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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

Requiem - small tweaks

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[size=4][b]

Requiem - Knockdown tweak[/b][/size]

This mod makes all big enemy have knockdown ability with requiem's mass system, and those knockdown effect can be blocked now.
The creatures can knockdown you : Dragon, Giant, Dwemer centurion, Frost atronach, Bear, Sabrecat, Troll, Lurker

requirement : Requiem v3.1.0+

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[size=4][b]Requiem - npc statefix[/b][/size]

Some npc in requiem didn't have proper perks and equipment, and even Minor Arcana forgot them. This mod make them more consistent with the story. You can see the changelog for detail.

requirement : Requiem v3.1.0+

Feature enemy have been tweaked :
-Orc invader
-Thief(random encounter)
-Skooma dealer(random encounter)
-Red eagle
-Companion ghost
-Orc chiefs
-Umana and Sulla
-Alva
-Forsworn spies inside Markath city
-Haldyn
-Arondil
-Curalmil
-Bashnag
-Corrupted shade in kilkreath ruins
-Venom dragon
-Members of PenitusOculatus
-Members of Dark Brotherhood
-Gauldur brothers
-Giant chaurus
-Warlord Gathrik
-Olaf One-Eye
-Halldir
-Elite Silverhands
-Isran
-The wolf spirits of werewolfs
-The guardian spirits in the quest "Kyne's sacred trial"


Merchants :
-Farengar purchases dragon bones and scales from player
-Dushnamub sells ebony ingots
-Shuftharz sells orichalcum ingots
-Gharol sells a little ebony and orichalcum ingots
-Iddra sells refined malachite
-Rustleif sells quicksilver, iron ingot, and scimitars
-Eorlund sells more high quality armors
-Add new scrolls into level list

[list]
[/list]Followers :
-Erandur
-Mercenary followers
-Housecarl followers
-Athar
-Annekke Crag-Jumper
-Adelaisa Vendicci
-J'zargo (The only leveling follower in this mod)
-non-circle Companions
-Serana
-Benor
-Anska
-Delphine

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[size=4][b]Requiem - VampireCollection[/b]
[/size]
There only have two types of vampire boss in requiem, but I want more!
This mod add Orcish vampire, Dwarven vampire and some sub-variations for each type of vampire, and they are given different spells and equipment. Also, There will no longer have ebony vampire shows up in the first quest of Dawnguard "Awakening (at Dimhollow Crypt)", so player can join the dawnguard first before defeating the demi-god ebony vampires.

Some change you may want to know :
The dawnguard quest line becomes more smooth. It will start easier, but end harder.
The chance of spawning a ebony vampire is reduced to 10% (from 25% in Requiem)
AI will cast conjuration spells more frequently, even for a non-vampire

requirement : Requiem v3.1.0+
Load order :
Requiem.esp
-
Requiem - Immersive Divine Blessings.esp by snbcj
-
Requiem - VampireCollection.esp
-
Requiem for the indifference.esp

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[b][size=4]Requiem - Alduin redone
[/size][/b]Alduin is no longer an ideal master, but he is the true king of dragons. 

What have been changed in this mod?
-Alduin will not summon undead of soul cairn anymore. Instead, he will summon his ally and cultists.
-The summoning ability is given a proper CD time, which makes defensive builds have chance against him.
-Now, Alduin's shouts are more powerful than other dragons
-Add some MR to Alduin
(Compatible with DCO)

requirement : Requiem v3.1.0+

ALL ModPCMIscStat

Enderal Music for Skyrim

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[b]Please note that I had a username change, so while the uploader name is different than my profile's name, just know that I, TheRealChivels, uploaded this mod. If you are looking to review this mod or talk about this mod, please credit "TheRealChivels" or just "Chivels" for the mod as well as SureAI for making Enderal and Marvin Kopp, Simon W. Autenrieth, and Andres Makusev for making the soundtrack.[/b]

SSE Link: [url=https://www.nexusmods.com/skyrimspecialedition/mods/16243]Enderal Music for Skyrim Special Edition[/url]

(NOTE: Please read the entire description thoroughly) 

When I first played SureAI's amazing game/mod, Enderal, I automatically wanted to look for a mod that adds its beautiful soundtrack to the base game, but nobody had done it! A while ago, I taught myself how to make music mods with the help of another mod called "Personalized Music" (link will be included later in the credits), so I took it upon myself to ask SureAI themselves if I could make a mod that adds the Enderal soundtrack to Skyrim, and they responded with "Sure, go for it :)", so I made it in a few hours with a .bsa unpacking program and a .xwm file converter. (Links will be with the credits.) Now, several months later, Enderal released their Forgotten Stories DLC, which adds some new music into the game to go along with the new quests, characters, and worldspaces that are added by the DLC. I have added those songs to my mod, and I have made my mod NMM/Vortex friendly by adding my own .esp file (more info available under the installation section). My .esp file is just a renamed version of Personalized Music's, so you cannot have both .esps at the same time. As a result, if you plan to use any other Personalized Music mod, you'll either have to uninstall that one, download mine, and add in its files manually or vice-versa. If you do not know how to do this, refer to the old video tutorial I made for this mod; it will still be on this page. In the permissions section on Personalized Music's page, it is clearly stated that modders can use the mod's assets. 

-Soundtrack Description-
Enderal has a BEAUTIFUL and emotional soundtrack. The songs cover a wide variety of moods and settings. Some songs are upbeat and cheery while others are downright depressing. Those of you who have played Enderal know some of the songs I refer to when I say "depressing." 

-Disclaimers-
-Because of the differences between Skyrim and Enderal, some songs (like character songs) are incorporated in different scenarios that I thought were appropriate for the tone of the song (for example, Calia's song for her dialogue plays during nighttime exploration, the song at the end of the game before you make your final decision plays in the Soul Cairn, and the piano version of Fleshless that plays in the Aged Man's abode plays in Castle Volkihar.)
-I did not add EVERY song from the soundtrack. I have added approximately 85% of the songs because some are just sound effects for discovering places, death, etcetera.
-The no vanilla music file is "not recommended" because there are many unused music types. If you look into the files of the mod "Personalized Music" (the mod whose assets I used to build mine) and compare it to my files, you will notice that mine has far less music categories. What that means is that Enderal did not have enough music for me to use in every scenario, meaning your game will be awkwardly silent or repeat only a few tracks in some areas. I included it as an option, though, for the people who are not bothered by that. :)
-PLEASE REPORT ANY BUGS YOU ENCOUNTER

-REQUIREMENTS-
Soft requirement: all official Skyrim DLC. If you do not have the DLCs, then just delete any files associated with them.

-INSTALLATION-
VERY IMPORTANT THAT YOU READ THIS!!
My .esp file is just a renamed version of Personalized Music's, so you cannot have both .esps at the same time. As a result, if you plan to use any other Personalized Music mod, you'll either have to uninstall that one, download mine, and add in the old one's files manually or vice-versa. If you do not know how to do this, refer to the old video tutorial I made for this mod; it will still be on this page. In the permissions section on Personalized Music's page, it is clearly stated that modders can use the mod's assets. 
[u][i]If you are using an old version of my mod, please delete all of the old mod's files before installing this.[/i][/u]
If you are doing this manually, follow this [url=https://www.youtube.com/watch?v=enqKQW4WXNk&feature=youtu.be]Tutorial[/url]

-Credits-
-The SureAi team for making Enderal and for letting me use their music- [url=https://sureai.net/]SureAI's Website[/url]
-Those who composed this lovely soundtrack- "The Enderal's original soundtrack was mostlty composed by Marvin Kopp, Simon W. Autenrieth and Andres Makusev." ([url=https://en.wiki.sureai.net/Enderal:Soundtrack]https://en.wiki.sureai.net/Enderal:Soundtrack[/url])
-Chivels/Me- For making this mod
-[url=https://www.nexusmods.com/skyrim/mods/13286]Personalized Music[/url]- For the functionality and the use of its assets.
-MultiXWM- For making it possible to listen to the .xwm files to judge where each song belongs- [url=https://www.nexusmods.com/skyrim/mods/3159/]MultiXWM[/url]
-Personalized Music- For making this mod possible
-BSA Unpacker- For letting me access the music files- [url=https://www.nexusmods.com/skyrim/mods/4804/]BSA Unpacker[/url]
-And you- for taking the time to check out my mod!

Thank you

Better Thieves Guild Weapons and Armor

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Instead of getting leveled items, everyone gives you the best they have to offer so there's no reason to not enjoy the thieves guild from new game to late game! I also made it so Karliah's armor and bow are now visible, playable, and editable, if you have console commands or the mod [url=http://www.nexusmods.com/skyrim/mods/13632]Nightingale Hall Restored[/url] so Karliah is your follower after returning the Skeleton key. I recommend getting that mod so her items are usable, but it's not required. I also changed the power of the Nightingale and Thieves Guild armor and weapons so they fit a stealthier player who may or may not be so good at sneaking. I also made Mercer Frey's fight a little more challenging because it's kind of lackluster. You can also loot Mercer's clothes off of him and use those until you can use the Guild Master's armor. I made those more powerful as well because I wanted to have a good weapon to play on legendary difficulty and I hope this suits your playstyle as well!

Kassandra of Troy - Princess of the Dawn

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[center][font=Comic Sans MS][size=3][img]https://i.imgur.com/QOGCy1X.png[/img]
[/size][/font][font=Comic Sans MS][size=6][color=#57a5cc][img]https://i.imgur.com/q8az1wf.png[/img]
[/color][url=https://www.nexusmods.com/skyrimspecialedition/mods/27828]
[i]Skyrim Special Edition is here!

[/i][/url][/size][/font][font=Comic Sans MS][size=3]
[/size][/font][img]https://i.imgur.com/I1CO6KC.png[/img][font=Comic Sans MS][size=3]
[/size]
[/font][font=Comic Sans MS][color=#ffd966][size=4]This is the[/size][/color][/font][font=Comic Sans MS][color=#ffd966][size=4] first of three intended followers.
[/size][/color][/font][font=Comic Sans MS]
[/font][img]https://i.imgur.com/JeImuyy.jpg[/img][img]https://i.imgur.com/9G7pnKP.jpg[/img]

[color=#ffe599]
[font=Comic Sans MS][size=6][i][b]Kassandra of Troy[/b][/i][/size][/font]
[/color]

[img]https://i.imgur.com/Zs6r9fT.png[/img][font=Comic Sans MS][color=#ffd966]
[/color][/font][/center][center][font=Comic Sans MS]
[/font][font=Comic Sans MS][color=#ffd966][size=4]
[/size][/color][/font][img]https://i.imgur.com/C6L9CrP.png[/img][font=Comic Sans MS][color=#ffd966][size=4]
[/size][/color][/font][font=Comic Sans MS][color=#ffd966][size=4][youtube]Cgrxgp2Jp94[/youtube]
[/size][/color][/font][/center][center][font=Comic Sans MS][size=4][color=#ffd966]
Body: UNPB[/color]
[color=#ffd966]Weight: 80[/color]
[color=#ffd966]Height: 1.00
Race: Breton
[/color]
[color=#ffd966]Location: Temple of Kynareth in Whiterun

She is an Expert in Restoration and Alteration, has some Equipment hidden in her clothes, so she will be a great companion right from the start.

Leveling is uncapped (tanks to ff7legend :)
[/color][/size][/font][size=4]
[/size][font=Comic Sans MS][color=#ffd966][size=4]She is essential and can get married, if you behave. (She's a princess after all)[/size]


[size=4]Her Skintexture is availlable in 2K and 4K

[/size][size=4]
[/size][/color][/font][img]https://i.imgur.com/Xm506hQ.jpg[/img][img]https://i.imgur.com/uFHeUNu.jpg[/img]
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[/color][/font][img]https://i.imgur.com/RCdVYse.png[/img][font=Comic Sans MS][color=#ffd966]
[/color][/font]

[font=Comic Sans MS][size=3]I use Mod Organizer 2. Any other Mod Manager should be fine, too.
For manual process simply extract the files and put the Datafolder into your Gamefolder.[/size][/font]

[font=Comic Sans MS]
[/font][font=Comic Sans MS][color=#ffd966][img]https://i.imgur.com/CidxrxE.png[/img]
[/color][/font][img]https://i.imgur.com/uBe4lva.png[/img][font=Comic Sans MS][color=#e69138][size=5]
[/size][/color][/font][img]https://i.imgur.com/dfaiEyc.png[/img][font=Comic Sans MS][color=#e69138][size=5]
[/size][/color][/font][b][font=Comic Sans MS][color=#ffd966]


[size=4]Helping BIG time with the progress were [b][url=https://www.nexusmods.com/users/3447031][b]Queenieangel[/b][/url], [/b][url=https://www.nexusmods.com/users/6996437][b]BlackMaid[/b] [/url]and [/size][/color][/font][/b][size=4][url=https://www.nexusmods.com/skyrim/users/5039924][font=Comic Sans MS][b]ista3[/b][/font][/url][b][font=Comic Sans MS][color=#ffd966]
who saved[/color][/font][color=#ffd966][font=Comic Sans MS] [/font][font=Comic Sans MS]you guys from a lot of troubles ;)
[/font][/color][/b][/size][color=#ffd966][font=Comic Sans MS][size=4]
[/size][/font][font=Comic Sans MS][size=4][u]Thank you, my friends![/u]
[u]I wouldn't have made it without your help and support for a couple of years, by now....[/u]

HUGE shoutout to [/size][/font][/color][font=Comic Sans MS][url=https://www.nexusmods.com/users/3743885][size=4]ff7legend[/size][/url] [color=#ffd966][size=4]!!!!!!!! He helped me shrinking the filesize by over 50%.
Also is he responsible for her uncapped leveling![/size][/color][/font][/center][center][font=Comic Sans MS][color=#ffd966][size=4]

[/size][/color][/font][font=Comic Sans MS][color=#ffd966][size=4][img]https://i.imgur.com/8SkMBQI.png[/img]
[/size][/color][/font][font=Comic Sans MS][color=#ffe599][size=3]


 
[/size][/color][color=#ffd966][size=4][img]https://i.imgur.com/GGa6Hsw.jpg[/img][/size]

[b][size=4]
expired6978 for [/size][/b][/color][/font][url=https://www.nexusmods.com/skyrim/mods/29624][font=Comic Sans MS][size=4]RaceMenu[/size][/font][/url][font=Comic Sans MS][color=#ffd966][b][size=4]
[i]Gabriel Mailhot as LogRaam for [/i][/size][/b][/color][/font][i][b][size=4][font=Comic Sans MS][url=https://www.nexusmods.com/skyrim/mods/13722]The Eyes Of Beauty
[/url][color=#ffd966]xp32 and the Blessed Redux Project team for[/color] [url=https://www.nexusmods.com/skyrim/mods/37900]UNP BLESSED BODY- UNPB REDUX PROJECT
[/url][color=#ffd966] Kalilies and Stealthic for[/color] [url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos
[/url][color=#ffd966]Regenbot03 for[/color] [url=https://www.nexusmods.com/skyrim/mods/70834]Demoniac
[/url][color=#ffd966]tetrodoxin[/color][color=#f1c232] [/color][color=#ffd966]for[/color] [/font][url=https://www.nexusmods.com/skyrim/mods/86208][font=Comic Sans MS]Freckle Mania 2
[/font][/url][font=Comic Sans MS][color=#ffd966]gobbldygook for[/color] [/font][url=https://www.nexusmods.com/skyrim/mods/67147][font=Comic Sans MS][color=#6fa8dc]PAINTERLY - a High Res Vanilla Warpaint Retexture[/color][/font]
[/url][font=Comic Sans MS][color=#ffd966]Diethardt for [/color][url=https://www.nexusmods.com/skyrim/mods/31665][color=#6fa8dc]Better Makeup for SKSE[/color]
[/url][color=#ffd966]Artsick for [/color][url=https://www.nexusmods.com/skyrim/mods/97707][color=#6fa8dc]Eyes AO Clipping Fix[/color][/url][color=#ffd966] ([/color][color=#cc0000]not included in the Mod, but highly recommended[/color][color=#ffd966])[/color]
[color=#ffd966]Hvergelmir for [/color][url=https://www.nexusmods.com/skyrim/mods/30411][color=#6fa8dc]Brows [/color][/url][/font][/size][font=Comic Sans MS][color=#ffd966][size=4]
[/size][/color][color=#ffd966][size=4]Wyldsong for [url=https://www.nexusmods.com/skyrim/mods/13970]WyldTats[/url] (not included in the Mod!)
THEHAG and Bladesinger06 for [/size][/color][/font][font=Comic Sans MS][color=#6fa8dc][size=4][url=https://www.nexusmods.com/skyrim/mods/28740]THEHAGs Privat Tattoos for UNP - UNPB[/url] [/size][/color][color=#ffd966][size=4](also not included!)

[/size][/color][/font]
[/b][/i][/center][center][i][b][font=Comic Sans MS][color=#ffd966][size=4]I also highly recommend to use [url=https://www.nexusmods.com/skyrim/mods/13457]Face Light[/url] or [url=https://www.nexusmods.com/skyrim/mods/71063]Facelight Plus[/url] for enhanced Character appearance ;)

For enhanced movement, you will need[/size][/color][/font][url=https://www.nexusmods.com/skyrim/mods/26800] [font=Comic Sans MS][color=#ffd966][size=4]XPMS[/size][/color][/font][/url][/b][/i][font=Comic Sans MS][color=#ffd966][size=4][i][b] OR[url=https://www.nexusmods.com/skyrim/mods/68000] XPMSE[/url] (my choice) and [url=https://www.nexusmods.com/skyrim/mods/53996]HDT Physics Extensions[/url][/b][/i]



[/size][/color][color=#00ffff][size=2]I hope, I have not forgotten anyone! In case, please let me know.[/size][/color][/font][/center][center][size=4][font=Comic Sans MS]
[/font][/size][img]https://i.imgur.com/uBe4lva.png[/img][size=4][font=Comic Sans MS]

[/font][/size][/center][center][img]https://i.imgur.com/a0bRYHD.png[/img]


[font=Comic Sans MS][color=#ffd966][size=5]...
[/size][/color][/font]
[font=Comic Sans MS][color=#ffd966][size=5]I guess that's it![/size]

[size=5] Enjoy your new companion and have fun!!!

[/size][/color][/font][url=https://www.nexusmods.com/users/5704292?tab=user+files][font=Comic Sans MS][size=4]
[/size][/font][img]https://i.imgur.com/F9QKnVt.png[/img][font=Comic Sans MS][size=4]


[/size][/font][/url][font=Comic Sans MS][color=#000000][size=1]This one is brought to you by
[/size][/color][/font][img]https://i.imgur.com/DtZl2T7.png[/img][/center]

Shirley - Racemenu Preset

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I have uploaded many  pictures of Shirley without any photoshop change on my [url=https://www.nexusmods.com/users/66242701?tab=user+images]Images[/url] in nexus ,so you can learn more about this preset by browsing through the sets before downloading.

[img]http://m.qpic.cn/psb?/V13KAzGP4R8scq/BHwO*7dN8EBLON6jbAbyUAj3u12G3K4VZAxcGcY4RKc!/b/dL4AAAAAAAAA&bo=gAc4BIAHOAQDCSw!&rf=viewer_4[/img]

The 1.0 version :

[img]http://m.qpic.cn/psb?/V13KAzGP4R8scq/CmR.PDHEOvlrCwqHtbAuaCmUHaTI7pnHcQ1yswlndJs!/b/dFMBAAAAAAAA&bo=gAc4BIAHOAQDCSw!&rf=viewer_4[/img]

The 2.0 version:

[img]http://m.qpic.cn/psb?/V13KAzGP1W6RGb/k*iEQXIrf4MJgwe8S.35XMo2AuwaUCbcpi.*u21h8iU!/b/dL4AAAAAAAAA&bo=gAc4BIAHOAQDCSw!&rf=viewer_4[/img]

The 3.1 version without HDT:
[img]http://m.qpic.cn/psb?/V13KAzGP4R8scq/.XLrfOHX90VczLSrV.wAujfHW7H*W6ybuTQNbFArwL4!/b/dFIBAAAAAAAA&bo=gAc4BIAHOAQDiaw!&rf=viewer_4[/img]
[b][i][size=6]
notice[/size][/i][/b]
[b][size=3]The presets will load the vanilla skyrim hair because of the use of  [/size][/b][b][size=3][url=https://www.nexusmods.com/skyrim/mods/98438]New HDT Physics for KS-SG Hairs[/url] , [/size][/b][b][size=3] so you can manually choice the hair named [i][u]STEAMMIST[/u][/i] of New HDT Physics for KS-SG Hairs in racemenu to make your character look the same as mine.[/size][/b]

[img]http://m.qpic.cn/psb?/V13KAzGP4R8scq/TlckLH1mHLnjwZNH6WTImf4TGvk9WHap1FRMkbGA3*M!/b/dLgAAAAAAAAA&bo=gAc4BIAHOAQDCSw!&rf=viewer_4[/img]


[i]If you are satisfied with Shirley you can give an endorsement to her ~ Thanks so much , friend  ! :)

[img]http://r.photo.store.qq.com/psb?/V13KAzGP4R8scq/bThzN.5xp4Mtfn4MT0FV4O7qwJ3tPrW.VUWHTqMpxsU!/r/dLYAAAAAAAAA[/img]

[img]https://staticdelivery.nexusmods.com/mods/110/images/98981/98981-1566105820-610274644.png[/img][/i]

Tituclus Maximus My Pc For A Follower

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My 2hand Barbarian Warrior Also has healing,fire cloak ,chain lightning and icespikes Her armor is ebony set with an ebony greatsword Can be found in Dragonsreach for early game stuff The Body is CBBE But you can change it if you want in the meshes folder





Thanks to Caliente for the CBBE Body Replacer

A Skyrim Waltz

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[center][img]https://staticdelivery.nexusmods.com/images/110/4324947-1570372567.jpg[/img][/center]
[center][size=4]This is a 3rd person animation - it won't work in 1st person. This is not a bug, just the nature of the mod.
If you'd like me to extract some poses from these animations for you and upload them, please let me know :).[/size][/center]

[center][youtube]LwlRFopPBig[/youtube][/center]
[center][color=#ffc000][size=5][b]HARD REQUIREMENTS[/b][/size][/color][/center][center][color=#ffffff][size=4]► [url=http://www.nexusmods.com/skyrim/mods/11811]FNIS[/url] version 7_4_5 or later,
► [url=https://skse.silverlock.org]SKSE[/url] version 1_07_03 or later,
► [url=http://www.nexusmods.com/skyrim/mods/3863]SkyUI[/url] version 5.1 or later.[/size][/color][/center][color=#ffffff]
[center][size=4][color=#ffc000][size=4][b]PARTIALLY INCLUDED[/b][/size][/color][/size][/center][size=4][center][color=#ffffff][size=4]►[url=http://www.nexusmods.com/skyrim/mods/58705]PapyrusUtil[/url] partially included in this mod
[size=3]overwrite if you have an older version, do not overwrite if you already have the latest version installed in your game,[/size]
► [url=http://www.nexusmods.com/skyrim/mods/44596]MfgConsole[/url] partially included in this mod
[size=3]overwrite if you have an older version, do not overwrite if you already have the latest version installed in your game.[/size][/size][/color][/center][line]
[size=4][color=#ffc000][b]A LITTLE BACKSTORY:[/b][/color][/size]

[size=3]Okay, my Dovahkiin is better at ease with a warhammer than a flower bouquet even though he tries to behave like a gentleman (or some rough idea he formed about what that may be), but some female followers have been vehemently complaining: what's the point of all these lovely dresses and cleavaged outfits they can find at the forge if it's to roll around in the mud all day and charge draugrs all night?!.. There must be something more civilized to do in Skyrim than just rob Belethor and murder emperors, right?

Lydia's been looking all around for a proper dancing teacher, other than Cicero that is, but even Elisif had no clue. So, well, she decided to teach my Dovahkiin what she thought it was like, you know, 1,2,3... 1,2,3... can't be that hard, can it? Come on, be a nice Dovahkiin!.. Hoping to prove himself a gentleman, he kindly obliged (in some remote ruin's hidden chamber first, a Dovahkiin should never be laughing matter!). Turns out it's [b][i]very[/i][/b]  hard!.. He sure is stiff in the joints and has absolutely no sense of rythm, but he keeps practising and at least the girls are happy(er) now...

Personal note: this is also my very first animation ever, so yeah, I'm still a bit stiff in the joints too... ;)[/size][line]
[size=4][color=#ffc000][b]INSTALLATION:[/b][/color][/size]

[size=3]1. Make sure your install meets this mod's requirements: FNIS, SKSE, SkyUI.
2. Pick and dowload only one main file version: v0.1a if you already have MFGConsole and PapyrusUtil in your game, OR v0.1b if you do not have these mods installed in your game. Then install your main file with any mod manager of your choice - or manually if you know what you're doing,
3. Do not forget to run FNIS for Users before you launch your game,
4. Once in game, a new lesser power will be added to your inventory called "Dovah-Waltz".
5. After a few minutes, you'll get a notification saying that a new MCM menu has been added to your Mod Configuration. One way to speed this up is to immediately reload your loaded save, MCM menu should then appear almost instantly.[/size]
[line]
[size=4][color=#ffc000][b]HOW TO:[/b][/color][/size]

[size=3]Once the mod is enabled, a new lesser power called "Dovah-Waltz" will automatically be added to your inventory. When used, it will find the closest actor in front of you and play the animation for as long as you let it play. When you want to end the animation, just press your activate key, and let the "exit" animation play - and that's it. Should you want to instantly end the animation for some reason, press your Jump key instead, this will bypass the exit anim.

The MCM menu will let you change the animation speed (10% slower, 10% faster, or default: honestly no huge difference, this was more of a test thing), customize the animation offset and actors' size, or toggle your Dovah-Waltz power in and out of your inventory to prevent cluttering it when needed. There's also a Debug option you can use, should you ever get stuck for some reason. And you can swap roles: you lead, or you follow (but this comes at the price of a lot of clipping and bad alignments (yeah, 'cause you know, male and female bodies are not exactly interchangeable... ;)).[/size]
[line]
[size=4][color=#ffc000][b]CUSTOMIZABLE WALTZ MUSIC:[/b][/color][/size]

[size=3]This mod also adds a music file which'll add some background music to the waltzing animation - default is a wonderful piece by [/size][url=https://vindsvept.bandcamp.com][size=3]Vindsvept[/size][/url][size=3], because of course I couldn't upload a Strauss waltz or Shostakovich's Waltz n°2 which I used in the video. You can replace it with whatever you like to customize that music, there are plenty of waltz music on the Internet, duration doesn't matter as the .esp is set to cycle the track anyway. Just convert your custom file to Xwm format first, rename it "WaltzMusic" and place it in your Data/Music/HoamaiiWaltz folder.

Xwm are way preferable as .wav are known to occasionally cause CTDs. You can use [url=http://www.nexusmods.com/skyrim/mods/3159]MultiXwm[/url] to convert your .mp3 or .wav files to .xwm (and please endorse this precious tool).[/size]
[line]
[size=4][color=#ffc000][b]QUESTIONS AND POTENTIAL ISSUES: PLEASE READ[/b][/color][/size]

[size=3][b]1. Why do my toons resize in animations?[/b]

Because all movements are created frame by frame and bone by bone in 3DS, for BOTH actors, and if actors are not the same height, they will never align properly in game.
By default, both actors will rescale to a base of 1.0. You can however adjust this value in the MCM menu - just make sure to scale them both with an even multiplier.

Mods which modify actors' scales outside the scope of the CK can mess up the rescaling native functions. These are mods like RaceMenu (which I use too and gets along fine with custom animations as long as you do not modify actors' heights or scales in RaceMenu), NiOverride functions (which I use too, but not to modify actors' scales), some custom skeletons (but not all) and HDT High Heels. On the other hand, mods which modify actors' scales or heights directly inside the game system and the CK, like Gender And Heights for instance, are completely safe.

[b]2. Why do some body parts still clip while playing the animation?[/b]

I can assure you they don't in 3DS. This is a limitation from the game engine, causing small misalignments at runtime: even though the script rescales and positions both actors very precisely and both actors' animations are called simultaneously, there's always a split second difference and a few unit's fractions misplacement in game due to the game's limited floating point precision, which become even more noticeable as the actors move around - and the more script lag in your game, the worse it gets. Nothing I can do about it I'm afraid.

Of course, this will get even worse if your body type inflates boobs or butts or whatever you think the bigger the better. This was created with the most "natural looking" body types I could find (Better Males and Dream Girl at bodyslide 1, both Vanilla skeleton), it will look fine with Vanilla, UNP, original CBBE, Dream Girl, FavoredSoul and Sundracon.

[b]3. Animation glitches and potential conflicts:[/b]

Mods which modify your camera, FOV, perspective, settings, or some custom skeletons, may cause all sorts of issues with animations. It's your game, your install, your load order, it's up to you to understand the stress you're adding to it all and investigate your issues. Even if I wanted to help, I don't use such mods and I really have no time to dig through them all. Just keep in mind that this mod works perfectly fine in a conflictless install.

[b]4. Hey Hoamaii, please change/patch/add/convert/port/create...?[/b]

Nope, sorry. 2 actors, 99 bones per actor and per frame, over 2500 frames in total, plus I have a lot on my plate already: why don't you do it?[/size]
[line]
[size=3][color=#ffc000][b]SPECIAL THANKS:[/b][/color][/size]
[size=3]- [/size][url=http://www.nexusmods.com/users/8120][size=3]Fore[/size][/url][size=3] for his amazing [/size][url=http://www.nexusmods.com/skyrim/mods/11811][size=3]FNIS[/size][/url][size=3],
- [/size][url=http://www.loverslab.com/topic/39996-3ds-max-skyrim-video-animation-tutorial/][size=3]Pornphile[/size][/url][size=3] for his very precious tutorials, rigs and tools,
- [/size][url=http://www.nexusmods.com/users/26412789][size=3]CEO[/size][/url][size=3] for putting together his tutorials,
- [/size][url=http://www.nexusmods.com/skyrim/users/5355250][size=3]mastercchris aka Zaz[/size][/url][size=3] and [/size][url=http://www.nexusmods.com/skyrim/users/1179663][size=3]Kentington[/size][/url][size=3] for creating and sharing their paired animation rigs and tutorials,
- [/size][url=http://www.nexusmods.com/skyrim/users/3325399][size=3]Migal130[/size][/url][size=3] for sharing his animation scripting insights,
- [/size][url=http://www.nexusmods.com/skyrim/users/3324848][size=3]Bergzore[/size][/url][size=3] for his [/size][url=http://www.nexusmods.com/skyrim/mods/35941][size=3]Animation Lectures and Resources[/size][/url][size=3],
- [/size][url=http://www.nexusmods.com/skyrim/users/3076419][size=3]Nightasy[/size][/url][size=3] as always for his wonderful tutorials which got me started with 3DS Max,
- and last but not least, [/size][url=https://vindsvept.bandcamp.com][size=3]Vindsvept[/size][/url][size=3] for sharing his musical creations which have been acompanying me through many years of modding,
- I also want to thank Bethesda, not only for creating an everlasting game, but even more so for giving us the Creation Kit which enticed me to finally get under the hood of a game. I've learnt a lot from these amazing sandboxes: 3D modeling, texturing, coding, character creation, quest design, and lately animating... The fun never ends!
- The Nexus, for gathering such an amazing community of modders always willing to share their experience, their secrets and findings, and lend a helpful hand. Cheers to you, guys!. [/size]
[line]
[size=3][color=#1e84cc][b]TOOLS USED:[/b][/color][/size][list][*][size=3] 3DS Max[/size]
[*][size=3] HavokContentTools[/size]
[*][size=3] PEN_Attribute_Holder[/size]
[*][size=3] Pornphile 3DS Max XPMS rigs[/size]
[*][size=3] Zaz resource for modders[/size]
[*][size=3] Hktcnv[/size]
[*][size=3] Hkxcmd[/size]
[*][size=3] FNIS for modders[/size]
[*][size=3] FNIS for users[/size]
[*][size=3] SKSE[/size]
[*][size=3] MCM[/size]
[*][size=3] MfgConsole[/size]
[*][size=3] PapyrusUtil[/size]
[*][size=3] MultiXwm[/size]
[*][size=3] TES5edit[/size]
[*][size=3] Audition[/size]
[*][size=3] Première[/size]
[*][size=3] Photoshop[/size]
[*][size=3] Papyrus[/size]
[*][size=3] NotePad++[/size]
[*][size=3] Skyrim Creation Kit[/size]
[/list][line]
[size=4][color=#ffc000][b]SOME OF MY OTHER MODS:[/b][/color][/size]

[url=http://www.nexusmods.com/skyrim/mods/75579][img]https://staticdelivery.nexusmods.com/images/110/4324947-1463076086.jpg[/img][/url][line]
[url=http://www.nexusmods.com/skyrim/mods/62903][img]https://staticdelivery.nexusmods.com/images/110/4324947-1424454969.png[/img][/url][line]
[url=http://www.nexusmods.com/skyrim/mods/59260][img]https://staticdelivery.nexusmods.com/images/110/4324947-1413918260.jpg[/img][/url][line]
[url=http://www.nexusmods.com/skyrim/mods/57435][img]https://staticdelivery.nexusmods.com/mods/110/images/57435-1-1413923267.jpg[/img][/url][line]
[url=http://www.nexusmods.com/skyrim/mods/39730][img]https://staticdelivery.nexusmods.com/images/110/4324947-1463157817.jpg[/img][/url][line]
[url=http://www.nexusmods.com/skyrim/mods/58482][img]https://staticdelivery.nexusmods.com/images/110/4324947-1411770004.jpg[/img][/url][line]
[/size][/color][center][color=#ffc000][b][size=4]Do not upload to any other website than the Nexus or use any of this mod's created assets
without asking my permission first. Thank you.[/size][/b][/color][/center][line]

Skyrim Unbound Reborn

$
0
0
[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].
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][/size]
[size=2][size=2][size=2]Изменения по большей части касаются стартовых опций.[/size] Некоторые вещи, конечно, являются делом вкуса. Перейдем же к списку изменений (наконец-то)...[/size][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 перевод 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.
[size=2]> Два стартовых маркера в Фолкрите были опущены до уровня земли, так что вы больше не будете сваливаться с неба.[/size]
> 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]


[/b][size=2][b][color=#00ff00][v1.2+][/color] СТАРТОВЫЕ ЛОКАЦИИ[/b]
[color=#ffffff]
Стартовые локации в дикой местности были полностью заменены (19 на 21). Большая часть старых локаций являлась лагерями охотников\рыбаков, и ни одна из опций не спавнила вас просто в лесу\поле\т.п. Одна из локаций находилась в лагере изгоев, где вас часто могли сразу же заметить и атаковать. Таким образом, старые опции не имели единства и являлись универсальными, т.е. не имели смысла для большинства персонажей (что, черт возьми, мой воин-маг делает в лагере охотников?).
Новые стартовые локации представляют собой различные места в дикой местности: леса и равнины, морское побережье, реки и озера, дороги и развилки дорог.

Опция "Лагерь"разделена на "Лагерь Имперцев"и "Лагерь Братьев Бури", позволяя вам выбрать случайный лагерь одной из сторон конфликта. При этом военные лагеря, так же как и орочьи крепости, больше не будут случайно выбраны, если стартовая локация установлена в случайную или владение, так как эти локации не имеют смысла для большинства персонажей.

Удалена опция старта в Таверне "Неловкий Саблезуб". Это таверна, которая находится в форте, где вы спавнились в окружении бандитов.[/color][/size][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][/size][size=2]
[/size][size=2][size=2]
Основные принципы:
1. Убедитесь, что Skyrim Unbound перезаписывает конфликтующие скрипты из других модов, и никакие другие моды не перезаписывают скрипты из Skyrim Unbound. В зависимости от конкретного скрипта, вы получите негативные последствия - от неработающих функций не-драконорожденного персонажа, до сломанного старта вообще.
2. xEdit поможет вам определить порядок загрузки. Общая рекомендация - расположите Skyrim Unbound.esp ближе к концу вашего списка плагинов. Как вы можете видеть ниже, в комментариях к патчам, Skyrim Unbound должен иметь приоритет над многими модами.
Конечно, все патчи, опции и аддоны должны быть расположены после основного плагина Skyrim Unbound.
[size=2]3. Это несовместимо с другими модами альтернативного старта. Звучит логично, не правда ли?[/size]

[/size]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]
[size=2][size=2][size=2][size=2][i]GDO[/i] - [/size][/size][/size][/size][/size][/size][/size][/size][/i][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/23390]Guard Dialogue Overhaul[/url] [/size][/size][/size][/size][/size][/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2]- работает с GDO Redux[/size][/size][/size][/size][/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][size=2][url=https://www.nexusmods.com/skyrimspecialedition/mods/3850]The Choice Is Yours[/url][/size][/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[/size][/size][/size][/size][i][size=2][size=2][size=2][size=2]
DSAMG - [/size][/size][/size][/size][/i][size=2][url=https://www.nexusmods.com/skyrim/mods/13850?tab=files]Dragon Soul Absorb More Glorious[/url] [Ritual Spell]

Установщик имеет следующие аддоны:
[url=https://www.nexusmods.com/skyrim/mods/84946]Beyound Skyrim - Bruma[/url] - позволяет выбрать Бруму как стартовую локацию.
[/size]
[size=2][size=2][size=2]Что касается совместимости со старыми патчми, то они должны быть рассмотрены и при необходимости обновлены. Правда... я практически не видел патчей для Skyrim Unbound.
[/size][url=https://www.nexusmods.com/skyrim/mods/59937/?tab=files]Skyrim Unbound - Open Cities Patch [Open Cities - Patch Central] [/url]должен быть совместим.[/size]

Совместимость с другими модами:
[url=https://www.nexusmods.com/skyrim/mods/19281]Requiem - The Roleplaying Overhaul[/url] - Поместите Skyrim Unbound.esp после Requiem. Патч не требуется.
[url=https://www.nexusmods.com/skyrimspecialedition/mods/159]EBQO - Even Better Quest Objectives[/url] - Я включил все конфликтующие текстовые изменения EBQO. Поместите Skyrim Unbound.esp после EBQO. Патч не требуется.
[size=2][size=2][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrimspecialedition/mods/2475]Not So Fast - Main Quest[/url] - Несовместимо (наверняка патч возможен, но я не планирую это)[/size][/size][/size][/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][size=2][url=https://www.nexusmods.com/skyrimspecialedition/mods/6371?tab=posts]Unlocking Shouts Cost One Soul[/url] - Неа
[/size][/size][/size][/size][/size][/size][url=https://www.nexusmods.com/skyrim/mods/95138]AIM FIX[/url] - Используйте "compatibility patch for non-vanilla start"со страницы AIM FIX.[/size][/size][/size][/size][/size][/size]

[/size][size=2][size=2]
[color=#6d9eeb][b]РЕКОМЕНДУЕМЫЕ МОДЫ[/b][i]
[/i][/color][url=https://www.nexusmods.com/skyrim/mods/98250]
Misc Dialogue Edits[/url] - настраивает максимум диалогов, относящихся к драконам, для должного погружения в мир без драконов или до тех пор, пока драконы еще не появились [/size][/size][size=2][size=2][size=2][size=2](да, [b]Skyrim Unbound[/b] уже охватывает некоторые диалоги, но далеко не все). Другие изменения также достойны внимания.
[/size][/size][/size][/size][line][size=2]
Все мы хотим сделать Skyrim Unbound лучше, поэтому пожалуйста сообщайте о любых багах\проблемах\несовместимостях, которые вы обнаружили. Мне интересно ваше мнение и идеи. Я, конечно, не обязан удовлетворять все запросы, но вы должны попытаться.

Не стесняйтесь загружать свои патчи или модификации (или я могу добавить их в установщик или в опциональные файлы).
[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].
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.
The changes mostly relate to the start options. Some things, of course, are 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.
[size=2]> Two starting markers in Falkreath was moved down to the ground level, so you won't fall from the sky.[/size]
> 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]

[color=#00ff00][v1.2+][/color] STARTING LOCATIONS

[/size][/b][color=#ffffff][size=2]The starting locations in the wilderness were completely replaced (19 by 21). Most of the old locations were the hunters\fishermens camps and there was no options to spawn you just in the forest\field\etc. One of the locations was the Forsworn camp, where you often can immediately become detected and attacked. So the old options didn't have integrity and were not universal, i.e. didn't make sense for most characters (what the hell is my warrior-mage doing in a hunter camp?).
New starting locations are various places in the wilderness: forests and plains, sea coast, rivers and lakes, roads and crossroads.

The "Camp" option is splited into "Imperial Camp" and "StormCloak Camp", allowing you to select a random camp of one of the sides of the conflict. Also, military camps, as well as orcish strongholds, will no longer be randomly selected if the starting location is set to random or hold, as these locations do not make sense for most characters.

Removed the option to start in the Stumbling Sabrecat Inn. This is a tavern, which is located in the Fort, where you were spawned surrounded by bandits. [/size][/color] [/size][/color][/size]
[size=2][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][/size][size=2][size=2][size=2]
[/size][/size][/size]
[size=2][size=2][size=2][size=2][size=2][size=2]Basic principles:
1. Make sure that Skyrim Unbound overwrites conflicting scripts from other mods, and no other mods overwrite scripts from Skyrim Unbound. Depending on the specific script, you will get negative consequences - from the non-working [/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2]non-dragonborn [/size][/size][/size]functions to a broken game start at all.
2. xEdit will help you determine the plugins order. The general recommendation is to locate Skyrim Unbound.esp near the end of your plugin list. As you can see below in the patch comments, Skyrim Unbound should take priority over many mods.
Of course, all the patches, options and addons should be located after the main Skyrim Unbound plugin.
3. This is incompatible with other alternate start mods. Sounds logical, doesn't it?

[/size][/size][/size][/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]GDO[/i] - [url=https://www.nexusmods.com/skyrim/mods/23390]Guard Dialogue Overhaul[/url] - works with GDO Redux
[size=2][url=https://www.nexusmods.com/skyrimspecialedition/mods/3850]The Choice Is Yours[/url][/size]
[i]WWLMG[/i] - [url=https://www.nexusmods.com/skyrim/mods/38129/]Word Wall Learning More Glorious[/url] [Greybeard Meditation - Dynamic] - Standalone
[i]DSAMG[/i] - [url=https://www.nexusmods.com/skyrim/mods/13850?tab=files]Dragon Soul Absorb More Glorious[/url] [Ritual Spell]

[size=2][size=2][size=2][size=2]Installer have following addons:
[url=https://www.nexusmods.com/skyrim/mods/84946]Beyound Skyrim - Bruma[/url] - [/size][/size][/size][/size][size=2][size=2][size=2][size=2] allow you to select Bruma as your starting location.[/size][/size][/size][/size]
[/size][/size][/size][/size]
[size=2][size=2][size=2][size=2][size=2][size=2]As for compatibility with older patches, they should be checked and updated if necessary. But... I've hardly seen any patches for Skyrim Unbound.
[/size][/size][/size][/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][/size]

[size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2]Compatibility with other mods:
[url=https://www.nexusmods.com/skyrim/mods/19281]Requiem - The Roleplaying Overhaul[/url] - Place Skyrim Unbound.esp after Requiem. Patch is not needed.
[url=https://www.nexusmods.com/skyrimspecialedition/mods/159]EBQO - Even Better Quest Objectives[/url] - I included all conflicting EBQO text changes. Place Skyrim Unbound.esp after EBQO. Patch is not needed.
[size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrimspecialedition/mods/2475]Not So Fast - Main Quest[/url] - Incompatible (probaply patch is possible, but I don't plan it)
[size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrimspecialedition/mods/6371?tab=posts]Unlocking Shouts Cost One Soul[/url] - Nope[/size][/size][/size][/size][/size][/size][/size][/size][/size][/size]
[url=https://www.nexusmods.com/skyrim/mods/92448]AIM FIX[/url] - Use "compatibility patch for non-vanilla start" from AIM FIX page.[/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][size=2][size=2][size=2][size=2]


[/size][/size][/size][/size][size=2][size=2][size=2][size=2][color=#6d9eeb][b]RECOMMENDED MODS[/b][/color]
[/size][/size][/size][/size]
[size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][url=https://www.nexusmods.com/skyrim/mods/98250]Misc Dialogue Edits[/url][/size][/size] - [/size][/size][/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]adjusts as many dragons-related dialogues as possible[/size][/size][/size][/size][/size][/size], for proper immersion to the world without dragons or until the dragons don't
appears [/size][/size][size=2][size=2][size=2][size=2](yes, [b]Skyrim Unbound[/b] already covers many of the dialogues, but not all)[/size][/size][/size][/size][size=2][size=2][size=2][size=2][size=2][size=2]. [/size][/size][/size][/size][/size][/size]Other changes are also noteworthy.[/size][/size][/size][/size][size=2][size=2][line][/size][/size][size=2][size=2][size=2]
We all want to make Skyrim Unbound better, so please report any bugs\issues\incompatibilities you find. I am interested in your opinion and ideas. Of course, I'm not obliged to satisfy all requests, but you have to try.

Feel free to upload your translations (if you let me know then I can provide you [size=2][size=2][size=2]instructions[/size][/size][/size] to [size=2][size=2][size=2]update translation[/size][/size][/size] to future versions).
Feel free to upload your patches or modifications (or I can add them to the installer or to the optional files).[/size][/size][/size][size=2][size=2][size=2]


[/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]
[size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][color=#b6b6b6][url=https://www.nexusmods.com/users/25216299]FetorMortem[/url][/color][/size][/size][/size][/size][/size][/size][/size][/size] for WWLMG and DSAMG patches.
[/size][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2][color=#b6b6b6][url=https://www.nexusmods.com/users/3868425]GOsteW[/url] [/color][/size][/size][/size][/size][/size][/size][/size][/size][/size]for GDO patch.[/size][/size]

Imperial Nilfgaard

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[center][font=Georgia][u][size=5][b]Imperial Nilfgaard[/b][/size][/u]


[i]by [color=#ff0000]Chris Kley[/color]


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

[/size][/u][size=3]I've always disliked the imperial armor due to the fact that it seems like a downgrade compared to the armor that we saw in Oblivion. 

This mod fixes that by providing the Empire with the awesome Nilfgaard armors from the Witcher 3. 
[/size]
[b]
[/b][u][size=4][b]Installation[/b]

[/size][/u][color=#ff0000]1.[/color][size=3] Download the main file[/size]

[color=#ff0000]2.[/color][size=3] Unzip the folder and drop the content into the main skyrim data folder[/size]

[color=#ff0000]3.[/color][size=3] Enjoy[/size]


[u]Recommended Mods[/u]

[size=3]https://steamcommunity.com/sharedfiles/filedetails/?id=87783605
-> Crossbows for Imperials

Any mod that improves the Civil War
[/size]


[u][size=4][b]Compatibility
[/b][/size][/u]
[size=3]This should work fine with every mod besides mods that replace the vanilla imperial gear  (duh)[/size]


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

[/size]none so far


[size=4][u][b]Planed DLC[/b][/u]
[/size][size=3]
1. Replacement for the ugly Imperial Sword
[/size][u][size=4]
[/size][/u]
[u][size=4][b]Credits[/b]

[/size][/u][size=3]https://en.cdprojektred.com/
-> CD Project Red for the armor

[/size][/font]https://www.nexusmods.com/skyrim/mods/73207
-> Witcher 2 Nilfgaardian Armor by SETVI for the armor
[font=Georgia][size=3]
https://www.nexusmods.com/skyrim/mods/7328
-> Witcher 2 Shield Pack by redxavier for the shields

https://www.nexusmods.com/skyrim/mods/83206
-> Galanterie by billyro and for advice

Bethesda for Skyrim[/size]
[/font][/center]

Challenging Spell Learning

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[img]https://www.nexusmods.com/Contents/mods/1704/images/headers/20521.jpg[/img]

SE version available [url=https://www.nexusmods.com/skyrimspecialedition/mods/20521]here[/url]

[color=#6fa8dc]tldr[/color]
Learn spells by completing a short ritual that drains your magicka
The magicka cost of the ritual is proportional to the magicka cost of the spell, and can be adjusted in the MCM
Keep the book after the ritual and re-read it to try again or to forget a learned spell
Includes auto-patching xEdit script for 100% compatibility with everything*



[size=5][center][color=#93c47d]Summary[/color][/center][/size]Challenging Spell Learning changes the bland vanilla spell learning system to increase the challenge, risk and satisfaction of spell learning. Instead of instantaneously "consuming" spell tomes to learn the spell, reading a spell tome will now start a learning ritual that tests your magical abilities. During the ritual your magicka will steadily drain, and to learn the spell you must complete the ritual without running out of magicka. Because the rate at which the ritual drains your magicka is proportional to the cost of the spell, all but the most basic spells are effectively off limits to characters with no investment in magicka or magical skills. However, as your character improves, more and more spells will become within their reach, resulting in a natural progression from novice to master. Nonetheless, learning master spells will remain a real challenge for even high level mages, requiring thought and preparation.

Here's a video showing the mod in action. First a low level warrior fails to learn a novice destruction spell, then a low mage tries the same but succeeds because of their perks and gear. Finally, the same mage tries to learn an apprentice alteration spell but fails.

[center]
[youtube]1fHd5XhPikw[/youtube][/center]

[color=#6fa8dc][size=3]How it works[/size][/color]
When you read a spell book for the first time, a menu opens asking you if you want to try to learn the spell. If you select "yes" your inventory will close and your character will start the learning ritual (complete with pretty animations and visual effects). During the ritual you are unable to control your character and their magicka will drain at a rate proportional to the cost of the spell. After 10 seconds, if your character has any magicka remaining they will acquire the spell and regain their lost magicka. However, if they have run out of magicka they will be struck down and suffer mental exhaustion, a disease that reduces total magicka and greatly reduces magicka regeneration rate.

The rate at which magicka is lost during the ritual is proportional to the casting cost of the spell and can be configured via the MCM (see configuration section below). The ritual cost takes into account any relevant perks, enchantments, spells and potions affecting your character. So if you have perks that reduce the casting cost of the spell you are trying to learn, they will similarly reduce the rate of magicka loss during the ritual. The magicka drain can also be resisted by resist magic potions or enchantments. Accordingly, to learn a master spell you will want to have taken any relevant perks, wear gear with suitable enchantments, drink a restore magicka and/or resist magic potion and have invested in your total magicka pool when leveling up.

After the ritual you keep the spell tome. So if you failed you can try again when your character is better prepared. If you succeeded, reading the spell tome again will cause you to forget the spell, which is useful for de-cluttering you spell inventory (this doesn't work for flames or healing which are baked into your character).

[color=#6fa8dc][size=3]Configuration[/size][/color]
The MCM allows you to change various aspects of the spell learning ritual. Ritual cost can be changed via two parameters: the [b]exponent[/b] and [b]multiplier[/b], where

[center]ritual cost per second = 7.5 + ((spell casting cost/12)^[b]exponent[/b]) * [b]multiplier[/b][/center]
Higher values of the exponent cause spells to get much harder to learn as their casting cost increases (as well as making spells harder to learn in general), whereas lower values make all spell rituals similarly costly regardless of the spell's casting cost (as well as making spells easier to learn in general). The multiplier makes spells easier or harder to learn, but without changing the importance of spell casting cost. The default values (exponent = 1.00, multiplier = 2.5) are intended to remain challenging throughout the game, with master spells being off limits to all except high level mages.

For those interested in changing the values of the exponent and multiplier, open the spoiler below for more info:[spoiler]
First note that the base cost of any ritual is 75 (7.5 magicka per second for 10 seconds), so even a free-to-cast spell would require 75 magicka to learn. The rest of the ritual cost is based on the casting cost of the spell (taking into account your skill, perks, gear etc). Note that this cost is divided by 12. This is the cost of the healing spell. So if the multiplier is 2.5 (the default) then healing (without perks, gear, skill etc) would require 10 magicka per second, for a total of 100, to learn.
Let's look at the multiplier. A spell that costs 24 magicka to cast (twice healing) would cost 12.5 per second (7.5 + 2*2.5), for a total of 125. Changing the multiplier scales these values up and down. So setting it to 5 would make healing cost 125 magicka to learn and the 24 magicka spell cost 175 to learn.
Now let's look at the exponent. This effectively stretches or compresses how fast spells get difficult to learn. So, with the exponent set to 2, the spell that costs 24 magicka would now need 175 magicka to learn (7.5 + 2^2*2.5 = 7.5 + 4*2.5 = 7.5 + 10 = 17.5 per second). But bear in mind that the most expensive spells are over 100 times as costly as healing, and so with an exponent of 2, their ritual would become (almost) 100^2 (i.e. 10,000) times harder. This would basically make ti impossible to learn these spells, so if you increase the mult you will need to lower the multiplier accordingly.

Finally, if you want to do some testing yourself, here's some R code that you can paste [url=https://rextester.com/l/r_online_compiler]here [/url]to see some example ritual costs:

ritual_cost <- function(cost, mults, skill) {
  skill_mult = 1 - (skill/400)^0.65
  exp <- 1
  mult <- 2.5
  base <- 75
  div <- 12
  ritual <- base + (((cost*mults*skill_mult)/div)^exp)*mult*10
  return(ritual)
}

# ADD TO THIS LIST IF YOU WANT TO SEE MORE CASES
# name, rank, cost, mults from gear etc, skill
rituals <- list()
rituals[[1]] <- c("flames", "novice", 14, 1, 15)
rituals[[2]] <- c("oakflesh", "novice", 103, 1, 15)
rituals[[3]] <- c("oakflesh", "novice", 103, 0.5, 15)
rituals[[4]] <- c("oakflesh", "novice", 103, 0.5*0.75, 15)
rituals[[5]] <- c("candlelight", "novice", 21, 1, 15)
rituals[[6]] <- c("stoneflesh", "apprentice", 194, 1, 30)
rituals[[7]] <- c("stoneflesh", "apprentice", 194, 0.5*0.75, 30)
rituals[[8]] <- c("mass paralysis", "master", 937, 0.5, 75)
rituals[[9]] <- c("mass paralysis", "master", 937, 0.5*0.75*0.75, 75)
rituals[[10]] <- c("storm thrall", "master", 1200, 0.5*0.75*0.75, 75)
rituals[[11]] <- c("frostbite", "novice", 16, 1, 15)

for (i in 1:length(rituals)) {
  ritual <- rituals[[i]]
  name = ritual[1]
  rank = ritual[2]
  base_cost = strtoi(ritual[3])
  cost_mult = as.numeric(ritual[4])
  skill = as.numeric(ritual[5])
  
  output = paste0(name, " (", rank, "): ", round(ritual_cost(base_cost, cost_mult, skill)), " (mult: ", cost_mult, ", skill: ", skill, ")")
  print(output)
}
[/spoiler]

The MCM includes two additional toggles. The first turns mental exhaustion into a 10 minute debuff, as opposed to a disease, this is for players who use mods that make diseases much harder to cure than in vanilla. The second allows you to remain in first person view during the ritual. This is only for players who use a mod than enables first person animations as otherwise you'll just stand there.



[color=#93c47d][size=5][center]Installation[/center][/size][/color][color=#6fa8dc][size=3]Requirements[/size][/color]
[b]SKSE [/b]- the ability to set the rate of magicka loss during the ritual as a function of the cost of the spell you are trying to learn relies on new functions added by SKSE.
[b]SkyUI[/b] - only needed if you want to access the MCM.

[color=#6fa8dc][size=3]Installation[/size][/color]
This mod installs via a zEdit patcher to automatically accommodate any other mods in your load order. This means that spell tomes added by other mods will automatically be affected by Challenging Spell Learning. It also automatically resolves conflicts between Challenging Spell Learning and other mods that edit spell tomes, like Book Covers Skyrim. To install Challenging Spell Learning and make the patch follow these instructions:

[b]1. Install the mod[/b]
- Download and install the mod into your data directory. Make sure challenging_spell_learning.esp is active.

[b]2. Install zEdit[/b]
- Download, and install [url=https://github.com/z-edit/zedit/releases]zEdit[/url].

[b]3. Add the patchers to zEdit[/b]
- Open zEdit.
- Load your full load order, including challenging_spell_learning.esp. The position of the CSL esp does not matter.
- In the top right is a button that looks like 3 little cubes, click it and it will show a list of currently installed patchers.
- Click to install a new patcher. Navigate to the CSL patcher: it is where-ever you installed the mod, inside a folder called "zEdit patchers". Install it then click the button to restart zEdit.

[b]4. Run the patcher[/b]
- Load your full load order in zEdit, including challenging_spell_learning.esp. The position of the CSL esp does not matter.
- In the top right is a button that looks like a jigsaw puzzle, click it to see a list of installed patchers.
- Build the patch, it will take a couple of seconds.
- Watch the logs as the patchers run, they give you warnings if its not sure how to patch any of the spell tomes. In the patcher config page you can turn on "verbose" which triggers more detailed logging.
- Exit zEdit saving the newly created patch esps.

[b]5. Play your game[/b]
- Make sure the patch is below all the mods they patched.

Notes:
- The mod also comes with an xEdit script if you prefer. It is located in the install directory inside a folder called "xEdit scripts". However, I cannot provide help concerning the xEdit script as I did not make it.

[color=#6fa8dc][size=3]Performance impact[/size][/color]
None


[color=#93c47d][center][size=5]Compatibility[/size][/center][/color]
Thanks to the patcher, I believe that Challenging Spell Learning is compatible with everything*.

*... except mods that add scripts to the spell tomes. These are basically only other spell learning mods though (e.g. Better Spell Learning), and there's no easy way to somehow combine their effects, so you're just going to have to choose between these mods.

*... if you are already using apocalypse spells you will need to start a new game after installing CSL, otherwise looking at spell tomes in your inventory or vendors' inventories will cause CTDs.


[color=#93c47d][size=5][center]Synergistic Mods[/center][/size][/color]Challenging Spell Learning is basically a standalone mod. However, mods that change restore magicka potions to act over time (e.g. CACO) will help you pass the spell learning trials. Vanilla potions cannot help you because they act instantaneously and once you start the ritual you are locked out of your inventory.


[center][size=5][color=#93c47d]My other mods[/color][/size][/center]
[url=https://www.nexusmods.com/skyrim/mods/88243]Know Your Enemy[/url] - A resistance and weakness overhaul for enemies and armors
[url=https://www.nexusmods.com/skyrim/mods/93967]Trainers Galore[/url] - An expansion of the training system designed for "training only" leveling
[url=https://www.nexusmods.com/skyrim/mods/94078]Challenging Spell Learning[/url] - Spell Tomes trigger a costly ritual you must pass to learn spells
[url=https://www.nexusmods.com/skyrim/mods/96473]Pick Your Poison[/url] - An alchemical handbook to support strategic foraging
[url=https://www.nexusmods.com/skyrim/mods/96817]NPC Stat Rescaler[/url] - A patcher that adjusts NPC stats for faster, fairer, and less spongy combat.
[url=https://www.nexusmods.com/skyrim/mods/96863]XP Editor[/url] - A patcher that adjust xp gain and leveling


[color=#93c47d][size=5][center]Future Plans[/center][/size][/color]None for now.



[color=#93c47d][center][size=5]Acknowledgements[/size][/center][/color]
Overwhelming thanks to Mator for creating zEdit, without which the zEdit patcher would not be possible. A huge thank you to cdcooley who provided the xedit script and suggested changes to the ritual script. Thanks also to several users who provided patches before the script was available: agentw, Rokendov, FetorMortem, and Nyrhi. Finally, thanks to everyone who contributes to the creation kit wiki and nexus forums. It took a lot of googling to get the animations working the way I wanted.

Kishar - A Spriggan Utility Follower

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[center][color=#999999][size=1]SE version coming soon![/size][/color]

[b][size=5]Meet Kishar![/size][/b]
She is a unique Spriggan who has gotten herself trapped by hagravens in Snapleg Cave!
[color=#999999][size=1]She replaces the vanilla spriggan that is trapped here.
When dismissed she will return to the same clearing just outside Eldergleam Sanctuary, where the vanilla spriggan goes when freed.[/size][/color]
[b][size=3]Go save her![/size][/b]
[b]
[img]https://staticdelivery.nexusmods.com/mods/110/images/99681/99681-1570223662-800387842.jpeg[/img]


[size=5]She is an Alteration/Illusionist![/size][/b]

[img]https://staticdelivery.nexusmods.com/mods/110/images/99681/99681-1570239276-43757385.jpeg[/img]

[img]https://staticdelivery.nexusmods.com/mods/110/images/99681/99681-1570239209-236532461.jpeg[/img][/center]

[b][u][size=5]Spell List[/size][/u][/b]

[b][size=3]She has her own custom set of spells! [/size][/b]
[color=#999999]They are mostly similar to other spells that exist in game, but modified/merged and/or given different effects to match her better![/color]

Once she is recruited, you will be given a new power: [b]Kishar, Aid Me![/b]
Use this power to tell her when to use which spells.
Or alternatively, you can double-click on her to have her cast them.
[color=#999999][size=1][i](With the exceptions of Kishar's Call being power-activated only, and Kynareth's Guidance double-click activated only. This will likely be configurable once I make an MCM.)[/i][/size][/color]

[size=1][i][b]Spell Name[/b] (Similar counterpart)[/i][/size]

[color=#d9d2e9][size=3][b]Nature's Blessing[/b] [i](Rally)[/i][/size][/color]
Gives AoE buff to HP/SP/MP.
Scales with level, starts at only +10, then +20 at higher levels.
Bonus additional +10 HP/SP for animals!
[b][size=1]Use her power or double click her [u]while your weapons are out[/u] to activate.[/size][/b]

[color=#d9d2e9][size=3][b]Siren's Sight[/b] [i](Candlelight, Waterbreathing)[/i][/size][/color]
Brightens underwater vision, and gives waterbreathing.[b][size=1]
[/size][/b][size=1][i](For even better underwater vision, check out [url=https://www.nexusmods.com/skyrim/mods/99668]Underwater Visibility Fix[/url]!)[/i][/size]
Drains Kishar's MP while in effect.
[b][size=1]Use her power or double click her [u]while swimming[/u] to activate/deactivate.[/size][/b]

[color=#d9d2e9][size=3][b]Predator's Prowl[/b] [i](Muffle)[/i][/size][/color]
Grants noise reduction.
Scales with level, 50% at low level, 100% at higher levels.
Drains Kishar's MP while in effect.
[b][size=1]Use her power or double click her [u]while sneaking[/u] to activate/deactivate.[/size][/b]

[color=#d9d2e9][size=3][b]Kishar's Call[/b] [i](Pacify, Kyne's Peace, Spriggan's Call)[/i][/size][/color]
Calms and Charms nearby creatures.
Scales with level, start with a radius of 50 and duration of 60s, increased gradually up to radius of 250 and duration of 90s.
[b][size=1]Use her power (while NOT swimming/sneaking/weapons out) to activate.
This is also her default action when you are in combat, regardless of swimming/sneaking/weapons out.[/size][/b]

[color=#d9d2e9][size=3][b]Kynareth's Guidance[/b] [i](Clairvoyance)[/i][/size][/color]
Shows a path to your current objective.
[color=#ff0000][b]Warning: Be sure to deactivate it before zoning, as [u]any Clairvoyance effects that are active when you zone will be stuck there permanently[/u]![/b][/color]
This is a vanilla bug with Clairvoyance and I have not found a workaround to prevent it. :(
[size=1][i]If you accidentally zone and get some effects stuck, worst case you could manually disable each star in the trail by clicking each in the console and typing [b]disable[/b]... But that would be tedious.
[/i][color=#999999]If anyone more knowledgeable than me with the CK has any advice or suggestions, that would be great! 
Are there any events or conditions that would register if the player is about to zone BEFORE they actually zone? Id like to trigger a dispel script somewhere, but so far nothing has worked.[/color][/size]
[b][size=1]Double click her (while [/size][/b][b][size=1]NOT swimming/sneaking/weapons out)[/size][/b][b][size=1] to activate/deactivate.


[img]https://staticdelivery.nexusmods.com/mods/110/images/99681/99681-1570223679-1749929176.jpeg[/img]

[/size][/b]

[b][u][size=5]Kishar's Gift[/size][/u][/b]

[b][size=3]When she is recruited, Kishar will give you a special ring.[/size][/b]
When worn, she has enchanted this ring to make you friendly to all animals and spriggan!
Wearing the ring will also enable her to auto-cast Kishar's Call during combat, and Siren's Sight while swimming.
[color=#999999][size=1]Auto-cast options may later be moved to MCM options, once I make an MCM menu...[/size][/color]
[b]BUT, while the ring is worn, Kishar's MP will regen more slowly.[/b]



[size=5][u][b]Future plans?[/b][/u][/size]

Probably! 
[color=#f1f1f1][size=2]Starting with an MCM. What kind of options would you like in it?[/size][/color]
[size=1]And I'm also always open to feedback/suggestions! :)[/size]




[size=5][u][b]Compatibility[/b][/u][/size]

Follower management mods? I haven't tested all of them, but I don't think they could break anything permanently.
If they add their own packages(ie autosandbox options), they'll probably mess with her transformations and spellcasting on demand.

[color=#f1f1f1]Should be compatible with anything else that I can think of. Most of her stuff is custom, so wont be affected by other mods.
[/color]
For any other mod that adds additional options via dialogue, the options might show up even if they are not relevant.
[size=1](Eg. Convinent Horse's "You should buy a horse." or Simple NPC Outfit Manager's "Let's talk outfits...")[/size]


[size=5][u][b]Credits/Thank Yous![/b][/u][/size]

CrEaToXx's [url=https://www.nexusmods.com/skyrimspecialedition/articles/1100]Creating custom Follower Framework[/url] (Text guide)[size=1] - Fantastic custom follower creation guide![/size]
Deck16's [url=https://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1]Making a Unique-Voiced Follower in Skyrim[/url] (Text guide)[size=1] - I haven't actually went through this whole one yet, but it looks good for future 'dialogue' expansion![/size]
Darkfox127's [url=https://www.youtube.com/user/DARKF0X127/playlists?view=50&sort=dd&shelf_id=3]Many Skyrim Creation Kit Tutorials[/url] (Youtube)[size=1] - This guy is great, for like, everything![/size]



[center]
[b]Check out my other mods! :)[/b]

[url=https://www.nexusmods.com/skyrimspecialedition/mods/27358][img]https://staticdelivery.nexusmods.com/mods/1704/images/27358/27358-1563487633-1655823582.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/24964][img]https://staticdelivery.nexusmods.com/mods/1704/images/24964/24964-1563487754-970503956.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/25431][img]https://staticdelivery.nexusmods.com/mods/1704/images/25431/25431-1563487585-956812431.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/24079][img]https://staticdelivery.nexusmods.com/mods/1704/images/24079/24079-1563490333-1141601282.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/24824][img]https://staticdelivery.nexusmods.com/mods/1704/images/24824/24824-1563490192-1579172086.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/25910][img]https://staticdelivery.nexusmods.com/mods/1704/images/25910/25910-1563490281-66494187.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/28817][img]https://staticdelivery.nexusmods.com/mods/1704/images/28817/28817-1570065903-304932971.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/28209][img]https://staticdelivery.nexusmods.com/mods/1704/images/28209/28209-1566607095-1247627182.jpeg[/img][/url]

[size=1]And some more without fancy picture links...[/size]

[url=https://www.nexusmods.com/skyrimspecialedition/mods/23996]Werewolf Feral Beast Run[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/25030/]Bigger Werewolf Tails[/url]

[url=https://www.nexusmods.com/skyrimspecialedition/mods/24016]Less Confrontational Animals (For SkyTEST)[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/24319]Healthy Skeevers[/url][/center]

Luciana

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My favorite youtube singer Luciana Zogbi

Luciana:

---->> Required: KS Hairdos - Renewal

[url=https://www.nexusmods.com/skyrim/mods/68311]https://www.nexusmods.com/skyrim/mods/68311[/url]

* Vanilla Follower.
* You can use your favorite texture pack, she will adapt very well.
* This mod run over all DLC and no need another mod.

* She is a rogue class, support: Dual Wielding, Archery, Light Armor and Sneak.
* Now she can use self fast heal too.
* Level with player from 10 to 150.


* She use her initial barkeeper clothes.
* She lives in the Temple of Kynareth in Whiterun.


[i]Feel free to send coments and pics !!![/i][u]
[/u]

Kat Preset

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This is my first upload and my first Racemenu preset 

Requirements : KS hairdo - [url=https://www.nexusmods.com/skyrim/mods/68311?tab=description]https://www.nexusmods.com/skyrim/mods/68311?tab=description[/url]
     fair skin complexion - [url=https://www.nexusmods.com/skyrim/mods/51602]https://www.nexusmods.com/skyrim/mods/51602[/url]
      The eyes of beauty - [url=https://www.nexusmods.com/skyrim/mods/13722]https://www.nexusmods.com/skyrim/mods/13722

[/url]Thank you for downloading and I hope you enjoy this preset

Organic Noble Furniture

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[center][color=#f1c232][size=6]Organic noble furniture[/size][/color]
[img]https://i.imgur.com/yejnC6u.jpg[/img]If those guys managed to build castles, why wouldn't they polish some wood so it looks classy?
Retexture of the noble furniture.
[size=6][size=5]
[i][b][size=6][size=6][size=4][size=6][b][size=4][b][b][size=6][size=4][b][b][size=6][b][size=6][b][size=6][url=https://www.nexusmods.com/users/6960827?tab=user+files&BH=0][img]https://i.imgur.com/8Nouh0C.png[/img][img]https://i.imgur.com/1aHnbxc.png[/img][/url][/size][/b][/size][/b][/size][/b][/b][/size][/size][/b][/b][/size][/b][/size][/size][/size][/size][/b][/i][/size][/size]
[/center]

Requiem Tweaks by Paulicus

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[center][/center][center][img]http://staticdelivery.nexusmods.com/mods/110/images/19281-0-1455057848.png[/img]
[size=5][i]Tweaks by Paulicus[/i][/size][/center]

[u][b][size=5]Description[/size][/b][/u]

This is simply a small collection of minor tweaks I made to my own game of Requiem. Some are done for reasons of lore-friendliness or consistency in the game world, others are just to satisfy my own sense of game balance or fill empty niches. I hope you find something you like.

[s]All of my tweaks are available in separate files. Most don't overlap at all, so they are likely fine to merge. If nothing else, they are very simple to combine in TES5Edit by copying some of the overrides.[/s] I've combined my most popular tweaks into a single file for easier maintenance, and left a few others separate. I left the latest versions of my 'standalone' files in the "Old Files" section in case anyone wants them.

All tweaks are made with Requiem 1.9.4.1 and USLEEP in mind. Requiem 2.0/3.0 versions available where required.

[b]Note: As of version 1.3 of this mod I'm no longer supporting Requiem 2.X. It seems like most people are playing 1.9 or the newest version anyway, and I need to cut down on the number of files to maintain.[/b]

___________________________________________________________________________________________________________

[size=4][b]Updated for Requiem 3.0 (versions available for Requiem 1.9)
[/b][/size]

[size=5][b][u]Changes in New Combined Files[/u][/b][/size]

[b][u]Sneak Attack Resistances Redone
[/u][/b]
This is probably my most involved tweak. I've gone through a few iterations, and I'm pretty happy with the version I've arrived on. As a player of Pathfinder/D&D, I used to just disable sneak attack immunity, as it didn't make much sense to me for most enemies. This is my attempt at a more nuanced version.

[list]
[*]Perks in the sneak tree are required to perform sneak attacks on creatures with unusual anatomies. The [b]Anatomical Lore[/b] perk will unlock basic sneak attacks on creatures that were previously immune. The [b]Advanced Anatomical Lore[/b] perk will allow you to gain the larger sneak attack multiplier on such enemies, but the below restrictions will still apply. Vampires are included in this category.
[*]All enemies that were previously immune will take half damage from sneak attacks (undead, constructs, spriggans, wraiths, etc.).
[*]Undead and ghosts are only susceptible to sneak attacks with silver or daedric weapons - and still take half damage with these weapons.
[*]Elemental daedra (atronachs) are not vulnerable to sneaks attacks at all, having no anatomy or natural weakness to weapons.
[*]Undead and other 'sneak immune' creatures take no extra damage while sleeping (made it a bit too easy to clear some draugr dungeons).
[*]Daedric bows will be able to perform sneak attacks on undead with any ammunition, but normal damage reductions still apply if not using silver arrows.
[*]Enables dual-wield sneak attacks at half normal sneak attack multiplier (for Requiem 1.9, emulates Requiem 2.0 behavior)
[/list]

[b][u]More Armor Piercing
[/u][/b]
Adds a bit more variety in AP options for melee weapons, especially for characters that reject the Daedric Princes.

[list]
[*]Ebony and Dragonbone melee weapons have 10% armor piercing.
[*]Glass melee weapons have 5% armor piercing.
[*](For Requiem 1.9 version) Daedric weapon AP is reduced to 30%, as in Requiem 2.0.
[/list]
This is not present in the version for Requiem 3.0, as all material-based AP has been removed.

[b][u]Alchemy Tweaks

[/u][/b]I made some quality-of-life changes to a few alchemy effects. Some durations have been increased for convenience. Some magnitudes have been increased to make high-tier pre-made items actually useful beyond early levels. Some ingredients have been tweaked to make rare ingredients truly stand out, and some common ingredients that were too strong were nerfed. To be clear, this is a far cry from other in-depth alchemy overhauls (such as [url=http://www.nexusmods.com/skyrim/mods/86504/?]Requiem Alchemy Rebalance[/url]). All I've done is tweaked a few things I that didn't like. If you have an overhaul you'd like to use, just load it after my mod and let it overwrite my edits. Speaking of, here's a list of what I've done (Includes ingredients and pre-made potions):

[list]
[*][u]Featherweight (Carry weight)[/u]: durations increased to 600-1800 seconds.
[*][u]Fortify Lockpicking/Pickpocketing/Smithing/Enchanting[/u]: most durations increased to 300 seconds. Useful if you're using [url=https://www.nexusmods.com/skyrim/mods/83379/]SkyrimSouls[/url] or another mod to unpause menus.
[*][u]Soul Trap[/u]: durations set between the massive values in Requiem 1.9 and the much shorter ones in 2.0. Will scale with alchemy perks to reach approximately 300-600 seconds at higher levels (instead of multiple thousands like it would in 1.9). Duration varies with rarity of ingredients.
[*]Some rare ingredients buffed slightly to make them stand out. A few common ingredients there were too strong were nerfed.
[*][u]Poisons of Fury and Fear (Pre-Made)[/u]: increased magnitudes so that the most valuable poisons are still useful beyond the early game. Maximum effect is Level 40 for "Remarkable" poisons. I didn't alter ingredient magnitudes in this case, I may do so in the future after testing.
[*]It's not alchemy, but I also similarly increased the magnitudes for a few types of [b]Raise Dead scrolls[/b], so that they can actually raise "powerful dead bodies."
[/list]
I also included my tweak to the second rank of the [b]Alchemical Lore [/b]perk, making the effect scale with alchemy skill. Instead of instantly unlocking the ability to determine all four effects of ingested ingredients, you will instead learn one more effect at skill levels 25, 40, and 65.

In addition, I included my tweak to make [b]Powdered Mammoth Tusk[/b] craftable. First, you'll need to piece together the recipe by reading a "note" that some enterprising giant [i]tried [/i]to write (can occasionally be found on dead giants or in their chests). The recipe requires some rare ingredients at a smelter, and starts out quite inefficient, but you will improve with the Alchemical Lore (Rank 2) and Catalysis perks, as well as alchemy skill.

Finally, I gave soul gem fragments a purpose by creating some recipes at the smelter that allow you to grind them into dust, which has some use in making potions (mostly useful for Soulreaping effects). Requires the first rank of the Alchemical Lore perk.

[b]New in 1.3:[/b] Invisibility effects now provide a 50% to ignore all damage, similar to the miss chance provided in D&D. Invisibility still breaks as normal, so it won't be a strong option, but it might give you an edge at the start of a fight or when running away.


[b][u]Azura's Star

[/u][/b]Inspired by a tweak I once downloaded from the Requiem reddit (unfortunately I copied it into my personal patch and couldn't find the original author to give credit), I added an effect to Azura's Star that boosts the player's enchanting abilities by 20% when you're carrying Azura's artifact. Unlike the original tweak, I didn't apply this ability to the Black Star, which I think gives some extra utility to the "unblackened" Star, and creates in interesting choice for the player. You can take the Black Star and have easy access to black souls for repeated enchanting, or leave Azura's artifact intact and increase your overall enchanting power.


[b][u]Thunder's Heart

[/u][/b]Thunder (the storm atronach guarding the Atronach stone) drops a curious but ultimately useless item: his heart. I decided to give it a use, making his heart into a potent alchemical catalyst that increases the potency of any potions you brew by 15%, as long as you have it in your inventory. I also increased the weight, so there's a cost to simply carrying it around at all times.

Between this tweak, the enchanting bonus from Azura's Star (above), and the tempering bonus that can be acquired from the Ancient Knowledge buff, I think this creates a nice trio of crafting bonuses for players to discover.

[i]Note: I'm thinking about how I could change this now that I know about the reward from the crimson nirnroot quest.[/i]


[b][u]More Head Enchantments

[/u][/b]Inspired by Noxcrab's tweak, I made my own with a different set of enchantments. I didn't want to add another slot for the powerful "Resist Magic" enchantment, or another slot for Health Regeneration (for balance reasons with my Regeneration tweak, below). Instead, I added elemental resistances (Fire, Frost, Shock), Poison and Disease resistance as options for head-slot enchantments.


[b][u]Distinct Weapon Types
[/u][/b]
Requiem adds a number of 'new' weapon types - Longswords, sabres, clubs, katanas, etc. - however, the difference between weapons is often so small as to be almost unnoticeable. I made small edits to each type of weapon to give them each a distinct feel, as listed below.

[spoiler]
[list]
[*][b]Longswords[/b] now have a reach approaching that of two-handed weapons, but swings even slower and does only does slightly more damage than a regular one-handed sword.
[*][b]Sabres [/b]are slightly shorter and less damaging than normal swords, but they also swing slightly faster.
[*][b]Scimitars[/b] have a wide section near the end of the blade, and many beginners mistakenly compare them to axes. However, experienced swordsmen can still wield the scimitar with blinding speed (damage and speed of a war ax, though they still benefit from sword perks).
[*][b]Katanas[/b] require the advanced smithing perk, so they are faster, lighter, and do slightly more damage than a normal sword.
[*][b]Tantos [/b]are similar to daggers, but have slightly better reach and damage.
[*][b]Clubs[/b] are lighter than maces, and can thus be swung slightly faster and deal slightly less damage compared to maces.
[*][b]Shortswords[/b] (only one I believe) are lighter and have less reach than normal-length swords.
[/list]

[/spoiler]

[b][u]Other Minor Tweaks

[/u][/b][list]
[*]The player now recovers health when sleeping. I also added effects for magicka recovery (for users of the Atronach stone), and Stamina (in case you're using some kind of mod or item that restricts stamina regeneration, like [url=https://www.nexusmods.com/skyrim/mods/88881]Build-Defining Artifacts[/url]).
[*]Stamina drain from jumping is now tied to the amount of heavy armor you wear. Wearing no heavy armor will reduce the penalty to one-half. Wearing one or two pieces of heavy armor will reduce the penalty to 3/4 of the original. Wearing 3+ pieces of heavy armor will give the full penalty for jumping.
[*]Stamina drain for wearing heavy armor without training now only applies during combat. I made this tweak because I was once playing a character that used 'disguises' for roleplay purposes, and trying to disguise myself as an imperial soldier was a challenge. The extra stamina drain from sprinting is unaffected, so you'll still have trouble moving quickly in plate.
[*]Spellflux potions will disable magicka drain from running or swimming while they're in effect, similar to stamina regeneration potions and exhaustion from running.
[*]Scroll magnitudes for some "Raise Dead" scrolls were increased, so that higher-levels scrolls truly can raise "powerful dead bodies."
[*]Dwemer automatons have reduced resistance to frost - slightly lower than their resistance to electricity, making both elements a viable option for dealing with them.
[*]Couriers are now equipped with minor rings of stamina regeneration. I just thought it made sense for a messenger that runs long distances to be given an item that helps them do so.
[*][b]V1.2[/b] Stamina drain from the Dodge perk no longer triggers when standing still and pressing sprint.
[*][b]V1.2[/b] Wuuthrad now has an enchantment (aside from hurting elves) inspired by its creation story (unlimited charges in [b]V1.3.3[/b]).
[/list]

[b][u]Requiem 1.9 'Updates'

[/u][/b]As you may have noticed in my mentions above, the Requiem 1.9 version of my mod includes a number of edits that incorporate some of the updates added in Requiem 2.0. Originally I made these tweaks for myself when 2.0 was released, since I wasn't planning to migrate from 1.9.4 for some time. Specifically:

[list]
[*]Stamina drain from running or swimming is disabled when under the effect of Spiritedness potions or enchantments.
[*]Dwemer automatons no longer have arbitrary damage reduction that can only be bypassed by daedric weapons, and instead just have very high armor values.
[*]Daedric weapon armor piercing reduced to 30%.
[*]Dual-wield sneak attacks are now allowed, but at half damage (this reduction stacks with the reductions under "Sneak Attack Resistances Redone").
[*]Equipped armor weighs less.
[*]Incorporates changes to daedra hearts (less magnitude, longer durations).
[*]Player-made stoneskin potions are stronger (removes stoneskin effects from a list of effects that are specifically weakened when crafted by the player).
[*][u]Enchanting[/u]: weapons can be recharged with just the first enchanting perk, or by races with enchanting affinity. Members of those races can no longer enchant items without perk investment.
[*]Changes to weapon damage and blocking efficiency when stamina is low.
[/list]


[size=4][u][b]Compatibility/Load Order[/b]
[/u][/size]Load your chose main file after Requiem, and anything else that edits similar records unless you want my changes overwritten. Some specifics:
[list]
[*]Load my tweaks [i]after [/i][url=https://www.nexusmods.com/skyrim/mods/42796/?]Enchanting Awakened[/url] and my own '[url=https://www.nexusmods.com/skyrim/mods/87847]fixes[/url]' mod.
[*]Load [i]after[/i] Minor Arcana (most of my records include changes from MA).
[*]Load [i]before[/i] [url=https://www.nexusmods.com/skyrim/mods/86504?tab=description]Classic Alchemy Overhaul[/url], most of my alchemy changes are similar to those already present in R-CAO.
[*]However, if using CAO with my Health Regeneration Tweak (below), be sure to load that tweak [i]after[/i] R-CAO.
[/list]Example Load order:

Requiem
Enchanting Awakened
Enchanting Awakened Requiem patch
Enchanting Awakened Fixes
Paulicus Requiem Tweaks
Requiem - Classic Alchemy Overhaul
PRT_HealthRegenTweak

Most other files can be loaded anywhere after Requiem, though it's best to load them as late as possible.

___________________________________________________________________________________________________________

[size=5][b][u]Optional Files[/u][/b][/size]

These are a few options tweaks that are a bit more far-reaching than the others, so I didn't want to include them in the All-in-One. They can be used with the main file or independently.

[b][u][size=3]Spell Pack[/size]

[/u][/b]I've added a few new spells that allow the player to enchant their weapons. I wanted to give destruction a bit more synergy with spellsword builds, and fill this niche without needing to install a large spell pack. I've also added one or two Magic Weapon spells to other magic schools. [b](Fire/Frost/Shock spells moved from skill 50 to 25 in v1.3)[/b]

[list]
[*][u]Magic Weapon: Fire[/u] (Apprentice Destruction, Skill level 25)
[*][u]Magic Weapon: Frost[/u] (Apprentice Destruction, Skill level 25)
[*][u]Magic Weapon: Lightning[/u] (Apprentice Destruction, Skill level 25)
[*][u]Magic Weapon: Arcane[/u] (Expert Destruction, Skill level 75)
[/list]
[b]New in v1.3:[/b][list]
[*][u]Magic Weapon: Venom[/u] (Apprentice Destruction, Skill level 25)
[*][u]Magic Weapon: Silver[/u] (Apprentice Alteration, Skill level 25)*
[*][u]Magic Weapon: Keen[/u] (Adept Alteration, Skill level 50)
[*][u]Magic Weapon: Holy[/u] (Apprentice Restoration, Skill level 25)
[*][u]Magic Weapon: Curse[/u] (Adept Conjuration, Skill level 50)
[/list]
All spells can be purchased from the usual spell tome vendors. For more detail, click the spoiler:
[spoiler]
[u]Elemental Weapon spells[/u] 
[list]
[*]Description: I[i]mbues the caster's weapons with flames/frost/lightning for 60 seconds, dealing 10 fire damage to enemies struck. Only one magic weapon spell may be active at any time.[/i]
[*]Magicka cost is 200, halved with Apprentice Destruction perk.
[*]Each spell starts out dealing ~10 damage per hit. Because of the way these spells are implemented (see below) it is impossible to make them scale with user skill in the way Requiem does so with other spells. [b]However, in version 1.3 I have set up spell effect conditions to simulate scaling based on player skill/perks, though it won't scale with any other effects that increase spell magnitudes.[/b] [s]Instead, they improve as you take perks specializing in a particular element (example "Pyromancy" and subsequent perks will increase the damage dealt)[/s]. Maximum damage is ~35 per hit with 100-level perks.
[*]Duration scales with skill as normal.
[*]Additionally, each elemental weapon spell can benefit from the destruction perks that add special effects to the appropriate spells (Cremation, Deep Freeze, and Electrostatic Discharge), though most are set to only activate a certain percentage of the time for balance reasons (in addition to the usual limitations on elemental/magic resistance and creature types).
[/list]
[u]Arcane Weapon[/u]
[list]
[*]Description: [i]The caster's weapons are imbued with pure arcane force for 60 seconds, dealing 15 points of unresistable damage to enemies when struck. Empowering the spell gives your blows enhanced impact, bypassing 10% of enemy armor. Only one Magic Weapon spell can be active at a time.[/i]
[*]Magicka cost is 350, halved with Superior Destruction perk
[*]Damage [b]does not [/b]scale, but empowering will allow all weapon damage to bypass some armor.
[*][b]Requiem 3.1:[/b] Spell adjusted to give 40 weapon expertise when empowered instead of AP.
[/list]
[b]New in 1.3:[/b]
[u]Venemous Weapon[/u]
[list]
[*]Description: [i]Imbues the caster's weapons with venom for 60 seconds, dealing 10 poison damage over time to enemies struck. Increases the doses of applied poisons by <1> while active. Only one magic weapon spell may be active at any time.[/i]
[*]Similar cost/damage to elemental weapon spells, but it deals poison damage over a 10-second duration.
[*]Also increases the number of doses of any applied poisons by 1 while active.
[/list]
[u]Silver Weapon[/u] (Alteration 25)
[list]
[*]Description: [i]Alters the caster's weapons to mimic the effects of silver for 60 seconds. Can be combined with other magic weapon spells.[/i]
[*]Magicka cost 200
[*]Allows your weapons to count as silver for the duration of the spell, including the 50% damage bonus against undead and werewolves.
[*]This is the only magic weapon spell that [b]can[/b] stack with the others, because the spell itself doesn't technically do anything, I just edited the conditions on the effects that control silver weapons to include this spell too.
[/list]
[u]Keen Weapon[/u] (Alteration 50) - [b]Requiem 3.X only[/b]
[list]
[*]Description: [i]Hones the caster's weapons for <dur> seconds, allowing the wielder a chance to land devestating strikes. Slashing and piercing weapons cause massive bleeding, while blunt weapons can send opponents flying. Only one magic weapon spell may be active at any time.[/i]
[*]Magicka cost 250
[*]Slashing and piercing weapons have a 10% chance to cause living targets to bleed profusely for 20 seconds (5 damage/second for one-handed weapons, 10/sec for two-handed).
[*]Bludgeoning weapons have a 10% chance to do 25 extra damage and send the opponent flying.
[/list]
[u]Holy Weapon[/u] (Restoration 25)
[list]
[*]Description: [i]Imbues the caster's weapons with holy energy for 60 seconds, bypassing the resistances of and dealing 20 damage to undead, daedra, and practitioners of the dark arts. With the Mysticism perk, strikes have a chance to turn undead and banish daedra. Only one magic weapon spell may be active at any time.[/i]
[*]Magicka cost 200
[*]Deals damage to undead, daedra, and targets who have the 'Necromancy' perk (double the damage of the elemental weapon spells at comparable skill levels).
[*]Allows you to bypass enemy resistances that require silver weapons (such as undead resistance to non-silver bludgeoning weapons), but you don't get the 50% bonus damage for having a silver weapon.
[*]Players with the 'Mysticism' perk have a 50% chance to turn undead up to level 80, and a 20% chance to banish summoned creatures up to level 80.
[/list]
[u]Cursed Weapon[/u] (Conjuration 50)
[list]
[*]Description: [i]Imbues the caster's weapons with unholy energy for 60 seconds, afflicting targets with a single, random curse for 30 seconds. Only one magic weapon spell may be active at any time.[/i]
[*]Magicka cost 300
[*]60 second duration scales with skill as normal, but the curses are always 30 seconds.
[*]Curse effects will scale with skill level (ranges listed below).
[*]Targets can only be affected by one curse at a time, and another cannot be applied until the previous effect has worn off.
[*]Targets are afflicted by one of the following four curses, chosen randomly:
[/list][list=1]
[*][b]Withering:[/b] Health and stamina drained by 2-10 per second for 30 seconds.
[*][b]Weakness:[/b] Target takes 10-50% more damage from all sources for 30 seconds.
[*][b]Fear: [/b]Targets of level 20-99 are randomly afflicted by bouts of fear for 30 seconds.
[*][b]Slowness:[/b] Speed reduced by 30-70% for 30 seconds.
[/list]
[/spoiler]
In addition to these spells, I also restored the Rank 2 Soul Trap spell that was hidden in Requiem. It is a silent, area-of-effect soul trap spell that does not register as hostile (NPCs will not attack you just for casting it on them). It can be learned when selecting the Level 50 conjuration perk or bought from vendors.


* [u]Acquiring Spells

[/u]All of the spells I added can be purchased from the usual spell tome vendors. Some can be learned upon taking the relevant casting perk. However, because Requiem's scripts are limited to only showing a list of 9 spells on level up, some cannot be learned when choosing their perk. If you want more information, keep reading.

Most of the spell lists I was adding these new spells to were already full, so in some instances I had to 'replace' a spell (meaning that I moved it to the bottom of the list, Requiem will only show the first 9 entries when choosing a spell from a perk).

For Destruction spells, I added the Fire/Frost/Shock spell to the Apprentice spell list, displacing [b]Lightning Jolt[/b]. You will have to get it and the Magic Weapon: Venom spell from vendors or chests. For [b]Magic Weapon: Arcane[/b], I replaced [b]Lighting Ray[/b].

For Alteration, the Silver Weapon spell fit into the list without removing anything. The Keen Weapon spell (Requiem 3.1 only) replaced [b]Mage Armor on Target (Rank 1)[/b].

The Holy Weapon spell replaced [b]Dispel Soul Gems[/b].

For Conjuration, I replaced [b]Spectral Archer [/b]and [b]Summon Ghostly Bear[/b]. 

[b]If you want to change these,[/b] either to add a spell to the list, or undo the replacement I've done, this is what you must do: Open TES5Edit and load my Spell Pack mod. Open the Formlist section and you'll see lists for each perk that allows you to learn spells (currently there are three). Pick the relevant list and you will see the spells in the right-hand pane. I've added all of my spells to the lists and haven't removed any that are there by default, but Requiem will only show you the first nine listed. So, if you want to change which ones are shown to you upon selecting the perk, you must simply rearrange the list to exclude the spells you aren't interested in. Right clicking on a spell and selecting "Move up" or "Move down" is probably the easiest way.


* [u]One more note about Magic Weapon spells[/u]: These spells use the "Apply Combat Hit Spell" perk entry effect. The game engine only allows one perk of this type to take effect at once. I added keywords to the Magic Weapon spells so they will cancel each other if you try to cast more than one, but there are a few other instances where this type of perk is used - usually only applied under specific conditions, such as high-level weapon perks that can paralyze enemies with certain types of power attacks. I have set the perk effect priorities such that my spells should take precedence over most effects, except for those that are conditional or need to take priority. I included the magic effects that govern bow-breaking and killing essential characters from Requiem into my spells, so those effects should work in-tandem without conflict. And obviously if you have other mods that add similar spells they probably won't stack.


* [u]Future Plans[/u]
[list]
[*]Add a few more spells. I have ideas for a few extra utility/buff spells for Alteration (an out-of-combat speed-boosting spell for alternative means of travel, a higher-level "Haste" spell for combat, some kind of 'Combat Transformation' spell that lets mages trade away their spellcasting ability for combat prowess).
[/list]

[size=3][b][u]Health Regeneration Tweak

[/u][/b][/size]I was always disappointed in Regeneration effects in Requiem. Because the player's natural healing rate is severely reduced, they do very little. In my personal patch I used to simply increase the magnitude of all potions/ingredients 5x, but that led to large numbers in descriptions that were hard to interpret as actual healing numbers. Increasing the base healing rate would've caused all sorts of compatibility issues with healing poultices and related mods. There's no good solution that doesn't require patching, but I've at least developed a tweak that is easier to balance across characters by removing the percentage-based aspect of regeneration effects.

With this tweak, the Regeneration alchemy effects have been essentially turned into long-duration healing potions, while enchantments provide a constant rate of healing at all times. In order to balance this, the magnitudes will start off very small - you may see magnitudes of 1 even with powerful ingredients/soul gems at low levels, and fractional amounts (0.4 for example) may be displayed as 0 due to the limitations of Skyrim's engine. But with experience you will see those values grow to more useful, but still balanced amounts.

This change does require editing alchemy ingredient magnitudes (the default magnitudes are [i]way [/i]too high), and will require patches for any mods that add new alchemy ingredients with Regeneration effects to avoided insanely-overpowered potions. I've included optional patches for Spell Research and Hunterborn (I can confirm that Scrimshaw Expanded does not require a patch). If you know of another mod that you'd like a patch for, let me know and I may create one. If you'd like to know how to balance ingredients for your own patch, or want more detailed information on the mod, check the spoiler below.

[b]This tweak should be loaded after anything the edits alchemy ingredients, potions, object enchantments, or the relevant magic effect (MGEF) records - [/b]pretty close to the bottom of your load order. When in doubt, check with TES5Edit. [b]This includes [/b][url=http://www.nexusmods.com/skyrim/mods/86504?tab=description]Requiem - Classic Alchemy Overhaul[/url][b] [/b](I've incorporated the few conflicts with R-CAO into this tweak for compatibility).


* [u]HP Regen Patches[/u]:

Patch Included:
[list]
[*]Hunterborn
[*]Spell Research
[/list]
Patch not required:
[list]
[*]Scrimshaw Expanded
[*]Falskaar?
[/list]

[spoiler]
First off, [u]Enchanting[/u]. Luckily, enchanting is pretty easy to balance and shouldn't require any patches, unless a mod creates entirely new enchantments with Regeneration effects, which isn't usually done. As far as magnitudes go, enchanting seems to automatically round to the nearest number (unlike alchemy), so at the beginning you'll likely only be able to create items that heal 1/s, even with larger soul gems. But with high skill, perks, and quality souls, you'll be able to make items that heal ~8/s, maybe a bit more with gear or other outside buffs (such as Azura's star). You can stack enchantments in a few different slots as well, but you'll be giving up access to some other very useful enchantments to do so.

Next, [u]Alchemy[/u]. Pre-made potions are simple to balance, as you can simply set the magnitudes to the appropriate values. Ingredients are a little less straightforward, and need to be set in the 0.1 - 0.7 range. In addition, I've balanced the alchemy side of this tweak with two "maximum" effect magnitudes. There is a maximum effect that can be achieved with long-term potions (about 7.5 HP/s), and there are a few rare ingredients that have even higher magnitudes (up to 11 HP/s), but with significantly shorter durations (still much longer than typical healing potions though). They might carry you through a battle or two, but they won't last all day like the lower-strength potions.

I've typed out some lists of magnitudes/durations to show how I've balanced alchemy potions & ingredients. Use this to inform any patching you do yourself. I recommend sticking to the listed options if you're unsure of how to balance something.

[i][u]Pre-Made Potions of Regeneration:[/u][/i]
[list]
[*]Deficient - 1 HP/s - 600 seconds duration
[*]Faint - 2 HP/s - 600 seconds
[*]Fair - 3 HP/s - 900 seconds
[*]Good - 4 HP/s - 1200 seconds
[*]Remarkable - 8 HP/s - 300 seconds
[/list]
[u][i]Alchemy ingredient magnitudes & durations:[/i][/u]
[list]
[*]0.1 magnitude - 600 seconds duration
[*]0.2 magnitude - 600 seconds duration
[*]0.3 magnitude - 900 seconds duration
[*]0.4 magnitude - 1200 seconds duration [i](this is probably the highest value that should be given to any common or uncommon ingredient, and any higher magnitudes should be given significantly shorter durations than this)[/i]
[*]0.6 magnitude - 300 seconds duration
[*]0.7 magnitude - 300 seconds duration [i](only for the most rare and valuable ingredients. I don't recommend magnitudes higher than 0.7 for ingredients)[/i]
[/list]

If you'd like help, with any of this, feel free to ask in the comments.


One last [b]extra-spoilery [/b]thing that you may not want to see, so [u][b][i]stop reading this paragraph[/i][/b][/u] if you don't want to know. Okay? Good. Because Skyrim alchemy prioritizes duration over magnitude when deciding which effects will end up in the final potion, trying to mix a high-magnitude/low-duration ingredient with a low-magnitude/high-duration ingredient will result in a potion with low magnitude and long duration. In order to avoid forcing you to acquire two different high-quality ingredients for making the strongest regeneration potions (there are only a few and they're not common) or potentially wasting strong ingredients without knowing, I added a single mid-grade ingredient with a 300s duration like the high-tier ones. You won't notice it during normal potion-mixing because it will always be overwritten by the longer duration of the other ingredient(s), and there's only one so you won't ever end up with a low-magnitude low-duration potion. BUT, if you mix this ingredient with one of the high-tier ingredients, you'll be able to make one of the high-tier potions with only a single high-tier ingredient. Spoiler ahead, if you want to know what that ingredient is, keep reading. Okay? It's troll fat. Now you know, and if you mix it with the high-quality regeneration ingredients (the ones with 300s duration) you'll get an extra-strong regeneration potions that'll last you five minutes instead of up to 20. Won't last as long, but it'll help out in a pinch. Nifty, huh?

[/spoiler]

[b]v1.2.2:[/b] Adjusted prices of vendor regeneration potions to more closely match crafted potions.


[size=3][b][u]Atronach Stone Redone

[/u][/b][/size][b]There are two version for this tweak, both included in the zip file - PICK ONE! They'll overwrite each other anyway.

[list]
[*][b][u]Original:[/u][/b]
[/list][/b]
This is an optional, first-attempt tweak to try and make the spell absorption aspect of the Atronach stone more interesting, active, and engaging. My goal is to make it feel like less of a coin-flip, and more something that you can control - to a degree - with awareness and tactics.

When I think of a Atronach character in a fight, I picture something like this: A warrior, while in the midst of battle, spots an enemy wizard off to one side. Flames are rolling down his arms into a nearly-finished spell held in his hands. A raging ball of fire flies from his fingertips towards the hero, leaving a faint trail of smoke as it passes. The hero turns his attention to the oncoming flames, taking one hand from his sword and holding it outstretched, almost as if to catch the spell before it lands. The rest is quick and subtle, but complex. The Atronach-user concentrates and pulls magicka away from the air in front of him, trying to deaden the spell as it approaches. Right before impact, he releases a stream of his own stored magicka, attempting to entwine it with the energy of the mage's fireball. If he's quick and perceptive enough (and a little bit lucky), he manages to 'catch' the spell before it detonates, capturing the magicka and drawing it into himself harmlessly... That's what I'm trying to emulate with this mod.

With this tweak, the other aspects of the Atronach stone are unchanged, but you can control the absorption chance through your actions. By default, the absorption chance sits at a meager 25%. This represent your passive/reactive protection if you're caught off-guard. You can raise this chance a number of ways. If you are aware of the spell, you can prepare to absorb it by either blocking, or leaving at least one hand empty of spells or weapons. You can protect yourself further by not moving and focusing on catching the incoming spell. Finally, if you truly focus (by standing still, and leaving both hands empty) you can absorb almost any spell coming your way, though you will leave yourself wide open to other forms of attack.

For a bit more clarity, here's a chart:

[i][u]Absorb Chance - Conditions[/u][/i]
25% - Not blocking, hands full.
50% - Blocking, or at least one hand empty. Moving (walking/running/sprinting).
75% - Blocking, or at least one hand empty. Standing still.
95% - Standing still, both hands empty.

I haven't had a chance to test this extensively, and I welcome feedback! I may end up changing this over time based on my own experience and that of others. But I think this could make for a much more interesting playstyle, especially in situations where mages and melee enemies are both present.


[list]
[*][b][u]Lesser Power Version:[/u][/b]
[/list][b][u]
[/u][/b]Much simpler, this version is my second attempt at tweaking the Atronach stone. I think it's a little cleaner and might be a better representation of what I'm looking for from an Atronach character.

Replaces the Atronach stone absorption passive ability with a lesser power that gives you [b]100% [/b]spell absorption, but with only a [b]1 second[/b] duration. You will still be governed by the [b]3 second [/b]global cooldown on lesser powers, so you can't just spam this new ability, you have to time it right! This change makes the Atronach stone a much more active ability. It's not easy, but with practice you can reliably absorb most spells directed at you. I recommend spawning a mage and using the 'tgm' console command to get a bit of practice before relying on it, but that's up to you!



[b][u][size=3]Tempering Tweaks[/size][/u][/b]

As many have noted over the years, the way that "tempering" works in Skyrim is rather strange (how do you [i]add[/i] material to the blade while sharpening?). I created this tweak to make weapon tempering a bit more similar to our world.

Instead of using ingots of a weapon's crafting material, melee weapons are now sharpened and maintained with "[b]Weapon Oil[/b]." The oil can be purchased from blacksmiths, or crafted by beginning smiths at either the forge or smelter by crushing a diamond and adding a binding agent (either Dwarven Oil or Troll Fat). Bows and crossbows are maintained with [b]Beeswax[/b], created from honeycomb at a cooking pot, or purchased from fletchers or smiths.

I've left recipes for tempering armor unchanged. In those cases, it makes sense to me that using some metal/leather to patch worn armor would work for improving it.

[size=2]Includes options patches for the following mods (safe to merge)
[/size][list]
[*][size=2]Immersive Weapons 1.5[/size]
[*][size=2]aMidianborn Skyforge Weapons 1.9[/size]
[*][size=2]More Silver Weapons & Skyforge Silver Weapons[/size]
[*][size=2]Fozar's Dragonborn Patch for 1.9.4 (likely works with 2.0 as well, not tested)[/size]
[*][size=2]Requiem - Missing Katanas from Weapons of the Third Era[/size]
[*][size=2]Spellsword (1.2 and 2.0)[/size]
[/list]
Works with Requiem 1.9 up to 3.1 (and possibly later versions).

I put this together in an evening and haven't tested it thoroughly, so let me know what you think and how it could be improved!

Thanks to Mator for his TES5Edit [url=https://www.nexusmods.com/skyrim/mods/49373/]Automation Tool[/url] scripts. I probably wouldn't have done this without them!


[b][u][size=3]Unique Materials[/size][/u][/b]

My newest tweak, this file uses perk and spell effects to apply small bonuses to players and NPCs when they're using certain types of weapons and armor. I did this by editing one of the Reqtificator-distributed perks, so it affects both the player and NPCs and is compatible with pretty much everything. I used keyword-based conditions so it will also work with mod-added weapons/armor as long as they have the appropriate material keywords (most authors add these keywords).

I tried to keep the effects minimal and grounded in reality, to avoid unbalancing the game or breaking immersion (for example, elven and glass weapons provide a minor boost to swing speed when equipped). I only added effects where it seemed appropriate, so not all types of weapons/armors are affected, just those that I could find a logical addition for, mostly focused on the items that aren't already top-tier. Hopefully this will provide a bit of distinction between material types and give you a reason to use weapons or armor other than those with just the best raw numbers.

Unique Materials:
[spoiler]

[u]Weapons[/u]
[list]
[*][b]Elven[/b] weapons are light and easy to use (+5% speed)
[*][b]Glass[/b] weapons are even lighter (+10% speed)
[*][b]Dwarven[/b] metal is known for its weight and ability to absorb impacts (+10% blocking efficiency)
[*][b]Orcish[/b] weapons have sharp, jagged edges (even their warhammers are spiked!), causing opponents to bleed when hit with power attacks (if not blocked).
[*][b]Stalhrim[/b] - a blade of living ice. Deals ~12 frost damage to targets struck (if not blocked)
[*][b]Daedric[/b] weapons have an unnaturally sharp edge, but in Requiem 3.0 their innate armor-piercing ability was removed. I wanted to add an effect that would make deadric weapons powerful and unique, without conflicting with the Expertise system in 3.X and the AP of earlier Requiem versions. To that end, daedric weapons have two attributes: the daedric soul trapped inside absorb some of the soul of slain enemies to recharge the weapon's enchantment, and the wicked barbs on daedric weapons increase power attack damage by 25%.
[/list]
[u]Armor[/u]
[list]
[*][b]Elven[/b] armor is made with moonstone, capable of channeling magicka and thus decreasing spell costs by 1/2/3/4/5% based on the number of pieces worn.
[*][b]Glass[/b] armor, similar to Elven, decreases spell costs by 2/3/4/6/8% based on the number of pieces worn.
[*][b]Dwarven [/b]armor is able to absorb impacts, decreasing incoming stagger by 10/20/30/40/50%.
[*][b]Orcish[/b] armor is made with strategically-placed angles and plates, giving a 10/14/18/22/25% chance of reducing incoming power attack damage by half.
[*][b]Fur[/b] and [b]Hide[/b] armors insulate well, reducing incoming frost damage by 4/8/12/16/20%.
[*][b]Steel[/b] armor is particularly conductive, reducing incoming shock damage by 4/8/12/16/20% (includes steel plate, Imperial heavy, and nordic carved armor).
[*][b]Stalhrim[/b] armor is made of living ice, reducing incoming fire damage by 4/8/12/16/20%.
[/list]


[/spoiler]

[b]V1.1: [/b]Fixed conditions on daedric weapon absorption effect.

___________________________________________________________________________________________________________
I've kept the descriptions of my old, individual tweaks (found under "Old Files), in case anyone needs them:
[spoiler]

[size=4][b][u]Exhaustion Tweaks[/u][/b][/size]
[size=2]
Inspired by the announced changes coming in Requiem 2.0, I added a few conditions to the Exhaustion effects from running and swimming. Now, being under the effect of [b]Spiritedness Potions[/b] or [b]Fortify Stamina Regen[/b] enchantments will prevent stamina drain due to running or swimming.

I also took the idea step further and added a few ideas of my own:
[/size][list]
[*][size=2][b]Spellflux[/b] potions will allow mages to keep their concentration when running, similar to Rank 1 Fortify Magicka enchantments.[/size]
[*][size=2][b]Regeneration[/b] potions will give temporary immunity to many drain effects, similar to Rank 2 Fortify Health enchantments. I felt this gave an interesting function to potions that are otherwise lackluster in Requiem.[/size]
[/list][size=2]
Should work with user-created potions and enchanted items as well.[/size]




[b][u][size=4]More Armor Piercing[/size][/u][/b]

I once played a Vigilant of Stendarr character that used on[size=2]e-handed weapons - purposefully avoiding daedric items of all kinds. The Marked for Death shout also felt somewhat out of character, which meant I had to make maces a primary weapon to deal with armor in any reasonable capacity. Using swords or axes against armored foes would have been even more difficult. I made this tweak to provide a little more option for late-game armor piercing weapons for those who avoid daedric weapons, for whatever reasons.

[/size][list]
[*][size=2]Ebony and Dragonbone weapons have an innate 15% armor piercing.[/size]
[/list][size=2]
A second file is available for users of [url=http://www.nexusmods.com/skyrim/mods/73672/?]Requiem PLUS[/url] - [b]choose only one.[/b][/size]

[b]IMPORTANT: [/b]If you want to use this with the Sneak Attack Resistances tweak (below),[b] USE THE COMBINED FILE, they conflict![/b]



[b][u][size=4]Sneak Attack Resistances Redone[/size][/u][/b]

As a user of Requiem Plus and player of Pathfinder RPG, I usually disabled the sneak attack immunity in Requiem. This is my attempt at a slightly more nuanced version.

[list]
[*]Undead and ghosts are now only susceptible to sneak attacks with silver weapons. [b](Only take 50% damage in V1.1)[/b]
[*]Elemental daedra (atronachs) are not vulnerable to sneaks attacks, having no anatomy or natural weakness to weapons.
[*]Other creatures with sneak attack 'immunity' will instead reduce your sneak attack multiplier by half (this includes constructs, spriggans, wraiths, and a few others).
[*][b]Updated V1.1:[/b] In addition to the undead tweak (above), undead and other 'sneak immune' creatures no longer take extra damage while sleeping (made it a bit too easy to clear some draugr dungeons).
[*][b]V1.2:[/b] Fixed issue with undead not taking sneak attack damage with silver arrows.
[*][b]V1.3:[/b] Enables dual-wield sneak attacks at half normal sneak attack multiplier.
[*][b]V1.4:[/b] Sneak perks are now required to gain knowledge of unusual anatomies. You must take the [b]Anatomical Lore[/b] perk to enable sneak attacks on any creatures that were previously 'sneak immune' (elemental daedra are still an exception and are not susceptible to sneak attacks). Undead require silver or daedric weapons. Daedric bows will be able to perform sneak attacks on undead with any ammunition, but normal damage reductions still apply if not using silver arrows. The [b]Advanced Anatomical Lore[/b] perk is required to get the larger sneak attack bonuses on any unusual creatures or undead, including vampires, and they still only take half damage. Atronachs are still immune.
[*]
[/list][b]IMPORTANT: [/b]If you want to use this with the More Armor Piercing tweak (above),[b] USE THE COMBINED FILE, they conflict![/b]


[b][u][size=4]Dwemer Resistances[/size][/u][/b]

[size=2]I made a few simple tweaks to the resistances of some dwarven constructs - both for lore and gameplay reasons.

[/size][list]
[*][size=2]Constructs are no longer highly resistance to [b]frost magic[/b] ([url=http://en.uesp.net/wiki/Skyrim:Ruins_of_Kemel-Ze]as stated in the lore[/url]). Frost resistance reduced to 10% from ~80%. This gives frost magic a usable niche, and actually makes it a slightly better choice than lightning (25% resistance by default - unchanged by me).[/size]
[*][size=2][b]V2.0:[/b] Updated to be more similar to 2.0 behavior. Material-based resistances removed, replaced with higher armor values (600-1200 armor depending on type) and reduced arrow resistance. Lightning resistance reduced to 10% to match new frost resistance.[/size]
[/list][size=2]
[/size][list]
[*][size=2][s][b]Daedric weapons[/b] - in Requiem 1.9.4.1, Centurions are highly resistant to any weapon that isn't daedric, taking ~10% damage from melee weapons (and even less from bows). Daedric weapons do about 75% of their normal damage. My reasoning was similar to the above armor-piercing tweak, so I altered the relevant perk to allow [b]Dragonbone melee weapons[/b] to do ~40% of their normal damage to Centurions. [i](I haven't tested this tweak extensively, so any feedback is welcome!)[/i][/s][/size]
[*][size=2][s] [i] - [/i][b][url=http://www.nexusmods.com/skyrim/mods/86964]Turija/Acerac did it better![/url] [/b]Go check it out. You can still use mine if you want the altered elemental resistances, Turija's mod will overwrite mine, regardless of load order due to they way it works (I edited a perk, they replaced the perk on the actors themselves).[/s][/size]
[/list]

[b][u][size=4]Explosive Weapon Fixes[/size][/u][/b]

I like the explosive weapon enchantments added by Requiem - but they're difficult to use in melee for multiple reasons. This is my ongoing attempt to address some of those issues, and make explosive elemental enchantments a bit more user-friendly.

Currently, I've tweaked them so that they explosions no longer throw items wildly around the room (it's magic, after all! ;) ). This should also affect the elemental rune spells, as they use the same explosion effects.

An second version is available for users of Audio Overhaul for Skyrim - [b]choose only one version.[/b]

I'm trying to figure out a way to make the explosions proc only on power attacks, or maybe tone down the visual effects so they're a bit less blinding. I've yet to crack that nut, though. [i](If you have any tips, please share!)[/i]


[b][u][size=4]Light Bow Buff[/size]

[/u][/b]Light bows in Requiem are rarely used, likely because they have significantly lower damage compared to heavy bows, with only minor bonuses in draw speed and stamina drain. This boosts the damage of light bows so that they are competitive. Their damage should be more commensurate with the minor advantages they have elsewhere.

Note 5/5/18: I've stopped using this after looking closer at the total damage with arrows included. I'm keeping it here in case anyone still wants it.


[b][u][size=4]Battlestaff Buff[/size]

[/u][/b]Similar to the Light Bow Buff, this increases the damage of battlestaves so that they can compete with other weapons, hopefully without being overpowered. I set them to do less damage than greatswords (by about the same difference between greatswords and battleaxes), with will hopefully balance with their speed and armor piercing (they count as warhammers for perks).

I changed the impact sound sets to something more fitting, and lowered the weight of daedric staves (there's no reason for them to be double the weight of ebony staves).




[b][u][size=4]Alchemical Lore Perk Scaling[/size][/u][/b]

I never quite liked the second rank of the Alchemical Lore perk, I felt it was too abrupt a change to suddenly discern all 4 ingredient effects with a single perk. Now, the number of effects you learn will scale with your alchemy skill - 2/3/4 effects learned at skill [s]25/50/75[/s] - [b]changed to 25/40/70 in 1.1.[/b]




[b][u][size=4]Enchantment Mastery Perk Tweak[/size][/u][/b]

Enchantment Mastery always felt like a disappointing capstone for reaching level 100 in enchanting, reducing enchantment magnitude to 55%, even with double effects. This tweak has [b]two versions[/b] that give it a little boost: [b]80%[/b] or [b]100%[/b] enchantment effectiveness, with two effects still available.




[b][u][size=4]Craftable Powdered Mammoth Tusk[/size][/u][/b]

Powdered Mammoth Tusk is a potent alchemy ingredient, but it's difficult to come by! It didn't make sense to me that a skilled alchemist couldn't produce powder from a tusk, so I added a few recipes. I didn't want it to be too easy, so it requires some rare ingredients at the smelter.

You'll need the second rank of Alchemical Lore to make the powder at all, and it gets more efficient with alchemy skill and the Catalysis perk.

[b]NEW in 1.2:[/b] Added a note that you'll occasionally find on dead giants or in their loot chests. You'll need to read this note before you can access any of these recipes.
[/spoiler]



[b][u][size=4]Some of my other mods you may appreciate:[/size][/u][/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]

Children Animation Path

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[b][b]video:[/b]
[youtube]QBsg5kIo8Nw[/youtube]
[youtube]IIDC8gZFNgI[/youtube]

Current Version[/b]:  0.6

[b]Requirements[/b]:  skyrim 1.9.32+

[b]Introduction[/b]:  It let your skyrim children(female and male) use different animations from adult.               
[list][*]v0.6 add:sit 
[/*]
[*]v0.5 only includes 3 kinds animations:idle walk run
[/*]
[/list]
[b]Installation[/b]:  Extract the archive file to your Data/ folder.Then activate ChildrenAnimationPath.esp.

[b]Uninstallation[/b]:  Deactivate esp and delete .esp and .bsa from the data folder.

[b]Upgrade[/b]:  Extract the archive file to your Data/ folder and replace old one.

[b]Incompatibility[/b]:
[list][*]PC Exclusive Animation Path.You can load this mod after PCEA. But children's animations won't update after GenerateFNIS running.
[/*]
[*]MOD changes child race (like RS children).[/*]
[/list]
[b]Path for children MOD[/b]:
[list][*]RS Children Overhaul 1.1.0
[/*]
[*]TK children 1.0[/*]
[/list] If these two master files update,let me know.
 Load order:
[list=1][*]* children.esm[/*]
[*]Children Animation Path.esp
[/*]
[*]Children Animation Path For * children.esp
[/*]
[*]Other plugins of * children MOD[/*]
[/list][b]
Animation Replace[/b]:  Put your .hkx in Skyrim\Data\meshes\actors\character\animations\childmale or childfemale.
.hkx could be mt_idle.hkx or mt_walk*.hkx or mt_run*.hkx or chair_idlechildbasevar1.hkx
And if you want any other animations for children,let me know.

change log:
v0.6:add sit;remove master file update.esm
v0.5:add animation idle walk run

The Men of Winter

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[center]
[font=Times New Roman][size=3][img]https://staticdelivery.nexusmods.com/mods/110/images/70771/70771-1570337619-1384532842.jpeg[/img]


*What this mod offers:

[color=#cfe2f3]Improved appearance for some of the most memorable male NPCs in the game.
Works as a standalone mod, which means it does not require you to have any other mods for the male characters to have the changed NPCs look like the ones in my screenshots.
[/color]



*About The Men of Winter:


[img]https://staticdelivery.nexusmods.com/mods/110/images/70771-3-1458525737.jpg[/img]

[color=#cfe2f3]The Men of Winter aims to enhance the appearance of memorable male NPCs of Skyrim, overall giving them more hardened and realistic facial features.
No female NPCs are changed in this mod; just dudes. I found that Skyrim moddding community tends to pour some of the most amazing creative minds into mass-producing brand, sexually-attractive looking, mostly female NPCs.

I set out my goal to create interesting, rustic, personalized faces for males, and redesign the male NPCs in a way that reflects their unique personalities, occupations, and lore. I was not interested in making them look younger or sexually attractive.

If you're like me and think these NPCs should deserve more love, this is your mod. [/color][/size][/font][font=Times New Roman][size=3][color=#cfe2f3]

[/color]


[img]https://staticdelivery.nexusmods.com/mods/110/images/70771/70771-1570340895-297919507.jpeg[/img]

*The following NPCs have been reworked

The Men of Winter V5 added the following NPCs:

(from A-Z):
[color=#e69138][color=#ffd966]Athis[/color] [/color](Dunmer in Jorrvaskr)

[color=#e69138][color=#ffd966]Balgruuf the Greater[/color] [/color](Ruler of Whiterun, the capital of Whiterun)

[color=#e69138][color=#ffd966]Belethor[/color] [/color](Imagine this guy at a Thanksgiving dinner)

[color=#e69138][color=#ffd966]Benor[/color] [/color]("The strongest man in Morthal" says he that dies to crappy crabs in my game)

[color=#e69138][color=#ffd966]Brill[/color] [/color](A guy who cooks Vignar's favorite mutton stew)

[color=#e69138][color=#ffd966]Brunwulf Free-Winter[/color] [/color] ("Free-Winter fellow")

[color=#e69138][color=#ffd966]Erik/Erik the Slayer (Appearance reworked in V5)[/color] [/color]

[color=#e69138][color=#ffd966]Falk Firebeard[/color] [/color](He is in charge of Elisif, which puts him in a very powerful position)

[color=#e69138][color=#ffd966]Farkas[/color] [/color](The best muscle in the Pack)

[color=#e69138][color=#ffd966]Galmar Stone-Fist[/color] [/color](Might be the racist one in Ulfric's gang)

[color=#e69138][color=#ffd966]Golldir[/color] [/color](Nephew of Aunt Agna)

[color=#e69138][color=#ffd966]Hrongar[/color] [/color](Balgruuf's brother who prefers war)

[color=#e69138][color=#ffd966]Kodlak White-Mane[/color] [/color](His journal makes your eyes soggy)

[color=#e69138][color=#ffd966]Marcurio[/color] [/color](He waits for you to actually talk to him in Bee and Barb)

[color=#e69138][color=#ffd966]Olfrid Battle-Born[/color] [/color](Father of two and the proud chief of Clan Battle-Born)

[color=#e69138][color=#ffd966]Quintus Navale[/color] [/color](Apprentice at the White Phial)

[color=#e69138][color=#ffd966]Ralis Sadarys[/color] [/color](He wants to dig up a ruin with your patronage)

[color=#e69138][color=#ffd966]Roggi Knot-Beard[/color] [/color](A miner from Kynesgrove you somehow end up hanging out with)

[color=#e69138][color=#ffd966]Skjor[/color] [/color](Aela's friend zone)

[color=#e69138][color=#ffd966]Stenvar[/color] [/color]("The strongest mercenary in Skyrim", gotta admit he's got the look)

[color=#e69138][color=#ffd966]Emperor Titus Mede II[/color] [/color](Emperor who must die)

[color=#e69138][color=#ffd966]Captain Veleth[/color] [/color](Ravenrock's best hope in its defence)

[color=#e69138][color=#ffd966]Vignar Grey-Mane[/color] [/color](Vignar the Revered, head of Clan Gray-Mane)

[color=#e69138][color=#ffd966]Vilkas[/color] [/color](The brain in the Pack, which means he knows how to properly fetch the mead)

[color=#e69138][color=#ffd966]Vorstag[/color] [/color](Markarth regular guy)



- V4:
(A-Z)


[font=Times New Roman][color=#ffd966]Belrand[/color][/font][font=Times New Roman][color=#e69138] [/color][/font][font=Times New Roman](Solitude, fighter)[/font]

[color=#e69138][color=#ffd966]Brynjolf[/color] [/color](Riften, your senpai in Thieves Guild)

[font=Times New Roman][color=#ffd966]Cicero[/color][/font][font=Times New Roman][color=#e69138] [/color][/font][font=Times New Roman](He's transporting his mother but that damndest wagon wheel!)

[font=Times New Roman][color=#ffd966]Cosnach [/color][/font][font=Times New Roman][color=#e69138][/color][/font][font=Times New Roman](Markarth, transporter for Lisbet)[/font][/font]

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Derkeethus[/color] [/color](Darkwater Crossing, waiting for you to come and save him)[/size][/font]
[font=Times New Roman][size=3]
[color=#e69138][color=#ffd966]Eltrys [/color][/color](Markarth, the lad who asks for your help in investigating the Forsworn conspiracy.)[/size][/font]

[color=#e69138][color=#ffd966]Enthir[/color] [/color](College of Winterhold, the wood-elf broker who sells you stuff)

[font=Times New Roman][color=#ffd966]Erandur [/color][/font][font=Times New Roman][color=#e69138][/color][/font][font=Times New Roman](Prist of Mara but there's more to this guy)[/font]

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Erik/Erik the Slayer[/color] [/color](Rorikstead, farmer boy)[/size][/font]

[color=#e69138][color=#ffd966]Erikur[/color] [/color](Solitude, a Thane at Blue Palace)

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Esbern[/color] [/color](You need to find this old man)

[font=Times New Roman][color=#ffd966]Ghorbash the Iron Hand [/color][/font][font=Times New Roman][color=#e69138][/color][/font][font=Times New Roman](Orsimer veteran in Dushnikh Yal)[/font][/size][/font]

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Hadvar[/color] [/color](Riverwood, Legionnaire lad)[/size][/font]

[color=#ffd966]Idolaf Battle-Born[/color] (Whiterun, the elder brother)

[color=#ffd966]Jon Battle-Born[/color] (Whiterun, the younger brother)

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Lokir[/color] [/color](He might be from Rorikstead)[/size][/font]

[color=#ffd966]Madanach[/color] (Markarth, the King in the Rags)

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Miraak[/color] [/color](From Dragonborn DLC, your fated enemy)[/size][/font]
[font=Times New Roman][size=3]
[color=#e69138][color=#ffd966]Mercer Fray[/color] [/color](Your sensei in Thieves Guild)[/size][/font]

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Neloth[/color] [/color](From Dragonborn DLC, House Telvanni master wizard)[/size][/font]

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Ralof[/color] [/color](Riverwood, Stormcloak lad)[/size][/font]

[color=#ffd966]Runil[/color] (Falkreath, priest of Arkay)
[font=Times New Roman][size=3]
[color=#e69138][color=#ffd966]Scouts-Many-Marshes [/color][/color](Windhelm Docks, a man with a pure heart, marriageable)[/size][/font]

[font=Times New Roman][size=3][color=#ffd966]Sheogorath [/color](Mad God)[/size][/font]

[color=#ffd966]Storn Crag-Strider[/color] (From Dragonborn DLC, the elder in Skaal Village)

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]General Tullius[/color] [/color](A military governer)[/size][/font]

[font=Times New Roman][size=3][color=#ffd966]Ulfric Stormcloak [/color](You know who he is)[/size][/font]
[font=Times New Roman][size=3]
[color=#e69138][color=#ffd966]Veezara[/color] [/color](The baddest ass in Dark Brotherhood and maybe in all of Black marsh )[/size][/font]

[font=Times New Roman][size=3][color=#e69138][color=#ffd966]Ysgramor[/color] [/color](Hero of men)[/size][/font]
[color=#cfe2f3]
[/color][/size][/font][color=#cfe2f3]

[font=Times New Roman][size=3]Many of them have never been covered by other make-up mods out there, but these are the people I have always had in mind upon releasing this mod.[/size][/font][/color]

[font=Times New Roman][color=#f6b26b][size=3][font=Times New Roman][size=3]Ulfric[/size][/font][/size][/color][/font][color=#f6b26b] [/color][font=Times New Roman][size=3]has 3, [color=#f6b26b]Galmar, Tullius [/color]and [color=#f6b26b]Erik [/color]have 2 variations for their face textures. The Screenshots should give you some insight.[/size][/font]
[font=Times New Roman]






[size=3]*Further Information About the Mod[/size]

[color=#cfe2f3][size=3]All NPCs are standalone; You don't need to have any mods to have them look like the ones in the screenshots.

Specifically, the following assets are already included in this mod:


[color=#ffd966]Human/Elf/Orc races body parts meshes and textures from SkySight by fadingsignal (Naked bodies have undies on)

Nord race textures from The Veteran Skin by ZwabberdieBo are incorporated into some of the NPCs

Tint masks from Unmasked Faces for less-greenish tints

Custom hair meshes/textures from Apachii SkyHair and KS Hairdos are used for some of the NPCs

Eye meshes are Invisibility effect friendly; Wil not cause the infamous eye glitch after the effect wears off.

Beards, brows, mouth/teeth, facial details such as dirt, scars, and war paints

Argonian characters were given iconic fins upon their heads, as well as beautiful hair styles and sharper claws, bigger tails


What this mod does not include, and as such rely on individual mod setup for more desirable effects are:

Hair textures for vanilla hair styles...My recommendation is Superior Lore-Friendly Hair - HD textures

Argonian skin textures...My recommendation is FAR - Forgotten Argonian Roots
[/color]
[/size][/color]


[color=#cfe2f3][size=3]These assets do not affect any other characters in game, including your own character. Only the changed NPCs will use these new assets.[/size][/color]
[/font]



[font=Times New Roman][color=#cfe2f3][size=3]No NPCs have been purposefully changed their body weights in this mod. Therefore you do not need to "setnpcweight" in order to avoid the neck gap issue.[/size][/color][/font]



[font=Times New Roman][color=#cfe2f3][size=3]There are two optional modules available during the installations:

Perks & Skills Module is a new addition in V5. In previous versions, The Men of Winter modified some NPCs' skills in addition to their appearances, and this feature turned into a separate plugin from V5 and forward. The goal of this module is to provide appropriate skills, perks, and sometimes equipment to the modified NPCs.

For instance, Ysgramor is classified to be a "citizen" in Vanilla and had very low skills in everything regarding fighting,
but now his class has been set "combatwarrior2H" and he is a highly-skilled warrior who knows many perks from two-handed, one-handed, and block skill trees. Although we will never see him fight in any quest, it never hurts to give him real strength.

Brynjolf and Mercer now have "Light Foot" perk so they will not activate any booby traps in ruins.



The second optional module is to provide an option to remove Miraak's ability to show off his face during the final battle at the end of Dragonborn DLC's main questline.
By default, The Men of Winter makes it so that you can see Miraak's face hidden underneath his mask during this fight. This optional module will simply remove that change so that Miraak will never reveal his face to Last Dragonborn; just like vanilla.

[/size][/color][/font]











*Compatibility & Requirements
[font=Times New Roman][color=#cfe2f3][size=3]
The Men of Winter requires Dragonborn DLC in addition to the updated Skyrim.

All changes and fixes made to these NPCs from Unofficial Skyrim Patch have been implemented, therefore there is no need to make a patch with USLEEP. The Men of Winter does not require USLEEP as a master file.

Obviously conflicts with any mods that edit the same NPC(s). [/size][/color][/font][font=Times New Roman][color=#cfe2f3][size=3]

The Compatibility Patch for

[font=Times New Roman][color=#cfe2f3][size=3][url=http://www.nexusmods.com/skyrim/mods/64651][/url][url=http://www.nexusmods.com/skyrimspecialedition/mods/4509]The Gray Cowl of Nocturnal SE [/url][/size][/color][/font][font=Times New Roman][color=#cfe2f3][size=3]is available and can be installed together with the main file.
Just hit the download button, and follow the instructions given by the installer.[/size][/color][/font]
[/size][/color][/font]*




*Recommended Mods

The following is the list of mods to make the NPCs look more superb.
[font=Times New Roman][url=http://www.nexusmods.com/skyrim/mods/36510/]
[size=4]Superior Lore-Friendly Hair - HD textures by skyrimaguas[/size] (www.nexusmods.com/skyrim/mods/36510/)[/url][/font]
:For some hair styles are Vanilla assets and this retexture makes them look absolutely beautiful and realistic.

[font=Times New Roman][size=4][/size][/font][url=http://www.nexusmods.com/skyrim/mods/42043][font=Times New Roman][size=4]FAR - Forgotten Argonian Roots by redtox[/size][/font] (www.nexusmods.com/skyrim/mods/42043)[/url]
:For 3 Argonian NPCs. Install 4k/2k skin&body textures from this amazing mod and all Argonians in your game look stunning.






*To Users

Some armor mods, weapon mods, and re-texture mods for armors are certainly used in many of my screenshots but they're not included in my work!

If you find any issues please go post it in the comments section but please beware one thing:

I will not take requests about which NPCs to be included in this project.

You're free to talk about it there but please acknowledge that you're likely ignored.



[color=#c9daf8][font=Times New Roman][size=3]


*Credits*


I thank everyone who supported me with their wonderful creations that are essential for my mod to be made. Some people have even given me exceptional permission and shared their wonderful creations with me with open heart. I'm so grateful for their generosity, I certify that all assets provided for this mod are used under the rightful conditions.


Thank you Eltya, for the eyes textures from [url=http://www.nexusmods.com/skyrim/mods/73622]H.U.E - Handmade Unique Eyes (http://www.nexusmods.com/skyrim/mods/73622)[/url].

Thank you fadingsignal for the body, feet, hands meshes and textures and face textures from [url=http://www.nexusmods.com/skyrim/mods/58443]SkySight Skins - Ultra HD 4K and 2K - Male Textures and Real Feet Meshes (http://www.nexusmods.com/skyrim/mods/58443)[/url].

Thank you ZwabberdieBo, for amazing textures in [url=http://www.nexusmods.com/skyrim/mods/81004]The Veteran Skin - 4K Nude Male Skin with SoS Support (http://www.nexusmods.com/skyrim/mods/81004).[/url]

Thank you Diethardt and netherwalk, for your amazing warpaints textures from your masterwork [url=http:///www.nexusmods.com/skyrim/mods/34539]Battle Hardened Warpaints (http://www.nexusmods.com/skyrim/mods/34539)[/url].

Thank you Empyrean42, for your stunning collection of warpaints from [url=http://www.nexusmods.com/skyrim/mods/61332]Empyrean Warpaints in HD (http://www.nexusmods.com/skyrim/mods/61332)[/url].

Thank you blackwolf24, for your great Argonian enhancement mods including [url=http://www.nexusmods.com/skyrim/mods/70206]HD argonian mouth (http://www.nexusmods.com/skyrim/mods/70206)[/url], [url=http://www.nexusmods.com/skyrim/mods/73394]HD Argonian Hairstyles (http://www.nexusmods.com/skyrim/mods/73394)[/url], and [url=http://www.nexusmods.com/skyrim/mods/73215]HD Argonian Scars (http://www.nexusmods.com/skyrim/mods/73215)[/url].

Thank you [url=http://www.nexusmods.com/skyrim/users/4930906]KrittaKitty (http://www.nexusmods.com/skyrim/users/4930906)[/url] for allowing me to use the beautiful feathers textures included in HD Argonian Hairstyles by blackwolf24.

Thank you Chilean Wolf, for your amazing [url=http://www.nexusmods.com/skyrim/mods/55707]Argonian Fins (http://www.nexusmods.com/skyrim/mods/55707)[/url].

Thank you redtox, for your wonderful Photo-real like eyes from [url=http://www.nexusmods.com/skyrim/mods/42043]FAR - Forgotten Argonian Roots (http://www.nexusmods.com/skyrim/mods/42043)[/url].

Thank you Fearil, for you[url=http://www.nexusmods.com/skyrim/mods/17339][color=#c9daf8]r [/color]BAT - Bigger Argonian Tails (http://www.nexusmods.com/skyrim/mods/17339)[/url].

Thank you Derok and Didact240 for your [url=http://www.nexusmods.com/skyrim/mods/52918]Better Claws and Gauntlets (http://www.nexusmods.com/skyrim/mods/52918)[/url].

Thank you apachii, for your [url=http://www.nexusmods.com/skyrim/mods/10168]ApachiiSkyHair (http://www.nexusmods.com/skyrim/mods/10168)[/url] and the original author callum91
from sims 2 for the superb hair model.

Thank you Kalilies Stealthic Khaos and Shocky, for your [url=http://www.nexusmods.com/skyrim/mods/68311]KS Hairdos - Renewal (http://www.nexusmods.com/skyrim/mods/68311)[/url].

Thank you Nostromo79, for your [url=http://www.nexusmods.com/skyrim/mods/60901]Pierced Ears - Earrings (http://www.nexusmods.com/skyrim/mods/60901)[/url].

Thank you Gabriel Mailhot, for your [url=http://www.nexusmods.com/skyrim/mods/13722]The Eyes Of Beauty (http://www.nexusmods.com/skyrim/mods/13722)[/url].

Thank you Hvergelmir, for your [url=http://www.nexusmods.com/skyrim/mods/28363]Beards (http://www.nexusmods.com/skyrim/mods/28363)[color=#c9daf8] and [/color][/url]
[url=http://www.nexusmods.com/skyrim/mods/30411]Brows (http://www.nexusmods.com/skyrim/mods/30411)[/url].

Thank you nevenbridge, for your [url=http://www.nexusmods.com/skyrim/mods/3589]Natural Eyes (http://www.nexusmods.com/skyrim/mods/3589)[/url].

Thank you Hello Santa, for your [url=http://www.nexusmods.com/skyrim/mods/35327]SG Female Eyebrows (http://www.nexusmods.com/skyrim/mods/35327)[/url].

Thank you Xenius, for your [url=http://www.nexusmods.com/skyrim/mods/4784]High Resolution Scars (http://www.nexusmods.com/skyrim/mods/4784)[/url].

Thank you Maevan2, for your [url=http://www.nexusmods.com/skyrim/mods/72825]Maevan2's eye brows (http://www.nexusmods.com/skyrim/mods/72825)[/url].

Thank you zzjay, for your [url=http://www.nexusmods.com/skyrim/mods/34346]Smile in HD (http://www.nexusmods.com/skyrim/mods/34346)[/url].

Thank you nuska, for the face mesh for the elves from your [url=http://www.nexusmods.com/skyrim/mods/24273]Ethereal Elven Overhaul (http://www.nexusmods.com/skyrim/mods/24273)[/url].

Thank you pikkatze, for your [url=http://www.nexusmods.com/skyrim/mods/1971]Smooth Faces for Ladies and Gents (http://www.nexusmods.com/skyrim/mods/1971)[/url].

Thank you AltheaR, for your [url=https://www.nexusmods.com/skyrim/mods/76607]Unmasked Faces - no green detailmaps for complexion and necks (https://www.nexusmods.com/skyrim/mods/76607)[/url]

Thank you JazzJR, for your [url=http://www.nexusmods.com/skyrim/mods/7712]JazzJR Argonian retexture (http://www.nexusmods.com/skyrim/mods/7712)[/url].

Thank you Chilean Wolf, for your[url=http://www.nexusmods.com/skyrim/mods/22624] Argonian Decapitation Fix (http://www.nexusmods.com/skyrim/mods/22624)[/url].

Thank you Hein84, for your [url=http://www.nexusmods.com/skyrim/mods/35092]ApachiiSkyHair natural Retexture (http://www.nexusmods.com/skyrim/mods/35092)[/url].

Thank you Jasper, for your [url=http://www.nexusmods.com/skyrim/mods/79735]Salt and Wind - Rough Hair for KS Hairdos (http://www.nexusmods.com/skyrim/mods/79735).[/url]

Thank you ECE Team, for [url=http://www.nexusmods.com/skyrim/mods/12951]Enhanced Character Edit (http://www.nexusmods.com/skyrim/mods/12951)[/url].

Thank you Expired, for [url=http://www.nexusmods.com/skyrim/mods/29624]RaceMenu (http://www.nexusmods.com/skyrim/mods/29624)[/url].

Thank you Unofficial Skyrim Patch Team, for [url=http://www.nexusmods.com/skyrim/mods/71214]Unofficial Skyrim Legendary Patch[/url] (http://www.nexusmods.com/skyrim/mods/71214)[/size][/font][/color][/center],

Dance for me

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Makes a teammate seductively dance. Meaning if you sneak and they sneak they'll dance providing they are not a creature
Animation / Music / No scripts

I've always had problems trying to animate and play music w/ out scripting via dialogue. But I finally just figured it out thanks to the engine being a lil bit squirrelly.
I'll be adding more dances and music to this mod if it get enough endorsements.
Don't forget to run your FNIS to see the animation

Here is a seductive dance example.



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