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Citizens of Tamriel

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[center][b][size=3]Now available on Special Edition [url=https://www.nexusmods.com/skyrimspecialedition/mods/29069]here.[/url]
[/size]
[/b][size=5][i]Overview[/i][/size][/center]
For all the effort put into designing the world, [i]The Elder Scrolls V: Skyrim[/i] was sorely lacking in other areas, most notably quest design and how bland the writing was. Conversations exist as an exposition dump with no personality; only one or two options that lead to the same outcome or information. There were no meaningful choices for the player, no "voice" to each option in dialogue that allowed the player to build who [i]they[/i] wanted to be in a given situation, only what Bethesda wanted you to know, where to go and what to do when you got there.

Well, it's time to change that.

The successor to the original mod for [i]Divinity: Original Sin II[/i], CoT adds 14 new characters to the world, each of them with their own distinct personality and conversations that can branch off in a number of ways. As a tribute to old-school RPGs, Citizens is a passion project I have been working on in my spare time and adds some much needed life to Skyrim's NPCs, not to mention giving the player - at long last - the chance to actually [i]roleplay[/i] and develop their character in dialogue.

The mod pays homage to the likes of [i]Baldur's Gate[/i], [i]Fallout[/i], [i]Divinity[/i], [i]KotOR, Dragon Age[/i], [i]VtMB[/i] and more - the games (and genre) I love. Each of the characters in Citizens acts as an "easter egg" of sorts, unmarked and hidden away in the world for you to find naturally while playing. This will, in turn, hopefully provide that feeling of discovery and that you've come across something special, not just been forced into talking to them.

Each of the conversations are essentially character studies, allowing the player to come to their own conclusion about the themes or events being explored in dialogue without being explicitly told what to think or railroaded into a choice. Some encounters might be comical, some of them might be deadly serious, but ultimately how you react to them and how they progress is up to you.

After all, that's what roleplaying is about: choice and consequence. Though the mod may be small, the goal is to make the world feel more alive through these characters and your experience while playing through it all the more meaningful. Each of them has lived an actual life, they have motivations and flaws... ultimately Citizens is about coming into contact with other [i]people[/i] in the context of the world, not robots, and exploring what they have to talk about.

Of course, writing can only be as good as the voice acting it relies upon and that works both ways. One of the main goals was to ensure that the quality of the voice acting was the best it could be for [i]every[/i] character. Each NPC has been brought to life by a talented group of voice actors both new and experienced in the community.


[center][size=5][i]Features[/i]
[/size][size=3]
[i]Over an hour of fully-voiced, professional-grade dialogue

1,000+ lines across 14 NPCs

Checks for quests, factions, traits, inventory items and more for replay value across playthroughs

Believable characters that add depth to the world of TESV

Meaningful, branching conversations

[youtube]2X5WSn4ilio[/youtube][/i][/size][/center][i]
... and there's more on the way![/i] I've enjoyed working on Citizens and my intention is to use it as a base to add to over time. Already a second batch of characters has been written and that will hopefully be coming some time in the near future.


[center][size=5][i]Installation & Compatibility[/i][/size]

[size=3][b][url=https://www.nexusmods.com/skyrim/mods/75951?tab=files]Lip Sync Fix[/url] is strongly recommended.[/b][/size][/center]
[b]Manual[/b]
1. Download the archive and extract the files to a location of your choice.
2. Put everything into ../SteamApps/common/Skyrim/Data and make sure to preserve the folder structure.
3. You should be good to go. To uninstall, just remove the same files.

[b]Mod Manager
[/b]Same as usual. Install/uninstall is automated.

The mod was tested extensively before release and it's relatively straightforward with minimal scripting or bloat. If you have encounter any problems, please make a post that details the issue. [i]In the case of how it works alongside other mods, I can't help you with individual load orders so the mod is provided as-is.

[i]The audio files are as loud as they can be without affecting quality. If, for some reason, voices are too quiet on your speakers, go to ../Documents/My Games/Skyrim/SkyrimPrefs.ini and under [AudioMenu] is fval1 = 1.0000. This works as a percentage, so change it as needed.


[/i][/i][center][size=5][i]Credits[/i][/size][/center]
[left][b]Writing, Implementation and Audio Editing[/b]
Craftian[b]
[/b][b]
Too-Bloody-Relaxed[/b]
Wyatt Henry
[b][url=https://www.castingcall.club/m/Wyatt%20Henry]https://www.castingcall.club/m/Wyatt%20Henry[/url]

Idara[/b]
CelestielleVA
[url=https://www.castingcall.club/m/celestielle]https://www.castingcall.club/m/celestielle[/url]

[b]Cathria, Anika[/b]
Charliy Vaughan (CharlezVA)
[url=https://twitter.com/CharlezVA]https://twitter.com/CharlezVA[/url]

[b]Ewlyn the Brave[/b]
Battleclaws
[url=https://www.castingcall.club/m/Battleclaws]https://www.castingcall.club/m/Battleclaws[/url]

[b]Vaani[/b]
Laura Brady - swishnflick
[url=https://www.castingcall.club/m/swishnflick]https://www.castingcall.club/m/swishnflick[/url]

[b]Soliron
[/b]talkingNsuch
[url=https://www.castingcall.club/m/talkingNsuch]https://www.castingcall.club/m/talkingNsuch[/url]

[b]Falla Rajida
[/b]Shamon Williams
[url=https://twitter.com/YouWantSomeMo][/url][url=https://twitter.com/youwantsomemo__]https://twitter.com/youwantsomemo__[/url]

[b]Llevas
[/b]DahrkE
[b][url=https://www.nexusmods.com/users/7158694]https://www.nexusmods.com/users/7158694[/url]

Olmir
[/b]Franki "Hankshaw" Garpeman
[url=https://www.youtube.com/channel/UC8BKKGe5ATiCnVSb5xt_QAQ/videos?view_as=subscriber]https://www.youtube.com/channel/UC8BKKGe5ATiCnVSb5xt_QAQ/videos?view_as=subscriber[/url]

[b]Carius
[/b]The Doctor
[url=https://www.castingcall.club/m/TheDoctor]https://www.castingcall.club/m/TheDoctor[/url]

[b]Reja[/b]
Amani
[url=https://www.castingcall.club/m/floralescent]https://www.castingcall.club/m/floralescent[/url]

[b]Rha'zho
[/b]Alex Cain
[url=https://www.castingcall.club/m/complete-the-circuit]https://www.castingcall.club/m/complete-the-circuit[/url]

[b]Florian[/b]
Everae
[url=https://www.castingcall.club/m/everae]https://www.castingcall.club/m/everae[/url]

[b]Special thanks to Woni for answering some questions about AI Packages.[/b][/left]
[center][size=1][i]Citizens is exclusive to the Nexus and Workshop. [b]I [color=#ff0000][u]DO NOT[/u][/color] give permission under any circumstances for it to be distributed anywhere else or for the voice acting to be used or edited for other mods.[/b] If you see someone's work has been re-uploaded somewhere without their permission, please report it.[/i][/size][/center]

Maty's Mithril -- UNP Conversion

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Download the original mod here: [url=https://www.nexusmods.com/skyrim/mods/19655]https://www.nexusmods.com/skyrim/mods/19655[/url]

Maty's Mithril is light armor for both male and female.

DETAILS
-Can be forged if you have the glass smithing perk and is found under Misc
-Is about the same stats as dragon scale

All credit goes to Maty743 for the amazing work he did on this armor. If you like it please endorse his mod.
A special thanks to nexus user Jacebereln for assisting with getting the armor configured properly in Outfit Studio.

Dragonblade AQ

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[center][url=http://www.facebook.com/johnskyrim][img]http://i.imgur.com/91r8Y9d.png[/img][/url][/center][center][img]https://i.imgur.com/rmNraJ1.png[/img][/center]

[b][color=#ffff00]What this mod includes:[/color][/b] 

[b]Dragonblade (One-Handed)[/b]
• 16 Base Damage / Sword / Daedric

[center][img]https://i.imgur.com/ZM71deY.png[/img][/center]

[b][color=#ffff00]Weapon Effect:[/color][/b]

[color=#ff7700]• [b]Fire Damage:[/b] [/color]Each hit adds 25 fire damage.
[color=#b4a7d6]• [b]Soul Trap:[/b][/color] Each hit applies Soul Trap for 10 seconds.
[b][color=#6d9eeb]• Dragon Rend: [/color][/b]Power Attacks against Dragons apply Dragon Rend, which prevents a Dragon from taking off.

[center][img]https://i.imgur.com/ZM71deY.png[/img][/center]

[b][color=#ffff00]Obtaining:[/color][/b]

• [b]Dragonblade[/b] can be found on a cliff overlooking [b]Dragontooth Crater[/b], east of the Shrine of Peryite.
• An un-enchanted version can also be forged under the Daedric Smithing category.


[center][img]https://i.imgur.com/XtnDpxj.png[/img][/center]
[center][img]https://i.imgur.com/ZM71deY.png[/img][/center]

[b][color=#ffff00]FAQ:[/color][/b]

1) What ENB do you use?
• A modified version of Aeon ENB

2) Can you make x-handed version of this?
• Unlikely if it's not already included in the mod.

3) Can you make an .esl?
• I have no plans to upgrade to a mod manager that supports .esl files.

4) Can you make a DSR patch?
• It's usually mentioned on the files tab if one is included or not.

[center][img]https://i.imgur.com/ZM71deY.png[/img][/center]

[center][url=https://www.nexusmods.com/skyrimspecialedition/mods/29341][img]https://i.imgur.com/zSXHNpu.png[/img][/url][/center]

If for some reason the files do not work, cause crashes
or any other problems, please do not hesitate to contact me.

All screenshots are taken directly from the game and resized down from 1920x1080 to 1280x720. No other editing has been done. 

[color=#ff0000][b]Under no circumstance is this mod allowed to be uploaded to another website without my given permission. No permission will be granted in regards to porting to console.[/b][/color]

Greyquarter Steel Armor

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[b][size=6][color=#cccccc]                                  Grey[/color]quarter[color=#a4c2f4] Steel
  [img]https://www.mediafire.com/convkey/f931/ih5bqmsbxznw2b46g.jpg[/img]
[/color][/size][/b][color=#ffe599][size=3]1. Adds Standalone both genders Greyquarter Steel to Skyrim.
[line]2. Crafted same way regular Steel Armor is Crafted and Tempered.
[line]3. Adds ONE Guard to Windhelm Whom is Contested Guard meaning no matter if Stormcloak or Imperial Side you'll see the guard could be male or female Darkelf.
[line]4. Some of Dunmer have become refugees to Windhelm and Skyrim Since Skyrim's debut, therefore now trying to "fit-in" they have made their own armor that shares nordic design to be further excepted is good lore for this set.[line]5. Has everything but shield, Steel shield goes well with this set.[line]6. The color of garment used by these trying to survive Dunmer whom been struggling in Windhelm are the color of Not only Windhelm but of the New Temple too most nords are ignorant of the color's meaning and just assume it means StormCloak Color.[line]7. Helmet works for ALL races minus Orcs, Argonians and Khajiit.[line]8. I made this to blend in but be fresh new to Skyrim so it is very immersive to Skyrim as is some dunmer already residing within Skyrim.[line]I took Screens am Sure any of those of you who do will look twice as good my pc cannot handle the HD stuff I make (alot of modding on my part lol ). and run in High or Ultra quality but sure yours can :)
[line]  This Mod Page is set to Pictures and Videos are placed without verification for such reason as I mentioned above :)[/size][/color][line]                              Addtional Credit goes to [url=https://www.nexusmods.com/skyrim/users/5197798]Hallgarth[/url] for the [url=https://www.nexusmods.com/skyrim/mods/69183]Ayleid Style Elven[/url] Helmet to Serve as the Dunmer Helmet.[line] Endorse and Enjoy !
[size=6]                                   [url=https://www.nexusmods.com/users/1211976?tab=user+files]MY OTHER MODS[/url][/size]

Friendlier Taverns with Baths and Barns

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[font=Comic Sans MS][color=#ff7700][size=6]     Welcome to Friendlier Taverns with Baths and Barns.

Wow made it to Hot-files within the first week!
Thank you all for your awesome support. This a first for me and I am very thrilled that this labor of love was so well received! [/size][size=4]Check out this nice video by DonProtein, thanks a bunch![/size]
[/color][/font]
[youtube]VUKDPFiOaX4[/youtube]
[color=#00ff00][size=5]Updated version is up![/size][/color][color=#ff0000] Now both versions work with Moonpath to Elsweyr and Ravenrock Expanded, no patched file necessary! check change log and Sticky post for complete list of changes and fixes!
[/color][color=#ffff00]I do not plan to update a patched version for Old Hrolden compatibility, sorry.[/color]

[size=3][color=#f1c232][color=#ff7700]INSTALLING THE MOD:[/color]
[/color][size=2][color=#f1c232]I recommend manual download to desktop and then use NMM to install the mod. Or place the files from your desktop into your Skyrim Data folder manually in the corresponding files if you do not use a manager. [/color]
[size=3][color=#ff0000]About using LOOT for load order![/color] [color=#ffff00]Do not rely on LOOT to always know the best load order; several people reported crashes after adding this mod to their game and letting LOOT decide where it should go; when moved manually in the load order the crashes stopped. It depends entirely on what else you have loaded but if you experience crashes then change your load order before reporting a problem with this mod, thank you![/color][/size][/size][/size]

[color=#f1c232]This is a new release of my old mod Friendlier Taverns with bathing rooms added to each Tavern.[/color]
[color=#f1c232]Each Tavern in Skyrim has been individually remodeled to make the sitting arrangements more welcoming and diverse in furnishings. No more cookie cutter look no matter what Tavern you walk into. A number of custom models have been added to serve as safe containers and or decorations. Most taverns now have bread ovens.[/color]
[color=#f1c232]In this version now every Tavern in Skyrim also has a walk in bathing room, fully navmeshed so followers can go in with you. The bathing rooms are attached at floor level at the country side Inns as round silo towers, and so are also circular on the inside. These feature circular wooden tubs and followers will use them though not easily come out of them, but always follow behind you when you leave the bathing room.[/color]

[color=#f1c232]The bathing rooms in major cities are more individualized and made in the style of that city with the one in Markarth probably being the most elaborate with a pool in the Dwemer style.[/color]
[color=#f1c232]Every bathing room is a bit different just as the Taverns are individualized  and will have between 1 to 3 tubs and slightly different features like fire places, spouts etc. [/color]
[color=#f1c232]I think the doors will be pretty obvious, but they are placed mostly in the right far corner in all country Inns, behind the bar and next to the large room.[/color]
[color=#f1c232]Some hints for the Cities:[/color]
[color=#f1c232]Markarth Silverblood Inn door is to the right of the fire place; Solitude The Winking Skeever in the open basement no loading door; Riften basement at the foot of the stairs; Whiterun main hall to the left of the bar; Windhelm Candlehearth hall, at the foot of the back stairs; Retching Netch Ravenrock on Solstheim hallway opposite the bar. Cities that have the same house type for an Inn as small villages also have the Silo type round tower attached to them, such as Falkreath, Morthal and Winterhold; Dawnstar has a square hut design attached to the Frozen Hearth. [/color]

[color=#f1c232]The New Gnisis Corner Club in Windhelm got a more extensive overhaul with dimmer lighting and Dunmer style lanterns. It features also maps of the old homeland and food and beverages you can otherwise only get on Solstheim. It has a full basement now that features a bathing tub a mushroom farm and a secret tunnel through a well that will lead you outside the city walls. You can also enter the city that way and it is fully navmeshed.[/color]
[color=#f1c232]It now feels more like a true Dunmer enclave.[/color]

[color=#f1c232]There is one abandoned Inn at Fort Dunstad and it also has a bath in the basement, so clear out those bandits for a dip. The Workers house at Mixwater Mill has now a working fireplace and cooking station and one custom container. Just meant as a stop over shelter. [/color]

[color=#ffd966][color=#ffff00]Three locations have now a large barn and stable near the local Inn; Winterhold, Dawnstar and Ivarstead.[/color] They are all a bit different in style and layout and you can find some random loot in them and also sleep in the hayloft. The reason I did not cover other Towns is for logistical reasons as placing a large barn conflicted with too many mods in other locations. These three will work with most city enhancing mods for these locations.
See my comment about "Immersive Stables" in my recommended mod section below.[/color]

[color=#ff7700]REQUIRED FILES:[/color]
[color=#f1c232]This mod requires both the Hearthfires and Dragonborn DLCs! My apologies I made that not more obvious, luckily most of you figured that out by the looks of it.
[/color]
[color=#ff7700]COMPATIBILITY:[/color]
[color=#f1c232][color=#00ffff]This mod should be compatible with any mod[u] that does not change the interior layout of any Tavern, including Navmesh![/u][/color] Exterior changes are minimal and should be compatible with most City enhancing mods. For example most of Jk's mods work fine with this, but in some locations clipping can occur. I tried what I could to make the placement of the Towers as compatible as possible, but due to the vast number of mods that change Towns and Cities that is nearly impossibly to please everyone.
Mods that add NPCs especially in Taverns work fine with this mod such as [url=http://www.nexusmods.com/skyrim/mods/8429/?]"Interesting NPCs"[/url] or any number of follower mods.
Can confirm now that this mod works with [url=https://www.nexusmods.com/skyrim/mods/65013]"Immersive Citizens"[/url], tested with latest full version 0.4.1a.
Works well with [url=http://www.nexusmods.com/skyrim/mods/75416/?]ClefJ's Rorikstead[/url] which I personally like very much.
[/color]
[color=#f1c232]The mod should work well for [url=http://www.nexusmods.com/skyrim/mods/11163/?]Frostfall[/url] users or other survival mods, since now you can cook and bake at the Inns and the baths should help if you are already suffering from hypothermia. The tubs are currently not "heated" but because the rooms are so small and all baths have some heat source I believe that the proximity to the fire will have the same effect when you sit in a tub. Feedback welcome, I have not used Frostfall ever since Chesko's [url=http://www.nexusmods.com/skyrim/mods/64798/?]Campfire[/url] came out.

[color=#ff7700]CONFLICTS:[/color]
[/color]Any mod[u] that changes the interior layout of any Tavern, including Navmesh![/u][color=#f1c232]
[/color]
[color=#ff7700]OPTIONAL FILES:[/color]
[color=#f1c232]Friendlier Taverns with Baths-V2OH, patches[url=http://www.nexusmods.com/skyrim/mods/71875/?] "OldHrolden" V2.1[/url] by Shezrie to work with my mod. What you get is access to the bath, and the bathtower on the exterior. Make sure you load my file after Shezrie's!
This patch was made possible by Refurbmadness, many thanks to her! 

Friendlier Taverns with Baths-V2R, [color=#ffff00](Obsolete older file!)[/color] adjusts the Retching Netch in Ravenrock to work with "Ravenrock Expanded"
It required moving the load door to the bathroom which is right opposite the rentable room now, very convenient actually. I also had to move the bread oven as RE places a bedroom for the owner of the bar in the former storage room behind the bar where I had placed the oven.

Friendlier Taverns with Baths-General Stores version; places master storage chests in all Taverns that are inter connected. You can drop off or retrieve gear at any tavern, much as in the Witcher game, but what is more if you have a GS enabled home such as my "Island Hobbit Home" GS version for example, you can drop loot at an Inn and later retrieve it at home. May not be "lore friendly" but think of it as a very practical enchantment.
In addition to all Inns you can find chests in the following locations: Workers Cabin at Mixwater Mill, Sinderions laboratory in Blackreach, Abandoned Tavern at Fort Dunstad, Mzulft Storeroom and now also a second location in Whiterun at the Drunken Huntsman. 
Requires [url=http://www.nexusmods.com/skyrim/mods/18340/?]"General Stores"[/url].[/color]

[color=#ff7700]CREDITS: [/color]
[color=#f1c232]Special thanks to [url=http://www.nexusmods.com/skyrim/mods/searchresults/?quicksrc_name=File+name&quicksrc_auth=Refurbmadness&quicksrc_game=110]RefurbMadness[/url] for her help, inspiration and wonderful statics that I used for many containers. Be sure to visit her mods page too.[/color]
[color=#f1c232]Thanks to Bethesda for a game that requires improving and to provide the tools to do so.

[/color][color=#ff7700]UPDATING FROM "FRIENDLIER TAVERNS"!
[/color][color=#f1c232]For those already using my mod "Friendlier Taverns" Simply install this file over the old one. I did not change the esp. name so you can upgrade with no hassle to your save game.
[/color]
[color=#f1c232] [/color][color=#ff7700]RECOMMENDED MODS to enhance the experience with this mod:[/color]

[color=#f1c232][url=http://www.nexusmods.com/skyrim/mods/60421/?]Bathing in Skyrim[/url] for actual bathing and shower animations to full[/color][color=#f1c232][size=4]y enjoy the baths.

[url=http://www.nexusmods.com/skyrim/mods/67763/?]Go to Bed[/url] for an immersive sleep experience when you rent a room.

[url=http://www.nexusmods.com/skyrim/mods/11770/?]Lets get Naked[/url] for obvious reasons.

[url=http://www.nexusmods.com/skyrim/mods/52794/?]Immersive Stables-Vanilla Edition[/url], enhances all the vanilla Stables at the major Cities, I recommend it.
The mod by the same author "Immersive Stables" unfortunately conflicts with my mod at several locations at smaller towns. 

If you enjoy this mod please take a look at my other mods, [url=http://www.nexusmods.com/skyrim/mods/searchresults/?quicksrc_name=File+name&quicksrc_auth=kursan&quicksrc_game=110]just follow this link![/url]
[color=#e69138]
[color=#ff7700]FUTURE PLANS FOR THIS MOD:[/color][/color]
Adding permanent bathers in some baths.
 [/size][/color]

TESLight-SkyrimLE

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Linking bulbs to markers (bonfire and light appear simultaneously), correcting shadows and bright lights.

Requires Unofficial Skyrim Legendary Edition Patch

CONFLICTS
Any mod rewriting / adding bulbs

LOAD ORDER
Use LOOT https://loot.github.io/

Recommended mods
Climates Of Tamriel v 5.0 https://www.nexusmods.com/skyrim/mods/17802
Climates Of Tamriel - Weather Patch (CoT-WeatherPatch_Snow-40.esp only) https://www.nexusmods.com/skyrim/mods/39799?tab=description
Realistic Sun for Climates of Tamriel and Vanilla https://www.nexusmods.com/skyrim/mods/42492
Pure Waters https://www.nexusmods.com/skyrim/mods/1111
Realistic AI Detection (better sneaking) https://www.nexusmods.com/skyrim/mods/74355

Complex Ingredient Food And Potion Effects - Complete

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How does it work?


Argonians will boost their HP by eating raw beef.

Bretons will lose HP if they do so, but if they cook said beef, they will gain HP.


An Orc will have a positive reaction to Health Fortification Potions because of the ingredients.

A Khajiit will have a negative reaction to Health Fortification Potions because of the ingredients (adverse reaction to Troll Fat).


Potions have re-worked compositions, will require a kettle in your inventory, as well as an empty bottle which you can purchase at general good stores.


You will have to exercise caution as to what you ingest and what you give others for it may have unintended effects (i.e. death or poisons benefiting enemies rather than poisoning due to its composition)



What could be?

If enough people like this mod we may add extra features:

DLC coverage (including Dark Elves)

Additional species added with their own bio-reactions

Diverse Crafters (some apothecaries are more talented than others, price variation etc.)

Explanatory Sky-Animation Video

Methodology uploaded

Mihail Playable Race Add-Ons (Naga, Goblin etc.)



_______________________________________________________________________________________________________________________________________________________________
[center]*DisgruntledWombats Logo in progress


[b]Be sure to check out our other work!
[/b]

Enhanced Item Interaction Mod (2.1)

[url=https://www.nexusmods.com/skyrim/mods/94293]https://www.nexusmods.com/skyrim/mods/94293[/url]


Skyrim Together LP #5 - Highlights

[url=https://www.nexusmods.com/skyrim/videos/11087]https://www.nexusmods.com/skyrim/videos/11087[/url]


Naga Playable Race - Add-On To Mihail's Mod (2.0 update out now!)
[url=https://www.nexusmods.com/skyrim/mods/96622]
[/url][url=https://www.nexusmods.com/skyrim/mods/97483]https://www.nexusmods.com/skyrim/mods/97483[/url][/center]

Shields Block Poisons

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[list]
[*][b]Version 1.6:[/b] Added conditions to both Full and Light versions to allow wards to block poison and disease effects as well.
[*][b][u]Version 1.5 Update[/u][/b]
[/list]Set Angle conditions so that they properly evaluate in all conditions, including NPC vs NPC combat. There shouldn't be any unexpected behaviors due to player facing vs NPC any longer.

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


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

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

I made a new version of this mod in April 2018, because the original design was causing occasional crashes around spiders for some players ([b]Note: crashing issue should be fixed as of version 1.3[/b]). Each version has advantages and disadvantages, so please read the descriptions below and choose whichever version better suits your needs.

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

[s]Unfortunately, because the mod is so simple, it can't distinguish between melee attacks and arrows, nor can it tell the difference between a successfully blocked attack, and one that connects despite your attempt to block (a sword in the back, for example). This means that holding the block button will prevent all poisons from being applied, regardless of where or how you are hit. Fixing that would require at least some scripting knowledge and probably a different approach, which is sadly beyond my current abilities.[/s] [b]New in v1.5: I added "GetRelativeAngle" conditions to poison effects to match the blocking area in front of the player. This means that you will no longer be negating poisons unless you actually block the hit! :D[/b]  Activating block will not remove or affect ongoing poisons, the conditions are only checked when the poison is initially applied.

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

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

[s]NOTE: Some users have reported occasional crashes around spiders when using this mod. I believe it's related to the spit attacks and some kind of oddity with Skyrim's engine. I've previously avoided this by temporarily uninstalling the mod around problem creatures. If you experience this issue, also consider using Version 2.[/s][b] (Fixed in v1.3)[/b]

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

As of version 1.5, I've learned how to set the conditions so that they are evaluated dynamically between subject and target. This means that previous disclaimers about unexpected behaviors in NPC vs NPC combat are void. The mod now properly evaluates blocking and facing conditions in all cases.

Please let me know of any bugs.

___________________________________

[list]
[*][b][u][size=4]Light Version:[/size][/u][/b]
[/list] [i](under Optional Files)[/i]

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

I made this because some users were experiencing occasional crashes around spiders while using the original version. This version should solve that issue. The disadvantage of this implementation is that it loses some complexity - primarily that there is no way to distinguish spit attacks from melee, so spit projectiles can be blocked just as easily without a shield as with one. Since the crashing issue is fixed in v1.3, I recommend using the other version unless you have a specific need.

This version also does not benefit from the addition of RelativeAngle conditions in the 1.4 and 1.5 updates.

Optional patches are obsolete when using this version.

___________________________________


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


Requires USLEEP.

___________________________________

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

[b]CACO patch available [url=http://www.nexusmods.com/skyrim/mods/81899]here[/url] (under Misc Files).[/b]

As of version 1.4, there are some minor compatibility issues to be aware of. Because of how Skyrim's conditions are written (specifically the "GetRelativeAngle" condition that enabled the 1.4 update), the angle of attack can only be acquired relative to the player or other specific references. Luckily, NPCs are unable to use poisons, so I was able to set the angle conditions on creature-specific poisons relative to the player & poison user, and set the conditions on PC poisons relative to the player & poison victim.

What this means: Currently, the mod functions as intended in all normal situations. As far as I'm aware, it is impossible to make NPCs use poisons from their inventories, and have found no such mod that does so. If that were made possible, however, it would cause strange behavior with this mod to the point that I would call them [b]incompatible [/b](poisons would likely not be blocked by the player at all).

There is at least one mod in existence that claims to allow [i]followers[/i] to use poisons. I don't know exactly how it is implemented, but it's possible that the GetRelativeAngle conditions would reference the facing of the enemy would calculate the angle relative to the player instead of your follower. It could cause some inconsistencies, but since it's a mod that I haven't often heard mentioned, and the issues that would arise wouldn't affect the player directly, I would call this a [b]minor incompatibility[/b].

[b]In short, beware of using any mod that allows NPCs to utilize inventory poisons like the PC.

[/b]
Another note about frenzy effects: the same potential issues with facing conditions could come into play if you utilize frenzy effects on naturally-venomous creatures (spiders, charus, falmer, etc.). The blocking condition would still run on the actual target of the attack, but the facing conditions would still be calculated between the player and the frenzied creature. The only issues that would arise from this would be NPCs that are unable to block the poison of frenzied/hostile creatures when the frenzied actor is facing away from the player. Since it's an issue that will only occur between NPCs under specific conditions, I consider it relatively minor and a worthy tradeoff. Keep it in mind if you plan to run a frenzy-heavy build though.
___________________________________


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

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


[b][u]Future Plans[/u][/b]
[list]
[*]Add support for blocking enchantments? (The fact that they can be used in melee or ranged makes it slightly trickier to implement)
[*]Maybe add a stamina check for the Requiem version, so you can't block poisons when your stamina is very low (consistent with Requiem mechanics)
[/list]

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

Auto Unequip Headgears

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[youtube]xa6Rj_Vv6TA[/youtube]

Skyrim Special Edition version available [url=https://www.nexusmods.com/skyrimspecialedition/mods/20295]here[/url].

[b]Description
[/b]
If you equip a headgear when your weapons are drawn it will automatically unequip after sheathing your weapon and if you equip it when your weapons are sheathed it will remain equipped. You can add this effect to followers or all NPCs from the MCM menu or by casting the configuration spell. You can toggle the effect for each NPC by casting a spell or talking to them.

[b]Compatibility
[/b][u]
Amazing Follower Tweaks[/u]: Disable 'NPC Inclusion' or Set it to All NPCs and Enable the 'Exclude followers' option.
[b]
Uninstall
[/b]
Dismiss all of your followers, go to a secluded interior cell, run the PCB console command, disable the mod with configuration spell, save your game, remove the mod, load the save game and save again then remove unattached scripts from the safe file with a save cleaner like [url=https://www.nexusmods.com/skyrim/mods/76776/]Fallrim Tools[/url].

True Equipment Overhaul - Morrowind Oblivion D'n'D Inspired

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[center][size=4][size=6][url=https://www.nexusmods.com/skyrimspecialedition/mods/18157/?]SPECIAL EDITION VERSION HERE[/url][/size][/size][size=5]
[/size][/center]
[center][size=5]Installation and Compatibility[/size]
[size=3][spoiler]
[size=4][b]Required:[/b][/size]
Latest version of [url=https://github.com/z-edit/zedit/releases]zEdit[/url]

[size=4][b]Highly recommended:[/b][/size]
[/size][list]
[*][size=3][url=https://www.nexusmods.com/skyrim/mods/78419/?]Armor Rating Redux (Hyperbolic/Morrowind)[/url][/size]
[*][size=3][url=https://www.nexusmods.com/skyrim/mods/15927]Improved closefaced helmets[/url][/size]
[/list][size=3]
[size=4][b][/b][/size][/size][size=3][size=4][b]Instructions:[/b][/size]
[b]Part 1: Load Order[/b]
[/size][list=1]
[*][size=3]Download Main File[/size]
[*][size=3]Move True Equipment Overhaul.esp as low as possible[/size]
[*][size=3]If you have any optional ESPs, load them lower[/size]
[/list]
[size=3][b]Part 2: zEdit setup[/b][/size]
[list=1]
[*][size=3]Download latest version of zEdit.[/size]
[*][size=3]Choose portable version, unpack it somewhere[/size]
[*][size=3]Now download "Patcher" file of TEO and unpack it to the "modules" folder in your zEdit directory[/size]
[*][size=3]You must have "index.js" file in your "zEdit/modules/teo" folder[/size]
[/list]
[size=3][b]Part 3. Build zEdit Patch[/b][/size]
[list=1]
[*][size=3]If you did everything right, when you load zEdit, your patcher window will look like first mod image[/size]

[*][size=3]Choose only "TEO.esp", uncheck other patches if you have them[/size]
[*][size=3]Press "Build" and wait until it builds[/size]
[*][size=3]Close zEdit and save TEO.esp on exit[/size]
[*][size=3]If you install/update/remove mods or change your load order, rebuild TEO.esp.[/size]
[/list]
[u][size=3][b]Warning: This mod won't work if you merge your armor & weapon mods or change their esp names.[/b][/size][/u]

[size=4][b]Compatibility:[/b][/size]
[size=3]TEO is basically compatible with all mods except those which have overlapping functionality.

TEO is [b]compatible with all perk overhauls [/b]except huge ones like PerMa, SkyRe and Requiem.
This means that [b]Ordinator, Vokrii, Better Vanilla Perks [/b]are compatible.

[size=3]TEO [b]Morrowind [/b]Module [b]is not compatible [/b]with mods which [b]strongly [/b]change equipment distribution:
[/size][list]
[*][size=3]YASH[/size]
[*][size=3]Requiem[/size]
[*][size=3]MorrowLoot and derivatives (but you can use [url=https://www.nexusmods.com/skyrimspecialedition/mods/27094]Morrowloot Miscellania[/url]!)[/size]
[/list]
TEO [b]DnD [/b]Module [b]is not compatible [/b]with mods which add armor traits/properties:
[/size][list]
[*][size=3]True Armor[/size]
[*][size=3]Know Your Enemy [b]Armor Module[/b][/size]
[*][size=3](Know Your Enemy [b]Creatures Module [/b]is [u]totally compatible[/u]!)[/size]
[/list]
[size=3]Build Bashed Patch [b]before [/b]TEO.
If you are using my other patchers, correct order is this:
[/size][list]
[*][size=3]Bashed Patch[/size]
[*][size=3]TEO[/size]
[*][size=3]TUS[/size]
[*][size=3]TME[/size]
[*][size=3]TRIW[/size]
[/list][size=3][/spoiler][/size][/center][center][size=5]Morrowind-Inspired Armor System[/size][/center][center][size=3][spoiler]
Light Armor is vastly superior to Heavy Armor in vanilla game.
TEO fixes this by rebalancing Light Armor and introducing new Medium Armor type.
[b]Light Armors[/b] skill tree is renamed to [b]Light-Medium Armors.[/b]
No other changes are made to the perk tree, so [b]all perk overhauls are 100% compatible.[/b]
Light and Medium Armors are still technically of the same type.
This is the only practical way to do this.
But game mechanics make them [b]two actually separate types[/b].

[size=3][size=4][b]Light Armor [/b][/size]is as cheap and light as before, but is [b]50% weaker[/b] now.
So it is[b] very light and quiet [/b]- the only type of Armor [b]without debuffs for Thief skills.[/b]
[size=3][size=3]That's why it's the only reasonable choice for sneaky thieves, assassins and hunters.[/size][/size]
It also can be very [b]cheap[/b], so it's used by those who can't afford or don't need anything better.
[size=3]
[size=4][b]Heavy Armor [/b][/size]is untouched by TEO, so it is still [b]heavy, strong and expensive.[/b]
It's a legit solution to those who need maximum protection no matter what the cost.
[size=3][size=3]It has [b]very strong debuffs to Thief skills [/b](Sneak, Lockpicking, Pickpocket).[/size][/size][/size]

[size=4][b]Medium Armor [/b][/size]is as strong as Light Armor was before, but is heavier and more expensive.
It also has pretty [b]strong debuffs to Thief skills [/b](Sneak, Lockpicking, Pickpocket).
A balanced option which provides good protection as well as speed and reasonable cost.
It's not surprising that many soldiers, rangers and mercenaries will prefer it.
And it's not surprising that practical Medium Armor is so popular in Skyrim.
(Nords actually had racial bonus towards Medium Armor in Morrowind)[/size]
[/spoiler][size=5]Armor and Thief Skills[/size][size=3]
[spoiler]
[b]Light Armor[/b] is the only reasonable choice for Thief/Stealth characters.
[b]Both Medium and Heavy [/b][size=3][size=4][b]Armor [/b][/size][/size]have strong debuffs to Sneak, Lockpicking and Picpocket.

[/size][/size][size=3][size=4][b]Armor debuffs[/b][/size]
[b]Medium cuirass[/b]: -20% sneaking, -10% pickpocketing
[b]Medium helmet[/b]: -10% pickpocketing, -10% lockpicking
[b]Medium boots[/b]: -30% sneaking
[b]Medium gauntlets[/b]: -30% pickpocketing, -40% lockpicking

[b]Heavy cuirass[/b]: -40% sneaking, -20% pickpocketing
[b]Heavy helmet[/b]: -20% pickpocketing, -20% lockpicking
[b]Heavy boots[/b]: -60% sneaking
[b]Heavy gauntlets[/b]: -60% pickpocketing, -80% lockpicking

[b]Any shield[/b]: -100% pickpocketing, -100% lockpicking[/size]
[/spoiler][/center][center][size=5]More Armors and More Lore
[/size][/center][center][size=3][spoiler]
[size=4][b]Generic Medium Armors[/b][/size]
Vanilla Skyrim offers [b]two [/b]comprehensive lines of progression for Heavy and Light Armor.
You know it, Iron -> Steel -> ... -> Daedric and Fur/Hide -> Leather -> ... -> Dragonscale.
Many of vanilla armors are converted to Medium type, but this doesn't break anything.
TEO fully implements not two but [b]three[/b] lines of armor progression.

[size=4][b]20+ new high-quality armor sets
[/b][/size]This includes but is not limited to:
[/size][list]
[*][size=3]New Nordic armors like chainmail and brigandine[/size]
[*][size=3]New Bosmer, Breton and Cyrodilic sets[/size]
[*][size=3]Lighter versions of Dwarven, Elven And Glass Armors[/size]
[*][size=3]Thalmor and [size=3]Vigilants Of Stendarr get their own [/size]armors[/size]
[*][size=3]Stormcloaks, Dawnguard and Companions have more armors[/size]
[/list][size=3]
[size=4][b]Naming and appearance fixes[/b][/size]
[/size][list]
[*][size=3] Scaled Helmet is now unique and not a "hide helmet with stupid little horns"[/size]
[*][size=3]Steel Armor is no longer matched with Imperial boots and gauntlets[/size]
[*][size=3]Elven Armor is now a lot stronger, on par with Orcish (same as in Oblivion)[/size]
[*][size=3]New names: Elven -> Altmer, Dwarven -> Dwemer, Orcish -> Orsimer, Steel Plate -> Nordic Plate[/size]
[/list]
[size=3][size=3][size=4][b]Weapons Rebalanced[/b][/size]
TEO implements True Orcish And True Daedric Weapon modules from Weapons and Armors Fixes.
Value, rating, weight and lvl list positions of some weapon materials are switched.
This makes them more balanced and consistent with the lore.
Vanilla: Orcish < Dwarven < Elven, Daedric < Dragonbone
TEO: Dwarven < Elven < Orcish, Dragonbone < Daedric[/size][/size][size=3][/spoiler][/size][/center][center][size=5]Reworked Equipment Distribution
[/size][/center][center][size=3][spoiler]
[b]All Dragonborn content [/b](except Stalhrim and Skaal) now is widespread in Skyrim.
[b]Nordic weapons [/b]are widely used alongside Steel and Iron.
Bandits and mercenaries now often use not only Nord-made, but also [b]foreign equipment[/b]:
Altmer, Breton, Bosmer, Dunmer, Cyrodilic, as well as salvaged Dwemer and Draugr stuff.

A lot of unique or semi-unique NPCs now have more appropriate armors and weapons:
[b]
[size=4]Vanilla Skyrim + TEO[/size][/b]
[/size][list]
[*][size=3]Nobles have strong and expensive equipment[/size]
[*][size=3]Common mercenaries and warriors have more varied equipment[/size]
[*][size=3]Carriage drivers now have armor[/size]
[*][size=3]Other unique NPCs often get unique outfits[/size]
[*][size=3]Interesting NPCs also get unique outfits[/size]
[/list]
[size=3][b][size=4][b]With Immersive Armors[/b] AND/OR Immersive Weapons[/size]
[/b][/size][list]
[*][size=3]None of the IA sets are distributed to the leveled lists[/size]
[*][size=3]However, choices for unique NPCs are HUGELY expanded[/size]
[*][size=3]Interesting NPCs also use IA and IW stuff[/size]
[*][size=3]Many NPCs receive unique IW weapons[/size]
[*][size=3]Ship captains have Seadog Armor and cutlasses[/size]
[*][size=3]Redguards wear Redguard Mail[/size]
[*][size=3]Other improvements listed in the Factions section[/size]
[/list][size=3][b]
[size=4]With Populated Skyrim Series[/size][/b][/size][list]
[*][size=3]Bosmer hunters wear Bosmer Armor[/size]
[*][size=3]Dunmer mercenaries have Dunmer equipment[/size]
[*][size=3]All Knights wear Nordic and Cyrodilic Plate Armor[/size]
[*][size=3][size=3]Immersive Armors: Knight of the Faith wear Paladin Armor[/size][/size]
[*][size=3]IA: Wandering Knights wear Nordic, Cyrodilic, Hedge Knight and Vanguard Armor[/size]
[*][size=3][size=3][size=3]All knights have Nordic (vanilla) or strong (Immersive Weapons) weapons[/size][/size][/size]
[*][size=3]Knights of the Faith have only blunt weapons[/size]
[/list][size=3][/spoiler][/size][/center][center][size=5]Imperial Legion Properly Organized[/size]
[size=3][spoiler]
Imperial Legion now has 5 separate sets of equipment for different ranks.
Several Legion mods are supported.
Penitus Oculatus keep their original armor.
However, commander Maro wears same armor as other legates.

[size=4][b]Vanilla[/b][/size]
[/size][list]
[*][size=3]Couriers, scouts and quartermasters - [b]Imperial Light Armor[/b][/size]
[*][size=3]Archers - [b]Imperial Medium Armor [/b](based on Imperial Studded + old Imperial Helmet)[/size]
[*][size=3]Infantry - [b]Imperial Heavy Armor [/b](old Imperial Armor + Officer Helmet)[/size]
[*][size=3]Officers - [b]Imperial Heavy Armor + Full Helmet + new Imperial Officer Sword[/b][/size]
[*][size=3]Legates and generals - [b]General[/b] [b]Tullius Armor[/b][/size]
[/list][size=3]
[b][size=4]Immersive Armors[/size]
[/b][/size][list]
[*][size=3]Officers - [b]Imperial Heroic Armor[/b][/size]
[*][size=3]Legates and generals - [b]Imperial Knight Armor[/b][/size]
[/list][size=3]
[b][size=4]Perfect Legionnaire[/size][/b]
[/size][list]
[*][size=3](overwrites IA, [b]load after IA [/b]for proper textures!)[/size]
[*][size=3]Officers - [b]Imperial Plate Armor [/b](based on PL's General Tullius Armor + Full Helmet)[/size]
[*][size=3]Legates and generals - [b]Imperial Templar Armor[/b][/size]
[/list][size=3]
[b][size=4]Heavy Legion[/size][/b]
[/size][list]
[*][size=3](overwrites IA, requires a [b]compatibility patch [/b]with TEO)[/size]
[*][size=3]Couriers, scouts and quartermasters - [b]Imperial Light Armor[/b][/size]
[*][size=3]Archers - [b]Imperial Medium Armor + old "Soldier's helmet"[/b][/size]
[*][size=3]Infantry - [b]Imperial Heavy Armor[/b][/size]
[*][size=3]Officers - [b]Imperial Heavy Armor + Officer Helmet[/b][/size]
[*][size=3]Legates - [b]Legate Armor[/b][/size]
[*][size=3]Generals - [b]General Tullius Armor[/b][/size]
[/list][size=3][/spoiler][/size][/center][center][size=5]Other Factions Equipment[/size]
[size=3][spoiler]
[size=4][b]Stormcloaks[/b][/size]
[/size][list]
[*][size=3]Stormcloak Officers get new armor (Stormcloak Heroic Armor)[/size]
[*][size=3]3 types of armor for common soldiers - Heavy, Light and Medium[/size]
[*][size=3]Soldiers have uniform chest armors, but [/size][size=3]varying helmets, boots and gauntlets[/size]
[*][size=3]Immersive Armors: Stormcloaks also wear Snow Bear Armor[/size]
[*][size=3][size=3]Immersive Armors:[/size] Ulfric gets Stormlord Armor[/size]
[/list]
[size=3][b][size=4]Thalmor[/size]
[/b][/size][list]
[*][size=3]Two new armor sets (Medium and Light)[/size]
[*][size=3]New Thalmor Armors are based on the Noldor Content Pack[/size]
[/list][size=3]
[size=4][b]Dawnguard[/b][/size]
[/size][list]
[*][size=3]Both vanilla armors are now medium[/size]
[*][size=3]New Dawnguard Plate Armor (includes vanilla heavy helmet)[/size]
[*][size=3]Officers wear Dawnguard Plate Armor[/size]
[/list]
[size=4][b]Vigilants Of Stendarr[/b][/size][list]
[*][size=3]Vigilants have enchanted Robed/Plate Armor[/size]
[*][size=3][size=3][/size][size=3]Immersive Armors:[/size] Carcette has Ebony Mage Armor[/size]
[/list]
[size=4][b]Companions[/b][/size]
[list]
[*][size=3]Wolf Armor is now stronger and Medium[/size]
[*][size=3]Most Companions now wear Wolf Armor[/size]
[*][size=3]Kodlak as leader of the guild gets Ebony Armor[/size]
[*][size=3]Skjor and Farkas wear new Wolf Plate Armor[/size]
[/list]
[size=4][b]Orc Strongholds[/b][/size]
[list]
[*][size=3]Orcs wear Scaled and Orcish Armor[/size]
[*][size=3]Immersive Armors: Orcs also wear Einherjar and Trollsbane Armor[/size]
[*][size=3][size=3]Immersive Armors: [/size]Stronghold chiefs have Warchief Armor[/size]
[*][size=3]Horses On Patrol - Orcs is supported[/size]
[/list]
[size=3][size=4][b]Other (with Immersive Armors)[/b][/size][/size]
[list]
[*][size=3]Alikr wear Redguard Knight Armor[/size]
[*][size=3]Hunters of Hircine wear Hunter Armor[/size]
[*][size=3]Knights of The Faith ([size=3]Populated Skyrim[/size]) wear Paladin Armor[/size]
[/list][size=3][/spoiler][size=5]Oblivion-Inspired [/size][/size][size=5]Weapon System[/size]
[size=3][spoiler]
[size=4][b]New Weapon [size=3]Skills[/size][/b][/size]
It's actually pretty stupid to divide weapons into [b]one-handed [/b]and [b]two-handed.[/b]
There is nothing really different between 1H axe and 2H axe, except it's weight.
However 1H sword and 1H axe are totally different weapons.
Nowadays there are also mods which add [b]spears with custom animations[/b].
However, spears still don't have a a specific Weapon type.
So I decided to divide weapons into [b]Bladed [/b]and [b]Shafted[/b].
[b]All perk overhauls are compatible.[/b]
Basically new system looks like this:

[size=4][b]Bladed Weapons (old One-Handed skill)[/b][/size]
[list]
[*][b]Short Blades [/b]- use [b]Dagger [/b]perks - daggers and short swords from mods
[*][b]Curved Blades [/b]- use [b]War Axe [/b]perks - katana, scimitar, all other curved swords
[*](This includes vanilla swords like Orcish and all sabers/cutlasses added by mods)
[*][b]Straight Blades [/b]- use [b]Sword [/b]perks - most of vanilla and modded swords
[*][b]Two-handed Blades [/b]- use [b]Mace [/b]perks - all two-handed swords.
[/list]
[size=4][b]Shafted Weapons (old Two-Handed skill)[/b][/size]
[list]
[*][b]Axes [/b]- use [b]Battle Axe [/b]perks - all axes, but not halberds
[*][b]Blunt weapons [/b]- use [b]Warhammer [/b]perks - all maces and hammers
[*](This doesn't include quarterstaffs which are a type of polearm)
[*][b]Polearms [/b]- use [b]Greatsword [/b]perks - all spears, halberds, glaives and quarterstaffs
[/list]
[size=4][b]Benefits of new system[/b][/size]
[list]
[*][b]Spears [/b]get their own perks
[*][b]All perk overhauls are fully compatible[/b]
[*]Player now can easily change between 2H and 1H weapons
[*]The whole system now makes more sense from realism point of view
[/list][/size][size=3][/spoiler][/size][size=5][/size][size=5]Slash/Pierce/Strike/Critical Damage[/size]
[size=3][spoiler][/size]
[size=3][b]Critical Damage was fully reworked.[/b]
Now it takes into account your [b]Skill level [/b](Blade, Shafted or Archery).
All [b]alchemy/enchantment bonuses [/b]are also accounted.
Overall amount of critical damage now is [b]very significant[/b].[/size]

[size=3]There are now 6 types of damage:
[/size][list]
[*][size=3]Magic: [b]Fire, Frost and Shock[/b][/size]
[*][size=3]Non-magic: [b]Slash, Pierce and Strike[/b][/size]
[/list]
[size=3]All weapons have 1 or 2 types of Damage.
If weapon gets 2 types of Damage it will also be 25% weaker.
For example, Sword (Slash, Pierce) is 25% weaker than Sabre (Slash)[/size].

[size=3]Different weapon classes have different Damage types.[/size]
[size=3]Mods Heavy Armory, Animated Armory, Lost Longswords and Immersive Weapons add many new classes.

[size=4][b]NOTE:[/b][/size]
[/size][list]
[*][size=3]If you use [b]Animated Armory[/b], install [b]Plugin Leveled List Version[/b][/size]
[*][size=3]You don't need any AA compatibility patches (Heavy Armory, Immersive Weapons etc)[/size]
[*][size=3]TEO will setup correct AA keywords for HA and IW weapons[/size]
[/list]
[b][size=4]Bladed Weapons[/size][/b]
[list]
[*][size=3][b]Short Blades [/b]- daggers are [b]Pierce[/b], shortswords (HA) and tantos (IW) - [b]Pierce/Slash[/b], wakizashi (IW) - [b]Slash[/b][/size]
[*][size=3][b]Curved Blades [/b]- katanas (IW), cutlasses (IW), sabers (IW) and some of vanilla swords are all [b]Slash[/b][/size]
[*][size=3][b]Straight Blades [/b]- swords are typically [b]Pierce/Slash[/b], but rapiers (AA) are [b]Pierce[/b][/size]
[*][size=3][b]Two-handed Blades [/b]- real two-handed swords are [b]Slash[/b][/size]
[*][size=3]but one-and-half-handed swords like longswords (LL) are [b]Pierce/Slash[/b].[/size]
[*][size=3]I really think now that longswords should be 2H[/size][size=3], because when I used 1H they were just better swords.[/size]
[*][size=3]Also, nobody ever used longsword/bastard sword together with a shield, unlike one-handed arming swords.[/size]
[*][size=3]So 2H longswords actually are historically accurate[/size]
[/list]
[size=4][b]Shafted Weapons[/b][/size]
[size=3] [b]Axes [/b]- 1H axes will be [b]Slash[/b], but battleaxes have strong momentum, so they are [b]Slash/Strike[/b].
[/size][size=3][/size][list]
[*][size=3]However, double-edged Axes (IW Double Axes or vanilla Steel Battleaxe) are still [b]Slash[/b].[/size]
[*][size=3][b]Blunt weapons [/b]- boring but powerful. [b]Strike[/b].[/size]
[*][size=3][b]Polearms [/b]- spears are [b]Pierce[/b], halberds and glaives - [b]Pierce/Slash[/b], quarterstaffs - [b]Strike.[/b][/size]
[*][size=3][b]Blunt weapons and quarterstaffs have 50% lower Critical Damage[/b].[/size]
[*][size=3][b]They also have 20% lower Reach.[/b][/size]
[/list][size=3][/spoiler][size=5]Armor Properties[/size]
[size=3][size=3][spoiler][/size][/size]
All armors, regardless of their type (Light/Medium/Heavy), now also receive properties.

[size=3]Each [b]cuirass [/b]has a [b]single Primary Property[/b]
[/size][/size][list]
[*][size=3][b][/b][b]Plate [/b]- Slash x0.5[/size]
[*][size=3]Examples: Iron, Steel, Dwemer, Nordic Plate, Ebony, Altmer[/size]
[*][size=3][b]Segmented [/b]- Strike x0.5, Slash x1.5[/size]
[*][size=3]Examples: Scaled, Nordic Carved, Glass, Orsimer, Dragonscale[/size]
[*][size=3][b]Soft [/b]- Strike x0.5, Pierce x1.5[/size]
[*][size=3]Examples: Fur, Hide, Leather[/size]
[*][size=3]Note: Chainmail Armors are considered to be Plate[/size]
[/list]
[size=3]A [b]cuirass [/b]can also have some [b]Secondary Properties[/b][/size][list]
[*][b][size=3]Warm [/size][/b][size=3]- Frost x0.5[/size]
[*][size=3][b]Resistant - [/b]Strike x1.5, Fire x0.5, Shock x0.5[/size]
[*][size=3]Note: Resistant Armors are made of harsh, but brittle non-metal materials[/size]
[*][size=3] These are typically Crystal-based (Glass, Ebony...) or Bone-based (Chitin, Dragonscale...)[/size]
[*][size=3]Orsimer Armor is made of metal so it isn't Resistant![/size]
[/list]
[b][size=3]Close-faced helmets and masks also have a [size=4][u]Full[/u] [/size]Property
[/size][/b][list]
[*][size=3]Critical Damage Chance x0.25[/size]
[*][size=3]Pierce x0.5[/size]
[*][size=3]Time between Shouts 100% bigger[/size]
[*][size=3]Archery 75% worse[/size]
[*][size=3]Stamina Regeneration 50% slower[/size]
[/list][size=3][/spoiler][/size][size=5]Integration of Weapon Mods[/size]
[size=3][spoiler]
[size=4][b]More weapons[/b][/size]
I recommend these great mods to have a [b]fully realistic range of weapons[/b]:
[/size][list]
[*][size=3]LeanWolf's Better-Shaped Weapons (replacer)[/size]
[*][size=3]Real Bows (replacer)[/size]
[*][size=3]Animated Armory[/size]
[*][size=3]Heavy Armory (patch for AA is available)[/size]
[*][size=3]Lost Longswords [b](choose 2H version)[/b][/size]
[*][size=3]Immersive Weapons (patch for AA is available)[/size]
[*][size=3]Legendary Skyrim Crossbows[/size]
[/list][size=3]
To further integrate these mods together, TEO does some changes to these weapons.
Currently these changes affect only names of weapons.
In next versions TEO will also change their stats[/size]

[size=4][b]Name changes[/b][/size]
[list]
[*][size=3]Animated Armory: Pike -> Half Pike[/size]
[*][size=3]Heavy Armory: Halberd -> Pollaxe (overlap with AA)[/size]
[*][size=3]Heavy Armory: Quarterstaff -> Short Quarterstaff (overlap with AA and IW)[/size]
[*][size=3][b]Immersive Weapons[/b]:[/size]
[*][size=3]IW: Longsword -> Bastard Sword (overlap with LL)[/size]
[*][size=3]IW: Imperial Ebony Sword -> Ebony Falchion(this is not a Legion weapon)[/size]
[*][size=3][size=3]IW: Daedric Halberd -> Daedric [/size]Fauchard (overlap with AA and HA)[/size]
[*][size=3]IW: Quarterstaff -> Long Quarterstaff (overlap with AA and HA)[/size]
[*][size=3]IW: Spear -> Hunting Spear (overlap with HA)[/size]
[/list][size=3][/spoiler][/size][/center][center][size=5]Credits and Gratitudes[/size]
[spoiler]
[size=3]I want to thank:

[b]-[/b] [b]matortheeternal[/b], for developing zEdit and all the help I got from him.
The very possibility that this mod actually exists is because he created zEdit.
This guy is just amazing.
[b]
- hothtrooper44, [/b]for allowing me to rework distribution of Immersive Armors to make it more compatible with TEO.
Now I managed to do this as I always wanted:
TEO nearly doubles amount of generic low/medium level armors in game,
and IA provides unique outfits for named NPCs, who are now really memorable.
[b]
[/b]- [b]all mod authors[/b], that set open permissions or specifically allowed me to use their assets in this mod.
You can find full list of their mods, credits and descriptions of what I took in the "Permissions and Credits" tab.

[b]List of authors who have created full armor sets that are now included in TEO:[/b]
VAultMaN30 - [url=https://www.nexusmods.com/skyrim/mods/63346/] Yet Another Guard Armor[/url] and [url=https://www.nexusmods.com/skyrim/mods/55116/]Early-Middleages Helmets pack[/url], edited by aicy and NorthWar
Maty743 - [url=https://www.nexusmods.com/skyrim/mods/37289]Bosmer Armor Pack[/url], [url=https://www.nexusmods.com/skyrim/mods/58656/]Noldor Content Pack[/url] and [url=https://www.nexusmods.com/skyrim/mods/19655/]Matys Mithril[/url], with ground models by giggityninja
Lestryagain - [url=https://www.nexusmods.com/skyrim/mods/87248/]Truly Light Elven Armor (male)[/url], [url=https://www.nexusmods.com/skyrim/mods/82387/]Truly Light Elven Armor (female)[/url] and [url=https://www.nexusmods.com/skyrim/mods/80780/]Truly Light Glass Armor (female)[/url] (together with OperatorCactus)
lumps - [url=https://www.nexusmods.com/skyrim/mods/12377/]Heroic Stormcloak Armor[/url]
patobek - [url=https://www.nexusmods.com/skyrim/mods/25832/]Crimson Ranger Armor[/url]
Baraban - [url=https://www.nexusmods.com/skyrim/mods/22602/]Witcher 2 Style Dawnguard and Standard Heavy Plate[/url][url=https://www.nexusmods.com/skyrim/mods/6684]
[/url]Faelrin - [url=https://www.nexusmods.com/skyrim/mods/48945?]Wolf Knight Armor
[/url]MadCat221 - [url=https://www.nexusmods.com/skyrim/mods/10506]Robed Steel Plate Armor
[/url]
[b]List of authors who have created some armor parts, which are now included in TEO:[/b]
navida1 - [url=https://www.nexusmods.com/skyrim/mods/15927]Improved closefaced helmets[/url]
[/size][size=3]Brumbek - [url=https://www.nexusmods.com/skyrim/mods/80011/?]Semi-Open Guard Helmets[/url]
QwibQwibMods - [url=https://www.nexusmods.com/skyrim/mods/92869]Stormcloak Warrior Armor - Lore friendly mashup - Optional Replacer[/url]
cyrkon - [url=https://www.nexusmods.com/skyrim/mods/48984/]Medium and Light Dwarven Armor[/url]
[size=3]rahman530 - [url=https://www.nexusmods.com/skyrim/mods/6684]Lore Friendly Armor Pack[/url][/size]
Delincious - [url=https://www.nexusmods.com/skyrim/mods/21988]Shields of Skyrim[/url]
Franklin Zunge - [url=https://www.nexusmods.com/skyrim/mods/32706/]Brigandage[/url]
Omesean - [url=https://www.nexusmods.com/skyrim/mods/12693]Einherjar Armor[/url]
Batmanna - [url=https://www.nexusmods.com/skyrim/mods/50459/]Warmonger Armory[/url]
QuickFox - [url=https://www.nexusmods.com/skyrim/mods/15149/]Open Faced Dwarven Helmet
[/url]Afrotoast42, Lordofwar, Redxavier, TH3WICK3D1 - [url=https://www.nexusmods.com/skyrim/mods/78385/]Witcher 2 Armor Collection[/url][/size]

[size=3]I also want to thank [b]billyro [/b]for allowing me to include his Imperial Captain Sword.[/size]
[/spoiler][/center][center][size=5]Recommended Mods (Links)[/size]
[spoiler]
[size=3][size=4][b]Armors[/b][/size]
[size=3][url=https://www.nexusmods.com/skyrim/mods/15927]Improved Closefaced Helmets[/url][/size]
[url=https://www.nexusmods.com/skyrim/mods/6085/]Perfect Legionnaire - Imperial Armor Reforged 6-0[/url]
I recommend to install all optional files except "[/size][size=3]Full Helmet Open Face".
You don't need that one if you have Improved Closefaced Helmets
[url=https://www.nexusmods.com/skyrim/mods/95891]Heavy Legion[/url] - good alternative to PL. Requires a compatibility patch with TEO.
[size=3][b][url=https://www.nexusmods.com/skyrim/mods/19733]Immersive Armors[/url][/b] - Since 1.4 TEO totally disables MCM and scripted distribution.[/size]
[url=https://www.nexusmods.com/skyrim/mods/86665]Comprehensive Sleeves Pack[/url] - check also it's optional files
[url=https://www.nexusmods.com/skyrim/mods/48160/]Practical Female Armors[/url] - load it before Comprehensive Sleeves Pack.[b]
[/b][url=https://www.nexusmods.com/skyrim/mods/95719]Guards Armor Replacer[/url] - if you use Original ESP, you must install compatibility patch

[b][size=4]Weapons[/size][/b]
[url=https://www.nexusmods.com/skyrim/mods/39870]LeanWolf's Better-Shaped Weapons
[/url][url=https://www.nexusmods.com/skyrim/mods/64440/]Real Bows[/url]
[url=https://www.nexusmods.com/skyrim/mods/82171]Legendary Skyrim Crossbows[/url]
[url=https://www.nexusmods.com/skyrim/mods/21120]Heavy Armory - New Weapons[/url] - [u]don't [/u]install True Orcish Patch
[url=https://www.nexusmods.com/skyrim/mods/27644/]Immersive Weapons[/url] - this is still the best compilation of non-vanilla styled weapons.
Especially after the latest SSE update.
[url=https://www.nexusmods.com/skyrim/mods/89708]Animated Armoury - Rapiers Pikes and Halberds with third person animations[/url] - install Plugin Leveled List Version.
You don't need Heavy Armory and Immersive Weapons Patches[size=3]. TEO will handle this[/size]
[url=https://www.nexusmods.com/skyrim/mods/81118/]Royal Armory - New Artifacts[/url] - [size=3][size=3]Since 1.4 TEO disables scripted distribution[/size][/size] and handplaces all weapons on NPCs.
[url=https://www.nexusmods.com/skyrim/mods/26261]Lost LongSwords[/url] - [b]choose 2H version[/b]
[url=https://www.nexusmods.com/skyrim/mods/72910/]Dawnguard Arsenal
[/url][url=https://www.nexusmods.com/skyrim/mods/33292/]Unique Uniques[/url]

[size=4][b]NPCs[/b][/size]
[url=https://www.nexusmods.com/skyrim/mods/81462/]DIVERSE SKYRIM[/url][url=https://www.nexusmods.com/skyrim/mods/12977]
Immersive Patrols[/url]
[url=https://www.nexusmods.com/skyrim/mods/73315/]Populated Skyrim HELL EDITION[/url] (or just [url=https://www.nexusmods.com/skyrim/mods/73186/]Roads [/url]and [url=https://www.nexusmods.com/skyrim/mods/73167/]Cities.[/url]
NPCs from these two modules have unique outfits, assigned by TEO)
[url=https://www.nexusmods.com/skyrim/mods/8429/]Interesting NPCs[/url][/size][b] [size=3][/size][/b][size=3](these will also use[/size][size=3] Immersive Armors!)
[/size][url=https://www.nexusmods.com/skyrim/mods/99406][size=3]Citizens of Tamriel[/size][/url]
[/spoiler][/center]

Maelstrom - Spanish Translation

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Esta es la Traducción al Español de la Versión 1.01 del Mod Maelstrom - Fully Voiced Follower and Quest Mod <Requiere el Mod original> Una Fantástica Aventura de misterio con verdaderos e interesantes acertijos,   efectos especiales y mucha Calidad Técnica y de interesante Contenido,   esta es la Calidad de MODs que siempre hemos esperado ver en el Motor de Skyrim.  Es un Aporte más a la Comunidad Hispana,  para el deleite de nuestro Skyrim en Español.

[url=https://www.nexusmods.com/skyrim/users/18610979?tab=user+files]Mis Otros Mods Publicados en Nexus[/url]

[size=4][b][center][color=#ffff00]INSTALACION[/color][/center][/b]
[/size]Para Instalarlo Manualmente, se requiere un Manejador de Archivos Zip en tu PC, sugiero buscar en www.7-zip.org, una vez abres el .7z descargado, Ubicas en tu PC el Directorio donde se encuentra instalada tu Versión de Skyrim, abres su carpeta data y descargas los archivos que trae esta versión en Español.  Se sugiere crear un NUEVO Save Game,  por si quieres volver a tu estado de Perks original Fácilmente.


[size=3]CREDITOS[/size]

Todos los Créditos para el Creador del Mod Original [url=https://www.nexusmods.com/skyrim/users/21726239][/url][url=https://www.nexusmods.com/skyrim/users/2572102]nachtdaemmerung77[/url]

Mod Original :  [url=https://www.nexusmods.com/skyrim/mods/99520?tab=description]Maelstrom - Fully Voiced Follower and Quest Mod[/url]

Slash or Smash - one and two handed perks overhaul WIP

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

Mod updated, version 0.2:
Change condition of perk might and magic: now it's decrease target resist by 15% and work only if in left hand equipped spell or staff.
(It's because this perk also decrease target resist for elemental enchanting on weapon and was too overpowered)

Change condition of perk Earthquake, now it's do 1,5x damage instead of 3x and has 50% chance to knockout target

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Slash or Smash is a complete one and two-handed perks overhaul. I didn't like that in vanilla - figting with 1h sword is almoust same that fighting with war axe or mace. I'm trying to make playstyle more different with each weapon. Now each weapon in 1h have two unique perks and in 2h each weapon have three unique perks. I  add few perks for spellsword/duelist/assassin with 1h weapon in right hand and nothing/spell in left hand and two perks for daggers. And in this mod are two types of dualwielding perks  - for swords/daggers and for axes/maces. Swords/daggers very fast - but do less damage, axes/maces slow but do huge damage. No more crazy attack speed with mace and dagger/sword. 

I also add five masterperks in one handed and three in two-handed  at 100 lvl for different classes/playstyles - only one can be selected. 1 for spellsword(or spellaxe/spellmace/spelldagger :)), 2 for tanks, 1 for assassin/bladedancer, 1 for berserk, and 3 for different types of warriors in two-handed. 

[center][b]One-handed perks: [/b][/center]
Armsman(3lvls 15/40/80) - One-handed weapons do 25/50/75% more damage. 
Fighting stance(20) - Power attacks with one-handed weapons cost 40% less stamina when left hand is free or with spell.
Snake Bite(25) - Hit by dager has a small chance paralyze target.
Bladesman(25) - Attacks with swords cause extra bleeding damage  (3 per 3 sec.).  
Lumberjack(25) - Axes do 15% more damage.
Bone Breaker(25) - Maces do 25% more damage by power attacks
CriticalCharge(35) - Can do a one-handed power attack while sprinting that does 50% more damage.
Assassin's stab(50) - Attack by Dagger has 50% chance to ignore armor.
Deadly Whirlwind(50) - Side power attack with swords do 30% more damage with 5% chance kill target
HackAndSlash(50) - Standing and side power attacks with axe do a serious injure (bleeding effect - 10 per 6 sec. ). 
Giant Punch(50) - Standing and forward power attacks with mace have a 25% chance to knockdown target.
Duelist(60) - 25% attack speed bonus when left hand is free or with spell.
Dual Flurry(70) - Dual wielding attacks with swords or daggers are 40% faster.
Dual Savagery(70) - Dual wielding power attacks with maces and axes are 20% faster and do 50% bonus damage.   
[u]Flurry and savagery don't stack [/u]
Turtle Stance(70) - When shield equipped all power attacks cost 20% less stamina and do 20% more damage with chance to cut head. 
Paralyzing Strike(80) - Backwards power attack has a 25% chance to paralyze the target.

[center][u]One handed Masterperks(can choose only one):[/u][/center]
[b]Might and Magic [/b][b] [/b]- One-handed weapons do 15% more damage and each attack  increase target weakness to magic by 20% for 10 seconds, here is video how it's work https://www.youtube.com/watch?v=vSqpk1W7Rcw  
[b]Send to Sithis[/b] - Swords and daggers do 10% more damage and have 3% chance to kill a target.  
[b]Best offence is good defence[/b] - One-handed weapons do 10% more damage, 20% chance to ignore melee damage.  
[b]Best defence is good offence - [/b]One-handed weapons do 20% more damage. Power attacks has 25% chance to scare enemy(fear spell effect).
[b]Berserker Rage - [/b]When equipped two axes or maces, you do double damage when health is below 50%, and have 30% chance to kill target when health is below 10% 

[b][center]Two-handed perks: [/center][/b]
Barbarian(3lvls 15/40/80) - Two-handed weapons do 25/50/75% more damage.
Deep Wounds(25) - Attacks with greatsword cause extra bleeding damage(6 per 3 sec).
Limbsplitter(25) - Battle axes do 20% more damage.
Skullcrusher(25) - Warhammers do 30% more damage by power attack.
ChampionsStance(30) - Power attacks with two-handed weapons cost 20% less stamina.
Shock(50) - Forward and backward power attacks by greatsword have 25% chance paralyze target.
Reaper(50) - Succesfull battle axe standing and side power attacks make huge injures (20 per 6 sec).
Destroyer(50) - Backward and forward power attacks by warhammer do 30%  more damage(stack with skullcrusher). (Yes, warhammers have the simpliest bonusses,  just  one strong hit = one dead, weapon for real Orc :) ).
Sweep(60) - Sideways power attacks with two-handed weapons hit all targets in front of you. Same as in vanilla i just decrease level to 60.
Mortal twist(70) - Side power attacks with greatsword do 30% more damage with a 10% chance kill target (similar to deadly whirlwind).
Execution(70) - Backward power attack with battle axe do 40% more damage with 15% chance kill target (more chance because hit target by backward attack is harder than by side attack).
Earthquake(70) - Can do sprint forward power attack with warhammer which do triple damage(attack has giant slam effect). I'm not sure about this perk, maybe it need to be reduced.
Warmaster(90) - All two-handed weapons are 15% faster (perk work but first time it's hard to see the change).

[center][u]Two-handed Masterperks(can choose only one)[/u][/center]
[b]Knight [/b]- Two-handed weapons do 20% more damage, 50% more damage when riding horse
[b]Furious - [/b]Two-handed weapons do 30% more damage. Power attacks has 25% chance to scare enemies(fear spell effect).(with sweep perk you have a chance scare two/three enemy per hit ) 
[b]Battle monk - [/b]Two-handed weapons do 20% more damage. +100 armor when unarmored. I recommend for this perk any mod which add battlestaves for better immersion 
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Bleeding don't work on undeads, ghosts and dwemer robots.
Knockdown don't work on giants and dragons.
Fear works on enemies below 70lvl. 
Send to Sithis works on everyone and stack with mehrunes razor.
I didn't add perks with critical hits  because it's worked bad in vanilla.
I also don't use ignore armor perks for maces and warhammers, because in my opinion it looks strange when you for example do much more damage to bandit chief in strong heavy armor than to sabercat or frost spider without armor :).

It is an alpha version of mod. All perks should work fine, I test it on clean and modded skyrim, but there may be some small glitches. And I'm not sure about balance, maybe some perks need to be increased/reduced.

I'm not perfect in English, so sorry if some names or description look weird/incorrect.

The Sword of Boromir

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The Sword of Boromir of Gondor, from J.R.R. Tolkien's Lord of The Rings - The Fellowship of the Ring and it's sequel, The Two Towers.

This is my second publishing, the mod comprises the Sword and Boromir's Shield.
They are both custom modelled and hand-painted textured with a mixture of Photoshop and Substance Painter.

The two peces can be found in a row boat by the river East of Whiterun along with the remains of their previous owner.

[img]https://imgur.com/3WdR2Nq.png[/img]

May they lead you to a better fate than the one who owned before. ;-)

[img]https://cdn.images.express.co.uk/img/dynamic/36/590x/secondary/BOROMIR-907498.jpg[/img]

The Weapon is quite tough, althouth i am still figuring out the kind of stats to use for these weapons, leading to improvements down the road.

Please leave commentw and some feedback, as they wil lbe vital for future developments and learning for better releases! :)

I hope you enjoy this piece of equipment and, with it, slay many enemies. :)


- Requirements:
 
- The Base Game is Required
- If you take the isilmeriel version, it will need [url=https://www.nexusmods.com/skyrim/mods/5727]Isilmeriel LOTR Weapons Collection[/url] for the Cubemaps, i will look into a way to make new cubemaps myself.
- Otherwise, if you take the Vanilla Cubemaps version, no requirements aside the Base Game.



- The Sword and the Shield design concepts belong to WETA and New Line Cinema.

Hunting Rebalanced

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[size=4][b][center]PELT/HIDE/TUSK/SCALE CHANGES[/center][/b][/size][list]
[*]Bear Pelt worth 85 (was 50) and weighs2.0 (was 3.0).
[*]Cave Bear Pelt worth 90 (was 60) and weighs 2.5 (was 3.0)
[*]Cow Hide worth 20 (was 10).
[*]Deer Hide worth 20 (was 10).
[*]Deer Hide (variant) worth 20 (was 10).
[*]Deer Pelt worth 20 (was 10).
[*]Dragon Scales worth 500 (was 250).
[*]Fox Pelt worth 7 (was 5).
[*]Goat Hide worth 10 (was 5).
[*]Horker Tusk worth 20 (was 15) and weighs 2.0 (was 1.0).
[*]Horse Hide worth 20 (was 15).
[*]Ice Wolf Pelt worth 40 (was 15) and weighs 1.5 (was 1.0).
[*]Mammoth Tusk worth 250 (was 150) and weighs 10.0 (was 5.0).
[*]Sabre Cat Pelt worth 85 (was 25).
[*]Sabre Cat Snow Pelt worth 95 (was 40)and weighs 2.5 (was 2.0).
[*]Snow Bear Pelt worth 95 (was 75).
[*]Snow Fox Pelt worth 12 (was 7).
[*]Vale Deer Hide worth 25 (was 10).
[*]Vale Sabre Cat Hide worth 90 (was 10).
[*]Werewolf Pelt worth 125 (was 20) and weighs 3.0 (was 5.0).
[*]Wolf Pelt worth 30 (was 10).
[/list][center][size=4][b]
[/b][/size][size=4][b]TANNING RACK CHANGES[/b][/size][/center]
[list]
[*]1 Deer Pelt makes 2 Leather (previously un-tanable).
[*]1 Goat Hide makes 2 Leather (was 2 Goat Hides makes 1 Leather).
[*]1 Ice Wolf Pelt makes 2 Leather (was 1Ice Wolf Hide makes 1 Leather).
[*]1 Werewolf Pelt makes 5 Leather (previously un-tanable).
[*]1 Wolf Pelt makes 2 Leather (was 1 Wolf Hide makes 1 Leather).
[/list]
[size=4][b][center]MISC. CHANGES[/center][/b][/size]
[list]
[*]Leather now weighs 1.00 (was 2.0) and is worth 12 (was 10)
[/list][list]
[*]Leather Strips weigh 0.25 (was 0.1).
[/list]

Max hkx utilities

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Requirement: hkxcmd
currently only work in 2014
Other version may encounter unknown trouble

[color=#ffff00]1.1.0[/color] :
[color=#ff0000]Bug[/color] Fix unexpected disable controls
Add open file dialog button


Demonstrate:
[img]http://raw.githubusercontent.com/wiki/Yu5h1/MaxExtend/images/demo01.gif[/img]
Installation :
[img]http://raw.githubusercontent.com/wiki/Yu5h1/MaxExtend/images/installing.gif[/img]

Jennifer - A Nord RaceMenu Preset

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[size=5][b]WHO IS SHE?:
[/b][/size][size=4]She is the first character that I have ever created with the default character generation and she is a Nord Female.I spent hundreds of hours playing with her and I hope you will enjoy her as well!

[/size][size=5][b]REQUIREMENTS:
[/b][/size][size=4]-CBBE's Face Textures
-KS - Hairdos Lite (Surprisingly i couldn't find the hair i used on her on normal and HDT version)
[/size]

Dress strange CBBE

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[color=#fff2cc][size=4][b]Description[/b][/size][/color]
8 different colors of dresses, made for CBBE 3.4f,
supports weight slider, temperable

Wood Elf Preset Acasha 3.1 V1

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[color=#ffff00][size=6]Hello. She just [color=#f6b26b]killed[/color] your love one what do you do?

[/size][/color]
Unfortunately, as of late my skyrim is broken XD I crashed every single time outdoors :3



Hello, I want to get your comments on this preset

 :)

ENB used - Snapdragon prime

Put the [size=4][b].jslo[/b][b]t[/b][/size] in: Skyrim > Data > SKSE > Plugin > CharGen > Presets

Note: !!!!! The hair will clip in the ears, you can choose another hair if you liked :3 or i might release a wider ear for no clipping :3

Requirements

[url=https://www.nexusmods.com/skyrim/mods/74948]Lind's Elven Eyes[/url] , or if you want other eyes, you can use another
[url=https://www.nexusmods.com/skyrim/mods/29624]RaceMenu
[/url][url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos - Renewal[/url]
[url=https://www.nexusmods.com/skyrim/mods/35327]SG Female Eyebrows  [color=#f4f4f4]- or if you want another brows you can choose another[/color][/url][url=https://www.nexusmods.com/skyrim/mods/35327]
[/url]For skin - [url=https://www.nexusmods.com/skyrim/mods/51602/?]Fair Skin Complexion[/url]
For Body, CBBE

No Headmesh is Available :3 Choose vanilla head

[url=https://www.nexusmods.com/skyrim/mods/7127]RANs HeadMesh Variants[/url] , Ran-C headmesh for Rans Users, not hard requirement


Special Thanks for [url=https://www.nexusmods.com/skyrim/users/141281]zipzip[/url] for helping me fix the clippings in the eye :3


[color=#ffd966][size=5][b]Preset list[/b][/size][/color][size=6]
[/size][size=6][url=https://www.nexusmods.com/users/52652426?tab=user+files]Here


[/url][/size]

Bloodcursed - Create your own Bloodcursed Arrows

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Upon loading the mod into the game world - you will be able to find a spell tome that resembles a 'Destruction' tome - it will be stationed in the bookshelf where you find Valerica's Journal. 

This will teach you a Lesser Power:  Blood - Create BloodCursed Arrows.

You can use this as many times as you want - it will have the following effects.

1. Your character will be animated to kneel down, slice open his hand and then bleed on the ground
(Thanks to [url=https://www.nexusmods.com/skyrim/users/2893731]Brehanin2[/url] - His Better Vampires mod showed me how to do that specific animation)

2. Your character will then lose either 10, 5 or 1 Elven Arrows - depending on which is the higher denomination present.
    You will then gain an equal value of Bloodcursed Arrows.

Eg: If you have 0 Elven Arrows in your inventory - nothing will happen.
      If you have  >= 10 Elven Arrows in your inventory - you will lose 10 and gain 10.
                          >= 5 Elven Arrows in your inventory - you will lose 5 and gain 5.
                          >= 1 - you will lose 1 and gain 1

The animation and effect takes about 10 seconds to complete- so it makes sense to do 10 at a time.
I purposely capped it at 10 per use to maintain immersiveness - I didn't think it would make sense a little puddle of blood could equate to 60-100 arrows in a single dose. I mean - the blood is potent, but not that potent.


Inventory of the Mod:
1 ESP file (contains the Spell and Spell Effect to trigger the animations, also contains the spell tome and places it in Valerica's Lab)
1 Script File (with source) - to perform the conversion from Elven to Bloodcursed.

The source of the script is included for anyone to look at and duplicate etc
Most of the animation / hand-slicing etc came from [url=https://www.nexusmods.com/skyrim/users/2893731]Brehanin2[/url] - who also released the source with his Better Vampires mod etc.

main menu wallpaper replacer-bloodborne edition

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This mod functions like the original  main menu wallpaper replacer mod:every time you launch a game , one of many possible wallpapers may show up There are around 30 wallpapers in total
.This specific modification is desinged to work well with a grim and dark fantasy version of skyrim.( mods like glenmoril and vigilant are heavily recommended).

If you want to get the armor from the wallpapers , use this internet adress:
https://mega.nz/#!nNYjmI7J!C2vj7FeA1uDodvTD--A_Wl_NhH8diJPu1OvvGlrnrB8

These armors require a few other mods:

1.hdt PE
2.XP maximum skeleton extended
3.Netimmersive overrite
4.additemmenu
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