Quantcast
Channel: Files updated on Skyrim Nexus today
Viewing all 46989 articles
Browse latest View live

Azurion

$
0
0
[center][b][i][font=Comic Sans MS][color=#1e84cc][size=5]DESCRIPTION[/size][/color][/font][/i][/b][/center]A mod focused on introducing a large underground Sanctum including a Player Home,   unique followers & other things, that will make the Dragonborn feel like outside of time & place.This is the fine line where Fantasy meets Insanity and provides escape from the known world to the one yet untouched and beyond. Enjoy this latest madness... 

[center]Donations Welcome: https://www.patreon.com/dronewiz[/center]
[center][b][font=Comic Sans MS][i][color=#1e84cc][size=4]Update v3.0[/size][/color][/i][/font][/b][/center][center]Now includes 10+ Unique followers, most who are also merchants and/or housecarls, [/center][center]all come with custom unique abilities, skills and can level up with player as well. [/center][center]Find them inside Cheribub Soulspire. Enjoy this latest update...[/center]
[center][b][font=Comic Sans MS][i][color=#1e84cc][size=4]Expansion 2.0[/size][/color][/i][/font][/b] [/center][center]Version 2.0Ext includes extension to new location Azurion[/center]
[center][i][font=Comic Sans MS][color=#1e84cc][size=3]LOCATION[/size][/color][/font][/i][/center][center]The entrance lies across the Riverwood bridge to the right, and it will be marked on your Map as a Dwemer Ruin. HINT: Look for a Trap Door on the ground. Fast-Travel available once discovered.[/center] 

[center][font=Comic Sans MS][color=#1e84cc][size=3][i]INSTALLING[/i][/size][/color][/font][/center][center]Click on download latest version of Azurion mod, start your Skyrim game. Enable the esp in your mod manager. [/center]

[font=Comic Sans MS][color=#1e84cc][size=3][center][i]MANUAL INSTALL [/i][/center][/size][/color][/font][center]Drop this into your Skyrim Special Edition/Data folder, extract using Zip or WinRar, place Azurion.esp into your Skyrim Special Edition/Data/Mods folder. Enable, or Tick/Check Azurion.esp in Mods, Load Order before starting game[/center]. 

[center][font=Comic Sans MS][color=#1e84cc][size=3][i]REQUIREMENTS[/i][/size][/color][/font][/center][center]Dragonborn Dawnguard Hearthfires [/center][i][center][font=Comic Sans MS][color=#1e84cc][size=3]RECOMMENDED MODS[/size][/color][/font][/center][/i][center]Wunderkind Rares SKYUI [/center][center][font=Comic Sans MS][color=#1e84cc][size=3][i]LOAD ORDER[/i][/size][/color][/font][/center][center]Any, this is OPTIONAL. 

[font=Comic Sans MS][color=#1e84cc][size=4]MY OTHER MODS [/size][/color][/font]
WUNDERKIND RARES  
https://www.nexusmods.com/skyrim/mods/79922/?
SKYDRONE
http://www.nexusmods.com/skyrim/mods/60699/?
LUNATIC FOLLOWER
http://www.nexusmods.com/skyrim/mods/64909/?
SUMMERSET DRAGONSCALE ARMOR
http://www.nexusmods.com/skyrim/mods/65972/?
GUILTY PLEASURE GIFTPACK
http://www.nexusmods.com/skyrim/mods/69940/?
NORDARC ARMOR
http://www.nexusmods.com/skyrim/mods/72266/?
OURORAX
http://www.nexusmods.com/skyrim/mods/74973/? 

[color=#1e84cc][font=Comic Sans MS][size=4]THIS MOD IS ALSO AVAILABLE FOR CONSOLES 
(On Bethesda.net)[/size][/font][size=2] [/size][/color]
https://bethesda.net/en/mods/skyrim/mod-detail/4105459 [font=Comic Sans MS][color=#1e84cc][size=4](XBOX/1/S/X)[/size][/color][/font]
https://bethesda.net/en/mods/skyrim/mod-detail/4105381 [font=Comic Sans MS][color=#1e84cc][size=4](PS4/PS4 PRO) 
[/size][/color][/font] [/center][center][font=Comic Sans MS][color=#1e84cc][size=3][i]YOUTUBE [/i][/size][/color][/font][/center][center]https://www.youtube.com/watch?v=w_HXxoJGra4  
[/center][center][font=Comic Sans MS][color=#1e84cc][size=3][i]PERMISSIONS[/i][/size][/color][/font][/center][center]Bethesda Softworks, Bethesda Softworks All Rights Reserved[/center] [center][font=Comic Sans MS][color=#1e84cc][size=3][i]CREDITS[/i][/size][/color][/font][/center][center]Bethesda Softworks Creation Kit [/center][center][font=Comic Sans MS][color=#1e84cc][size=3][i]PERSONAL THANKS[/i][/size][/color][/font][/center][center]To the amazing Elder Scrolls gaming community. May the chickens feast by your side in Sovngarde...[/center] [center][font=Comic Sans MS][color=#1e84cc][size=3][i]CONTACT [/i][/size][/color][/font][/center][center]YouTube: dronearc V [/center]

Depths of Repentance

$
0
0
Journey through the Depths of Repentance, a dark underworld, cursed by the Daedric Prince Vaermina, where the regrets of long dead ghosts return to life.
Fight in the dreaded Orc Arena against waves of enemies, each more deadly than the last.
Struggle through "Delusions of Power", to return a lost soul to his right mind.
Defeat the "Cult of the Father", a new religion spreading from Solitude and stealing away the hearts of minds of its citizens.
Puzzle through "The Warrens" and "The Icy Hearth."
And much more...

The questline can be started by talking to Lilith Larksong in the Bards College in Solitude.  Alternatively, once the player has pickpocketed a certain number of items, they will receive a note inviting them to speak to Lilith.  She will give the player two introductory quests, before the main quest to defeat the "Cult of the Father."  Unique item rewards await at the end of the questline.

This mod contains many enemies to be fought and defeated.  It also contains story lines to catch the player's interest and increase immersion in the world.

Enjoy!


If you liked this mod then please consider leaving a donation.
Several of my short stories are available for purchase on amazon for kindle.
[url=https://www.amazon.com/s?i=digital-text&rh=p_27%3AJames+Mackenzie-Carmichael&s=relevancerank&text=James+Mackenzie-Carmichael&ref=dp_byline_sr_ebooks_1]https://www.amazon.com/s?i=digital-text&rh=p_27%3AJames+Mackenzie-Carmichael&s=relevancerank&text=James+Mackenzie-Carmichael&ref=dp_byline_sr_ebooks_1[/url]

Lenneth Naralina- Epic Elf Preset

$
0
0
[font=Verdana][size=3]Sorry for the slow uploads; I've been kind of busy. Anyway, now that I got the vanilla races out of the way, it's time for presets of the race mods I use. First up: My Epic Elf girl, Lenneth Naralina. I've touched her face up a good deal, so she looks better than the older version.

Mod Required:
RaceMenu (obviously) -[url=https://www.nexusmods.com/skyrim/mods/29624]LINK[/url][/size]
[size=3]Epic Elves race -[url=https://www.nexusmods.com/skyrim/mods/20172]LINK[/url]
SG Hair Pack 268 (Google it)[/size]
[size=3]
ModRecommended (to make her look exactly like the screenshots):[/size]
[size=3]The Eyes of Beauty -[url=https://www.nexusmods.com/skyrim/mods/13722]LINK[/url][/size]
[size=3]Fair Skin Complexion (any skin mod will do, this is just the one I use) -[url=https://www.nexusmods.com/skyrim/mods/24273]LINK[/url][/size]
[/font][size=3][font=Verdana]Hvergelmer's Brows -[url=https://www.nexusmods.com/skyrim/mods/30411]LINK[/url]
[size=3]----------------------------------------------------------------------------------------------------------------------------------------MODS USED IN SCREENSHOTS:
[/size][size=3]Nini's Bless RB 0013 Armor (Patreon-exclusive armor)[/size][size=3]
SG Hair Pack 268
Fair Skin Complexion
Seasons of Skyrim ENB
Wyvern Rock Castle
Realistic Skyrim Overhaul

NOTE: If you're going to post trolling or flaming comments on this (or any other) preset, then please keep it to yourself; or I will take the liberty of keeping it to yourself by deleting your comment and banning you from making any future comments.[/size][/font][/size]

Skyrim Reputation

$
0
0
The reputation mechanic introduced with this mod creates a reputation/morality score for your character based on the quests you complete, the choices you make, and your actions throughout your play-through. 

Based on your reputation score, many of the game's NPCs will change how they respond to you. Your choices will now matter for how people perceive you - and not just whether or not you've delivered/fetched something for that particular NPC.


[center][youtube]oagCX4ka4v8[/youtube][/center]
[center]Video by: [url=https://www.youtube.com/arcticscrolls]Arctic Scrolls[/url] [/center]

The majority changes introduced by the mod are purely atmospheric and should not interrupt game-play. If you find they do, all functions of the mod can be toggled on and off in the MCM menu. The mod includes the following (see the change-log for specifics):

[i]Greeting dialogue overhaul:[/i]
[list]
[*]Over 4000 files of vanilla asset dialogue have been arranged on a spectrum from welcoming comments to angry comments, and mapped onto the reputation mechanic. 
[*]A relatively unknown character will now be greeted with dismissals; a good-willed hero will be greeted with compliments; and an evil outlaw will be greeted with scorn.
[*]Guards will now also act as if they’re a little wiser to your criminal activities and comment with greater suspicion. At least until your influence in the Hold increases.
[/list]
[i]Dynamic reputation titles:[/i]
[list]
[*]Across the seven different reputation levels shown in the media section, there are more than 100 different "titles", each denoting the different choices you have made and/or quests you have completed (e.g. Warrior, Daedra worshipper, etc.)
[*]What title you have may also affect greeting dialogue, for example if you gained the reputation title of 'Harbinger' for your warrior prowess, or if you have been labeled a 'Thief' for your crimes, you will hear people commenting on it.
[/list]
[i]Faction reactions and courier notes:[/i]
[list]
[*]Depending on what quests you complete, some NPCs may now send you courier notes to comment on your deeds. 
[*]Key members of join-able factions may also send you courier notes, to comment on you joining another faction or on your current reputation/morality. 
[*]For example: The Companions now recognize fame/infamy; and might let you join without the usual delivery quests if your reputation is right, and kick you out again if you turn evil.
[/list]
[i]Reputation based influences:[/i]
[list]
[*]Minor perks and some passive influences now come with certain reputations (These are unaffected by other mods making changes to your perks, see change log for details)
[*]Vendor prices may now be affected positively or negatively by your reputation score. A noble hero receives better prices than an evil-doer.
[*]If you gain enough infamy, townsfolk and enemies alike have a chance to start fleeing at the very sight of you.
[/list][i]
Vampire and Werewolf suspicion mechanic:[/i]
[list]
[*]The citizens of Skyrim will no longer be completely oblivious to Vampire and Werewolf players' hidden nature. This mod adds over 100 additional greeting lines of dialogue that you can trigger as a vampire or werewolf (compared to the original 7).
[*]As a vampire you will need to balance not succumbing to your blood lust, with keeping fed to suppress telltale sings of being undead.
[*]As a werewolf you will now need to be careful not to overusing your abilities, and not approach people after a recent transformation or during the full-moon.
[/list]
[b]
[/b][line][center]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/22374]SKYRIM SPECIAL EDITION VERSION AVAILABLE HERE
[/url][/center][line]
[b]Installation[/b]
Use a mod manager/organizer to install, or drop the loose files into you Skyrim data folder.

[b]Updating[/b]
The most recent version (v 2.2) unfortunately requires a “cleaned” save, if you’re updating from any of the earlier versions (see below). Hopefully this version will be the last update that require such a procedure. If you have version 2.1, and you are not experiencing any issues, feel free to skip this update - the changes weren't major and the main focus was to make it ready for porting it over to console.

The game stores the scripts from all active mods in your save files, whenever you save a game. Because of this, outdated scripts from earlier versions will linger and can cause problems when updating to newer versions of Skyrim Reputation. To avoid these issues, you can either start a new character or attempt to “clean” an existing save. To clean a save, follow these steps:
[list=1]
[*]Load your character and make note of your tracked scores (i.e. Assault, Murder and Petty Crime bounties, Bandit Kills, etc.) listed in the mod's MCM menu. Close Skyrim and[b] back up your save files.[/b]
[*]Uninstall Skyrim Reputation and clean your save. To clean your save: load your save without Skyrim Reputation, save again, and exit. Then use a [url=https://www.nexusmods.com/skyrim/mods/52363/]Save Cleaner tool[/url] to manually remove the old scripts from the save file. Only attempt this [u]after[/u] backing up your save files.
[*]Reinstall the mod’s latest version, load up you character and change the scores (noted down in step 1) back to their original values in the mod's MCM menu.
[/list][b]
[/b][b]Uninstalling[/b]
Navigate to the control panel in the MCM menu and [b]mute the mod[/b]. Uninstall/Remove the mod files.The reason to mute the mod first is to revert some of the changes it makes to a few of the game’s factions. The usual warning goes here; that uninstalling mods mid-game is never recommended due to the scripts it leaves in your save file. However, it shouldn’t cause any problem with this mod, beyond throwing up some minor errors in your papyrus log. If the script errors bother you, try a 'save cleaner' tool to remove the script from your save file after uninstalling the mod. If you’d rather not take the risk just leave it muted.

[b]Compatibility[/b]
This mod hardly makes any changes to Skyrim's original records, so hopefully it has minimal conflicts with other mods. Putting it early in your load order, and letting other mods overwrite it, should also be fine. If you’re using mods that change the same aspect of the game as this mod, for example faction ally/hostility changes, and you're experiencing oddities, you may want to turn off the relevant function in the MCM menu.

[size=3][center][u]The following mods are currently reported as compatible:[/u]
[b]Relationship Dialogue overhauls [/b]
[b]Guard Dialogue overhauls[/b]
[b]Requiem[/b]
[b]Ordinator[/b][/center][/size]

[b]Incompatibility[/b]
[list]
[*][size=3][b]Translations and other languages than English are unfortunately not supported. [/b][/size]
[*]This is due to many lines of dialogue being composites of existing sound files, and so doesn't have a corresponding sound file in the translated versions. You can turn off the voiced comments in the MCM, but that's up to you.
[/list]
[line][b]
FAQ
[/b][i]
[/i][i]Can I install this mod for an existing character?[/i]
[list]
[*]Yes, you can, but it might take up to an in-game day before your reputation is correctly calculated. 
[*]Some of the statistics only start tracking after you install the mod (e.g. Assaults, Murder bounties, Petty crime bounties, Bandit kills, etc.), and any of those you did before installing the mod won't count towards your reputation. 
[*]You can manually adjust these scores in the MCM menu.
[/list]
[i]Is this like the Oblivion fame mechanic?[/i]
[list]
[*]Not quite, but it is inspired by it, and the mod does have a fame score. Certain quests will reward you with fame, which in turn determines what the reputation mechanic does.
[/list]
[i]How does the reputation mechanic work?[/i]
[list]
[*]Simply put, your character is continuously collecting morality points as you progress through the game, and the mechanic weighs all the 'good' morality points (e.g. earned by saving someone or retrieving an item) against all of the 'bad' morality points (e.g. earned by betraying a friend, stealing, murdering, etc.).
[*]The 'fame' points you collect then acts like an amplifier to the the total morality score, producing either a good reputation or a bad reputation.
[/list]
[i]What makes up the Reputation mechanic?[/i]
[list]
[*]Players who help local temples, uphold the law and generally help out are assumed to be more welcome than players who do the bidding of Daedra, commit crime and betray friends for their own gain.
[*]The choices you make are assumed to reflect in some way your character's personality, and the mod then makes assumptions about how a regular Skyrim Nord might respond to such a person or someone they knew had done similar things.
[*]Many choices available to the player in game are scored on one or more of the following three dimensions: (1) Aedric-devotion vs. Daedric-worship, (2) Lawfulness vs. Crime, and (3) Dependability vs. Power-hunger. 
[/list]
[i]What counts in the reputation mechanic?[/i][list]
[*]Most things: the race you choose, the character build you choose, many of the tracked stats are included, as are many quests. 
[*]Not all quests are included though, only about 3/4 of them are, but they are the bulk of the reputation-points you earn.
[/list]
[i]How did you decide what is good and and what is evil?[/i]
[list]
[*]I've drawn heavily on the existing lore of Skyrim and other parts of the Elder Scrolls series, as well as my academic background in Personality Psychology.
[/list]
[i]Which choices matter the most?[/i]
[list]
[*]Many of choices available count a little bit each, the idea being that everything has an accumulative effect on your reputation. 
[*]However; Daedric quests in particular are heavily weighted in the reputation mechanic, as they usually have a clear good/evil outcome. The factions also affect a fair bit, especially the Companions quest line.
[/list]
[i]My new character’s morality scores are not what I expected. What do I do?[/i]
[list]
[*]To add to the role-playing experience, racial prejudice is now an obstacle to overcome. You start with a 1-3 points racial bonus/penalty to the different scores, depending on the race you chose. 
[*]For example, as a Khajiit you start with a 75% criminal score, even before you complete any quests or break the law. 
[*]This might sound like a lot, but will very quickly even out as you progress and start completing quests. 
[/list]
[i]I want this or that reputation right now, how can I make that happen?[/i]
[list]
[*]My intention was to have you earn your reputation, so that you actively try and find ways to change it - in whichever direction you desire - if you don't like the reputation you have. 
[*]The mechanic is intended as an extra element of the game for you to keep track on and explore. To pick your quests more carefully and maybe weigh your decisions an extra time, as a part of role-playing.
[*]That said, if you desire instant gratification or if you feel I got it wrong somewhere, you can change your scores manually in the MCM menu.
[/list]
[i]Why is being a mage counting towards a bad reputation?[/i]
[list]
[*]In the original game you hear that magic is frowned upon and mages unwelcome, but apart from a few snarky comments about any robes you might be wearing and the college yet again blowing up Winterhold, you don't really notice. 
[*]I wanted to change that a little. The College of Winterhold quests, general magic skill levels, souls collected and even books read now counts a little towards your Power-hunger score - but only a little. 
[*]If you do other good deeds you'll soon overwrite its negative effect on your reputation. This is to give the sensation that people are mistrusting of mages until proven otherwise.  
[*]If it still bugs you, you can always turn it off in the MCM menu.
[/list]
[i]What about the less evil Daedric quests, do they all result in bad reputation?[/i]
[list]
[*]With the exception of Meridia’s "Break of Dawn," all the Daedric quests have the potential to give you Daedric taint points. 
[*]Defying the instructions of Daedra in these quests will earn you a small amount Aedric devotion points and following their commands earn you Daedric taint points. The exception being Azura, where the opposite is now true, following popular demand (low influence, either way).
[*]The amount of Daedric taint points you get for the rest depend on things like: if murder is involved, or how abhorrent I imagine the people of Skyrim would think it is.
[/list]
[i]No one saw me complete this Daedric quest, why does it affect my reputation?[/i]
[list]
[*]Well, the Daedric quests that give you more Daedric-taint points, there's usually a situation where two people enter and only one returns (i.e. you). I wanted to reflect that people would start talking and wondering what had happened. 
[*]For the other quests you might not get many points, but each evil deed you carry out for the princes would affect your characters's personality a little. It's the idea that a stone cold killer will likely behave differently as a person, compared to say a dairy farmer, and this would play into how people perceive, respond and spread rumors about you. 
[/list]
[i]But my character is super-stealthy, why do I get reputation points for criminal acts when no one knows it's me?[/i]
[list]
[*]Undetected thefts, murders, trespasses, etc. the don't contribute very much to your reputation score for this very reason and are capped at a certain amount. The times you're caught, in contrast, contributes a lot. 
[*]The reason the undetected acts contribute at all is that people would eventually notice things go missing when you're around and I wanted to reflect that suspicion. You can toggle this in the MCM menu.
[/list]
[i]How does the Vampire and Werewolf suspicion mechanic work?[/i]
[list]
[*]Hoping to add to the role-playing element of being a vampire or werewolf, each suspicion score is driven by two aspects: (1) how much you indulge in you vampire/werewolf powers, and (2) how careful you are around other citizens. 
[*]Both will contribute to an overall suspicion score which in turn affects your reputation and unlocks further reactions and reputation titles as they increase. 
[*]Suspicions are also set to gradually decrease as time passes if you don’t do anything to arouse them.
[/list]
[list]
[*][b]Vampires[/b]
[/list][list]
[list]
[*]You will now need to balance giving in to your blood lust with keeping fed, to suppress your undead appearance (appearance changes not included - I can recommend dynamic vampire stages for this effect).
[*]Excessive feeding and overuse of your vampiric powers will contribute to suspicions. 
[*]At the same time, without maintained blood levels people will start noticing that something is off and, at vampire stage 2 and above, NPCs will start to make comments as you approach them (most join-able faction NPCs won’t care). Each comment contributing to your suspicion score.
[*]The higher your vampire stage, the more likely it is that people will comment and the higher suspicion contribution become. Soon people will be calling you out for what you are.
[*]An indicator of your vampire stage is included in the Undead Aura, in your active magic effects menu.
[*]Bad reputation and high suspicion may result in people shouting ‘Filthy Vampire!’ as you pass, or even attacking you outright (toggle in MCM)
[*]A Good reputation somewhat negates the suspicions 
[/list][/list][b][list]
[*][b]Werewo[/b][b]lves[/b]
[/list][/b][list]
[list]
[*]You will now need to be careful of approaching people after having recently transformed or when the moon is full. When you revert into humanoid form, it’s now assumed that some beastly aspects will linger and be visible to others. The same being true when a full moon draws out these aspects (actual appearance changes not included).
[*]The mod introduces a similar stage system to that of a vampire player, but dependent on how recently you have transformed instead. 
[*]If you head straight into town after transforming, or hang around during a full moon, people will be noticing that something is off and start making comments as you approach them (most join-able faction NPCs won’t care). Each comment contributing to your suspicion score.
[*]The more recently you transformed, the more likely it is that people will comment and the higher suspicion contribution become. Soon people will be calling you out for what you are.
[*]An indicator of your werewolf stage is included under Beastly Aspect, in your active magic effects menu.
[*]Bad reputation and high suspicion may result in people shouting ‘Filthy Beast!’ as you pass, or even attacking you outright (toggle in MCM)
[*]A Good reputation somewhat negates the suspicions.
[/list][/list]
[i]What faction changes have you made?[/i]
[list]
[*]I haven’t made changes to all factions, and I haven’t changed any or their quests. Skyrim already lets you join a faction and have you expelled again if you break their rules. I have just used that framework and added minimally to it. All changes can be toggles in the MCM menu. I have listed changes below, and if you are experiencing anything other than what’s listed, something is going awry:
[/list]
[b]Faction Changes[/b]:
[spoiler][list]
[*][b]College of Winterhold[/b]
[list]
[*]Added courier notes to be sent to the player when completing certain quests.
[*]Linked their existing expulsion quest to maybe trigger (through courier notes) when turning evil or joining other factions.
[/list][*][b]Companions[/b]
[list]
[*]Known players can skip the initiation fetch quest.
[*]Added to the faction’s existing greeting dialogue
[*]Added courier notes to be sent to the player when completing certain quests.
[*]Added expulsion quest, similar to that of the other guilds, that may trigger (through courier notes) when turning evil or joining other factions.
[/list][*][b]Dark Brotherhood[/b]
[list]
[*]Added courier notes to be sent to the player when completing certain quests.
[/list][*][b]Dawnguard[/b]
[list]
[*]The faction is more responsive to Vampire players and may become hostile to known vampire players.
[/list][*][b]Forsworn[/b]
[list]
[*]If you escape with Madanach some Forsworn change their reactions to become more friendly. If you keep assisting their enemies or killing their kind, the faction will become hostile again.
[*]Added courier notes to be sent to the player when completing certain quests.
[*]Added to the faction’s existing greeting dialogue
[/list][*][b]Vigil of Stendarr[/b]
[list]
[*]The faction responds to player’s Daedric and Aedric scores and may become hostile to Daedra worhipping player
[*]Added to the faction’s existing greeting dialogue, and they may attack vampire and werewolf players.
[/list][*][b]Thalmor[/b]
[list]
[*]Added a tracker for quests that help/interfere with the Thalmor and change their reactions if you meddle too much.
[*]Sets some Thalmor factions as enemies.
[*]Added to the faction’s existing greeting dialogue
[/list][*][b]Thieves Guild[/b]
[list]
[*]Added courier notes to be sent to the player when completing certain quests.
[*]Linked their existing expulsion quest to maybe trigger (through courier notes) when killing too many bandits or progressing through the Companions quest line. 
[/list][/list]
[/spoiler]


[line]
[b]Thanks![/b]

If you're reading this I would like to thank you personally for being apart of the Nexus community. I've enjoyed so many hours of gameplay as a result of the dedicated work of people here, and I honestly feel privileged to be a part of it and be able to contribute my own work. So, thank you!


[line]

SehGuh's Uthgerd Standalone Replacer

$
0
0
Replacer for Uthgered the Unbroken- Location still in the Whiterun.
None of the mods used to make this is needed.

Mods Used;
KS Hairdos
thePure Skin
SG female brows
ECE - Enhanced Character Edit (to make the face)

Skin texture is UNP (wont work with cbbe)

STOP-A Stop Sign to hack and slash your opponents

$
0
0
[font=Times New Roman][size=6][b]Stop right there criminal scum![/b][/size][/font]

This is a mod that adds a Stop Sign as a weapon to your game for your hacking and slashing pleasure! I made a mod very similar to this way back in 2012 for Oblivion when I was the wee age 14, But now I am stronger and more powerful in the way of computers and just had to try it again! 

Also available for Skyrim SSE: [url=https://www.nexusmods.com/skyrimspecialedition/mods/29527/]Link Here![/url]

I hope you enjoy! If you do, leave me a comment, I'd love to hear what you think!

Mark of Arkay - Death Alternative

$
0
0
[color=orange][size=5][b]Mark of Arkay - Death Alternative[/b][/size][/color]
[size=2]
Skyrim Special Edition version available [url=http://www.nexusmods.com/skyrimspecialedition/mods/11540/?]here[/url].

[/size][color=#ff0000][b]Update to version 3 requires starting a new game.
[/b][/color]
[youtube]CCvmUeFRrRU[/youtube]
[color=lightgreen][size=4][b]
About[/b][/size][/color]

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

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

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

[color=#d8d8d8][color=#d8d8d8]You can choose to lose some or all of your items, skills or be cursed by arkay before respawning. If you enable this option based on the enabled options you can take back your items or remove the curse by killing the NPC who stoled your items, activating a grand soul gem or your character's dead body which is placed where you died, reviving yourself by sacrificing someone or from a chest boss inside one of the dungeons in the game. [/color][color=#d8d8d8][size=3]You can also toggle losing your items or skills permanently whenever you respawn before finding them.

[color=#d8d8d8]You can choose to be infected with a cursed version of the vanilla [/color][color=#00ffff][b]diseases[/b][/color][color=#d8d8d8] that could progress to more severe versions and could only be cured by paying to an arkay priest.
[/color][/size][/color][/color][/size]
[color=lightgreen][size=4][b]
Compatibility[/b][/size][/color]

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

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

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

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

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

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

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

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

Depths of Repentance - Spanish Translation

$
0
0
Esta es la Traducción al Español de la Versión 1.0.3 del Mod Depths of Repentance <Requiere el Mod original> Un interesante Mod de Aventuras que mezcla varios conceptos algunos divertidos y triviales y otros más profundos e Interesantes,   aun tiene detalles por Pulir por lo que se esperan algunas actualizaciones.  Es un Aporte más a la Comunidad Hispana,  para el deleite de nuestro Skyrim en Español.

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

[size=4][center][color=#ffff00][b]INSTALACION[/b][/color][/center]

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


[size=3]CREDITOS[/size]

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

Mod Original : [url=https://www.nexusmods.com/skyrim/mods/99215?tab=description]Depths of Repentance[/url]

Small Changes for Elves and Nords

$
0
0
__________________________________________________________________________

[b]Intro
[/b]
I've always been bothered by the voice used by male Elves and even stopped to play such characters because of it.
So I created this mod with the main purpose of simply replacing it by the one already used by most other male races.

And since there are also their height and weight data on the same sheets, I slightly modified them too in order to re-establishes/corrects their sexual dimorphism (males taller than females, except Dark Elves).

__________________________________________________________________________

[b]The Changes
[/b]
- [b]Voice[/b]
* Switch the "male elf haughty" voice used by male High Elves and Wood Elves to the "[u]male even toned[/u]", the voice already used by the male Nord, Breton, Imperial and Redguard. The male Dark Elf's voice remains the same though.

- [b]Heights[/b]
Vanilla heights for male/female  ->  mod :
   * High Elf (Altmer) 1.08/1.08   ->   1.08/[u]1.06[/u]
   * Wood Elf (Bosmer) 0.98/1.00   ->   [u]1.00[/u]/[u]0.98[/u]
   * Dark Elf (Dunmer) 1.00/1.00   ->   [u]0.98[/u]/1.00
   * Nord  1.03/1.03   ->   1.03/[u]1.02[/u]

- [b]Weights[/b]
Most playable races in Skyrim have a weight of 1, except female Khajiit, male Argonian, and male/female High Elves who have 0.5
(this weight score seems to be used for ragdoll purpose).
Vanilla weights for male/female  ->  mod :
   * High Elf   0.5/0.5  ->  [u]1[/u]/0.5
   * Dark Elf   1/1  ->  [u]0.5[/u]/1

__________________________________________________________________________

I had thought about correcting the starting skills bonus too, but as at high level everyone ends up being the same with all maxed skills, it doesn't matter much, and there are already some heavy overhaul mods for that.

- [b]Compatibility[/b]:
* This mod is not compatible with mods that modify those races on the same data sheets (but it's very simple to do with TES5Edit).
* Optional plugin for Deadly Mutilation compatibility (load this mod after DM).


- [b]Recommanded mod[/b]:
* Goblin Eyes Begone https://www.nexusmods.com/skyrim/mods/212
(it gives back normal elven eyes to the Wood Elves)

Zero and Co - Follower

$
0
0
[center][b][color=blue][size=6]Zero and Co[/size][/color][/b]
STANDALONE FOLLOWER & COMPANION
THANK YOU: FayeKing for the nice image.

Version: 1.1alpha (May need a clean save)[/center]

Name: Zero
Gender: Female
Class: Dragonic Mage
Race:???
Casts: Voice and Own style Spells Unique To Her Only
Armour/Clothing: Has own special Gear that cannot be removed
Can Marry?: YES
DLC: yes all and update file too
Loc: Wonders Around Whiterun, May or may not follow you she has AI similar to Lydia So shes a lazy house-carl but can guard against anything you can even use her as your personal night light

Name: Fury
Gender: Female
Class: Destroyer Mage
Race:???
Casts: Voice and Own style Spells Unique To Her Only
Armour/Clothing: Has own special Gear that cannot be removed
Can Marry?: YES
DLC: yes all and update file too
Loc: Dragonsreach/whiterun (Micro/Macro Destroyer Mage)
She will follow you once Lydia is unlocked and she also carries a spell book and 2 items that you can take from her.
She is very small like a bug and can take time to catch-up and even get over steps n such but she makes up for it in power.
*anyone know how to make them fly?? that was the last step but couldnt work it out. for now she is a fire-ant not a fire-fly

Other Information:
Has a constant Aura and bright glow
Rapidfire Spells, If set to aggressive and brave will attack anything and everything except your own followers and you.
Can take on even dragons alone.

50% faster speed than normal

Note:
If she doesnt come to you she c might be fighting or lazing about in the Palace of The Kings.
To her you are the true KING/QUEEN and will fight for you.


Spell: ???
Summon Zeros rage to fight along side you for a while.
Has own spells and last a long time


No one knows who she really is or where she came from.
With her unique abilities and power some think that she may be a Demi-God or the Mother of the first Dragonborn.

anyone who is able to please upload and pics or vids. for some reason i can't do it again.
Thank you all in advance and i hope everyone enjoys using her.

I do not know how to make the people more unique so if anyone wants to help me with this let me know. you will also be added to the list involved.



UPTADE:
Reduced glow
added a skill/spell to Zero and a book
Adjusted some settings


LIST:
Me only thus far.

THANK YOU: FayeKing for the nice image.

Ero Black Bunny

$
0
0
/==========Info========\
        Yes, it's me again, yes, again with the girls barely getting into their clothes.
           But I think if you are here you came for this.
            Well today we have a bunny.

            /========Details========\
         [color=#e06666]Class[/color]: Sworder (She fights with a sword made of carrots, lol)
             [color=#e06666]Location[/color]: [url=https://elderscrolls.fandom.com/wiki/Vilemyr_Inn]Vilemyr Inn[/url]
            [color=#e06666]M[/color][color=#e06666]arriage[/color]: possible
            [color=#e06666]Body[/color]: Custom Maximum CBBE
            [color=#e06666]Age[/color]: Young
              [color=#e06666]Wieght[/color]: 100
                [color=#e06666]Height[/color]: 1

         [size=4] __________Report me of any bugs_________[/size]

               --====Requirements====--
[url=https://www.nexusmods.com/skyrim/mods/26800]              XP32 Maximum Skeleton Extended - XPMSE[/url]
[url=https://www.nexusmods.com/skyrim/mods/53996]                HDT Physics Extensions[/url]

            --====Recomended mods====--
[url=https://www.nexusmods.com/skyrim/mods/53396/]                      Sexy idle animation[/url]
[url=https://www.nexusmods.com/skyrim/mods/54521/]                  FNIS Sexy Move[/url]
[url=https://www.nexusmods.com/skyrim/mods/36213]                   HDT HighHeels System[/url]
                Heels sound.esm


            ========Credits==========
[url=https://www.nexusmods.com/skyrim/mods/2666]         Caliente's Beautiful Bodies Edition -CBBE-[/url] by Caliente Ousnius and Jeir
[url=https://www.nexusmods.com/skyrim/mods/49015]           BodySlide and Outfit Studio[/url] by Ousnius and Caliente
[url=https://www.nexusmods.com/skyrim/mods/12951]            Enhanced Character Edit[/url] by ECE team
[url=https://www.nexusmods.com/skyrim/mods/68311]         KS Hairdos - Renewal[/url] by Kalilies Stealthic Khaos and Shock
[url=https://www.nexusmods.com/skyrim/mods/53996]           HDT Physics Extensions[/url] by HydrogensaysHDT
[url=https://www.nexusmods.com/skyrim/mods/26800]           XP32 Maximum Skeleton - XPMS[/url] by Groovtama
[url=https://www.nexusmods.com/skyrim/mods/73853]         PureSkinTexture[/url][size=4] by Anini n Regenbot03[/size]
        [url=https://www.nexusmods.com/skyrim/mods/70834]Demoniac- High Quality Glossy Female Body Texture[/url] by Regenbot03
          [url=https://www.loverslab.com/files/file/2068-spb-ero-heart-bunny-for-unp-jiggle/] SPB Ero Heart Bunny[/url] by SpeedBuster
               [url=https://www.loverslab.com/topic/76793-shadows-cbbe-hdt-bodyslide-conversions-20190215/] [u]LydHeels & Stockings[/u][/url][u] by laosiji
           [url=https://www.nexusmods.com/skyrim/mods/77880] Carrot Arsenal[/url] by McBook
[size=5]


====More related content=====
[/size][size=4]If you are looking for more big-breasted followers for the game Skyrim for people like you, I created a list of busty followers.[/size]

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

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

Quick Menus

$
0
0
[color=#ffffff][b][size=5]Quick Menus[/size][/b]

This mod provides the quick access to containers, player houses, NPCs and objects.[/color]
[color=#ff0000]
Requirements:[/color][color=#ffffff]
[url=http://www.nexusmods.com/skyrim/mods/57046/]UIExtensions[/url] Ver.1.2.0
[url=http://skse.silverlock.org/]SKSE[/url] Ver.1.7.3
[url=http://www.nexusmods.com/skyrim/mods/58705/]PapyrusUtil[/url] Ver.3.2[/color]

[color=#00ffff]Credits: [/color][color=#ffffff]
Expired ([url=http://www.nexusmods.com/skyrim/mods/57046/]UIExtensions[/url], [url=http://www.nexusmods.com/skyrim/mods/12933/]Extensible Follower Framework[/url])
Ian Patterson, Stephen Abel, Paul Connelly, and Brendan Borthwick ([url=http://skse.silverlock.org/]SKSE[/url])
kitthenailer ([url=http://www.nexusmods.com/skyrim/mods/52235/]Follower Goes on a Trip[/url])
Dheuster ([url=http://www.nexusmods.com/skyrim/mods/15524/]Amazing Follower Tweaks[/url])
oldc ([url=http://www.nexusmods.com/skyrim/mods/33002/]FollowerLivePackage[/url])
acaramen ([url=http://www.nexusmods.com/skyrim/mods/62022/]jbNPCMap[/url])
T3nd0 ([url=http://www.nexusmods.com/skyrim/mods/59849/]Perkus Maximus[/url])
exiledviper meh321 ([url=http://www.nexusmods.com/skyrim/mods/58705/]PapyrusUtil[/url])
towawot ([url=http://www.nexusmods.com/skyrim/mods/64905/]AddItemMenu[/url])
184Gesu ([url=http://www.nexusmods.com/skyrim/mods/37440/]Colorful Magic[/url])
Enai Siaion ([url=http://www.nexusmods.com/skyrim/mods/16225/]Apocalypse - Magic of Skyrim[/url])
tktk ([url=http://www.nexusmods.com/skyrim/mods/13457/]Face Light[/url], [url=http://www.nexusmods.com/skyrim/mods/20923/]TK Dodge[/url])
plmgm ([url=http://www.nexusmods.com/skyrim/mods/48089/]CFD-ChangeFollowerDifficult[/url])
Seb263 ([url=http://www.nexusmods.com/skyrim/mods/20394/]ShowRaceMenu Alternative[/url])
kapaer ([url=http://www.nexusmods.com/skyrim/mods/44596/]Mfg Console[/url])
AncientKane ([url=http://www.nexusmods.com/skyrim/mods/75004/]Skyrim Underground[/url])
Dogtown1 and Ironman5000 ([url=http://www.nexusmods.com/skyrim/mods/35631/]Monster Mod[/url], [url=https://steamcommunity.com/sharedfiles/filedetails/?id=432877090]Skyrim Monster Mod[/url])
Vicn ([url=http://www.nexusmods.com/skyrim/mods/65134/]Vicn Creature Pack[/url])
VzRedemption ([url=http://www.nexusmods.com/skyrim/mods/79826/]Voyage to the Dreamborne Isles[/url])
Jaxonz ([url=http://www.nexusmods.com/skyrim/mods/58450/]Jaxonz Map Markers[/url], [url=http://www.nexusmods.com/skyrim/mods/60910/]Jaxonz Utilities[/url])
CS aka Mush ([url=http://www.nexusmods.com/skyrim/mods/25554/]CS Tag and Track NPCs[/url])
bein ([url=http://www.nexusmods.com/skyrim/mods/76051/]AreYouThere - Actor/NPC Explorer[/url])[color=#ffffff]
Felisky ([url=https://www.nexusmods.com/skyrim/mods/89035]Equipment Durability System[/url])[/color]


Firstly you should setup hotkeys or get trigger spells/items at the "Quick Menus" MCM menu.

[/color][list]
[*][color=#ffffff][size=4]Quick Storage[/size][/color]
[/list][color=#ffffff][img width=302,height=195]https://staticdelivery.nexusmods.com/mods/110/images/74133-3-1458058591.jpg[/img][img width=243,height=195]https://staticdelivery.nexusmods.com/mods/110/images/74133-2-1457683046.jpg[/img]
[/color][color=#ffffff] 1) Press the "Quick Storage" hotkey, or use the "Quick Storage" spell/item
2) Select the container
   (8 no-respawning containers have been added as default)
3) Select the following action
   [Activate]
   - Activating the selected one.
   [Edit Label]
   - Renaming the selected one.
   [Transfer to]
   - Transferring all items to the other container.
   [Organize Items] (Ver.1.18.07-)
   - Organizing all items in the container by the "Auto Filter" function.
   - Items are sent to the "Auto Filter" containers automatically.
   [Objects in Storage] (Ver.1.23.14-)
   - Listing items in the selected container like "Quick Object".
   [Items in Chests] (Ver.1.04.01-)
   - Gathering all items in containers which are placed on this CELL,
   - and transfer them to the selected container.
   [Items in Deads] (Ver.1.15.22-)
   - Gathering all items in dead bodies which are placed on this CELL,
   - and transfer them to the selected container.
   [Non-equipped in Deads] (Ver.1.24.15-)
   - Gathering all non-equipped items in dead bodies which are placed on this CELL,
   - and transfer them to the selected container.
   [Create New]
   - Creating the new container object. (same as using "placeatme")
   [Place Here]
   - Placing the selected one to here.
   - (same as using "moveto player")
   [Auto Filter] (Ver.1.06.00-)
   - Items are sent to the selected container automatically,
   - when items are added to the player inventory.
   - You can edit auto filter rules by setting "Object Type",
   - "Keyword" associate with items, and whether "Enchanted" or not.
   (Dropping Option) (Ver.1.07.10-)
   - Ores mined and chopped firewoods are not added to the player inventory but dropped.
   - You can enable this option at the MCM page. (Default: Disabled)
   [Crafting Support] (Ver.1.06.00-)
   - Items in the selected container are added to the player inventory temporarily,
   - while in the crafting menu.
   - You can select separate containers by the type of crafting.
   - (Smithing, Smelting, Enchanting, etc.)
   - Ovens and anvils are now supported. (Ver.1.19.00-)
   [My Spell Tomes] (Ver.1.09.12-)
   - Adding spells of the spell tome in the container to the "My Spell Tomes" list.
   - NPCs can study these spells at "[Study Spells]" of "Quick Character".
   [No Auto Filter] (Ver.1.18.09-)
   - Disabling "Auto Filter" from this container.
   [Remove from List]
   - Removing the selected one from the list.

And you can add other containers to this list.
1) Select the container.
   Both the console and the crosshair are supported.
   (The crosshair selecting only works, if nothing is selected at the console)
2) Press the "Quick Storage" hotkey, or use the "Quick Storage" spell/item
3) The selected container is added. ([s]Max 125[/s])
   (And open the "Quick Storage" menu)
   Removing limit of the list. (Ver.1.07.15-)

Notice:
This mod does "NOT" change the respawning setting of containers.
If you want no-respawning containers, you can use containers
in "ChestShowcase" CELL of this mod.
(Placing them to anywhere by using [Create New] action)
You can move to "ChestShowcase" by using "Quick Home" menu.


[/color][list]
[*][color=#ffffff][size=4]Quick Home[/size][/color]
[/list][color=#ffffff] 1) Press the "Quick Home" hotkey, or use the "Quick Home" spell/item
2) Select the CELL
   (All vanilla/DLC player houses have been added as default)
   Or you can select other 2 actions.
   [Add to List]
   - Adding the current CELL to the list. ([s]Max 125[/s])
   - Removing limit of the list. (Ver.1.07.15-)

   [Go Back]
   - Go back to the previous CELL.
   - (See [Go] action)
3) Select the following action
   [Go]
   - Player moves to the selected CELL. (like "coc")
   - Before moving, the current position is saved.
   - So you can go back to the previous CELL later
   - by using [Go Back] action.
   - (See [Go Back] action)
   [Fast Travel] (Ver.1.24.15-)
   - Using the "Fast Travel" to move.
   [Reset CELL] (Ver.1.01.04-)
   - Reset the selected CELL on the NEXT loading.
   - (Respawning all items)
   [Resurrect Placed Characters] (Ver.1.04.02-)
   - Resurrect all non-unique characters placed on the selected CELL.
   - Try this when enemies are not respawned.
   [Detect Object] (Ver.1.15.04-)
   - You can detect objects by type in the current CELL.
   - Adding "Lootable Only". (Ver.1.15.07-)
   [Gather Objects] (Ver.1.15.23-)
   - You can gather objects by type in the CELL.
   [NPCs in CELL] (Ver.1.23.14-)
   - Listing NPCs placed at the selected CELL like "Quick Character".
   [Objects in CELL] (Ver.1.23.14-)
   - Listing items placed at the selected CELL like "Quick Object".
   [Change Owner] (Ver.1.01.04-)
   - Change the actor owner of the selected CELL.
   - You can also change the faction owner. (Ver.1.24.20-)
   - The "[Clear Ownership]" menu is added. (Ver.1.24.21-)
   [Rename CELL] (Ver.1.05.00-)
   - Rename the name of the selected CELL.
   [Reset Objects Position] (Ver.1.20.10-)
   - Moving all objects in the CELL to the initial position.
   [Lock Placed Objects] (Ver.1.07.01-)
   - Lock/Unlock placed objects in the selected CELL.
   - Lock objects cannot be moved. (By changing the motion-type)
   [Travel Targets] (Ver.1.15.11-)
   - You can set the destination of the "Quick Home" travel. (Max 16)
   - See the "[Travel]" menu of "Quick Character".
   [Custom Travel] (Ver.1.15.12-)
   - You can set the destination of the "Custom Travel". (Max 16)
   - See the "[Travel]" menu of "Quick Character".
   - Auto Setting (Ver.1.22.14-)
   - If enabling this option, destinations of the "Custom Travel" will be set randomly and automatically.
   - Destinations will be choosed from recently visited CELLs.
   [No Auto Activate] (Ver.1.16.00-)
   - Disabling "Auto Activate" at this CELL.
   [Remove from List]
   - Removing the selected CELL from the list.



[/color][list]
[*][color=#ffffff][size=4]Quick Character[size=2] (Ver.1.01.00-)[/size][/size][/color]
[/list][img width=316,height=236]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1458058592.jpg[/img][img width=241,height=236]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-2-1458058591.jpg[/img]
[color=#ffffff] 1) Press the "Quick Character" hotkey, or use the "Quick Character" spell/item
2) Select the MOD
   You can select other mods to get the npc list, if installed.
   (This menu is skipped if other mods are NOT installed)
   Following mods are supported.
     Follower Goes on a Trip, Amazing Follower Tweaks,
     FollowerLivePackage, Extensible Follower Framework,
     jbNPCMap (NPCMap only), [url=http://www.nexusmods.com/skyrim/mods/58450/]Jaxonz Map Markers[/url] ([url=http://www.nexusmods.com/skyrim/mods/60910/]Utilities[/url]),
     [url=http://www.nexusmods.com/skyrim/mods/25554/]CS Tag and Track NPCs[/url], [url=http://www.nexusmods.com/skyrim/mods/76051/]AreYouThere[/url] (Map Markers Only)
   NPCs in the current CELL can be listed. (Ver.1.23.14-)
3) Select the character
4) Select the following action
   [Status]
   - Show the status menu.
   [Actor Values] (Ver.1.09.05-)
   - You can change actor values. (e.g. "Health", "Magicka", "Stamina")
   - SetAV, ModAV, ForceAV, DamageAV, RestoreAV are supported.
   [Animation Variables] (Ver.1.24.07-)
   - You can change animation variables. See [color=#ffffff][url=https://www.creationkit.com/index.php?title=List_of_Animation_Variables]here[/url].
   - If selecting "Print to Console", then all variables are printed to the console.[/color]
   [Inventory] (Ver.1.01.01-)
   - Open the inventory of the selected NPC.
   [Transfer Items] (Ver.1.09.13-)
   - You can transfer all items from the inventory of the NPC
   - to the "Quick Storage" container.
   [Drop Non-Playable] (Ver.1.16.01-)
   - Dropping Non-Playable items from the inventory.
   [Launch AddItemMenu] (Ver.1.02.00-)
   - Launch the "[url=http://www.nexusmods.com/skyrim/mods/64905/]AddItemMenu[/url]" mod, if installed.
   [Change Outfit] (Ver.1.03.00-)
[img width=462,height=309]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-0-1458464884.jpg[/img]
   - Change the default outfit of the selected NPC.
   - The outfit list can be edited as follows.
   - 1. Open the directory, "Data/SKSE/Plugins/NicholasQuickMenus".
   - 2. Create the new file, "Outfits.json".
   - 3. Add FormIDs, ESP filenames and Labels for each outfit.
   -    JSON is a data format. (See [url=https://www.json.org/]https://www.json.org/[/url] )
   -    See also the sample, "Outfits.json.sample".
   -    You can use "outfit0" to "outfit124". (max 125)
   -    If you can use CK or TES5Edit, you can set your favorite
  -    clothes and armors to NPCs by creating the "OTFT" record.
   - [Add Current Outfit] (Ver.1.09.12-)
   - You can add the current outfit of the selected NPC to the list.
   - And the "Custom Outfit" is now available. (Ver.1.03.04-)
   - You can edit 125 outfits as you like by using the "[Edit]" action.
   - No need to use CK or TES5Edit!
   - "[Naked Armors]" is added. (Ver.1.07.04-)
   - "[Quick Storage]" is added. (Ver.1.15.22-)
   - "[AddItemMenu]" is added. (Ver.1.15.22-)
   - You can use these invisible armors to fill armor slots.
   - Auto Equipment (Ver.1.07.00-)
[img width=316,height=177]https://staticdelivery.nexusmods.com/mods/110/images/74133-16-1502671949.jpg[/img][img width=313,height=177]https://staticdelivery.nexusmods.com/mods/110/images/74133-17-1502671949.jpg[/img]
   - The player and NPCs can change the outfit while crafting automatically.
   - And you can also change the outfit by the location. (Ver.1.07.01-)
   - Adding 2 new conditions, "sleeping" and "swimming". (Ver.1.07.03-)
   - Crafting outfits can be specified for each NPC. (Ver.1.07.07-)
   - Adding 2 new conditions, "wood chopping" and "mining". (Ver.1.07.10-)
   - Ovens and anvils are now supported. (Ver.1.19.00-)
   - 4 new conditions are added, "Current Cell", "Indoor Cell", "Outdoor Cell" and "Current Weather". (Ver.1.19.07-)
   - Adding "Armor Break". (Ver.1.15.00-)
   - The worn armors have the chance to be broken (stripped)
   - by the melee attack while in combat.
   - You can change the chance of "Armor Break" at the MCM page.
   - Stripped armors still exist in the inventry. Do not worry.
   - The degradation option is added at the MCM page. (Ver.1.24.19-)
   - Unequipping (Ver.1.15.20-)
   - Items in the specified slot are unequipped when out of combat.
   - And unequipped items are back when starting the combat.
   - You can specify the item (weapon) type to unequip. (Ver.1.24.18-)
   (NPC Crafting Option) (Ver.1.07.11-)
   - NPCs enabled "Auto Equipment" can craft items when using the craft furniture.
   - You can enable this option at the MCM page. (Default: Disabled)
   - NPCs becomes to temper equipping weapons when using the sharpening wheel. (Ver.1.24.15)
   - NPCs becomes to temper equipping armors when using the armor table. (Ver.1.24.15)
   - The skill value of the NPC affects the created item. (Ver.1.24.22-)
   - The skill of NPCs will grow when the crafting is success. (Ver.1.24.22-)
   [Auto Ammo] (Ver.1.18.00-)
   - This option makes the NPC to equip and supply arrows (bolts) automatically.
   - You must enable "Combat Option" or "Auto Equipment" to use this function.
   - The target NPC must equip a bow and arrows before setting this option.
   - And you can specify the pair of bows and arrows. (max 80 pairs)
   - (Ex. The ebony arrow is equipped when the ebony bow is equipped)
   - If you want to disable auto supplying, set "Number of supplying" to 0. (Default:0)
   [Auto Ench Charging] (Ver.1.18.00-)
   - This option makes the NPC to charge enchantment automatically.
   - You can specify the charging value per equipping.
   - The soul gem is not needed.
   - You must enable "Combat Option" or "Auto Equipment" to use this function.
   [Extended Weapon Attack] (Ver.1.22.00-)
   - Current equipped items are listed.
   - "[Unarmed]" is listed when no item is equipped. (Ver.1.22.01-)
   - Showing the "[Extended Weapon Attack]" menu by clicking the name of the item.
   [Objects in Inventory] (Ver.1.23.14-)
   - Listing items in the inventory like "Quick Object".
   [Combat Options] (Ver.1.09.08-)
   - Transforming/BU Outfit (Ver.1.07.12-)
   - The player and NPCs can change the outfit while in combat.
   - 3 different outfits can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - You can use this option as the pseudo "Transforming" or pseudo "Break Undies".
   - Adding transforming options.  (Ver.1.07.13-)
   - "Addtional Spells", "Transforming Effect" and "Transforming Animation".
   - Adding new transforming options.  (Ver.1.09.07-)
   - Adding 2 transforming effects and 2 transforming animations.
   - Adding the "Executing Spells". "Self-Target" spells can be set.
   - These spells are executed once when NPCs are transforming.
   - Combat Styles (Ver.1.09.07-)
   - You can change the combat style of NPCs by the health percentage.
   - 5 combat styles are added (Ver.1.18.05-)
   -   a) Taunt Enemy (Ver.1.09.09-)
   -      The enemies start combat with this NPC.
   -   b) Guard Ally (Ver.1.09.09-)
   -      Guarding the front of allies.
   -   c) Flee (Ver.1.09.09-)
   -      Fleeing from enemies.
   - Transforming Voices (Ver.1.17.00-)
   - You can assign "Armor Break" voices to NPCs.
   - Copy your favorite "xxx.wav" files to the following directory and rename them.
   - sound/fx/NicholasQuickMenus/Voice001/Transform*.wav
   - (*1: See "files.txt" in the directory)
   - (*2: 8 presets, Voice001 - Voice008, are available)
   - (*3: You can set 3 voices, "Transform001.wav" - "Transform003.wav".)
   - Support Spells (Ver.1.09.08-)
   - NPCs use healing or buff spells to heal the player or others.
   - Different spells can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Attack Spells (Ver.1.09.08-)
   - NPCs use specified spells to attack enemies in combat.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - VoiceType (Ver.1.11.01-)
   - You can change the VoiceType of NPCs only when in combat.
   - Different voicetypes can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Appearences (Ver.1.15.03-)
   - You can change the hair part/color and the eyes texture of NPCs
   - only when in combat.
   - Different settings can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Expressions (Ver.1.15.07-)
   - You can change the expression/modifier/phoneme of NPCs
   - only when in combat.
   - MfgConsole is needed to change modifier/phoneme.
   - Different settings can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Race Changing (Ver.1.17.03-)
   - You can change the Race of NPCs only when in combat.
   - NPCs can transform to the werewolf and the vampire lord.
   - Different races can be set by the health percentage.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - [Extended Dodge] (Ver.1.23.02-)
   - NPCs use "Extended Dodge".
   - See "Extended Dodge".
   - [Battle Support] (Ver.1.17.02-)
   - You can set NPCs to the "Battle Support" list.
   - NPCs in the list appear randomly while in combat.
   - You can change the chance value at the MCM page. (Default: 0%)
   - The limit number of supporters can be changed at the MCM page. (Ver.1.17.04-)
   - The "Call Battle Supporters" hotkey is added. (Ver.1.17.07-)
   - [Combat Formation] (Ver.1.15.15-)
[img width=201,height=140]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-7-1502671952.jpg[/img][img width=194,height=138]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-4-1502671952.jpg[/img][img width=197,height=138]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1502671953.jpg[/img]
   - Combat formations inspired by "Romancing SaGa 2".
   - You can use 8 formations. ("Imperial Cross", "Phoenix Dance", etc.)
   - The formation trigger is the alteration spell
   - which can be get from the "[Get Spells]" menu.
   - Following functions are available by using formations.
   - 1) Buff / Debuff
   -    Members can get buff (and debuff) while using the formation.
   -    Attack Buff, Defence Buff, Speed Buff, etc.
   - 2) Formation Magic
   -    When you use the same formation spell,
   -    the special strong spell is casted by all members.
   -    You can set your favorite spells as "Formation Magic".
   -    ("Formation Magic" must be the self-targeted spell)
   -    After using "Formation Magic", the formation is dissolved.
   - 3) Custom Combat Music
   -    Favorite combat music is played while using the formation.
   -    Copy the .xwm format files to the following directory.
   -    sound/fx/NicholasQuickMenus/CombatFormation/*.xwm
   -    (*1: See "files.txt" in the directory)
   -    (*2: 8 files, XXX001 - XXX008, are available for each formation)
   [Magic]
   - Show the magic menu.
   - You can teach or unteach the spell.
   - (same as using "addspell", "removespell")
   - Adding and removing shouts are now supported. (Ver.1.21.01-)
   [Study spells] (Ver.1.01.01-)
   - The selected NPC can study spells from the other NPC in the list.
   - All PerMa spells are available, if Perkus Maximus is installed.
   - All vanilla spells are available. (Ver.1.01.03-)
   - But sorry for containing non-playable spells and abilities.
   - All Dawnguard and Dragonborn spells are available. (Ver.1.02.00-)
   - All [url=http://www.nexusmods.com/skyrim/mods/37440/]Colorful Magic[/url] spells are available. (Ver.1.03.02-)
   - Hidden [url=http://www.nexusmods.com/skyrim/mods/16225/]Apocalypse[/url] spells are available. (Ver.1.03.02-)
   - All [url=http://www.nexusmods.com/skyrim/mods/16225/]Apocalypse[/url] spells are available. (Ver.1.03.03-)
   - All vampire spells are available. (Ver.1.03.03-)
   - Spells of "My Spell Tomes" are available. (Ver.1.09.12-)[/color][color=#00ff00][color=#ffffff]
   - Adding and removing shouts are now supported. (Ver.1.21.01-)
   [Teach Spells] (Ver.1.21.00-)
   - You can teach own spells of the selected NPC to other NPCs.
   - This is the same function as the "[Study spells]" menu,
   - but the difference is that the selected NPC is a spell teacher.
   - Adding and removing shouts are now supported. (Ver.1.21.01-)[/color][color=#00ff00]
[color=#999999]    [s][Teach Equipped Shout][/s] (Ver.1.21.00 only)
    - Obsoleted. Use the "[Teach Spells]" menu instead.
   - [s]You can teach the equipped shout of the selected NPC to other NPCs.[/s]
   - [s]"Equipped" shout only.[/s]
   [s][Forget Equipped Shout][/s] [color=#00ff00][color=#999999](Ver.1.21.00 only)
    - Obsoleted. Use the "[Magic]" menu instead.[/color][/color]
   - [s]You can remove the equipped shout from the selected NPC.[/s]
   - [s]"Equipped" shout only.[/s][/color][/color][color=#ffffff]
   [Learn Enemy Skills] (Ver.1.21.00-)
   - You can learn enemy skills of analyzed enemies. ("Learning Enemy Skills")
   - Spell management UI is same as the "[Study spells]" menu.
   - Adding and removing shouts are now supported. (Ver.1.21.01-)[/color][/color]
   [Auto Ability] (Ver.1.16.06-)
   - You can set self-target spells and abilities to the "Auto Ability" list.
   - The spells and abilities in the list are casted at regular intervals.
   - If you set the "Face Light" or the "Ghost Visual Effect",
   - these abilities will not be disabled after moving the other CELL.
   [Face Light] (Ver.1.03.04-)
   - Add and remove the "Face Light" to the selected NPC,
   - if the [color=#ffffff][url=http://www.nexusmods.com/skyrim/mods/13457/]Face Light[/url] mod installed.
   [Change Difficult] (Ver.1.03.04-)
   - Change the game difficulty of the selected NPC,
   - if the [url=http://www.nexusmods.com/skyrim/mods/48089/]CFD-ChangeFollowerDifficult[/url] mod is installed.
   - 4 new options are added. (Ver.1.10.02-)
   - These options do not need the CFD mod.
   - a) Weapon Attack
   -    Fortify or Reduce AttackDamage.
   -    1%, 10%, 25%, 50%, 75%,
   -    125%, 150%, 175%, 200%, 400%, 800%
   - b) Weapon Defence
   -    Fortify or Reduce ResistDamage.
   -    1%, 10%, 25%, 50%, 75%,
   -    125%, 150%, 175%, 200%, 400%, 800%
   - c) Magic Attack
   -    Fortify or Reduce DestructionPower.
   -    1%, 10%, 25%, 50%, 75%,
   -    125%, 150%, 175%, 200%, 400%, 800%
   - d) Magic Defence
   -    Fortify or Reduce ResistMagic.
   -    1%, 10%, 25%, 50%, 75%,
   -    125%, 150%, 175%, 200%, 400%, 800%
   [Extended Weapon Attack] (Ver.1.22.03-)
   - Current equipped spells and scrolls are listed.
   - Showing the "[Extended Weapon Attack]" menu by clicking the name of the spell.
   [Summon]
   - The selected NPC moves to player.
   - (same as using "npc.moveto player")
   [Go]
   - Player moves to the selected NPC.
   - (same as using "player.moveto npc")
   [Controlling] (Ver.1.04.00-)
   - You can control the selected NPC.
   - Moving and (pseudo) activating are implemented.[color=#00ff00][color=#ffffff]
   - Reconstructed and improved. (Ver.1.25.00-)
   - 1. Attacking by the right-hand weapon or casting the right-hand spell
   -    The power attacking is supported.
   -    [s]Bows and[/s] Staves are not supported. But the NPC uses them automatically.[color=#00ff00]
   -    Bows and crossbows are supported. (Ver.1.25.04-)[/color]
   - 2. Blocking or casting the left-hand spell
   -    The bash attacking and the power bash attacking are supported.
   - 3. Extended Weapon Attack and Extended Dodge are supported.
   -    You can do the extended attack and the dodge like the player.
   - 4. Pseudo Activating
   -    Looting chests and dead bodies, talking NPCs, Pickingu up items,
   -    opening and closing doors, activating objects, etc.[color=#00ff00]
   -    Unlocking, riding and crafting are supported. (Ver.1.25.04-)
   -    Using skill values of the controlling NPC when crafting.[/color]
   - 5. Pseudo Sneaking
   -    Switching the sneaking animation by pressing the "Sneaking" key.
   -    (Not switching the sneaking status but only the animation)
   - 6. Quick Character Menu (Ver.1.25.02-)
   -    Showing the Quick Character menu of the controlling NPC
   -    by pressing the "Tween Menu" key.
   - 7. Other followers are waiting while controlling the NPC.
   -    They will not be disabled anymore while controlling the NPC.
   - 8. Player Rescue
   -    Pressing the "NPC Controller" hotkey while in combat or bleeding out,
   -    then you can wait other ally NPCs for recovering the player.
   -    You will control the ally NPC near the player
   -    and recover by activating the player.[/color]
[youtube]seEwF7sU-6U[/youtube][/color]
   [Activate Object] (Ver.1.09.03-)
   - The selected NPC activates the object in the "Quick Object" list.
   - NPCs can ride the horse when activating the horse.
   [My Horse] (Ver.1.15.17-)
[img width=519,height=293]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1474895454.jpg[/img]
   - NPCs ride their own horse automatically, when the player is riding.
   - You can select the horse from the "Quick Object" list.
   - (So you should add horses to the "Quick Object")
   - Mountable creatures are supported.
   - If you want to use mountable summoned creatures permanently,
   - please try the "[Create]" menu of "Quick Character".
   [Summon Horse] (Ver.1.15.18-)
   - Summoning the "My Horse" before riding.
   - You must select the "My Horse" before enabling this option.
   - And the horse is deleted when dismounting.
   [Formation] (Ver.1.15.14-)
   - Setup the formation around the selected NPC or PC.
   - Max 8 members can be set to the formation.
   - You can specify the X-axis, the Y-axis and the catch up radius.
   - (X:+80.0, Y:+8.0 => 80.0 units to the right-side and 8.0 units to the forward)
   - (X:-80.0, Y:-8.0 => 80.0 units to the left-side and 8.0 units to the backward)
   - Auto Formation
   - Resetting the formation when moving to the other CELL and the combat is finished.
   - If you want to stop the formation while in combat,
   - you should enable "Combat Option" or "Auto Equipment" for each member.
   - The MCM option "Keep Formation" is added. (Ver.1.19.00-)
   [Pose]
   - Set the pose to the selected NPC.
   - You can select the pose at the next menu.
   - Random standing/sitting idle animations. (Ver.1.04.00-)
[img width=292,height=165]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-14-1502671950.jpg[/img][img width=293,height=164]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/74133-15-1502671950.jpg[/img]
   - You can set different random idles by gender. (Ver.1.15.03-)
   - You can set random animations to the player and NPCs.
   - 1. Select the pose
   - 2. Check the "Using as Standing Idle" or "Using as Sitting Idle"
   - 3. Check the "Random Idle" for each character
   - You need to press the control key to exit the animation.
   - ("activate", "jump", "sneak" etc.)
   - Importing additional pose lists (Ver.1.10.02-)
   - You can import additional pose lists from "ImportPoses.json".
   - The json keys, "idle2" - "idle999", are available.
   - See the "Pose importing data sample 2" of Optional files.
   - These lists are now unlimited for registing the pose. (Ver.1.19.05-)
   - (Random standing and sitting idles are also unlimited)
   - Slideshow (Ver.1.10.02-)
   - Starting the posing slideshow.
   - You can change hotkeys at the "Quick Menus" MCM page.
   - Bookmark (Ver.1.19.05-)
   - You can add the pose to "[Bookmark]".
   - Now reading and writing "ImportPoses.json" directly. (Ver.1.19.05-)
   - So, no need to import and export at the "Backup" page of MCM.
   - (The pose importing/exporting options are removed.)
   - Naked Poses (Ver.1.19.07-)
   - You can specify the "Naked" flag to the pose.
   - The player and NPCs get naked when starting the "Naked" pose.
   - Extended Attack Animations (Ver.1.22.00-)
   - Animations for "[Extended Attack]". You can use this for the preview.
   [Enable]
   - Enable or disable the selected NPC.
   - (same as using "enable", "disable")
   [Essential]
   - Set or unset the Essential flag to the selected NPC.
   [Protected]
   - Set or unset the Protected flag to the selected NPC.
   [Invulnerable] (Ver.1.01.01-)
   - Set or unset the Invulnerable flag to the selected NPC.
   [Create]
   - Create the new actor which is same as the selected NPC.
   - (same as using "placeatme", Non-unique NPC only)
   [Unconscious]
   - Knock-out or recovery the selected NPC.
   [No Bleedout Recovery] (Ver.1.22.05-)
   - The player and NPCs cannot recover from bleedout, otherwise they can.
   [Resurrect/Kill]
   - Resurrect or kill the selected NPC.
   - (same as using "resurrect", "kill")
   - You can also resurrect NPCs dying since initial. (Ver.1.24.23-)
   [Disintegrate] (Ver.1.20.10-)
   - Disintegrating the selected NPC.
   - Please notice that disintegrated NPCs cannot not rollbacked.
   - Disintegrated NPCs will respawn if allowed respawning.
   [Ghost] (Ver.1.02.00-)
   - Set ghost effects to the selected NPC.
   [Teammate] (Ver.1.04.00-)
   - Set teammate flag to the selected NPC.
   - But NOT becoming the follower.
   [Ignore Friendly Hits] (Ver.1.05.00-)
   - Set FriendlyHits flag to the selected NPC.
   [Head Tracking] (Ver.1.20.01-)
   - Enabling or disabling the head tracking.
   - You can also enable this to the player.
   [Change Race] (Ver.1.17.03-)
   - Change the race of the selected NPC.
   [Change Class] (Ver.1.24.21-)
   - Changing the class of the selected NPC.
   - Please note that it takes time to open the list at the 1st time.
   [Change Factions] (Ver.1.02.00-)
   - Change factions of the selected NPC.
   - Factions of the selected NPC are added to the list automatically. (Ver.1.19.03-)
   - Now you can set the faction rank when changing the faction. (Ver.1.19.03-)
   [Change Relationship] (Ver.1.22.05-)
   - Changing the relationship rank between this actor and another.
   -  4: Lover
   -  3: Ally
   -  2: Confidant
   -  1: Friend
   -  0: Acquaintance
   - -1: Rival
   - -2: Foe
   - -3: Enemy
   - -4: Archnemesis
   [Change Voice] (Ver.1.02.00-)
   - Change the voice-type of the selected NPC.
   - You can add the voicetype of the selected NPC to the list. (Ver.1.09.13-)
   [Idle Voices] (Ver.1.11.00-)
   - You can assign custom idle voices to NPCs.
   - Copy your favorite "xxx.wav" files to the following directory and rename them.
   - sound/fx/NicholasQuickMenus/Voice001/Idle*.wav
   - (*1: See "files.txt" in the directory)
   - (*2: 8 presets, Voice001 - Voice008, are available)
   - (*3: You can set 80 voices, "Idle001.wav" - "Idle080.wav".)
   [Combat Voices] (Ver.1.11.00-)
   - You can assign custom combat voices to NPCs.
   - Copy your favorite "xxx.wav" files to the following directory and rename them.
   - sound/fx/NicholasQuickMenus/Voice001/Combat*.wav
   - (*1: See "files.txt" in the directory)
   - (*2: 8 presets, Voice001 - Voice008, are available)
   - (*3: You can set 80 voices, "Combat001.wav" - "Combat080.wav".)
   [Armor Break Voices] (Ver.1.17.00-)
   - You can assign "Armor Break" voices to NPCs.
   - Copy your favorite "xxx.wav" files to the following directory and rename them.
   - sound/fx/NicholasQuickMenus/Voice001/ArmorBreak*.wav
   - (*1: See "files.txt" in the directory)
   - (*2: 8 presets, Voice001 - Voice008, are available)
   - (*3: You can set 3 voices, "ArmorBreak001.wav" - "ArmorBreak003.wav".)
   [Show RaceMenu] (Ver.1.10.01-)
   - Show RaceMenu. Player only.
   - Using [url=http://www.nexusmods.com/skyrim/mods/20394/]ShowRaceMenu Alternative[/url] , if the mod is installed.
   [Change Face Texture] (Ver.1.15.00-)
   - Change the face texture of the selected NPC.
   - Face textures are not included in this mod.
   - So you should copy meshes and textures from other body mods.
   - (Fair Skin Complexion, Adorable Face, etc.)
   - Copy files to following directories.
   - textures/NicholasQuickMenus/Face001/*.dds
   - (*1: See "files.txt" in the directory)
   - (*2: 16 presets, Face001 - Face016, are available)
   - "Auto Changer"
   - The "Auto Changer" binds the face texture to the bodytype.
   [Change Eyes Texture] (Ver.1.15.00-)
   - Change the eyes texture of the selected NPC.
   - You can import eyes textures from other eyes mods.
   - (The Eyes Of Beauty, Mikan Eyes, etc.)
   - Copy texture files to the following directory.
   - textures/NicholasQuickMenus/Eyes001/*.dds
   - (*1: See "files.txt" in the directory)
   - (*2: 32 presets, Eyes001 - Eyes032, are available)
   - Or you can import the list of eyes textures at the MCM page.
   - "Auto Changer"
   - The "Auto Changer" binds the eyes texture to the face texture.
   [Change Hair Color] (Ver.1.15.00-)
   - Change the hair color of the selected NPC.
   - I think that the hair color option only works with NPCs who are using the "hair" head part (HDPT record).
   - Many NPCs, especially modded (beautificated) NPCs don't use the "hair" head part, so this option does not work with them.
   - So the hair color option is meaningful using together with the another hair option "[Copy Hair from Player]".
   [Copy Hair from Player] (Ver.1.15.00-)
   - Copy the "current player hair" to the selected NPC.
   - This means that you can apply "player hairs" to NPCs.
   - And the hair color of "copied hairs" can be changed at the "[Change Hair Color]" menu.
   - If you want to keep changes after game loading,
   - set enable the "Auto Changer" setting of "[Change Face Texture]"
   - or "[Change Body]" or "[Change Eyes Texture]".
   [Change Body] (Ver.1.10.00-)
   - Change the bodytype of the selected NPC.
   - But body meshes and textures are not included in this mod.
   - So you should copy meshes and textures from other body mods.
   - (CBBE, UNP, Fair Skin Complexion, PureSkinTexture, etc.)
   - Copy files to following directories.
   - meshes/NicholasQuickMenus/Body001/*.nif
   - textures/NicholasQuickMenus/Body001/*.dds
   - (*1: See "files.txt" in the directory)
   - (*2: 16 presets, Body001 - Body016, are available)
   - Or you can add the bodytype of the selected NPC to the list.
   - This means that you can set the bodytype from the other NPC.
   - "Auto Changer"
   - The "Auto Changer" binds the bodytype to the worn (body) armor.
   - The bodytype changes automatically when the player or NPC equips the armor.
   - Also binding to the race of PC and NPCs. (Ver.1.18.10-)
   - The bodytype changes automatically when the player or NPC changes the race.
   [Face Expressions] (Ver.1.15.07-)
   - Change the face expression of the selected NPC.
   [Face Modifier] (Ver.1.15.07-)
   - Change the face modifier of the selected NPC.
   - [url=http://www.nexusmods.com/skyrim/mods/44596/]MfgConsole[/url] is needed.
   [Phoneme] (Ver.1.15.07-)
   - Change the phoneme of the selected NPC.
   - [url=http://www.nexusmods.com/skyrim/mods/44596/]MfgConsole[/url] is needed.
   [Rename] (Ver.1.04.02-)
   - Rename the name of the selected NPC.
   - You can input or select imported names.
   - (The name list for importing)
   - Data/SKSE/Plugins/NicholasQuickMenus/ImportRenameList.json
   [Change Weight] (Ver.1.06.03-)
   - Change the weight of the selected NPC. (0.0 - 100.0)
   [Change Scale] (Ver.1.06.03-)
   - Change the scale of the selected NPC. (0.1 - 10.0)
   [Change Alpha] (Ver.1.22.05-)
   - Changing the transparency of the selected NPC. (0.0 - 1.0)
   [Behavior] (Ver.1.06.00-)
   - Set the behavior AI to the selected NPC. (Similar to the "[Travel]")
   - You can select "Walk Around", "Live in the current location",
   - "Follow Player (Close/Middle/Far)" and "Sleep".
   - Adding the "Follow & Ride" AI for riding horses. (Ver.1.09.04-)
   - Adding the "Follow & Sneak" AI. (Ver.1.15.03-)
   - Adding the "Move to Marker". (Ver.1.15.12-)
   - The selected NPC moves to the "Marker".
   - See the "Marking" menu of "Quick Object".
   - The "No Sleeping" option is added. (Ver.1.22.14-)
   - This option also can be applied to the player. (Ver.1.22.19-)
   [Travel] (Ver.1.03.00-)
   - Set the traveling AI to the selected NPC.
   - You can select 8 standard presets and 8 vampire presets.
   - (Standard Presets)
   - Travelers move between the tavern of the cities and villages.
   - Moving in the daytime, and resting at night.
   - Bedroll option (Ver.1.06.01-)
   - Non-vampire NPCs sleep with the portable bedroll while resting.
   - You should enable the option at the MCM page. (Default: Disable)
   - You can delete beds and coffins in the current CELL
   - by clicking "Delete near beds" at the MCM page. (Ver.1.15.20)
   - (Vampire Presets)
   - Nightstalkers move between the vampire lairs.
   - Moving in the night, and resting during the daytime.
   - Daylight option (Ver.1.06.00-)
   - Vampire NPCs sleep in the portable coffin under the sunlight.
   - You should enable the option at the MCM page. (Default: Disable)
   - You can delete beds and coffins in the current CELL
   - by clicking "Delete near beds" at the MCM page. (Ver.1.15.20)
   - Adding "Quick Home" menu. (Ver.1.15.11-)
   - The selected NPC moves to the specified CELL.
   - You can set the destination from the "Quick Home" list.
   - See the "Travel Targets" menu of "Quick Home".
   - Adding "Custom Travel" menu. (Ver.1.15.12-)
   - The selected NPC will go around the specified CELL.
   - You can set the destination from the "Quick Home" list.
   - See the "Custom Travel" menu of "Quick Home".
   - Adding "Following NPC" menu. (Ver.1.15.11-)
   - The selected NPC follows to the other NPC.
   - You can set the following target at the "Following Leader" menu.
   - See the next.
   - The "Random Travel" option is added. (Ver.1.22.14-)
   - NPCs will travel with the random route.
   - This option also can be applied to the player. (Ver.1.22.19-)
   [Following Leader] (Ver.1.15.11-)
   - You can set the following target for "Following NPC" travel. (Max 16)
   - See the "[Travel]" menu of "Quick Character".
   [Doppelganger] (Ver.1.09.00-)
   - The doppelganger of the selected NPC appears in the world.
   - They are lurking everywhere and living as the bandit,
   - the necromancer, the forsworn, the guard, etc.
   - You can change the chance of appearing at the MCM page. (default: 0%)
   - The "Doppelganger" quest is added. (Ver.1.20.00-)
   [Trade] (Ver.1.06.00-)
   - Open the barter menu of the selected NPC.
   [Gift] (Ver.1.06.00-)
   - Open the gift menu of the selected NPC.
   [Train] (Ver.1.06.00-)
   - Open the training menu of the selected NPC.
   [Favortes] (Ver.1.09.05-)
   - You can edit 8 lists of favorite NPCs.
   - These lists are used at the "Bulk Commnads" page (MCM).
   [Map Marker] (Ver.1.20.00-)
   - You can set the map marker to the selected NPC.
   - 8 map marker quests are added, and You can set 80 markers per quest.
   - And you can add the new quest and change the quest name
   - by editing the following json file.
   - (Please note that this json will be overwrited when updating this mod)
   - Data/SKSE/Plugins/NicholasQuickMenus/MarkerQuests.json
   [Show RefID] (Ver.1.01.03-)
   - Show the Reference ID of the selected NPC to the screen.
   - Printing the Reference ID to the console. (Ver.1.01.04-)
   - Printing Base IDs to the console. (Ver.1.24.22-)
   - (The Base ID of NPC, Leleveled NPC and Template NPC)
   [Send to List] (Ver.1.01.03-)
   - Add the selected NPC to the "Quick Character" list.
   - (For copying NPCs from the list of other mods to this mod)
   [Remove from List]
   - Removing the selected NPC from the list.

You can add NPCs (and player) to the "Quick Character" list.
1) Select the character.
   Both the console and the crosshair are supported.
   (The crosshair selecting only works, if nothing is selected at the console)
2) Press the "Quick Character" hotkey, or use the "Quick Character" spell/item
3) The selected character is added. ([s]Max 125[/s])
   (And open the "Quick Character" menu)
   Removing limit of the list. (Ver.1.07.15-)

[size=4]
[/size][/color][list]
[*][color=#ffffff][size=4]Quick Object[/size][/color][color=#ffffff] (Ver.1.08.00-)[/color]
[/list][color=#ffffff]
1) Press the "Quick Object" hotkey, or use the "Quick Object" spell/item
2) Select the object
4) Select the following action
   [Activate]
   - Activate the selected one.
   [Rename]
   - Rename the selected one.
   - You can input or select the name in the imported list.
   [Change Owner] (Ver.1.08.01-)
   - Change the actor owner of the selected CELL.
   - You can also change the faction owner. (Ver.1.24.20-)
   - The "[Clear Ownership]" menu is added. (Ver.1.24.21-)
   [Extend Weapon Attack] (Ver.1.22.00-)
   - Showing the "[Extended Weapon Attack]" menu for this object.
   - (The selected object must be a weapon)
   [Model Path], [Model Path / Female] (Ver.1.08.01-)
   - Change the file path of the model data.
   [Type] (Ver.1.08.01-)
   - Change the type of weapons and the weight class of armors.
   [Values] (Ver.1.08.01-)
   - Change values of the selected object.
   - Weapon: Base Damage, Critical Damage, Critical Multiplier,
   -              : Reach, Speed, Stagger, Resist and Skill.
   - Armor: Armor Rating
   - Others: Weight and Gold value
   [Enable/Disable]
   - Enable or disable the selected one.
   [Block/Unblock]
   - Block or Unblock from activating.
   [Complete Delete] (Ver.1.16.01-)
   - Complete delete the selected one.
   - You cannot undo this change. Be careful.
   [Clean Temp Objects] (Ver.1.24.19-)
   - You can delete disabled temp objects in the cell or the object list.
   - Temporary objects are be marked with "*".
   - You cannot undo this change. Be careful.
   [Ench Transplanting] (Ver.1.08.07-)
   - You can transplant the enchantment to the another object.
   [Disenchant]
   - Disenchant the player-made enchantment.
   [Change Slot]
   - You can change the slot of the armor.
   [Lock/Unlock]
   - Lock or unlock the door and the container.
   [Get Key] (Ver.1.24.15-)
   - You can get the key to unlock.
   [Equip/Unequip] (Ver.1.24.18-)
   - This is only shown when using the "[Objects In Inventory]" menu of Quick Character.
   - You can make the player or NPCs to equip (or unequip) the equippable item.
   - Now the arrow object can be equipped. (Ver.1.24.19-)
   [Drop] (Ver.1.24.18-)
   - This is only shown when using the "[Objects In Inventory]" menu of Quick Character.
   - You can make the player or NPCs to drop the specified item.
   [Remove] (Ver.1.24.18-)
   - This is only shown when using the "[Objects In Inventory]" menu of Quick Character.
   - You can remove the specified item from the inventory of the player or NPCs.
   [Change Position]
   - Positioner.
   - You can change the position, the angle and the scale of the object.
   - Hotkeys are set at the MCM page.
   [Reset Position] (Ver.1.20.10-)
   - Moving the selected object to the initial position.
   [Create New]
   - Creating the new object. (same as using "placeatme")
   [Place Here]
   - Placing the selected one to here.
   - (same as using "moveto player")
   [Go]
   - Player moves to the selected object.
   - (same as using "player.moveto RefID")
   [Motion Type]
   - You can change the motion type to lock the placed object.
   [Marking] (Ver.1.15.12-)
   - Marking the selected object.
   - See "Move to Marker" of the "[Behavior]" menu. ("Quick Character")
   [Map Marker] (Ver.1.20.00-)
   - You can set the map marker to the selected object.
   - See "[Map Marker]" at the "Quick Character".
   [No Auto Activate] (Ver.1.16.00-)
   - Not activating this object automatically. ("Auto Activate")
   [No Auto Filter] (Ver.1.18.09-)
   - Disabling "Auto Filter" with this object (base item).
   [Show RefID] (Ver.1.24.22-)
   - Showing the Reference ID of the selected object to the screen.
   - Printing the Reference ID and the Base ID to the console.
   [Remove from List]
   - Removing the selected object from the list.

You can add any object to the "Quick Object" list.
1) Select the object.
   Both the console and the crosshair are supported.
   (The crosshair selecting only works, if nothing is selected at the console)
   Objects which cannot be activated, must be selected with the console.
2) Press the "Quick Object" hotkey, or use the "Quick Object" spell/item
3) The selected Object is added.
   (And open the "Quick Object" menu)


[/color][list]
[*][color=#ffffff][size=4]Quick Enemy[/size][/color][color=#ffffff] (Ver.1.12.00-)[/color]
[/list][color=#ffffff][youtube]Hw_dbKHgjpc[/youtube]
1) Press the "Quick Enemy" hotkey, or use the "Quick Enemy" spell/item
2) Select the "[ActorBase Settings]" or "[Race Settings]".
3) Select "ActorBase" or "Race" of the enemy
4) Select the following action
   [Summon Enemy]
   - Summon the selected enemy.
   - You can input the number of enemies.
   [Leveled List] (Ver.1.19.00-)
   - You can add and remove enemies to the leveled actor list.
   - This means that you can change the enemy encount setting.
   - Leveled lists are defined at the following file.
   - Data/SKSE/Plugins/NicholasQuickMenus/EnemyLVL.json
   - You can edit this json file for using other leveled lists.
   - The json key "id" is changed to "all". (Ver.1.19.02-)
   - 10 categorized leveled list menus are added. (Ver.1.19.02-)
   - "[Clean Invalid Entries]" is added. (Ver.1.23.11-)
   - Disabling invalid entries of the enemy leveled list to prevent the invisible enemy issue
   - and the empty combat style's CTD. It is effective for invalid entries caused by
   - not only the bug of this mod but also uninstalling other enemy mods.
   [Combat Options]
   - Change Scale
   - Enemies change the scale of their body when the health is damaged.
   - Different scales can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Fortify Health
   - The health of the enemy is fortified when the health is damaged.
   - Different values can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Damage Adjustment
   - Enemies get damage abilities when the health is damaged.
   - These abilities are same as "[Change Difficulty]" of "Quick Character".
   - Different abilities can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Additional Spells
   - Enemies get additional spells and abilities when the health is damaged.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Executing Spells
   - Enemies use self-target spells when the health is damaged.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Support Spells
   - Enemies use healing or buff spells to heal the player or others.
   - Different spells can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Attack Spells
   - Enemies use specified spells to attack enemies in combat.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   [Extended Attack] (Ver.1.22.11-)
   - Enemies use "Parry" and "Extended Attack".
   - See "Extended Weapon Attack".
   [Extended Dodge] (Ver.1.23.03-)
   - Enemies use "Extended Dodge".
   - See "Extended Dodge".
   [Edit Label]
   - Edit the label of the selected one. The "ActorBase" type only.
   [Remove from List]
   - Removing the selected one from the list.

You can add any ActorBase and Race of enemies to the "Quick Enemy" list.
1) Select the enemy.
   Both the console and the crosshair are supported.
   (The crosshair selecting only works, if nothing is selected at the console)
2) Press the "Quick Enemy" hotkey, or use the "Quick Enemy" spell/item
3) Select the "[ActorBase Settings]" or "[Race Settings]".
4) The selected Enemy is added to the "ActorBase" menu or the "Race" menu.


[/color][list]
[*][color=#ffffff][size=4]Enemy Reinforcement[/size][/color][color=#ffffff] (Ver.1.12.00-)[/color]
[/list][color=#ffffff]
The new enemies appear while in combat.
You can change the frequency of appearing the reinforcement
by the ActorType, Dwarven, Undead, Dragon, etc. (Default: 0%)
The "Always appearing" option is added. (Ver.1.20.05)
The number of appearing and the enemy level now can be set. (Ver.1.20.06-)
The enemy lists by the location are changed. (Ver.1.20.06-)
[color=#00ff00][color=#ffffff] The scale of appearing enemies can be set. (Ver.1.22.24-)
The health offset of appearing enemies can be set. (Ver.1.22.24-)
The frequency of stalking the player can be set. (Ver.1.23.05-)[/color][/color]


[/color][list]
[*][color=#ffffff][size=4]NPC Renamer+[size=2] (Ver.1.05.00-)[/size][/size][/color]
[/list][color=#ffffff]
This is the auto renaming function for non-unique NPCs.

After activating (talking, pickpocket, etc.) the non-unique NPC (like guards, bandits, etc.),
the new name is generated automatically and assigned to the NPC.

New names are generated by using the following file.
Data/SKSE/Plugins/NicholasQuickMenus/ImportRenameList.json

Firstly you should create this file. 2 sample files are in the same directory.
(For English and Japanese)
Please rename the sample file to "ImportRenameList.json".

You can also edit this name list as you like.
"rename11" is nicknames for the warrior, "rename12" is nicknames for the warlock,
"rename21" is female firstnames, "rename22" is male firstnames
and "rename31" is lastnames.
These lists are now unlimited for registing the name. (Ver.1.19.05-)


[/color][list]
[*][color=#ffffff][size=4]Captive NPC[/size][/color][color=#ffffff] (Ver.1.13.00-)[/color]
[/list][color=#ffffff]
Female NPCs will be held in captive by bandits or other enemies.
You can configure some "Captive" options at the MCM page.

And you can check the captive NPCs list at the "[Captive List]" menu of the "Quick Character."
The "[Captive List]" will be updated automatically.
NPCs you met at cities, holds or somewhere, will be added.

The NPC removed from "[Captive List]", will not be held in captive.
And the "No Captive" CELL can be set at the "Quick Home" menu.

Please rescue them. (But no rewards [s]and no quests[/s], sorry)
(You can rescue by clicking the "Activate" key near them)
The "Captive" quest is added. (Ver.1.20.00-)


[/color][list]
[*][color=#ffffff][size=4]Sleeping+[/size][/color][color=#ffffff] (Ver.1.14.00-)[/color]
[/list][color=#ffffff]
Some events occurs when the player is sleeping.

Captive Event
The player is going to be held in captive.
The place in which the player is put into confinement, will be decided randomly.
And also your money may be robbed by the snatcher.
Search the snatcher and get back your money.

Robbed Event
The sneaking thief will rob your money.
Catch the thief and get back your money.
The transparency of the thief can be set. (Ver.1.20.07-)

Assault Event
The enemy assaults you while sleeping.
Take your weapon and fight to survive.
The number of enemies can be set. (Ver.1.20.07-)

Dream Event (Ver.1.18.03-)
You start dreaming...
[s]"Voyage to the Dreamborne Isles" is needed.
It is recommended that you start or finish the quest "A False Awakening".[/s]
44 dreams are added. (Ver.1.18.04-)
Waking up triggers are added. (Ver.1.18.04-)
You can wake up by reading "[The dreamstride]" or using a bed.
("[The dreamstride]" will be added to your inventory automatically)
The "Adjusting Wakeup Time" option is added. (Ver.1.18.06-)

And you can edit dream places (CELL) with the FormID and the esp/esm name at the following JSON file.
Data/SKSE/Plugins/NicholasQuickMenus/DreamDB.json

Growing Status
You can gain the Health/Stamina/Magicka when sleeping.
And also you can gain the Perk point.

Sleeping+ MCM page
You can change settings of sleeping events and growing status.
- Chance values of sleeping events
- Chance values of growing status
- Growing values per sleeping
- Location Adjustments



[/color][list]
[*][color=#ffffff][size=4]Auto Activate[/size][/color][color=#ffffff] (Ver.1.16.00-)[/color]
[/list][color=#ffffff]
You can activate objects automatically by focusing on the crosshair.
Not only harvesting but talking, opening, activating are supported.
You can specify the object type for "Auto Activating" at the MCM page.
And some options (e.g. "Only in combat", "Not stealing") can be set.
Excluding Non-Playable items. (Ver.1.16.01-)
"Enchanted Only", "Unread Book Only", "Without Reading" are added. (Ver.1.16.03-)
"Get Projectiles in Combat", "Ignore Empty", "Ignore Deads" are added. (Ver.1.16.04-)
"Critters" is added. (Ver.1.20.10-)
"Plant" activators are now "Grasses". (Ver.1.20.10-)

Respawning Flora
This is another way to resolve the "Flora Respawn Bug".
Harvested flora respawn when the player move to the other CELL.
Fixing the harvested flora disabling bug. (Ver.1.17.11-)
"Restore Flora" option is added at the MCM page. (Ver.1.17.11-)
For enabling the deleted flora in the currenct CELL.

This function ignores the respawn interval.
So please disable, if you don't like it.
And this causes a little flicking when focusing on the crosshair.
If you don't like this flicking, please disable this option.



[/color][list]
[*][color=#ffffff][size=4]Mimic[/size][/color][color=#ffffff] (Ver.1.17.00-)[/color]
[/list][color=#ffffff][img width=270,height=383]https://staticdelivery.nexusmods.com/mods/110/images/74133-12-1502671951.jpg[/img][img width=114,height=389]https://staticdelivery.nexusmods.com/mods/110/images/74133-11-1502671951.jpg[/img][img width=192,height=385]https://staticdelivery.nexusmods.com/mods/110/images/74133-8-1502671951.jpg[/img]
When you find chests and corpses, they will transform to the monster and attack you.
(You can set the chance value at the "Mimic Settings" MCM page)
All items in chests and corpses are transferred the inventory of the monster.
And they are back to the original object after moving to the other CELL.
"Book Mimic" is added. (Ver.1.17.01-)
"Chaurus Mimic" is added. (Ver.1.17.06-)
"Slaughter Fish Mimic" is added. (Ver.1.17.08-)
"Undead Mimic" is added. (Ver.1.17.09-)
"Atronach Mimic" is added. (Ver.1.17.10-)

Following objects need other MOD resources.
Ruins Boss Chest -> [url=http://www.nexusmods.com/skyrim/mods/65134/]Vicn Creature Pack v150[/url] (Ver.1.17.01-)
Book -> [url=http://www.nexusmods.com/skyrim/mods/65134/]Vicn Creature Pack v150[/url] (Ver.1.17.01-)
Burnt Corpses -> [url=http://www.nexusmods.com/skyrim/mods/35631/?]Monster Mod V4[/url] or [url=https://steamcommunity.com/sharedfiles/filedetails/?id=432877090]Skyrim Monster Mod V13[/url]

Only 5 files in "VicnCreaturePack.bsa" are needed.
You can unpack the .bsa file and place them to the "Data" folder.

Data/meshes/actors/icewraith/character assets/mimicbook.nif
Data/meshes/actors/werewolfbeast/character assets/mimicchest.nif
Data/textures/actors/mimic/mimicchest_d.dds
Data/textures/actors/mimic/mimicchest_n.dds
Data/meshes/actors/horker/character assets/draugrwrapped.nif



[/color][list]
[*][color=#ffffff][size=4]Bug-Fix of the Non-Stop Music[/size][/color][color=#ffffff] (Ver.1.17.03-)[/color]
[/list][color=#ffffff]
This fixes the "Non-Stop Music" bug.
The specified music will stop after the game loading.
You can specify "MusicType" forms with the FormID and the esp/esm name at the following JSON file.

Data/SKSE/Plugins/NicholasQuickMenus/Music.json

See also the sample, "Music.json.sample".



[/color][list]
[*][color=#ffffff][size=4]TK Dodge 3.0 Motion Switcher[/size][/color][color=#ffffff] (Ver.1.18.08-)[/color]
[/list][color=#ffffff][youtube]AFHQgfxrJsk[/youtube]
The "TK Dodge 3.0 Motion Switcher" hotkey is added. ("Hotkey settings" MCM page)
You can switch the dodge motion of TK Dodge 3.0.

If you specify the same key as the "Dodge Key" of TK Dodge,
you can dodge with both motions ("Dodge Roll" and " Step Dodge").[color=#ffffff]



[/color][list]
[*][size=4]The Repair Kit for Equipment Durability System[/size] (Ver.1.24.15-)
[/list]
"Repair Kit" is added for repairing degraded weapons and armors.
("Repair Kit" increases the tempering value)
The "Repair Kit Breaking Chance" option is added at the MCM page. (Ver.1.25.03-)
The chance value offset to check whether the repair kit will break.
This and the "Smithing" skill value and "Smithing" legendary level affect.

How to repair weapons and armors.
1. Equipping weapons and armors that you want to repair.
2. Using "Repair Kit", then the item list is shown.
3. Selecting the weapon or the armor to repair.
4. Done.

The limit of repairing depends on the "Smithing" skill.
Any type of weapons and armors can be repaired.

You can also repair the item that are equipped by others.
Select the NPC with the crosshair and use the repair kit.

There are 2 ways to get "Repair Kit".
1. Creating at the blacksmith forge.
   1 hammer, 1 tongs and 1 bellows are needed.
2. Buying from the blacksmith. (Optional)
   Need to change "Repair Kit Selling Num" option at the "General settings" page of the MCM.



[/color][list]
[*][color=#ffffff][size=4]Battle Command[/size][/color][color=#ffffff] (Ver.1.18.09-)[/color]
[/list][color=#ffffff]
Firstly you should get "[Battle Command]" trigger items and spells
at the "General settings" page of the MCM page.
("General settings"> "Trigger Items" / "Trigger Spells")

The "Battle Command" hotkey is added. (Ver.1.18.10-)

When using the "[Battle Command]" item or the "[Battle Command]" spell,
You can change the combat style of NPCs in the "Favorite" list at once.
This means that you can command NPCs how to fight.

Following styles are available.
Free Fight, Melee, Unarmed, Ranged, Magic, Guard, Escape

And you can set the custom combat music when using this function.
Enable "Battle Command Music" at the "General settings" of the MCM page,
and place .xwm (sound) files in the following directory.

sound/fx/NicholasQuickMenus/BattleCommand/*.xwm

(*1: See "files.txt" in the directory)
(*2: 8 files, XXX001 - XXX008, are available for each combat style)
(*3: If you want to use the only 1 music, you have to place 8 same files)



[/color][list]
[*][color=#ffffff][size=4]Learning[/size][/color][color=#ffffff] (Ver.1.21.00-)[/color]
[/list][color=#ffffff][img width=468,height=263]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1505330148.jpg[/img]
This is the system to get playable skills from enemies like "Blue Magic" of Fainal Fantasy.
And it can add ActorBase and Race of the enemy to the list of "Quick Enemy" automatically.

It is more interesting to use against the modded enemies.
(Because of having modded spells and abilities)

There are 4 ways to get enemy skills.
1. Using the "[Analyze Enemy]" spell (alteration/power/staff) to the enemy.
2. Attacking the enemy with the "[Analyze Enemy]" enchanted weapon.
3. Absorbing enemy spells by the new spell "[Spell Absorber]". (Ver.1.21.04-)
4. Absorbing enemy spells by the new enchantment "[Spell Absorber]". (Ver.1.21.04-)

[Analyze Enemy]
And you can select the analyzing type from 2 ways.

A. Success Rate of Analyzing + Increasing Rate
   You can get enemy skills by using "[Analyze Enemy]" spells
   or weapons repeatedly.
   At the MCM page, you can set the success rate of the first attack
   and the increasing rate from the 2nd attack.

B. Health Mode
   You can get enemy skills by using "[Analyze Enemy]" spells
   to the health damaged enemy.
   If the enemy has more damage, you can analyze more easier.

And you can enable the "Weakened Target" option.
It makes possible to analyze dead, unconscious or bleedout enemies.
Specially enabling "Health Mode", the success rate reaches 100%.

[Spell Absorber] (Ver.1.21.04-)
[img width=275,height=415]https://staticdelivery.nexusmods.com/mods/110/images/74133-0-1507308919.jpg[/img]
By using the "[Spell Absorber]" spell, now you can also get following spells.
("[Analyze Enemy]" cannot support these spells)
1. Spells executed by the papyrus script.
2. Spells defined at the leveled list.

You can get the enemy spell by blocking the spell while "[Spell Absorber]" is active.
(This will be always success when blocking the spell is sucess)

And there are 2 casting types of "[Spell Absorber]", one is "Fire and Forgot" and another is "Concentration".
You can use both spells as you like.

You can get "[Analyze Enemy]" spells and weapons as follows.
1. Crafting weapons at the forge
   Unenchanted destruction staff + 8 Daedra Hearts
     => Staff of Analyzing
   Hunting Bow + 8 Daedra Hearts
     => Bow of Analyzing
   Silver Sapphire Necklace + 8 Daedra Hearts
     => Necklace of Absorption (Ver.1.21.04-)
2. Getting spells at "Quick Character"
   You can get spells at the following menu of "Quick Character".
   (Player) > "+ Magic / Ability"> "[Learn Enemy Skills]"
3. Getting spells and weapons at the MCM page
   You can get all spells and weapons at the MCM page easily.
   (See "Learning Enemy Skills" of the MCM page)

If you want to learn the enemy skill,
use the following menu of "Quick Character".
(Player/NPC) > "+ Magic / Ability"> "[Learn Enemy Skills]"



[/color][list]
[*][color=#ffffff][size=4]Extended Weapon Attack[/size][/color][color=#ffffff] (Ver.1.22.00-)[/color]
[/list][color=#ffffff][youtube]X7spnu8rO10[/youtube]

[youtube]HH8PYpbyTYQ[/youtube]

You can change the attack motion and the attack effect for each weapon as you like.
Now the bash/bow/unarmed attacks are supported. (Ver.1.22.01-)
Now the staff attack is supported. (Ver.1.22.02-)
Spells, scrolls, shields, torches and the unarmed normal standing attack are supported. (Ver.1.22.03-)
Now the exteded attack also can be started by pressing 2 hotkeys.   (Ver.1.22.04-)
"[Export Animation]" and "[Import Animation]" are added. (Ver.1.22.04-)
"[Export Effect]" and "[Import Effect]" are added. (Ver.1.22.05-)
The "Using BashRelease" option is added at the MCM page.  (Ver.1.22.05-)
Parry effects are added.  (Ver.1.22.11-)
The jumping attack is added. (Ver.1.23.03-)
The "Spell Parry" option is added at the MCM page. (Ver.1.23.06-)
The "Anti-Magic" options are added at the MCM page. (Ver.1.23.07-)
Now "Anti-Magic" actions consume the magicka. (Ver.1.23.07-)
"Bash Critical" and "Backstab Critical" are added. (Ver.1.24.03-)
The "Critical Kill" is added. (Ver.1.24.04-)
The "Extended Attack: Delay" option is added at the MCM page. (Ver.1.24.10-)
The "[Using as (Types) Default]" option is added. (Ver.1.24.19-)
You can assign the current weapon setting to weapons that are same type for each actor.
e.g.) The setting of Iron Dagger -> All daggers used by the player
The degradation option is added at the MCM page. (Ver.1.24.19-)

Firstly, you should enable the "Extended Weapon Attack" option.
See MCM -> "Combat settings" -> "Extended Weapon Attack".

And then you should edit the target weapon at the following menu.
A) Quick Character -> + Inventory / Equipment -> (Selecting equipped weapons/shields/torches)
B) Quick Character -> + Magic / Ability -> (Selecting equipped spells/scrolls)
C) Quick Object -> (Selecting the weapon object) -> [Extend Weapon Attack]

You can set 2 extended attack functions.

1. Parry
   You can block the enemy attack by swing the melee weapon.
   The head angle restriction is added. (Ver.1.24.06-)
   You must be facing to the enemy for using "Parry".
   A) Enabling / Disabling
      Enabling the parry function for this weapon.
      Also you can set the bulk enabling option at the MCM page.
      See MCM -> "Combat settings" -> "Bulk Enabling - Parry".
   B) Parry Animation
      You can set the favorite animation as the parry motion.
      If you assign the attack motion as the parry motion, it works as the counter parry.
      However if the stamina rate of the player is under 50%,
      then the "StaggerStart" motion will be used instead.
   C) Attack Effect - Targeting Enemy (Ver.1.22.11-)
      Adding the magic effect for the parry.
      Enemy targeting spells or aimed can be set.
   D) Attack Effect - Targeting Self (Ver.1.22.11-)
      Adding the magic effect for the parry.
      Self targeting spells can be set.
   E) Spell Parry (Ver.1.23.06-)
      You can reflect attack spells, if the "Spell Parry" option is enabled.
      See MCM -> "Combat settings" -> "Spell Parry".

2. Extended Power/Bash/Bow Attack
   You can change the attack motion and the attack effect.
   The motion and the effect can be set for each condition.
   For example, the right hand weapon, the left hand weapon,
   standing, sneaking, the normal attack, the forward attack, the backward attack,
   the right attack, the left attack , the sprinting attack, etc.
   * If the weapon is 2H, the right hand setting is used.
   * For staves and spells, the extended attack starts when casting.
   * Only for unarmed weapons, the extended attack can also be set to the normal attack.
     (excepting the standing normal attack and the sneaking attack)
   * Jumping attack can be started only with the extended attack hotkey.
   
   A) Attack Animation
      You can change the power attack animation for each weapon.
      "KillMove" animations and other mods animations can be used.
      Some vanilla animations is in the list as default,
      but you can add and remove animations by editing the json file.
   B) Attack Effect - Targeting Enemy
      Adding the magic effect when swinging the weapon.
      Enemy targeting spells can be set.
      The spell will only be executed while in combat.
   C) Attack Effect - Targeting Self
      Adding the magic effect when swinging the weapon.
      Self targeting spells can be set.
      The spell will also be executed whether in combat or not.
   D) Anti-Magic actions (Ver.1.23.07-)
      You can reflect attack spells, if the "Anti-Magic" option is enabled.
      See MCM -> "Combat settings" -> "Anti-Magic Bash".
      See MCM -> "Combat settings" -> "Anti-Magic Shoot".
      See MCM -> "Combat settings" -> "Anti-Magic Cast".
[color=#b6d7a8][color=#ffffff]
3. Critical Attack (Ver.1.24.03-)
   Bash Critical (MCM)
   When doing the frontal bashing while in the enemy attack,
   it causes 100% critical hit and knockdown.

   Backstab Critical (MCM)
   When doing the rear-attack with weapons,
   it causes 100% critical hit and knockdown.
   
   Bash Critical for Enemies (MCM, Ver.1.24.06-)
   If enabling this option, then enemies can use "Bash Critical".
   (But excepting "Critical Kill")

   Backstab Critical for Enemies (MCM, Ver.1.24.06-)
   If enabling this option, then enemies can use "Backstab Critical".
   (But excepting "Critical Kill")

   Enemy Critical: Ragdoll Down (MCM, Ver.1.24.08-)
   Using Ragdoll as the knockdown by "Enemy Critical Attack".
   Default: Disabled

   Bash Critical: Duration for Shields (MCM, Ver.1.24.10-)
   You can set the additional duration time for "Shield Bash" which makes easier to do "Bash Critical".
   Default: 0.3 sec.

   Bash Critical: Duration for Weapons (MCM, Ver.1.24.11-)
   You can set the additional duration time for "Weapno Bash" which makes easier to do "Bash Critical".
   Default: 0.6 sec.

   Player Critical: Creatures Only (MCM, Ver.1.24.11-)
   If enabling this option, then "Bash/Backstab Critical" of the player only affects to creatures.
   Default: Disabled

   Critical Kill (Ver.1.24.04-)
   The enemy who has only 25% health may be killed with killmove animations
   by the "Bash/Backstab Critical".

   Critical Kill: Human Type Only (MCM)
   If enabling, the "Critical Kill" only affects to "ActorTypeNPC" enemies.
   If disabling, the "Critical Kill" affects to all enemies.
   However this may cause the issue that the enemy will not die for a few seconds
   since the killmove animation is done.
   The enemy who is killed by the incorrect killmove animation
   will never back to the combat any more. (Ver.1.24.05-)

   Critical Kill: Health Ratio (MCM, Ver.1.24.05-)
   The "Critical Kill" will be triggered when the health ratio of the enemy is under this value.
   Default: 26.0%

   A) Kill Chance (Ver.1.24.04-)
      You can specify the chance of killing for each weapon.
   B) Kill Animation Preset (Ver.1.24.04-)
      You can assign killmove animations for each weapon
      by choosing the "Kill Animation Preset" json file.
      When multiple killmove animations are set in the json, the animation will start randomly.
      See the sample preset.
      Data/SKSE/Plugins/NicholasQuickMenus/CritAtk/XXXXXXXX.json[/color]
[/color]
If the following option is enabled, the actor will use new attackings.
Quick Character -> (selecting the actor) -> "[Combat Options]" -> "Enabled"

Attack animations are defined in the following json file.
Data/SKSE/Plugins/NicholasQuickMenus/ImportPoses.json
You can add favorite animations to the string array of "atkidles1". (Max 125)

And exported attack animations are saved to the following directory. (Ver.1.22.04-)
Data/SKSE/Plugins/NicholasQuickMenus/ExtAttack/Motion_XXX.json

And exported attack effects are saved to the following directory. (Ver.1.22.05-)
Data/SKSE/Plugins/NicholasQuickMenus/ExtAttack/Effect_XXX.json



[/color][list]
[*][color=#ffffff][size=4]Extended Dodge[/size][/color][color=#ffffff] (Ver.1.23.00-)[/color]
[/list][color=#ffffff]
You can change the dodge motion and the dodge effect as you like.
[s]This function is for the player only.[/s]
Now NPCs can do the extended dodge. (Ver.1.23.02-)
Please change "NPC Dodge Chance" value at the "Combat settings" page of MCM,
if you want to enable the extended dodge for NPCs.
Now human-type enemies can do the extended dodge. (Ver.1.23.03-)
You can specify "Dodge Chance" value for each character. (Ver.1.23.03-)
You can change "Dodge Preset" for character to assign different dodge animations. (Ver.1.23.03-)
The "Auto Dodge" function is implemented for the player. (Ver.1.23.08-)
The "Dodge Cost" option is added at the MCM page. (Ver.1.24.09-)

Following features are implemented.
- Multiple animations can be played randomly.
- 4 ways or 8 ways can be selected as the dodge direction.
- This can cancel the extended weapon attack animation.
- Animations can be set for each moving direction.
- Magic effects can be set for each moving direction.
- The player will be invincible while dodging.

Firstly, you should enable the following option.
See MCM -> "Combat settings" -> "Extended Weapon Attack" and "Extended Dodge Key"

And then you can change options at the following menu.
A) Quick Character -> (Select the player or NPC) -> [Combat Options] -> [Extended Dodge]
B) Quick Enemy -> (Select the enemy actor or race) -> [Extended Dodge]

   A) Dodge Animation
      You can set the dodge animation for each moving direction.
      Vanilla animations and other mods animations can be used.
      The list is empty as default.
      So you should add animations by editing the json file.
   B) Dodge Effect - Targeting Enemy
      Adding the magic effect which is executed when the dodge starts.
      Enemy targeting spells or aimed can be set.
   C) Dodge Effect - Targeting Self
      Adding the magic effect which is executed when the dodge starts.
      Self targeting spells can be set.
   D) Dodge Chance (Ver.1.23.03-)
      You can specify "Dodge Chance" value for each NPC and enemy.
      This value overwrites the same option of MCM.
   E) Dodge Preset (Ver.1.23.03-)
      You can assign different dodge animations for each NPC and enemy
      by choosing the "Dodge Preset" json file.
      See the sample preset.
      Data/SKSE/Plugins/NicholasQuickMenus/ExtDodge/Sample_001.json

The following option is needed to enable to use the extended dodge.
Quick Character -> (selecting the actor) -> "[Combat Options]" -> "Enabled"

Dodge animations are defined at the following json file.

Data/SKSE/Plugins/NicholasQuickMenus/ImportPoses.json
or
Data/SKSE/Plugins/NicholasQuickMenus/ExtDodge/XXX.json
("Dodge Preset" json files in this folder)

You can add favorite animations to the string array of "dodge[X][Y]".

[X] = standing | sneaking
[Y] = normal | forward | backward | right | left |
      forwardright | forwardleft | backwardright | backwardleft

And you can use "FNIS Dodge Animation Register" to add dodge animations
with moving definitions as you like. (See "Optional files")



[/color][list]
[*][size=4]Damage Effects[/size] (Ver.1.24.00-)
[/list][color=#ffffff][img width=455,height=269]https://staticdelivery.nexusmods.com/mods/110/images/74133/74133-1524333420-1208971118.jpeg[/img]

   The following mods are required.

   [color=#ffffff][url=http://www.loverslab.com/files/file/619-slavetats/]SlaveTats[/url] 1.1.1, 1.2.3

   [url=http://www.loverslab.com/files/file/818-apropos/]Apropos Classic[/url]
   Only slavetats textures are needed. (files in the following path)
   textures/actors/character/slavetats

   [url=http://skup.dip.jp/?andor=and&sword=Slavetats_BittenSweat&mode=ret]Vampire bitten and Sweaty textures[/url]

   [url=http://skup.dip.jp/?andor=and&sword=Slavetats_SweatHigh&mode=ret]Sweaty texture 2K[/url]

The player and NPCs will get wounds when being attacked.
You can enable the option at the following menu.
The "Apply to Female Enemy" option is added.  (Ver.1.24.01-)
The damage effect will be added to female enemies automatically.

Quick Character -> (selecting the actor) -> "[Appearances]" -> "+ Damage Effects" -> "Enabled"

- The mod "[url=http://www.loverslab.com/files/file/619-slavetats/]SlaveTats[/url]" is needed.
- And you must install additional textures for "[url=http://www.loverslab.com/files/file/619-slavetats/]SlaveTats[/url]".
- Wounds and dirts will be added when the health of the actor is low.
- You can change the health ratio and the frequency at the MCM page.
- Wounds and dirts will be added gradually by being attacked repeatedly.
- Healing spells can cure wounds and dirts gradually.
- Fluids attacks may add wet effects to actors.
- You can disable wet effects at the MCM page.
- Healing spells cannot cure wet effects, but it will disppear after 1.5 minutes.
- Wet effects will be washed by staying a few seconds in the water. (Ver.1.24.01-)
- Wet effects are added by the following attacks.
  Spider Spit  -> White
  Chaurus Spit -> Blue
  Vile Vapor   -> Green
- And you can add fluids attacks (spells) at the "[Fluids Spells]" menu.
  6 colors (white, blue, green, red, brown and black) are supported.

[url=http://www.loverslab.com/files/file/619-slavetats/] SlaveTats[/url] textures are defined at following json files.

Data/SKSE/Plugins/NicholasQuickMenus/AbuseEffects.json[/color]


[b][size=5]FNIS Attack Animation Register (Optional files)[/size][/b][/color]

[color=#ff0000]Requirements:[/color][color=#ffffff]
[url=https://www.nexusmods.com/skyrim/mods/11811/]Fores New Idles in Skyrim - FNIS[/url] Ver.5.0 and later[/color]

[color=#00ffff]Credits: [/color]
[color=#ffffff]fore ([url=https://www.nexusmods.com/skyrim/mods/11811/]Fores New Idles in Skyrim - FNIS[/url])

This is an *empty* animation mod for [url=https://www.nexusmods.com/skyrim/mods/11811/]FNIS[/url] Ver.5.0 and later.
You can add favorite attack animations that can be used as the "extended attack" animation of my mod "Quick Menus".

Please notice that you *MUST* run GenerateFNISforUsers.exe after installing.

1. Install this to the skyrim data directroy.
2. Copy .hkx (attack animation) files to the following directory.
   data/meshes/actors/character/animations/QuickMenusExtAtk01/
3. Edit FNIS_QuickMenusExtAtk01_List.txt in the same directory.
   The line which starts with "'" is the comment.
   You must remove it, if you would like to enable the animation registration.
   - Disbled Lin[/color]e: [color=#38761d][i]' km ... QuickMenusExtAtk01091 ExtAtk091.hkx[/i][/color][color=#ffffff]
   - Enabled Line: km ... QuickMenusExtAtk01091 ExtAtk091.hkx
4. Run GenerateFNISforUsers.exe


[b][size=5]FNIS Dodge Animation Register (Optional files)[/size][/b][/color]

[color=#ff0000]Requirements:[/color][color=#ffffff]
[url=https://www.nexusmods.com/skyrim/mods/11811/]Fores New Idles in Skyrim - FNIS[/url] Ver.5.5 and later[/color]

[color=#00ffff]Credits: [/color]
[color=#ffffff]fore ([url=https://www.nexusmods.com/skyrim/mods/11811/]Fores New Idles in Skyrim - FNIS[/url])

This is an *empty* animation mod for [url=https://www.nexusmods.com/skyrim/mods/11811/]FNIS[/url] Ver.5.5 and later.
You can add favorite dodge animations that can be used as the "extended dodge" animation of my mod "Quick Menus".
10 animations are defined for each moving direction.

Please notice that you *MUST* run GenerateFNISforUsers.exe after installing.

1. Install this to the skyrim data directroy.
2. Copy .hkx (dodge animation) files to the following directory.
   data/meshes/actors/character/animations/QuickMenusDodge01/
3. Edit FNIS_QuickMenusDodge01_List.txt in the same directory.
   The line which starts with "'" is the comment.
   You must remove it, if you would like to enable the animation registration.
   - Disbled Line[/color]: [color=#38761d]' b ... QuickMenusDodgeF001 QuickMenusDodgeF001.hkx[/color][color=#ffffff]
   - Enabled Line: b ... QuickMenusDodgeF001 QuickMenusDodgeF001.hkx
4. Run GenerateFNISforUsers.exe


----

(For Japanese users)

NexusやSkyrim Mod データベースの皆さんは、はじめまして。
Defeat拡張パッチやSSL拡張パッチを愛用してくれた方々は、御無沙汰です。

本MODは、宝箱等のコンテナや家、NPC、あらゆるオブジェクトに簡単にアクセスする為のメニューを提供します。
いつでもどこでも、保管庫にアクセスしたり、家に帰ったり、NPCを操作出来ます。

また、本MODは様々な機能をメニューUIで管理するユーティリティMODでもあります。
提供している機能は多いですが、全ての機能を使用する必要はありません。

基本的に各機能はデフォルト無効の状態で提供されている為、単にインストールしただけではスクリプトによる負荷や他MODとの競合は発生しにくい設計になっています。
「他の機能はいらないが、この機能だけが使いたい」という場合でも、問題なく使用して頂けると思います。

詳細は以下のマニュアルを参照して下さい。

[url=http://mod-quickmenus-01.blogspot.jp/]日本語マニュアル[/url](初版完成:随時更新中)[/color]

Ancient Winterhold

$
0
0
[center][size=5]Ancient Winterhold makes Winterhold's history as the capital of Skyrim more believable, by replacing the original wooden huts with stone buildings and adding a derelict wall. The ruins are also replaced. Unlike the mod [url=https://www.nexusmods.com/skyrim/mods/62289]The Great City of Winterhold[/url], this mod does not expand Winterhold (aside for two half-buried buildings sunken in the snow on the edge of the town), it just changes the buildings both inside-and out to more fitting architecture. Due to this, I also renamed the now-stone 'Jarl's Longhouse' to 'Shalidor's Hall'.[/size][/center]

Subtle HDT

$
0
0
This is a HDT setting that I have worked on for quite a long time. All the other hdt files out there that I have tried were always way too bouncy or harsh in my opinion, so I set out to try and make an hdt setting to my liking. It's not overly bouncy or silly, I went for a real-ish kinda bounce. This is the result I came up with and thought that maybe someone would like what I've done. 

I use a cbbe body, should work for other hdt enabled bodies
also hand collision enabled

per request, for anyone interested, the face preset from my character is available for download also

I'm happy with how this setting is now, so most likely I wont be doing any more updates. But, there's always a chance that I might adjust something.

Changelog
Update v1.1
slightly more bouncy, made it a bit more fluid and not as rough. things seem to jiggle a bit better

update Even Less Bouncy v1.0
initial upload for even less bounce

update v1.2 and  even less bouncy v1.1
revamped settings for better bounce and fixed time it takes for boobs to go back to a resting state after moving
and did timing fix for Even Less Bouncy version

update v1.3
more butt movement, not so stiff and rigid anymore. very small tweak to boob bounce timing, most might not notice it

update even less bouncy v1.2
good jiggles, even less bouncy than before

Big update - Main file and EvenLess v2.0
totally revamped settings. 
adjusted to smaller bounciness for main file
adjusted even lower for EvenLess version per popular demand
if I did it right, fully set up for collisions(works for me at least, hopefully you too)

Update v2.1
small adjustments to timing of movements and bouncyness

Update FINAL
most likely the final version i'll do. I feel that I found the sweet spot for jiggles/bouncy, maybe anyway. if you don't like this version just choose one of the others, but I hope you enjoy

update FINAL 0.1
ok, so maybe the last one wasn't actually the final version. tweaked even more, I think I have it pretty spot on where everything jiggles but isn't overly bouncy. 



[b][size=4]Big thanks to Porterhause for the nice video mod review[/size][/b]

Ice Wraith 2K

$
0
0
[font=Lucida Sans Unicode][size=5]DESCRIPTION
[/size][/font]
Vanilla-friendly retexture of the Ice Wraith. Much improved alpha channels for the diffuse and normal map as seen in the comparison screenshots. This makes the face and body details much more visible. The main body texture was just a plain color before - it now acts as a "skin" detail map. I tried my best to imitate an ice surface when working on that layer. The vanilla color tone wasn't altered in that process.

[font=Lucida Sans Unicode][size=5]INSTALLATION
[/size][/font]
Using NMM - overwrite if asked. Using MO - put it under other mods containing this texture (higher priority).



Be sure to report any problems you may find in the comments!

Traduccion de Skygerfall Spanish

$
0
0
Buenos Días a toda la comunidad de Nexus. Le prometí al creador de este mod que le haría una traducción al español de este mod y aquí está, me encargué de leer casi todas la líneas de dialogo para asegurarme de que fuera coherente, traduje casi todos los libros excepto por algunos que eran demasiado largos(la saga del Rey Edward por ejemplo) así que eso es todo, es una simple traducción, espero que les ayude a disfrutar lo más posible de este mod.
[size=4]

[b]Instalación[/b][/size]
Es muy fácil, es más dudo que ustedes no sepan hacerlo pero, si alguien no sabe pues.
Reemplace el esp de el mod original y ya está


[size=4][b]Créditos[/b][/size]

[url=https://www.nexusmods.com/skyrim/users/32760440]Oracus0[/url] El Creador del mod y a todos los que lo ayudaron



Si hay algo malo con la traducción aparte de los libros que mencione arriba haganmelo saber y lo solucionaré

Maids II - Deception Mod Patches

$
0
0
[center]
[b]Original[/b] | [url=https://www.nexusmods.com/skyrimspecialedition/mods/6288]Special Edition[/url]

[img]https://staticdelivery.nexusmods.com/mods/110/images/16021-1-1369077865.png[/img]
[/center]

[url=https://www.nexusmods.com/skyrim/mods/16021][b]Maids II: Deception[/b][/url] patches for compatibility with other mods and body replacers.

[center]
[size=4][color=yellow][b][u]Pre-Installation[/u][/b][/color][/size]
[/center]
[list]
[*]Either download the [b]Mod Patches All-In-One[/b] package [i][u]or[/u][/i] download/install each of the individual patches you need. Don't install patches from both.

[*]When upgrading a patch, completely uninstall the older version prior to installing the new version.
[/list]

[center]
[size=4][color=yellow][b][u]Patches[/u][/b][/color][/size]
[/center]
[b][u]General Compatibility Patch[/u][/b]
Patches for these mods are bundled together in a single "General Compatibility Patch".

[b]*[/b] = Denotes that this mod requires a "General Compatibility Patch - [i]<mod name>[/i]"
[list]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/9557]Alternate Start - Live Another Life[/url][/size] [b]*[/b]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/58357]Anna NPCs[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/25300]Distant Detail Hearthfire Edition[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/50882]Dragon Break Episodes 1 and 2 - Bad Wolf and The Infinity Engine[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/28685]Marriable Serana[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/50121]Marriage Mod - To Have And To Hold[/url][/size]
[*][size=2][url=https://steamcommunity.com/sharedfiles/filedetails/?id=98945240]Places: Amber Guard[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/24913]Skyrim Immersive Creatures[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/8601]Sounds of Skyrim - The Dungeons[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/70219]The Forgotten City[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/26393]Vilja in Skyrim[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/9494]Warzones - Civil Unrest[/url][/size]
[/list]

[b][u]Compatibility Patches[/u][/b]
Individual compatibility patches are available for the following mods.

[b]*[/b] = Denotes a mod has a "Compatibility Patch (Merged)" which may be required if installing it with an applicable mod
[list]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/31683]Campsites in Skyrim[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/47327]Cutting Room Floor[/url][/size] [b]*[/b]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/22644]Dawnstar Expanded[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/36334]Inconsequential NPCs[/url][/size] [b]*[/b]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/8429]Interesting NPCs[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/18045]My Home Is Your Home - a mod for followers[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/41076]Realistic Water Two[/url][/size]
[/list]

[b][u]Compatibility Patches (Merged)[/u][/b]
Certain mods conflict with each other in addition to being installed alongside Maids II. Patches for these stacking conflicts are available for the following mods. They should be installed instead of their individual patches.
[list]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/47327]Cutting Room Floor[/url][/size] [b]AND[/b] [size=2][url=https://www.nexusmods.com/skyrim/mods/36334]Inconsequential NPCs[/url][/size]
[/list]

[b][u]Custom Body Patches[/u][/b]
By default, the Ashen NPCs in Maids II are assigned textures that assume the user is using UNP. Patches are available to revert back to the default female body textures or whatever body replacer is installed. These patches are separated into three body parts. For full body replacers, a merged patch is also available.
[list]
[*][size=2]Body + Hands + Head[/size]
[*][size=2]Body[/size]
[*][size=2]Hands[/size]
[*][size=2]Head[/size]
[/list]

[b][u]Custom Outfits[/u][/b]
Converted outfits are available for the following body replacers.
[list]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/5390]Acdale EyeCandy Body (ADEC)[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/2666]Calientes Beautiful Bodies Edition (CBBE)[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/4888]Cherry Hotaling's Super Busty H Cup (CHSBHC)[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/56463]Seraphim Female Body Replacer (7bUNP)[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/36992]SeveNBase[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/6709]UNP Female Body (UNP)[/url][/size]
[*][size=2][url=https://www.nexusmods.com/skyrim/mods/37900]UNP Blessed Body (UNPB)[/url][/size]
[/list]

Flawn's Argonians

$
0
0
[center][size=3][/size][/center][center][size=3][color=#cc4125]-[/color][i][b][font=Comic Sans MS][color=#cc4125][i]Flawn's[/i][/color][/font][/b][/i][color=#cc4125] [/color][font=Courier New][color=#00ff00]Argonians[/color][/font][color=#cc4125]-[/color][/size]
[color=#cc4125]An overhaul of skyrim's most underappreciated residents[/color][/center][color=#cc4125]
 
 
This overhaul gives skyrim's argonians modified head meshes, glowing eyes, and smooth, but still scaly, skin. It is also features a few options to choose from.
This mod comes in 4k and 2k textures and supports UNP, CBBE, and SOS bodytypes.
 
The options are as follows:
body
[/color][list]
[*][color=#cc4125]Default - Smooth but scaly.[/color]
[*][color=#cc4125]Really Smooth - A more "human" front half. (for females and males)[/color]
[*][color=#cc4125]No-Nipple - No more reptile tits.[/color]
[/list][color=#cc4125]feet
[/color][list]
[*][color=#cc4125]Claws - Reptilian type feet with clawed toes.[/color]
[*][color=#cc4125]Human - Human type feet.[/color]
[/list][color=#cc4125] [/color]
[color=#e69138]this mod is still in alpha so don't expect perfection.[/color][color=#cc4125] [/color]
[color=#cc4125]If you have any ideas for more options, be sure to let me know about them.[/color]
[color=#cc4125] [/color]
[u][b][i][color=#e69138][size=4][[/size][size=5]WARNING, IF YOU USE MOD ORGANIZER 2[/size][size=4], the installer will most likely not work for you. So follow the instructions below.][/size]
[/color][/i][/b][/u]
[quote][color=#e69138]Make a folder named "Flawn's Argonians" and place the data folder from "main" inside it. Then put the data folder of one of the female options inside your "Flawn's Argonians" folder, do the same the one of the male options, then the feet options. After all that, right click the folder, send to, compressed (zipped) folder.[/color][/quote][color=#cc4125] [/color]
[color=#cc4125]Recommended Mods-[/color]
[color=#cc4125]- [/color][url=https://www.nexusmods.com/skyrim/mods/3589]Natural Eyes [/url][color=#cc4125]by [/color][url=https://www.nexusmods.com/skyrim/users/942284]nevenbridge81[/url][color=#cc4125] - better argonian eye textures, makes them look less bug-eyed[/color]
[color=#cc4125]- 03_YA5_HDT_Tails from Yiffy Age of Skyrim - HDT collision physics for beast tails, doesn't require Yiffy Age but does require [/color][url=https://www.nexusmods.com/skyrim/mods/53996]HDT Physics Extensions[/url]
[color=#cc4125]- [/color][url=https://www.nexusmods.com/skyrim/mods/92620]Beast Race Bodypaints[/url][color=#cc4125] by [/color][url=https://www.nexusmods.com/skyrim/users/38957115?tab=about+me]DomainWolf[/url][color=#cc4125] - body overlays for your characters, 'cause you don't want them to be to plain now do you?[/color]
[color=#cc4125]- [/color][url=https://www.nexusmods.com/skyrim/mods/52918]Better Claws and Gauntlets[/url][color=#cc4125] by [/color][url=https://www.nexusmods.com/skyrim/users/1750291?tab=user+files]Derok[/url][color=#cc4125] - because long fingernails are not good enough[/color]
[color=#cc4125] [/color]
[color=#cc4125]Permissions-[/color]
[color=#cc4125]-you may not reupload this mod onto any other modding website.[/color]
[color=#cc4125]-you may use my textures as a base for your own mod, so long as you give credit.[/color]

All Geared Up Derivative - AllGUD

$
0
0
[center][size=6]All Geared Up Derivative (AllGUD)[/size][/center]
[size=3]SE Version: [url=https://www.nexusmods.com/skyrimspecialedition/mods/28833]AllGUD SE[/url][/size]

This mod originally started as a script edit to All Geared Up (AGU) to change the default slots so I wouldn't have to do it manually when I started a new playthrough. It has since evolved into the most feature-rich Unequipped-Weapons-on-the-Back mod on the Nexus.

• [color=#93c47d][size=4]Simple to Use[/size]:[/color] The most recently unequipped favorite weapon of each type can be displayed. Unfavorite a weapon to remove it from the display.
• [color=#93c47d][size=4]Preserve Your Display[/size]:[/color] Locking-in a weapon through the MCM will give it Priority when the weapon-type isn't equipped, allowing multiple favorite weapons to be used while letting you choose what gets displayed in the end! Locking-in a blank space will prevent the weapon-type from being saved.
• [color=#93c47d][size=4]Bows, Shields, & Staves! Oh My![/size][/color] Display every single weapon-type at once! No other single mod accomplishes the same! (NPCs Geared Up is in beta as of 1.3)
• [color=#93c47d][size=4]Miscellaneous Items![/size][/color] For the Player & NPCs
• [color=#b6d7a8]Supports localization![/color] But I'm not a translator.

[center]JDM made a fantastic showcase of AllGUD in action, it's all good! (Sorry, I had to stick the pun somewhere)
[youtube]x_tPDOn2u8g[/youtube][/center]

[size=3][color=#ffd966]In order to display your weapons[/color] you'll need new skeleton nodes and weapon meshes.[/size]
• Weapons can be patched automatically through the xEdit Script, or by following the instructions in the tutorial images or readme.
• Skeleton can be patched automatically through the xEdit Script, or by following the instructions in the readme.

[size=4][color=#e69138]AllGUD Uses Body Slots![/color][color=#93c47d] These can all be changed through the MCM.[/color][/size]
Default configuration uses slots:
44 RH Sword
45 RH Dagger
49 RH Axe/Mace
52 RH Staff
54 2H Melee
56 LH Dagger/Sword/Axe/Mace
59 2H Ranged/LH Staff
60 Shield
This allows for compatibility with Cloaks, Backpacks, Left-hand Rings, and Bandolier's Torso & Waist equipment (except side-hip).
[color=#e69138][size=3]"My weapons are clipping and I don't like it"[/size][/color] Me neither! You can change the offending weapons to use the same body slot.

[color=#c27ba0][size=5][b]Installation[/b][/size][/color]
1. Use a mod manager to install AllGUD.
2. Install preferred skeleton mod. Vanilla skeleton is NOT Compatible. If weapons appear at your character's feet, run the AllGUD Skeleton Patcher.
3. Install and run the AllGUD Mesh Generator script through xEdit. (Now supports .bsa archives) Patch vanilla replacers by running through Mod Manager and selecting Skyrim.esm or the DLC .esm's.
4. For Misc Item Meshes: Install [url=https://www.nexusmods.com/skyrim/mods/40953]AGU[/url], do not enable its .esp, extract the meshes from its .bsa

[size=5][color=#c27ba0][b]Mods that Require Additional Patching[/b][/color][/size]
[url=https://www.nexusmods.com/skyrim/mods/41599]Eyecandy Staff of Magnus[/url]: Change the PRN from "SHIELD" to "WeaponStaff". Use 'Duplicating the Source' option.
[url=https://www.nexusmods.com/skyrim/mods/19733]Immersive Armors[/url]: Painted Shields: Use the AlternateTextureModelsplosion script.

[size=5][color=#c27ba0][b]Compatibility[/b][/color][/size]
[color=#93c47d][size=3][b]Compatible[/b][/size][/color]
[color=#93c47d]• iEquip:[/color] iEquip swapping will correctly update the AllGUD display.
[color=#93c47d]• Requiem:[/color] AllGUD does not break the Law of Conservation of Mass. Safe to use with Requiem.
[color=#93c47d]• [b][size=3]Any mod[/size][/b] that adds new weapons or replaces vanilla ones:[/color] Just run the xEdit script. Would highly suggest starting down the rabbit hole with:
[url=https://www.nexusmods.com/skyrim/mods/39870]Leanwolf's Better-Shaped Weapons
[/url][url=https://www.nexusmods.com/skyrim/mods/50528]Scoped Bows
[/url][url=https://www.nexusmods.com/skyrim/mods/33704]Nightingale Pride
[/url][url=https://www.nexusmods.com/skyrim/mods/27178]Greatsword Sheaths and Scabbards Redux[/url]
[url=https://www.nexusmods.com/skyrim/mods/75175]Dragonbone Mastery
[/url][url=https://www.nexusmods.com/skyrim/mods/33292]Unique Uniques[/url]
[url=https://www.nexusmods.com/skyrim/mods/15152]Elemental Staffs[/url]

[color=#e06666][size=3][b]Incompatible[/b][/size][/color]
[color=#e06666]• Dual Sheath Redux:[/color] Incompatible.
[color=#e06666]• Visible Favorited Gear:[/color] Uses bDisableGearedUp=0
[color=#e06666]• Equipping Overhaul:[/color] Uses bDisableGearedUp=0 [color=#ffd966]I believe you may be able to disable their Geared Up/Dual Sheath features through MCM? Allowing you to use their Realistic Unequip and Lit Torches features.[/color]

Skygerfall -- Daggerfall's Main Quest in TESV

$
0
0
[b][center]SSE version is available [url=https://www.nexusmods.com/skyrimspecialedition/mods/29416]here[/url].[/center][/b]
[b]Introduction[/b]
They said it couldn't be done...  Daggerfall is too big to fit in the TESV engine...  And they were, on the one hand, right!  You cannot capture the grand scale or the nearly endless possibilities that exist in a world larger than England!  Yet, for all of its vastness and promise, Daggerfall remains a world unfamiliar to many Elder Scrolls fans.  The mechanics and graphics feel dated to say the least, and its sometimes unreasonable time limits for quests as well as quest-breaking bugs left many players, even back in the '90's, so frustrated that perhaps a majority of players never finished the Main Quest, preferring to simply explore the world on their own terms, joining guilds or Knightly Orders, or becoming a vampire or a wereboar.  And that is a shame, because the Main Quest is actually quite a good story.  The purpose of this mod is not to replace TESII: Daggerfall, but to bring some of its magic and lore to Elder Scrolls fans of the Skyrim generation that would never otherwise experience it, as well as perhaps delight those fans of the original game that would love to see the Main Quest in an updated engine, complete with voice acting, re-mastered music and better graphics.

Please note that the Main Quest of Daggerfall is NOT about choice.  You are role-playing as the Emperor's friend on an important mission, so, while the order in which you tackle these quests is your choice, it is assumed that you want to finish the Main Quest and so you will not be able to refuse the quest-givers' requests.  At this point, there really isn't much of anything other than the Main Quest for you to do in Daggerfall, anyway!

I have worked on this mod in my spare time for a little over two years, and have had a lot of fun learning about various aspects that go into making a large mod the size of a dlc.  I'm not much of a 3D artist, so I've had to rely on a lot of resources to put this mod together, and you will see that the credits list is quite long.  I have tried to include, where possible, those models from artists who have made resources to see something from Daggerfall come to later Elder Scrolls games, such as JMan0WarS, who remade Privateer's Hold for Morrowind as well as Direnni Tower for Oblivion, Lord Berandas and BobJohnson99.  As per Bethesda's instructions, all assets included in this mod for Skyrim have been remade, and not simply ported from the original Daggerfall game.

[b]Dungeons[/b]
Doors and corridors!  You never know what terror lurks behind the next door, or around the next bend, or when/if you will escape this seemingly endless maze!  Such is the essence of dungeon crawling in Daggerfall.  All of the dungeons necessary for Daggerfall's Main Quest have been remade to reflect as accurately as possible the essence of the original, hand crafted ones from TESII. The walkthroughs given by [url=https://en.uesp.net/wiki/Daggerfall:Daggerfall]UESP[/url] were an invaluable aid in reproducing them, and can still be used by you to navigate the dungeons should you get stuck.  (Exceptions: The ridiculous number of teleporters you needed to go through to exit Castle Wayrest's dungeon --in case you forgot to mark an anchor--  has been collapsed so that the first one you encounter on the way beck described by UESP takes you to the final teleportation point, and the puzzle found in Aetherius' Room of Fire has been changed slightly, but if you've played Skyrim you should have no problem here.)  In addition to UESP, [url=https://www.dfworkshop.net/downloads/daggerfall-modelling/]Daggerfall Modelling[/url] was a great tool to help reproduce not only the main path, but also unique points of interest in the dungeons should you choose to explore.  Privateer's Hold and the realms of Aetherius have been reproduced in their entirety.  However, other dungeons have been somewhat streamlined, so that you cannot get hopelessly lost, as you could in the originals.  I think most players will appreciate the balance.  Scourg Barrow is the only dungeon significantly truncated, since it is a relatively short path to reach Mannimarco, and its remaining aspects of interest merely repeat much of Privateer's Hold.  Additionally, I have constructed an all-new dungeon for the werewolf quest, based upon models that were included in the assets of TESII, but never implemented in any dungeon.  Think of it as restored cut-content!  The procedurally generated dungeons of Daggerfall all mix and match the same elements encountered in the Main Quest dungeons, so once you have completed this mod, you will have experienced nearly all of the elements present in the original game.  (For proper immersion, please bear in mind that the spheres in Aetherius upon which you see the stars or the sun have no collisions, so please try not to levitate outside of them.  If you do, you will see the other parts of the dungeons in a way meant only for use within the Creation Kit.  Such a view could be achieved in the original Daggerfall game if you glitched outside of the walls in any dungeon, but that glitch wasn't very immersive, either.)

[b]Magic[/b]
Levitation!  Mark and Recall!  Lock and Unlock!  These spells and more from TESII have been added to enhance your Daggerfall experience.  Levitation uses the method of J3X, which employs rather large, invisible plates that you walk on.  As such, levitation will not work in very small places; i.e., it will not function in elevator shafts.  Please use the lifts provided to go up and down, and do not have a levitation effect active when you do.  (Occasionally, if you re-cast a Levitation spell before the magic effect of the first one runs out, you might find yourself beginning to descend.  If that occurs, re-cast the spell again to stop yourself from falling.)  Jumping and Slowfalling require [url=https://skse.silverlock.org/]SKSE[/url], so if you don't want to have it installed for some reason, those two magical effects will not function in your game, though everything else will. Additionally, all of the alchemical ingredients from TESII, with their Daggerfall effects, have been included for your crafting needs.

[b]Gameplay[/b]
The entire bestiary from TESII has been reproduced, and you will encounter each and every monster at least once or twice as you play though the mod.  Be warned: Weapons made from low grade materials will not work on all creatures, so make sure you keep that ebony dagger the Emperor gave you handy if you want to be able to defeat some monsters you will encounter even in the opening dungeon!  Some powerful monsters will be encountered underwater, so you might want to install Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] in order to enjoy underwater combat!  Out of lockpicks, with no spells available to unlock a door?  Have no fear!  Bash the door open with your weapon!  Lock bashing, using mzin's method, is back, so enjoy!  And you will have the opportunity to become a wearboar!  Once you become infected with the lycanthropy disease (which will occur at least once as you make your way through the main quest, unless you already have 100% disease resistance), if you choose not to cure yourself, you will become a wereboar after three days, instantly changing wherever you may be at the time.  As a wereboar, you will gain 40 points to health and stamina, immunity to disease, and, while in beast form, immunity to damage from iron and steel weapons.  It's overpowered, because it was overpowered in Daggerfall, too!  As with being a werewolf in Skyrim, the only negatives are not being able to gain resting bonuses and being attacked on sight when in beast form, though I may re-introduce the requirement to feed and forced shifts with the moons at a later point, as per Daggerfall.  And speaking of diseases, the crippling effects of Daggerfall diseases are back, so make sure you carry enough cure disease potions, have a cure disease spell, or are immune to disease if you want to survive long!  Also, some creatures can paralyze you for a few seconds, so be sure to carry enough free action potions or gain immunity to paralysis.  (As should be well known to all Daggerfall players, High Elves are immune to paralysis.)  Finally, staves, short swords, mithril and adamantium armor and weapons, as well as clothing and armor mods, have been added to make sure you know you're not in Skyrim anymore!

[b]Worldspace[/b]
I tried to make the worldspace's land mass resemble as closely as possible the original Daggerfall map, but scaled down to be roughly two-thirds the size of Skyrim.  Some islands needed to be made proportionally a little larger, and Daggerfall, Wayrest and Sentinel, still large, are now sprawled out over a greater proportion of the land.  Within the walls of these cities, the landscape is mostly flat to be faithful to Daggerfall.  Taverns, shrines and some shops have finished interiors, but many of the buildings are only for show at this point.  Proper landscaping takes a lot of time and talent, and the entire esm-flagged esp for this mod has been produced by only one person: me.  Hence, only areas around points of interest to the Main Quest have been developed to any large extent.  For this release, I see the landscape as merely a prop that needs to look decent when you pass through it, but it is not the main attraction.  While you are able to walk across the entire map, you may fast travel to a location once the quest giver has marked it on your map, which is the same as what you were able to do in the original Daggerfall. 

[b]Buying and Selling[/b]
There are inns/taverns in Daggerfall, Wayrest, Sentinel, Gothway Garden and Whitefort set up to buy and sell general goods, as well as standard tavern fare (some unique to Daggerfall).  There is a functional blacksmith in Daggerfall across from the player home, as well as court blacksmiths in Daggerfall and Orsinium, who will sell all of the Daggerfall weapons and armor in the game (except for artifacts, of course).  And there are court sorcerers in Daggerfall, Wayrest and Sentinel who will sell all of the Daggerfall spells, ingredients, and potions.  All merchants have a little more gold than their Skyrim counterparts.

[b]Recommendations[/b]
In addition to Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] for underwater combat, you might consider using[code][/code] [url=https://www.nexusmods.com/skyrim/mods/62051]Daggerfall Traits for Skyrim[/url] and [url=https://www.nexusmods.com/skyrim/mods/33598]Spell Crafting for Skyrim[/url] to round out your Daggerfall experience.  And if you want to try the original game, now has never been a better time!  You can download the full game for free from [url=https://elderscrolls.bethesda.net/en/daggerfall]Bethesda[/url].  You may also consider playing [url=https://www.dfworkshop.net/]Daggerfall Unity[/url][code][/code], which uses the original assets within the Unity engine, greatly enhancing the graphics, allowing for mods, and is currently available (for free, of course) in a very playable alpha version.

[b]Installation, Compatibility and Requirements[/b]
This mod requires all three dlcs (i.e., Legendary Edition), since assets from all of the dlcs have been used to make this mod.  This requirement will not change, so please do not ask.  For performance, Daggerfall.bsa is uncompressed, and the textures are found in a separate Daggerfall - Textures.bsa.  Unlike Special Edition, this separate packaging of the textures will require an empty Daggerfall - Textures.esp to be part of your load order as well, for the same reason as the three .esp's needed for the official High Resolution Skyrim Texture pack.  If you use the High Resolution Texture packs (and the Unofficial High Resolution Patch) , place the Daggerfall-Textures.esp after them.  [url=https://skse.silverlock.org/]SKSE[/url] is required for the jumping and slowfalling spells, but you can enjoy the mod without using them if you really don't want to install SKSE for some reason.  However, if you do use SKSE (and I highly recommend it), take advantage of its memory tweaks with [url=https://www.nexusmods.com/skyrim/mods/51038]SKSE ini pre-download for lazy users[/url].  You might avoid some CTD in a heavily modded game!  As an esm-flagged esp, Daggerfall.esp should load with other master files.  If you use the [url=https://www.nexusmods.com/skyrim/mods/71214]Unofficial Skyrim Legendary Edition Patch[/url], it will load after it and before the texture packs.  As an alternate start mod, it requires a new game, and will be incompatible with anything that modifies MQ101.  It modifies little else, except the interior of Jorrvaskr, Hagravens (who no longer fear water), the PlayerSleepQuest and one unused Skyrim quest from the cut Windhelm arena content, so it should be compatible with nearly all other mods.  Body replacers, however, such as CBBE and UNP, are not compatible, since the mod adds several new armors.  Some of the armors, especially ones derived from Witcher assets, are meant to be worn as a set, and will not work properly with all other armors.  Followers are not recommended, since the exterior worldspace is largely without proper navmesh at the moment.  Since many people also use [url=https://www.nexusmods.com/skyrim/mods/9557]Alternate Start - Live Another Life[/url], an add-on is provided in the optional downloads section.  If you use other LAL add-ons, LALDaggerfall.esp should load last.  Also in the downloads section, for your convenience, is a .bsa for the assets of Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] (MAX COMPATIBILITY - 1st Person All features - 3rd Person Mounted Casting Only Version).  You will still need to download the .esp from the mod's site.  Zartar has given pretty open permission for his mod, as long as credit is given, and, since his mod breaks Dragon riding, it is worth using a .bsa for easy installation and removal.  As Zartar states, his mod involves no scripts, so uninstalling mid game when you need to beat Mirak should be fine.  Please note, for underwater combat to work, you will have to enter the water with weapon or magic drawn.

[b]Permissions[/b]
This mod is my gift to the Elder Scrolls community; use whatever I made as you like as long as you credit me, but please respect the wishes and rights of the modders whose resources were used in making this mod, many of whom have released their mods as Nexus exclusives.  For that reason, a port to XBox One seems unlikely, since someone (who isn't me; I will not even try) would have to procure a lot of permissions. 

[b]The Future[/b]
If there is enough interest, perhaps a team could be formed to landscape the worldspace properly, with navmeshing and random encounters added.  Daggerfall has complete quest lines for the Mages Guild, Fighters Guild, Thieves Guild and Dark Brotherhood, as well as Knightly Orders, Temples and Templar Orders, and Vampire Clans, with Daedric Quests and much more!  Many things are possible... It really depends on the community's response to this mod whether or not anything more is done.  If you would like to share your opinion or contribute your talent, please consider joining the [url=https://discord.gg/BxPjPgr]Skygerfall Discord Server[/url].  This project is not affiliated with The Elder Scrolls Renewal Project (TESRenewal).

[b]Changelog[/b]
1.00     Initial Release
1.01     Update - Some optimized meshes, including a minor collisions fix.  Should not be necessary for most users.
1.02     Update - a few minor bug fixes - collisions fixed on a few meshes; correct reward now given by Mannimarco
1.03     Update - Minor bug fixes and, by request, upgrades the Daggerfall dagger quest reward.

[b]CREDITS[/b]
(If I have accidentally left anyone out, please let me know!)

[url=https://elderscrolls.bethesda.net/en/daggerfall]Bethesda[/url] (of course!)

Collaboration with [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url] on the following:
     JMan0WarS, [url=http://www.thehungryartist.com/games.html]Isle of Balfiera[/url]: assets and permission obtained through [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url]
     Tamriel Rebuilt HammerfellTeam and lady nerevar, [url=https://www.nexusmods.com/oblivion/mods/34484]Hammerfell - The Eastern Grasslands[/url]
          with express permission of lady nerevar; meshes converted to Skyrim format by [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url]

CD PROJEKT S.A., THE WITCHER assets with their express permission via email, along with
     Oaristys, [url=https://www.nexusmods.com/skyrim/mods/68755]Modder's Resource Pack - The Witcher Extension[/url]
     LorSakyamuni, [url=https://www.nexusmods.com/skyrim/mods/77097]The Witcher 3 Mega Resource Pack[/url]
     SumoJellyBean, [url=https://www.nexusmods.com/skyrim/mods/80186]Witcher 3 Syanna and Henrietta--UNP[/url]
     hucifer/L0rd0fWar/Dahaka002011, [url=https://www.nexusmods.com/skyrim/mods/6006]The Witcher 2 - Geralt Light Armor and Witcher Swords[/url]
     Medtech, [url=https://www.nexusmods.com/skyrim/mods/88431]W3's Toussaint knight armors resource[/url]

NoneCG, [url=https://www.cgtrader.com/free-3d-models/animals/mammal/animated-bat-5b8add2a5d98b1a652ea7fd72d942dac]Animated Bat Free 3D model[/url], with rigging by [url=https://www.nexusmods.com/skyrim/users/10825018]jboyd4[/url]

Logo by Cameron (Th3AustralianGam3r)#0186 from the [url=https://discord.gg/BxPjPgr]Skygerfall Discord Server[/url]
[b]
Nexus mod sources[/b]
SpikeDragonLord and jboyd4, [url=https://www.nexusmods.com/skyrim/mods/76203]Beasts of Tamriel[code][/code][/url] (with permission)
breti, [url=https://www.nexusmods.com/skyrim/mods/52049]New World Modder Resource[/url]
J3X, [url=https://www.nexusmods.com/skyrim/mods/19069]Flyable Broomstick[/url]
willkydd, [url=https://www.nexusmods.com/skyrim/mods/11293]Unlock Spell[/url]
Tomas Sala/muppetpuppet, [url=https://www.nexusmods.com/skyrim/mods/9782]Moonpath to Elsweyr[/url]
MannyGT, [url=https://www.nexusmods.com/skyrim/mods/64651]The Gray Cowl of Nocturnal[/url]
Tamira, [url=https://www.nexusmods.com/skyrim/mods/22018]New Plants 1_3[/url]
Stroti and Tamira, [url=https://www.nexusmods.com/skyrim/mods/53275]Stroti's Cactus Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/57407]Stroti Lighthouse[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/46785]Strotis Market Stands[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/37176]Strotis Old Mill Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/36386]Strotis Manor Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/34789]Strotis Castle Furniture Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/33948]Strotis Castle Wall Resource for Skyrim[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/25279]Strotis Spinningwheel Resource 1_1[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/25182]Strotis Organ Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/24827]Strotis Small House Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/24271]Strotis old cabin resource[/url]
[code][/code]Malo/Tamira, [url=https://www.nexusmods.com/skyrim/mods/54152]Malo Statues[/url]
mr_siika and Tamira, [url=https://www.nexusmods.com/skyrim/mods/53461]Mr Siika Castle Seaview Kit[/url]
mr_siika and Kraeten, [url=https://www.nexusmods.com/skyrim/mods/41036]Griffon Fortress Resource[/url]
Scot, [url=https://www.nexusmods.com/skyrim/mods/10402]Morrowind mushrooms - modders resource[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/19066]Hoddminir Ground Textures[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/85153]Hoddminirs re-textured Sheep[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/55158]Hoddminir Flowers[/url]
Elinen and Ztree, [url=https://www.nexusmods.com/skyrim/mods/38651]Hoddminir Plants and Trees[/url]
Ztree and Elinen, [url=https://www.nexusmods.com/skyrim/mods/29490]Ztrees new rocks[/url]
AJ47951, [url=https://www.nexusmods.com/skyrim/mods/6987]Rock Texture Set[/url]
Mr. Dave, [url=https://www.nexusmods.com/skyrim/mods/2324]Texture Resource[/url]
Oaristys and Tony67, [url=https://www.nexusmods.com/skyrim/mods/16525]Modder's Resource Pack[/url]
Runspect, [url=https://www.nexusmods.com/skyrim/mods/26132]Resources for modders[/url]
LorSakyamuni, [url=https://www.nexusmods.com/skyrim/mods/84433]Lor Modders' Resources[/url]
Antonio Colasurdo/JetSteele, [url=https://www.nexusmods.com/skyrim/mods/63678]Magnus' Enchanter[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/85364]Centaurs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87928]Imps[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88088]Enemy Bats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88386]House Cats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87049]Dragonlings[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/82259]Harvesters[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/90213]Classic Ghosts[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/90894]Harpies[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88547]Spider Deadra[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/85702]Sea Dreughs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88264]Dryads[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/81894]Sewer Rats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87105]Cliff Racers[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88477]Cyrodilic Minotaurs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/89277]Iron Golem[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/91212]Wraiths[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/91287]Zombies[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/92836]Demon Fishes[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/93372]Daedroths[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/93416]Flesh Golems[/url]
Anton and Sunspot2, [url=https://www.nexusmods.com/skyrim/mods/62612]Animated Fairy Wings[/url]
Link815, [url=https://www.nexusmods.com/skyrim/mods/49996]Special Flora of Tamriel[/url]
ChickenDownUnder [url=https://www.nexusmods.com/skyrim/mods/15108]Harvestables[/url]
Nedius, [url=https://www.nexusmods.com/skyrim/mods/15442]Ingredients of Tamriel[/url]
Holugar, [url=https://www.nexusmods.com/skyrim/mods/13606]Unicorn[/url] (horn)
Thomas/GoblinVomit, [url=https://www.nexusmods.com/skyrim/mods/64272]Imperial Mages Guild sign banner and symbol[/url]
Osmodius, [url=https://www.nexusmods.com/skyrim/mods/38058]Handmade Texture Resource Pack[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61709]Castle Modders Resource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/64514]13th Century Inn and houses Modders Resource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61679]Viking House Modders Rresource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61730]Manor House Modders Resource[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/18585]Shortswords for Skyrim[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/21120]Heavy Armory - New Weapons[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/17096]Chrysamere - a Morrowind artifact for Skyrim[/url]
747823, [url=https://www.nexusmods.com/skyrim/mods/3871]Weapons of the Third Era[/url]
GendunDrup, [url=https://www.nexusmods.com/skyrim/mods/49682]Nexus Creature Resource[/url]
Vicn, [url=https://www.nexusmods.com/skyrim/mods/65134]Vicn Creature Pack[/url]
stormshallow, [url=https://www.nexusmods.com/skyrim/mods/33273]Sheep Modders Resource[/url]
Edhildil, [url=https://www.nexusmods.com/skyrim/mods/66708]Edhildils Camel[/url]
Edhildil, [url=https://www.nexusmods.com/skyrim/mods/65664]Stendarr Statue Modders Resource[/url]
FUTOSHI, [url=https://www.nexusmods.com/skyrim/mods/56379]Creepy Zombies[/url]
Prometheus, [url=https://www.nexusmods.com/skyrim/mods/55332]World map of Nirn[/url]
OnHolyServiceBound, [url=https://www.nexusmods.com/skyrim/mods/88724]Orc Overhaul - Orc body morphs height and Berserker strength[/url] (with permission)
dogtown1, [url=https://www.nexusmods.com/skyrim/mods/35631]Skyrim Monster Mod[/url] (with permission)
Mazetism/Shiroyel, [url=https://www.nexusmods.com/skyrim/mods/89451]Red Dragon Crown[/url]
oreYas2012, [url=https://www.nexusmods.com/skyrim/mods/62434/]Ogre Killer (Two-Handed Axe)[/url] (with permission)
Nimezis, [url=https://www.nexusmods.com/skyrim/mods/54793]Noble Dress[/url] (with permission)
FafnirEtherion, [url=https://www.nexusmods.com/skyrim/mods/88298]Mannimarco necromancer robes[/url] (with permission)
Maty743, [url=https://www.nexusmods.com/skyrim/mods/18114]Knights of the Nine[/url]
Maty743, [url=https://www.nexusmods.com/skyrim/mods/18863]Matys Medieval Knights[/url]
Ares1/Ghosu, [url=https://www.nexusmods.com/skyrim/mods/11945]Playable Crown of Barenziah[/url]
JZBai, [url=https://www.nexusmods.com/skyrim/mods/65926]Generic Chainmail Armor[/url]
jacknifelee, [url=https://www.nexusmods.com/skyrim/mods/63634]Noblesse Oblige[/url]
jacknifelee, [url=https://www.nexusmods.com/skyrim/mods/49130]Velvet Robes and Cloaks[/url]
jacknifelee, [url=https://https://www.nexusmods.com/skyrim/mods/45259]Tsarevna Outfit [/url]
Zaria/magnemoe, [url=https://www.nexusmods.com/skyrim/mods/13410]Zarias Maidpack[/url]
Hentai/zotman12, [url=https://www.nexusmods.com/skyrim/mods/11548]A Clothes[/url]
Hentai/zotman12, [url=https://www.nexusmods.com/skyrim/mods/11550]Saber Dress[/url]
Bellyache/wrig675, [url=https://www.nexusmods.com/skyrim/mods/3621]Bellyaches Animal and Creature Pack[/url]
Leodoidao, [url=https://www.nexusmods.com/skyrim/mods/3621]Stalactite resource for rock caves[/url]
Axonis, [url=https://www.nexusmods.com/skyrim/mods/89278]Shalidor's Mirror[/url]
User_14970514, [url=https://www.nexusmods.com/skyrim/mods/92443]Sanguine squad assets[/url]
Tesak1243, [url=https://www.nexusmods.com/skyrim/mods/93348]Fighters Keep Modders Resources[/url]
Tesak1243, [url=https://www.nexusmods.com/skyrim/mods/63311]Shack in HearthFires style[/url]
markusliberty, [url=https://www.nexusmods.com/skyrim/mods/52289]Orcish Hut Kit[/url]
markusliberty, [url=https://www.nexusmods.com/skyrim/mods/59426]Cyrodiil Ship and boat resource[/url]
Kelretu, [url=https://www.nexusmods.com/skyrim/mods/73787]Halfling Clothes[/url]
Kelretu, [url=https://www.nexusmods.com/skyrim/mods/82985]Kelretu's Modders Resources (WIP)[/url]
incaendo, [url=https://www.nexusmods.com/skyrim/mods/91288]Pillar Resource[/url]
Ronnie Magnum, [url=https://www.nexusmods.com/skyrim/mods/90078]Akaviri Dungeon Tile Set[/url]
SydneyB, [url=https://www.nexusmods.com/skyrim/mods/14146/]Ashara Dimonized Dress and jewelry[/url]
mzin/Oooiii, [url=https://www.nexusmods.com/skyrim/mods/89875]Super Simple Lock Bash[/url]
Tasheni, [url=https://www.nexusmods.com/skyrim/mods/93724]Redguard Fashion - Tasheni Mod Project[/url]
BobJohnson99, [url=https://www.nexusmods.com/skyrim/mods/96972]Daggerfall Sheogorath[/url]
RoboBirdie, [url=https://www.nexusmods.com/skyrim/mods/94833]New Creatures[/url]
halfblack, [url=https://www.nexusmods.com/skyrim/mods/581]Elite Nightingale Armor - Male and Female[/url]
NordWarUA, [url=https://www.nexusmods.com/skyrim/mods/98624]Heavy Nordic Armor[/url]
Ga-Knomboe Boy, [url=https://www.nexusmods.com/skyrim/mods/19268]GKB Green Trees[/url]
Vermunds, [url=https://www.nexusmods.com/skyrim/mods/84740]Bells of Skyrim[/url]
FiddlerOnTheRoof, [url=https://www.nexusmods.com/skyrim/mods/30244]Monk Prayer Beads[/url]
Stroti, [url=https://www.nexusmods.com/oblivion/mods/34680]Strotis small outdoor rock cave resource[/url]
Khugan, [url=https://www.nexusmods.com/oblivion/mods/20454]Torture Devices[/url]
Phitt, [url=https://www.nexusmods.com/oblivion/mods/23633]Old School Dungeons[/url]
washington/perolozhach, [url=https://www.nexusmods.com/oblivion/mods/38142]Old Village Walls Set - Modders Resource[/url]
Eggyslav and MentalElf, [url=https://www.nexusmods.com/oblivion/mods/27237]Cane or Walking Stick[/url]
Lord Berandas, [url=https://www.nexusmods.com/morrowind/mods/42388]Daggerfall inspired meshes - modders resources[/url]
Jman0warS, [url=https://www.nexusmods.com/morrowind/mods/1765]Privateer's Hold[/url]

[b]non-Nexus 3D model sources[/b]
[url=https://www.reinerstilesets.de/]Reiner's Tilesets[/url]
Daniel74, [url=http://www.blendswap.com/blends/view/75282]Medieval Tavern/Houses/Church/Well[/url]
Macadamstreet, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=125170176]Goosy goosa +[/url]
JackGa, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=222035755]JG Monsters 3.0.5 Steam ver[/url]
InsanitySorrow, [url=http://tesalliance.org/forums/index.php?/files/file/1329-insanitys-headstones/]Insanity's Headstones 1.0[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-23141.html]Game character animals 3D Model[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-43228.html]Silithid Scarab[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-2553.html]Antique Wooden Tea Table[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-31303.html]Desert fan palm[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-31025.html]Classical Greek pavilion[/url]
binho, [url=https://sharecg.com/v/46564/browse/5/3D-Model/Tomb]Tomb[/url]
hypnagogia, [url=https://sharecg.com/v/74256/browse/5/3D-Model/Mausoleum]Mausoleum[/url]
hypnagogia, [url=https://sharecg.com/v/73679/view/5/3D-Model/Grave]Grave[/url]
hypnagogia, [url=http://www.sharecg.com/v/77999/gallery/5/3D-Model/Chichen-Itza]Chichen Itza[/url]
hypnagogia, [url=https://sharecg.com/v/74306/browse/5/3D-Model/Mailbox]Mailbox[/url]
[b]
non-Nexus texture sources[/b]
[url=https://www.textures.com/about]textures.com[/url]
InsanitySorrow, [url=http://tesalliance.org/forums/index.php?/files/file/1313-desert-texture-resource/]Desert Texture Resource 1.0[/url]
micah702, [url=https://www.turbosquid.com/3d-models/free-old-castle-3d-model/611084]Old Castle[/url]
SWTEXTURE, [url=https://www.swtexture.com/2013/04/brick-textures-large.html]Brick Textures - Large Area[/url]
Billy Hathorn, [url=https://commons.wikimedia.org/wiki/File:Hedges_at_Mission_San_Juan_Capistrano,_CA_DSCN0057.JPG]Hedges at Mission San Juan Capistrano, CA[/url]
LASZLO ILYES, [url=https://commons.wikimedia.org/wiki/File:CopacabanaPavement.jpg]Copacabana Pavement[/url]
owen Jones, [url=https://en.wikipedia.org/wiki/Owen_Jones_(architect)#/media/File:Owen_Jones_-_Grammar_of_Ornament_-_1868_-_plate_035_-_300ppi.jpg]Grammar of Ornament[/url]
Mahdiabbasinv, [url=https://commons.wikimedia.org/wiki/File:%D8%B2%D8%A8%D8%A7%D9%86_tongue.jpg]Tongue[/url]
CaptMondo, [url=https://en.wikipedia.org/wiki/Great_Pyramid_of_Giza#/media/File:KhufuPyramidCasingStone-BritishMuseum-August19-08.jpg]Casing stone in the British Museum[/url]
NASA et al., [url=http://www.nasa.gov/images/content/690958main_p1237a1.jpg]Constellation Fornax, Hubble eXtreme Deep Field[/url]
NASA/STEREO/SDO/GSFC, [url=https://commons.wikimedia.org/wiki/File:Map_of_the_full_sun.jpg]Map of the full sun[/url]
Gregory H. Revera, [url=https://commons.wikimedia.org/wiki/File:FullMoon2010.jpg]Full Moon 2010[/url]
Eugenio Hansen, OFS [url=https://commons.wikimedia.org/wiki/File:Welsh_Dragon.svg]Welsh Dragon[/url]
ludger1961/Achim1999, [url=https://commons.wikimedia.org/wiki/File:Lippische_Rose.svg]Lippische Rose[/url]
[url=https://freevintageillustrations.com/public-domain-vintage-illustrations-of-moons-and-stars/]classic vintage crescent moon woodcut[/url]
TomKr, [url=https://commons.wikimedia.org/wiki/File:Blason_ville_fr_Belberaud_(Haute-Garonne).svg]Blason ville fr Belberaud (Haute-Garonne)[/url]
Melian, based on PNG by AnonMoos, [url=https://en.wikipedia.org/wiki/File:Cross-Flory-Heraldry.svg]Cross-Flory-Heraldry[/url]
Robert M. Lavinsky, [url=https://commons.wikimedia.org/wiki/File:Magnetite-118736.jpg]Magnetite[/url]
Robert M. Lavinsky, [url=https://commons.wikimedia.org/wiki/File:Turquoise-40031.jpg]Turquoise[/url]
Luigi Chiesa, [url=https://commons.wikimedia.org/wiki/File:Mandorle_sgusciate.jpg]Shelled almonds (Prunus dulcis)[/url]
Joe Schneid, [url=https://commons.wikimedia.org/wiki/File:GinkgoLeaves.jpg]Gingko Leaves[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/pouring-chalice.html]Pouring chalice icon[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/dove.html]Dove icon[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/empty-hourglass.html]Empty Hourglass[/url]
[b]
Voice Acting[/b]
After posting on [url=https://discord.gg/a4n8bnR]The Skyrim Voice Alliance Discord[/url], I was directed to the [url=https://www.castingcall.club/projects/skygerfall-daggerfall-main-quest-mod-for-skyrim]Casting Call Club[/url], where I was able to recruit the following talented voice actors:
     Brisienna/Medora: [url=https://www.castingcall.club/m/littlecuppajo]littlecuppajo[/url]
     Aubk-i/Mynisera/Akorithi/Morgiah: [url=https://www.castingcall.club/m/celestielle]celestielle[/url]
     Nulfaga: [url=https://www.castingcall.club/m/EileenAnglin]EileenAnglin[/url]
     Cyndassa: [url=https://www.castingcall.club/m/Rana]Rana[/url]
     Mannimarco: [url=https://www.castingcall.club/m/stringstorm]stringstorm[/url]
     Gortwog: [url=https://www.castingcall.club/m/JimmySherwood]JimmySherwood[/url]
     Agent of the Underking: [url=https://www.castingcall.club/m/nevernotninja]nevernotninja[/url]
     Lhotun: [url=https://www.castingcall.club/m/FrenchDipp]FrenchDipp[/url]
     Woodborne/Gothryd/Regebert/Eadwyre/Bridwell: [url=https://www.castingcall.club/m/Kaze_VA]Kaze_VA[/url]
Sheogorath: [url=https://www.castingcall.club/m/MeekVoice]MeekVoice[/url] (formerly known as [url=https://www.nexusmods.com/users/5951927]Purgey[/url], reprising his role from [i]The Gray Cowl of Nocturnal[/i]!).  Find him also on [url=https://soundcloud.com/person-330032496]soundcloud[/url].
Uriel Septim/Lysandus/Tristyn/Benefactor/Guards: [url=https://www.nexusmods.com/skyrim/users/32760440]oracus0[/url]

[b]Music[/b]
[url=https://dangoodale.wordpress.com/downloads/daggerfall-remixes/]Dan Goodale[/url], [url=https://soundcloud.com/rtmolesworth]Ramón Tobias Molesworth[/url], and [url=https://soundcloud.com/Omega9]Omega9[/url], who gave explicit permission to use their versions of the classic soundtrack by [url=http://heberlingmusic.com/]Eric R. Heberling[/url] in this mod.  Also [url=http://teatimecoder.com/daggerfall-music]Zenogias[/url], who has allowed his versions to be used freely as a modder's resource.  The few tracks from the original soundtrack that were not re-made by these artists were recorded from the original Daggerfall midi files using the MIDISF2 SoundFont.

[b]Tutorials[/b]
Hoddminir, [url=https://hoddminir.blogspot.com/2012/02/from-heightmap-to-worldspace-in-skyrim.html]From Heightmap to Worldspace in Skyrim[/url]
Hoddminir, [url=http://hoddminir.blogspot.com/2012/02/generating-lods-in-creation-kit.html]Generating LODs for your worldspace[/url]
Eliorim, [url=https://www.nexusmods.com/skyrim/mods/30423]Extending dialogue length for the Creation Kit[/url][code][/code]
John Esposo, [url=https://www.youtube.com/watch?v=fLkXFepSwU0]Cool Spooky/Ghostly Voice Effect[/url]
Shawn Edwards, [url=http://tesmods.blogspot.com/2014/01/tutorial-talking-activators-make-things.html]Tutorial: Talking Activators - make things engage dialogue[/url]

[b]Sources of Information on Daggerfall[/b]
[url=https://en.uesp.net/wiki/Daggerfall:Daggerfall]UESP[/url]
[url=https://www.dfworkshop.net/downloads/daggerfall-modelling/]Daggerfall Modelling[/url]
Ronald Wartow, [i]The Daggerfall Chronicles[/i]

[b]Tools[/b]
[url=https://www.autodesk.com/products/3ds-max/overview]3ds Max[/url]
[url=https://www.adobe.com/products/photoshop.html]Photoshop[/url]
[url=https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop]NVIDIA Texture Tools for Adobe Photoshop[/url]
TheFigment, [url=https://www.nexusmods.com/skyrim/mods/5622]3ds Max Nif Importer-Exporter[/url]
ElminsterAU and the xEdit Team, [url=https://www.nexusmods.com/skyrim/mods/25859]TES5Edit[/url]
jonwd7, [url=https://github.com/niftools/nifskope/releases]NifSkope[/url]
Skyfox, [url=https://github.com/skyfox69/NifUtilsSuite]Nif Utils Suite[/url]
zilav, [url=https://www.nexusmods.com/skyrim/mods/75916]NifScan[/url]
zilav, [url=https://www.nexusmods.com/skyrim/mods/79797]NifModify[/url]
Macoron, [url=https://www.nexusmods.com/skyrim/mods/19266]NifTextures[/url]
Ormin, [url=https://github.com/Ormin/skyblivion-NIFConverter]skyblivion-NIFConverter[/url]
[url=https://www.audacityteam.org/]Audacity[/url]
Oketado/cptPauer, [url=https://www.nexusmods.com/skyrim/mods/71749]LazyAudio XWM FUZ converter[/url]
greentea101, [url=https://www.nexusmods.com/skyrim/mods/28462]Voice File Reference Tool[/url]
Acid Zebra, [url=https://www.nexusmods.com/skyrim/mods/27855]Where in Oblivion am I[/url]
AmethystDeceiver, [url=https://www.nexusmods.com/skyrim/mods/17018]Modder Resource - Easy NPC Creation[/url]
[code][/code]Aaron Torpy, [url=http://www.bundysoft.com/L3DT/]L3DT[/url]
Lightwave, [url=http://www.oceanlightwave.com/morrowind/TESAnnwyn.html]TESAnnwyn[/url]
[code][/code]Ethatron, [url=https://www.nexusmods.com/skyrim/mods/4727]Oscape[/url]
Viewing all 46989 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>