/]SKSE[/url] and [size=2][url=https://www.nexusmods.com/skyrim/mods/3863]SkyUI[/url].[/size]
Requires[/size][/size][/size][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/71214] USLEEP[/url].

Install with your mod-manager.
Installer have following options:
[i]Player is Female by Default [/i]- same as [url=https://www.nexusmods.com/skyrimspecialedition/mods/20635]Avoid the Wait When Changing to Female in Character Creation[/url], with forwarding all changes from [b]Skyrim Unbound[/b].
[b][color=#6d9eeb]

COMPATIBILITY[/color][/b][/size][size=2]

All translations must be ported, edited and completed.
Incompatible with old [b]Skyrim Unbound[/b] patches or modifications if they change [b]Skyrim Unbound[/b] scripts or quests. I can update any patch.
Compatible with old [b]Skyrim Unbound [/b]patches or modifications if they change the Player NPC or markers position.

[/size][/size][/size][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/59937/?tab=files]Skyrim Unbound - Open Cities Patch [Open Cities - Patch Central][/url][/size] should be compatible.

[/size][size=2][size=2][size=2]Installer have following patches: [/size][/size][/size]
[size=2][size=2][i]CCF [/i] -[url=https://www.nexusmods.com/skyrim/mods/43053] Clothing and Clutter Fixes[/url]
[i]AOS[/i] - [url=https://www.nexusmods.com/skyrim/mods/43773]Audio Overhaul for Skyrim[/url]
[i]WWLMG[/i] - [url=https://www.nexusmods.com/skyrim/mods/38129/]Word Wall Learning More Glorious[/url] [Greybeard Meditation - Dynamic] - Standalone, provided by [url=https://www.nexusmods.com/users/25216299]FetorMortem[/url]
[i]DSAMG[/i] - [url=https://www.nexusmods.com/skyrim/mods/13850?tab=files]Dragon Soul Absorb More Glorious[/url] [Ritual Spell] - [/size][/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2]provided by [url=https://www.nexusmods.com/users/25216299]FetorMortem[/url][/size][/size][/size][/size][/size][/size][/size][/size][size=2][size=2][line][/size][/size][size=2][size=2][size=2]
Feel free to offer your ideas, suggestions, improvements, modifications, etc., including support for other mods. Of course, i'm not obliged to satisfy all requests.
Feel free to report any bugs (make sure all requirements are set) and compatibility issues.
Feel free to post your patches, modifications or translations.
I'm interested in your opinion on this.

[/size][/size][/size][size=2][center][size=2][b][size=4]CREDITS[/size][/b][/size][/center]

[/size][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrimspecialedition/users/3488499]chinagreenelvis[/url] [/size][/size][/size][/size][size=2][size=2]for great original mod[/size] (and for open permissions to modify this).
[url=https://www.nexusmods.com/skyrimspecialedition/users/5732881]sevencardz[/url] for great [url=https://www.nexusmods.com/skyrimspecialedition/mods/14060]Dragon Stalking Fix[/url], and for open permissions to include it[/size][size=2].
[/size]

Milena. Preset for Enderal

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Unpack and put it into your Presets folder.
Enderal/Data/SKSE/Plugins/CharGen/Presets.

Requirements:

Race Menu
KS Hairdo's

Can be used for Skyrim as well. Nord race.

Rally's Instruments HQ

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[img]https://i.imgur.com/8hE2LCr.jpg[/img]
[size=3]This is the 50th mod i´m uploading to Nexus, so it had to be something special for me. I'm a musician myself, so working on these things was really nice. 

[b][color=#e69138]Lute[/color] - [/b]The first version i made (the brown lute), was intended to look like a believable instrument you might have found in medieval times. But as many of you like to keep it vanilla, i added an enhanced and completely remade vanilla version (the red lute). It was tough to find a way to make it look different, as the vanilla meshes are build to suit the brass framework. so i did my best to create an alternative look. hope you guys like it :)
[/size][size=3]
[/size][size=3][b][color=#e69138]Flute[/color] - [/b]Used some warm hi res wood textures and added carvings with a burnt.in look (same in both versions)

[b][color=#e69138]Drum[/color] - [/b]Completely remade all parts of it - wood, rope, drum skin and added some norse/celtic paintings (same in both versions)


[b][u]What it does:[/u] [/b][/size][b]  [/b]  
[size=3]                              
This mod retextures the instruments found in game. I created new textures for drums, flutes and lutes. Also remade the sound hole of the lute as it´s just a black oval in the vanilla version. Added some carvings and drawings. 

Version two is closer to vanilla, for those who prefer. See images for comparison.[/size]
  [size=3]
[b][u]Install:[/u]      [/b][/size][b]
[/b]
[size=3]- download with your prefered mod manager, install and overwrite when promted
- or download manually, extract and put the "Textures" folder of this mod in your Skyrim directory[/size]

[b][size=3][u]Uninstall[/u]:[/size]
[/b]
[size=3]- disable/uninstall the mod from your manager or remove the files from your Skyrim directory[/size]
[u]
[size=3][b]Compatiblity[/b][/size][/u][size=3][b]: 
[/b][/size]
[size=3]These textures should be compatible with everything.[/size]

       
[size=4]                     [/size][size=4][size=3][url=https://www.nexusmods.com/users/39335975?tab=user+files][img]https://i.imgur.com/tjjHDx1.png[/img][/url]
[/size][size=4]                                                                                        Also check my other [url=https://www.nexusmods.com/users/39335975?tab=user+files]mods
[/url][/size][/size]                                                                                                                                [url=https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=PZRLB2H6UW73S&source=url][img]https://i.imgur.com/4zbm7k0.png[/img][/url]

Fireball of souls

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This spell is modified fireball. 
Fireball of Souls does 50 fire damange and fill the soulgem if target deads during 10 sec. Cost just 20 points of magicka. Spell tome is in wardens chest at Helgen.
This is for destruction mages for simply soulgems fill.

Enjoy!

Fores New Idles in Skyrim - FNIS

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[font=Comic Sans MS][size=4][color=orange]Nexus Skyrim File of the month May 2015[/color][/size][/font]

[size=3]No custom animation possible for Skyrim? Wrong. [color=skyblue]FNIS Behaviors allows other mods to add different types of animations to the game[/color]: idles/poses, sequenced, arm offset, furniture, and paired animations, killmoves, and creature animations.
And, with the demonstration mod [color=skyblue]FNIS Spells[/color] the user has a means to display almost all animation files. Dance animations included.[/size]

[size=4]Note: [color=skyblue]You will have to run a generator tool[/color] [color=chocolate]GenerateFNISforUsers.exe[/color] (part of FNIS Behavior) every time you have installed or uninstalled FNIS, or an FNIS based mod. In addition, when you uninstall a mod that uses FNIS Creatures, you first have press the "De-Install Creatures" button, before you run the "Update FNIS Behaviors"[/size]

[color=skyblue]Use animations exclusive to the player in an EASY way?[/color] Install [size=3][url=http://www.nexusmods.com/skyrim/mods/71055]FNIS PCEA2[/url][/size] and see the potential
[color=skyblue]Bored of all females walking the same?[/color] [url=http://www.nexusmods.com/skyrim/mods/54521]FNIS Sexy Move[/url] will change that
[color=skyblue]Ready to explore Skyrim from above?[/color] Install [url=http://www.nexusmods.com/skyrim/mods/64303]FNIS Flyer[/url] and off you go
[color=skyblue]Want to see creatures animated by custom FNIS behaviors?[/color] Go and get [url=http://www.nexusmods.com/skyrim/mods/38384]FNIS Zoo[/url]
[color=skyblue]You are a modder, and want to understand the contents of behavior files?[/color] [url=http://www.nexusmods.com/skyrim/mods/32113]CondenseBehavior[/url] represents Behaviors in a condensed form
[color=skyblue]You are a modder, and interested in Behaviors?[/color] Download [color=yellow]FNIS for Modders Documentation V6.2[/color] (or later) from the (FNIS for Skyrim) Files section


[youtube]sYEAnTdZb-s[/youtube]
NEW: [color=orange]How to Use FNIS SE & LE | w/ MO2 & Vortex.[/color] The most complete FNIS tutorial. Thanks GamerPoets

[color=orange]More videos see at the end of this description[/color]


___________________________________________________________________________________
[size=4][color=yellow]Recent Change(s)[/color][/size]

[color=yellow]2019/08/15[/color]
[size=3][color=gold]FNIS Behavior 7.5 XXL Beta-6[/color][/size][list]
[*]Added "(Animation) Load CTD Calculation"
[/list]NOTEs:[list]
[*]This release calculates how many percent of Skyrim's custom animation resources you have used up, and how much each of your animation mods has contributed
[*]FNIS will warn you when you have reached at least 99%
[*]New XXL FNIS animation limit: 27,000 (26162 is the absolute Skyrim limit anyway, and only if you use nothing but poser mods)
[*]For more information: see the FNIS SE Article [url=https://www.nexusmods.com/skyrimspecialedition/articles/1168]Skyrim Animation Load CTD: Understand the background of this unpleasant restriction. And how FNIS can help you.[/url]
[*][color=orange]If you want to help to further improve the reliability[/color] of the calculation (few beta testers have experienced deviations of less than 1%): please read "The Article" chapter 9
[*]AGO, TK add-on 3 IS included
[/list]

[color=yellow]2019/06/09[/color]
[size=3][color=gold]FNIS Behavior 7.4.5 add-on 3 (AGO, TK)[/color][/size][list]
[*]This Add-on includes FNIS patches for Archery Gameplay Overhaul (AGO) V1.3.2 or above.
[*]This Add-on includes FNIS patches for tktk1 Ultimate Dragon V2.5 and above.
[*]The add-on only adds tktk1's stuff to the previously released add-on 2. AGO contents are unchanged
[/list]

___________________________________________________________________________________
[size=4][color=yellow]Installation and Execution[/color][/size]

[color=yellow]NOTE: It is GENERALLY and STRONGLY recommended, that you DO NOT INSTALL any of Steam, Skyrim, FNIS in folders that are protected by Windows UAC (User Account Control). These are "C:/Program Files (x86)" or "C:/Program Files" (or their localized correspondents, e.g. "C:/Programme (x86)"). Use root folders like "D:\Games". This way you can avoid serious protection issues, especially when using Mod Managers.[/color]

FNIS is a tool, and not a mod, and therefore different from most everything that you find on Nexus. If you are new to modding and using FNIS, it is strongly recommended that you watch one of many videos that explain the use of FNIS. Like the videos at the beginning and the end of this description.

[list]
[*]If you use [color=gold]NMM or MO[/color]: If you have an old FNIS version installed, uninstall it like any other mod.
[*]If you install [color=gold]manually[/color]: There is NO action necessary to uninstall an older FNIS version. Simply overwrite everything.
[*] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[*]Install [color=skyblue]FNIS Behavior V7_4_5[/color]
[*]Install [color=skyblue]Creature Pack V6_1[/color] (optional, necessary for creature animation mods)
[*]Install [color=skyblue]FNIS Idle Spells V5_0_1[/color] (optional, necessary for the spells)
[*]Activate the FNIS plugin (FNIS.esp)
[*]Install other FNIS dependant mods (see mod list below)
[*] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[*]If you install [color=gold]manually[/color]: Go to to your Skyrim Installation directory(for example [color=chocolate]D:/Games/Steam/SteamApps/common/Skyrim[/color]), and from there to [color=chocolate]Data/tools/GenerateFNIS_for_Users[/color]
[*]If you install [color=gold]manually[/color]: Start the FNIS generator [color=chocolate]GenerateFNISforUsers.exe[/color] AS ADMINISTRATOR (part of FNIS Behavior, and ABSOLUTELY NECESSARY, or NOTHING works)
[*] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[*]If you use [color=gold]NMM[/color]: Install FNIS like any other mod
[*]If you use [color=gold]NMM[/color]: If not done yet, "Configure FNIS" in NMM's list of supported tools (right most drop-down button in the menu bar). In the folder selection box go to your Skyrim Installation directory(for example [color=chocolate]D:/Games/Steam/SteamApps/common/Skyrim[/color]), and from there to [color=chocolate]Data/tools/GenerateFNIS_for_Users[/color]. Click OK.
[*]If you use [color=gold]NMM[/color]: "Launch FNIS" from NMM's list of supported tools (right most drop-down button in the menu bar)
[*] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[*]If you use [color=gold]MO[/color]: Configure FNIS as executable (IMPORTANT - See one of the videos shown here, or read [url=http://wiki.step-project.com/Fores_New_Idles_in_Skyrim]S.T.E.P. Project: Fores New Idles in Skyrim[/url])
[*] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[*]Select necessary "Available Patches" (ONLY those you need! See section "Patches") from the bottom part of the generator window
[*]Click "Update FNIS Behavior"
[*] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[*]To check if new animation mods can cause problems: press the "Consistence Check" button
[*]If you have uninstalled any mod that uses the FNIS Creature Pack: press the "De-Install Creatures" button (and install the Creature Pack again, if necessary)
[/list]

When you exit [color=chocolate] GenerateFNISforUsers.exe[/color], you will be asked if [color=skyblue]a shortcut to the tool[/color] shall be created on your desktop.
[color=skyblue]Say "YES"[/color] when installing MANUALLY (STRONGLY recommended - you will need the generator quite frequently)
[color=skyblue]Say "Abort"[/color] when installing through NMM or MO

[list]
[*]For more detailed manual installation directions see "Installation (extended)"
[*]For Installation under [url=http://www.nexusmods.com/skyrim/mods/1334]Mod Organizer[/url] see the guide at [url=http://wiki.step-project.com/Fores_New_Idles_in_Skyrim]S.T.E.P. Project: Fores New Idles in Skyrim[/url]. Or watch one of the videos shown here.
[*]If you are new with installing mods, check the Wiki [url=http://wiki.tesnexus.com/index.php/Installing_Mods_Using_NMM]Installing Mods Using NMM[/url]
[/list]

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
[size=3][color=gold]FNIS Vortex/MO support (profiles), FNIS.ini[/color][/size]

[color=gold]FNIS supports Vortex and MO[/color] with several features. All features use parameters either from the FNIS.ini file, or as command line parameters when used from the command line. See also FNIS.ini0 in your FNIS Behaviors download.

[color=skyblue]File Redirection[/color]. This allows you to redirect all relevant FNIS generated files into a folder outside Skyrim\Data (to support Vortex/MO profiles). It includes all files that change the Skyrim animation functionality. FNIS temporary files and logs will still be written to the regular places (under data\tools\GenerateFNIS_for_Users). To use this functionality, the following parameter needs to be defined (FNIS.ini, or command line)[list]
[*][color=gold]RedirectFiles=<folder outside of Skyrim\Data>[/color] e.g. RedirectFiles=D:\FNIS_Redirect
[/list] To activate File Redirection, you need to set the patch for "File Redirection (Vortex/MO profiles support)". If you start FNIS from command line, this patch is automatically implied. To see how this can be used together with your actual mod manager, refer to your mod manager's documentation.
[color=skyblue]Start FNIS from command line[/color] (done by Vortex, or from a user defined .bat file (not possible whith "virtual install"!). The commandline has the following format[list]
[*][color=gold]<FNIS_path>\GenerateFNISforUsers <FNIS_ini_parameters>[/color] e.g C:\Steam\Steamapps\common\Skyrim\tools\GenerateFNIS_for_Users\GenerateFNISforUsers InstantExecute=1 PSCD=0
[/list] The <FNIS_ini_parameters> are the same that can be specified in the FNIS.ini file. (see FNIS.ini0)
[color=skyblue]FNIS execution without GUI (FNIS window)[/color]. FNIS can be started without opening the FNIS window. The parameters (patches) are the same as in the last FNIS run.The FNIS window will only pop up if FNIS has to report error or warnings. This execution mode is activated with the following parameter (FNIS.ini, or command line)[list]
[*][color=gold]InstantExecute=1[/color]
[/list] When you use this feature manually (not via Vortex), it is recommended that you use it only from a .bat file (and not for example by double-clicking from the Explorer). Because otherwise you will not see when FNIS is done.
[color=gold]IMPORTANT Notes[/color]:[list]
[*]All possible parameters are listed and explained in Skyrim\Data\FNIS.ini0. Empty lines, and lines starting with ' (apostrophe) are ignored
[*]To take effect, this file (FNIS.ini0) has to be copied MANUALLY to Skyrim\Data\FNIS.ini.
[*]Vortex, MO and NMM Virtual Install users: FNIS.ini has to go to "real" SKYRIM\Data (NOT inside the virtual mod folders!)
[/list]
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
[size=3][color=gold]Problem shooting "Installation Problems"[/color][/size]

[color=skyblue]When all NPCs move with the dreaded STIFF "half-T" POSE[/color], then this is NO FNIS bug: YOU HAVE DONE SOMETHING WRONG DURING INSTALLATION!
[list][*]Remove the desktop GenerateFNISforUsers.exe desktop short-cut
[*]Re-install FNIS Behavior EXACTLY as described in the "Installation"
[*]Fix all errors in the generator's text field, and give note to all warnings - Errors definitely WILL, Warnings CAN indicate causes of the "half-T" problem
[*]DON'T try to be smart moving things around
[*]DON'T call the generator from within 7Zip, WinRar, ..., and NOT from a folder that you arbitrarily find through the Windows Explorer Search function
[/list]

If the problem persists AND you are using a [color=gold]LEGAL, STEAM based version of Skyrim[/color] then report your problem WITH SUFFICIENT and PRECISE information in the FNIS discussion thread. Always [color=gold]include the contents of the generator's text field[/color] (copy/paste) from your last run. And the way you installed FNIS (NMM,MO, manual). And avoid meaningless information like "glitches", "didn't work", "tried all different ways 3 times".

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[size=3][color=gold]Piracy Precautions[/color][/size]

FNIS takes preemptive steps against piracy:[list]
[*]FNIS checks whether you [color=gold]use a legal Skyrim Steam installation[/color]. For this purpose reads the information Steam is setting every time you launch Skyrim with the Steam launcher. If this check fails, you will get a warning in the FNIS output window.
[*]FNIS checks whether you [color=gold] are user of the mod pirate site "moddrop"[/color]. In this case FNIS will abort with an appropriate error message. If you want to use FNIS again, you need to (1) uninstall the moddrop client, (2) uninstall FNIS, including all leftovers in tools\GenerateFNIS_for_Users or MO overwrites, respecively (3) re-install FNIS again.
[/list]
NOTE:[list]
[*][color=gold]I will NOT HELP any PIRATES![/color] First, I don't support people that don't support Skyrim and its mod authors. And second, I don't waste my time chasing down problems which only occur with illegal installations.
[*]In order to execute its preventive piracy actions, FNIS reads data from your PC. But only as much as is needed to find out the above described piracy information. If you don't fail the check, there is nothing that is kept in any way. And if you fail, the result is only distributed if you choose to share it. In particular there is no background scanning in any way.
[/list]
[size=3][color=orange]You can use FNIS only if you agree with its piracy checks described above!!![/color][/size]

___________________________________________________________________________________
[size=4][color=yellow]Mods using FNIS Behavior[/color][/size]

Non-adult:[list]
[*]FNIS Spells (optional file for this mod)
[*][url=http://www.nexusmods.com/skyrim/mods/2658]Dance Animation for Modder[/url] by Umpa, SergeyWR (included in FNIS Spells)
[*][url=http://www.nexusmods.com/skyrim/mods/17880]Funny Animations And Idles [/url] by dualsun (included in FNIS Spells)
[*][url=http://www.nexusmods.com/skyrim/mods/14521]Shake It - Dance Animations by indexMemories[/url] by IndexMemories
[*][url=http://www.nexusmods.com/skyrim/mods/15775]Flying Mod Beta[/url] by PorroOne
[*][url=http://www.nexusmods.com/skyrim/mods/18575]Amethyst Hollows Dreamworld[/url] by AmethystDeceiver
[*][url=http://www.nexusmods.com/skyrim/mods/16864]Momo Acrobatic Jump[/url] by xp32
[*][url=http://www.nexusmods.com/skyrim/mods/19497]Osare AnimObjects Pose[/url] by anano
[*][url=http://www.nexusmods.com/skyrim/mods/20721]Advanced Skyrim Overhaul (aka Nature of the beast II)[/url] by gulogulo
[*][url=http://www.nexusmods.com/skyrim/mods/24222]Vampiric Thirst - Dawnguard Edition[/url] by Miss Leeches
[*][url=http://www.nexusmods.com/skyrim/mods/24875]Gangnam Style Dance Animation[/url] by Casualmods MotionMakerDiva / Brodual
[*][url=http://www.nexusmods.com/skyrim/mods/26271]Fully Animated Meals Potions[/url] by foster
[*][url=http://www.nexusmods.com/skyrim/mods/27971]ZF Primary Needs[/url] by varakz
[*][url=http://www.nexusmods.com/skyrim/mods/28428]New Animation for Magic Casting[/url] by xp32
[*][url=http://www.nexusmods.com/skyrim/mods/28978]Pretty Motion Package[/url] by Dualsun
[*][url=http://www.nexusmods.com/skyrim/mods/30200]Pipe Smoking[/url] by MadNuttah and Virakotxa
[*][url=http://www.nexusmods.com/skyrim/mods/35511]Way of the Thousand Fists[/url] by rewind2
[*][url=http://www.nexusmods.com/skyrim/mods/38384]FNIS Zoo[/url] by fore
[*][url=http://www.nexusmods.com/skyrim/mods/44467]Emote - Rest[/url] by Anton
[*][url=http://www.nexusmods.com/skyrim/mods/52269]EatingSleepingDrinking - KuNeruNomu[/url] by gekkou1992
[*][url=http://www.nexusmods.com/skyrim/mods/52298]Play Random Idle[/url] by Phnx
[*][url=http://www.nexusmods.com/skyrim/mods/54521]FNIS Sexy Move[/url] by fore
[*][url=http://www.nexusmods.com/skyrim/mods/59463]Moonlight Tales - Werewolf Essentials[/url] by Brevi - Al99 - NsJones
[*][url=http://www.nexusmods.com/skyrim/mods/60421]Bathing in Skyrim[/url] by mzin
[*][url=http://www.nexusmods.com/skyrim/mods/60475]Alive Peeing[/url] by skyrimalive
[*][url=http://www.nexusmods.com/skyrim/mods/62017]Throwing Weapons Lite[/url] by JZBai
[*][url=http://www.nexusmods.com/skyrim/mods/63774]Nephilim[/url] by Antonio Colasurdo
[*][url=http://www.nexusmods.com/skyrim/mods/64303]FNIS Flyer[/url] by fore
[*][url=http://www.nexusmods.com/skyrim/mods/64769]Real Flying (with Gliding and Collisions)[/url] by Anton
[*][url=http://www.nexusmods.com/skyrim/mods/71055]FNIS PCEA2[/url] by fore
[*][url=http://www.nexusmods.com/skyrim/mods/72747]RandomIdleAnimation[/url] by gekkou1992
[*][url=http://www.nexusmods.com/skyrim/mods/74699]Shake It Some More - Dance Animations Addon and Framework[/url] by Dani - Gruberix
[*][url=http://www.nexusmods.com/skyrim/mods/76530]Combat Fatigue[/url] by Thegooglyman
[*][url=http://www.nexusmods.com/skyrim/mods/76744]OSA - Skyrim Ascendancy Engine[/url] by Ceo
[*][url=http://www.nexusmods.com/skyrim/mods/77723]Spears by Soolie Reanimate[/url] by Bouboule
[*][url=http://www.nexusmods.com/skyrim/mods/80927]Potions Animated (Flee while you drink)[/url] by Drazhar753
[*][url=http://www.nexusmods.com/skyrim/mods/83640][/url] Centaur Race Alpha WIP by jboyd4 - SpikeDragonLord - Aerisarn - RustyShackleford69
[*][url=http://www.nexusmods.com/skyrim/mods/84013]Cannabis Skyrim Lite[/url] by Tokinklownz
[*][url=http://www.nexusmods.com/skyrim/mods/85545]Reclaim Your Honor - Seppuku[/url] by JosephTheAwesome aka void30
[*][url=http://www.nexusmods.com/skyrim/mods/86031]Ride Sharing[/url] by Musje
[*][url=http://www.nexusmods.com/skyrim/mods/86263]Potions Animated Fix[/url] by FBplus and Migeend
[*][url=http://www.nexusmods.com/skyrim/mods/87272]Nazeem's Death Dance.. to Cloud District[/url] by BakaFactory
[*][url=http://www.nexusmods.com/skyrim/mods/87492]Muscle training[/url] by marubouzu
[*][url=http://www.nexusmods.com/skyrim/mods/87520]Spartan Kick[/url] by BakaFactory
[*][url=http://www.nexusmods.com/skyrim/mods/87576]Giantess Mod - Size Matters[/url] by PepperedWalnut
[*][url=http://www.nexusmods.com/skyrim/mods/89259]Female Cover Self Animations - Line Of Sight[/url] by Rebual
[*][url=http://www.nexusmods.com/skyrim/mods/89708]New Armoury - Rapiers with third person animations[/url] by NickNak
[*]Skyrim Pose Collection by Halofarm, uploaded at [url=http://mod.dysintropi.me/mods/skyrim]Halo's Mods[/url] (external link!)
[*][url=https://enderal.com]Enderal[/url] (external link!)
[/list]
Adult:[list]
[*][url=http://www.nexusmods.com/skyrim/mods/8714]Adult Show XXX[/url] by RainOfChaos, theru, Messenjah, Persacom
[*][url=http://www.nexusmods.com/skyrim/mods/8732]Cannabis Skyrim[/url] by MadNuttah and Virakotxa
[*][url=http://www.nexusmods.com/skyrim/mods/10748]Animated Prostitution - Skyrim[/url] by JoshNZ [color=gold](see "Known Restrictions and Incompatibilities")[/color]
[*][url=http://www.nexusmods.com/skyrim/mods/11427]Bathing Beauties or Beefcake - Luxury Suite[/url] by migal130
[*][url=http://www.nexusmods.com/skyrim/mods/16021]Maids II - Deception[/url] by Enter_77
[*][url=http://www.nexusmods.com/skyrim/mods/18366]Niruins Business Plans[/url] by FreshFish
[*][url=http://www.nexusmods.com/skyrim/mods/24023]Zaz Resources - Whips Restraints and Bondage[/url] by rofloski
[*][url=http://www.nexusmods.com/skyrim/mods/24536]Blow up -a little sexy apparel replacer addon-[/url] by Cotyounoyume
[*][url=http://www.nexusmods.com/skyrim/mods/33102]EstrusForSkyrim[/url] by cotyounoyume
[*][url=http://www.nexusmods.com/skyrim/mods/36993]Companion Selene Kate[/url] by Kasprutz and Hello Santa
[*][url=http://www.nexusmods.com/skyrim/mods/69448]0S3SEKSY NET 9000[/url] by Ceo
[*][url=http://www.nexusmods.com/skyrim/mods/69671]BeeingFemale[/url] by Ausbrecher
[*][url=http://www.nexusmods.com/skyrim/mods/70495]Amorous Adventures[/url] by FoxFingers
[*][url=http://www.nexusmods.com/skyrim/mods/77973]OSex - Legacy Version 1.06[/url] by Ceo
[*][url=http://www.nexusmods.com/skyrim/mods/80201]HAnimations[/url] by nazonootoko
[*][url=http://www.nexusmods.com/skyrim/mods/81241]Flower Girls for Skyrim 32bit[/url] by Xider
[*][url=http://www.nexusmods.com/skyrim/mods/81267]TropicalIsland[/url] by nazonootoko
[*][url=http://www.nexusmods.com/skyrim/mods/84810]SLAL KomAnim (Komotor Animations)[/url] by komotor
[*][url=http://www.nexusmods.com/skyrim/mods/87130]Female Cover Self Animations[/url] by thegooglyman and suzutsuki
[/list]Mods from an all-adult site (in the links replace "LL" with name of the site!!!):[list]
[*][url=http://www.LL.com/topic/16623-skyrim-sexlab-sex-animation-framework-v157-updated-0511]Sexlab[/url] by Ashal
[*][url=http://www.LL.com/topic/17062-zaz-animation-pack-2014-04-21]ZaZ-Animation-Pack[/url] by mastercchris and XAZ
[*][url=http://www.LL.com/topic/17295-private-needs]Private Needs[/url] by Richard19840706
[*][url=http://www.LL.com/topic/24042-sd-sanguine-debauchery-enhanced-2014-02-02]Sanguine's Debauchery Enhanced[/url] by skyrimII
[*][url=http://www.LL.com/files/file/149-estrus-chaurus]Estrus Chaurus[/url] by jbezorg
[*][url=http://www.LL.com/files/file/286-defeat-v5b3-530]Defeat[/url] by Goubo
[*][url=http://www.LL.com/files/file/320-bestiality-animations-pack]Bestiality Animations Pack[/url] by Gone
[*][url=http://www.LL.com/files/file/403-sexlab-tdf-prostitution-and-pimping-the-former-aggressive-prostitution-v1819c]SexLab TDF Prostitution and Pimping[/url] by TheDriedFinger
[*][url=http://www.LL.com/topic/43184-get-stripped-again]Get Stripped! Again![/url] by bahow
[*][url=http://www.LL.com/topic/44726-serialstrip]SerialStrip[/url] by APPS Dev Team
[*][url=http://www.loverslab.com/topic/50710-dark-souls-combat-v143]Dark Souls Combat[/url] by TheDriedFinger
[/list]
Mods supported by FNIS with patches:[list]
[*][url=http://www.nexusmods.com/skyrim/mods/14871]PC Exclusive Animation Path (PCEA)[/url] by xp32 and Raestloz
[*][url=http://www.nexusmods.com/skyrim/mods/16975]New Animation for Running with Bow[/url] by xp32 and Raestloz
[*][url=http://www.nexusmods.com/skyrim/mods/18981]New Animation for 1H Weapon[/url] by xp32
[*][url=http://www.nexusmods.com/skyrim/mods/20923]TK Dodge V3.0[/url] by tktk1
[*][url=http://www.nexusmods.com/skyrim/mods/24286]Horsemen Mounted Combat Enhancements[/url] by rongphale
[*][url=http://www.nexusmods.com/skyrim/mods/59487]Blocking Combat Behavior Improvements for Skyrim[/url] by moljka
[*][url=http://www.nexusmods.com/skyrim/mods/83640]Centaur Race Alpha WIP[/url] by jboyd4 - SpikeDragonLord - Aerisarn - RustyShackleford69
[*][url=http://www.nexusmods.com/skyrim/mods/90664]Super Serious Crossbows[/url] by superseriousguys
[/list]
___________________________________________________________________________________
[size=4][color=yellow]Usage[/color][/size]

The main file of FNIS, [size=3][color=skyblue]FNIS Behaviors[/color][/size], is a tool, NOT a mod. Actually 2 tools. Mod authors can use the modders tool to generate behavior files to [color=skyblue]add new custom animations[/color] to their own mods. The other one, the users tool, then will collect the data for all FNIS dependent tools on the user PC and then integrate that into the user's Skyrim installation.

To hook new animations into the sytem, it is necessary to modify original ("vanilla") behavior files for characters and creatures. Because of the anti-modding structure of these behaviors there cannot be 2 mods that modify the same behavior files.

Mods that use FNIS are providing animation lists, simple text files that tell FNIS with a variety of parametwers, how to introduce the animations into Skyrim. The FNIS user tool then collects all this data and creates ONE set of modified behavior files which have all the information needed. No mod author has to touch behavior files, and no animation mod is incompatible with the others. Provided that they all use FNIS as their framework.

FNIS animations can be used for all kind of animation tasks, ranging from simple idles to idles sequences, furniture animations, paired animations, killmoves, and more. FNIS also allow to dynamically replace all the most important standard animations, like movement, combat,

(For more modding related information see FNIS for Modders Documentation in the files section)


_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
[size=3][color=gold]Patches[/color][/size]


To make 2 behavior modifying mods compatible, they have to be integrated into one set of behaviors. That's why [color=CHOCOLATE]GenerateFNISforUsers.exe[/color] has an integrated "[color=skyblue]Patch Management[/color]", which takes care of necessary Behavior changes for other behavior changing mods, like PC Exclusive Animation Path. However, FNIS will not include other (animation) files from these mods. So if you want to use the patches, you will still have to install these mods as well, before running the generator.

DONT' TICK PATCHES for mods, that you DON'T HAVE INSTALLED!!

Note that FNIS doesn't need to add patches for modes that "only want to add custom animations via FNIS. FNIS will automatically find those mods (if properly installed), and list them in the generator output.

There are 3 more patches without required base mods:[list]
[*][color=skyblue]SKELETON arm fix[/color]: this change (originally introduced by mirap for CHSBHC) fixes arm animation glitches in many animations, caused by the additional bones in custom skeletons. This patch checks for the actually installed skeletons (female and male), and applies skeleton specific modifications to the behavior files.
[*][color=skyblue]GENDER specific animations[/color]: in Skyrim only a few animations are defined gender specific (different animations in the "Animations/female" and "Animations/male" folder. This patch allows you to make other animations gender specific provided they are "properly" created by the animators, see the Note). If you want to use such animations (e.g xp32's [url=http://www.nexusmods.com/skyrim/mods/21887]New Animation Pack[/url], dualsun's [url=http://www.nexusmods.com/skyrim/mods/15703]Pretty Combat Idles[/url], or NonokuraSan's [url=http://www.nexusmods.com/skyrim/mods/29408]Female Animation Pack[/url]), simply copy them into your "Animations/female" (or "male"), and use this patch.
[*][color=skyblue]HKX File Compatibility Check Skyrim/SSE[/color]: Cross-using behavior, skeleton, and animation files between Skyrim and Skyrim SE will result in the well-known t-pose. General t-pose when behavior or skeleton files from the other Skyrim are used, animation-long t-pose in case of cross-used animations. This patch will check for such bad files. Obviously, it only makes sense to use this patch if you experience t-pose situations. And FNIS will not keep this patch ticked for more than one FNIS generation.
[/list]


_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
[size=3][color=gold]Bug Fixes[/color][/size]

FNIS Behaviors incorporate the following bug fixes for vanilla Skyrim (without the need for the user to actively do anything):[list]
[*][color=skyblue]Death after hug fix[/color]: a character (player or NPC) drops dead after executing the paired hug animation (paired_huga.hkx). This death happens when the character "should" have died before and has gone into the bleedout state after a brawl, or because s/he is essential.
[*][url=http://www.nexusmods.com/skyrim/mods/68794]Proper Spell Cast Direction[/url] fix by Staff of Flames: a person bends his spine backwards when he is aiming towards something flying in the sky(a dragon, for example). This natural posture happens to all NPCs in Skyrim and to the player when he is using a bow, but not when the player is using magic. NOTE 1: FNIS implements PSCD WITHOUT arm, hand and neck twist as it is included in the PSCD mod. Certain types of animations, including bow and animobject animations don't work well with this type of twist. NOTE 2: Some users do not appreciate the amount of bending the player with this patch. By setting "PSCD=1" in the FNIS.ini you can activate this bug fix. Read the file FNIS.ini0 and follow the instructions there.
[*][url=http://www.nexusmods.com/skyrim/mods/36453]Dual Dagger Power Attack Speed Fix[/url] by Alek: fixes dual power attack speed scaling when using daggers, which will now be affected by Dual Flurry perks, Elemental Fury shout or any other kind of attack speed buffs.
[/list]


___________________________________________________________________________________
[size=4][color=yellow]FNIS Spells[/color][/size]

[color=skyblue]Gamers[/color] can use it to make characters [color=skyblue]perform any standard or custom idle[/color] by simply copying the (.hkx) animation file under a pre-defined name into a special directory, and activate them by casting the FNIS spells. Note: although there can be different NPCs performing different animations at one time, this mod does not provide any synchronization of these animations, as needed for example in some adult type animation mods.

On start-up the player automatically receives [color=skyblue]3 spells[/color]:
[list]
[*][color=skyblue]FNIS Spell Selector[/color]: This (self) spell allows you to select 1 of 72 Idle Animation which will be used for the next Idle Spells (NPC or player). By installation, most of these animations are pre-set with standard animations, but it also includes all 17 of Umpa's [url=http://www.nexusmods.com/skyrim/mods/2658]Dance Animation for Modder[/url] (animations C10 to C26), and dualsun's [url=http://www.nexusmods.com/skyrim/mods/17880]Funny Animations And Idles[/url] (animations C28 to C34, A1 to A4). For a complete list of the used spells, see [color=salmon]Data/meshes/actors/character/animations/FNISSpells/FNIS_Animations.txt[/color].
[*][color=skyblue]FNIS NPC Idles[/color]: This (target) spell makes the casted NPC perform the selected idle. On standing NPCs the idle will run until you interrupt by casting again. But unfortunately, in some cases the animation can be also interrupted by or blended with the movement of other standard animation of the NPC's regular animation schedule.
[*][color=skyblue]FNIS Player Idles[/color]: This (self) spell forces the player into 3rd person and makes her perform the selected idle. The will run until you interrupt, e.g. by jumping up (space bar).
[/list]

If you want to cast animations of your choice, you can simply replace the files in meshes/actors/character/animations/FNISSpells by your own files:
[list]
[*]FNISSPc001.hkx to FNISSPc045.hkx (for cyclic animations)
[*]FNISSPa001.hkx to FNISSPa009.hkx (for acyclic animations)
[*]FNISSPo001.hkx to FNISSPo018.hkx (for cyclic animations using AnimObjects)
[*]FNISSPb001.hkx to FNISSPb009.hkx (for acyclic animations using AnimObjects)
[/list]
If you change AnimObject ('o' or 'b') animations, you should also change the corresponding AnimObjects in meshes/AnimObjects/FNIS


___________________________________________________________________________________
[size=4][color=yellow]FAQ[/color][/size]

[color=gold]I'm getting Error messages when I call [/color][color=chocolate]GenerateFNISforUSers.exe[/color][color=gold]. What can I do?[/color]
All error codes greater than 2000 are logical errors found by the Generator. Errors less than 2000 are reported by Windows. Most of the reports should be self-explanatory. Before you can work with FNIS, you need to solve all errors shown in the textfield. Also look at the warnings. They can also indicate problems that prevent FNIS from working properly (like incompatibilities). Some specific error messages:[list]
[*][color=skyblue]Error 5 (Access denied)[/color]: See the following FAQ entry
[*][color=skyblue]Error 53 (File not found)[/color]: You probably have an incomplete installation -> Re-Install FNIS Behavior. If the problem persist then then this can be caused by an AntiVirus program giving a fals positive (WebRoot and SuperAntiSpyware have caused a lot of trouble in the past). Deactivate your AV during FNIS installation.
[*][color=skyblue]Error 2019 (Temporary directory does not exist. Bad Installation?)[/color]: (1) You are running [color=chocolate]GenerateFNISforUSers.exe[/color] from a wrong place. Most likely from out of the archive file. DON'T do that. Or (2) you have an incomplete installation -> Download and Re-Install FNIS Behavior
[/list]

[color=gold]I'm getting "ERROR(5): Access to the path .... is denied" [/color]
You have to run [color=chocolate]GenerateFNISforUSers.exe[/color] as Administrator. Right-click on the Generator (in in Explorer, or on the desktop link) and click "Run as Administrator". Or you can permanently set this option in the GenerateFNISforUsers.exe properties. GenerateFNISforUsers.exe -> Right-Mouse-Button -> Properties -> Compatibility -> Tick "Run as Administrator" (Windows 10).

[color=gold]I'm getting "ERROR(5): Access to the path .... is denied"[/color] [color=orangered]DESPITE running as administrator[/color]
Recently there is a rising number of users who get this error trying to run FNIS. Usually (not always) these users use NMM, and have Steam, NMM, Skyrim all installed under "C:\Program Files(x86)".

This is NOT an FNIS issue. It has to do with authorization issues on your PC, and even the usual running as admin does not help. Usually it is NMM which creates the issue as you can see from DuskDweller's response posted as part of the known issue "ERROR(2001)" below. It seems to be caused by the Windows UAC (User Account Control), by which the Microsoft tries to protect "C:\Program Files(x86)" from the users wrong doing.
Since we have no idea what is causing this alarmingly increasing rate of reports, I ask you to give some more information about your environment: NMM/MO/manual install, Windows version, used AntiVirus, full generator output, more information from the Windows Event Viewer Eventvwr.msc, ...

To make FNIS work you can try to install FNIS manually. Remove "Data/tools/GenerateFNIS_for_Users" first. After installation go to GenerateFNISforUsers.exe -> Click Right-Mouse-Button -> Properties -> Compatibility -> Tick "Run as Administrator" -> OK.
The only know way to RELIABLY solve this issue is to move Steam and Skyrim away from "C:\Program Files(x86)". WHAT YOU GENERALLY SHOULD DO. For example to "C:\Games". Don't be afraid. This is not hard. See [url=http://support.steampowered.com/kb_article.php?p_faqid=231]Moving a Steam Installation and Games[/url]


[color=gold]("Animation Problems") After installing FNIS I suddenly have animations problems (stiff half-T pose, or other glitches). Why?[/color]
Principally, FNIS Behaviors correctly installed and generated (without patches) adds additional animations, and DOES NOT INFLUENCE OTHER ANIMATIONS IN ANY FORM! There are a numer of possible causes, which can make FNIS look like it is breaking animations:[list]
[*]You have ignored ERRORS or WARNINGS in your last generator run. Don't do this. They are there for some reason.
[*]You are running a cracked Skyrim. In the past apparant cracks have shown symptoms I have not seen in Steam versions.
[*]Your game cache is corrupted. Run Steam Verify Cache (The Elder Scrolls V: Skyrim -> RMB -> Properties -> Local Files -> Verify Integrity Game Cache ...). Another reason not to use cracks.
[*]You are running a custom skeleton which comes with a skeleton.nif only, and not a corresponding skeleton.hkx. Installing [url=http://www.nexusmods.com/skyrim/mods/68000]XP32 Maximum Skeleton Extended - XPMSE[/url] first usually should fix the problem.
[/list]
[color=gold]I got the warning "Generator not run from a legal (Steam) Skyrim installation directory. If you use SKSE, this can be fixed by starting Skyrim once through Steam."[/color]
This is a warning (only) that indicates, that your installation is not recognized as a legal steam installation. The generator is not effected by this. However, I will NOT support you with any installation problem you might have. Most users seeing this warning are using an illegal or pirated Skyrim copy (and don't have the proper registry information). And I don't support Skyrim pirates, and I don't want to track down possible problems caused by pirate installations.
If you think you got a legal installation[list]
[*]check Bethesda's [url=http://forums.bethsoft.com/topic/1258133-installing-from-disc-instead-of-steam]installing from disc instead of steam[/url] thread.
[*]you might not have executed the proper steps to relocate your steam folder, as described in [url=http://support.steampowered.com/kb_article.php?p_faqid=231]Moving a Steam Installation and Games[/url].
[*]if you have used "Steam Verify Cache", it might have removed one of the required registry entries. Start Skyrim once through the "Skyrim Launch" (and not through SKSE)
[*]or, most likely, a hyperactive registry cleaner (CCLeaner?) has removed the registry entries used for this check
[/list]
[color=gold]("Load CTD") After I ran the generator, Skyrim aborts (CTD) when loading a save file. An FNIS bug?[/color]
No. Skyrim's memory Management is buggy, and the more you add to Skyrim, the greater the likelyhood that you see CTDs, especially on save load. Here my advice when you have an unacceptable CTD rate:[list]
[*]Install [url=http://skse.silverlock.org]SKSE 1.7.0[/url] or later. This will install "sheson's memory patch", which will not totally cure Skyrim, but geatly reduce CTD likelyhood. Make sure you have a Data/SKSE/skse.ini file with the following lines:
[Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256[*]Use [url=http://www.nexusmods.com/skyrim/mods/72725]Crash fixes[/url] by meh321
[*]Reduce programs in the background (e.g Browsers, CK, ..) to a minimum
[*]At least temporarily reduce the number of FNIS based mods. Pinup Poser, for example, is a great mod. But I can't understand why user keep a pose mod active all the time when they suffer from frequent CTDs.
[/list]

[color=gold](".NET Problems") The generator gives some other strange error messages like "0x800A0005 (CTL_E_ILLEGALFUNCTIONCALL)", ".NET Framework Initialization Error", or aborts immediately after double-clicking.[/color]
Most likely you have a [color=skyblue]corrupted Windows or .NET installation[/color], which can even be caused by undetected viruses. Use the Windows Event Viewer [url=http://windows.microsoft.com/en-us/windows/what-information-event-logs-event-viewer#1TC=windows-7]eventvwr.msc[/url] to find clues about the cause of the failure. If it indicates .NET problems, then re-install .NET from [url=http://www.microsoft.com/en-us/download/details.aspx?id=17718]Microsoft .NET Framework 4 (Standalone Installer)[/url]. If this does not help use [url=http://blogs.msdn.com/b/astebner/archive/2008/10/13/8999004.aspx].NET Framework Setup Verification Tool[/url] and [url=http://www.microsoft.com/en-us/download/details.aspx?id=30135]Microsoft .NET Framework Repair Tool[/url]. The following links might give additional information: [url=http://social.msdn.microsoft.com/Forums/en/netfxsetup/thread/3d03a6bd-d7ac-4972-bc22-88fc016d7e63].NET 40 Redistib install error "failed with 0x240006"[/url] and [url=http://blogs.msdn.com/b/astebner/archive/2010/12/29/10110053.aspx]Possible issue where .NET Framework 4 setup reports success but fails ...[/url]. This [url=http://blogs.msdn.com/b/astebner/archive/2006/09/04/739820.aspx].NET Framework Setup Verification Tool User's Guide[/url] seemed to solve many issues. If nothing helps, and before you have to completely re-install windows, you might consider [url=http://support.microsoft.com/kb/2255099]How to Perform an In-Place Upgrade on Windows Vista, Windows 7, Windows Server 2008 & Windows Server 2008 R2[/url].

[color=gold]What is a "clean save" (or "cleaned save"), and how can I make one?[/color]
There are (hardly understood) mechanisms in the engine which cause problems with updates of scripted mods. The mixture of old save data, new scripts, quests, and objects can cause all kinds of problems. When it does not help to use another save, where FNIS Spells have not been used during the last 3 minutes, you should try with a "clean save"
[list]
[*]Dismiss any follower
[*]Go to a vanilla interior cell
[*]Equip only vanilla equipment
[*]Save and Quit
[*]Deactivate all pugins that you want to update (or, all except Skyrim.esm and Update.esm)
[*]Run, load the previous save, save again -> THIS is your "clean save"
[*]Activate your plugins
[/list]
There are more complicated "clean save" procedures reported, but they might only be necessary for more complicated mods

[color=gold]I have uninstalled one of the mods which use FNIS Behavior. Now I get CTD when loading a save file.[/color]
That's a sytem reaction when a behavior file is missing. Run [color=chocolate]GenerateFNISforUsers.exe[/color] and you should be fine again.

[color=gold]Starting with FNIS 6.0 there is an FNIS.esp. Do I really need this? And if so, where do I put it in the load order.[/color]
FNIS.esp is needed when you have at least one mod using the FNIS Alternate Animation (AA) functionality, like in XPMSE, PCEA2, or Sexy Move. But even if you don't use one of these, I don't recommend deactivating FNIS.esp. Because if you do, and if you THEN add such mods, you will certainly not know why all of the sudden things don't work. And you can put FNIS.esp first in your list. Though it doesn't really matter. It doesn't conflict with anything, and is only needed once after game load.

[color=gold]I want to run the Generator on Linux, but it cannot be run there because of .NET 4.x.[/color]
Here is what you can do (thanks to hellgeist):
1- On any version of Linux, install VirtualBox, put windows XP on it
2- Update windows and Install .Net 4
3- Install Skyrim and patch it via Steam.
4- Use VMWare Tools to add a shared drive so you can port files between Linux and XP.
5- Copy the Data folder from your main install on linux and overwrite the windows one.
6- Install the ForesNewIdles in Skyim-FINIS mod, and run GenerateFNISforUsers.exe
7- Make sure your main Linux data folder is backed up.
8- Copy the updated Data folder from VirtualBox (Windows) Skyrim and overwrite your main one on Linux
9- Close VirtualBox and run Skyrim.

[color=gold]I'm a modder and have a mod which conflicts with the behavior files modified by FNIS. How can I be compatible with FNIS?[/color]
Talk to me. I can add your behavior changes as patches to the FNIS generator. However, I have ONE big requirement: I'm not going to figure out what your changes are compared to the vanilla xml file. That can be a verytedious task. I need EXACTLY what you changed in the vanilla file (similar to a UNIX diff).

___________________________________________________________________________________
[size=4][color=yellow]Manual INSTALLATION (extended)[/color][/size]

Requirements:[list]
[*]Microsoft .NET 4.0 (follow the link when [color=chocolate] GenerateFNISforUsers.exe[/color] issues a corresponding error message)
[*]Administrator rights to your Skyrim installation directories
[/list]
Note: there are many ways to manually install. This is "my way":
[list]
[*]Create a temporary directory <temp_dir> (name of your choice)
[*]Download [color=skyblue]FNIS Behavior V7_4_5[/color] into <temp_dir>
[*]If you want to use Creature Animation mods: Download [color=skyblue]Creature Pack V6_1[/color] into <temp_dir>
[*]Download [color=skyblue]FNIS Spells V5_0_1 -- ADD-ON for the spells[/color] into <temp_dir>
[*]Open and extract [color=skyblue]FNIS Spells 5.0.1.7z[/color] with your favorite archive program (e.g. 7zip) into into <temp_dir>
[*]Open and extract [color=skyblue]Creature Pack V6.1.7z[/color] into into <temp_dir>
[*]Open and extract [color=skyblue]FNIS Behavior 7.4.5.7z[/color] into into <temp_dir> - Say "Yes" when asked to "Integrate...". Now you should have a "<temp_dir>/Data" folder with 3 subfolders: "Meshes", "Tools", And "Scripts".
[*]Drag and drop [color=skyblue]the <temp_dir>/Data folder[/color] into your Skyrim installation directory (usually [color=salmon]C:/Program Files (x86)/Steam/SteamApps/common/skyrim[/color]). Say "Yes" when asked "Overwrite?", or when asked to "Integrate..."
[*]Install other FNIS dependant mods (see mod list above)
[*]Goto to your Skyrim Installation directory, and from there to [color=salmon]Data/tools/GenerateFNIS_for_Users[/color]
[*]Start (double-click) [img]http://www.mediafire.com/conv/1d7d11201fe82ed68231a5859d843d5b1fc9b4ebf5f446b77f64a4d2140f4e1f6g.jpg[/img] [color=chocolate] GenerateFNISforUsers.exe[/color] (part of FNIS Behavior) [color=orange][size=3]ABSOLUTELY NECESSARY[/size][/color], or NOTHING works
[*]Select necessary Behavior patches in the [color=skyblue]Possible Patches[/color] field (make sure you have the patched mod installed!)
[*]Click [color=skyblue]Update FNIS Behavior[/color] (this will create your installation-specific behavior files)
[*]Click [color=skyblue]Behavior Consistence Check[/color] (optional, checks if new mods have defined inconsitent stuff)
[*]Click [color=skyblue]Exit[/color]. Say "Yes" when asked to "Create a shortcut on your desktop?" (strongly recommended, you will need the generator quite frequently)
[*]Start Steam and click "Play"
[*]In "Data Files" tick FNIS.esp
[*]In "Data Files" tick FNISSpells.esp
[/list]

[size=3][color=gold]For NMM (Nexus Mod Manager) or MO (Mod Organizer) installation see the appropriate videos[/color][/size]

___________________________________________________________________________________
[size=4][color=yellow]UNINSTALL[/color][/size]

[size=3][color=gold]Manual Uninstall[/color][/size]

First, if you have the FNIS Creature Pack installed: Open the Generator and press "De-Install Creatures".
After that, remove the following files or directories:
[list]
[*]Data/FNIS.esp
[*]Data/FNISspell.esp
[*]Data/Meshes/actors/character/animations/FNIS
[*]Data/Meshes/actors/character/animations/FNISBase
[*]Data/Meshes/actors/character/animations/FNISSpells
[*]Data/Meshes/actors/character/behaviors/*.hkx
[*]Data/Meshes/actors/character/characters/defaultmale.hkx
[*]Data/Meshes/actors/character/characters female/defaultfemale.hkx
[*]Data/Meshes/animationsetdatasinglefile.txt
[*]Data/Meshes/animationdatasinglefile.txt
[*]Data/Meshes/AnimObjects/FNIS
[*]Data/Tools/GenerateFNIS_for_Modders
[*]Data/Tools/GenerateFNIS_for_Users
[/list]

[size=3][color=gold]NMM Uninstall[/color][/size]

First, if you have the FNIS Creature Pack installed: Open the Generator and press "De-Install Creatures".
Then deactivate both FNIS Behavior, FNIS Creature Pack, and FNIS Spells in NMM's Mods tab. That should take care of everything. To be totally sure that there are no behavior remnants, delete the files from the previous Manual Uninstall section, if they should still exist:

___________________________________________________________________________________
[size=4][color=yellow]Known Bugs, Restrictions and Incompatibilities[/color][/size]
[list]
[*][color=skyblue]This mod is incompatible with every other mod which modifies behavior files (character or creatures). [/color] However, when you are a modder and willing to cooperate, then I'm happy to add your behavior changes as patches into the FNIS generated behaviors. But beware, I need precise information about your changes, as delta to the original files. It really pays to document your changes in the behavior files from the beginning of your development. Like you can see it in FNIS' templates for the generated files.
[*][color=skyblue](FNIS Spells) It's a little tricky to end the player's idles.[/color] Reason is that the CK doesn't provide an event for hitting a key (for interruption). The easiest way to end a player idle is to use space to jump up, then toggle to 1st to re-gain casting ability. Note: this spell DOES NOT change your standard idle(s). It only makes the the player character play the idle until you interrupt.
[*][color=skyblue]Few custom animations can behave "glitchy" when [b]TK Dodge 3.0[/b] is active.[/color] TK Dodge uses an SKSE plugin which modifies a file that was generated by the FNIS generator (AnimationDataSingleFile.txt). Unfortunately this modification has a bug which changes the status of 4 custom animations NOT added by TK Dodge (at position 2000 to 2003). Such modifications can cause sporadic t-pose, double-hit, pre-mature abort to such animation.
[/list]

___________________________________________________________________________________
[size=4][color=yellow]Usage for MODDERS[/color][/size]

See FNIS for Modders Documentation in the files section.

A short syntax for Anim definition can be found at the top of each FNIS (character) AnimList (e.g. FNIS_FNISBase_List.txt)


___________________________________________________________________________________
[size=4][color=yellow]History[/color][/size] (major steps)

2012/03/01 V1.0 . . Initial Relase
2012/05/14 V2.0 . . Moved all FNIS Behavior functionality into a seperate file (FNIS_behavior.hkx)
. . . . . . . . . . . . . . Added functionality for acyclic, cyclic AnimObject, and acyclic AnimObject. Added 400 cyclic slots.
2012/07/08 V3.0 . . First version using generator tool, which allows for mod specific, parametrized behavior files
2013/02/20 V3.5 . . Generator: Generalized Skeleton patch, fix Turkish "i" problem, and for legal Skyrim check after Verify Cache
. . . . . . . . . . . . . . Spells: Re-generated with Skyrim 1.8 CK and Papyrus (hopefully avoiding some unexplainable CTDs with PCEA)
2013/10/02 V4.0 . . Adds creature support. Adds furniture and arm offset animations to the game (modifications in mt_behavior.hkx)
2013/12/08 V4.1 . . Changed behavior strucrute (humanoids and creatures) to avoid Load Game CTD conditions
2014/02/08 V5.0 . . Added Paired Animation and Killmove support
2014/06/01 V5.1 . . Added Alternate Animations for non-weapon walk/run, and option for Animated Camera.
2014/11/06 V5.2 . . Added (modder) parameter to make animations send arbitrary trigger events (e.g. to allow animation triggered soundplay)
2015/04/02 V5.3 . . Added (modder) parameter motion/rotation(MD, RD), set AnimVars (-AV, -AVI), AnimCam set/reset (-ac1, -ac0)
2015/04/23 V5.4 . . Added alternate weapon equip/unequip animations (for use with XPMSE2 and RaceMenu)
2015/05/28 V5.5 . . Added custom animation pre-cache, and ch animation type
2015/11/01 V6.0 . . New Alternate Animations system for 537 standard animation files
2015/12/01 V6.1 . . New function "T" to re-define triggers for alternate animations, included "Dual Dagger Power Attack Speed Fix", bug fixes for pre-cache, error(9), ...
2015/12/02 V6.2 . . Fixed error(2005) for users no using a mod with Alternat Animation functionality; updated Russian language file
2016/06/07 V6.3 . . Fixed error(9) for users with more than 1000 "Sequenced Animations"
2016/07/19 V6.3 XXL . Optional version to allow 12000 animations max (instead of 8000). Added Altzernate ANimations for npc_turn
2017/10/30 V7.0 . . Generator exe files working for both Skyrim/SE, animation number 10k/20k XXL, HKX File Compatibility Check Skyrim/SSE
2018/03/07 V7.2 . . Added patch for TK Dodge and other tktk1 mods, added FNIS.ini functionality (switch off PSCD bug fix), bug fixes and installation checks
2018/04/13 V7.4 . . Vortex/MO support release (see "FNIS Vortex/MO support"): File Redirection, Start from command line, Execution without GUI
2018/05/20 V7.4.5 . Important bug fixes for Users (avoid removal of unrelated files) and Modders (wrong transition parameters)
2019/08/15 V7.5 . . XXL Beta-6: First version to introduce Load CTD Calculation.


___________________________________________________________________________________
[size=4][color=yellow]Credits[/color][/size]

TheFigment aka The Hologram for his invaluable [url=http://www.nexusmods.com/skyrim/mods/1797]hkxcmd[/url]
Umpa for [url=http://www.nexusmods.com/skyrim/mods/2658]Dance Animation for Modder[/url]
dualsun for [url=http://www.nexusmods.com/skyrim/mods/17880]Funny Animations And Idles[/url]
mirap for the CHSBHC arm fix
cougarbg(Bulgarian), Zimitry(Español], latranchedepain(Français), speleologo(Italiano), vicpl(Polski), kapasov(Russian), xyzeratul (Chinese), fofaun1417/NomexPT(Português), sssSami(Norsk), 1stchannel(Indonesian), Luke2135(Hungarian), yohru/kuroko(Japanese), Xarec (Swedish), nyaamolip (Korean), Kavij (Serbian) for Generator translations
somebody4 for input, feedback and test for pre-cache functionality. And for pushing me in moments when I wanted to give up on this matter.

___________________________________________________________________________________
[size=4][color=yellow]Licensing/Legal[/color][/size]

[size=3]The [color=orange]FNIS Behavior[/color] can only be downloaded and used in the described way. Without my express permission you are [color=orange]NOT ALLOWED[/color][/size][list]
[*][size=3]to upload FNIS Behavior TO ANY OTHER SITE[/size]
[*][size=3]to distribute FNIS Behavior as part of another mod[/size]
[*][size=3]to distribute modified versions of FNIS Behavior[/size]
[*][size=4][color=orange]to make money with files which are part of FNIS Behavior, or which are created with the help of FNIS Behavior[/color][/size]
[/list]
You can use and modify [color=orange]FNIS Spells[/color] in any way that does not prevent running (the original) FNIS Spells in its described way. Simply give credit, and inform me when you include it into your mod.


___________________________________________________________________________________
[size=4][color=yellow]More Videos[/color][/size]

[youtube]iukqiPz7XuU[/youtube]
[color=orange]The most complete FNIS tutorial for NMM and MO. Thanks GamerPoets

[youtube]Q7ZgIHWV5Ec[/youtube]
A little bit what FNIS is all about. Thank you, shinji72

[youtube]XLZ2OLK4k68[/youtube]
FNIS intallation instructions at 1:27, 10:37, and 11:41

[youtube]VpOuGN-yr6E[/youtube]
Using Mod Organizer to install FNIS. Thank you gopher for both

Midwood Isle

$
0
0
[center][img]https://i.imgur.com/xJgm7re.png[/img][/center][center][i]
"One day, Zahkris will rise again, built on the souls of fallen Mer, and he with the soul from Akatosh is the only one who can vanquish Zahkris
forever. Should they fall, so will the land of Midwood Isle."
[/i]
Travel to the home of the Sonmer, Midwood Isle, an island to the north west, far outside of Tamriels border.

Discover about the Sun Elves, their history and beliefs, as you face off against new enemies, solve puzzles, explore dungeons and more.[/center]

[center][b][color=#00ffff]If you enjoy my mod, please consider endorsing or voting! It would really help the mod develop.[/color][/b][/center]
[i][b][center]For the Skyrim SE version, click [url=https://www.nexusmods.com/skyrimspecialedition/mods/28120]here[/url][/center][/b][/i]
[color=#ffff00][size=3][center][b]I am currently looking for voice actors! Please message me if you're interested![/b][/center][/size][/color]

[size=4][u][b]What is Midwood Isle?[/b][/u][/size]

Midwood Isle is a new lands mod, which means it adds an entire new world to Skyrim, similar to the Dragonborn DLC.

Some features include:
[list]
[*]A new worldspace, roughly the size of 1-2 Skyrim holds, and a "spirit world" version of roughly the same size
[*]An 11 quest long main storyline
[*]20 side quests, with some linking together in small storylines
[*]A player home, unlocked by a side quest, purchased and upgraded
[*]A new shout, three new spells and a new enchantment
[*]New items, including five new custom weapons, new jewellery models and hand written books
[/list]
This mod is [b]not [/b]voiced. However, I am currently looking for voice actors that would like to get involved. If you're interested, drop me a message and we can get started.



[b][u][size=4]Requirements[/size][/u][/b]
Midwood Isle does [u][b]not[/b] [/u]require any other mods!

If you would like the option to play as a Sun Elf, please check out my other mod, [url=https://www.nexusmods.com/skyrim/mods/49203]Playable Sun Elves[/url]. 

Fuz Ro D-oh - Silent Voice is [b]not[/b] required, as I have manually added silent voice files into the mod, so that the dialogue and scenes progress normally. However, there are no lip files and so the characters mouths will stay shut, and so I recommend downloading [b][url=https://www.nexusmods.com/skyrim/mods/14884]Fuz Ro D-oh [/url][/b]if this bothers you.



[b][u][size=4]How to start[/size][/u][/b]
[b]
Important: [/b]When you first download the mod, I highly recommend waiting a few in-game hours to let Midwood Isle's NPCs "settle in" to their packages, or else they may behave a bit strange. 

Upon completing the quest "The Way of the Voice" , a courier will deliver a letter to you the next time you travel to an appropriate location. 
Alternatively, if you do not wish to wait for the courier, you can head straight to the Frozen Hearth in Winterhold to start the main quest. This still requires you to have completed "The Way of the Voice", however.

This mod does [b]not[/b] have a level requirement, so can be played either immediately after completing the quest, or well into the high level endgame. However, a few of the main quest bosses have minimum levels, and so very low levelled players may struggle. Therefore I personally recommend playing at at least around level 15-20.



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

This mod was designed to be as compatible as possible. Due to almost everything taking place in another worldspace, the mod has little effect on Skyrim or any of the base game.

It is also [b]fully navmeshed[/b], and so should work fine with followers. However, I should mention that an NPC follows you for most of the main storyline, and you will have to dismiss your current follower to continue.

However, for obvious reasons, I did have to alter some cells slightly, but did [b]not [/b]remove any references and only added them in. The altered cells are:
[list]
[*]Winterhold Frozen Hearth interior
[*]Pinepeak cavern interior
[*](-16, 22), the southern most dock of the Solitude docks
[*](-32, 34), which I believe is out of the border anyway, where I added a map marker
[/list]


[b][u][size=4]Download information[/size][/u][/b]
[u][b]
Installation[/b][/u]
This mod was designed for easy installation. For those who use Vortex, simply download and install the mod.
For those installing the mod manually, simply place the contents of this mod into your Skyrim Data folder.


[b][u]Uninstallation[/u][/b]
Note: Uninstalling this mod on a saved game is [b]not recommended! [/b]Only uninstall if you are starting a new game or if you have a saved game to roll back on before you installed this mod.
To uninstall using Vortex, uninstall as normal.
To manually uninstall, simply delete Midwood Isle.esp and Midwood Isle.bsa from your Skyrim Data folder.



[b][u][size=4]Known issues[/size][/u][/b]

Unfortunately, as with any mod, there are a few issues, but are generally not too severe. If you do happen to notice any others, please let me know and I can try and fix them. The issues I know about are:
[list]
[*]Currently quest markers to Alverton are bugged, for some reason. They show up fine on the world map but in game, unless you are in the town, direct you to a random interior. Unfortunately I have utterly no idea as to what is causing this, but I will continue to scratch my head and try and figure it out. If you are an experienced modder and think you can help or know what the problem is, please let me know
[*]Some of the random scenes for NPCs in the longhouses do not run. I am also looking into this, but for now it's more of a personal annoyance to me than a problem.
[*]Players with the games texture quality set to low or medium may experience some texture loss on some of the statues around the shrine of Erkaloth and Lastendell. Unfortunately there is nothing I can do about this.
[*]Now unfortunately there is a bug with the [b]vanilla [/b]skyrim deer/elk/foxes/rabbits, in that as they run away from players, they can run underwater. This means that if you chase an animal, they can end up running into the ocean, which can look a little strange. However, since this is a problem with the standard skyrim animals, I cannot fix it. Believe me I've tried.
[/list]


[b][u][size=4]Frequently Asked Questions[/size][/u][/b]
[b][i]
I'm stuck on a quest! Help! / How do I start certain quests?[/i][/b]
I've included a sort of wiki in the forums section of this mod. I recommend you check that out if you want to learn more about the quests. Don't worry, I've hidden any potential spoilers, so you can only see them if you wish. I've also included stages and the quest ID in the very rare case that you may need to advance them.

[b][i]Is this mod lore friendly?
[/i][/b]I would say so, yes. I've included a full history on the Sun Elves, and their culture, and provided what reasons I could as to why they have never showed up in any in-games books. However, it is important to know this mod is [b]not[/b] cannon, as the Sonmer and their land was made up by me for the purpose of my mods. 

[b][i]I'm experiencing a bug!
[/i][/b]First, check that the issue is not due to any other mod you have downloaded. Although this shouldn't have any compatibility issues, some mods are not as clean as this and so may interact in ways I did not expect. You should not experience any major bugs, as I have fully tested everything, but if you do then please let me know and I will try to fix it. 



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

I give my full permission, and encourage you to upload your own screenshots, record footage and produce videos about my mod, but if uploading to another site I ask that you please be clear that I am the author. 
Midwood Isle may be translated into another language without my permission, but please let me know once you have done so.
Midwood Isle [b]may not [/b]be uploaded to any other site by anyone other than myself (with the exceptions being translations).
Feel free to mod Midwood Isle, but be perfectly clear that I am the author. You may also have some trouble as this is an esp and so may have to sort some stuff out to make it a master file for your mod. 



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

First I want to thank Bethesda for allowing us to mod Skyrim (I know, I know). I got a lot of inspiration from the vanilla game and their DLCs and feel I should mention this.
This mod uses a lot of modders resources. I would like to take the time to properly thank each one, and provide a link for the mod I have used.
[spoiler]
[list]
[*]Markus Liberty for the [url=http://www.nexusmods.com/skyrim/mods/59426/?]Cyrodiil ship and boat resource[/url]
[*]Stroti for the [url=https://www.nexusmods.com/skyrim/mods/46787/?]Treebench[/url], [url=http://www.nexusmods.com/skyrim/mods/46785/?]Market stands[/url] and [url=https://www.nexusmods.com/skyrim/mods/24271/]old cabin[/url]
[*]Saerileth for the [url=https://www.nexusmods.com/skyrim/mods/54483/?]Jewellery resources[/url]
[*]Oaristys for the [url=https://www.nexusmods.com/skyrim/mods/16525/?]Modders Resource Pack[/url] and [url=https://www.nexusmods.com/skyrim/mods/68755/]The Witcher Pack[/url]
[*]Angilla for the [url=http://www.nexusmods.com/skyrim/mods/45342/?]Elder Statue[/url]
[*]Malo for the [url=http://www.nexusmods.com/skyrim/mods/54152/?]Malo Statues[/url]
[*]747823 for the [url=http://www.nexusmods.com/skyrim/mods/3871/?]Weapons of the Third Era[/url]
[*]Hanaisse for the [url=http://www.nexusmods.com/skyrim/mods/33392/?]Blank roadsigns[/url]
[*]Jokerine for the [url=https://www.nexusmods.com/skyrim/mods/53022/?]Misc Resources[/url]
[*]Phitt for the [url=https://www.nexusmods.com/skyrim/mods/59977]Morrowind style Lanterns[/url]
[*]Kanra for the [url=https://www.nexusmods.com/skyrim/mods/38138]Rabbit[/url]
[*]Gendundrup for the [url=https://www.nexusmods.com/skyrim/mods/49682/?]Creature Resource[/url]
[*]Tamira for the [url=https://www.nexusmods.com/skyrim/mods/57394/?]Assorted Resources[/url] 
[*]Imperial Society for the [url=https://www.nexusmods.com/skyrim/mods/90667]Ayleid Ruins kit[/url]
[*]Jebbalon for the [url=https://www.nexusmods.com/skyrimspecialedition/mods/22047/?]Hanged Man script[/url]
[/list][/spoiler]



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

I [b]do not [/b]charge or expect to be paid or receive donations for my mods. However, I am putting my paypal on here anyway in case anyone wishes to send a donation to thank me for my work. It would also encourage me greatly to improve the mod and add new content.



[b][u][size=4]About me[/size][/u][/b]

Hi, thought I'd stick this as the end, partly to vent about how annoying making this mod was, and what it started off as.
So, I made my first mod, Playable Sun Elves, way back in 2013, when I was 14 years old (yeah, I know). I immediately loved the creation kit, and set my eyes on creating a New lands mod for them to live, Midwood Isle. I was actually somewhat frustrated with current new lands mods, and arrogant me thought I could do a better job (I definitely couldn't), or at least a mod that I wouldn't have any major problems with. I wanted a mod that felt like it belonged in Skyrim, with quests that weren't too different to the style I had grown to love. I wanted everything to be tied up nicely, and not players block players from certain areas or doing certain things.
I was obviously a huge beginner to the creation kit, and my patience wasn't my strong suit, so I worked on it for a few months and then sort of abandoned it in the documents folder for a long time.
I kept coming back to it for a short time, then after a while getting bored and leaving it again, often for months at a time (with the breaks being significantly longer than the actual work period). 
I had to basically restart the mod multiple times, when I realised how bad my previous work was, and kept having to redo bits, or deciding to further add content or change things up.
Basically, it took a very long while, and in all honestly I didn't think I'd ever get it finished. 
I am now 20 years old and studying medicine at university, and so don't have loads of time on my hands. However, I always wanted to finish this mod, and so over this summer decided to knuckle down and finally finish it. It actually didn't take very long at all, but I was working on it most of the hours in the day (as I've got nothing better to do), and all I really had to finish was a bit of landscaping and the main quests.
That said, I still ran into a lot of trouble and it took longer than anticipated, especially towards the end where I had to try and fix bugs. 
But now I finished it, and although there are a few issues, it can be played all the way through without any actual problems, and I am actually extremely proud that I manged to complete it. 
In all honesty, I don't know how much work I will be able to continue to do on this mod. I do not plan on adding any new content, partly because there's quite a lot already, and so all I have planned is bug fixes, and if possible voice acting.
I know this mod is not the best out there, but I like to think that I've done a good job. I have no prior experience in coding or anything like this, and worked on it all by myself, having to teach myself as I went using video tutorials and the creation kit wiki.
But anyway, I hope you enjoy the mod! If at least one person on here enjoys it then I'll be pleased, as my time wouldn't have been a total waste. Please keep it cool in the comments, if you have any problems just let me know and I can do what I can to try and sort them.

Diablo II shield modder's resource pack.

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This is a modder's resource blender model pack of all of the shields from the 1999 role playing game Diablo II.

These are the rough models only, with the textures packed inside.

Requires the following.

*Blender 2.79
*Nifskope
*Skyrim Creation Kit

Arcane Will Spell Book( health regeneration )

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Aura spell that last 2 min . Regenerate 8HP/1s  
(spell can be find in Whiterun Kynareth Temple)

The Republic of Maslea - Chapter one

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[b]Important: the mod now has a discord server: https://discord.gg/bTcB8p4

[b][size=5][url=https://www.nexusmods.com/skyrimspecialedition/mods/18327]SSE version is out :) [/url]  [/size][/b]

[youtube]xSAPe7Mj8sQ[/youtube]

[youtube]aKTNGvt-dRM[/youtube]



[youtube]a3niB0sQ5m4[/youtube]


By Anthelius
Soundtrack: [url=https://soundcloud.com/hayden-mcgowan-composer]Hayden Mc Gowan[/url][/b]



Languages available:        [img]http://img4.xooimage.com/files/a/9/5/france-205d58.png[/img]    [img]http://img2.xooimage.com/files/7/3/7/united-kingdom-great-britain--205d5d.png[/img]    [url=https://gamer-mods.ru/load/tes_v_skyrim/dopolnenija_dlc/republic_of_maslea/77-1-0-6998][img]http://img.xooimage.com/files44/6/9/b/rusia-18d0f96.png[/img]    [/url][url=https://www.nexusmods.com/skyrim/mods/93522?tab=files][img]http://img110.xooimage.com/files/d/7/6/spain-550c727.png[/img]   [/url]


D'autres vidéos sur [url=https://www.youtube.com/channel/UCm7H_SA7ZL8-zWmgI3RJ81g/videos]la chaine de victoryEagle[/url] pour les francophones : )

[b][url=https://www.youtube.com/watch?v=eU4I-KylPSU&t=1s] Walkthrough for the first dungeon[/url], pretty good except the hall of air (see [url=https://www.youtube.com/watch?v=YQb8GdS2cr8&feature=youtu.be] this video[/url] if you have problems with this part).

[size=4]Si vous voulez aider au doublage francophone du mod, rendez vous [url=https://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?f=108&t=24577] à cette adresse[/url][/size]
[/b]
[url=http://c4-airsoft.xooit.fr/image/110/1/7/3/maslea-535cd4e.jpg.htm][img]http://img110.xooimage.com/files/c/4/5/maslea-53f462a.jpg[/img][/url]

 
The republic of Maslea is located on the New Colovia Archipelago , in the
Padomaic Ocean, halfway between Tamriel and Akavir. It was conquered
during the first era by a schismatic fraction of the Alessian Order,
from Cyrodiil. Despite its former strenght as an oceanic power, Maslea
is a complex society divided by social classes, ideologies and external
interferences.

The mod features:
● Several hours of gameplay
● A playable area with roughly the size of dragonborn DLC, entirely navmeshed and detailled
● A main quest with different paths
● More than 15 side quests of various lengths
● Plenty of NPCs with backstories and dialogues
● A detailled lore which doesn't conflict (hopefully) with the vanilla game
● New weapons, armors, creatures, architecture and a totally new soundtrack

[b]You don't need the prologue, this is a standalone release : )[/b]

Threads to stay informed about curent progress on future chapters:

[url=http://www.darkcreations.org/forums/topic/7457-wip-the-republic-of-maslea/]Dark Creations[/url]

[url=http://forums.nexusmods.com/index.php?/topic/2628854-wip-the-republic-of-maslea/]Skyrim Nexus[/url]

[b][size=3]To start the first quest[/size][/b], you need to have completed the first part of Skyrim's Main quest, when
you're given the "Whirlwind Sprint" and "Unrelenting force" shouts (they
will be useful in the first dungeon) . Then, talk to Carlina at the Winking Skeever, in Solitude.
[b][size=3]If you don't want to start the main quest, use the optional file "no main quest requirement".[/size][/b]


[size=3][img]http://img110.xooimage.com/files/9/2/5/maslea-53f4644.jpg[/img][/size]


Skyrim v 1.9.32.0.8

Dawnguard/Hearthfire

Dragonborn is highly recommended (not a strict dependancy yet, but there could be some problems in specific spots if you don't have it)

Fuz roh d'oh (quite important, or you'll have weird behaviors during
scripted scenes): http://www.nexusmods.com/skyrim/mods/14884/?

A not so weak character

A not so weak computer too (this should be a bit more demanding than vanilla skyrim)


[img]http://img110.xooimage.com/files/a/7/2/maslea-53f464a.jpg[/img]

Install one of the esm depending of your language. Don't forget to install the
"music" folder in Skyrim/data, not only the bsa. Otherwise, you'll have
ctds.


[img]http://img110.xooimage.com/files/b/1/c/maslea-53f465c.jpg[/img]

Confirmed incompatibility with more bandit camps (Yellowhedge camp in the same spots as borea ruins from this mod). Currently causes ctd, I'll try to fix the navmesh in the next versions (but it will probably still be incompatible).

The mod is fully navmeshed, however the first dungeon has a lot of platforms to jump and is really not made for followers, you'd better leave them outside.
There are really few vanilla skyrim areas altered, so the mod should be compatible with almost everything.

[size=3][img]http://img110.xooimage.com/files/2/8/b/maslea-53f4664.jpg[/img][/size]

●Holy crap, 2GB! : I warned you, this is not a follower mod...

●Carlina has no dialogue: Save and reload

●She has dialogue but doesn"t say anything interesting: You need to complete
the first part of the main quest until you get the "Whirlwind Sprint"
shout.

●I can't access some platforms: Use the shout mentionned just above.

●I can't open the Door at the temple(spoiler): [color=#444444]Use Unrelenting Force on it.[/color]

●The Hall of air is too hard! :  See this video: https://www.youtube.com/watch?v=YQb8GdS2cr8&feature=youtu.be

●There are english mistakes/some books are untranslated: I'm not a native
english speaker, you're more than welcome to provide your own
translation/corrections if you want.

●There are standing ghosts saying nothing in the first cave: You haven't installed Fuz Roh d'oh. You should get it.

●I'm stuck when exiting Caelia cave: You haven't installed Fuz Roh d'oh. You should get it.

●Help! I've forgotten to take my gear back after leaving Caelia Island even though Carlina and the quest objectives reminded me to do it! : Type "Setstage 00MSForgottenGearFix 10" in the console.

● After the quest "blood canes", the music is gone: type "setstage 00MSMusicFix 1" in the console.

●I have an infinite loading screen after going to Maslea: That's the same
kind of bug than with Dragonborn, use something like safety loads or the
latest memory patch included with SKSE. If you have ctds, verify that
you have correctly installed the music folder.

●I can't find the sailors for the first naval quest (spoilers):[color=#666666] [color=#444444]Search them at dawnstar windpeak Inn.[/color][/color]

●Where can I find a sigil stone for the quest given by Indesii? : You have to talk to Phinis Gestor in the academy of winterhold after reaching 90 in conjuration, to summon an unbound dremora (Hey, it's not supposed to be easy to go to oblivion). Alternatively, you can obtain it in a not lore friendly way with the console.

●The dubbing is uncomplete: Waiting for it would have delayed the release for several months, I'll probably add it with gradual updates.

There are any little bugs etc... : Please let me know so I can correct them later (if you want to be helpful, giving me all the typos you find would be very valuable).


[img]http://img110.xooimage.com/files/c/a/9/maslea-53f4669.jpg[/img]

Soundtrack:
Hayden McGowan

French beta testing:
jihan 123
Kesta
VictoryEagle

French voice acting:
Elilith
Agniezka
Spartansniper619
VictoryEagle

English beta testing:
ff7 legend
Erstam

Huge help with translation:
Archangel6969
Erstam for Translation/proofreading

A huge thanks to AceeQ for the installer : )

Resources used:
[url=http://www.nexusmods.com/skyrim/mods/19268/?]GKB tree resources[/url]
Vurt (ported morrowind resources)
[url=http://www.nexusmods.com/skyrim/mods/29490/?]ztree rocks[/url]
[url=http://www.nexusmods.com/skyrim/users/776954/?tb=mods&pUp=1]Stroti and Tamira for countless resources[/url]
Phitt for its sheogorad mod ported by Tamira
MrSikaas
[url=http://www.nexusmods.com/skyrim/mods/19066/?]elinen/hoddminir resources[/url]
[url=http://tesalliance.org/forums/index.php?/topic/5972-list-insanitys-skyrim-resources/?]insannitysorrow resources[/url]
[url=http://www.nexusmods.com/skyrim/users/2250922/?tb=mods&pUp=1]blary resources[/url]
[url=http://www.nexusmods.com/skyrim/mods/16525/?]oaristys resources[/url]
[url=http://www.nexusmods.com/skyrim/mods/59426/?]Markus liberty/Beyond Skyrim (cyrodillic ship)[/url]
[url=http://www.nexusmods.com/skyrim/mods/27747/?]Mjy (bush models)[/url]
[url=http://www.nexusmods.com/skyrim/mods/17303/?]rug resource by yourenotsupposedtibeinhere[/url]
[url=http://www.nexusmods.com/skyrim/mods/26653/?]Ghosu (muskets, other weapons)[/url] 
[url=http://www.nexusmods.com/skyrim/mods/53767/?]dovabling jewellery[/url]
[url=http://www.nexusmods.com/skyrim/mods/55505/?]Imperial Assassin armor by Newermind 43[/url]
[url=http://www.nexusmods.com/skyrim/mods/12647/?]Prides of skyrim by Frankthefish[/url]
[url=http://www.nexusmods.com/oblivion/mods/18846/?]Rapier set by throttlekitty[/url]
[url=http://www.nexusmods.com/skyrim/mods/28091/?]Food Resource by bfadragon[/url]
[url=http://www.nexusmods.com/skyrim/mods/51813/?]common clothes by FrankinZunge[/url]
[url=http://www.nexusmods.com/skyrim/mods/21458/?]The Dryad by Xenius[/url]
[url=http://www.nexusmods.com/skyrim/mods/48329/?]Character resource pack by nuska[/url]
[url=http://www.nexusmods.com/skyrim/mods/12060/?]tricorne from bobs armory[/url]
[url=http://www.nexusmods.com/skyrim/mods/65134/?]Vicn creature resources/TW2 assets[/url]
[url=http://www.nexusmods.com/skyrim/mods/35267/?]SG hair pack./SG female textures (hellosanta)[/url]
Abyssal Dremora texture from Halofarm/Eiris
[url=https://www.nexusmods.com/skyrim/mods/79519/?]Project modularity by Darkfox127[/url]
[url=https://www.darkcreations.org/files/file/1128-oblivion-remakes/]Berkian Oblivion Resources[/url]
[url=https://www.nexusmods.com/morrowind/mods/28916/?]AOF potions by anoldfriend[/url]
[url=https://www.nexusmods.com/skyrim/users/37834630/?]Mihail Mods creature and weapons resources[/url]
[url=https://www.nexusmods.com/skyrim/mods/56379/?]Creepy zombies by futoshisan[/url]
[url=https://www.nexusmods.com/skyrim/mods/63136/?]TDN headresses by TheDNightshade[/url]
[url=https://www.nexusmods.com/skyrim/mods/74356/?]Realistic Eyeglasses by mannyGt[/url]
[url=https://www.nexusmods.com/skyrim/mods/56961/?]farm animal resource by ianjoseph1986[/url]
[url=https://www.nexusmods.com/skyrim/mods/12647/?]Prides of skyrim by frankthefish[/url]
[url=https://www.nexusmods.com/skyrim/mods/59578/?]Seagulls from Tamira/MrSiika[/url]
[url=https://www.nexusmods.com/skyrim/mods/26132/?]Resources from runspect[/url]
[url=https://www.nexusmods.com/skyrim/mods/60246/?]HQ Frames and canvas by betterbecause[/url]
[url=https://www.nexusmods.com/skyrim/mods/10135/?]Andragorn armory by Andragorn[/url]
[url=https://www.nexusmods.com/skyrim/mods/41076/1]WATER mod (typha resources)[/url]
[url=https://www.nexusmods.com/skyrim/mods/63255/?]Upper class furnitures by monk_ide[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/7840/?]jets resource[/url]
[url=https://www.nexusmods.com/skyrim/mods/57995/?]Gallows by gandaganza[/url]
[url=https://www.nexusmods.com/skyrim/mods/49727/?]Swift steeds stables by fierymarigold
[/url][url=https://www.nexusmods.com/skyrim/mods/82985/]Kelretu modder resources
[/url][url=https://www.nexusmods.com/skyrim/mods/82960]Black knight's lava meshes
[/url]Hallgarth (Shivering Isles mushrooms)
minermanb (sheogorath statue)

  Some resources from Tera and The witcher 2 and 3/CD projekt red used with permission (Many converted by Oaristys or LorSakyamuni).
Thanks to CGTextures (now textures.com) and Lughertextures for their large choices of free textures

[b]I've really used a lot of resources which were scattered around my HD, so If I've forgotten to credit you, don't hesitate to send a PM :)[/b]
[size=3]
[/size][img]http://img110.xooimage.com/files/d/b/4/maslea-53f467b.jpg[/img]

Ask my permission before using my own meshes and textures. A lot of resources used are not from me, so you need to ask the authors first (but most of them are free to use).
You can not use anything for a paid mod
Translations in other languages are most welcome, but don't reupload to other sites without telling me.

Souls Do Things

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[b][font=Trebuchet MS][size=6]SOULS DO THINGS v1.3//
===================

[/size][/font][/b][size=5][b]REQUIREMENTS//
[/b][/size][b][size=5]=============[/size][/b]

1. Updated Skyrim
2. Dragonborn

[b][size=5]DETAILS//
=======[/size][/b]

This adds some behind the scenes functionality to the inevitable surplus of dragon souls people experience over long playthroughs. Shouts scale with dragon souls stockpiled, and you revive on death at the cost of dragon souls. This is designed to fit in with hardcore and/or vanilla+ mod setups, but should be fine for most other playthroughs as well.

I know, I know. There are mods that solve the problem of infinite dragon souls and nothing to use them for. [url=https://www.nexusmods.com/skyrim/mods/27531/]Dragon Soul Relinquishment[/url] comes to mind. And I say, yeah. It's a great mod for disposing of dragon souls. But it does come with a caveat I'll explain below. For now, the important thing is that this is a mod that grants functionality to dragon souls, NOT to spending dragon souls.

Shoutout: Narue's Dragon Soul Utils had the potential for this, though she had other bigger projects to work on, so it eventually died out. But she did open her work to the public, so I decided... hey why not?

So, like my first mod Weather Does Things, I focused on as direct and as simple an approach as I could.
More souls=more power
Death=less power
And this is the result.

[size=4][b]Features//[/b]
[b]=======[/b][/size]
[b][size=3]Dragon Soul Scaling//
[/size][/b][size=3][b]================[/b]

[/size]Let's talk about Dragon Soul Relinquishment.

DSR (and similar mods) creates a problem as it solves one. See, these kinds of mods treat the excess number of dragon souls as a problem, so they encourage people to find ways to spend them. Holding on to souls does nothing. Losing souls gained increases power. Because these mods tie power spikes to the amount of souls discarded, no matter how configurable they are, the infinite amount of dragon spawns guarantees you will eventually outscale everything in the game. And that is not fun for me.

My way of tackling the situation is by treating the LACK OF USE of souls as the problem, rather than the ACTUAL AMOUNT. With this mod, every soul you collect increases shout magnitudes by 2% and durations by 2%. A measly amount, but late game, 10 souls collected for a good 20% & 10% boost is easy to come by. In addition, shouts cool down faster the more souls you collect. Each soul gives a bonus of 1% cooldown reduction to shouts.This means that if one were to add a means of losing souls, it would greatly impact the player and encourage them to earn more souls. [b][color=#00ff00]Scaling affects mod-added shouts provided they use the MagicShout Keyword (Which really, anyone creating shout mods should use anyway).[/color][/b]


[b]Hard Cap//[/b]
[b]=======[/b]

Setting: set _SDT_CapEnabled to <0/1>

Some people may not think that the risk of losing souls on death is a good enough limit to potentially infinite scaling. So as of v1.21, I have included the option to turn on a hard cap. Magnitude caps at 100 souls, while duration and cooldown cap at 50 souls. Default is 0.


[b][size=3]Dragon Soul Revival//
================[/size][/b]

You're probably familiar with [url=https://www.nexusmods.com/skyrim/mods/49294]Death Souls[/url], which revives the player upon entering bleedout. This was a nifty little mod that came with its own MCM menu and for the most part, did what it was supposed to do. Unfortunately, the mod author has not updated it in a while, and potential for more features is pretty much gone at this point. Another problem is that Death Souls' script makes use of the GetPlayer function, which is... at least as I understand it... slower than using a PlayerRef property.

So I studied Death Souls and its revival script and compared it against another one by mod author Narue in [url=https://www.nexusmods.com/skyrim/mods/84688]Dragon Soul Utils[/url]. The result is a dragon soul revival feature that should be faster than Death Souls.

Long story short, you die and you lose the souls that give you power. Take care of your life and you get stronger. Fall and you come back weaker than before.

Modes can be configured via global variables. 

Thanks to Nexus user Badorio for helping me optimize the script for v1.2

[b]Hardcore Mode//
============

[/b]Setting: set _SDT_HardcoreEnabled to <0/1/2>

Hardcore Mode is a setting which, when enabled, causes you to lose either half of all currently owned Dragon Souls (when set to 1) or all of your currently owned Dragon Souls (when set to 2). This is inspired by the 1991 Sonic the Hedgehog game, where rings would protect the player from death as long as even one of these was in the player's possession. Taking fatal damage caused all collected rings to drop out of the player, where one then had a limited time to try and recover them. Realistically, a player would collect half of the scattered rings before they vanished, which is why I have set this to 1 by default. But I have included the option to set this value to 2, just for those of you who want death to be a lot more punishing. Of course you have the ability to disable Hardcore Mode by setting this to 0.

[b]Super Mode//
=========

[/b]Setting: set _SDT_SuperEnabled to <0/1>

Super Mode is a setting that gives you a burst of power upon revival. Think of it as a last ditch effort to save your life after being pressed to a corner.  At the moment it casts Dragon Aspect while simultaneously producing a damaging and ragdolling explosion around the player. [b][color=#00ff00]Also note: mods that alter the vanilla Dragon Aspect Arms, Body and Head magic effects will affect Super Mode. [/color][color=#ff0000]Mods that alter the vanilla Dragon Aspect spells themselves will not.[/color][color=#f4f4f4]Please leave feedback on whether this should be changed.[/color]
[/b]
[b]Cooldown//
========

[/b]Setting: set _SDT_CooldownEnabled to <0/1>

Enabling this setting places the revival effect on a 4320 second cooldown (1 vanilla in-game day). This is enabled by default. In the future (meaning probably once I get to learn SKSE functions) I can get this to dynamically adjust to the timescale. [b][color=#ff0000]The trouble is that setting the duration to 1 day in Creation Kit gives a duration of 24 real life hours rather than in-game days.[/color][/b] So for now, this should be a good enough duration.

[size=3][b]Possible in the Future//[/b]
[b]=================[/b][/size]

[b][size=2]FEATURES THAT WILL INTRODUCE ADDITIONAL REQUIREMENTS ARE ON A LOWER PRIORITY.[/size][/b]
 [list]
[*]Create script to allow users to customize %scale per dragon soul.
[*]Turn revive function toggleable for compatibility with Death Alt mods.
[*]Extend revive effect to NPCs under the dragonborn's protection?
[*][color=#00ff00][b]Shout cooldown reduction per soul. (completed)[/b][/color]
[*]Learning MCM to make one.
[*]Brainstorming on other stuff.
[/list]


[b][size=5]Compatibilities and Performance//
==========================[/size][/b]

[list]
[*]This mod uses 2 scripts; one for the player alias quest and one for the revival effect
[*][b]USE COMPATIBILITY EDITION IF YOU USE DEATH ALTERNATIVE OR OTHER MODS THAT TRIGGER ON BLEEDOUT[/b] 
[*]This may conflict with soul-based shout scaling of other mods.
[*]Recommended to try with [url=https://www.nexusmods.com/skyrim/mods/60179/]Dead is Dead[/url].
[*]Compatible with custom and mod-added shouts... and any spell really that uses the MagicShout keyword in its magic effects.
[/list]
[b]
Troubleshooting//[/b]
[b]=============

[/b][b]If upon updating to v1.3 and above, the cooldown reduction per soul doesn't seem to work:[/b]
[list=1]
[*][size=2]Open the console[/size]
[*][size=2]Type "player.removespell xx00080a" without the quotes, where xx is the Mod Index of Souls Do Things.[/size]
[*][size=2]Type "player.addspell xx00080a" to re-apply the spell. It should function normally afterwards without a need to redo this procedure.[/size]
[/list][b]
[/b][b]
[size=5]Installation //
=========

[/size]MO/Vortex[/b]
1. Download.
2. Install.
3. VIEW README FOR CONFIGURATION SETTINGS.

[b]Manual[/b]
1. Download the archive.
2. Place the .esp in your /Skyrim/Data folder.
3. Place the .pex files in your /Skyrim/Data/Scripts folder.
4.1. (Optional if you want to tweak the scripts) Ask me for the source code. I like to keep track of this.
4.2. Place the .psc files in your /Skyrim/Data/Scripts/Source folder.
5. VIEW README FOR CONFIGURATION SETTINGS.



[b][size=5]Uninstallation//
===========
[/size][/b]
1. Type player.removespell xx000802 (xx is the mod index)
2. Save game.
3. Uninstall via preferred mod manager OR manually delete _SDT_ script files and the Souls Do Things .esp file.
USE A SAVE GAME CLEANER AFTER UNINSTALLATION OR LOAD A CLEAN SAVE.

Fashion Suede Gloves and Boots

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[size=3]Had it with the boring, scruffy brown "Farm Gloves" and only slightly-better Merchant Boots?
Get some style with fashionable suede gloves and matching boots.

[url=https://www.nexusmods.com/skyrimspecialedition/mods/25273]SSE version here[/url]

Simple recolors of vanilla items to add a bit of pizz-azz to the game.

[b]Boots:[/b] Re-textured Merchant Boots
Black, Blue, Green, Purple, Red, Yellow

[b]Gloves:[/b] Re-textured Farm Gloves
Black, Blue, Green, Purple, Red, Yellow
Look best when paired with a short or 3/4 sleeve clothing; long sleeves clip.

Craft at Tanning Rack

Radiant Raiment in Solitude has a chance of having them.
A new Leveled List is added to the Merchant Chest.

Male and Female versions included for all.
Yes, they are bright and saturated. I like lush colors. Basic Skyrim clothing is too drab IMO.
Optional Texture Replacer of 25% less saturation.[/size]

Males with KS Hairs

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- Males with KS Hairs now covering over 1500 NPCs -

This mod requires Skyrim,Update,DLC's

This mod is compatible with anything that is not adding altered face data on vanilla npcs,beautification mods should load after this mod. I keep this mod high in my load order,just under USLEEP. This mod is face data only, you should not have esp active unless your patching other mods,never active in game. 

-I did not patch any NPCs of elderly race,some NPCs that are not elderly race are assigned elderly hair in base game,most of those NPCs I did not touch.

-Roughly 10%, of bandits,soldiers,guards are not touched by this mod and retain vanilla hair. 

I'm packaging 1 esp with mod, this esp can be used to patching most mods. I will have a 2nd esp in DL section which can used for patching mods like OBIS


Future plans: -I might come back and play beard assists i was giving permissions for,no time soon.
                       - Might clean a couple more faces,I cleaned about 30 in current version
                       - Maybe tend to the elderly? 








Credits: KS Hairdos by Kalilies   [url=https://www.nexusmods.com/skyrim/mods/68311]https://www.nexusmods.com/skyrim/mods/68311

[/url]              Khajiit Hairs by Saerileth   [url=https://www.nexusmods.com/skyrim/mods/67873/]https://www.nexusmods.com/skyrim/mods/67873/

[/url]              Bethesda and NexusMods

Completed Save Game for Imperials and Stormcloaks with Dragonborn and Dawnguard DLCs

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Just some old saves I thought that I would put out there.
These were saved clean, No mods, SKSE or any of the usual.

[b][size=4]DLC's Dragonborn & Dawnguard Completed for Imperials and Stormcloaks. 

[u]Imperial: [/u]       Spouse is Sylgja,
[u]Stormcloak: [/u]  I do not remember if I am married in this one any more.  

Hearthfires DLC was not activated when these saves were created.  
Enabling it will allow you to build your homes as you see fit.

recurring quests are still active.  Ex. (Dark Brotherhood)[/size][/b]
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