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Sky's Jewel Manor

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Sky's Jewel Manor is a multiple adoption friendly and multiple follower friendly playerhome between Dushnikh Yal and Valthume, not too far from Markarth. I suggest you to have bend will shout or something, because it seems it's a favored place of dragons - a thing I didn't realize early enough. But if you aren't dragonborn, then everything is okay. There aren't too much activities outside on the balcony, just benches and some markers for npcs.
However inside the home features:
-unique dunmerish/redguardish look
-a mirror you can change your appearance with (I suggest you to sit down when using the mirror, you have to search a bit far up to find the activator, but the candle will illuminate your face properly)
-unique big wardrobe in the master bedroom, you have to open it first to be able to store your apparel
-several safe storages
-little pool of water near the entrance that cures all diseases of anyone who steps in it (yes followers and children too)
-plantable garden planters
-interactive bookshelves
-weapon plaques (I suggest you to display your weapon only after you are done using it, because some of the weapon activators are hard to find after being put on the plaque, I warned you)
-six beds for children
-ten beds/bedrolls for followers
-huge bath with undressing feature for npcs (the player has to undress manually)
-unique furniture: sit down crosslegged,  lay down next to your spouse, kneel down to pray to Akatosh, lay down on the hammock in the follower room
-alchemy table
-arcane enchanter
-cooking pot
-oven
-Shrine of Akatosh
-Shrine of Azura
-hearthfire mead barrels
-christmas tree with togglable ornaments in the children's room (the ornaments are default disabled, you can enable them by activating the planter)
-static clutter
-tons of markers for followers and children to sandbox

The house is navmeshed inside and outside, the ramp that takes you up to the house is navmeshed too, followers don't have any problems. The alembics on the living room tables are pretending to be skooma pipes in the completely vanilla version, but there is a version with modders resources too. Don't download both of them, choose one. The screenshots are extremely dark, the home is not that dark in reality, however it isn't too bright either, I wanted it to be a bit semi-dark, because I think it fits to the theme and mood of the house.

Changelog:
Version3: used resources, included bsa
Version4: included bsa to vanilla version
Version5: revised version of the one with resources, changed the ramps and created a smithing room outside, inside there are more lights, more idle markers, more little details, more containers, a new butterchurn workbench, new dagger display, two more follower beds (deleted that horrible hammock), changed the Shrine of Akatosh to Shrine of Dibella, changed the painting easels, changed the seat markers to be usable by the player (for example on the sides of the beds), bsa included.
Don't use the old versions.

Credits:
Tamira - Assorted Resources
flintone - Orient Set

To be able to bring your family here use the Bless Home spell that comes with TMPhoenix's Hearthfire Multiple Adoptions mod: http://www.nexusmods.com/skyrim/mods/29249/?
To be able to bring your followers here, use the My Home Is Your Home mod from Volek www.nexusmods.com/skyrim/mods/18045

Requires Skyrim and all DLCs.

Follower Penny (UUNP or CBBE)

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[b][color=#ffff00][size=5]Update available to fix missing textures from version 0.2c (or prior) Chest Guard.[/size][/color]

[size=4]<exciting lore>[/size]

[/b]
[center][color=#f1c232][size=6][b]Penny[/b][/size][/color]

[img]https://staticdelivery.nexusmods.com/mods/110/images/99395/99395-1568589918-2143388552.jpeg[/img][/center]

[b][color=#f1c232][size=3]Mod does what?[/size][/color][/b]

Adds follower Penny to Skyrim, to be found camping just east of Chillwind Depths.

[center][/center][center]Map below:
[img]https://staticdelivery.nexusmods.com/mods/110/images/99395/99395-1568589025-331171851.jpeg[/img][/center][center]
[/center][color=#f1c232][size=3][b]Penny Details[/b][/size][/color]

Race: Nord
Class: One handed
Perks: One handed, block & heavy armours
Weight: 60

Penny comes with her own custom Dragon Bone armour ([url=http://www.nexusmods.com/skyrim/mods/83383/?]TAWOBA[/url]), which may be crafted and tempered.

NB: Mod does not affect game default resources.

[size=3][color=#f1c232][b]Requirements[/b][/color]

[/size]Skyrim
Dawnguard DLC
[url=https://www.nexusmods.com/skyrim/mods/53996]HDT Physics Extensions[/url]
[url=https://www.nexusmods.com/skyrim/mods/68000]XP32 Maximum Skeleton Extended - XPMSE
[/url][url=http://www.nexusmods.com/skyrim/mods/12951/?]Enhanced Character Edit[/url] (for the ECE preset)

[color=#f1c232][size=3][b]Install[/b][/size][/color]

Choose either the UUNP or CBBE version, depending on your outlook on life.

Install via your preferred mod manager, or manually.

Optional download to install alternative textures to make Penny more... immersive?  Grittier?  Maturererer?  I dunno, but they're there.  Director's Cut/Author's Choice, if you will.

Optional download to install the Bodyslide preset that shall hence forth be known as 'the nouna body'.

Optional download for Penny's [url=http://www.nexusmods.com/skyrim/mods/12951/?]Enhanced Character Edit[/url] preset for slot 24.  Requires the file to be manually copying to the folder (default):
...\documents\my games\skyrim\cme_save\

[size=3][color=#f1c232][b]Un-install[/b][/color]

[/size]Un-install via your preferred mod manager, or manually.

[size=3][color=#f1c232][b]Known Issues[/b][/color]

[/size]Slight variation between CBBE and UUNP bodies due to slight variation between CBBE and UUNP (see screenshots).

Usual caveats that anything I've touched with my mod might affect other mods, which should only be the wilderness bits.

[color=#f1c232][size=3][b]Q/A/Comments[/b][/size][/color]

[color=#ffff00]CBBE?[/color]
Why, yes!  Check the download options.

[color=#ffff00]RaceMenu?[/color]
Sorry, but no.

[color=#ffff00]Can I have this really specific option (flags, hair colour, etc)?[/color]
Generally, there's no issue providing options but really, this is modding.  When it comes to changing basic flags and packages (marriageable, kill-able, follower, etc), TES5Edit is your friend, as is the CK and even nifSkope/gimp, which are all freely available and fairly fundamental.  Also, too many options just clutters the downloads and makes it more difficult to track changes and updates.

[color=#ffff00]Lore![/color]
To the floor!

[color=#ffff00]Why that location?[/color]
It's as good as anywhere, it's not a tavern, and it's a bit out of the way.

[color=#ffff00]Why don't you use FaceLight?[/color]
I like my lighting like my follower girls: natural and believable.

[color=#ffff00]Isn't this basically the same as your last description?[/color]
Yea.  I got lazy.  Copy+Paste/edit for me.

[color=#f1c232][size=3][b]Acknowledgements[/b][/size][/color]

[url=https://www.nexusmods.com/skyrim/mods/88131]Unslaad - Pale UNP Textures[/url] by Miriam and DomainWolf
[url=https://www.nexusmods.com/skyrim/mods/90982]Unslaad Keizaal - Pale UNP Textures[/url] by Miriam
[url=http://www.nexusmods.com/skyrim/mods/51602/?]Fair Skin Complexion[/url] by HHaley
[url=http://www.nexusmods.com/skyrim/mods/73512/?]Leyenda Skin[/url] by HeroedeLeyenda
[url=https://www.nexusmods.com/skyrim/mods/49015]Bodyslide and Outfit Studio[/url] by Caliente
[url=http://www.nexusmods.com/skyrim/mods/68311/?]KS Hairdo's[/url] by Kalilies Stealthic Khaos and Shock
[url=http://www.nexusmods.com/skyrim/mods/12951/?]Enhanced Character Edit[/url] by ECE Team
[url=http://www.nexusmods.com/skyrim/mods/83383/?]The Amazing World of Bikini Armor[/url] by NiseTanaka
[url=https://www.nexusmods.com/skyrim/mods/4142]CLENB[/url] (ENB) used for screenshots

Follower Follow Distance

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[size=5]Please endorse if you like it.[/size]

[size=6]FOLLOWER FOLLOW DISTANCE
[/size]
Simple add-on to the default follower system. Allows the player to increase or decrease the distance their humanoid followers are from them through dialogue.

Has only been tested with single follower/single creature setups.


[size=5]GENERAL STUFF[/size]

You've probably been sneaking around a nordic ruin and thought, "Hmm, I'd like to go a bit ahead of my follower and clear out some Draugr stealthily" or maybe walking through town and thought "My follower is more of a friend than a pack mule, wish they could walk closer to me (thinking: walking side-by-side-ish)".

If not then this mod is not for you. However, if you have then this mod allows you to ask your follower/creature companion to stay either much closer or much further from you than in vanilla.

It has 4 distances:

Close: Follower stands almost right behind you.

Medium: Same as vanilla, just a few feet behind you.

Far: Enough space that they won't trigger a trap you successful passed by before you've fully left the trap zone.

Really Far: Enough space that you can probably have the follower follow from 2 rooms away in most nordic ruins.

By default your follower follows at Medium distance.

The mod also attempts to fix the Hunting Bow issue followers have.

[size=5]REQUIREMENTS[/size]

Base Game
Dawnguard
Dragonborn

[size=5]START-UP[/size]

The mod will take effect as soon as its installed. To be safe you should probably dismiss any followers first.

[size=5]INSTALL
[/size]
Dismiss your follower.

- Use a Mod Manager[MO, Vortex] and activate the plugin.

- For manual install, move FollowerDistance.BSA and FollowerDistance.ESP to the Data Folder and activate the plugin.

[size=5]UPDATE
[/size]
Dismiss your follower.

Enter a different cell (exit a building or something)

- Use a Mod Manager[MO, Vortex] and install over the old files then activate the plugin.

- For manual install, move FollowerDistance.BSA and FollowerDistance.ESP to the Data Folder, overwrite the old files and activate the plugin.

[size=5]UNINSTALL[/size]

Dismiss your follower.

- Deactivate the plugin.

- For those who installed manually, remove the FollowerDistance.BSA and FollowerDistance.ESP from the Data Folder

[size=5]COMPATIBILITY[/size]

Any mods that changes the default DialogueFollower quest records will be incompatible.

If any bugs are found please post them and i'll try to fix them quickly.

Iracebeth - Queen of Hearts from Alice in Wonderland

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[size=3][img]https://i.imgur.com/NjbXhtk.png[/img]

[center]
This mod adds Iracebeth, The Queen of Hearts / The Red Queen, to Skyrim.[/center]

[img]https://i.imgur.com/I2KKPv0.png[/img]

[center]Name: Iracebeth
Hair Color: Red
Eye Color: Brown
Race: Nord
Essential: Yes
Marriageable: Yes
Level: 10 and levels with PC
Combat Style: Spellsword
Inventory list: 1 staff of conjure daedra
Armor: Jarl Outfit
Spells: Conjure bound axe ([i]if you know the reference...[/i])
Body - CBBE / UNP - HDT / non HDT[/center]

[img]https://i.imgur.com/UdfJ3L0.png[/img]
[center]
[url=https://elderscrolls.fandom.com/wiki/Blue_Palace]Blue Palace, Solitude[/url].[/center]

[img]https://i.imgur.com/ZV63KLZ.png[/img]

[center]Kalilies for the hair.
LogRaam for the eyes.
rxkx22 and Zonzai for the skin.
tktk1 for the brows.
Caliente for the body/bodyslide files.
Bethesda for making this fantastic game.
Nexus Community for making me possible to share this mod.[/center][/size]

[center][url=https://www.nexusmods.com/users/38690505?tab=user+files][img]https://i.imgur.com/ODdjrOL.png[/img][/url]

[url=https://www.artstation.com/artwork/5aKlz][img]https://i0.wp.com/cdna.artstation.com/p/assets/images/images/005/171/338/large/ces-santor-03-final.jpg[/img][/url]
[url=https://www.clipartmax.com/middle/m2H7K9b1A0N4d3b1_queen-of-hearts-by-seojinni-queen-of-hearts-by-seojinni-alice-in/][img]https://www.clipartmax.com/png/middle/256-2560367_queen-of-hearts-by-seojinni-queen-of-hearts-by-seojinni-alice-in.png[/img][/url]
[url=https://www.pinterest.es/pin/230668812141581649/?lp=true][img]https://i.pinimg.com/originals/00/9c/85/009c85265ddb9318cebd383f95420678.jpg[/img][/url][/center]

WIP - Equippable Khajiit Fluff

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So I tried my hand att making my own shell meshes/textures for the first time after I wanted my recent Khajiit character to have some fluffy aesthetics, especially since he rushes into combat bare-chested most of the time.
You probably guessed right - I kinda took inspiration from [url=https://www.nexusmods.com/skyrim/mods/89747]Fluffy Khajiit Project[/url]

So yeah, this mod adds an equippable item that imitates fuzzy fur :)
It can be worn on top of any attire that takes up the body slot, while the fur takes up slot 46 (lemme know if you have a better suggestion in case of conflicts!)
You can craft it at a tanning rack at the cost of one sabre cat pelt, alternatively you can bring up the console, enter "help fluff" and then enter "player.additem <ID> 1"
Do NOT try to equip the fluff unless you're playing as a Khajiit or it's vampire counterpart, as for now I've set it to only display on aforementioned races for a reason.

 -----

Version 1.5;
I now added fluff for male hands/feet/tail, and alternate feet fluff for those who use [url=https://www.nexusmods.com/skyrim/mods/16976]Grimoas Plantigrade Feet[/url].
I've also named every fur piece accordingly so they should be easier to find in the tanning menu.
Make sure you uninstall version 1 of this mod.

The mesh was based on the SoS body replacer, but will work just fine without it.

TO DO LIST:
-I will expand this mod for female khajiit, and I'm aiming to base it on the basic DIMONIZED UNP female body.
-I will make patches for alternate Khajiit diffuse maps and I'm open for suggestions.
-Later on I might make versions based on custom furry races (Such as the Lungaris or Lykaios)

Screenshots welcome!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rei - Standalone Follower LE

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[font=Arial][size=6]Overview:[/size]
[size=3]This mod adds a pyromancer follower called Rei Schafer, Weiss's younger sister. She has complete mastery in the fire element because she was raised and trained by a powerful fire dragon.
[/size]
[size=6]Location:
[/size][size=3]Hag's Cure in Markarth (Alchemy Shop)

[/size][/font][list]
[/list][font=Arial][size=6]Installation:[/size]
Use any mod manager of your preference to install the mod. Or, you can install it manually.

[size=6]Requirements:[/size]
Since this mod is standalone, it does not require anything prior to its installation, so you can run this mod even in Vanilla Skyrim.

[size=6]My other mods:
[/size]
[/font][list]
[*][font=Arial][size=4][url=https://www.nexusmods.com/skyrim/mods/98727]Weiss - Standalone Follower LE[/url][/size][/font]
[/list][font=Arial]
[size=6]Credits:[/size]
[/font][list]
[*][font=Arial][size=3]-[url=https://www.nexusmods.com/skyrim/mods/70603/?]NewMikanEyes[/url] by nerune & Hangakin for eye nif[/size][/font]
[*][font=Arial][size=3]-[url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos - Renewal[/url] by Kalilies and Stealthic[/size][/font]
[*][font=Arial][size=3]-[url=https://www.nexusmods.com/skyrim/mods/29624]RaceMenu[/url] by Expired[/size][/font]
[*][font=Arial][size=3]-Halo's Poser by Halofarm[/size][/font]
[*][font=Arial][size=3]-[url=https://www.nexusmods.com/skyrim/mods/6709]DIMONIZED UNP female body[/url] By dimon99[/size][/font]
[*][font=Arial][size=3]-High Poly Hands and Feet by Halofarm[/size][/font]
[*][font=Arial][size=3]-[url=https://www.nexusmods.com/skyrim/mods/51602]Fair Skin Complexion UNP & CBBE[/url] by HHaleyy[/size][/font]
[*][font=Arial][size=3]-[url=https://www.nexusmods.com/skyrim/mods/2666]Caliente's Beautiful Bodies Edition -CBBE-[/url] by Ousnius and Caliente[/size][/font]
[/list]

Beyond Reach - Spanish Translation

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Esta es la Traducción Jugable de la Versión BeyondReach 4_0 del  del sensacional Mod Beyond Reach <Se Requiere el Mod Original>,  un Intrigante y Enigmático Mod,  que lleva Skyrim a un Nivel de Misterio y Aventura que todos nos encanta,    tiene Acción,  Intriga,  Aventura,   excelente Contenido muy en el lore de Skyrim  con unas misiones muy interesantes y retadoras,  es uno los Mejores Mods y con más Futuro hechos para Skyrim. Es un Aporte más a la Comunidad Hispana,  para el deleite de nuestro Skyrim en Español.

[size=3][url=https://www.nexusmods.com/skyrim/users/18610979?tab=user+files][size=3]Mis Otros Mods publicados en Nexus[/size][/url][/size]

[size=3][center][b][color=#ffff00]INSTALACION[/color][/b][/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 allí reemplazas el archivo original .esp por el que trae esta versión en Español. 


[size=3]CREDITOS[/size]

Todos los Créditos para el Creador del Mod Original [url=https://www.nexusmods.com/skyrim/users/1819137]razorkid[/url]

Mod Original [url=https://www.nexusmods.com/skyrim/mods/48467]Beyond Reach[/url]

Asian Beauty - Racemenu preset

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Asian Beauty - Racemenu Preset
To reacting for some community members opinion, I made a version whit shorter neck.
Requirements:
SKSE
Racemenu
Brows
SG Hair pack 268 - Not on nexus you have to google it.
UNP compatible textures
Bodyslide and Outfit Studio
UUNP Seraphim body
Recommended:
Fair Skin Complexion
Fitness Body - for sexy ABS and sporty legs
True Eyes
Racemenu - Overlays Plugin
Empyrean Warpaints - for lipstick
Freckle Mania High Quality - for beauty mark
Nail Polish for UNP and RaceMenu - for polished toes
Installation: Just unpack the jslot file at data/skse/plugins/chargen/presets
This preset based on imperial race, so it works mostly on human races specialy on imperial.You have to use console command: showracemenu - to enter character generation section, after that, select the preset tab, press F9 for load presets and click on Asian Beauty.jslot

Requiem - Special Feats

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[center][size=3][img]http://staticdelivery.nexusmods.com/mods/110/images/19281-0-1455057848.png[/img][/size]
[font=Georgia][size=5]Requiem - Special Feats (3.1.2)[/size][/font]

[size=3]by. Noxcrab[/size][/center]



[b][size=5][ Mod Descriptions ][/size][/b]

[size=3]Adds new '[b]Special Feat[/b]' perks to support exotic/unique/fun builds, like homebrew feats in D&D.

The Special Feats are divided into two groups : Character Feats and Skill Feats.
[/size][list]
[*][size=3][b]Character Feats[/b] : Located at the Lockpicking skill tree. Requires player level of 0/15/30 to take for each ranks. [/size]
[*][size=3][b]Skill Feats[/b] : Located at related skill trees. Requires the first perk in each skills, and skill level of 25/50/75 for each ranks.[/size]
[/list][size=3]You can take as many feats as you like, but you'll need to think carefully since they are perk-expensive.


[/size]
[b][size=5][ List of Character Feats ][/size][/b]

[b][size=4]( [color=#e06666]Drunken Combat[/color] )[/size][/b]
[size=3]  Build support : Barbarian with drink buffs, Brewmaster monks
[/size][list]
[*][size=3]While under the effect of Alcohol, gain 1.0/1.5/2.0 stamina regen per second, 2/4/6% movement speed, and deal 2/4/6% more damage with melee attacks.[/size]
[*][size=3]At all times, gain 10/20/30% poison resistance.[/size]
[/list]
[b][size=4]( [color=#93c47d]Bow Strike[/color] )[/size][/b]
[size=3]  Build support : Rangers with mid-range combat
[/size][list]
[*][size=3]Bow/Crossbow bashes deal extra 23/46/70 physical damage.[/size]
[*][size=3]Bow/Crossbow bashes cause weak stagger.[/size]
[/list]
[b][size=4]( [color=#e06666]Torch Combat[/color] )[/size][/b]
[size=3]  Build support : Adventurers with Torch as sub weapon
[/size][list]
[*][size=3]Light bash with torches do additional 2/4/7 fire damage.[/size]
[*][size=3]Power bash with torches do additional 7/14/22 fire damage and causes weak stagger.[/size]
[*][size=3]Equipping a torch gives you 5/10/15% frost resistance.[/size]
[/list]
[b][size=4]( [color=#6fa8dc]Unskilled Spellcasting [/color][/size][/b][b][size=4]) [/size][/b]
[size=3]  Build support : Rogues and Bards with some tricks
[/size][list]
[*][size=3]Novice/Apprentice/Adept Spells of schools you did not learn on will cost half the Magicka. But the skill level scaling for the spells' magnitude and duration will be smaller compared to the normal spellcasting perks.[/size]
[*][size=3](0.005x for all Novice/Apprentice/Adept tiers, while normal spellcasting perks are 0.01x Novice, 0.02x Apprentice, 0.03x Adept)[/size]
[/list][list]
[*][size=3]e.g. If you have Mage Armor on Self (Rank I) and don't have Novice Alteration perk, taking this feat will halve the cost of the spell, and the magnitude/duration will scale as 1 + 0.005 * Alteration.[/size]
[/list][size=3]
[/size][b][size=4]( [color=#93c47d]Hunter[/color] )[/size][/b]
[size=3]  Build support : Hunters and Rangers
[/size][list]
[*][size=3]Deal 10/20/30% more damage to animals, and take 10/20/30% less damage from animals.[/size]
[*][size=3]Gain 10/20/30% resistance to poison and diseases at all times.[/size]
[/list][size=3]
[b][size=4]( [color=#6fa8dc]Staff Channeling [/color][/size][/b][b][size=4]) [/size][/b]
[size=3]  Build support : Mages with staves
[/size][list]
[*]While holding a staff, spells are 5/10/15% powerful (magnitude only, no duration) and costs 10/20/30% less Magicka to cast. (Staff itself is not effected)
[/list][size=3]
[/size][b][size=4]( [color=#93c47d][b][size=4][color=#6fa8dc]Willpower[/color][/size][/b] [/color])[/size][/b]
[size=3]  Build support : Warriors in need of magic resistance
[/size][list]
[*][size=3]Gain 5/10/15% magic resistance when not having Magic Resistance perk in Alteration.[/size]
[/list][size=3]
[b][size=4]( [color=#6fa8dc][b][size=4][color=#93c47d]Athletics[/color][/size][/b] [/color][/size][/b][b][size=4]) [/size][/b]
[size=3]  Build support : Speedsters and Swashbucklers
[/size][list]
[*]Movement speed is increased by 3/6/10% (2/4/6% when wearing heavy armor).
[*]Swimming/Sprinting speed is increased by 5/10/15% (3/6/10% when wearing heavy armor).
[*]Stamina Regeneration is increased by +15/30/50%.
[/list][/size]


[/size][b][size=5][ List of Skill Feats ][/size][/b]

[b]([/b][b][size=4] [color=#93c47d]Unarmored[/color] ) - Evasion[/size][/b]
[size=3]  Build support : Glass Cannon warriors, Spy Assassins in clothings[/size][list]
[*][size=3]While wearing no armor, gain 50/100/150 armor rating (no armor bonus when Mage Armor spell is active)[/size]
[*][size=3]While wearing no armor, gain 2/4/6% movement speed and 5/10/15% melee damage bonus.[/size]
[*][size=3]While wearing no armor, Evasion skill experience gained while running is multiplied by 5/10/15. (Must still wear clothes for experience gain itself)[/size]
[/list][size=3]
[/size][b][size=4]( [color=#e06666]Balanced Wielding[/color] ) - One-handed[/size][/b]
[size=3]  Build support : One-handed Kensei, Agile fighters
[/size][list]
[*][size=3]While having left hand empty, 1H weapons are 5/10/20% faster and deals 5/10/20% more damage.[/size]
[/list]
[b][size=4]( [color=#6fa8dc]Ward Mastery[/color] ) - Restoration[/size][/b]
[size=3]  Build support : Anti-magic Spellswords or Mages
[/size][list]
[*][size=3]Ward spells cost 15/30/50% less.[/size]
[*][size=3]Gain 5/10/15% magic resistance while holding Ward spell in hand.[/size]
[/list]
[b][size=4]( [color=#6fa8dc]Armed Spellcasting[/color] ) - One-handed[/size][/b]
[size=3]  Build support : Spellswords with 1H + Magic equip set
[/size][list]
[*][size=3]While having your left hand empty or equipped with magic, 1H weapons are 5/10/15% faster.[/size]
[*][size=3]While having a 1H weapon on right hand, spell costs are reduced by 10/20/30%.[/size]
[/list]
[b][size=4]( [color=#e06666]Shield Strike[/color] ) - Block[/size][/b]
[size=3]  Build support : Warriors with offensive use of Shields
[/size][list]
[*][size=3]Fortify Block enchantments and potions increase shield bash damage.[/size]
[*][size=3]Shield bashes do 1.5/1.75/2.0x damage.[/size]
[*][size=3]When not wearing any heavy armor, shield bashes do 2x damage.[/size]
[*][size=3]When having your right hand empty or holding a spell, shield bashes do 1.25x damage.[/size]
[*][size=3](The bonuses stack multiplicatively)[/size]
[*][size=3]Stamina is increased by 20/40/60 points.[/size]
[/list][size=3]
[b][size=4]( [color=#6fa8dc]Arcane Artificery [/color]) - Enchanting[/size][/b]
[size=3]  Build support : Artificers, Enchanters
[/size][list]
[*]Weapon & Staff Enchantments use 10/20/30% less charges.
[*]Soul Gems give 10/20/30% more charges when recharging.
[*]Scrolls are 10/20/30% stronger (magnitude only, no duration).
[/list]
[b][size=4]( [color=#6fa8dc]Arcane Assassin [/color]) - Destruction[/size][/b]
[size=3]  Build support : Mage Assassins, Rune Trappers
[/size][list]
[*]Destruction spells (except rune spells) do 1.15/1.3/1.5x damage when the player is sneaking and the target hasn't detected the player (does not work on sneak attack immune targets). Gives you small Sneak skill xp on successful sneak attack.
[*]Rune spells (of all schools of magic) make less casting noise when casted while sneaking out of combat. (still makes a bit of noise)
[*](Only player's spells will be affected - scrolls and staves are not)
[*](Target may detect the player while the projectile is reaching the target, and thus not taking extra damage - consider distance and spell types)
[/list]

[/size]
[b][size=5][ Installation & Load Order ][/size][/b]

[size=3]Install the mod with your mod manager program. Load 'Requiem - Special Feats.esp' from this mod after 'Requiem.esp'. In most case, below Requiem patches for other mods.[/size]



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

[size=3]The mod modifies many skill trees, and thus any mod overwriting the skill trees will be incompatible with this mod.

For users of Requiem - Craftable Items mod in Noxcrab's Tweaks, a patch is available in the OPTIONAL FILES. Makes Non-magical items added from the mod not affected by Arcane Artificery perk. Hunter perk makes Darts to more damage to Animals.[/size]



[b][size=5][ Credits ][/size][/b]

[size=3]The Requiem Dungeon Masters (Requiem Team) for [url=https://www.nexusmods.com/skyrim/mods/19281][Requiem - The Roleplaying Overhaul]

[/url][/size]

Thieves Guild For Good Guys - Spanish Translation

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Esta es la Traducción al Español de la Versión 2.5 HotFix del Mod Thieves Guild For Good Guys - Taking Care of Business Redux <Requiere el Mod original> En Realidad nunca pensé que alguna vez me sentiría mal por hacerle daño a un NPC del Juego,  pero con los años de Jugar Skyrim,  se les va cogiendo afecto a cada uno de ellos y este Mod es perfecto para ser un ladrón de Buen Corazón :D.  Es un Aporte más a la Comunidad Hispana,  para el deleite de nuestro Skyrim en Español.

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

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


[size=3]CREDITOS[/size]

Todos los Créditos para el Creador del Mod Original [url=https://www.nexusmods.com/skyrim/users/2503508]Mordivier2[/url]

Mod Original : [url=https://www.nexusmods.com/skyrim/mods/84702?tab=description]Thieves Guild For Good Guys - Taking Care of Business Redux[/url]

Elvish Weapons (Replacer)

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[img]https://staticdelivery.nexusmods.com/mods/110/images/85676-77-1501286687.png[/img]

[size=3][b]This mod replaces the complete Elven weapon set[/b][/size]

Please post screenshots. Video reviewers, please equip some of them rather than just in the menu there's a cool animated detail not seen in screenshots.

Skyrim SE version:[url=https://www.nexusmods.com/skyrimspecialedition/mods/edit/?id=29994&game_id=1704&step=details]Elvish Weapons (Replacer)[/url]

[color=#f1c232]
[/color][color=#f1c232][size=5]Mod Authors Words:[/size][/color]

This is a mod resource. Feel free to use in your mod, just give proper credits. Letting me know you used it is appreciated.
[color=#f1c232]
[size=5]Versions and update info:[/size][/color]

V1.0 Initial release
[color=#f1c232]
[size=5]Compatibility and required files:
[/size][/color][color=#f1f1f1]Not compatible with anything that changes the mesh & texture of elven weapons

[/color]
[color=#f1c232][size=5]Install:[/size][/color]

Use NMM.

Manual for individual files:
1. Unzip/unrar to any location. 
2. Copy the extracted contents into your Data folder.


[color=#f1c232][size=5]Mod Use Permission: [/size][/color]

Free to use in your mod.
Credits must be given.

[color=#f1c232][size=5]Credits: [/size][/color]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/11206?tab=description]Jet4571[/url] for the Awesome Weapons 

Bethesda.

Requiem - Noxcrab's Tweaks

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[center][img]http://staticdelivery.nexusmods.com/mods/110/images/19281-0-1455057848.png[/img][/center][center][size=6] Noxcrab's Tweaks[/size]
[size=3]by. Noxcrab (mhc9840)[/size][/center]


[b][size=6][ Descriptions ][/size][/b]

[size=3]Requiem - Noxcrab's Tweaks is a group of minor tweak mods for Requiem-The Roleplaying Overhaul. [/size][size=3]More tweaks are to be added time to time.



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



[/size][b][size=6][ [b][size=6]Automaton Resistance Tweak[/size][/b] ][/size][/b]

[size=3]Changes the resistance of Automatons.[/size]
[size=3]Automatons will be weaker to Frost as much as they are to Shock.[/size]

[size=3]Which would be like below :[/size]
[size=3]Fire : 80% / Frost : 25% / Shock : 25%[/size]



[b][size=6][ [b][size=6]Craftable Items[/size][/b] ][/size][/b]
[size=3]
Adds new craftable items to use in combat.
Also modifies Alchemist vendors' leveled lists to make Elemental Salts and Dwarven Oils more common. Also sells Venomous Spittle (rarely).

Added Items (Scrolls) :
[/size][list]
[*][size=3][color=#e06666]Fire [/color]/ [color=#6fa8dc]Frost [/color]/ [color=#8e7cc3]Shock [/color]Bomb : 150 instant Fire / Frost / Shock damage, area 12. Weight 1, price 150.[/size]
[*][size=3][color=#93c47d]Vial of Spider Venom[/color] : 12 Poison damage for 10 seconds, paralyze for 1 second (resisted by 75+% Poison resist). Weight 0.5, price 150.[/size]
[*][size=3][color=#93c47d]Vial of Weak Spider Venom[/color] : 8 poison damage for 5 seconds. Weight 0.5, price 50.[/size]
[*][size=3][color=#e06666]Flaming Oil[/color] : 15 Fire damage for 5 seconds, creates wall of fire that does 10 Fire damage for 10 seconds. Weight 1, price 150.[/size]
[*][size=3]Steel Dart : 24 instant Physical damage and gives small Marksmanship skill xp. Sneak attack does 2x damage and gives small Sneak skill xp. Silent like Bows/Crossbows (projectile makes noise). Benefits from Archery damage bonuses - Perks (Ranged Combat Training, Precise Aim), Fortify Archery effects and Requiem Stat Bonus (Stamina). Marksman Expertise gives small damage boost (0.25x multiplier) Weight 0.6, price 5.[/size]
[*][size=3][color=#a2c4c9]Silver Dart [/color]: Same as Steel Dart, but made of Silver. Bypasses Undead resistances. Price 10.[/size]
[*][size=3][color=#f1c232]Dwarven Dart [/color]: Same as Steel Dart, but does 36 damage and weighs 0.9. Price 23.[/size]
[*][size=3]X Dart[color=#b6b6b6] [/color]([color=#93c47d]Poisoned[/color]) : Same as Steel Dart, but also does 10 Poison damage for 4 seconds. Price +50.[/size]
[*][size=3]X Dart of [color=#e06666]Fire[/color]/[color=#6fa8dc]Ice[/color]/[color=#8e7cc3]Shock[/color] : Same as Steel Dart, but also causes small explosion that does 25 Fire/Ice/Shock damage (Dwarven does bigger explosion with 40 damage). Price +20.[/size]
[/list][size=3]
Recipes :
[/size][list]
[*][size=3][color=#e06666]Fire [/color]/ [color=#6fa8dc]Frost [/color]/ [color=#8e7cc3]Shock [/color]Bombs : (Forge) 1 Fire / Frost / Void Salt, 1 Steel Ingot, 1 Dwarven Oil. Requires Arcane Craftmanship perk.[/size]
[*][size=3][color=#93c47d]Vial of Spider Venom [/color]: (Cooking Pot) 3 Venomous Spittle. Requires Alchemical Lore Rank 1.[/size]
[*][size=3][color=#93c47d]Vial of Weak Spider Venom [/color]: (Cooking Pot) 1 Venomous Spittle. Requires Alchemical Lore Rank 1.[/size]
[*][size=3][color=#e06666]Flaming Oil [/color]: (Cooking Pot) 3 Dwarven Oil. Requires Alchemical Lore Rank 1.[/size]
[*][size=3]Steel Dart (4) : (Forge) 1 Steel Ingot, 1 Firewood. Requires Craftsmanship perk.[/size]
[*][size=3][color=#a2c4c9]Silver Dart [/color](8) : (Forge) 1 Steel Ingot, 1 Silver Ingot, 2 Firewood. Requires Craftsmanship perk.[/size]
[*][size=3][color=#f1c232]Dwarven Dart [/color](4) : (Forge) 1 Dwarven Metal Ingot, 1 Firewood. Requies Dwarven Blacksmithing perk.[/size]
[*][size=3]X Dart ([color=#93c47d]Poisoned[/color]) : (Cooking Pot) 1 X Dart, 1 Venomous Spittle.[/size]
[*][size=3]X Dart of [color=#e06666]Fire[/color]/[color=#6fa8dc]Ice[/color]/[color=#8e7cc3]Shock [/color](15) : (Forge) 15 X Darts, 1 [color=#e06666]Fire[/color]/[color=#6fa8dc]Frost[/color]/[color=#8e7cc3]Void [/color]Salts. Requires Arcane Craftmanship perk. (+ Dwarven Blacksmithing perk for Dwarven Darts)[/size]
[/list][size=3]
+) Darts are sold by Blacksmiths and some Fletchers (like Whiterun).
+) Darts can recovered by 50% chance (75% for Dwarven), if it hits a target (darts will disappear when it hits objects, ground, walls, etc). Explosive Darts cannot be recovered as they explode.



[/size][b][size=6][ Destruction Touch Spells ][/size][/b]

[size=3]Adds more On-Touch based Destruction Spells. Fire / Frost / Shock. (Venom is excluded because that spell type is severely underpowered at the base, and it's hard for me to balance the thing out)[/size]

[size=3]Novice : Fiery / Icy / Lightning Touch. Base Magnitude 25, Base Cost 30.[/size]
[size=3]Apprentice : Fiery / Icy / Lightning Hand. Base Magnitude 30, Base Cost 38.
Adept : Fiery / Icy / Lightning Grasp. Base Magnitude 50, Base Cost 58.
Expert : Fiery / Icy / Lightning Blow. Base Magnitude 80, Base Cost 260.[/size]

[size=3](The spells cost 25% less and deal 25% more damage than their ranged counterparts)[/size]

[size=3]The spells include hidden special effects and Destruction perk-based effects, like Slow effect on Icy Hand/Grasp, Cremation perk's Fear effect on Fiery Grasp. They also do instant damage, not 1 second damage over time.[/size]

[size=3]But also, to prevent quick spamming of the spells to deal extreme damage, their casting time is increased from 0.1 to 0.2. This is still somewhat faster than other spells (e.g. Firebolt being 0.4)[/size]

[size=3]All Spell Tomes are added into Leveled Lists, and when taking Novice & Apprentice Destruction perks, you can choose to learn the new spells. For Novice, you can learn all three, and for Apprentice, you can learn Fiery/Icy Hand. Other spells are excluded because of the limit on the size of 'spell-learning-list'.[/size]



[b][size=6][ Dragon Resistance Tweak ][/size][/b]

[size=3]Changes the resistances of Dragons to make them generally more resistant to all elements, while cutting down their invulnerability to a certain element.[/size]

[size=3]Fire Dragon : 75% Fire , 25% Shock , 60% Poison Resistance[/size]
[size=3]Frost Dragon : 70% Frost , 25% Shock , 60% Poison Resistance[/size]



[b][size=6][ Enchantment Tweaks ][/size][/b]

[size=3]Some changes for Enchantments.[/size]

[size=3]Fortify Magicka Regen enchantment gets increased magnitude : 25 -> 35[/size]
[size=3]Fortify Health Regen & Magic Resist can be placed on head equips.[/size]



[b][size=6][ Enemy Regeneration Tweak ][/size][/b]

[size=3]Adds more ways to deal with super regen of Dragonpriests and Trolls.[/size]

[size=3]Dragonpriests' regen can also be halved by Sun spells in Restoration.[/size]
[size=3]Trolls' regen can also be stopped by Poison effects (Alchemy & Spells)[/size]



[b][size=6][ Scroll Crafting ][/size][/b]

[size=3]Adds recipes for Scrolls under Tanning Rack. Scrolls require Rolls of Paper, Soul Gems & right-branch Enchanting perks of same tier(level).[/size]
[size=3]Burned Books can be used to make Rolls of Paper, and Court Mages & College Trainers will sell Rolls of Paper (5 each).[/size]

[size=3]Scrolls crafted per Soul Gem will be mostly 2 (3 for some Novice~Apprentice tier). Might seem little, but seeing how Staves use so much charges, that's how I find it balanced.[/size]



[b][size=6][ Toggle Enchantment ][/size][/b]

[size=3]Adds a power that lets you toggle enchantment usage on weapons. When the power is active, the enchantment on your weapon will not apply and will not cost any charges. Be careful with staves! If the spell on your staff is a 'channeled' spell, casting the spell when the toggle power is active will cause all charges to be drained.

[/size][size=3]How this works is that when you have the power active, enchantment charge cost for your weapons is multiplied by 1024, and thus it'll work like you're out of charges. You also get the 'this weapon needs recharging' message, but can't help with that... If there are some 'special' enchantments that work different, this power may not work properly, but for the most part it should.

NOTE : You have to add yourself a perk using Console Command. Follow the steps.
1. Type : help "Toggle Enchantment Perk"
2. Check the EditorID of the perk.
3. Type : player.addperk (EditorID)


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



[size=3]Load it anywhere after Requiem.[/size]

[size=3]Please inform me if you find any bugs.[/size]

Weiss Standalone Follower

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[center][size=6]Overview:

[img]https://i.imgur.com/vLpqLaM.png[/img]
[/size][/center]
This mod adds a follower called Weiss Schafer. She is an adventurer located in Winterhold inn (The Frozen Hearth). Also, she is extremely good at slaying Undead. Weiss prefers to use two-handed weapons such as Greatswords, Warhammers, and Battleaxes.[center][/center][list]
[/list][size=6][center]Installation:[/center][/size][center][size=2]Use any mod manager of your preference to install the mod. Or, you can install it manually.[/size]

[size=6]Requirements:[/size]
[size=2]Since this mod is standalone, it does not require anything prior to its installation, so you can run this mod even in Vanilla Skyrim.[/size]

[size=6][url=https://www.nexusmods.com/skyrimspecialedition/mods/27751][/url][url=http://][/url][/size][url=https://www.nexusmods.com/skyrimspecialedition/mods/27751]SE Version is Now Available[/url][size=6][/size]

[size=6]My Other Mods:[/size]

[url=https://www.nexusmods.com/skyrim/mods/100005]Rei - Standalone Follower LE[/url]

[size=6]Recommended Mods:[/size]

[url=https://www.nexusmods.com/skyrim/mods/13457]
Face Light[/url] by tktk

[url=https://www.nexusmods.com/skyrim/mods/68000]XP32 Maximum Skeleton Extended - XPMSE[/url] by Groovtama and Daymarr

[url=https://www.nexusmods.com/skyrim/mods/80763]Universal Race Scale Remover[/url] by Abbalovesyou

[url=https://www.nexusmods.com/skyrim/mods/35303/?]Female Facial Animation[/url] by nao4288[/center][center][size=6]
Credits:
[size=2][url=https://www.nexusmods.com/skyrim/mods/70603/?]NewMikanEyes[/url] By nerune & Hangakin for eye nif
[url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos - Renewal[/url] By Kalilies and Stealthic
[url=https://www.nexusmods.com/skyrim/mods/29624]RaceMenu[/url] By Expired
[url=https://www.nexusmods.com/skyrim/mods/6709][/url][url=https://www.nexusmods.com/skyrim/mods/6709][/url][url=https://www.nexusmods.com/skyrim/mods/6709]DIMONIZED UNP female body its bikini[/url] By dimon99
High Poly Hands and Feet By Halofarm
Halo's Poser by Halofarm for screenshots
[url=https://www.nexusmods.com/skyrim/mods/51602]Fair Skin Complexion[/url] By HHaleyy
[/size][/size][url=https://www.nexusmods.com/skyrim/mods/2666]Caliente's Beautiful Bodies Edition -CBBE-[/url] by Ousnius and Caliente[size=6][size=2]

[/size][/size][/center][center]
Thank you![/center]

Skytoxin Cure Poison Patch

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Fixes  [color=#00ff00]cure/resist[color=#ffffff] poison[/color][/color]  failing to work  in the mod skytoxin realistic and dangerous  poisons for spider and chaurus spit.

These are extremely high damage over time effects.This makes[color=#00ff00] cure/resist [color=#ffffff]poison[/color][/color] usefull again.
 
[color=#ffff00]Potions/Spells [color=#ffffff]will both now work as they should.[/color][/color]

[color=#ffff00]Resist poison[/color] will reduce damage as it should.

Skytoxin can be found  [url=https://www.nexusmods.com/skyrim/mods/87546]here[/url]

Load the patch after Skytoxin

Credit to the author of skytoxin   [url=https://www.nexusmods.com/skyrim/users/47573393]fr15827[/url]   for giving permission for the patch.

Credit to  [url=https://www.nexusmods.com/skyrim/users/64830431][color=#1e84cc]Mordrukai [/color][/url] for updating and uploading the new version for oldrim.I dont have oldrim any more.

Vanilla Health Potions Conversion

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[size=2]The concept of this mod is to turn less powerfull health restoration potions into Ultimate ones, which are much more useful later in the game.

I did this by creating a new misc item: [b][color=#ff0000][size=3]Healing Crystals[/size][/color].

[/b]These crystals can be obtained by extracting them from the potions like so:[/size]

[size=3]1 Crystal   - Minor Healing
2 Crystals - Healing
3 Crystals - Plentiful Healing
4 Crystals - Vigorous Healing
6 Crystals - Extreme [/size][size=4][size=3]Healing[/size]

[size=2]You can obtain these crystals by boiling the potion in any [b]Smelter[/b] (or [b]Cooking Pot[/b] - optional file in the download section)[/size].

[size=2]Now, in order to [u]balance[/u] the mod but also [u]reward[/u] the player, you can combine these crystals with various ingredients to get [color=#ea9999][size=3][b]Potions of Ultimate Healing[/b][/size][/color]:
[/size]
[size=3][b]24[/b] Crystals + [i](one of the below) [/i]= 1 Potion of Ultimate Healing

[/size][/size][list]
[*][size=3]Blue Dartwin[/size]
[*][size=3]Blue Mountain Flower[/size]
[*][size=3]Butterfly Wing[/size]
[*][size=3]Imp Stool[/size]
[*][size=3]Wheat[/size]
[/list][size=3]
[b]16[/b] Crystals + [i](one of the below) [/i]= 1 Potion of Ultimate Healing

[/size][list]
[*][size=3]Eye of Sabre Cat[/size]
[*][size=3]Rock Warbler Egg[/size]
[/list][size=4][size=3]
[b]24[/b] Crystals + [b]Charred Skeever Hide[/b] = [b]2[/b] Potions of Ultimate Healing

[b]32[/b] Crystals + [b]Daedra Heart[/b] = [b]4[/b] Potions of Ultimate Healing[/size]

[/size][size=2]I've created this for myself and I'm happy with it, and don't plan on making future versions.

You may modify this mod to your content and publish it, as long as you credit me.[/size]

Whiterun - PeV

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A personal view on Whiterun (not big changes from the original concept).

[i]I know, that low stone wall, I should draw it from scratch...
[/i]
Anyway enjoy!!.

Petite Delish - Bodyslide Preset (UUNP)

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[center][img]https://i.imgur.com/PQ7NhWE.jpg[/img]

[b][font=Times New Roman][size=6][u]DO YOU LIKE PERKY TITS AND WIDE HIPS?[/u]
[/size][/font][/b]
Yeah?

Then you've come to the right place.

[b]
[/b][/center][b]Petite Delish is a Bodyslide preset based on the legendary 7BO Body for those who appreciate perkier tits and wider hips.[/b]

[b]Oh, and by the way, this is the first time I upload this type of file, so it doesn't work please let me know.

INSTALATION:[/b]

Step 1: Extract the file.
Step 2: Drop it on your Skyrim Folder
Step 3: Build the body with the Bodyslide tool.

Go nuts.

[center][b]Requirements:[/b]
Bodyslide and all it's requirements

[b]Mods Used on the Screen Shots:[/b]
ENB: Anko
Skin: Bijin Skin
Eyes: Mikan Eyes
Hair: KS Hairdos (Latest Version)
Body: UNP
Location: Goma Pero Land (Forgotten Temple Spa)[/center]

Tactical Valtheim

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[youtube]s-pu6iLeH0I[/youtube]

[size=4][b][u]Why?[/u][/b][/size]

Valtheim Towers is not a particularly special place in vanilla Skyrim. You have two towers and a bridge, with just a sprinkle of bandits, one of whom will harass you for a toll and get the rest of the bandits killed for her trouble. But look at where Valtheim is, what it is. Valtheim is located right on top of the main road from Whiterun to Eastmarch, in the middle of a narrow valley between two mountains. By all rights, a proper fortress where Valtheim is should be able to control the ability to travel from Whiterun to Eastmarch - and in the middle of a civil war, that control would be invaluable. It always bothered me that vanilla Valtheim was so much less than what it could be - so I changed it.

[u][size=4][b]What?[/b][/size]

[/u]Tactical Valtheim is a redesign of Valtheim Towers into Valtheim Keep. I've built on and around the original Valtheim, trying to make it into an actual fortress while maintaining something like the original atmosphere and style. Here's what I add to Valtheim:
[list]
[*]Walls and arches: the road now passes straight through Valtheim's walls. The river is walled off, as is going around the fort, leaving the only open path through Valtheim. Travelling through Valtheim now puts you right in a killbox, meaning that if you control the fort, you control the road.
[*]More towers, bridges, and overlooks: in essence, more spots to put archers, making Valtheim more dangerous.
[*]More people and patrols: Valtheim is a much bigger place. It would be ridiculous if I doubled the amount of Valtheim to guard and didn't double the number of guards and how much of the fortress they guard. There are now more bandits, and patrols that cover the entirety of the new fort.
[*]Garrison the fort with your allies: more on this in a moment.
[*]A unique enchanted tower shield: as a reward for clearing Valtheim, you can find the Shield of Valtheim in the fort. It's a fairly powerful shield, with a strong enchantment. To compensate for this, it's also hidden - I'm not just giving you a powerful artifact in exchange for one of the first bandit camps you see. There are other enchanted "weapons" lying around, but they're garbage, so don't bother looking for them.
[/list]
[u][size=4][b]Claiming Valtheim[/b][/size][/u]

After you clear Valtheim, you can claim it for Whiterun, the Empire, or the Stormcloaks. Since it's on the Whiterun-Eastmarch border, it has an important position that all three factions would care about. Claiming Valtheim Keep for any faction will result in Valtheim being garrisoned by that faction instead of bandits, will add a generic blacksmith by the new forge, and grant you access to the quarters at the top of the northern tower as a small player home with a minor gold reward. The quarters will be renovated post claiming the fort; please note that the quarters in the video are only the unupdated vanilla version. Despite being in the open, the quarters also have a heat source added so you won't freeze to death if you're using Frostfall.

To claim Valtheim, simply clear Valtheim of enemies, find one of the four eye-level green banners, and activate it to raise the banner for the faction of your choice. The control will be updated after 5 real-time minutes, 1 in-game day, or once Valtheim has unloaded.

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

Probably not compatible with anything that changes Valtheim. 3 guesses why. On the other hand, I don't know of any other mods that change Valtheim, so this probably isn't an issue.
Apparently not compatible with Druid's Den.
This mod has been integrated into Invasion of Skyrim, so don't use this mod alongside that one. Bad things will probably happen.
There's now a Requiem patch. If you use Requiem and don't use the patch, then there will be bandits left over after you've claimed Valtheim and that will be your fault.
There's a patch for Enhanced Landscapes.

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

TheMalfazar for a shield from [url=http://www.nexusmods.com/skyrim/mods/19009/?]Mega Shields
[/url]Artisanix for the painting in the tower
/u/TRAWZ, /u/Valyn_Kt, /u/RolandTEC from /r/skyrimmods for the screenshots - my laptop can't into graphics, and they were kind enough to provide the images I use for this mod. You guys are the best.
Thanks to Hodilton for the video.

Skyrim Supplemental Patch

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[color=#666666][color=#783f04][size=3][color=#ffffff]A comprehensive error correcting patch focusing primarily on object\item placement which addresses and fixes thousands of errors relating to misplaced objects, as well as fixing numerous other types of errors. This patch has taken years to compile, and with the end of the Unofficial Skyrim Legendary Edition Patch,  it is now appropriate to offer the Skyrim community a source to continue to fix the remaining errors that still need to be addressed. This patch is meant to be used in conjunction with the USLEEP patch, though it does not require USLEEP.

The Skyrim Supplemental Patch has an emphasis primarily on object and item placement. Although there are many other errors that are corrected beyond just object placement, object placement is the primary focus of this patch. The Unofficial Skyrim Legendary Edition P[/color][/size][/color][/color][color=#666666][color=#783f04][size=3][color=#ffffff]atch does an amazing job at fixing misplaced items, objects and various other errors, but despite its massive scope it is impossible to fix everything, and there are still seemingly endless errors still in need of fixing. Hence why this patch was created, and every fix in this patch is a fix not already addressed by USLEEP making it perfect to go along side it. [/color][/size][/color][/color]




[img]https://i.postimg.cc/DzvR5bcV/91069-1525138029-596089729.png[/img]


                                                       

[size=3]The primary focus of the Skyrim Supplemental Patch is to correct objects and items that are misplaced or positioned poorly. The patch also fixes many related issues, such as holes and gaps in the world, invisible walls, ceilings, etc., correcting countless such instances that still remain. The Skyrim Supplemental Patch also fixes small placement errors like those found in many light sources such as burning embers, candles, and lanterns. If looked at closely, thousands of these light sources are haphazardly placed resulting in such anomalies as floating burning embers, embers clipping through the bowl that contains them, and floating/clipping candles, lanterns etc. The Skyrim Supplemental Patch painstakingly fixes virtually all of these misplaced objects in the game world.

Exploring various dungeons and caves in the Skyrim world will show in many instances the numerous problems that still remain, such as walls and floors connected to the wrong roombound rendering them invisible, or open gaps that still remain where one can peer through the fabric of the world. The Skyrim Supplemental Patch fixes these numerous occurrences that still remain, correcting roombound association and properly blocking up holes. 

Many other types of fixes are also addressed in the Skyrim Supplemental Patch, e.g. the problem with many of the seats/benches located in the world. There are countless benches and chairs in the dungeons and interiors of Skyrim that have been positioned without testing their placement. When actually sat upon, the players head becomes sucked into the wall, providing a view into the skybox nether world and freezing all camera movement until standing up. These numerous placement issues (numbering in the hundreds at least) have all been addressed and carefully re-positioned so they can now function properly.

In addition, any object or item that could reasonably be considered to be out of place or clipping through another object has been fixed, along with countless more error correcting implementations that will improve the Skyrim experience. 






                                                         [youtube]iM2JCFj1DrA[/youtube]



[/size]

[size=3][size=3]The scope of the Skyrim Supplemental Patch goes beyond just object placement issues however. For instance, errors related to such things as item ownership which have not yet been fixed are also corrected. Similarly, related issues such as proper reference data for cells and doors have also been corrected which will benefit users of other mods such as "Simply Knock" users.

Those who use the great mod by Chesko "Simply Knock" will receive added benefits from the errors fixed in the Skyrim Supplemental Patch. Those who use Simply Knock will know that some doors, like all of the doors in Skaal Village and some doors in places like Rorikstead for example, that when tried to be knocked upon don't work. With the Skyrim Supplemental Patch installed, now all of these doors will behave properly and can now be knocked upon with Simply Knock.

Other fixes such as errors related to packages, factions, ingredients, scrolls, AI data, keywords, NPCs and more are also implemented. One may notice for instance that whenever a thief is encountered upon the road who tries to rob the player, the thief apparently has absolutely no concern whatsoever for his or her own safety or well being, and is willing to throw their life away at any time for the chance at a few gold coins. In other words, the intimidate option never works, but with the fixes implemented to the correct AI references in the Skyrim Supplemental Patch, now the encountered thieves will behave properly and can be properly intimidated if the player possesses the high enough intimidate factors. 
[/size][/size][size=3][size=3]
The Skyrim Supplemental Patch should be compatible with every other mod. I am not yet aware of any mod that would conflict.
It should be safe to use this patch along with any mod setup.

If you do not know where this goes in your load order, place it as high as possible in your load order. 

The Skyrim Supplemental Patch requires the Legendary Edition of Skyrim. 


[/size]

                                                      [img]https://i.postimg.cc/prz0P2BY/91069-1525138058-413795552-XX.jpg[/img]


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