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Poverty - You Hunger Reborn

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[color=#ff0000][color=#ffffff]Poverty is the natural evolution of You Hunger. Instead of disabling items, Poverty replaces almost every item in the game with a dummy item that has a user configured chance to spawn through a MCM.
[/color][/color]
[color=#ff0000][size=4]
What This Affects[/size]
[color=#ffffff]-Leveled lists and hand placed items of alchemy ingredients, potions, food, alcohol, armor, weapons, ammo, books, scrolls, clutter, crafting materials, soul gems, and gold.
-Chance of failing to harvest ingredients from plants and creatures.
-Chance of failing to harvest food from animals, hanging meat, and crops.
-Chance of failing to harvest [color=#ff0000][color=#ffffff]crafting materials from animals.[/color][/color]
-The amount of extra ammo npcs have.
-The amount of gold merchants have.[/color]

[size=4]
What This Doesn't Affect[/size]
[/color][color=#ff0000][color=#ffffff]-Catching animated insects/fish.
-Collecting firewood.[/color][/color]
-Mining ore.
-Mod added items added to the world or those not in vanilla leveled lists.
-Quest rewards that don't use a leveled lists.
-Unique/quest items that can only be obtained one way.


[color=#ff0000][size=4]OTHER FEATURES[/size][/color]
-All non clutter hand placed items in shops can be bought instead of stolen. Stock is limited in selection until you get the Merchant perk (vanilla perk).
-Crops are owned.
-Disabled food in abandoned areas and in places where there shouldn’t be any.
-MCM (0-100 [chance none] for each category, the higher the number, the less items that are spawned)
-Removed gold from animal loot.
-Spellbook vendors stock a maximum of one book for each school of magic.

[size=4]
[color=#ff0000]REQUIREMENTS[/color][/size]
-All DLC
-SKSE + SkyUI
-Unofficial Skyrim Legendary Edition Patch
-New game heavily recommended, installation on an existing save is untested and theoretically a bad idea.
[color=#ff0000][size=4]
COMPATIBILITY[/size][/color]
-Load before lighting, weather, and sound mods.
-Load before any mods that add, remove, or edit item placements (ex. town/city overhauls).
-Requires a merged/bashed/mator patch with mods that edit leveled lists.


[size=4][url=https://github.com/Elscrux/Poverty-by-evrymetul-Automated-xEdit-zEdit-Patcher/releases]zEdit patcher for Poverty[/url].[/size]
-A useful tool for creating patches for Poverty; developed by Elscrux with assistance from Evrymetul.
-Can take between a few minutes to a few hours based on how large the mod/mods that is/are being patched.
-Run patcher after generating a merged/bashed/smashed/java patch.
-Don't patch quest mods unless you have experience editing in a xEdit framework and know which items shouldn't be patched; quests can break if certain items aren't spawned.
-There is a blacklist in index.js that is used to block these items.
-Report bugs in the comments section or help contribute to the project.
-Install instructions are provided in the link.

[color=#ff0000][size=4]OPTIONAL PATCHES[/size][/color]
-Adds Poverty features not covered by the patcher (item and crop ownership)
-The Dawn of Skyrim Director's Cut patch can be disabled after running the patcher, the rest cannot.
-Do not use with the Legacy version of the mod.


[color=#ff0000][size=4]LEGACY PATCHES[/size][/color]
If you do not wish to use the zEdit Patcher, download the Legacy version of the mod and download the patches provided in the misc files section.
-Clothing and Clutter Fixes/Weapons and Armor Fixes Remade
-Complete Alchemy and  Cooking Overhaul
-Dawn of Skyrim - Director's Cut
-Expanded Towns and Cities
-Immersive College of Winterhold
-Trade and Barter
-YASH



My Mods
[url=https://www.nexusmods.com/skyrim/mods/50844]Dragons Diversified DLC Patch[/url]
[url=https://www.nexusmods.com/skyrim/mods/43967]Enchanting Awakened Skyre Perk Tree Merge
[/url][url=https://www.nexusmods.com/skyrim/mods/96891]Poverty - You Hunger Reborn
[/url][url=https://www.nexusmods.com/skyrimspecialedition/mods/24712]Poverty - You Hunger Reborn SE[/url]
[url=https://www.nexusmods.com/skyrim/mods/46495]SkyTEST Integration Project[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/13428]SkyTEST Integration Project SE[/url]
[url=https://www.nexusmods.com/skyrim/mods/88642]Wild World[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/14616]Wild World SE[/url]
[url=https://www.nexusmods.com/skyrim/mods/49421?tab=files]You Hunger[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/9143]You Hunger SE[/url]

Randomly distributed CBBE female body skin

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[color=#fff2cc][size=3]   It was nap time in kindergarten class. My nap mat was directly in front of Mrs. E's desk. While everyone was fast asleep, The blood was coursing through my veins. My heart pounding, pupils dilated, senses heightened. I had just returned from a personal scouting excursion to the dark lands beneath her desk and was almost killed. I looked over at Marky, my best friend at the time. He was fast asleep just like a good little pussy. He was so obedient, he would pee pee on command and in the toilet no less if told to do so. Not I. No one told me what to do. No toilet shall confine my urine. I will only sleep from sheer exhaustion, where ever and whenever I collapse. But now I needed him to wake up so I could tell him the tale of the great and terrible creature I had just discovered and narrowly escaped with my life. Under Mrs E's skirt and between her legs. Every nap time seemed to last at least two or three days long and we were only on day one so Marky would be sleeping another week. All I could do was lay back on my mat and recount the horrific creature strangely beckoning me like the siren's song which lived beneath the desk, under her skirt and between her legs.

   The Doctors eventually figured out they would have to dose me with something and knock me out to get something similar to Marky's coma. But it was too late. They would have to perform a full lobotomy to stop me from my objective. For I tell you dear friend I have seen it, they do exist and I have been in pursuit ever since of these elusive graceful creatures I come to respectfully know as "They that live between" and almost viciously took my life that day so long ago.[/size][/color]

[color=#1e84cc][size=3]
OH.. yea the mod:[/size][/color]
[size=3]Randomly distributes 7 in total different body skin textures across all females in skyrim.

Things we all love like various types of nipple color and size, moles, scars, pubes ETC. [size=3] I think i may be missing one of the textures from the screenshot section.[/size]

[/size][size=3]This is for Caliente's CBBE textures because that's what I use. Any variation from those textures will most likey result in head and hand discoloration. However if UNP ppl have various types of skins they would like to
swap out for these CBBE textures it is very easy to do.

This mod will add 6 more textures to what ever primary you are already using 6+1=7

[size=3][color=#1e84cc]191026-AIO[/color][/size] added 4 variants of skin brightness check screenshots to choose one.
[color=#1e84cc]191025-ALL[/color] added This new version will overwrite all existing CBBE textures as requested.[/size]

Skinny-Dip Skyrim

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[i]Sadly, I must tell you, the Ring of the Nereid was forever lost in a shipwreck, on transit to the College of Winterhold for study, after purchase from Sybille Stentor, who acquired it from an Imperial raid on Broken Oar Grotto.

If you want to go looking, well, Sybille is probably too focused on political intrigue to recall these sorts of incidentals, though, with luck, her letter to the master enchanter, settling the loss, might still be at the College, somewhere among Sergius’ belongings.

[/i][center]*[/center]
Installation: Vortex installation.  Compatible with [b]Realistic Water Two[/b].  Does [u]not[/u] work with Pure Water -- it won’t trigger when standing in water, but will still trigger if swimming.  Any mod which alters or adds water types potentially conflicts with this mod.  [b]Dawnguard[/b] and [b]Dragonborn[/b] are required.  

It works for all oceans, rivers, marshes, hot springs, and underground water, that I know of, but I've found areas in some lakes where water is not represented by a water type, in which case it won't trigger. If that happens, the enchantment uses swimming as a backup trigger, so enter deeper water and it should kick in.

[center]*[/center]
In the optional alternate file, [b]Skinny-Dip Skyrim - Master Ring[/b], enchanted skinny-dip rings worn by followers are only active if the player has "Nereid's Ring" equipped.  Thus, equipping Nereid's Ring on the player toggles its activity for everyone else.  Skinny-dip spells work the same and everything else is the same, though I added more rings to the captain's chest, since if you are using this version, I imagine you will probably need them.  Compatible with [b]Dovahbling[/b].

My savegame - ALL DLCs CLEAN NO MODS

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This is my savegame from vanilla Skyrim Legendary Edition with no mods

MAIN QUEST COMPLETE
MAIN DLCs QUEST COMPLETE
SIDE WITH IMPERIALS
JOIN ALL GUILDS
DESTROY THE DARK BROTHERHOOD
ALL ARTIFACTS
PAARTHURNAX ALIVE
NO MARRY BUT ADOPTION SOFIE

Engie (Nerf Now Series) - Jinxxed Followers

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[center][b][img]https://i.imgur.com/uNzNFs3.png[/img]
[/b][b][b][size=6][url=https://www.nexusmods.com/skyrim/mods/96785]UUNP Bodyslide Preset[/url][/size][/b]
[size=6][url=https://www.nexusmods.com/skyrim/users/664151?tab=user+files]LE Followers[/url] | [url=https://www.nexusmods.com/skyrimspecialedition/users/664151?tab=user+files]SSE Followers[/url][/size][/b][/center][u][color=#6d9eeb][size=6][b]DESCRIPTION[/b][/size][/color][/u]
This is Engie from the web comic series called Nerf Now. Engie is what her name implies. She's an engineer type character. She can summon a custom dwemer ballista to fight with her. She also uses a wrench to smack people upside the head. As with all followers revolving around technology, I like to imagine she's really into dwemer tech and maybe a little magic.

[img]https://i.imgur.com/nzmdDpy.png[/img]
[u][color=#6d9eeb][size=6][b]FEATURES[/b][/size][/color][/u]
[u][b][color=#ffd966][size=4]Engie's Stats[/size][/color][/b][/u]
Gender: Female
Voice Type: Female Young Eager
Body: Custom UUNP Special Body
Class: Engineer
Combat: Summoning Robots and Bashing things with a Wrench
Likes: automatons, building stuff, tentacles
Dislikes: falmer

[b][u][color=#6d9eeb][size=6]LOCATION[/size][/color][/u][/b]
Dawnstar's Alchemy Shop
[right][img]https://i.imgur.com/BbzZqOk.png[/img][/right][u][b][color=#6d9eeb][size=6]REQUIREMENTS[/size][/color][/b][/u]
Skyrim
XP32 Maximum Skeleton -XPMS
HDT Physics

[color=#6d9eeb][size=6][b][u]RECOMMENDED MODS[/u][/b][/size][/color]
Relationship Dialog Overhaul
EFF (or your favorite follower manager)
My Home is Your Home
[center][img]https://i.imgur.com/XvGvsDk.png[/img][/center][color=#6d9eeb][size=6][b][u]CREDITS[/u][/b][/size][/color]
Caliente - for bodyslide - https://www.nexusmods.com/skyrim/users/3330686
ousnius - for Bodyslide - https://www.nexusmods.com/fallout4/users/4291759
Dimon99 - for UNP - https://www.nexusmods.com/skyrim/users/537675
HHaleyy - for Fair Skin textures - https://www.nexusmods.com/skyrim/users/4557236
HeroedeLeyenda - for Leyanda Skin - https://www.nexusmods.com/skyrim/mods/73512
Nuska, alt3rn1ty, zonzai, evgirunslaad, Miriam, and DomainWolf - for Unslaad Pale UNP Textures - https://www.nexusmods.com/skyrim/mods/88131
expired6978 - for RaceMenu - https://www.nexusmods.com/skyrim/users/2950481
LogRaam - for The Eyes of Beauty - https://www.nexusmods.com/skyrim/mods/13722
hellosanta - SG Female Eyebrows - https://www.nexusmods.com/skyrim/mods/35327
Ralfetas and blazingsai - for Pampas Set Extended - https://www.nexusmods.com/skyrim/mods/89979
gutris1 - for Commonwealth Shorts - https://www.nexusmods.com/skyrim/mods/73794
CactusKnight - for Bioshock Wrench and power mod - https://www.nexusmods.com/skyrim/mods/60321/


[b][u][size=4]Art Credits
[/size][/u][/b]Dev-pan
JoPereira

Cozy Taverns

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[size=6][color=#00ff00]                          [/color]
[color=#00ff00]                                   [/color][font=Comic Sans MS][color=#ff7700]WELCOME TO COZY TAVERNS
                                               by Kursan[/color][/font][/size][color=#ff7700]
[/color]


[size=4]Welcome to a fresh release of my Friendlier Taverns with baths, with some nude artwork and bathers added, among other things, hence the new release. [/size]
[size=4]First off it has some dependencies that I will not make changes to in this version or patch it for conflicting mods. If this version does not work for you, please check out the [/size][url=https://www.nexusmods.com/skyrim/mods/75038]Friendlier Taverns page[/url][size=4] that has several versions that may work for your particular wishes. [/size]

[color=#ffff00][size=3]REQUIRED FILES:
This mod requires these files as Masters: Hearthfires and Dragonborn DLCs And Campfire by Chesko![/size][/color]


[size=3][color=#ffff00]KEY FEATURES:[/color]
[color=#00ff00]Each Tavern in Skyrim was individually remodeled to make the sitting arrangements more welcoming and diverse in furnishings. No more cookie cutter look no matter what Tavern you walk into. A number of custom models have been added to serve as safe containers and or decorations and all taverns now have bread ovens and a cooking spit over the fire pit.[/color]
[color=#00ff00]Every Tavern in Skyrim also has a bathing room, fully navmeshed so followers can go in with you. The bathing rooms are attached at floor level at the country side Inns as round silo towers, and so are also circular on the inside with a couple exceptions. Followers will use the tubs and randomly come out of them, but will follow behind you when you leave the bathing room.
Nearly all baths have one or several individual bathers of the different Races stay in the baths permanently; if you use a nude body type they also will be nude.
[/color][/size][size=3][color=#00ff00]Markarth and Solitude have more elaborate bath houses and all baths have Campfire heat sources added.[/color][/size]
[size=3][color=#00ff00]All baths have been decorated with paintings from the Witcher 1 that show nudity and are "suggestive". [/color]
[color=#00ff00]There are four Barns added to some Inns, They are in Ivarstead, Winterhold, Windhelm and the Nightgate Inn; the player can sleep in the haylofts of these barns and they also have a heat source recognized by[/color][/size] [url=http://www.nexusmods.com/skyrim/mods/11163/?]Frostfall[/url][size=3][color=#00ff00] . 
Most country Inns had outhouses added, this is mainly for looks and immersion sake and the player can sit in them; they have no real function unless you have a mod to add that. (Flies not included)[/color]
[/size]
[size=3][color=#ffff00]COMPATIBILITY:[/color]
[color=#00ff00]Mods that add NPCs and dialogue work especially well with this mod and together enhance immersion a great deal; I highly recommend their use with this tavern mod, such as [url=http://www.nexusmods.com/skyrim/mods/8429/?]"Interesting NPCs"[/url] and [url=https://www.nexusmods.com/skyrim/mods/65013]"Immersive Citizens"[/url]. 
[/color][/size][color=#00ff00]
This mod should be compatible with any mod[u] that does not change the interior layout of any Tavern, including Navmesh![/u] Exterior changes are minimal and should be compatible with most City enhancing mods. For example most of Jk's mods work fine with this, but in some locations clipping can occur. I tried what I could to make the placement of the Towers as compatible as possible, but due to the vast number of mods that change Towns and Cities that is nearly impossibly to please everyone.
This version is designed to work particularly with the use of[/color] [url=http://www.nexusmods.com/skyrim/mods/11163/?]Frostfall[/url][color=#00ff00] .
Works well with [url=http://www.nexusmods.com/skyrim/mods/75416/?]ClefJ's Rorikstead[/url] which I personally like very much.
[/color]
[color=#ffff00]DETAILS:[/color]
[color=#00ff00]The bathing room in Markarth is probably the most elaborate with a pool in the Dwemer style and the one in Solitude has the largest pool and the most features.

The New Gnisis Corner Club in Windhelm got a more extensive overhaul with moody lighting and Dunmer style lanterns. It features also maps of the old homeland and food and beverages you can otherwise only get on Solstheim. It has a full basement now that features a bathing tub, a mushroom farm and several fire places and a bread oven. A secret tunnel through a well will lead you outside the city walls; you can also enter the city that way and it is fully navmeshed.
It now feels more like a true Dunmer enclave. There is also a second secret door at the very top floor that leads to the roof; only recommended to use if you have the [url=https://www.nexusmods.com/skyrim/mods/96589]Gray quarter overhaul[/url] installed.

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

[color=#ffff00]Known Conflicts:[/color]
Any mod[u] that changes the interior layout of any Tavern, including Navmesh!
[/u]Cutting room floor by Arthmoor conflicts at several locations.
Anna's Winterhold Restored; has some clipping at the barn and bath tower location but can still work.
[color=#efefef]Expanded Towns and Cities by Missjennabee; alters several tavern interiors.
Shezrie's Old Hroldan Town; because it completely remakes the Tavern there.[/color]

[color=#ffff00]CREDITS:[/color] 
Special thanks to [url=http://www.nexusmods.com/skyrim/mods/searchresults/?quicksrc_name=File+name&quicksrc_auth=Refurbmadness&quicksrc_game=110]RefurbMadness[/url] for her help, inspiration and wonderful statics that I used for many containers and porting the paintings.
Be sure to visit her mods too.
Thanks to Bethesda for the last great Elder Scrolls game and to provide the tools to take it farther.

[color=#ffff00]UPDATING FROM "FRIENDLIER TAVERNS"![/color]
For those already using my mod "Friendlier Taverns" Simply install this file over the old one. I did not change the esp. name so you can upgrade with no hassle to your save game.

 MORE [color=#ffff00]RECOMMENDED MODS[/color] to enhance the experience with this mod:

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

[url=https://www.nexusmods.com/skyrim/mods/96589]Gray quarter overhaul[/url]; nice immersive addition to Windhelm.

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

[url=http://www.nexusmods.com/skyrim/mods/11770/?]Lets get Naked[/url] for obvious reasons. (there are two mods by the same name, both work)

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

If you enjoy this mod please take a look at my other mods, [url=http://www.nexusmods.com/skyrim/mods/searchresults/?quicksrc_name=File+name&quicksrc_auth=kursan&quicksrc_game=110]just follow this link![/url]
[/size]

Rudra Places

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[b]For the vets who already have World of Rudra, this mod adds MANY new areas to explore and boss encounters to discover. [/b]

PATCH NOTES V1.0

New areas are navmeshed to be follower friendly, complete navmeshing to connect all areas (perimeter of map) will be done in the future.
New castle exteriors have had their meshes and textures fully pathed via Nifskope and collision added by Chunkmerge.
LOD is included and works as is. Do not use any programs to build LOD.
For now, many exteriors have built in interiors, more true interior work will be done in a later update.



INSTALLATION and REQUIREMENTS

1.  [url=http://www.nexusmods.com/skyrim/mods/52556]Rochester World Wip - by breti[/url]

2. World of Rudra English version 1.75 - by Bee9999  (not on Nexus )

3. download and install Core Files and Textures


HIGHLY RECOMMENDED 

Use your favorite Monster mod, otherwise most enemies will look like bears.
[url=http://www.nexusmods.com/skyrim/mods/70032]Rogue-like Encounters - Fall Edition[/url] by ArwingXL is for patricians.



[b]CREDITS - [/b][size=2] Proof of Permissions available upon REQUEST.[/size]
[size=2][url=http://www.nexusmods.com/skyrim/mods/87681]
[b]
Republic of Maslea - Chapter One[/b][/url]- Anthelius 
[url=http://www.nexusmods.com/skyrim/mods/52556]Rochester World Wip[/url] - breti
[/size][url=http://www.nexusmods.com/skyrim/mods/94940]Rigmor of Cyrodiil[/url] - Rigmor
DraculaCastle - thedarkone1047
[url=http://www.nexusmods.com/skyrim/users/37834630]Mihails Custom Creatures and Animals[/url][b] [/b]
[url=http://www.nexusmods.com/skyrim/mods/57489]Knights of The Garter[/url]- jomalley12211
[url=http://www.nexusmods.com/skyrim/mods/59231]Raven Castle[/url] - Cirena
Morrowind Dwemer Resources - Enter_77
Assets from The Notice Board* and [url=https://www.nexusmods.com/skyrim/mods/64651/?]The Grey Cowl of Nocturnal[/url] - Mannygt
Furniture, Manor House, Viking House, Castle and Inn Resource - Tlafoon
Mostly everything from Stroti viaTamira
Architecture from Rajti15
Griffon Fortress - kraeten
Akavir Tileset - RonnieMagnum
[url=http://www.nexusmods.com/skyrim/mods/87938]Egyptian Palace of Amarna[/url] - pkco2/ Mr.Dave for creating the egyptian architecture
[url=http://www.nexusmods.com/skyrim/mods/95764]Bridges[/url] - digger23
[url=http://www.nexusmods.com/skyrim/mods/92675]Expanded Redoran Resource[/url] -minermanb
[url=http://www.nexusmods.com/skyrim/mods/23828]Adabala Building System - Ayleid Transfusion[/url] - Varlaisaran
[url=http://www.nexusmods.com/skyrim/mods/90667]Ayleid Ruins Building Kit -Resources-[/url] - Imperial Society
[url=http://www.nexusmods.com/skyrim/mods/84433]Lor Modders' Resources[/url] - LorSakyamuni
[url=http://www.nexusmods.com/skyrim/mods/66036]Bosmer City Kit Resource[/url] - baronf
[url=http://www.nexusmods.com/skyrim/mods/59632]Phitt's Sheogorad Resource - Part One[/url] - Tamira
[url=http://www.nexusmods.com/skyrim/mods/60125]Phitt's Sheogorad Resource - Part Two[/url] - Tamira
149+ castle exteriors with Royalty Free Licence created by [b]Gerzi 3D ART [/b]and [b]Johnathan G.[/b]

Immersive Grey Quater

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It has been 196 years since Red Mountain. Even if the Dunmer were refugees from such issues as Red Mountains constant eruptions, the Argonian Raids, the Great War, much of this happen many years ago. Thus, begins the question: Why is everyone in the Grey Quarter so impoverished? Every single one of them works, so why do their houses look like garbage? Why? Bethesda?

This Mod Attempts to fix up the Interiors of the Grey Quarter to create a more idealised home for the Dunmer. It is now a haven for Dunmer Kind. Is this
lore-friendly? Well I attempted to keep it as lore-friendly as possible, however since the updates I’ve made, I’m sure the rest of Windhelm looks
pathetic in terms of interior design but this can’t be helped. I’ve theorised that many of the Morrowind goods can come through Solstheim, therefore giving Gjalund Salt-Sage incentives as well as those living in Solstheim to import Morrowind goods or to make their own. Thus, these Dunmer are able to get the same items they would have in their homes, supporting Dunmer businesses instead of Nord ones. It is using a lot more resources from Dragonborn as well as custom resources that are influenced by Morrowind. A room can say a lot about a person, and thus I have focused my mod around this idea.

[list]
[*]Revyn Sadri (Owner of Sadri’s Used Wares) SinceRevyn is marriable I wanted to make sure that his house looked representative of someone who is a pawnshop owner as well as a home that can fit the Dragonborn comfortably. Many of the original items are replaced with the Dragonborn DLC counterparts, and the storeroom holds everything that could be sold. There’s also a secret room hidden in it too. See if you can find the key!
(It’s under the table you see when you walk in). The other side room Holds a double bed with two chairs, a pot and cosy, lore-friendly decorations.[*]Belyn Hlaalu (Owner of Hlaalu Farm) should be awealthy individual since he owns a farm and has workers for it. So, why is his house in such poverty? His house has now been revamped and fixed up fitting for a farm owner and a descendant of House Hlaalu. Considering his houses philosophy, you might be unsurprised what’s hiding in his closet – it’s definitely not a skeleton!
[*]Ambarys Render/Malthyr Elenil (Owner of New Gnisis Cornerclub) has had a complete renovation – it now looks like a bar. The Gnisis Cornerclub has now got rooms, one new room for Ambary to sleep in and rest in and another for Malthyr Elenil. There is also a new worship room where the Dunmer can worship before/after their drink in peace without interruption or scorn from Nords. There is also a new kitchen where food is prepared and made before being served to customers located throughout the bar. There is a large seating area where the patrons can sit and drink and enjoy themselves without judgement.
[*]Aval,Faryl and Suvaris Atheron (Merchant, Farm Worker and Office Manager respectively) all live in the Atheron Residence, I have added a bedroom
upstairs along with a prayer room and turned the downstairs into a main kitchen, dining and lounge room. Aval is a merchant who sells his goods in the marketplace and now his room reflects his job and has created a downstairs storage room where he can store his goods that he can sell in the future. Faryl’s room is covered in books, scrolls and plants. He has now become a beginning alchemist studying and entering the world of alchemy. Suvaris works as an office manager and her room is a cosy and have her desire to become an inspiring archer. Downstairs on the left is the dining, kitchen and pantry. On the right is a small area where Faryl grows Ash Yams and Scathecraw.[/list]This is my first ever mod and thus there may be issues with the mod that could need to be fixed that I either didn’t notice or am not aware of. So, you’d be best to add this to a new game or a game after you have a clean save before installing. I have cleaned it with TES5edit and tested on my spare computer to see if it would work and I did not have any issues. Please do tell me if there are issues can I can fix them! There have been new additions in terms of markers and the buildings have been completely navmeshed to allow for the NPCs to walk around and interact with them without issue.

[b]IMPORTANT:[/b]
When it comes to mods that also change/edit the Grey Quarter, make sure to put this mod lower than them due to the fact that the exterior is not at all affected or changed. Just the cells for the New Gnisis Cornerclub, Sadri’s Used Wares, Atheron Residence and Belyn Hlaalu’s House.

[b]Installation/Installation (Manual):[/b]
Place files in mod folder. Remove to uninstall mod.

[b]Recommended Mods:[/b]
[list]
[*]Any mod that upgrades the textures for Dragonborn or vanilla.
[*]A good lighting mod – I use ELFX
[*]Full Bars and Inns
[*]SOS – Civilisation.
[*]An exterior Grey Quarter mod (look at compatible mods to see)
[/list][b]
Compatible:[/b] 
Dunmerized Gray Quarter 
Better Gray Quarter 
[b]Technically Compatible:[/b]
Fine Goods from Morrowind The Gray Quarter –Dragonborn - Modify's cells. unless you are fine with disabling items a patch will need to be made.

[b]Bugs:
[/b]None at the moment. Please tell me if you find any.

[b]Future Plans:[/b]
[list]
[*]Add a Bard to the Gnisis Cornerclub.
[*]Make a temple where the Dunmer can worship the deadra.
[*]Make my edit to the exterior of the Grey Quarter.
[*]Add another Cell to hold more Dunmer Characters and buildings to further enhance it because the Grey Quarter only holds four buildings and is rather sad.
[/list]
[b]Special Thanks:[/b]
[list]
[*]DarkFox127:As this mod wouldn’t exist without his amazing tutorials. Seriously, all other resources did nothing in comparison to the help his tutorials had. Bless his soul because this mod relied a lot on his help. 
[*]MxR Mods: For getting me into Skyrim and into modding community. Thank you so much!
[*]Elianora: For her amazing Resources and Tutorials.
[*]Bethesda: For making Skyrim.
[*]All the names below for the amazing resources you allowed to be used!
[/list][b]
Resources:
[/b][list=1]
[*]Elianora– Elianora’s Extra Resources
[*]Nickorasu – Religious Resources of Tamerial
[*]Blary – Ingredients in a Jar, Ingredients Drawer Resource, BookSet Resource,
[*]Food Container Resource, OpenBooks Resource
[*]Anduniel – Dunmeri Great House Banners Resource
[*]Minermanb – Deadric and Velothi Tilesets
[*]Enter_77 – Morrowind Dwemer Resources
[*]LorSakyamuni – Lor Modder’s Resources, The Witcher 3 Mega Resource Pack
[*]Tamira – Phitts Morrowind Style, Stroti Resource Pack, Strotis Oven Resource
[*]DarkFox127 – Project Muldarity
[*]Stoverjm – Open Books Library
[*]Truedragonborn – Modders Resource
[*]Tlaffoon – Tlaffoon’s Rugs and Tapestries
[*]Yournotsupposedtobehere – Rug Resource
[*]Oaristys – Modder’s Resource Pack the Witcher Extension, Modders’ Resource Pack
[*]Artisanix – Paintings and Frames
[*]Lolikyonyu – Locicept Resources
[*]Jokerine – Jokerine’s Misc Resources
[*]Harvey2112 – General Stores Resources
[/list]

OCS for TaVE - Whiterun

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[size=3][b]Requires:[/b]
[url=https://www.nexusmods.com/skyrim/mods/8058]Open Cities Skyrim[/url] by [url=https://www.nexusmods.com/skyrim/users/684492]Arthmoor[/url]
[/size][size=3]


Uses [url=https://www.nexusmods.com/skyrim/mods/19799]Towns and Villages Enhanced - Whiterun[/url] by [url=https://www.nexusmods.com/skyrim/users/3562725]aplestormy[/url]. This is a replacer mod to be used ONLY if you have Open Cities Skyrim installed. Do not install with the original TaVE mod.


[b]Main Changes:[/b]
*Removed naked child
*removed out of place trees (which were either floating or blocking paths, only shows when using OCS)
*Works with Open Cities Skyrim (ideally)[/size]


[b][i]Note:[/i][/b]
[i]If there are any problems, please report them, this is my first time making a patch and there are likely to be errors.[/i]

CursorLocker Redux

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[center][font=Lucida Sans Unicode][size=6]~~ Cursor Locker Redux ~~ [/size] [/font] [/center]

[center] This is a complete remake of my previous mod: [url=https://www.nexusmods.com/skyrim/mods/95474/]MouseLock[/url], which is a utility designed to solve the bug that occurs when someone with more than one monitor moves their mouse in-game which continues to move the Windows cursor in the background, making it go off-screen to other monitors which can cause unwanted inputs (e.g. scrolling a window) [/center]

[center] [b] From the original description [/b] [/center]
[center] [quote] [size=2] [i] If you're like me, and you constantly have other windows open on your other monitors, you probably experienced a phenomena at some point where if you scroll your mouse in game, it can scroll down a window on a completely separate monitor. This is due to the fact that Skyrim does not actually lock the cursor while you're playing, instead the cursor is actually just invisibly moving around in the background, which means your cursor can also wander onto other monitors and perform inputs that were never intended. To solve this pet peeve of mine, I wrote a small C++ program that essentially just locks your cursor to the center of your main monitor upon pressing a key. This works universally, so if there are any other games that don't lock the cursor, this program will work on them as well, since it's not really program specific. Optionally, you can also set it so that it automatically starts and stops when another program starts and stops. [/i] [/size] [/quote] [/center]

[center] [size=6] Redux[b] [/b][/size][/center]
[size=3][center]The original program was a hastily programmed command line utility with bugs, and core design problems. After a while I released an update which improved it by a decent chunk, but I still wasn't really satisfied. Eventually I began to write another update, but the more I worked on it, the more I started to realize that it's starting to look less like an update, and more like a new program. I deleted so much code that there was more new code than there was old code. So I decided to just start from scratch, and that gave me the opportunity to make major improvements.[/center] [/size]

[center] [size=6] So, what's new ? [/size] [/center]
[center] See for yourself! I created an entire GUI for the utility, so it's no longer a command line utility.
[i](Oh, and also bugfixes and generally cleaner and more efficient code all around)[/i][/center]
[center] [img] https://raw.githubusercontent.com/MisanthropicShayna/CursorLocker/master/screenshots/screenshot-1.png [/img] [/center]

[center] [size=6] Instructions & Details [/size] [/center]

[center] [size=3] The way this program works is by re-setting the position of the cursor to a specific position on the screen (the center, by default) every N amount of milliseconds. The amount of time between each reset is called the locking frequency. By default it ranges from 1-200 milliseconds. The strongest lock would be 1ms, or better yet 0ms (no delay) but this can be very CPU intensive for weaker hardware, which is why I have a variable range between 1-200ms. The default option should work fine for most, but you may tweak it if you'd like to.

The center of your screen is calculated by trying to guess your resolution and then dividing the X and Y axis in half. You can use the two input boxes grouped under "Override Resolution" to change the two X and Y variables used to calculate the center -- in case the automatic resolution is wrong.

Keybindings are configured via VKIDs, which are small hexadecimal key-codes used to identify keys. The default keybind is [u] Numpad *[/u] which has a VKID of [u] 6A[/u]. You can find a [url=http://www.kbdedit.com/manual/low_level_vk_list.html] comprehensive list of VKIDs here [/url] (use the numeric value). [/size] [/center]

[center] [size=6] Downloads & Source Code [/size] [/center]
[center] [size=3] You can find all versions, including the latest under the [url=https://github.com/MisanthropicShayna/CursorLocker/releases] releases [/url] section of the Github repository, or from the [url=https://www.nexusmods.com/skyrim/mods/100011?tab=files]files section[/url] on this mod page, which I will do my best to keep up to date whenever I make any changes. This project is open-source, and licensed under GPL, meaning anyone can analyze, download, compile, modify, redistribute, or do (mostly) anything they want with the code, as long as the GPL license is maintained. That being said, if you're interested in checking the code out for yourself, you can find it on [url=https://github.com/MisanthropicShayna/CursorLocker] Github[/url]. The whole project has been developed using C++, the Qt5 library, and the Windows API. The pre-compiled versions available for download have been compiled using MSVC17, and come with everything needed to run the program, including a re-distributable copy of Microsoft Visual C++ (which most people already have, so it'll rarely be necessary) and the Qt dynamic link libraries. [/size] [/center]

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]

Requiem - small tweaks

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[size=4][b]

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

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

requirement : Requiem v3.1.0+

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

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

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

requirement : Requiem v3.1.0+

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


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

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

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

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

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

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

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

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

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

requirement : Requiem v3.1.0+

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]

Spiffy Daedric Gear

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[MOD DESCRIPTION]

Chicken: Want to buy some Spiffy Daedric Gear?

Well, if you're rich enough, you can do just that; or you can create your own Spiffy Daedric Gear at the forge, using Daedric Ebony Ingots!

To create a Daedric Ebony Ingot, you will require the following items...

2 x Ebony Ore.
1 x Daedra Heart.
1 x Filled Black Soul Gem. (This is what makes the magic happen!)

So, what's so spiffy about this gear, then?

Well...

Spiffy Daedric weapons weigh 50% less, deal twice as much damage, and can be swung/drawn 25% faster than normal Daedric weapons.

Spiffy Daedric armor weighs 50% less and offers twice the protection of normal Daedric armor.

To create some Spiffy Daedric Gear, you will require the following items...

Daedric Ebony Ingots.
Leather Strips.
Firewood.

What you will get from the chicken...

1 x Spiffy Daedric Boots
1 x Spiffy Daedric Cuirass
1 x Spiffy Daedric Gauntlets
1 x Spiffy Daedric Helmet
1 x Spiffy Daedric Shield
1 x Spiffy Daedric Sword
1 x Spiffy Daedric Bow
1 x Spiffy Daedric War Axe
1 x Spiffy Daedric Battleaxe
1 x Spiffy Daedric Dagger
1 x Spiffy Daedric Greatsword
1 x Spiffy Daedric Mace
1 x Spiffy Daedric Warhammer
20 x Enchanter's Spiffy Potion *
20 x Blacksmith's Spiffy Potion *
50 x Spiffy Daedric Arrow
100 x Daedric Ebony Ingot

* Enchanter's Spiffy Potion - Items enchanted are 300% stronger for 60 seconds.
* Blacksmith's Spiffy Potion - Weapon and armor improving is 300% better for 30 seconds.

[AUTHOR]

Satans-Comrade

Website: [url=https://www.deviantart.com/satans-comrade]https://www.deviantart.com/satans-comrade

[/url][REQUIREMENTS]

Skyrim (Like you didn't know that!)

[SPECIAL THANKS]

ElminsterAU: "TES5Edit" (What this mod was created with.) - [url=https://www.nexusmods.com/skyrim/mods/25859]https://www.nexusmods.com/skyrim/mods/25859[/url]

Amadar: "Papyrus Compiler Plus" (What my scripts went through.) - [url=https://www.nexusmods.com/skyrim/mods/74672]https://www.nexusmods.com/skyrim/mods/74672[/url]

[BORING STUFF]

You may host this mod on other websites.
You may translate this mod to other languages.
This mod is not supported by Bethesda Game Studios or anyone else.

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.

Wheatfield Farm (Oblivion home in Skyrim)

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Wheatfield Farm is a middle-sized home near Whiterun and Battle-Born Farm, filled with Oblivion references, perfect for those who played and loved Oblivion just like me. I tried to make the house resemble to the farms in Oblivion, like Weatherleah. Although accidentally I made it much bigger than that. This is a nice playerhome for those whose character's background is being descendant of the Hero of Kvatch. The home is multiple adoption friendly and has a bed for one follower in the attic. It's completely navmeshed and filled with idle markers for spouse, followers and kids. The decorations are static (at least almost all of them).

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/?

REQUIRES ALL SKYRIM DLCS.

Features inside:
- cooking pot
- baking oven
- plantable garden soils
- weapon racks and a weapon plaque (only use them if you are done using that weapon, sometimes they refuse to work and you can't get your weapon back, I warned you)
- writing table (just for fun)
- Shrine of Talos
- Shrine of Mara
- Shrine of Akatosh
- mirror (you can change your appearance)
- alchemy table
- arcane enchanter
- one bed for a follower in the attic
- six beds for children
- several safe storages (look into the cabinet in the master bedroom)
- many interactive bookshelves, so there can be lots of books on the shelves just like how in Oblivion was

Features outside:
- chickens
- chicken nests
- grain mill
- woodchopping block
- wheats

I dare you to find all Oblivion references I made. :D
Changelog:

Version 2: the resource mirror has been replaced with a vanilla object, esp name changed - if version 1 works flawlessly for you, it isn't necessary to replace it with version 2.

Scripts only file uploaded


Credits: 

Artisanix
Blary
Garnet/flintone
Lolikyonyu
Oaristys
Stroti
Tamira

Cathedral of the Nine

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Cathedral of the Nine is a remake of my older vampire styled playerhome: Abandoned Cathedral (https://www.nexusmods.com/skyrim/mods/75512/?). Originally it was based on the Temple of the Divines in Solitude. This version is for truly good and religious characters. I removed all vampirish and dark stuff, but the furnishing largely remained the same. However there are more idle markers for npcs and most of the lights are changed. All decorations are static and you can fast travel to the home immediately without having to discover it first. Fully navmeshed. As I literally remade this mod from Abandoned Cathedral which had the esp name: Vampirehome, I'm afraid the esp name remained the same, even though I did try to change it. Don't worry though, even if the esp name remained the same, as I said the vampirish stuff has been deleted. Being remade from Abandoned Cathedral does make this mod incompatible with its older version, due to both being in the same place: south-east of Morthal and Labyrinthian.

Requires: Dawnguard and Hearthfire DLCs

Features:
-oven
-cooking spot
-alchemy table
-arcane enchanter
-4 plantable soils
-writing chair (just for show)
-double bed
-seat marker on the side of the bed
-6 weapon racks
-all 9 divine shrines
-3 single beds for followers in the basement
-basement praying room with praying markers usable by the player
-anvil
-armorer workbench
-grindstone
-smelter
-tanning rack
-tons of safe storages
-collision at the walls outside
-version 2 and 3 features Blessing of the Nine

To bring your followers or spouse here use My home is your home mod from Volek, or Spouses Can Live Everywhere mod from Emma. Or any follower managing mod you prefer if it has an option for this.

Changelog:

Version1: Cathedral of the Nine without custom Blessing of the Nine

Version2: Cathedral of the Nine with custom Blessing of the Nine (fixed - now with bsa)

Version3: Cathedral of the Nine with stronger version of custom Blessing of the Nine (fixed - now with bsa)

Scripts only file uploaded

Blessing of the Nine: gives 10 points to health, magicka and stamina for 8 hours, cures all diseases (stronger version gives 20 points to each)

CHOOSE ONLY ONE VERSION TO DOWNLOAD!

Permission granted for ezerio to port this mod to SSE
  SSE version here by ezerio: https://www.nexusmods.com/skyrimspecialedition/mods/12517/? (in the files)

Old Hunter's Home

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Old Hunter's Home once belonged to a hunter, and his happy family. He liked to put his hunting trophies all over the house. He was obviously very proud of his skills. His wife was more a magic person, she liked to do alchemy and enchanting. She liked to sew and use the loom too, she sewed a lot of toys for their kids. One of the children was very artistic, and loved to paint.  After the hunter and his wife grew old and died, the now adult children decided to move into the city, thus leaving the once so happy home for the lucky adventurer to find, and make lively again.

Old Hunter's Home is next to Snow Veil Sanctum, between Winterhold and Windhelm. The key to the house is in the grave of the old hunter. The home is family friendly, it has beds for 2 kids. The master bed gives well rested bonus (it doesn't show up as a message in the corner of the screen, check the active effects, it's there). 
Requires Skyrim's all DLCs. All clutters are static. Navmeshed inside and outside.

Features outside:
 -all smithing
 -custom storages
 -hanging horker
 -woodchopping block
 -idle markers
 -mapmarker visible from the start

Features inside:
 -cooking pot
 -oven
 -alchemy table
 -arcane enchanter
 -4 weapon racks
 -3 bedrolls for followers in the attic
 -8 planter soils in the attic
 -pelts on the floor in the attic to sit on
 -christmas tree with candles that can be turned on and off (the activator is the cauldron under the tree)
 -custom and normal storages
 -interactive bookshelf
 -Shrine of Kynareth
 -2 beds for adopted children
 -master bed (well rested bonus)
 -mirror (change your appearance)
 -bath with npc undressing and redressing
 -turn on and off the shower in the bath (the activator is the valve)
 -idle markers

AND MORE!!!!
 -butter churn workbench with 3 new recipes
 -mead brewer workbench with 3 new recipes
 -1 new recipe in the cooking pot (it's honey, which I made in order to make mead brewing easier, as honey is very rare to find in Skyrim)

Scripts only file uploaded


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 bring your followers or spouse here use My home is your home mod from Volek https://www.nexusmods.com/skyrim/mods/18045, or Spouses Can Live Everywhere mod from Emma https://www.nexusmods.com/skyrim/mods/11370/.

Credits:
Artisanix
Blary
Garnet/Flintone
Insanity Sorrow
Jokerine
Lolikyonyu
Oaristys
PS46183
Stroti
Tamira
(I hope I didn't left anyone out, please notify me, if I somehow did.)

Credits last but not least to Bethesda Softworks for making The Elder Scrolls V Skyrim.

Here it is again in capital letters for those who didn't notice: THE KEY TO THE HOUSE IS IN THE GRAVE WITH THE BOW NEXT TO IT! Seriously. Just search the grave.

Warlock's Hut

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Warlock's Hut is a small playerhome high in the mountains on the eastern border of Skyrim, near Kagrenzel. It has visible mapmarker and  the navmesh is continued on the mountainside all the way up, so if the followers can't actually follow you on the steep way up, at least they can fast travel with you without problem. In my opinion the best way up starts somewhere near the Eastmarch Imperial Camp. I have to admit, I just love to build as small as possible playerhomes, as far from civilization, as I can. :D 

Requires Skyrim and Hearthfire DLC. All clutters are static.

Features outside:
 -visible mapmarker
 -woodchopping block

Features inside:
 -cooking pot
 -alchemy table
 -arcane enchanter
 -4 plantable soils
 -mirror
 -unique Shrine of the Witch that increases the alchemy skill with 15 points for the standard shrine blessing time (it isn't visible in the skill tree - the number under the alchemy skill isn't green - but try it out, the potions you make are actually a little bit stronger if you have the blessing, and it's visible in the active effects)
 -custom and regular storages
 -2 unowned bedrolls for followers
 -a player-owned bedroll under the custom storage bookshelf, which gives well rested bonus (the message in the corner of the screen doesn't show up, but you can see the bonus in the active effects)
 -sabre cat pelts on the bedroom floor to sit on
 -a rug on the bedroom floor to lay down on
 -idle markers for followers
 -gross decoration

Changes in version 2:

 -added a trapdoor outside next to the door, leading to a new smithy cellar, with smelter, anvil, armorer workbench, sharpening wheel and tanning rack
 -3 more safe chests in the smithy to store your smithing stuff
 -3 more plantable soils in the smithy
 -built a huge balcony, to where I relocated the woodchopping block, there are several idle markers for followers, and a bird's nest
 -there are markers for the player to lean on the railing and enjoy the view, most of the markers are next to the npc markers, so you can romantically look at Skyrim with your followers, only the counter animation was available, so you won't really lean on the railing, more like above it, but it's something (if you turn the camera, the player will turn around when changing position, it's normal, just exit and lean again)
 -created a teleport spell that teleports you and your followers to the balcony, there are two spell tomes in game, one is in Warlock's Hut on the enchanting table, and the other is on the counter in Riverwood Trader (location is in the screenshots), you can find the spell in the Alteration menu

Scripts only file uploaded

To bring your followers or spouse here use My home is your home mod from Volek https://www.nexusmods.com/skyrim/mods/18045, or Spouses Can Live Everywhere mod from Emma https://www.nexusmods.com/skyrim/mods/11370/.

Credits:
 PS46183
 tueffelachtein
 Stroti
 Tamira
 Blary (though I made my own butterfly in a cage decoration, but he has a resource with those, so better safe than sorry)
 Darkfox127 for his teleport spell tutorial and all other awesome tutorials that helped me a lot
 I hope I didn't forget anyone, please notify me if I did.

Credits last but not least to Bethesda Softworks for making The Elder Scrolls V Skyrim.

Grandma's Home (Grandmother Anette-Todd-Honey)

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This mod is not exactly a playerhome. The player does not own the house, and does not own the items in this home. It's more like a tribute to the touching story I've read on the internet about a lonely grandmother, who accidentally summons a demon, and the demon takes a liking to her, and stays with her. If you also want to live with the kind grandma, then this mod is for you. Story down below.

Grandma's Home is in Rorikstead, the map marker is visible from the start. Grandma Anette, the dremora "Todd", and their dog, Honey are living in the cozy little home. They have an unique faction, and all three of them are set to be the friend of the player. The house is set as a public place, you can go in and out at whatever hours you please. However the ownership of the house is not yours, so it might count as stealing, when you take something, that is not yours. I suggest you shouldn't keep anything outside of your safe containers.

Yes, you have your own safe containers in the house, the friendly Grandma Anette welcomes you as their guest. Everything that is safe for you to use has been labelled as the "Guest's". Those containers are set to be player owned and non-respawning. Anything other those will respawn . You have been warned, seriously just use the things labelled as the Guest's. 

The home has a bed for you too, it gives well rested bonus. It's in the room downstairs near the stairs, where all the things of the Guest (you) are. The alchemy table and the arcane enchanter are set to be ignored by sandbox, so they should be always available for you to use them. The player has an unique reading marker in front of the lectern, and an unique sitting marker on the bed. There is a Shrine of Mara, a cooking pot, an oven, a butter churn workbench, and there is a mirror in Anette's room for you to change your appearance.
 
The bigger room with the painting easel is Anette's, the smallest room with the daedric shield and swords on the wall is Todd's. Don't be so happy about the easily obtained strong weapons, because all weapons and all clutter are static, they are only there to watch them and be amazed by their beauty.

Outside there is a woodchopping block, which you can use probably any time, as me setting Todd to work in that area seems to be in vain. Mostly he is just sitting with Grandma on the bench. Todd, you lazy dremora. You can sell several kind of crops to Anette, who will gladly pay for them. At the evening Grandma Anette, Todd and Honey take a trip to the local inn, where they sandbox for two hours, before returning to home. They are my first npcs who actually DO something and GO somewhere. They have their own schedule. All thanks to the great tutorials of Darkfox127. 

Version 1: Anette, Todd and Honey are set to be protected, meaning they can only be killed by the player. They are set to be friend of the player. However they won't help in fights and they hate it if you take their stuff.

Version 2: Anette, Todd and Honey are now essential, and they are set to be the player's ally instead of friend. However no matter what I did, they still won't help you in fights, and they still hate it if you take their stuff. They also have more markers outside, because I got tired of them always just sitting on the bench. Otherwise same as Version 1.

Scripts only file uploaded

The mod requires all Skyrim DLCs. 

Credits:

Bethesda Softworks for making the great game The Elder Scrolls V Skyrim
Whoever came up with the idea of the story about Grandma Anette, Todd and Honey, and all those people who contributed their part to the story
Whoever made the iconic drawing of the story

And the great modder's resorces of:
Artisanix
Blary
Garnet/Flintone
Jokerine
Insanity Sorrow
Lolikyonyu
TESAlliance Resorces
Lilith
Oaristys
PS46183
Stroti
Tamira

I hope I didn't leave out anyone, please notify me if I somehow did.

I believe I've told all important things about the mod, so here is the story which inspired me to make this: 

"It isn’t uncommon for this particular demon to be summoned—from exhausting Halloween party pranks in abandoned barns to more legitimate (more exhausting) ceremonies in forests—but it has to admit, this is the first time it’s been called forth from its realm into a claustrophobic living room bathed in the dull orange-pink glow of old glass lamps and a multitude of wide-eyed, creepy antique porcelain dolls that could give Chucky a run for his money with all of their silent, seething stares combined. Accompanying those oddities are tea cup and saucer sets on shelves atop frilly doilies crocheted with the utmost care, and cross-stitched, colorful ‘Home Sweet Home’s hung across the wood-paneled walls.It’s a mistake—a wrong number, per se. No witch it’s ever known has lived in such an, ah, dated, home. Furthermore, no practitioner that ever summoned it has been absent, as if they’d up and ding-dong ditched it. No, it didn’t work that way. Not at all. Not if they want to survive the encounter.

It hears the clinking of movement in the room adjacent—the kitchen, going by the pungent, bitter scent of cooled coffee and soggy, sweet sponge cakes, but more jarring is the smell of blood. It moves—feels something slip beneath its clawed foot as it does, and sees a crocheted blanket of whites and greys and deep black yarn, wound intricately, perfectly, into a summoning circle. Its summoning circle. There is a small splash of bright scarlet and sharp, jagged bits of a broken curio scattered on top, as if someone had dropped it, attempted to pick it up the pieces and pricked their finger. It would explain the blood. And it would explain the demon being brought into this strange place.

As it connects these pieces in its mind, the inhabitant of the house rounds the corner and exits the kitchen, holding a damp, white dish towel close to her hand and fumbling with the beaded bifocals hanging from her neck by a crocheted lanyard before stopping dead in her tracks.

Now, to be fair, the demon wouldn’t ordinarily second guess being face-to-face with a hunchbacked crone with a beaked nose, beady eyes and a peculiar lack of teeth, or a spidery shawl and ankle-length black dress, but there is definitely something amiss here. Especially when the old biddy lets her spectacles fall slack on her bosom and erupts into a wide, toothy (toothless) grin, eyes squinting and crinkling from the sheer effort of it.

“Todd! Todd, dear, I didn’t know you were visiting this year! You didn’t call, you didn’t write—but, oh, I’m so happy you’re here, dear! Would it have been too much to ask you to ring the doorbell? I almost had a heart attack. And don’t worry about the blood, here—I had an accident. My favorite figure toppled off of the table and cleanup didn’t go as expected. But I seem to recall you are quite into the bloodshed and ‘edgy’ stuff these days, so I don’t suppose you mind.” She releases a hearty, kind laugh, but it isn’t mocking, it’s sweet. Grandmotherly. The demon is by no means sentimental or maudlin, but the kindness, the familiarity, the genuine fondness, does pull a few dusty old nostalgic heartstrings. “Imagine if it leaves a scar! It’d be a bit ‘badass,’ as you teenagers say, wouldn’t it?”

She is as blind as a bat without her glasses, it would appear, because the demon is by no means a ‘Todd’ or a human at all, though humanoid, shrouded in sleek, black skin and hard spikes and sharp claws. But the demon humors her, if only because it had been caught off guard.

The old woman smiles still, before turning on her heel and shuffling into the hallway with a stiff gait revealing a poor hip. “Be a dear and make some more coffee, would you please? I’ll be back in a jiffy.”

Yes, this is most definitely a mistake. One for the record books, for certain. For late-night trips to bars and conversations with colleagues, while others discuss how many souls they’d swindled in exchange for peanuts, or how many first-borns they’d been pledged for things idiot humans could have gained without divine intervention. Ugh. Sometimes it all just became so pedantic that little detours like this were a blessing—happy accidents, as the humans would say.

That’s why the demon does as asked, and plods slowly into the kitchen, careful to duck low and avoid the top of the doorframe. That’s why it gingerly takes the small glass pot and empties it of old, stale coffee and carefully, so carefully, takes a measuring scoop between its claws and fills the machine with fresh grounds. It’s as the hot water is percolating that the old woman returns, her index finger wrapped tight in a series of beige bandages.

“I’m surprised you’re so tall, Todd! I haven’t seen you since you were at my hip! But your mother mails photos all the time—you do love wearing all black, don’t you?” She takes a seat at the small round table in the corner and taps the glass lid of the cake plate with quaking, unsteady, aged hands. “I was starting to think you’d never visit. Your father and I have had our disagreements, but…I am glad you’re here, dear. Would you like some cake?” Before the demon has a chance to decline, she lifts the lid and cuts a generous slice from the near-complete circle that has scarcely been touched. It smells of citrus and cream and is, as assumed earlier, soggy, oversaturated with icing.

It was made for a special occasion, for guests, but it doesn’t seem this old woman receives much company in this musty, stagnant house that smells like an antique garage that hadn’t had its dust stirred in years.

Especially not from her absentee grandson, Todd.

The demon waits until the coffee pot is full, and takes two small mugs from the counter, filling them until steam is frothing over the rims. Then, and only then, does it accept the cake and sit, with some difficulty, in a small chair at the small table. It warbles out a polite ‘thank you,’ but it doesn’t suppose the woman understands. Manners are manners regardless.

“Oh, dear, I can hardly understand. Your voice has gotten so deep, just like your grandfather’s was. That, and I do recall you have an affinity for that gravelly, screaming music. Did your voice get strained? It’s alright, dear, I’ll do the talking. You just rest up. The coffee will help soothe.”

The demon merely nods—some communication can be understood without fail—and drinks the coffee and eats the cake with a too-small fork. It’s ordinary, mushy, but delicious because of the intent behind it and the love that must have gone into its creation.

“I hope you enjoyed all of the presents I sent you. You never write back—but I am aware most people use that fancy E-mail these days. I just can’t wrap my head around it. I do wish your mom and dad would visit sometime. I know of a wonderful little café down the street we can go to. I haven’t been; I wanted to visit it with Charles, before he…well.” She falls silent in her rambling, staring into her coffee with a small, melancholy smile. “I can’t believe it’s been ten years. You never had the chance to meet him. But never mind that.” Suddenly, and with surprising speed that has the demon concerned for her well being, she moves to her feet, bracing her hands on the edge of the table. “I may as well give you your birthday present, since you’re here. What timing! I only finished it this morning. I’ll be right back.”

When she returns, the white, grey and black crocheted work with the summoning circle is bundled in her arms.

“I found these designs in an occult book I borrowed from the library. I thought you’d like them on a nice, warm blanket to fight off the winter chill—I hope you do like it.” With gentle hands, she spreads the blanket over the demon’s broad, spiky back like a shawl, smoothing it over craggy shoulders and patting its arms affectionately. “Happy birthday, Todd, dear.”

Well, that settles it. Whoever, wherever, Todd is, he’s clearly missing out. The demon will just have to be her grandson from now on.

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Okay but she takes him to the little cafe and all of the people in her town are like “What is that thing, what the hell, Anette?” and she’s like “Don’t you remember my grandson Todd?” and the entire town just has to play along because no one will tell little old Nettie that her grandson is an actual demon because this is the happiest she’s been since her husband died.

Bonus: In season 4 she makes him run for mayor and he wins
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I just want to watch ‘Todd’ help her with groceries, and help her with cooking, and help her clean up the dust around the house and air it out, and fill it with spring flowers because Anette mentioned she loved hyacinth and daffodils.

Over the seasons her eyesight worsens, so ‘Todd’ brings a hellhound into the house to act as her seeing eye dog, and people in town are kinda terrified of this massive black brute with fur that drips like thick oil, and a mouth that can open all the way back to its chest, but ‘Honey’ likes her hard candies, and doesn’t get oil on the carpet, and when ‘Todd’ has to go back to Hell for errands, Honey will snuggle up to Anette and rest his giant head on her lap, and whuff at her pockets for butterscotch.

Anette never gives ‘Todd’ her soul, but she gives him her heart

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In season six, Anette gets sick. She spends most of the season bedridden and it becomes obvious by about midway through the season that she’s not going to make it to the end of the season. Todd spends the season travelling back and forth between the human realm and his home plane, trying hard to find something, anything that will help Anette get better, to prolong her life. He’s tried getting her to sell him her soul, but she’s just laughed, told him that he shouldn’t talk like that.

With only a few episodes left in the season Anette passes away, Todd is by her side. When the reaper comes for her Todd asks about the fate of her soul. In a dispassionate voice the reaper informs Todd that Anette spent the last few years of her life cavorting with creatures of darkness, that there can be only one fate for her. Todd refuses to accept this and he fights the reaper, eventually injuring the creature and driving it off. Knowing that Anette cannot stay in the Human Realm, and refusing to allow her spirit to be taken by another reaper, so he takes her soul in his arms. He’s done this before, when mortals have sold themselves to him. This time the soul cradled against his chest does not snuggle and fight. This time the soul held tight against him reaches out, pats him on the cheek tells him he was a good boy, and so handsome, just like his grandfather.

Todd takes Anette back to the demon realm, holding her tight against him as he travels across the bleak and forebidding landscape; such a sharp contrast to the rosy warmth of Anette’s home. Eventually, in a far corner of his home plane, Todd finds what he is looking for. It is a place where other demons do not tread; a large boulder cracked and broken, with a gap just barely large enough for Todd to fit through. This crack, of all things, gives him pause, but Anette’s soul makes a comment about needing to get home in time to feed Honey, and Todd forces himself to pass through it. He travels in darkness for a while, before he emerges into into a light so bright that it’s blinding. His eyes adjust slowly, and he finds himself face to face with two creatures, each of them at least twice his size one of them has six wings and the head of a lion, one of them is an amorphous creature within several rings. The lion-headed one snarls at Todd, and demands that he turn back, that he has no business here.

Todd looks down, holding Anette’s soul against his chest, he takes a deep breath, and speaks a single word, “Please.”

The two larger beings are taken aback by this. They are too used to Todd’s kind being belligerent, they consult with each other, they argue. The amorphous one seems to want to be lenient, the lion-headed one insists on being stricter. While they’re arguing Todd sneaks by them and runs as fast as he can, deeper into the brightly lit expanse. The path on which he travels begins to slope upwards, and eventually becomes a staircase. It becomes evident that each step further up the stair is more and more difficult for Todd, that it’s physically paining him to climb these stairs, but he keeps going.

They dedicate a full episode to this climb; interspersing the climb with scenes they weren’t able to show in previous seasons, Anette and Honey coming to visit Todd in the Mayor’s office, Anette and Todd playing bingo together for the first time, Anette and Todd watching their stories together in the mid afternoon, Anette falling asleep in her chair and Todd gently carrying her to bed. Anette making Todd lemonade in the summer while he’s up on the roof fixing that leak and cleaning out the rain gutters. Eventually Todd reaches the top, and all but collapses, he falls to a knee and for the first time his grip on Anette’s soul slips, and she falls away from him. Landing on the ground.

He reaches out for her, but someone gets there first. Another hand reaches out, and helps this elderly woman off the ground, helps her get to her feet. Anette gasps, it’s Charles. The pair of them throw their arms around each other. Anette tells Charles that she’s missed him so much, and she has so much to tell him. Charles nods. Todd watches a soft smile on his face. A delicate hand touches Todd’s shoulder, and pulls him easily to his feet. A figure; we never see exactly what it looks like, leans down, whispering in Todd’s ear that he’s done well, and that Anette will be well taken care of here. That she will spend an eternity with her loved ones. Todd looks back over to her, she’s surrounded by a sea of people. Todd nods, and smiles. The figure behind him tells him that while he has done good in bringing Anette here, this is not his place, and he must leave. Todd nods, he knew this would be the case.

Todd gets about six steps down the stairway before he is stopped by someone grabbing his shoulder again. He turns around, and Anette is standing behind him. She gives him a big hug and leads him back up the stairs, he should stay, she says. Get to know the family. Todd tries to tell her that he can’t stay, but she won’t hear it. She leads him up into the crowd of people and begins introducing him to long dead relatives of hers, all of whom give him skeptical looks when she introduces him as her grandson.

The mysterious figure appears next to Todd again and tells him once more he must leave, Todd opens his mouth to answer but Anette cuts him off. Nonsense, she tells the figure. IF she’s gonna stay here forever her grandson will be welcome to visit her. She and the figure stare at each other for a moment. The figure eventually sighs and looks away, the figure asks Todd if she’s always like this. Todd just shrugs and smiles, allowing Anette to lead him through a pair of pearly gates, she’s already talking about how much cake they’ll need to feed all of these relatives."
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