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RS Children Overhaul - PORTUGUES BR

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[size=5][center][url=https://www.nexusmods.com/users/49016253?tab=user+files]MAIS TRADUÇÕES[/url]  |  [url=https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=BR6ZNBGX2ZPRW&source=url][img]https://www.paypalobjects.com/pt_BR/BR/i/btn/btn_donateCC_LG.gif[/img][/url][/center][/size]

Para mais informações acesse a página oficial do mod - [url=https://www.nexusmods.com/skyrim/mods/55555]RS Children Overhaul[/url]

Black Books Begone - Castellano

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Primero necesitas descargar e instalar el MOD ORIGINAL: Black Book begone by chikai

    Después sobreescribe está traducción en la carpeta Data o donde tengas instalados los mods de Mod Organizer 2, en la carpeta correspondiente de su instalación.

    Soporte para libros para la mansión Severin de Solstheim, estos almaceran y expondrán cualquier Libro negro que no vayas a necesitar durante algún tiempo. 

    También añade un soporte para poner el mapa del tesoro de Estigma Mortal en la pared y otro soporte para el libro Oghma Infinium.
 
    Dado que probablemente no necesitarás la mayoría, si es que tiene alguno, de los libros negros después de que su misión haya terminado y se haya elegido la bendición, y dado que no se pueden usar fuera de Solstheim.

    Pensé que sería bueno sacarlos del inventario y exhibirlos en tu casa de Solstheim.   
   
    Los soportes para libros se encuentran en la primera puerta a la izquierda al bajar las escaleras de la mansión Severin. Este es el hogar del jugador que puede adquirir a través de una línea de misión.

    Requerimientos:DLC de Dragonborn

   Si te gustó el mod no olvides dar ENDORSE en la página de descarga del AUTOR: chikai

Hiroyuki Custom voiced Companion Unfinished project

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[size=5]Character is Located in Old Hroldan Inn. this mod is unfinished and may be updated or even revamped and re-uploaded later on in a more finished and beautiful state.[/size]
[size=3][b]textures differ from my screenshots because I do not have permissions to post those. Audio can be not very good I am a very NOT professional voice actor. so be warned that this might really be not to your liking if your looking for a high quality follower this may not be it.  (updated the Face Normal map) mine is a mashup of a smoother face with Geonox normal map so that the neck is smooth with the body.)[/b][/size]

[img]https://i.imgur.com/eqpSI8z.jpg[/img]This was concept art of Hiroyuki who represents both darkness and light. he wears mostly black and white. though he looks evil his heart is deeply troubled and sad because people of Tamriel are cruel. He was outcast by his own people due to his looks and rumors of who is his father was.

He's very random in the way he talks. be warned his jokes can be corny and not very good lol.
this mod probably sucks I know it so whatever go away.
Hiroyuki
Race: Woodelf or Bosmer
Dual Wielding Blades-Man 
Born of a strange love between his Elven mother and a Xivilai.
Age: Unknown (even he forgot his own age)
Voiced by The author. BokuBokuInfinity. 



more on his story may come...

The Timelost Dwemer - A Deep Elf Race

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[center][font=Arial][/font][/center][center][font=Arial][code][/code][img]https://i.imgur.com/VjOjxn2.png[/img]
[img]https://i.imgur.com/3dZ5OMW.png[/img][/font][/center][center][font=Arial][size=2]
[/size]

[url=https://www.nexusmods.com/skyrimspecialedition/mods/22499][img]https://i.imgur.com/4ZPAkY1.png[/img][/url]




[size=2][img]https://i.imgur.com/j9W1XCE.png[/img] [/size][size=5][color=#ffff00]1.04[/color][color=#ff7700]3[/color][/size]
[size=1][img]https://i.imgur.com/yk3zH3v.png[/img]
[spoiler][/size][size=2][size=2]
[/size][/size][size=2][size=2][color=#ffff00][/color][/size][/size][size=2][size=2][color=#ffff00][/color][/size][/size][size=2][size=2][color=#ffff00]* Revamped[b] Observers![/b]
[/color][/size][/size][color=#ff7700]* Improved [b]Gynoids![/b][/color]
[color=#ffff00]* Tons of improvements, fixes, and changes to automaton stats and abilities[/color]
* See the changelog for more info on the above...
[size=2][/spoiler][/size]



[size=2][img]https://i.imgur.com/bOrSWKK.png[/img][/size]




[size=2][img]https://i.imgur.com/JmOFDUv.png[/img][/size][color=#ffff00][b][u][/u][/b][/color]
[size=2][spoiler][/size]
[size=2]If you can't install due to a [/size][b]"File Path too long"[/b][size=2] error in your mod manager, download the mod manually from the site, and rename the .zip file that you downloaded to something shorter, like[/size][b] "TLD.zip"[/b][size=2]. Then try installing it again, manually.[/spoiler][/size]



[url=https://www.dropbox.com/s/jw1pio09kmz2s5s/The%20Timelost%20Dwemer%20-%20Guide%20and%20Documentation.pdf?dl=0][/url][b][url=https://mega.nz/#!OF003AQZ!JCFbBYOwGz7f-YATsjBz2cVNLuof7rV9Uphbn9E-d7w][b]Timelost Dwemer Guide and Documentation[/b][/url][/b][size=2][/size]
[color=#efefef][b]
[color=#ffff00][b]Found a bug?[/b][/color][color=#efefef][b] [/b]
[u]Please[/u][b] [/b][url=https://www.nexusmods.com/skyrim/mods/94770/?tab=forum&topic_id=7675618][b][u][i]READ THIS[/i][/u][/b][/url][u] before posting, or submitting a bug report.[/u][/color]



[/b][/color][/font][/center][font=Arial][img]https://i.imgur.com/Deje4bp.png[/img]

There are several Deep Elf race mods on the Nexus, but I wanted to assemble a mod of my own that was not simply a texture swap and one or two racial abilities. I wanted a unique Deep Elf race with spells and abilities that no other race has access to in Skyrim: the latent ability to control time, and the skills to craft their own Dwarven warmachines. Thus, [b]The Timelost Dwemer[/b] was born.
[size=4]



[img]https://i.imgur.com/45mVDag.png[/img][/size]

Four thousand years ago the entire Dwemer race was erased from existence. All that remained were their empty cities and the ceaseless animunculi that they left behind to guard them. Many centuries passed in their absence until something stirred in the Void.

The fabric of time and space rippled and tore – and in a flash, a figure dropped to its knees in the wintry lands of Skyrim. The Timelost Dwemer stood, trembling – gazing upon the land with disturbing familiarity. Everything was where the ancients had left it, and buried beneath the mountains of Skyrim, the sins of the past beckoned to be found. The mer listened, and strode forth, knowing what had to be done. Evil walked the lands of Tamriel, and the forbidden secrets of the ancient Dwemer could not be allowed to fall into the wrong hands.

Not again.

[center][img]https://staticdelivery.nexusmods.com/mods/110/images/94770/94770-1545819599-1339781995.jpeg[/img][/center]



[img]https://i.imgur.com/0wj9rwQ.png[/img][color=#444444]requirements[/color][font=Arial][size=1]
[spoiler][/size][/font][font=Arial]
[size=2][img]https://i.imgur.com/NSLOPK8.png[/img]
* [b]Dawnguard [/b][color=#ffff00][b](REQUIRED!)[/b][/color]
[color=#f4f4f4]* [b]Dragonborn [/b][/color][color=#ffff00][b](REQUIRED!)[/b][/color]
[color=#f4f4f4]* [/color][url=http://skse.silverlock.org/][b]SKSE[/b][/url] [color=#f4f4f4]by the SKSE Team [/color][b][color=#ffff00](REQUIRED!)[/color][/b]
*[color=#ffff00] [url=https://www.nexusmods.com/skyrim/mods/71214/?][b]USLEEP[/b][/url][b] [/b][color=#ffff00][b](REQUIRED!)[/b]
[/color][/color]* [b]RaceCompatibility[/b] by TMPhoenix [color=#ffff00][i][b](Included in installer!)[/b][/i][/color]


[img]https://i.imgur.com/qHwL9AY.png[/img]
[i][color=#fff2cc]You should install one of the following two mods (not both) if you experience face/brow clipping on male and or dwemer:[/color][/i]

[b]ELVEN OVERHAULS[/b]
* [url=https://www.nexusmods.com/skyrim/mods/24273][b]Ethereal Elven Overhaul[/b][/url][b] by [/b]Nuska and the [url=https://www.nexusmods.com/skyrim/mods/73909/]EEO USLEEP Update[/url] by Sakr3d [b][color=#f1c232](Recommended!)[/color][/b][/size][/font][/font][font=Arial][font=Arial][size=2][list]
[*]- this mod uses Nuska's elven headmorphs, which are incompatible with vanilla beards. Without Ethereal Elven Overhaul's beard tweaks and the USLEEP update, most vanilla beards will clip through the faces of male deep elves, and your female deep elves [i]might[/i] have weird eye brow
[/list]
* [url=https://www.nexusmods.com/skyrim/mods/91496?tab=description][b]Aesthetic Elves[/b][/url] by[b] [/b]ruddy88 [b][b][color=#ff7700](Recommended!)[/color][/b][/b][/size][/font][/font][font=Arial][font=Arial][size=2][list]
[*]- this mod uses Nuska's elven headmorphs, which are incompatible with vanilla beards. Without Aesthetic Elves, your female deep elves [i][b]might[/b][/i][b] [/b]have weird eye brows that clip through their faces. 
[*][color=#ffff00]NOTE[/color]: Aesthetic Elves does not have male meshes, so you might experience beard clipping if you are using Aesthetic Elves. 
[/list]
[b]OTHER MODS[/b]
* [url=https://www.nexusmods.com/skyrim/mods/68000][b]XP32 Maximum Skeleton Extended[/b][/url] by Groovtama [b][color=#ffe599]([b][b][b]Optional![/b][/b][/b])[/color][/b]
[list]
[*]- Only if you are crashing due to skeleton-related issues when deploying certain automatons 
[/list][color=#f4f4f4]* [/color][color=#ff0000](NSFW link:)[/color] [url=http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/][b]Schlongs of Skyrim[/b][/url][color=#f4f4f4] or [/color][b]Schlongs of Skyrim Light[/b][color=#f4f4f4] [/color][b][color=#ffe599]([b][b][b]Optional![/b][/b][/b])[/color][/b]
[list]
[*]- If you don't want to use [b]SOS[/b], there is a [u][i][b]never-nude male body option[/b][/i][/u]
[/list]* [color=#ff0000](NSFW link) [/color][url=https://www.loverslab.com/files/file/7954-the-timelost-dwemer-a-deep-elf-race-sos-plugin-oldrimse/][b]The Timelost Dwemer - A Deep Elf Race SOS Plugin Installer[/b][/url] [b][color=#ffe599](Optional!)[/color][/b]
[list]
[*][color=#f4f4f4]- a[/color]dds SOS and SOS Light genitals to male deep elves
[/list]* [url=https://www.nexusmods.com/skyrim/mods/9557/?][b]Alternate Start – Live Another Life[/b][/url] by Arthmoor [b][color=#f1c232](Recommended!)[/color][/b]
[/size][/font][list]
[*][font=Arial][size=2]- using the vanilla Helgen starting sequence is kinda not lore-friendly imo because what the heck is a Deep Elf doing crossing the border of Skyrim!!?[/size][/font]
[/list][size=2]* [/size][url=https://www.nexusmods.com/skyrim/mods/58728/][b]Floating Healthbars[/b][/url][size=2] by expired 6978 [b][color=#f1c232](Recommended!)[/color][/b][/size]
[list]
[*]this mod is useful for tracking the health of your automatons
[/list]
[size=2][b]DWARVEN TEXTURES[/b]
The following mods will make your dwarven animunculi, armor, weapons, dungeons and buildings look amazing, and I highly recommend them. These are the textures that I'm using in my screenshots:[/size]
[size=1][spoiler][/size]
[list]
[*]- [url=https://www.nexusmods.com/skyrim/mods/75610/][b]Ancient Dwemer Metal[/b][/url] by SRW0
[/list][/font] - retextures all dwarven animunculi in the game with an darker, grittier, burnished aesthetic - [i]yes [/i]- [i]even the ones in this mod!!![/i][font=Arial][size=2][list]
[*]- [url=https://www.nexusmods.com/skyrim/mods/24909/][b]aMidianBorn Book of Silence - Armors[/b] [/url]by CaBaL120
[/list][/size][/font] - covers many armor sets, but most importantly it retextures the dwarven set, too[font=Arial][size=2][list]
[*]- [url=https://www.nexusmods.com/skyrim/mods/30998][b]Dwemer Bronze and Steel - Dwarven Weapons Recolor[/b][/url] by darkman24
[/list][/size][/font] - in my opinion, this is by far the best and most consistent dwarven weapons retexture. While aMidianBorn Weapons retextures [i]some[/i] dwarven weapons, Dwemer Bronze and Steel retextures [i]all[/i] of them, including the crossbow, axe, and others. [i]They also [b]match [/b]aMidianBorn's dwarven armor textures which is awesome[/i].
[list]
[*][font=Arial]- [url=https://www.nexusmods.com/skyrim/mods/45807][b]Noble Skyrim[/b][/url] by Shutt3r is an all around and comprehensive texture replacer that also covers everything else that's Dwarven in the game.[/spoiler][/font]
[/list][font=Arial][size=2][list]
[/list][/size][/spoiler]



[img]https://i.imgur.com/iCpEdZn.png[/img][color=#444444]features[/color]
[size=1][spoiler][/size]
[img]https://i.imgur.com/nkILy1l.png[/img]
Their skills are weighted towards sword and board or two-handed warrior archetypes. However, their unique [b]chronokinetic racial abilities[/b] may give them an edge in other pursuits, such as archery or roguery.

[img]https://i.imgur.com/mvLHHcf.png[/img]
[list]
[*]- [b]Smithing [/b]10
[*]- [b]Enchanting [/b]10
[*]- [b]Alchemy [/b]10
[*]- [b]Heavy Armor[/b] 5
[*]- [b]Block [/b]5
[*]- [b]One-Handed[/b] 5
[*]- [b]Two-Handed[/b] 5
[/list][/font][font=Arial][b]
[img]https://i.imgur.com/GxZNpTc.png[/img][/b]
[left][img]https://i.imgur.com/I7G8Qs0.png[/img][/left]
[/font][b]The Timelost Dwemer[/b] have latent chronokinetic abilities that allow them to bend time to their wills, but this great power comes at a price: their abilities are highly-unstable, and exerting control over time disintegrates their flesh as they slowly fade back into the dimension from which they came.

Excessive use of chronokinetic abilities can be fatal, but this damage can by mitigated by magic resistant enchantments and items - some of which are new dwarven items that you can craft.

[color=#fff2cc][i]The magicka cost and damage that chronokinesis does to your body scales with your level up to level 100.
[center]
[youtube]4ZyxKyI_lfQ[/youtube][/center][/i][/color]
[list]
[*][b]- Time Warp [/b]- Once per day, warp space-time, increasing your melee attack speed by 550% and slowing all enemies around you to a near standstill for 6-12 seconds. Inflicts heavy to even fatal magical damage upon the player over 12 seconds.
[*][b]- Time Dilation [/b]- Slow time to 10% of its normal rate for 2-3.5 seconds. Inflicts moderate magical damage upon the player after each use.
[*][b]- Warp Jump [/b]- Teleport yourself to a target location within 50-100 feet (15-30 meters), and briefly slow time for half of a second. Inflicts light magical damage upon the player after each use. [color=#f1c232]Does not break stealth![/color]
[*][b]- Assault Jump[/b] -  If you have a [b]Warp Core [/b]equipped, you may teleport yourself to a target location within 50-100 feet (15-30 meters), detonating a singularity at your destination and knocking down all enemies around you while slowing time for half of a second. Inflicts light magical damage upon the player after each use. [color=#f1c232]Breaks stealth![/color]
[/list][list]
[*][b]- Void Grip -[/b] Once per day, dwemer vampires can strangulate their victim with the chilling embrace of the Void, paralyzing them and doing 8 damage per second for 10 seconds. Damage output scales with your level. 
[/list]
[center][img]https://media.giphy.com/media/4Hmk1vzzLl54KDuyOI/giphy.gif[/img][img]https://media.giphy.com/media/SJkmaFvJkRpoaCLLvp/giphy.gif[/img][/center][center][img]https://media.giphy.com/media/lSabCKZdVsqJkDX7lT/giphy.gif[/img][img]https://media.giphy.com/media/RkhcFcCvSoUip5twh3/giphy.gif[/img][/center]

Timelost Dwemer can also obtain more powerful chronokinetic abilities as they unlock more [b]Magecrafter perks[/b] and level up both the Enchanting and Smithing skills. These powerful abilities are obtained by crafting and equipping certain late-game and endgame dwarven items.

[list]
[*][b]- Reverse Time [/b]– If you have a [b]Temporal Reversal Module[/b] equipped, your TRM will automatically reverse time when you reach 25% health, regenerating all your health, stamina, and magicka while slowing time for 3 seconds.
[*]- [b]Gravity Bomb [/b]– Once per day, if you have an [b]Advanced Warp Core[/b] equipped, you can briefly create a gravitational singularity before detonating it, hurling away all enemies within 50 feet of the detonation and dealing damage to them for 5 seconds. Inflicts moderate magical damage upon the player after each use.
[*][b]- End Time[/b] – Once per day, if you have a [b]Chronokinetic Stabilizer[/b] equipped, accelerate the age of your targets, disintegrating them entirely before slowing time briefly as you watch them crumble into dust...
[/list]

[center][img]https://media.giphy.com/media/2vjWzHQPpYs017Wvot/giphy.gif[/img][img]https://media.giphy.com/media/35FAa20qlmX6nP2KUB/giphy.gif[/img][/center]

[img]https://i.imgur.com/3uUe4Ua.png[/img]
[list]
[*]- [b]The Calling[/b] - Once per day, override a hostile automaton’s behavior protocols with your mind, making it an ally for 12 hours. Does not work on stronger automatons.
[/list][list]
[*]- [b]Repair Automaton [/b]– repair your automatons with concentrated, instant, or AOE repair spells that are unlocked as you unlock Magecrafter perks
[*][b]- Automaton Overdrive[/b] - Send your automatons into overdrive, increasing their damage for a short period of time
[/list][list]
[*]- [b]Soul Trap [/b]- Cast a more magicka-efficient Soul Trap to trap enemy souls earlier in the game.
[*][b]- Mark Automaton [/b]–Marks an automaton for [b]teleportation[/b]. Casting [b]Recall Automatons [/b]will teleport any marked automatons to your location. 
[*][b]- Recall Automatons [/b]–Instantly [b]teleports [/b]all your deployed automatons to your location. Use this spell if they get stuck or lost.
[/list]

[font=Arial][b][b][img]https://staticdelivery.nexusmods.com/mods/110/images/94770/94770-1545826030-19870854.jpeg[/img][/b]


[/b][img]https://i.imgur.com/JddM67T.png[/img]
[list]
[*]- [b]Maleficarum[/b] – Four thousand years ago your people profaned all of creation with their abominable hubris, and were cursed for all of eternity. Thus, you are [b]unable to regenerate magicka[/b] on your own, and you are [b]25% more vulnerable to all magic damage[/b].
[/list][/font] - This curse can be offset and even eliminated entirely by assembling [b]Atronach Cubes[/b], which absorb and convert incoming spell damage to magicka, improve magic resistance, and increase your magicka regeneration rate. 
[size=1]  [i][color=#fff2cc]- There are options in the installer that reduce the effects of the curse, or remove it entirely.[/color][/i][/size][font=Arial]
[/font]
[img]https://i.imgur.com/fcF5ZqW.png[/img]
[list]
[*]- [b]Magecrafter[/b] – You are a Magecrafter – an engineer-sorcerer that can weave magic into machines and bring them to life. You may construct a variety of [b]dwarven animunculi[/b], ranging from mere spider droids to [i]titanic warmachines[/i].
[/list] - This mod adds [b]five new perks[/b] and a new branch to the vanilla [b]Smithing [/b]perk tree: the [b]Magecrafter branch [/b]
[color=#fff2cc]- This mod includes [b]compatibility patches[/b] for [b]Ordinator[/b], [b]SPERG[/b], and [b]Perkus Maximus[/b][/color]
 - Pursuing perks along this branch unlocks new dwarven automatons and other items that you can craft.
- There are [b]four main magecrafter perks[/b] [i](Apprentice, Journeyman, Artisan, and Master)[/i], each corresponding to the four main tiers of animunculi.
- You can even dabble in [b]Explosive Dwarven Studies[/b], and learn how to make explosive ammo earlier in the game and autonomous homing grenades!

[img]https://i.imgur.com/Wd0vATj.png[/img]
[list]
[*][b]- Dwemer Arms [/b]– Grants you a 30% damage bonus to all Dwarven weapons.
[/list][list]
[*][b]- Dwemer Armor[/b] - Grants you a 20% armor bonus if you are wearing at least three pieces of Dwarven armor. You can also improve armor 15% more effectively at a forge.
[/list][list]
[*][b]- Dwemer Smithing[/b]– You may craft Dwarven weapons and armor at the start of the game.
[/list][list]
[*][b]- Dwemer Power Armor Training [/b]– Obtained after unlocking the Master Magecrafter perk. Allows you to craft and equip [b]Aetherial Power Armor[/b], and the [b]Aetherial Warhammer.[/b]
[/list]

[b][img]https://staticdelivery.nexusmods.com/mods/110/images/94770/94770-1545910604-2015580873.jpeg[/img][/b]


[img]https://i.imgur.com/ADjA0sx.png[/img]

[b]The Timelost Dwemer [/b]adds several new powerful and craftable dwarven items to the game!
[size=1] [spoiler][/size]
[list]
[*][b]Power Claws[/b] –Increases your unarmed damage.
[/list]
[list]
[*][b]Powered Weapons – [/b]Includes powered warhammers, greatswords, and battleaxes. [b]Ignores 50% of enemy armor.[/b]
[/list]
[list]
[*][b]Aetherial Power Armor[/b]– Thanks to [color=#f1c232][b]MihailMods[/b][/color], we have power armor in Skyrim! Provides immunity to poison and disease, and resistance to magic. Wearing this makes you a walking tank. Although powerful, you are very slow and you can't pickpocket or sneak.
[/list]
[list]
[*][b]Aetherial Warhammer [/b]- Powered aetherial warhammer that staggers targets and ignores 50% of enemy armor.
[/list]
[list]
[*][b]Atronach Cubes [/b]– Atronach Cubes come in five increasing powerful varieties. They are ingenious dwemer contraptions that [b]absorb spell damage,[/b] and [b]resist [/b]and [b]regenerate magicka[/b]. Though expensive to make, they are invaluable machines to the Timelost Dwemer as they offset the effects of the Maleficarum Curse.
[/list]
[list]
[*][b]Warp Cores[/b] - Warp Cores come in three increasingly powerful varieties. These devices [b]augment your chronokinetic abilities[/b], making Time Dilation and Time Warp last longer, and allowing you to Warp Jump even further. However, the damage that your chronokinetic abilities inflicts upon you increases with every Warp Core upgrade.
[/list] - Advanced Warp Core grants you the Gravity Bomb ability

[list]
[*][b]Temporal Reversal Module[/b] – TR Modules save can save you from near-death experiences by [b]reversing time[/b], rapidly regenerating your health, stamina, and magicka and slowing time for three seconds.
[/list]
[list]
[*][b]Tesseract Cube[/b] – Tesseract Cubes provide [b]unlimited storage space[/b] within the infinite void inside them.
[/list]
[list]
[*][b]Chronokinetic Stabilizer[/b] - Chronokinetic Stabilizers are the pinnacle of Timelost Dwemer technology: they stabilize your chronokinetic abilities, [b]preventing them from damaging you.[/b]
[/list] - This item unlocks your full time-warping potential, and grants you the the powerful [b]End Time[/b] spell.

[list]
[*][b]Autocrossbows [/b]- Thanks to [b][color=#f1c232]J3X [/color][/b]and [b][color=#f1c232]Rizing[/color][/b], we have three types of automatic crossbows in this mod:
[/list]  - Multiballista - Burst-fire crossbow. Fires 3-bolt bursts and holds 15 bolts per magazine. 
 - Manuballista - Semi-automatic, armor-piercing crossbow. Holds 8 bolts per magazine. 
 - Autocrossbow - Fully-automatic crossbow. Holds 30 bolts per magazine.[/spoiler]
[font=Arial]

[/font][font=Arial][center][b][img]https://staticdelivery.nexusmods.com/mods/110/images/94770/94770-1545897589-164473703.png[/img][/b][/center][b][u]

[img]https://i.imgur.com/SpoVa5z.png[/img]
[/u][/b][/font][font=Arial][i][color=#f1c232]This mod fully-integrates a tweaked and expanded version of [b]TheBlackKnight3000's [url=https://www.nexusmods.com/skyrim/mods/71777]Dwarven Automaton Crafting[/url] [/b]mod into the game. This mod would not have been made possible without TheBlackKnight3000's work. [/color][/i]

In[b] the Timelost Dwemer - A Deep Elf Race[/b][b], [/b]you may choose from up to 26 varieties of dwarven animunculi to construct and aid you in combat. 
[size=1][spoiler]
[/size][b]Dwemer Animunculi[/b] are advanced magical constructs designed and assembled by the Ancient Dwemer thousands of years ago. Since the disappearance of the Ancient Dwemer race, no civilization on Tamriel has been able to recreate this esoteric elven technology. These tireless machine servitors come in all shapes and sizes, from clattering arachnids, to meric androids, and to even [i]titanic mechanical dragons. [/i]

There are four tiers of animunculi that you can unlock through the new Magecrafter perks. Each tier contains increasingly powerful and expensive animunculi that fit into different combat roles and have both strengths and weaknesses. You will be able to build automatons designed for brutal melee combat, ranged magical support, and more.

Animunculi are [i]not[/i] summoned like spells. They are [b][color=#ffff00]assembled[/color][/b] at [color=#ffff00][b]blacksmith[/b] [b]forges[/b][/color].[b][i] They must be [color=#ffff00]manually deployed, stored, and repaired.[/color][/i][/b]
[color=#ffff00][b]
For usage instructions[/b],[/color] you may read the ingame books you start with, or you may read the documentation for the mod, which you can find further below.

[img]https://i.imgur.com/AcKHRMH.png[/img][/font][font=Arial]
[size=1][spoiler][/size]
[img]https://i.imgur.com/Oyn7q1o.png[/img]
[size=1][spoiler][/size]
[img]https://i.imgur.com/voONM2k.png[/img]
Dwarven Spiders are small, compact, arachnoid automatons. Although they are tasked primarily with janitorial and maintenance duties they are also quite capable of defending themselves and their worksites, as well as their creators. They are fast, scurrying about with their clacking legs before lashing out from a distance with bolts of magical lightning. In melee, they leap at their enemies to tear at them with their mechanical claws.

[img]https://i.imgur.com/xWItXvB.png[/img]
Much like Dwarven Spiders, Dwarven Balespiders are small,fast, and capable fighters. However, rather than lashing out from range with lightning magic, Balespiders hurl firebolts at their enemies, lighting them on fire before leaping forth into melee.

[img]https://i.imgur.com/Bw5ed1r.png[/img]
Unlike Dwarven Spiders and Balespiders, Bolt Spiders use miniature crossbows to attack their foes. These crossbows fire armor-piercing bolts that are effective at taking down heavily-armored targets. Although capable of engaging at both melee and range, Bolt Spiders prefer to provide fire support with their crossbows.

[img]https://i.imgur.com/zmNC4HN.png[/img]
Dwarven Observers are floating ball-shaped constructs charged with magical electricity. Observers bounce and flit about, dodging attacks before landing swift, crushing blows. Originally designed for exploring and mapping out underground caverns and even the surface, Observers can pack quite a punch, ramming foes with their heavy frames and electrifying them upon contact.

[img]https://i.imgur.com/MyzL6Cf.png[/img]
Dwarven Flayers are dangerous, worm-like constructs designed to mutilate enemies with their flesh-rending, spiked frames. Meant not to wage war but to inflict terror, Flayers tear gaping, bleeding wounds into their helpless foes, leaving behind unrecognizable heaps of ruined flesh in their chattering wake. Often found in packs, Flayers engage their foes from a distance, hurling fireballs at them before closing in for the kill.

[img]https://i.imgur.com/Qyw3Q5A.png[/img]
Dwarven Venators are beast-like warmachines capable of charging their foes and mauling them with powerful, crushing blows. These constructs are fast and deadly, closing the distance between their foes in mere seconds before striking them down. Often accompanying Dwarven legions in battle, these machines lie in wait until the line-troops have the enemy pinned in melee before flanking them from the sides or chasing down skirmishers.

[img]https://i.imgur.com/4FrenVX.png[/img]
Dwarven Helots are humanoid automatons with strong, mechanized limbs designed for menial labor. Helots are often found in mines, plumbing the earth for precious metals and ores, or aiding in the construction of cities.

Although they are designed for labor, these automatons are not to be underestimated, as their powerful limbs can drive an axe through plated armor, or crush bone and mail alike.[/spoiler]

[img]https://i.imgur.com/iIBU0aX.png[/img]
[size=1][spoiler][/size]
[img]https://i.imgur.com/EzcGHJq.png[/img]
Dwarven Seekers are small, autonomous, homing explosives.These tiny, unseemly constructs explode upon death or after a five second fuse, consuming anyone unfortunate enough to step on or crush them in magical spellfire.

[img]https://i.imgur.com/MUSF4XT.png[/img]
Dwarven Packhorses fulfill the purpose that their name implies: they carry things. These mechanical beasts will carry your burdens.

[img]https://i.imgur.com/OSAiqZg.png[/img]
Dwarven Ballistae are automated, light artillery pieces. They are armed with miniature ballistae, launching powerful, armor-piercing bolts from afar to impale even the most heavily-armored foes.

Ballistae are accurate and dangerous skirmishers, but they are extremely vulnerable in melee, and should be screened with proper support.

[img]https://i.imgur.com/aiALA8j.png[/img]
Dwarven Spheres are partially-humanoid automatons, guarding and patrolling Dwarven cities and roads. Aptly-named, Dwarven Spheres can fold themselves into balls, allowing them to roll through pipes and other inaccessible areas.

Upon detecting a hostile, they unfold and charge, attacking with arm-mounted swords and crossbows. Often underestimated by their seemingly harmless, spherical shapes, these automatons are fast and aggressive, chasing down or cutting down their foes with well-placed crossbow-fire.

[img]https://i.imgur.com/vPdeFSV.png[/img]
Dwarven Armati are automated android infantry. Armati are hardy and robust. They are designed for open warfare, serving many roles on the battlefield.

Their modular exoskeletons can be equipped with heavy Dwarven armor, and they are adept at wielding anything from swords to greatswords, and even bows and crossbows. These automatons can shrug off blows that most men and mer cannot. Armati will hold them line.

[img]https://i.imgur.com/96gPSxb.png[/img]
Dwarven Gynoids are shapely, feminine automatons. Initially designed for pleasure and household duties, Gynoids are highly-modular and can be equipped for combat. These Gynoids are often found guarding wealthy Dwemer aristocrats, or entertaining them and their guests at extravagant gatherings.

When their masters are threatened, Gynoids leap into action, hacking apart their foes, or disintegrating them with magical lightning. Gynoids are especially adept at stealth, and can remain undetected among hostiles.

Gynoids have a wide variety of armors and accessories they can wear, including wigs, dresses, gauntlets, boots, visors,

[img]https://i.imgur.com/2DbFMV0.png[/img]
The Gynoid Spellsword models wield both blade and magic. In the heat of battle, Stormswords unleash streams of crackling lightning that leave lingering, electrifying damage.

[img]https://i.imgur.com/NDsEppc.png[/img]
The Gynoid Spellsword models wield both blade and magic. In the heat of battle, Flameswords unleash gouts of flames that lights their foes on fire.

[img]https://i.imgur.com/ycyjVT7.png[/img]
Dwarven Striders are lithe, yet sturdy feminine warmachines designed to wade into the heat of battle and sweep aside surrounding foes. They are programmed for shock combat, shrugging off blows that would crush even the most well-armored mer, and retaliating with powerful, fiery melee attacks.

Their magical cores are enchanted with self-repairing sorcery, which quickly buff dents and reattach parts even in the heat of battle. These warmachines will stand their ground against any odds.

[img]https://i.imgur.com/G4xK9Y2.png[/img]
Dwarven Witchslayers are brutal hunter-killer units designed to defeat sorcerers. Their attacks tear apart flesh and pulverize bone, but these are the least of their powers: these automatons sap the magicka from their foes, disabling them and preventing spellcasting.

They are dangerously quick, relentlessly pursuing enemy spellcasters and slaughtering them like animals. Their heavy frames are highly-resistant to magic, and only the most powerful of conventional attacks can stop them.[/spoiler]

[img]https://i.imgur.com/uCt5Mgi.png[/img]
[size=1][spoiler][/size]
[img]https://i.imgur.com/qk2w6sd.png[/img]

Dwarven Tempests are partially-humanoid, feminine automatons that wield powerful lightning magic. They hover about the battlefield, unleashing lightning strikes upon their foes, disintegrating them and casting their ashes into the wind.

They are fast, and will often evade melee combat, dodging arrows and swords alike, only engaging in close combat when cornered, preferring instead to blast apart their foes with their tempestuous sorcery. Their lightning attacks are so powerful that they will utterly obliterate weaker and unarmored enemies, and stagger stronger ones.

[img]https://i.imgur.com/MaXJzmF.png[/img]
Dwarven Drakaines are powerful, fire-wielding automatons. Designed with a lithe, feminine shape, these graceful constructs are as deadly as they are beautiful: their roiling power-cores are enchanted with fire magic that glows with tinges of superheated, bluish flame.

Drakaines lob fireballs that can melt through even the thickest of platemail. Those who are simply incinerated are the lucky ones, as their fiery attacks often cook their helpless foes inside their burning armor. Although vulnerable in melee, Drakaines are capable of defending themselves with kicks and swipes that light their attackers on fire.

[img]https://i.imgur.com/eGjj39O.png[/img]
Dwarven Drakontes are among the Dwemer’s strongest and most robust automated infantry. Designed to be an amalgamation of mer and dragon, Drakontes glow with burning spellfire that radiates from their magically-enchanted cores. Wielding fire-enchanted battleaxes, Drakontes breathe fire upon their enemies before wading into battle and cleaving them apart.

[img]https://i.imgur.com/sgwjYwA.png[/img]
Dwarven Tyrants are among the Dwemer’s most terrifying killing machines. They are armed with vicious Dwarven metal arm-swords that they use to slash apart their foes in savage, brutal combat.

On the battlefield, these blood-bathed constructs launch terrifying shock attacks upon enemy troops, disrupting formations and slaughtering those who are unable to withstand their whirling storm of metal. Tyrants are truly a savage, and dangerous foe.

[img]https://i.imgur.com/UitvPPR.png[/img]
Dwarven Centurions are some of the most advanced automatons ever designed. These walking siege engines are slow but immense, and can shrug off many attacks and squash their foes like insects.

Armed with a giant warhammer in one arm, and an equally giant battleaxe in the other, Centurions besiege castles and knock down gates before pulverizing the hapless foes cowering behind them. When surrounded, Centurions can vent steam from their engines, boiling away flesh from bone and driving back their scalded attackers.

[img]https://i.imgur.com/Fm9ALgg.png[/img]
Dwarven Praetorians are towering warmachines that seek out the strongest and largest foes on the battlefield to engage them in single combat. Armed with a variety of giant weapons, Praetorians cut down monsters and soldiers alike, hurling them aside and launching them into the air like ragdolls.
Although not as sturdy as Centurions, Praetorians are a force to be reckoned with, and are often sent to disrupt enemy lines with their powerful attacks.[/spoiler]

[img]https://i.imgur.com/mOpJOfE.png[/img]
[size=1][spoiler][/size]
[img]https://i.imgur.com/3QEd7tV.png[/img]
Infernal Centurions are rare variations of lesser Centurions, built to guard areas of extreme importance - such as the Aetherium Forge, or to lay waste to enemy fortifications. Whereas their smaller cousins were designed for knocking down gates, Dwarven Infernals knock down walls.

These titanic warmachines stride across the battlefield, towering over their foes and annihilating them with their massive arm-mounted weapons, and obliterating those that remain with hellish magical flames.

[img]https://i.imgur.com/4wj4wBQ.png[/img]
Dwarven Deathwings are some of the rarest, most advanced, and most complex automatons ever designed. Some may even say that these constructs contain sapient intelligence. Whatever it is that drives these machines to prosecute Dwemer wars with such calculated destruction is unknown, but they are more than willing - if not happy to bring death upon the enemies of their creators.

Built in the dreadful image of the ancient dragons, these legendary and fearsome warmachines strike fear in the hearts of entire armies as their winged shadows fall upon them. This is often the last they see before they are utterly disintegrated in brilliant storms of magical lightning.

[img]https://i.imgur.com/G3CYYaP.png[/img]
Dwarven Colossi are awe-inspiring and horrifying sights on the battlefield. The immense presence of these titanic warmachines alone can rout and defeat entire armies. Colossi are so large that one colossus alone could assault a castle and lay waste to its cowering defenders. A Colossus is a walking meteor strike, pounding its enemies into extinction with spellfire-enchanted fists, or tearing huge rents into the earth with their colossal powered weaponry. Their magical power cores burn with the fire of a raging inferno, and simply being close to one can ignite cloth and flesh, and melt away armor and bone.

When a Colossus enters the battlefield, very few live to tell the tale.[/spoiler][/spoiler][/spoiler]


[center][b][img]https://i.imgur.com/FJKqDFH.jpg[/img][/b][/center][/font][font=Arial][url=https://www.nexusmods.com/skyrim/mods/10168]

[img]https://i.imgur.com/E6mBBrn.png[/img]
[/url]You may also install an optional [b]Deep Elf Follower Plugin[/b] that adds to the game two Deep Elf followers: [b]Ashtaret [/b]and [b]Nizrok[/b]. Of the two, Ashtaret is the only follower who can be married. 

[b]LOCATION:[/b]
You can find both of them in the [b]Understone Keep[/b] in Markarth hanging around Calcemo.

They are both heavy-armored warriors, but Ashtaret prefers two-handed weapons, and Nizrok prefers to use a one-handed weapon and a shield.

[img]https://i.imgur.com/7CyUqTC.png[/img]
[font=Arial]* [url=https://www.nexusmods.com/skyrim/mods/68311][b]KS Hairdos - Renewal[/b][/url]

[b][img]https://i.imgur.com/k32iUVE.png[/img][/b]
[/font][b]Ashtaret [/b](Swordswoman)
[size=1][spoiler][/size]
Ashtaret, in the early days of the First Era, was the daughter of a noble family who enjoyed the finer life of the dwemer aristocracy. Belonging to the minor but respected Clan Namtara of Arkngthamz, she had access to great wealth - wealth that she squandered on her decadent and libertine lifestyle... much to the disdain of her parents. However, the discovery of aetherium in Blackreach sparked the Aetherium Wars, and many of Clan Namtara marched off to war only to be killed by their own kin. Ashtaret, with her parents and most of her friends and family dead, found herself alone for the first time in her life. Ashamed that she had done nothing but indulge in vice and vanity as her parents fell in battle and Clan Namtara burned, she swore to her ancestors that she would restore her and her family's honor.

As the Aetherium Wars came to a close, and Arkngthamz lay in ruin, Ashtaret mustered what little of her family's wealth that remained and delved into the science of magecrafting. From apprentice to master, Ashtaret constructed animunculi that helped rebuild and revitalize her city after the destruction of the Aetherium Wars. Centuries passed, and the dwemer empire thrived once again - thanks in part to some of Ashtaret's patented animunculus designs. Now, as a master magecrafter, Ashtaret had finally restored the honor and respect Clan Namtara had held in ages past. However, she was still the sole surviving progeny of her clan. With Arkngthamz restored to its former glory, she decided that it was time to settle down and start a family of her own. However, this dream was never realized.

In the 700th year of the First Era, the upstart chimer of Resadyn declared war upon their dwemer neighbors. Ashtaret joined the Arkngthamzite legion, and drilled and practiced in the art of swordsmanship in case their dwemeri allies in Resdayn called for their aid. Though far from the carnage, Ashtaret felt a strange and inexplicable force pull her into nothingness and she and the rest of the dwemer disappeared from the face of the universe.

In the void, four-thousand years passed in the blink of an eye, and once more, Ashtaret found herself in Arkngthamz - but it was not the Arkgnthamz she once knew. Surrounded by mutant falmer, Ashtaret took up arms against the vagrant savages and slew her way out of the city and into a completely different world. She looked upon the land of Skyrim and saw distant lights and cities that she could not remember. The world had changed in her absence, and once again, she found herself alone. Confused and quaking with despair, Ashtaret gathered her wits and wandered Skyrim, hoping to carve out a new life for herself in that strange new world. 
[/spoiler]
[b]Nizrok [/b](Shield Warrior (Can wear power armor))
[size=1][spoiler][/size]
Nizrok was a family mer, but remained distant from his kin because of the years he spent soldiering in the dwemer legions. During his service to the kingdom of Bthar-zel, he had seen and slain at least one of every man, mer, and monster that walked the lands of Skyrim. Whenever he returned home, his children, much older than the last he saw him, would shy away from him. To them, he was nothing but a stranger in their eyes. Saddened by the rift that had grown between him and his children, Nizrok promised to his wife that he would soldier no more. Finally settling down, Nizrok looked forward to rebuilding his family and becoming part of their lives. Just as he was opening his first chthonic food emporium, the Aetherium Wars shook the foundations of the dwemer empire. Bthar-zel, his home city, conscripted every able-bodied mer to fight against the forces of Arkngthamz for control over its rich aetherium stockpile.

With a heavy heart, Nizrok donned his armor and carried his shield and axe into battle once more, leaving behind his family. The war was a devastating one, and countless dwemer perished as it raged across Skyrim. Worse, as the dwemer city-states fought amongst themselves, the nords saw an opportunity for conquest, and swept across Skyrim to lay waste to dwemer lands. While the legions of Bthar-zel were fighting against the Arkngthamzites, the nords preyed upon the city. As the Aetherium Wars came to a close, Nizrok returned from the war to find Bthar-zel utterly destroyed. He dug through the rubble of his home until his fingers bled and he despaired. His family was nowhere to be found. His wife and children were gone forever. Without a home and a family, Nizrok fell into a deep depression that threatened to consume him, and he cast himself off into the wilderness of Skyrim with nothing but his old legionary armor.

For many centuries, Nizrok wandered Tamriel as a traveling mercenary, honing his fighting skills and swinging his axe for coin until his journey came to an end in the distant lands of Resadyn. When another elven war broke out, Nizrok, empty from working the honorless job of a mercenary, thought that he could find purpose in life once more by joining the dwemer legions of King Dumac. As a weathered veteran of the Aetherium Wars, Dumac's dwemer legions accepted him wholeheartedly into their ranks, and they marched against the chimeri armies at the Battle of Red Mountain.

It was there, in the heat of battle that Nizrok felt his skin crawl and nothingness swallowed him whole. Then, just as quickly as the darkness had come, a light erupted around him and hurled him into the carnage of the Red Year. Hunted by roving bands of argonian dunmer-slayers, Nizrok fled Resdayn - now known as Morrowind, and joined a group of dunmer refugees on their way to Solsteim. There, Nizrok settled down for the first time in centuries (or thousands of years), and it was there that he finally found peace in the loving embrace of a dunmer woman named Nirina, whom he later called his wife. This woman made him whole again, and for once he finally felt at peace.

Together, Nizrok and Nirina built a dwarven ceramics business, and he sometimes travels to the Skyrim mainland to secure trade deals with the nords of Markarth who are eager to collect his authentic dwarven art. Currently, he is stuck in Skyrim proper for the time being, unable to return to Solsteim due to Imperial and Stormcloak naval blockades around the mainland.
[/spoiler]

[b]NOTES[/b]
[size=1][spoiler][/size]* Right now neither of the two followers have any unique dialogue options or voices. I have no idea how to make either of those, and as it stands, I'm far too busy IRL to learn how. Eventually, I would like to have add more depth to these followers.
* I intend on fleshing out this mod more when I have the time to learn how to script spellcasting and make combat packages.
* Ashtaret and Nizrok will probably spawn a Hunting Bow into their inventory when first recruited. This is a bug that all custom followers have. You will need to remove the bow from their inventories, or they may not use their own weapons. You only need to do this once. I can't fix this without breaking every follower mod out there, so manually removing that stupid Hunting Bow from his inventory ingame is the only way around this bug (thanks Bethesda)[/spoiler]

[img]https://staticdelivery.nexusmods.com/mods/1704/images/22499/22499-1555206068-2048335750.jpeg[/img]

[b][img]https://i.imgur.com/SratEkf.png[/img][/b]
- This mod is fully-compatible with [b]Dawnguard[/b], which is also a requirement for this mod to work.
- Compatible with [b]Better Vampires[/b] and [b]Sacrosanct [/b](requires the Sacrosanct Patch, more info in the installation section).
- Deep elf vampires get a special power, [b]Void Grip[/b], which lets them strangle their victim to death with suffocating embrace of the Void!
- Thanks to [b]Loshirai14[/b], this mod also includes a plugin based on his [url=https://www.nexusmods.com/skyrim/mods/25321][b]Better Vampire Lord Transformation[/b][/url] mod that will make your female Dwemer Vampire Lords look like female Dwemer! (Like in the picture above!!!)

[img]https://i.imgur.com/A5fd1Lj.png[/img]
- Deep Elves can become [b]werewolves [/b]too!


[img]https://staticdelivery.nexusmods.com/mods/110/images/94770/94770-1546846686-884237737.png[/img]


[img]https://i.imgur.com/h9PltY4.png[/img]
[font=Arial]* [/font]Both males and females use recolored body textures from the [b]Veteran Skin, SkySight Skin, PureSkinTexture[/b], and the [b]Demoniac Skin[/b], and recolored eye textures from the [b]Eyes of Beauty[/b] mod to create a unique elf race![list]
[*][font=Arial]Default skin tones include:[i] Bluish-Purple, Pale Purple, Plum Purple, Bronze, and Pale Yellow[/i]. Check out the gallery to see more screenshots![/font]
[/list]* This mod is compatible with most body mods! Timelost Dwemer will use whichever body mod you have installed, and consequently any body-slide armor you're using!
[/font][font=Arial]* This mod is compatible with [b]Schlongs of Skyrim[/b] and [b]SOS Light![/b]
* This mod features never-nude body options too!
[/font][font=Arial][/spoiler]
[/font][font=Arial][size=4]


[b][img]https://i.imgur.com/oTKLlDu.png[/img][/b][color=#444444]installation[/color][/size]
[size=1][spoiler][/size]
[/font][font=Arial][color=#ffff00][b]PLEASE READ THE ENTIRE INSTALLATION GUIDE, INCLUDING THE LOAD ORDER SECTION OR YOU WILL MISS SOMETHING IMPORTANT[/b][/color]

[color=#ffff00][b][u]"File Path too long" errors:[/u][/b][/color]
* If you can't install due to a [b]"File Path too long"[/b] error in Vortex, download the mod manually from the site, and rename the .zip file that you downloaded to something shorter, like[b] "TLD.zip"[/b]. Then try installing it again.

* [b]I strongly recommend that you install this mod and all its requirements using Mod Organizer.[/b] You can use Nexus Mod Manager too. Just install this mod the way you'd normally install mods with those two programs. 
[/font][list]
[*][font=Arial]I will [b]not [/b]help you at all if you install this manually, and I will not be able to help you if you install this with Vortex. [/font]
[/list][font=Arial]
[b][size=3]Step-by-Step Installation[/size][/b]
[b]1. Install [/b][url=http://skse.silverlock.org/][b]SKSE[/b]
[/url]

[b]2. Install [url=https://www.nexusmods.com/skyrim/mods/71214/?][b]USLEEP
[/b][/url][/b][/font][font=Arial]

[font=Arial][b]3. [/b][/font][font=Arial][b]Install The Timelost Dwemer - A Deep Elf Race[/b]. Opening [b]The Timelost Dwemer - A Deep Elf Race.zip [/b]with your mod manager will open an installer program which will guide you through the installation process.
[list]
[*]Main Screen: Read the text on the left, then hit [i]Next[/i]
[/list]


[b]4. Choose your [color=#fff2cc]difficulty level. [/color]
[u][color=#fff2cc]Notes:[/color]
[/u][/b][size=1][spoiler][/size]
[list]
[*]Choosing [b]Normal[/b] changes nothing
[*]Choosing [b]Technomage[/b] nerfs the [i]Maleficarum Curse[/i] so that you regenerate magicka normally and on your own. This makes playing a spellcaster much easier.
[*]Choosing the [b]Nubbin[/b] [i]removes [/i]the [i]Maleficarum Curse[/i] entirely[/spoiler]
[/list]


[b]5.[/b] Choose [b][color=#fff2cc]compatibility patches[/color] [/b]for any [color=#fff2cc][b]vampire[/b] or [b]werewolf overhauls[/b][/color] you are using [color=#fff2cc](this will also install [b]RaceCompatibility[/b])[/color]
[b][u][color=#fff2cc]Notes:[/color]
[/u][/b][size=1][spoiler][/size]
[list]
[*]Choose the combination of vampire and or werewolf mods that you are using. if any.[/spoiler]
[/list][/font]

[b]7. Choose the Female Deep Elf body textures that match the body you are using. [/b][color=#fff2cc]If you are using either vanilla body meshes or an SFW body, then you may install either the CBBE of UNP body textures - they should be compatible with the vanilla body/SFW body mods.[/color][/font][font=Arial][font=Arial]
[/font]


[b]8. Choose the Male Deep Elf body textures that match the body you are using.[/b] [color=#fff2cc]There is a non-SOS (never-nude) male body option available.[/color] If you don't want to use SOS, choose the SkySight Skin option when choosing your preferred male body.
[color=#ffff00][b][u]Additional Requirements:[/u][/b][/color]
[size=1][spoiler][/size]
[list]
[*]If you choose the [b]SOS body[/b] or [b]SOS Light body[/b], you need to install the appropriate [url=https://www.loverslab.com/files/file/4597-the-ancient-falmer-a-snow-elf-race-sos-plugin-oldrimse/][b]Deep Elf SOS Plugin[/b][/url]
[*]If you choose the [b]SkySight Skins[/b] body, you must install the [url=https://www.nexusmods.com/skyrim/mods/58443/?tab=description][b]SkySight Skins with Real Feet Meshes[/b][/url]. That, or you should be using the vanilla body[/spoiler]
[/list][/font][font=Arial]


[b]9[/b]. [b]Check whether or not you want to install any [u][color=#ffff00]compatibility patches[/color][/u] or [u][color=#ffff00]optional plugins[/color][/u].[/b] Make your selections and click Install to finish installation.
[u][b][color=#ffff00][u][b][color=#ffff00]Patch/Plugin Information [/color][color=#ff0000](PLEASE READ):[/color][/b][/u][/color][/b][/u]
[/font][size=1][spoiler][/size]
[list]
[*][b][color=#ffff00][size=2][u]Aesthetic Elves Patch[/u][/size][/color][/b]
[*][size=2] [color=#ffff00][/color]If you are using or want to use [url=https://www.nexusmods.com/skyrim/mods/91496?tab=description][b]Aesthetic Elves,[/b][/url] you must install this patch[/size]
[/list]
[font=Arial][list]
[*][color=#ffff00][size=2][b][u]Deep Elf Follower Plugin[/u][/b][/size][/color]
[*][size=2] If you want to install the [b]Deep Elf Follower Plugin[/b], you must install [/size][size=2][url=https://www.nexusmods.com/skyrim/mods/68311][b]KS Hairdos - Renewal[/b][/url][/size]
[*][font=Arial][size=2][font=Arial][b][u][color=#ffff00]  [/color][color=#fff2cc]Follower Location:[/color][/u][/b][/font][/size][/font]
[*][font=Arial][size=2][font=Arial][size=1]   [/size]- You can find them inside the Understone Keep in Markarth near Calcemo.[/font][/size][/font]
[/list][size=2]
[/size][list]
[*][b][color=#ffff00][u]Gynoid HDT Options[/u][/color][/b]
[*] If you want your [b]Gynoids [/b]to use any of the HDT body options, you must have some variation of [b][u]HDT Physics[/u][/b], the [url=https://www.nexusmods.com/skyrim/mods/68000/][b]XP32 Maximum Extended Skeleton[/b][/url], and [url=https://www.nexusmods.com/skyrim/mods/11811/][b]FNIS[/b][/url] or your game will crash
[/list]
[list]
[*][b][color=#ffff00][u]Better Vampire Lord Transformation - Deep Elf Edition[/u][/color][/b]
[*] Installing the [b]Better Vampire Lord Transformation - Deep Elf Edition [/b]plugin will allow your deep elf female to keep her appearance when she transforms into a vampire lord. As a consequence, however, all female vampire lords you play with this plugin installed will also be deep elves, whether they are of dark elven, nordic, etc origin. 
[/list]
[list]
[*][b][color=#ffff00][u]Extra Automatons Plugin[/u][/color][/b]
[*] If you want to use the [b]Extra Automatons Plugin[/b], you must install both [url=https://www.nexusmods.com/skyrim/mods/24913/][b]Skyrim Immersive Creatures[/b][/url]. [b]Mihail's Dwarven Colossus [/b]is also required, and is automatically installed alongside Extra Automatons. Mihail's Dwarven Colossus is included in the installer, as per Mihail's updated permissions: [spoiler]"[i][color=#fff2cc]- If you're doing an authoral mod, for example, a mod using one of my beasts as mount or follower, or creating a dungeon or land where you will put them, you don't need to put my mods as requirements, you can add the assets of my mods you're using directly on your mod folder, just giving credit to the mods you are using"[/color] - (from the Permissions sections of[color=#fff2cc] [url=https://www.nexusmods.com/skyrim/mods/96757]Dementors - Mihail Monsters and Animals[/url] [/color]as of February 2019)[/i][/spoiler]
[/list][/font][color=#ffff00]
[/color][font=Arial][size=2][list]
[*][b][color=#ffff00][u]Sacrosanct Patch[/u][/color][/b]
[*] If you are using [b]Sacrosanct[/b], install the [b]Sacrosanct Patch [/b]or you will not get vampire abilities.
[/list]
[list]
[*][b][color=#ffff00][u]Mihail's Dwarven Power Armor Patch[/u][/color][/b]
[*] If you are already using [b]Mihail's Dwarven Power Armor[/b] mod, then it is highly recommended that you either [b]disable [/b]it (because my mod implements the same mod and assets) [b]or uninstall[/b] it as my mod adds into the game the same power armor, but modifies its stats and implements it into the crafting system.
[/list][/size][/font] - [b]ALTERNATIVELY[/b]: [spoiler]If you don’t want to do this for whatever reason, then you should install the Dwarven Power Armor Patch, or the power armor Mihail added to the game will not be on par with the power armor from The Timelost Dwemer. This plugin also removes the Thalmor General and his soldiers in the Mzulft Aerodrome because the main mod replaces them with a Timelost Juggernaut. Without this patch, you will have to fight two power-armored enemies and an army of Thalmor.[/spoiler]

[font=Arial][size=2][list]
[*][b][color=#ffff00][u]Immersive Jewelry Patch[/u][/color][/b]
[*] if you are using [b]Immersive Jewelry[/b], install the [b]Immersive Jewelry Patch[/b], or the materials you need to craft the new items and automatons will be unreasonably heavy to carry.
[/list]
[list]
[*][color=#ffff00][b][u]Ordinator, Perkus Maximus, Vokrii, and SPERG Patches[/u][/b][/color]
[*] if you are using [b]Ordinator[/b], [b]Perkus Maximus[/b], [b]Vokrii[/b], or [b]SPERG [/b]install the [b]Ordinator, Perkus Maximus, Vokrii, [/b]or[b] SPERG Patch[/b] or you will not be able to access and unlock the new Magecrafter perks. You can only use one perk overhaul at a time.
[/list] [/size][color=#ffff00][/spoiler][/color]
[b]

10.[/b][b] Use [b][url=https://www.nexusmods.com/skyrimspecialedition/mods/1918/][b]LOOT[/b][/url] [/b]to sort out your plugins, but refer to the load order guide below[/b] otherwise you MAY have issues with Better Vampires or Sacrosanct depending on where LOOT puts your RaceCompatibilityUSKPOverride.esp.
[u][b][color=#ffff00]Reminders:
[/color][/b][/u][size=1][spoiler][/size][size=2]
[/size][list]
[*][size=2]If you or your Gynoids are using HDT Bodies, make sure to install XP32 Maximum Skeleton Extended, HDT Physics Extensions, and FNIS. [/size]
[*][size=2]After installing FNIS, do not forget to Generate FNIS, or your feet will be sticking to the ground when you walk.[/size]
[*][color=#ffff00][size=2]If you are using any mods that modify the game's leveled lists (such as weapon/armor mods like Immersive Weapons or Immersive Armors) I suggest you build a Bashed Patch in Wrye Bash. More info on that further below...[/spoiler][/size][/color]
[/list][/font]

[font=Arial][b][color=#ffff00][size=3]FINAL INSTALLATION NOTES[/size][/color][/b]
[/font][font=Arial][color=#fff2cc][size=2]If you experience[b] face/brow clipping[/b] of any kind on your [b]male or female deep elves[/b], you can try one of the following (not both!):[/size][/color]
[size=1][spoiler][/size]
[font=Arial][font=Arial][size=2][color=#f4f4f4]Install [b][url=https://www.nexusmods.com/skyrim/mods/24273][b]Ethereal Elven Overhaul[/b][/url][/b] and the [url=https://www.nexusmods.com/skyrim/mods/73909/][b]EEO USLEEP Patch[/b][/url][/color][/size][/font][/font]    [list]
[*]- By default, this mod uses Nuska's elven headmorphs, which are incompatible with vanilla beards. Without Ethereal Elven Overhaul's beard tweaks and the USLEEP update, most vanilla beards will clip through the faces of male deep elves, and your female deep elves [i]might[/i] have weird eye brow
[*]You must install EEO and patch it with the EEO USLEEP Patch
[/list][/font][b]  Instructions:[/b][size=1][spoiler][/size] 
 1. Install [b][b][b][url=https://www.nexusmods.com/skyrim/mods/24273][b]Ethereal Elven Overhaul[/b][/url][/b][/b][/b][b]
[/b][font=Arial]  2. Install [b][url=https://www.nexusmods.com/skyrim/mods/73909/][b]EEO USLEEP Patch[/b][/url][/b][/font][font=Arial][b]
[/b]  3. Make sure that the EEO SSE Patch overwrites Ethereal Elven Overhaul (load it after EEO in your modlist)[/spoiler]

[b][u][center]Or:[/center][/u][/b]
[color=#f4f4f4]Install [url=https://www.nexusmods.com/skyrim/mods/91496][b]Aesthetic Elves[/b][/url][/color]
[list]
[*][font=Arial]You should also reinstall the mod and install the Aesthetic Elves patch that is included in the installer.[/spoiler][/font]
[/list][/font][font=Arial]



[b][u][size=4]LOAD ORDER AND BASHED PATCHES:
[/size][/u][/b][size=1][spoiler][/size]
[b][u]LOAD ORDER:[/u][/b]
Use LOOT to sort out your plugins.
After finishing installation make sure that you are [color=#ffff00][i]only[/i] using [/color][color=#ffff00]Deep_Elf_Race.esm. [/color][b][color=#ffff00]If you are using Better Vampires or Sacrosanct, you will need to manually sort some plugins after running LOOT:
[/color][/b]

[b]BETTER VAMPIRES USERS:[/b]
[size=1][spoiler][/size]
[img]https://i.imgur.com/4Tfj8ap.png[/img]

[color=#ffff00]Make sure that [b]Better Vampires.esp [/b]loads [b][u]after[/u][/b] [b]RaceCompatibilityUSKPOverride.esp[/b][/color] (as seen in the picture above) or Better Vampires will not be able to apply its vampire scripts to your character ingame. This will prevent you from leveling up your Vampirism, casting certain Vampire abilities, and other problems that will give you headaches.

[img]https://i.imgur.com/TO9COEu.png[/img]

[color=#ffff00]Make sure that [b]The Timelost Dwemer[/b] [b][u]overwrites[/u][/b] [b]Better Vampires[/b] in the Left Pane [/color][color=#ffffff](as seen in the picture above)[/color], or your vampire mod won't use RaceCompatibility's vampire scripts. If you don't do this, vampirism won't even work.[/spoiler]
[color=#ffffff]

[b]SACROSANCT USERS[/b]
[size=1][spoiler][/size][/color][color=#ffff00]
[img]https://i.imgur.com/kJF1sPE.png[/img]
[color=#ffffff]
If you are using [b]Sacrosanct[/b], you should have installed the Sacrosanct Patch in the previous installation steps.
Make sure that [b][color=#ffff00]Sacrosanct - Vampires of Skyrim.esp[/color][/b] [color=#ffff00]loads[/color][color=#ffff00][b][u]after[/u] RaceCompatibilityUSKPOverride.esp, [/b]and load the [b]Deep_Elf_Race_SCS_Patch.esp[/b] loads [b][u]after[/u][/b] [b]Sacrosanct - Vampires of Skyrim.esp[/b] [/color](as seen in the picture above) or Sacrosanct will not work at all.
[/color]
[img]https://i.imgur.com/1KvMvHu.png[/img]

[color=#ffff00]Make sure that [b]Sacrosanct [u]overwrites[/u] The Timelost Dwemer[/b] in the Left Pane[/color][color=#ffffff] (as seen in the picture above), or Sacrosanct will not work.[/spoiler][/color]
[/color]

[b]ORDINATOR USERS[/b]
[size=1][spoiler][/size]
If you are using [b]Ordinator[/b], you should have installed the Ordinator Patch in the previous installation steps, or you will not be able to acquire the new Magecrafter perks.

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

Make sure that Deep_Elf_Ordinator_Patch.esp is loaded AFTER Ordinator – Perks of Skyrim.esp.

[b]NOTE:[/b]
[u]When you start the game, you will be prompted by an options screen[/u] asking you what kind of [b]Meric Smithing[/b] you would like to specialize in.

[img]https://i.imgur.com/RA4dGWN.jpg[/img]
[i]You already start with Dwarven Smithing[/i], so it would be a good idea to click on the [b][i]“Contemporary Meric”[/i][/b] option so that you will learn how to craft Elven weapons and armor too. Clicking the [i]“Dwarven”[/i] option does not benefit you at all because you already know Dwarven Smithing!!![/spoiler]


[b]PERKUS MAXIMUS USERS[/b]
[size=1][spoiler][/size]
If you are using Perkus Maximus, you should have installed the PerMa (Perkus Maximus) Patch in the previous installation steps, or you will not be able to acquire the new Magecrafter perks.

[img]https://i.imgur.com/LzX1IUi.png[/img]

The PerMa patch requires the PerkusMaximus Master and Warrior plugins.

Make sure that Deep_Elf_PerMa_Patch.esp is loaded after ALL your PerMa plugins.[/spoiler]


[b]SPERG USERS[/b]
[size=1][spoiler][/size]
If you are using SPERG, you should have installed the SPERG Patch in the previous installation steps, or you will not be able to acquire the new Magecrafter perks.

[img]https://i.imgur.com/Y2l3XX1.png[/img]

The SPERG patch requires all of the plugins shown above.

Make sure that Deep_Elf_SPERG_Patch.esp is loaded after ALL your SPERG plugins.[/spoiler]


[b]VOKRII USERS[/b]
[size=1][spoiler][/size]
If you are using Vokrii, you should have installed the Vokrii Patch in the previous installation steps, or you will not be able to acquire the new Magecrafter perks.

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

Make sure that Deep_Elf_Vokrii_Patch.esp is loaded after Vokrii - Minimalistic Perks of Skyrim.esp.[/spoiler]


[b]IMMERSIVE JEWELRY USERS[/b]
[size=1][spoiler][/size]
If you are using [b]Immersive Jewelry[/b], you should have installed the Immersive Jewelry Patch in the previous installation steps, or you will have some issues with gathering materials for the new items.

[img]https://i.imgur.com/1gKp4A5.png[/img]

Make sure that Deep_Elf_Immersive_Jewelry_Patch.esp is loaded AFTER Immersive Jewelry.esp.[/spoiler]

[b]WILDCAT USERS[/b]
[size=1][spoiler][/size]
If you installed the Deep Elf Wildcat Patch, you must load Deep_Elf_Wildcat_Patch.esp AFTER Wildcat.esp
[/spoiler]


[b]EXTRA AUTOMATONS USERS[/b]
[size=1][spoiler][/size]
If you installed the [b]Extra Automatons Plugin[/b], you must load Deep_Elf_Extra_Automatons.esp [b]AFTER [/b]both Skyrim Immersive Creatures.esp (and its DLC2 addon) and mihailesocenturion.esp.

[img]https://i.imgur.com/oj2ubCT.png[/img][/spoiler]
[b]

IMMERSIVE JEWELRY USERS[/b]
[size=1][spoiler][/size]
If you are using [b]Immersive Jewelry[/b], you should have installed the Immersive Jewelry Patch in the previous installation steps, or you will have some issues with gathering materials for the new items.

[img]https://i.imgur.com/1gKp4A5.png[/img]

Make sure that Deep_Elf_Immersive_Jewelry_Patch.esp is loaded AFTER Immersive Jewelry.esp.[/spoiler]


[b]BETTER VAMPIRE LORD TRANSFORMATION - DEEP ELF EDITION USERS[/b]
[size=1][spoiler][/size]
If you installed the [b]Better Vampire Lord Transformation plugin[/b], you must load BVLT - Deep Elf.esp as far down your load order as possible - or at least after your vampire overhauls.
[/spoiler]


[b]MIHAIL'S DWARVEN POWER ARMOR USERS[/b]
[size=1][spoiler][/size]
If you are already using [b]Mihail's Dwarven Power Armor[/b] mod, then it is highly recommended that you install the [b]Dwarven Power Armor Patch[/b],
or the power armor Mihail added to the game will not be on par with the power armor from The Timelost Dwemer. This plugin also removes the Thalmor General and his soldiers in the Mzulft Aerodrome because the main mod replaces them with a Timelost Juggernaut. Without this patch, you will have to fight two power-armored enemies and an army of Thalmor.

[img]https://i.imgur.com/fMYu7qo.png[/img]

If you installed this patch. make sure that my mod is loaded [b][i]after [/i][/b]Mihail's Dwarven Power Armor mod so that it is overwritten, and its .esp is replaced with mine.[/spoiler]


[b][u]BASHED PATCHES:[/u][/b]
[color=#ffff00]If you installed any optional compatibility patches, or if you are using any mods that modify the game's leveled lists [/color](such as weapon/armor mods Immersive Weapons and Immersive Armors) [color=#f1c232]I [b][i]HIGHLY [/i][/b]recommend that you run [/color][url=https://www.nexusmods.com/skyrim/mods/1840/][b]Wrye Bash[/b][/url] and build a [b][color=#ffff00]Bashed Patch[/color][/b].

You will find advanced instructions on how to build a Bashed Patch here: [url=http://wiki.step-project.com/Bashed_Patch][b]STEP GUIDE: Bashed Patch[/b].
[/url]
[b]However, if you want to just do what I do and only merge Leveled Lists (which is what is only really necessary) then follow my instructions below:
[/b][spoiler]
1. Open Wrye Bash.
2. Right click Bashed Patch, 0.esp, and click Rebuild Patch
3. Uncheck EVERY box in the window that pops up, EXCEPT Leveled Lists
4. Click Build Patch
5. Done!
Building a [b]Bashed Patch[/b] will resolve many plugin conflicts, including those that you may encounter with this mod.
My mod adds weapons to the vanilla leveled lists, and without a Bashed Patch, you may never see any Ivory Glass weapons in Falmer loot.[/spoiler]
[/spoiler]

[b][u][size=4]UPDATING:
[/size][/u][/b][size=1][spoiler][/size]
I aim to provide updates and bugfixes for this mod when I am able. These updates should not break your save, however, there are some steps you should take to make sure your character's traits are updated properly.

[color=#f1c232][b]Standard Updating Procedure
[/b][/color]
[color=#f1c232]This is the standard updating procedure for 1.0 and above, unless specifically stated otherwise.
[/color]
- Hit Tilde ~ to open the console, type in 'showracemenu' (without quotes) and press enter
- You will now be in the RaceMenu Screen. Make any changes you want (you don't need to) and press R to save and finish
- You should see on the top left of your screen: [i]"Timelost Dwemer perks and spells have been added successfully."[/i]
- Done!

[b][color=#f1c232]Advanced Updating Procedure
[/color][/b]
[color=#f1c232]Do not use this updating procedure unless specified by the mod author.
[/color]
- Hit Tilde ~ to open the console, type in 'showracemenu' (without the quotes) and press enter
- You will now be in the RaceMenu Screen. If you are using the RaceMenu mod or ECE, I suggest that you save a character preset of your current character before continuing
- Change your character's race to any other race
- Press R and confirm your changes, and return to the game. You should see the message at the top left of the screen: [i]"Timelost Dwemer perks and spells have been removed successfully"[/i]
- Open the console a second time, and enter RaceMenu again
- Change your character back to a Deep Elf, load your the character preset you saved
- Press R and confirm your changes, and return to the game. You should see a message on the top left of your screen: [i]"Timelost Dwemer perks and spells have been added successfully."[/i] Your new skill bonuses should be applied, and the Smite ability should be in your spellbook

You may also need to rebuild your Bashed Patch if I update the leveled lists, but I will let you know if you need to.
[/spoiler][/spoiler]



[img]https://i.imgur.com/riw0A2n.png[/img][color=#444444]compatibility and patches[/color]
[size=1][spoiler]
[/size]My mod may not be compatible with everything. Please look at the list below. If a mod is not listed or if you aren't sure if it's compatible or not, feel free to ask me.

[b]* [/b][color=#00ff00][b]Compatible[/b][/color][b] [/b]with all [b][color=#00ff00]enchantment overhauls[/color][/b]
[b]* [color=#00ff00]Compatible [/color][/b]with [color=#00ff00][b]Better Vampires[/b][/color]
[b]* [color=#00ff00]Compatible [/color][/b]with [color=#00ff00][b]Sacrosanct [/b][/color](requires a patch; see installation section)
[b]* [/b][color=#00ff00][b]Compatible[/b] [/color]with [color=#00ff00][b]Summermyst[/b][/color]
* [color=#00ff00][b]Compatible [/b][/color]with [color=#00ff00][b]Immersive Jewelry [/b][/color](requires a patch; see installation section)
* This mod uses default Vampire eye textures, so your Deep Elves will use any Vampire eye textures you've personally installed
[b]* [/b][color=#ffff00][b]Head Meshes[/b] [/color]and [color=#ffff00][b]Beards[/b][/color]
[size=1][spoiler][/size]
* [u]The Deep Elf males in this mod use Nuska's Ethereal Elven Overhaul headmorphs.[/u] Thus, they will be [b][u]incompatible[/u][/b] with the vanilla beards. 
[list][*]- I recommend  that you download and install [url=https://www.nexusmods.com/skyrim/mods/24273]Ethereal Elven Overhaul, [/url]then patch it with the [url=https://www.nexusmods.com/skyrim/mods/73909/]EEO USLEEP Update[/url] because it tweaks the vanilla beards to be compatible with Nuska's elven headmorphs. Without EEO, your male deep elf's beard will clip through his face![/spoiler]
[/list]* [color=#00ff00][b]Immersive Creatures[/b], [/color][b][color=#00ff00]Mihail's Dwarven Colossus,[/color]and [color=#ffff00]Other Dwarven Automaton Mods[/color][/b]
[size=1][spoiler][/size]
You will [b]not [/b]be able to store/deploy/craft any Dwarven NPC's that are added by other mods. Attempting to store or capture them may break their AI.
[list]
[*]- The [b]Extra Automatons Plugin[/b] allows you to build and deploy several animunculi from the [color=#ffff00]Immersive Creatures mod[/color], as well as [color=#ffff00]Mihail's Dwarven Colossus[/spoiler][/color]
[/list][b]* [/b][b][color=#00ff00]Ordinator, Perkus Maximus, Vokrii, SPERG, [/color][/b]and [color=#ffff00][b]Perk Tree Overhauls[/b][/color]
[size=1][spoiler][/size]
This mod is [color=#ffff00]incompatible [/color]with any mods that edit the perk menu's perk tree! However, the installer contains patches for some perk mods that make them compatible with [i]The Timelost Dwemer.[/i]
[list]
[*]- There are [b][i][color=#00ff00]Ordinator, Perkus Maximus, Vokrii, and SPERG patches[/color][/i][/b] available that incorporates the Magecrafter perks.[/spoiler]
[/list][b]* [color=#ffff00]Mihail's Dwarven Power Armor[/color][/b]
[size=1][spoiler][/size]
This mod [color=#ffff00][i]partially[/i] [i]incompatible [/i][/color]with [b]Mihail's Dwarven Power Armor mod[/b] as I borrowed and edited his meshes, and edited and removed some things he added to the game (such as the random and quite frankly unimmersive Thalmor army you encounter in Mzulft for some reason).[i] Do not use his mod and mine at the same time. [/i]
[list]
[*]- However, if you are already using his mod and can't/don't want to take off your load order, I made a [b][color=#ffff00][i]Mihail's Dwarven Power Armor patch[/i][/color][/b] available in the installer that overwrites his .esp and makes it compatible with my mod.[/spoiler]
[/list][b]* [color=#ffff00]Dwemer Automaton Crafting[/color][/b] and [b][color=#00ff00]Aetherial Palace Reborn[/color][/b]
[size=1][spoiler][/size]
- This mod is [color=#ffff00]probably [/color]compatible with the original [b]Dwemer Automaton Crafting[/b], [color=#ffff00]but I [b][i]do not recommend[/i][/b] using it[/color] alongside my mod as my mod expands upon and makes most of its features redundant.
- On the other hand, this mod [i]should [/i]be compatible with [b]Aetherial Palace Reborn[/b] as the scripts are named differently in my mod. 
[list]
[*]- Make sure that you load my mod after Aetherial Palace Reborn in the left and right panes of Mod Organizer. My mod was overwrite all of its files.[/spoiler]
[/list][b]* [color=#ffff00]Body/Face Textures Mods
[/color][/b][size=1][spoiler][/size]
[list]
[*]- Should not overwrite any body/texture mods! This mod uses whatever body mods you have installed, and its textures are contained in their own folders and thus should not overwrite any mods
[*]- Some face texture mods may be incompatible and may make your face discolored or brighter than the rest of the body. You should be using a face texture mod that's compatible with the Demoniac Skin, like Mature Skin Textures[/spoiler]
[/list]* [color=#00ff00][b]Wildcat [/b][/color]and [color=#ffff00][b]Other [i]Combat [/i]Overhauls[/b][/color]
[size=1][spoiler][/size]
[list]
[*]This mod is fully compatible with Wildcat and does not require any patches
[*]Other combat mods that function like Wildcat should be compatible too, provided they do not overhaul the entire game in the same way that [b][color=#ff0000]Requiem [/color][/b]does.
[*]If you are unsure whether or not the overhaul you're playing is incompatible, please ask and I will take a look at it[/spoiler]
[/list]* [color=#ff0000][b]Shout or Slow Time-related mods [/b][/color]
[size=1][spoiler][/size]
[list]
[*][font=Arial]These mods will mess with chronokinesis effects, and are definitely NOT compatible[/spoiler][/font]
[/list]* [b][color=#ff0000]Requiem [/color][/b]and [color=#ffff00][b]Other [i]Complete [/i]Overhauls[/b][/color]
[size=1][spoiler][/size]
[list]
[*]As far as I know, this mod is [color=#ff0000]incompatible [/color]with [b][color=#ff0000]Requiem [/color][/b]and other similar overhauls. My mod will still probably work with Requiem, but it won't be balanced with the rest of the game.
[*]I am not interested in rewriting and re balancing my entire mod just to make it work with Requiem, [i]so please don't ask me to[/i]
[*][i]If you are unsure whether or not the overhaul you're playing is incompatible, please ask and I will take a look at it[/i]
[*]I did include the .esp version of Deep_Elf_Race in each download (it can be found in the development folder). So feel free to make patches for your favorite overhauls. [i]Please PM me if you've made any patches so I can add it to this mod's optional downloads.[/spoiler][/i]
[/list]
[img]https://i.imgur.com/vfNdTQN.png[/img]
You are also free to make patches for my mod if a mod you're using isn't compatible. You can either use my mod's .esm file to make your patch, or the mod's .esp file which is in the [b]development folder.[/b]
[/spoiler]



[img]https://i.imgur.com/6w8TXEp.png[/img][color=#444444]customization[/color]
[size=1][spoiler][/size]
[b][u]USING YOUR OWN TEXTURES
[/u][/b]
[b]TEXTURES:[/b]
If you want to use your own custom textures to fit your custom body meshes, all you need to do is replace this mod's textures with yours.
Simply drag and drop your textures (such as femalebody_1.dds, femalebody_0.dds, etc) into the following folder:

...\The Timelost Dwemer - A Deep Elf Race\Textures\deep elf\male

or

...\The Timelost Dwemer - A Deep Elf Race\Textures\deep elf\female

Click yes to overwrite any files if asked.
[/spoiler]



[img]https://i.imgur.com/YI6euvZ.png[/img][color=#444444]documentation[/color]
[size=1][spoiler][/size]
I wrote up a thorough and detailed documentation for this mod. 

The documentation covers the following topics: 

* Installation instructions
* Descriptions for all the extra/optional plugins
* Descriptions and (specific and relative) stats of the spells, perks, weapons, armors, and automatons added by this mod
* Gameplay tips
* Detailed crafting guide with charts/material lists for all the items and automatons added to the game
* Automaton use and maintenance 

Here is a link to the documentation: [b][url=https://mega.nz/#!OF003AQZ!JCFbBYOwGz7f-YATsjBz2cVNLuof7rV9Uphbn9E-d7w][b]Timelost Dwemer Guide and Documentation[/b][/url][/b]
[/spoiler]



[img]https://i.imgur.com/0QJNlHh.png[/img][color=#444444]faq[/color]
[spoiler]
[b]What armor is that in the screenshots?[/b]
[size=1][spoiler][/size]
The armor in the first two pictures is one of the Dwarven Armor variants from the [url=https://www.nexusmods.com/skyrimspecialedition/mods/7505]Book of UUNP Bodyslide[/url]. The sleek, skin-tight armor in the third picture is the Dwarven Armor replacer from [url=https://www.nexusmods.com/skyrimspecialedition/mods/17843]Girl's Heavy Armors.[/url] [/spoiler]

[color=#f1c232][b]My game is crashing on start![/b][font=Arial]
[size=1][spoiler][/size]
[/font]You are most likely missing a requirement. Read through the installation guide again and make sure you installed every requirement needed for the mod to function. If you installed any plugins or patches, you must make sure their requirements are installed, too.[/spoiler][/color][font=Arial]
[/font][font=Arial]
[b]I started a new game and I'm crashing when I select Deep Elves in RaceMenu![/b]
[size=1][spoiler][/size]
This can be caused by one of several things, but it is all related to the male body meshes or textures in some way, shape or form:

* You chose the SOS body in the installer, but [i]didn't[/i] install Schlongs of Skyrim
* You chose the SOS Light body in the installer, but [i]didn't[/i] install Schlongs of Skyrim Light
* You chose the SkySight Skins body in the installer, but [i]didn't[/i] install Skysight Skins
* There is a mod in your load order that is overwriting the SOS, SOSL, or SkySight Skins body meshes and causing CTD's
* You are using incompatible Oldrim textures in SSE (not all Oldrim textures are compatible with SSE)

Please make sure you installed the right requirements, and that there are no incompatible mod conflicts in your load order. If anything overwrites the male body meshes that SOS or SOSL provides, you will most likely crash. If you chose SOS or SOSL in the installer, and you do not have either of the two main mods installed, you WILL crash for sure.[/spoiler] 

[color=#f1c232][b]Vampirism isn't working!
[/b][b]or[/b]
[b]My character isn't getting his/her Better Vampires/Sacrosanct spells![/b]
[size=1][spoiler][/size]
1: Make sure that when you installed RaceCompatibility that you also installed USKPOverride (if you are using USLEEP).

2: Make sure you checked Better Vampires/Sacrosanct when you installed RaceCompatibility. 

3: Make sure you are also loading RaceCompatibilityUSKPOverride.esp and the Better Vampires and Sacrosanct .esp's in the right order. See the Load Order section of the Installation guide for instructions.[/spoiler][/color]

[b]Where are the Deep Elf followers?
[/b][size=1][spoiler][/size]
You can find them in the Understone Keep in Markarth hanging around Calcemo.[/spoiler]

[color=#f1c232][b]Why am I getting massacred by spellcasters?[/b]
[size=1][spoiler][/size]
Because of the Maleficarum Curse, which increases incoming spell damage by 25%. [/spoiler][/color]

[b]Then how do I fight spellcasters without getting massacred?[/b]
[size=1][spoiler][/size]
Use your chronokinetic abilities to defeat them. Use your chronokinesis to defeat them. Additionally, do not squander your headstart in the Smithing, Enchanting, and Alchemy skills. Leveling and using those three skills will help you greatly...

Please read the Gameplay Tips section of the documentation for more tips.[/spoiler]

[color=#f1c232][b]Can the effects of the Maleficarum Curse be reduced or removed ingame?[/b]
[size=1][spoiler][/size]
It can't be removed, but it can be mitigated or even offset entirely by Atronach Cubes. [/spoiler][/color]

[b]The Maleficarum Curse makes fighting spellcasters too hard. Can you remove it?[/b]
[b]or[/b]
[b]I don't like the Maleficarum Curse. Can you remove it?[/b]
[size=1][spoiler]
[/size]When installing the mod, you have the choice of installing difficulty plugins that nerf or remove the curse.[/spoiler]

[color=#f1c232][b]I don't like this mod >:C[/b]
[size=1][spoiler][/size]
Then don't play it.[/spoiler][/color]

[b]My male deep elves have holes in their crotches![/b]
[size=1][spoiler][/size]
You are missing the Deep Elf SOS Plugin. You need both SOS/SOS Light and the Deep Elf SOS Plugin if you want your male deep elves to have genitals. 

If you have the Deep Elf SOS Plugin installed, and your Deep Elf males still have holes in their crotches, you may need to [i]manually-apply [/i]their schlongs. Make sure to apply the Deep Elf schlong.[/spoiler]

[color=#f1c232][b]Time Warp killed me! Why is this happening?[/b]
[size=1][spoiler][/size]
All chronokinetic abilities damage you upon use. Time Warp's overpoweredness is offset by its potential to kill you, especially at lower levels. You can mitigate the damage that chronokinesis does to you by equipping items that resist magical damage, or by crafting and equipping Atronach Cubes.[/spoiler][/color]

[b]My female deep elves have discolored or brighter-colored faces![/b]
[size=1][spoiler][/size]
You are probably using a face texture that is incompatible with the Demoniac skin (which is what female deep elves use). I recommend that you use a face texture that is compatible with Demoniac like the face textures from the Mature Skin Texture mod. [/spoiler]

[color=#f1c232][b]I'm using CBBE and there's some weird stretching going on my female deep elves' breasts! [/b]
[b]or[/b]
[b]I'm using CBBE and my female deep elves' nipples are weird looking![/b]
[size=1][spoiler][/size]
The deep elf female textures are only compatible with Curvy body presets. If you are using a Slim body preset, deep elf females will look odd. You can replace their textures with your Slim body textures if you want by following the Customization guide above. [/spoiler][/color]

[b]The vanilla beards are clipping into my male deep elf's face!
[/b]or
[b]My deep elf's eyebrows are clipping under/into her face![/b]
[size=1][spoiler][/size]
You need to install [url=https://www.nexusmods.com/skyrim/mods/24273][b]Ethereal Elven Overhaul[/b][/url] and the [url=https://www.nexusmods.com/skyrim/mods/73909/][b]EEO USLEEP Update[/b][/url] or [url=https://www.nexusmods.com/skyrim/mods/91496?tab=description][b]Aesthetic Elves[/b][/url]. This mod uses Nuska's elven headmorphs, which are incompatible with vanilla beards (and some brow mods... I think). Without [b]Ethereal Elven Overhaul's[/b] beard tweaks and the [b]EEO USLEEP Patch[/b], or [b]Aesthetic Elves[/b], most vanilla beards will clip through the faces of male deep elves, and your female deep elf's eyebrows might clip through her head[/spoiler]

[b][color=#f1c232]Do NPC's refer to me as a deep elf ingame?[/color][/b]
[size=1][spoiler][/size]
[color=#f1c232]No. That would not be possible unless I edited every dialogue option that refers to you by race, and I don't want to do that.[/spoiler][/color]

[b]Can you share your Deep Elf Follower face presets?[/b]
[size=1][spoiler][/size]
[b]No.[/spoiler][/b]

[color=#f1c232][b]Can you make a Requiem Patch?[/b]
[b]or[/b]
[b]Can you make a patch for [Insert Combat Overhaul Here][/b][/color]
[size=1][spoiler][/size]
No. If the patch requires me to rebalance every item, NPC, spell, or race added by my mod, that's definitely going to be a [i]no.[/i] Feel free to make your own patches, though.[/spoiler]

[color=#f4f4f4][b]My game crashes whenever I deploy humanoid automatons[/b][/color]
or
[b]My game crashes whenever I deploy humanoid automatons, and my crash report says there's an issue with my skeleton[/b]
[spoiler]
Try installing [url=https://www.nexusmods.com/skyrim/mods/68000][b]XP32 Maximum Skeleton Extended[/b][/url]. Make sure no other skeleton mods are installed, as they may be overwriting XP32 or the vanilla skeleton and causing your CTD's.[/spoiler]
[color=#f1c232][/spoiler][/color]
[/font]
[/font][font=Arial]

[img]https://i.imgur.com/gdqnF1b.png[/img][color=#444444]bugs[/color]
[size=1][spoiler][/size]
[color=#ffff00][b]TURNING INTO A VAMPIRE MAKES MY SKIN PURPLE/BLUE/ETC[/b][/color]
[spoiler][b]* [/b]When turning into a vampire, your skin may revert to the default Deep Elf skin tone (which is a purplish-blue). I don't know wtf is causing this, but I do know that installing RaceMenu fixes this.[/spoiler]

[color=#ff7700][b]BEAST FORM REVERTS TO VAMPIRE RACE[/b][/color]
[spoiler]* Entering Beast Form and reverting back to your humanoid form transforms you to a vampire. This can be fixed by adding the Dwemer Werewolf Fix item to yourinventory and equipping it before you activate Beast Form.
 
You can obtain this item by entering the console with tilde~ and typing in: [b]help [i]"dwemer werewolf fix" [/i][/b](with quotes) and add the item to your inventory with [i][b]player.additem ____________ 1[/b][/i](where the blank is the item's code)[/spoiler]

[b][color=#ffff00]DUPLICATED STARTING BOOKS[/color][/b]
[spoiler]* After you start a new game/character, you may get duplicates of the five starting books if you exist the racemenu too fast or immediately after choosing your race. Not sure how to fix this.[/spoiler]

[b][color=#ff7700]WARP JUMP CLIPPING[/color][/b]
[spoiler]* Warp Jump may clip you through walls and cause you to fall through the earth. Not much I can really do about that so just be careful of where you warp jump to, and always try to aim at the floors. [/spoiler]

[b][color=#ffff00]DELAYED SLOW TIME EFFECT[/color][/b]
[spoiler]* The Slow Time effect may trigger later than it should, or sometimes not at all when using Warp Jump, Gravity Bomb, or End Time.
[list]
[*]- This is sometimes caused by script lag, but the slow time effect can sometimes not take effect at all when using Gravity Bomb or End Time on large groups of enemies[/spoiler]
[/list]
[b]SUPER SLOW TIME[color=#ffff00] [/color][/b]
If you are using any shout or slow time related mods, you might experience the super slow time bug. You should disable or uninstall these if you want to play this mod.

[b][s]TELEPORTING BROKEN AUTOMATONS PREVENTS COLLECTION OF REMAINS[/s] [b][color=#ffff00]FIXED![/color][/b][/b]
[s][spoiler]* Casting Recall Automatons on marked automatons that have been destroyed in combat will cause their remains to become uncollectable
[i][color=#ff0000]* DO NOT RECALL DESTROYED AUTOMATONS![/color][/i]
* You should probably unmark destroyed automatons before teleporting any of them[/spoiler][/s]

[b][color=#ffff00]AUTOMATON NOT DEPLOYING[/color][/b]
[spoiler]* Sometimes your automaton will not deploy when you drop your containment sphere
[list]
[*]- This can happen due to script lag. Try picking it up and deploying it again, or go indoors and deploy in there
[*]- Sometimes your automaton’s containment sphere can bug out and you will need to either
[*]craft a new one, or add a new one to your inventory via the console.
[*]- [u]Just make sure you get rid of the bugged automaton first by either removing it from [/u][u]your inventory or disabling it in the console[/spoiler][/u]
[/list]
[b][color=#ff7700]AUTOMATON NOT FOLLOWING YOU THROUGH LOAD DOORS[/color][/b]
[spoiler]* Sometimes your automatons may not follow you through load doors. They are not 'lost'. They will be in the previous room you left them in.
[list]
[*]- [b]Temporary fix:[/b] [b]Teleport [/b]them to you by casting Recall Automatons (only works if you marked them beforehand) OR [b]wait [/b]for them (by pressing T) will cause them to teleport to you immediately[/spoiler]
[/list][/font]
[b][font=Arial][size=2][color=#ffff00]DEEP ELF MALE OR FEMALE FACE/BEARD/BROW CLIPPING [/color][i](FIXABLE)[/i][/size][/font][/b]
[font=Arial][size=3][spoiler][/size]
If you are experiencing clipping, you need to install [url=https://www.nexusmods.com/skyrim/mods/24273][b]Ethereal Elven Overhaul[/b][/url] and the [url=https://www.nexusmods.com/skyrim/mods/73909/][b]EEO USLEEP Update,[/b][/url] or [url=https://www.nexusmods.com/skyrim/mods/91496?tab=description][b]Aesthetic Elves[/b][/url]. This mod uses Nuska's elven headmorphs, which are incompatible with vanilla beards (and some brow mods... I think). Without [b]Ethereal Elven Overhaul's[/b] beard tweaks and the [b]EEO USLEEP Patch[/b], or [b]Aesthetic Elves[/b], most vanilla beards will clip through the faces of male deep elves, and your female deep elf's eyebrows might clip through her head

Please see the [b][i]'Final Installation Notes'[/i][/b] section in the Installation guide for more instructions on how to install Ethereal Elven Overhaul, as it is somewhat complex to install.[/spoiler]

[b][color=#ff7700]"FILE PATH TOO LONG" ERROR IN VORTEX/NMM/MO WHEN INSTALLING[/color][b][font=Arial][size=2] [i](FIXABLE)[/i][/size][/font][/b][/b]
[spoiler]
If you can't install due to a [b]"File Path too long"[/b] error in your mod manager, download the mod manually from the site, and rename the .zip file that you downloaded to something shorter, like[b] "TLD.zip"[/b]. Then try installing it again, manually
[/spoiler]
[/spoiler][size=4][b]
[/b][/size][/font][font=Arial][size=2]
[/size]

[img]https://i.imgur.com/2Ql3Iqu.png[/img][color=#444444]future plans[/color]
[size=1][spoiler][b][u]
[/u][/b][/size][color=#f1c232]* [/color][color=#f1c232]The Coldharbour Exile - A Xivkyn Race [/color][i](WIP... not coming any time soon)
- This will only be available on SSE[/i]
[/spoiler]



[img]https://i.imgur.com/UHjBGSf.png[/img][color=#444444]changelog[/color]
[size=1][spoiler][/size]
[b]Old Changelogs:[/b]
[size=1][spoiler][/size]
[size=1]Closed Beta Changelogs[/size]
[size=1][spoiler][/size]
[size=1]0.9b RC 1.0[/size]
[size=1]Initial closed beta release[/size]

[size=1]0.9b RC 1.1 [/size]
[size=1]Worldspace:[/size]
[size=1]* Fixed the hole in ground at the Understone Keep's entrance. You won't fall through it when you enter from the front door anymore.[/size]

[size=1]0.9b RC 1.2 [/size]
[size=1]Perks:[/size]
[size=1]* Updated the description of Magecrafter perks to show what requirements you need to unlock them.[/size]

[size=1]Chronokinesis:[/size]
[size=1]* Reduced Warp Jump's Time Shifting damage to 20 per use[/size]
[size=1]* Reduced Time Dilation's Time Shifting damage to 10 per use[/size]
[size=1]* Time Dilation now lasts 2 seconds, rather than 1.5[/size]
[size=1]* Time Warp lasts 6 seconds now[/size]
[size=1]* Time Warp's Time Shifting damage now does a total of 90 damage over 12 seconds[/size]
[size=1]* New Ability: Gravity Bomb - Once per day, if you have an Advanced Warp Core or a Chromatic Warp Core equipped, overload your warp core, briefly creating a gravitational singularity before detonating it, hurling away all enemies within 50 feet of the detonation and dealing 50 damage to them over 5 seconds. Inflicts 9.6(*1.25) per second for 5 seconds.[/size]

[size=1]Items:[/size]
[size=1]* All Atronach Cubes now use Slot 55 rather than Slot 60. This should prevent them from being unequipped if you are using Dual Sheath Redux[/size]
[size=1]* All Warp Cores now buff Time Warp[/size]
[size=1] - Warp Core (Tier 1) - Time Warp now also lasts 2 seconds longer, but deals 5 more damage per second after casted. Warp Jump's distance is also buffed to +25ft.[/size]
[size=1] - Advanced Warp Core (Tier 2) - Time Warp now also lasts 4 seconds longer, but deals 10 more damage per second after casted. Warp Jump's distance is also buffed to +50ft.[/size]
[size=1] - Chromatic Warp Core (Tier 3) - Time Warp now also lasts 6 seconds longer, but deals 15 more damage per second after casted. Warp Jump's distance is also buffed to +75ft.[/size]
[size=1]* Removed unintended 10% Magic Resistance enchantment from Warp Cores[/size]
[size=1]* Advanced Warp Core and Chromatic Warp Core now give the Gravity Bomb ability[/size]

[size=1]0.9b RC 1.3 [/size]
[size=1]Automatons [/size]
[size=1]* Gynoids, Armati, and Packhorses have been reworked to be compatible with multiple follower overhauls[/size]
[size=1] - When you deploy a Gynoid, Gynoid Spellsword, Armatus, or a Packhorse, the Containment Sphere will choose from a leveled list of unique, named animunculi to spawn (Gynoids will spawn 'Iztar Alpha - Omega', Armati will spawn 'Nerchul Alpha - Lambda', and Packhorses will spawn Mzarduk 'Alpha - Lambda')[/size]
[size=1] - these individual animunculus actors can be managed as if they were individual followers, where previously each Gynoid, Armatus, or Packhorse was essentially a duplicate of the same individual (which prevented you from giving their duplicates equipment)[/size]
[size=1] - NOTE: You can only have 12 of each Gynoid, Gynoid Spellsword, Armatus, and Packhorse type before the game starts making duplicates again (these duplicates will not be compatible with follower overhauls)[/size]
[size=1]* New automaton: Gynoid Flamesword - Gynoid variant that uses Gynoid Flamesword[/size]
[size=1]* Renamed Gynoid Spellsword to Gynoid Stormsword[/size]
[size=1]* Remade the Armatus automaton because I couldn't figure out why the original Armatus couldn't use weapons[/size]
[size=1] - this new, remade variety of Armati should fight with any weapon you give them rather than fighting with their fists -.-[/size]
[size=1]* Gave Armati their own armor so it wouldn't be overwritten by other mods[/size]
[size=1] - Only Armati can wear the following items without becoming invisible:[/size]
[size=1] - Dwarven Armatus Boots, Dwarven Armatus Armor, Dwarven Armatus Gauntlets, Dwarven Armatus Helmet, and Dwarven Armatus Shield[/size]
[size=1] - these items can be crafted on their own, or converted from regular Dwarven armor pieces (for example: bring a Dwarven Shield to a forge, and just convert it into a Dwarven ARMATUS Shield)[/size]
[size=1] - Armati now have a variety of helmets to use [/size]
[size=1] - these helmets look different but have the same stats[/size]
[size=1]* Armati now require Greater Soul Gems to build, rather than Common Soul Gems.[/size]
[size=1]* Gynoid equipment is only equippable by gynoids now (anyone else who equips it becomes invisible)[/size]
[size=1] - Power Claws are still equippable by both Gynoids and Deep Elves.[/size]
[size=1]* Fixed Gynoid rebuild schematics so that Broken Gynoid Spellswords are rebuilt as Gynoid Spellswords, not regular Gynoids[/size]
[size=1]* Fire Seeker will now only attack hostiles[/size]
[size=1]* Seekers will engage hostiles upon deployment[/size]
[size=1] - they will not wait for you to attack; they will initiate combat as soon as they are deployed[/size]
[size=1]* Seekers now explode after 5 seconds even if they are not killed. The explosion affects you too! So don't deploy unless you're in combat[/size]
[size=1]* Helots now use Dwarven Warhammers[/size]

[size=1]Ordinator Patch[/size]
[size=1]* Changed the name of the Magecrafter perk from Apprentice Magecrafter to Magecrafter[/size]
[size=1]* Noted clearly in the Magecrafer perks' description what Smithing and Enchantment skill level you need to unlock the next level.[/size]

[size=1]0.9b RC 1.4[/size]
[size=1]Main Mod[/size]
[size=1]* Increased the effectiveness and cost of all repair spells[/size]
[size=1]* Changed automaton overdrive FX to a red color[/size]
[size=1]* Aetherial Power Armor now also requires 1 Aetherial Fuel Rod to be built[/size]
[size=1]* Deathwing Tempests now also require 1 Aetherial Fuel Rod to be built[/size]
[size=1]* Aetherial Fuel Rod added to leveled lists - 10% drop rate from dwarven boss chests[/size]
[size=1]* added powered dwarven weapons to leveled lists - 50% chance from boss chests and 30% from large chests[/size]
[size=1]* added 1 guaranteed Aetherial Fuel Rod drop to the Timelost Juggernaut, who is wearing Aetherial Powered Armor. [/size]
[size=1] - he can be found at the Mzulft Aedrome during the Revealing the Unseen quest[/size]
[size=1] - you will probably need to choose whether to loot his power armor or the fuel rod if you don't have enough inventory space[/size]
[size=1]* increased weight of Aetherial Power Armor to 250[/size]
[size=1]* reduced damage of Aetherial Warhammer [/size]
[size=1]* powered weapons, the Aetherial Powered Warhammer, Praetorians, and Ballistae now properly ignore armor[/size]
[size=1]* Removed Deep Elf/Deep Elf Vampire requirement to unlock the Magecrafter perk [/size]
[size=1] - now, non-Deep Elf characters can access the tree[/size]
[size=1] - Magecrafter lvl 1 still requires Dwarven Smithing, though[/size]
[size=1]* Added a two-handed version of the Aetherial Warhammer[/size]
[size=1] - it can be converted back and forth between the 1H and 2H version for free[/size]

[size=1]Extra Automatons Plugin (NEW!)[/size]
[size=1]* Adds four additional craftable automatons: the Balespider, Bolt Spider, Drakon, and the Colossus.[/size]
[size=1] - requires Skyrim Immersive Creatures and Mihail Dwarven Colossus [/size]

[size=1]0.9b RC 1.5[/size]
[size=1]Main Mod[/size]
[size=1]* Added two additional and increasingly powerful tiers of Dwarven Seekers: Volatile Seekers and Advanced Seekers. Higher tiers do more damage and have a higher blast radius. [/size]
[size=1] - Volatile Seekers require Magecrafter level 3[/size]
[size=1] - Advanced Seekers require Magecrafter level 4[/size]
[size=1]* All Seekers now require some kind of soul gem to assemble. See the Automaton Crafting Guide in the documentation for the required materials. Or just check ingame.[/size]
[size=1]* Observers now require 1 Common Soul Gem to construct now, rather than 3 Common Soul Gems[/size]
[size=1]* Fixed Armatus 11 and 12's Relationship, which previously prevented them from being followers as they were not classified as allies to the player. [/size]
[size=1]* Infernal Centurions are a little shorter now. [/size]

[size=1]Extra Automatons Plugin[/size]
[size=1]* Bolt Spiders now prefer ranged combat, and will hang back and shoot their crossbow[/size]

[size=1]0.9b RC 1.6[/size]
[size=1]Main Mod[/size]
[size=1]* Added a yellowish, chimeri-looking skin color for the immersionologists who'll probably complain about how dwemer aren't supposed to look like drow[/size]
[size=1]* Replaced the fourth skin color option with a bronze color[/size]
[size=1]* Drakaines no longer disappear/become invisible when killed - you can see their corpses now[/size]
[size=1]* Renamed several scripts to provide compatibility with TheBlackknight3000's mods  [/size]
[size=1]* Added a faction check to the Store Automaton option that requires you to dismiss an automaton follower before storing them[/size]
[size=1] - previously, storing an automaton follower without dismissing it first resulted in the automaton being stored while still taking up a follower slot[/size]
[size=1] - this is no longer possible as the Store option will not be displayed unless have been dismissed[/size]
[size=1]* Added a debug notification that warns players to clear their gynoid's/armatus'/packhorse's inventory AND dismiss them BEFORE storing them[/size]
[size=1]* Corrected some timeline inconsistencies in the documentation and in the mod text[/size]
[size=1]* NPC's will no longer think you're naked if you're wearing power armor[/size]
[size=1]* Updated the starting books so that they reflect the new revisions to the documentation[/size]
[size=1]* Added Dwarven Jump Charges[/size]
[size=1] - craft Dwarven Jump Charges to rapidly recharge an inert automaton to its primed state [/size]
[size=1] - they function as 'scrolls', and are consumed when used[/size]
[size=1]* Added the Recall Automaton and Mark Automaton spells[/size]
[size=1]* Fixed Warp Cores so they don't interrupt Time Warp anymore[/size]

[size=1]Extra Automatons Plugin[/size]
[size=1]* Changed the Armatus model so it doesn't use the goofy looking one that clips through its own body[/size]

[size=1]Follower Plugin[/size]
[size=1]* Changed Ashtaret's face complexion to make her look younger (MARRY HER! lol) [/size]
[size=1]* Nizrok is no longer marriable to stay consistent with his background story [/size]
[size=1]* Nizrok can wear power armor[/spoiler][/size]
[b]Main Changelogs
[/b][size=1][spoiler][/size]
[/font][font=Arial][size=1][1.0]
Initial Release

[b][Version 1.01 [color=#ffff00]Reuploaded[/color]][/b]
[color=#ffff00]* Added optional difficulty modes that nerf/remove the Maleficarum Curse. [b]ONLY WORKS ON NEW GAMES.[/b][/color]
[size=1]* Fixed Gravity Bomb so it doesn't cancel out Slow Time and end its effects early[/size]
[size=1]* Dwarven Armor Perk now requires 3 dwarven armor pieces rather than 4[/size]
[size=1]* Packhorses aggression level changed from Very Aggressive to Aggressive, making it so that they only run away from hostiles[/size]
[size=1]* Primed Helot containment spheres spawn Helots now[/size]
[size=1]* Excluded all craftable automatons from the effects of The Calling [/size]
[size=1] - casting The Calling near your automatons will not bug them out anymore.[/size]

[size=1]SSE Only[/size]
[size=1]* Fixed formatting on the Animunculi Maintenance book so it doesn't bug out on SSE[/size]
[size=1]* Fixed the text-squishing in the Animunculus Maintenance handbook[/size]

[size=1]Extra Automatons Plugin SSE[/size]
[size=1]* Fixed Armatus deployment CTD[/size]
[size=1] - fixed by reverting Armatus model to the one it uses when SIC is installed[/size]

[b][Version 1[color=#ffff00].011[/color]][/b]
[size=1]* Fixed Warp Core scaling so it scales your Time Warp attack speed too, not just slow time

[b][Version 1.02 [color=#ff7700]Reuploaded[/color]][/b]
[b][color=#ffff00]WARNING PLEASE READ: [/color][/b]
[color=#ffff00]You MUST follow this updating procedure:[/color]
* Go to your spellbook and equip the 'Debug - Unmark All Automatons' spell
* Aim at a crafted automaton and cast it (does not work on Armati, Gynoids, or Packhorses)
* You should see on the top left a notification that says: "All automatons unmarked."
* You can now proceed to remark your automatons for teleportation.

[size=1][b]Changelog:[/b]
[color=#ff7700][b][color=#ff0000]* Dwemer beards shouldn't stretch anymore[/color][/b]
* Fixed HDT Gynoids. Gynoids will have body physics if you install HDT Gynoids[/color]
* Added a debug spell that removes all autos from the teleportation formlist - dead or alive
* Added a script that removes autos from the automaton teleportation formlist when they are killed
- This makes it so that you can no longer teleport dead automatons. Teleporting dead autos would make their remains unrecoverable. My bugfix prevents this.
* Mark Automaton only works on living autos
* Mark Automaton no longer affects Gynoids, Armati, and Packhorses. YOu don't need to teleport them because they are followers and are programmed to teleport to you if you get too far away anyway
* Fixed Powered Battle Axe 1st-person model so it's an axe, not a hammer
* Removed the skill level requirement from the Aetherial Power Armor and Warhammer
- you can craft it right after obtaining Magecrafter level 4 now
* Aetherial Powered Warhammer 'conversion' schematics only show up in the forge when you have an Aetherial Powered Warhammer in your inventory
- FYI: you can convert Aetherial Powered Warhammers between 1-handed and 2-handed versions whenever you want at a forge
* Removed sound fx from all powered weapons because they were really stupidly loud and annoyingly inconsistent 

[b][Version 1.03b][/b]
Changelog:
* If updating from 1.02 to 1.03, you MUST follow the STANDARD UPDATING PROCEDURE after installing. See the Updating Guide in the Installation section of the mod description for instructions on how to properly update your game. The new features in this mod will not work unless you follow the Standard Updating Procedure.

[color=#ffff00]Power Scaling[/color]
* Chronokinetic powers now scale to your level, to make them less overpowered and more challenging to use up to level 100 (past that, scaling stops entirely)
- The damage that Time Dilation inflicts upon you increase by about 0.6 per level
- The damage that Warp Jump inflict upon you increase by about 0.6 per level
- The damage that Time Warp inflicts upon you increases by about 0.5 per level 
- The damage that Gravity Bomb inflicts upon both you and hostiles increases by about 0.5 per level
- The magicka cost of both Time Dilation increases by about 0.45 per level
- The magicka cost of both Warp Jump increases by about 0.45 per level

Items
* Warp Jump will not cause the 'super slow time bug' anymore
- I found out that it happens when you aim Warp Jump at a live NPC
- Casting Warp Jump at a live NPC will no longer teleport you, but it will slow time for half a second... so in order for Warp Jump to work as intended you MUST target a surface that isn't an NPC (ground, ceiling, wall, barrel, tree, etc) 
* Each Atronach Cube increases magic resistance by an additional 5%, up to 35%
* Warp Cores no longer increase the damage that chronokinetic spells inflict upon you, as this mechanic was replaced with the scaling

Chrono Powers
* Gravity Bomb now does 10 base damage to enemies per second for 5 seconds, and 5 damage to the player for 5 seconds
* Time Dilation increases your melee and bow damage by 10% for its duration

Perks
* You now start with Steel Smithing

File Structure
* Moved dwemer beards to the deep elf folder

Ordinator Patch
* You now start with Smithing Mastery level 1

[color=#ffff00]New Perkus Maximus Patch[/color]
* Added PerMa Patch 
- Integrated PerMa's Medi Spider into the Animunculi Deployment system and renamed it to Repair Spider
- Disabled ALL of PerMa's automaton crafting since my mod does the same thing and more
- Replaces Animunculi perks with Magecrafter perks
- Replaces Mass Production with High Explosives (equivalent to Dwarven Explosive Studies which unlocks Seekers and explosive bolts and arrows)
* This patch is only required if you are using the Warrior Module, which makes changes to the Smithing Tree
- if you do not use PerMa's Warrior Module, then you DO NOT need this patch
* You start with the Craftsman level 1, and Material: Steel perks

[color=#ffff00]New SPERG Patch[/color]
* Added SPERG Patch
* replaces Wordly Smithing with Meric Smithing levels 1 and 2
- Meric Smithing level 2 unlocks Dwarven Explosive Studies (i.e. the explosive arrows, bolts, and Dwarven Seeker bombs)
* replaces Open Mind with Magecrafter level 1-4

[b][Version 1.031b][/b]
Main Mod
* Added Assault Jump power, which is the same as Warp Jump, except it breaks stealth and knocks down nearby targets
- acquired by equipping Warp Cores
* Warp Cores
- weight changed from 50 to 1
- Warp Core now takes up Slot 54 in order to provide compatibility with the Dwarven Goggles/Scouter Mod
- gives players the Assault Jump power
- Warp Cores also increase the duration of the damage buffs that Time Dilation gives you
* Warp Jump
- Jump no longer breaks stealth (YAAAAY!!!!) 
- just don't Warp Jump so close that you touch an NPC, or they will be alerted by your presence
- Warp Jump's description updated to say that it deals light damage
* Time Dilation
- Time Dilation now slows time to a near standstill (in the same way that Time Warp does)
- its duration has been incerased by 1 second
- it also increases all damage done by 10% while active 
- Time Dilation's description updated to say that it deals moderate damage
* Dwarven Automatons
- The Tempest's Tempest Strike ability now does Shock damage, instead of Frost damage

Ordinator Patch
* Dwarven Explosive Studies requires Magecrafter level 2 now

[b][Version 1.02 [color=#ff7700]Reuploaded[/color]][/b]
[b][color=#ffff00]WARNING PLEASE READ: [/color][/b]
[color=#ffff00]You MUST follow this updating procedure:[/color]
* Go to your spellbook and equip the 'Debug - Unmark All Automatons' spell
* Aim at a crafted automaton and cast it (does not work on Armati, Gynoids, or Packhorses)
* You should see on the top left a notification that says: "All automatons unmarked."
* You can now proceed to remark your automatons for teleportation.

[size=1][b]Changelog:[/b]
[color=#ff7700][b][color=#ff0000]* Dwemer beards shouldn't stretch anymore[/color][/b]
* Fixed HDT Gynoids. Gynoids will have body physics if you install HDT Gynoids[/color]
* Added a debug spell that removes all autos from the teleportation formlist - dead or alive
* Added a script that removes autos from the automaton teleportation formlist when they are killed
- This makes it so that you can no longer teleport dead automatons. Teleporting dead autos would make their remains unrecoverable. My bugfix prevents this.
* Mark Automaton only works on living autos
* Mark Automaton no longer affects Gynoids, Armati, and Packhorses. YOu don't need to teleport them because they are followers and are programmed to teleport to you if you get too far away anyway
* Fixed Powered Battle Axe 1st-person model so it's an axe, not a hammer
* Removed the skill level requirement from the Aetherial Power Armor and Warhammer
- you can craft it right after obtaining Magecrafter level 4 now
* Aetherial Powered Warhammer 'conversion' schematics only show up in the forge when you have an Aetherial Powered Warhammer in your inventory
- FYI: you can convert Aetherial Powered Warhammers between 1-handed and 2-handed versions whenever you want at a forge
* Removed sound fx from all powered weapons because they were really stupidly loud and annoyingly inconsistent 

[b][Version 1.03b][/b]
Changelog:
* If updating from 1.02 to 1.03, you MUST follow the STANDARD UPDATING PROCEDURE after installing. See the Updating Guide in the Installation section of the mod description for instructions on how to properly update your game. The new features in this mod will not work unless you follow the Standard Updating Procedure.

[color=#ffff00]Power Scaling[/color]
* Chronokinetic powers now scale to your level, to make them less overpowered and more challenging to use up to level 100 (past that, scaling stops entirely)
- The damage that Time Dilation inflicts upon you increase by about 0.6 per level
- The damage that Warp Jump inflict upon you increase by about 0.6 per level
- The damage that Time Warp inflicts upon you increases by about 0.5 per level 
- The damage that Gravity Bomb inflicts upon both you and hostiles increases by about 0.5 per level
- The magicka cost of both Time Dilation increases by about 0.45 per level
- The magicka cost of both Warp Jump increases by about 0.45 per level

Items
* Warp Jump will not cause the 'super slow time bug' anymore
- I found out that it happens when you aim Warp Jump at a live NPC
- Casting Warp Jump at a live NPC will no longer teleport you, but it will slow time for half a second... so in order for Warp Jump to work as intended you MUST target a surface that isn't an NPC (ground, ceiling, wall, barrel, tree, etc) 
* Each Atronach Cube increases magic resistance by an additional 5%, up to 35%
* Warp Cores no longer increase the damage that chronokinetic spells inflict upon you, as this mechanic was replaced with the scaling

Chrono Powers
* Gravity Bomb now does 10 base damage to enemies per second for 5 seconds, and 5 damage to the player for 5 seconds
* Time Dilation increases your melee and bow damage by 10% for its duration

Perks
* You now start with Steel Smithing

File Structure
* Moved dwemer beards to the deep elf folder

Ordinator Patch
* You now start with Smithing Mastery level 1

[color=#ffff00]New Perkus Maximus Patch[/color]
* Added PerMa Patch 
- Integrated PerMa's Medi Spider into the Animunculi Deployment system and renamed it to Repair Spider
- Disabled ALL of PerMa's automaton crafting since my mod does the same thing and more
- Replaces Animunculi perks with Magecrafter perks
- Replaces Mass Production with High Explosives (equivalent to Dwarven Explosive Studies which unlocks Seekers and explosive bolts and arrows)
* This patch is only required if you are using the Warrior Module, which makes changes to the Smithing Tree
- if you do not use PerMa's Warrior Module, then you DO NOT need this patch
* You start with the Craftsman level 1, and Material: Steel perks

[color=#ffff00]New SPERG Patch[/color]
* Added SPERG Patch
* replaces Wordly Smithing with Meric Smithing levels 1 and 2
- Meric Smithing level 2 unlocks Dwarven Explosive Studies (i.e. the explosive arrows, bolts, and Dwarven Seeker bombs)
* replaces Open Mind with Magecrafter level 1-4

[b][Version 1.031b][/b]
Main Mod
* Added Assault Jump power, which is the same as Warp Jump, except it breaks stealth and knocks down nearby targets
- acquired by equipping Warp Cores
* Warp Cores
- weight changed from 50 to 1
- Warp Core now takes up Slot 54 in order to provide compatibility with the Dwarven Goggles/Scouter Mod
- gives players the Assault Jump power
- Warp Cores also increase the duration of the damage buffs that Time Dilation gives you
* Warp Jump
- Jump no longer breaks stealth (YAAAAY!!!!) 
- just don't Warp Jump so close that you touch an NPC, or they will be alerted by your presence
- Warp Jump's description updated to say that it deals light damage
* Time Dilation
- Time Dilation now slows time to a near standstill (in the same way that Time Warp does)
- its duration has been incerased by 1 second
- it also increases all damage done by 10% while active 
- Time Dilation's description updated to say that it deals moderate damage
* Dwarven Automatons
- The Tempest's Tempest Strike ability now does Shock damage, instead of Frost damage

Ordinator Patch
* Dwarven Explosive Studies requires Magecrafter level 2 now

[b][Version 1.032b][/b]
[color=#ff7700]IF YOU ARE ALREADY PLAYING A DWEMER VAMPIRE, YOU MUST ROLL BACK TO A PREVIOUS SAVE BEFORE YOU GOT INFECTED, AND RE-INFECT YOURSELF. That, or start a new vampire character via Alternate Start. If you do not do this, vampirism will not work properly. You could also try setting your race to 11DeepElfRaceVampire3, but that might not work well.
[/color]
Almost every single optional patch and plugin for this mod has been updated to accomodate the latest Deep Elf Vampire race fix. Make sure to check every plugin/patch you had installed in previous versions when installing 1.032b

Main Mod
[color=#ffff00]* Deep Elf Vampires and Werewolves should now be playable[/color]
[color=#ff0000][b]- The fix to the "I'm a werewolf, and when I reverted back to my humanoid form and became a vampire" bug only works on new saves... a work-around/fix for that is coming soon in the next update[/b][/color]
- mod is now compatible with, and should work well with vanilla vampirism, Better Vampires, and Sacrosanct
- your eye color should not change when you become a vampire
- you should obtain all the starting vampire abilities when you become a vampire
[color=#ffff00]- PLEASE REPORT ANY BUGS!!!![/color]
* Flameswords should be able to equip Gynoid equipment now
* Ballistae shouldn't engage all nearby NPC's anymore
- their aggression was set to unaggressive, so they should only attack in self-defense or when you attack
* Assault Jump's detonation radius increased to 400, and force increased to 450
- knockdown radius is basically quite larger, and enemies should get ragdolled a bit
* Disabled Gynoid Cape 1 because its mesh is bugged and I don't know how to fix it

SSE
* Fixed book 'melding' in The Animunculariary book 

Optional Plugins
* Deep Elf Followers plugin updated 
* Ordinator Patch updated
* Perkus Maximus Patch updated
* Sacrosanct Patch updated 
* SPERG Patch updated
* SOS - Deep Elf Addon updated

[color=#ffff00]* New plugin: Better Vampire Lord Transformation - Deep Elf Edition[/color]
- this will change female vampire lords so that they use female deep elf appearances
- NOTE: Installing this plugin will change the appearance of ALL female vampire lords, whether they are of nordic, dark elven, etc origin. All vampire lords will look like female deep elves.

[b][Version 1.032[color=#ffff00][u]1[/u][/color]b][/b]
It seems as though the werewolf fix in 1.032 only works on new saves, so users who started playing dwemer werewolves pre-1.032 may experience different results from the new patch when they revert from Beast Form. Some users report being turned into vampires upon reverting, while others report that 1.032 fixes this bug.

However, I've devised a workaround for this bug for pre-1.032 dwemer werewolves: the[b] Dwemer Werewolf Fix[/b] item (yes, such an inspired name)

* Added Dwemer Werewolf Fix item
- when equipped before entering Beast Form, this item will change you back to the proper Deep Elf race when you change back. 
- Obtain this item by entering the console with tilde ~ and typing in: help "dwemer werewolf fix" (with quotes) and add the item to your inventory with player.additem ____________ 1 (where the blank is the item's code) 
- basically, when the game re-equips all your items after reverting from Beast Form, this item will set your race to Deep Elf race 
- this item also sets your race to the Deep Elf race when it's equipped in general
- DO NOT USE THIS ITEM IF YOU ARE A DWEMER VAMPIRE!!!!!! If you equip this as a Dwemer Vampire, you will be changed to the default Deep Elf race!
* gave Warp Core a proper armor addon in the CK 
* Reduced the weight of the Chronokinetic Stabilizer to 10
* cleaned main Deep_Elf_Race plugin and Follower Plugin

[b][Version 1.0322b][/b]
* Time Dilation now increases combat skills by 50%, rather than 20% (this results in a more noticeable damage boost)
* Added Aetherium Fuel Rods in notable locations in the world: 2 in Blackreach, and 1 in the Aetherium Forge. Additionally, as a reminder, you can get one from Mzulft by defeating the Timelost Juggernaut.
* Removed the Nevernude body option. If you want to use vanilla bodies that aren't nude, either install the CBBE or UNP version. FYI: body textures are NOT what makes your characters nude: it is the body MESHES. Whether you install the UNP or CBBE textures doesn't matter - if you do not have any body mesh mods installed (in other words, if you are playing vanilla Skyrim), your character will not be nude no matter what textures you are using. 
- TL;DR both CBBE and UNP body textures will work with vanilla bodies
* Fixed knee gaps in Armati legs when they equip armor. 
* Changed the name of the Timeshifting debuff to Corporal Distortion
* Reduced the damage that Warp Jump and Assault Jump do to you by 10%
* End Time is now a castable power - you have to charge it up in one or both hands to use it.
* End Time ignores line of sight and all magical resistances (not that it could really be resisted anyway seeing as it instant kills things...)
* Removed effects from Maleficarum duplicate (Unerring Materialism?) ability that may have been added to players in previous patches

[b][Version 1.033b][/b]
* Added Void Grip power to dwemer vampires
- paralyzes and applies a DoT to your target, dealing a ton of damage that scales to your level.
* Added Aesthetic Elves Patch
* Removed Ethereal Elven Overhaul as a requirement for the mod (it is optional again)
* Included RaceCompatibility in the installer to make installation easier
* Updated installation guide
* Please read the installation guide when updating...
* Also FYI: if you installed the BVLT Plugin, load it after your vampire mods or close to the bottom of your plugin order or it won’t work. Forgot to mention that.
* Changed sound effects of the End Time power[/size][/size][/size]

[b][Version 1.034b][/b]
* You can now upgrade your Atronach Cubes and Warp Cores to the next tier for about half the material cost (e.g. Lesser Atro Cube can be upgraded to an Atro Cube)
- this will make it easier to obtain the Dwarven power-boost items
* Resolved 2 NULL errors in TESV5Edit 
* Chronokinetic Stabilizer now nullifies Time Warp damage
* Power Armor now counts as a full set of armor, so it benefits from full-set perks
* Integrated and tweaked Automatic Crossbows mod 
- NOTE: rate of fire may vary due to script lag
- Autocrossbow - Automatic crossbow that holds 30 bolts per magazine 
- Manuscorpio - Semiautomatic crossbow that fires bolts that ignore 100% of a target's armor; holds 8 bolts per magazine
- Multiballista - Burst-fire crossbow that fires 3 bolts per trigger pull; holds 15 bolts per magazine
* Void Grip is now a Destruction spell and can be casted repeatedly
- its magicka cost is high (about 80 MP at level 1), and it scales with your level up to level 100
* Time Dilation now costs less HP and more MP to cast
- HP cost is now the same as Warp Jump (14.5)
- Base MP cost at level 1 is 18 magicka 
- Time Dilation also specifically increases damage of bows by 100% 
- other weapon skills as well as the Destruction skill are increased by 50%
- I did this to make Time Dilation more useful, and to encourage players to use it constantly in battle rather than only at decisive moments
* Time Warp increases weapon skills and the Destruction skill by 25%
- I found that Time Warp was less effective at higher levels, so I added a damage increase to compensate for this
* Gravity Bomb now ignores line of sight, so it will knockback and affect everyone around you no matter were they are standing (whether they are behind a wall, or a chair)
- Because of this, Gravity Bomb now RELIABLY knocksback and affects your enemies (sometime enemies wouldn't be affected because they were standing behind a blade of grass or something stupid)
* Both Time Dilation and Warp Jump increase your armor rating significantly for a few seconds after the spells' effects wear off to make the spells less punishing if miscasted or used at the wrong moment
- Time Dilation inreases armor rating by 50% for about 1.5 seconds after it is casted
- Warp Jump and Assault Jump increase armor rating by 100% for about 2 seconds after either is casted
* Chronokinesis spells no longer make your character go 'oof' everytime you cast them (they are flagged as 'painless' so that you don't bleed/cry out when you're hurt by them)
* Doubled the projectile speed of Void Grip (it is now 5000)

[b][Version 1.04][/b]
[color=#ffff00]You must do the [b]Standard Updating Procedure[/b] if updating from 1.034b to 1.04!!! See the Installation>Updating section in the mod description for instructions.[/color]

[color=#f1c232]Major changes to [b]Power Armor operation[/b]... please read the changelog or documentation!!![/color]

[color=#fff2cc]New patch!
Vokrii Patch[/color]
* Renames Dwarven Smithing perk to Dwarven Magecrafting 
- Dwarven Magecrafting level 0 (first one you unlock) unlocks Dwarven weapons and armor
- Level 1-4 unlocks the Magecrafting perks
- Level 3 unlocks Dwarven Explosive Studies (Seekers, etc) as well

[b]Main Mod[/b]
* Fixed Automaton Overdrive so that it is actually usable now (previously, the Magecrafter perks weren't adding it to players' spellbooks because it didn't belong to a magic skill)
- players who start a new game should receieve the spell automatically or after unlocking Magecrafter
- players who are updating will need to do the following to obtain the spell:
- enter the console and type: help "Spell Tome: Automaton Overdrive" . The console will then tell you spell tome's item id (xx9A795) the first two digits (xx) will be different from user to user
- type player.additem _______________ and type in the item id, then press enter. Overdrive's spell tome will spawn in your inventory and you can read it 
* Non-dwemer players can now mark and recall automatons, as the spells are now added by unlocking Magecrafter level 1
* Added 5 character presets for each sex 
* Consolidated the different tiers of repair automaton and overdrive spells into single spells
- removed Repair Auto tiers 2 and 3, removed Restore Auto tier 2, and removed Overdrive tiers 2 and 2.
* The strength and magicka cost of automaton repair and Overdrive spells are increased by each Magecrafter perk you unlock
- See the documentation for more info on how the repair spells are buffed 
* Tweaked and (tried) to balance the repair automaton spells
* Obsolete repair and overdrive spells are hidden from players now
* End Time now uses the Master-level ritual spell animations
- requires both hands to cast, and you will be immobilized while charging it up
- you will only be able to aim wherever you started casting (you can only aim up and down, not left and right) so aim first then cast!
* Rewrote some perk and item descriptions across all perk patches and the base mod
* Hid Magecrafter magic effects
* Added sound effects to the following spells:
- Gravity Bomb
* Renamed Ancient and Legendary Atronach Cubes to Chromatic and Timelost Atronach Cubes, respectively 
* Corrected some typos in item descriptions
* Added an Aetherium Fuel Rod to Nchuand Zel Control

[color=#ffff00][b]Power Armor[/b][/color]
* Added several Power Armor Lockers to the world
- Locations: Nchuand Zel Armory, Blackreach War Quarters, Arkngthamz 
- Not all of them have power armor in them...
* Power Armor now needs the following two things to be operable:
- At least 1 Aetherial Fuel Rod in your inventory
- Power Armor Training
* Power Armor Training is no longer unlocked instantly after unlocking Magecrafter 4, it must now by learned from a book
- Two copies can be found in the Reachwind Eyrie and in the College of Winterhold Arcanaeum
* Aetherial Power Armor no longer occupies the Circlet slot, meaning you can now use circlets (like the Aetherial Crown) with power armor

[b]Main Mod - SSE[/b]
* Most Timelost Dwemer items (Warp Core, Chrono Stabilizer, etc) should preview properly in the item menu (except power armor and aetherial warhammer... can't figure out how to fix those)
[/size][/font]
[size=1][b][Version 1.04[color=#ff7700]1[/color]][/b][/size]
[size=1][b][color=#ffff00]New Plugin:[/color]
Carry Weight Patch[/b]
* Increases carry weight of Werewolves and Vampire Lords so that they don't get encumbered when your Tesseract Cubes are unequipped while transforming

[b]Main Mod[/b]
* I forgot to convert Deep_Elf_Race.esp to and .esm in the Oldrim version, so none of the changes in 1.04 carried over into the main mod... this is fixed. 
- (I'm debating whether or not I should drop development for Oldrim, since it's such a hassle to port it back and forth between updates...)
* Corrected some typos in the Atronach Cube line of items. Their descriptions should accurately describe your magicka regen rate now when equipped
* Hid Time Warp buffs from the UI, because there's a ton of them 
* Fixed some ITM errors in the Deep_Elf_Race.esm

[b]BVLT Plugin[/b]
* Applied the Vampire Lord carry weight fix from the main mod to the BVLT Plugin - therefore, if you load the BVLT plugin at the bottom of your plugin list (as instructed in the installation guide) you should have infinite carry weight as a vamp lord 
- this should prevent encumberance when using a tesseract cube while a vampire 

[size=1][b][Version 1.04[color=#ff7700]2[/color]][/b][/size][size=1]

[b]New Plugins:[/b]
[b][color=#ffff00]Wildcat Patch[/color][/b]
* Makes chrono abilities less damaging to players, since Wildcat amplifies chrono-damage to insane degrees

[b][color=#ffff00]Vokriinator Patch[/color] [/b](SSE only)
* Adds skill tree compatibility for Vokriinator

[b]Main Mod[/b]
* Primed, Inert, and Broken Ballistae have an inventory model now
* Multiballistae can now be crafted at Magecrafter 2
* Exploding Dwarven Arrows should have projectile models now
* Animunculi followers cannot be teleported via Recall Automaton anymore
- they are excluded to prevent waiting animunculi followers from teleporting to your location when Recall Automaton is used
- Animunculi followers teleport to you on their own, anyway
* Skin tone of femdwemer preset 3 changed to brown
* Removed unintended record changes to DLC2KagrumezLvlDwarvenBallistaFight1
* Power Armor Training Manual should be interactable/usable/readable now
- For future reference: they can be found in power armor lockers (randomly), but they are set to spawn in the Reachwind Eyrie and Winterhold College's Arcanaeum. 

[b]Followers Plugin[/b]
* Updated Ash's face to match my version's more refined model[/size][/size]
[/spoiler]
[/spoiler][size=1]
[/size][size=1]
[b][Version 1.04[color=#ff7700]3[/color]][/b]

[b]Main Mod[/b]
* Fixed a bug that was causing a CTD when Armati, Spheres, (and possibly) Centurions are deployed
- I think I fixed this in 1.01/1.02, but it showed up again while I was making 1.043. Not sure if the bug was active in 1.03/1.04 patches, but there ya go: it's fixed

[b]Revamped Observers![/b]
* ATTENTION! In order to use the revamped Observers, you must dispose of any Observers or Observer containment spheres you have. 
- You can dispose of them by disabling them in the console
- Only newly-crafted Observers will have the new behaviors and abilities below
* Observers now have a Cloaking ability that renders them invisible upon entering combat for 10 seconds
- This allows them to close in on enemy spellcasters while invisible
- Upon attacking a hostile, they will become visible again
- This Cloaking ability refreshes at the end of combat, allowing them to cloak once more in the next encounter
* Observers also pursue enemies in combat now (they couldn't before, for some unknown reason that I magically fixed)

[b]Improved Gynoids![/b]
* Gynoids (excluding the Spellsword models) have new perks to make them a viable option along with the newly-improved spellswords:
- Critical Shot (15% chance of a critical hit that does 25% more critical damage.)
- Improved Quick Shot (Can draw a bow 50% faster.)
* Gynoids (excluding the spellsword models) now cloak themselves upon entering combat for 10 seconds
- Cloaking is disabled when they attack
* Regular Gynoid models now have the following perks:
- Critical Shot (15% chance of a critical hit that does 25% more critical damage)
- Quick Shot (Can draw bows 50% faster (20% faster than players with the normal Quick Shot perk))

[b]General Animunculi[/b]
* Crested Armata helm texture changed so that it uses whatever textures you have installed
* Gave animunculi accurate damage resistance values ingame:
- Armati resist 20% damage now (without a full set of Armatus armor)
- Helots resist 20% damage now
- Gynoids resist 20% damage (without a full set of Gynoid armor)
- Centurions resist 60% damage
- Striders resist 40% damage
- Praetorians resist 35% damage
- Infernals resist 80% damage
- Tyrants resist 15% damage
- Venatores resist 10% damage
- Colossi resist 80% damage
- Drakontes resist 30% damage
* Jump Charges for Colossi, Bale Spiders, Bolt Spiders, and Drakontes require glass as an ingredient
* Gynoid Spellswords, Drakontes, Drakainas, Tempests, Witchslayers, and Deathwings now have Flame/Lightning Cloak powers that damage enemies in melee range
* Schematics for Spiders, Spheres, Colossi, Bale Spiders, Bolt Spiders, and Drakontes now only appear in the smithing menu if you have at least 1 Containment Sphere in your inventory
* Reduced movement speed of Armati and Gynoid models to 100, so they don't zoom around like Sonic anymore
* Observers and Flayers now require Lesser Soul Gems to assemble
- hopefully this makes people use them more, since Lesser Soul Gems are easy to obtain
* Drakons, Balespiders, and Bolt Spiders are now interactable (meaning you can see their names and stuff ingame)

[b]Chronokinesis[/b]
* Warp Jump now muffles your movement for 3 seconds, as well as increasing your Sneak by 15 points[/size]
[/spoiler]




[center][youtube]TJdSCxK1KkY[/youtube][/center][center][url=https://www.youtube.com/arcticscrolls]by ArcticScrolls[/url][/center]




[center][img]https://i.imgur.com/mcukquR.png[/img][font=Arial][/font][font=Arial]
[b][u][size=3]Textures[/size][/u][/b]
[size=2][b]ZwabberdieBo[/b] for the [url=https://www.nexusmods.com/skyrim/mods/81004/?]Veteran Skin[/url] male body textures
[b]Fadingsignal [/b]for the [url=https://www.nexusmods.com/skyrim/mods/58443/?]SkySight Skins[/url] male body textures
[b]urshi[/b] for the [url=https://www.nexusmods.com/skyrim/mods/27815/]Fine Face Textures of Men[/url] face detail textures
[b]Regenbot03[/b] for the [url=https://www.nexusmods.com/skyrim/mods/70834/?]Demoniac[/url] UUNP and CBBE body textures
[b]scivirius[/b] for the [url=http://www.loverslab.com/files/file/1829-clams-of-skyrim-project-inni-outie-cbbe-hdt-vagina/]Clams of Skyrim CBBE Demoniac Texture Patch[/url]
[b]LogRaam [/b]for [url=https://www.nexusmods.com/skyrim/mods/13722/?]The Eyes of Beauty [/url]eye textures
[b]Maevan2 [/b]for the [url=https://www.nexusmods.com/skyrim/mods/32986/?]Mature Skin Texture's [/url]femaleheaddetail textures
[b]Chris57 [/b]for the [url=https://www.nexusmods.com/skyrim/mods/2488/?]Better Males[/url] Body Textures
[/size]
[size=3][b][u]Dwarven Automaton Assets[/u][/b][/size]
[size=2][b]TheBlackKnight3000[/b] for [url=https://www.nexusmods.com/skyrim/mods/71777]Dwemer Automaton Crafting[/url]
[b]Caliente [/b][b]for [/b][url=https://www.nexusmods.com/skyrim/mods/49015]Bodyslide and Outfit Studio[/url][/size]
[size=2][b]Grohiik [/b]for [url=https://www.nexusmods.com/skyrim/mods/24587]Dwarven Mechanical Dragons
[/url][b]Anuiel[/b] for [url=https://www.nexusmods.com/skyrim/mods/30062/]Dwarven Beards[/url]
[b]MihailMods[/b] for [url=https://www.nexusmods.com/skyrim/mods/87727]Dwarven Power Armor[/url] and [url=https://www.nexusmods.com/skyrim/mods/82055]Dwarven Colossus[/url][url=https://www.nexusmods.com/skyrim/mods/87727/]
[/url][b]ECE Team, dimon99, Radioragae, REN, Peggy, NewSea,[/b] and [b]SKS[/b] for the gynoid body and accessories
[b]Edhildil[/b] for [url=https://www.nexusmods.com/skyrim/mods/43891/]Dwemer Cyborg BBP
[/url][b]Vicn's[/b] dwemer automatons from the [url=https://www.nexusmods.com/skyrim/mods/65134/?]Vicn Creature Pack[/url]
[b]mahty [/b]for [url=https://www.nexusmods.com/skyrim/mods/56655]Dwemer over Technology resources[/url]
[b]lifestorock[/b] for [url=https://www.nexusmods.com/skyrim/mods/24913/]Skyrim Immersive Creatures[/url][/size]
[b]Rizing [/b]for Dwarven crossbow models

[b][size=3][u]Other Mods[/u][/size][/b]
[size=2][b]T3nd0[/b] for [url=https://www.nexusmods.com/skyrim/mods/59849/?]Perkus Maximus[/url][/size][size=2][b]
Jaxonz [/b]for [url=https://www.nexusmods.com/skyrim/mods/53641]Jaxonz Blink Teleport[/url]
[b]MurderWrath[/b] for [url=https://www.nexusmods.com/skyrim/mods/56747]Recall Followers[/url]
[b]VectorPlexus, Smurf, and b3lisario[/b] for [url=http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/]Schlongs of Skyrim[/url], and their ‘How to make an SOS Plugin guide’
[b]Halofarm[/b] for [url=http://mod.dysintropi.me/]Halo's Poser[/url], which I used to pose my characters in the screenshots above
[/size][b]Apachii [/b]for [url=https://www.nexusmods.com/skyrim/mods/10168/]ApachiiSkyHairs[/url]
[b]Kalilies[/b] for [url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos - Renewal[/url]
[b]LordBishek [/b]for his 'Silenced Blink Teleportation' tweaks
[b]Loshirai14[/b] and [b]Souldemon [/b]for [url=https://www.nexusmods.com/skyrim/mods/25321]Better Vampire Lord Transformation[/url] and its Vampire Lord armors, respectively
[b]J3X [/b]for [url=https://www.nexusmods.com/skyrim/mods/26329]Automatic Crossbows
[/url]
[b][u][size=3]Scripts[/size][/u][/b]
[size=2][b]SKSE Team [/b]for [url=http://skse.silverlock.org/]SKSE[/url], and their scripts
[b]the1yunico [/b]for the Vokrii patch, Vokriinator patch, and Slow Time fix scripts
[/size]
[b][u][size=3]Dwarven Astrolabe Emblem[/size][/u][/b]
[size=2]Made by [b]Redshiftja [/b]with Photoshop CS6[/size][font=Arial][size=2]
[/size][/font]
[b][u][size=3]Special thanks to:[/size][/u][/b]
[size=2][b]TheBlackKnight3000[/b]for[url=https://www.nexusmods.com/skyrim/mods/71777]Dwemer Automaton Crafting[/url]because one of the primary features of this mod wouldn't be possible without his help and work
[b]anime slush puppy, BARANLANKA, JesterAx, coffeelemental, and sodapopcool[/b] for helping beta-test my mod before release
[b]TMPhoenix[/b] for [url=https://www.nexusmods.com/skyrim/mods/24168/?]RaceCompatibility[/url] and all his help (I wouldn’t have been able to get this mod working without him)
[b]StackEmHigh[/b] for his guides on [url=https://www.nexusmods.com/skyrim/mods/59220/?]Creating a Playable Race[/url] (I wouldn’t have been able to put this mod together without them)
[b]r/SkyrimMods/ [/b]for helping me with my scripts and making my mod work as intended






[color=#ffffff][img]https://i.imgur.com/zyKORgL.png[/img]

[url=https://www.nexusmods.com/skyrimspecialedition/mods/22499][img]https://i.imgur.com/xbHtXqA.png[/img][/url]

[url=https://www.nexusmods.com/skyrim/mods/86874][img]https://i.imgur.com/YaOLAWA.png[/img][/url]

[url=https://www.nexusmods.com/skyrimspecialedition/mods/16854][img]https://i.imgur.com/algIFyB.png[/img][/url]

[url=https://www.nexusmods.com/skyrim/mods/82641][img]https://i.imgur.com/cSrVt6h.png[/img][/url]

[url=https://www.nexusmods.com/skyrim/mods/98663][img]https://i.imgur.com/g0ntL0z.png[/img][/url]




[/color][img]https://i.imgur.com/itn8Ryd.png[/img]



[size=4][b][img]https://i.imgur.com/VjOjxn2.png[/img]
[/b][/size][/size][size=4][b][color=#f1c232]


If you like this mod, please Endorse it![/color]
And if you take any cool screenshots, feel free to add them to the gallery!
Thanks! :D


[/b][/size][/font][/center]
[url=https://www.nexusmods.com/skyrim/mods/97889].[/url]

Requiem - A Trip to Morrowind

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Requires [url=https://www.nexusmods.com/skyrim/mods/19281]Requiem[/url], as well as assets from Netch Leather Armor on the Creation Club (remember to convert the .nif files to LE, and place the assets into the provided creationclub\bgssse041 folders).

In terms of defense, Netch Leather is very similar to regular Leather (if a bit harder to get your hands on), while Boiled Netch Leather is slightly stronger, and serves as a stepping stone between leather and scaled/chitin/elven armor.[url=https://www.nexusmods.com/skyrim/mods/19281]

[/url]A Trip to Morrowind focuses mainly on making the hard-to-get armors of Morrowind accessible to the player:

[list]
[*] Revyn Sadri in Windhelm and Brand-Shei in Riften (who both already sold various goods from Morrowind / Solstheim) now stock Netch Leather and Bonemold armor, as well as extra crafting supplies for making Netch Leather, Bonemold, and Chitin armor.
[*] You may now find dunmer bandits equipped with these armors in a smuggler's den somewhere in Riften.
[*] Bonemold and Chitin armors are made craftable, Bonemold with the Craftsmanship perk, and Chitin with the Advanced Blacksmithing or Elven Smithing perks (all chitin pieces are craftable upon having either of the two perks).
[*] Netch Leather armor has received its own crafting recipe, and you may opt to tan Netch Leather at a cooking pot to craft Boiled Netch Leather armor.
[/list]

DX Black Widow Outfit UNP LE

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[center][size=4][i][font=Times New Roman][color=#ebf1dd][img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572429609-1175994690.png[/img]

Rumor has it that Sinderion the alchemist isn't just looking for crimson nirnroots in Blackreach
but also his experiments combining nirnroot and chaurus chitin led to a very powerful form
of protective armor that replenishes the user's stamina.


[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572170264-43768386.png[/img]
[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572429618-346920635.png[/img]

Without my patrons none of this would have been possible, [b]thank you so much guys![/b]


[url=http://patreon.com/deserterx][img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1561861223-539805268.jpeg[/img][/url]

[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572429627-415027611.png[/img]

[youtube]323LCyGs3RI[/youtube]

A new Falmer light armor that rejuvenates.

The armor has similar stats with dragonscale and it's lighter. The spider legs offer:

• 100 more stamina
• 300% stamina regeneration
• 25% better stealth
• 50% resistance to poison damage

[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572429633-307863609.png[/img]

This armor was inspired by Black Widow Razer Keyboard!

[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572028154-792033538.jpeg[/img]
:)


Depending on your character's face the mask may need adjustment.
Follow these [url=https://i.imgur.com/Si9RgUE.png]simple steps[/url] in Outfit Studio to adjust it exactly how you want it.

All the recipes will only be available as long as you carry the crafting manual in your inventory.
When you are done crafting store the manual and your crafting interface will be free again.


* help "black widow" - to get the id numbers *

[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572429641-1478858644.png[/img]


• none for LE.

[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572429648-634267017.png[/img]

If you want to use any of the non vanilla meshes of this mod please credit/contact the original creators listed below.
Anything else you can use freely inside Skyrim LE Nexus as long as you credit my work in the comments.
[i][font=Times New Roman][color=#ebf1dd]Please don't copy the textures if you are making a conversion.[/color][/font][/i]

[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572429657-741672213.png[/img]

Original Tunic mesh [url=http://www.nexusmods.com/skyrim/mods/47376]UNP Minidresses Collection by Tiwa44[/url]
Shoes meshes [url=https://www.nexusmods.com/skyrim/mods/56758]Charming High Heels for CBBE HDT by arison_c[/url]
In-game Crafting Manual, Ground Objects and Screenshots by [url=https://www.nexusmods.com/skyrimspecialedition/users/5114893]dianka33[/url]


Special thanks to

[url=http://www.nexusmods.com/skyrim/users/4291759]Ousnius[/url] for all the time he has spent offering help and tips on using Outfit Studio!

[url=https://www.nexusmods.com/skyrimspecialedition/users/43643027]docteure[/url] for her invaluable insights on using Outfit Studio!

[url=https://www.nexusmods.com/skyrimspecialedition/users/5114893]dianka33[/url] for all the amazing screenshots and help during the armor creation!

TKHBMVP for the German translation! [url=http://www.nexusmods.com/skyrim/users/4827500/?tb=mods&pUp=1]Nexus Resources[/url], [url=http://steamcommunity.com/sharedfiles/filedetails/?id=298040664] Steam Resources[/url]

To all who donate, endorse, comment or just play using this and the previous mods!

Bethesda that made all this possible.

[url=https://www.nexusmods.com/skyrim/users/3373573?tab=user+files][img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572429664-214448722.png[/img][/url][/color][/font][/i][/size][/center]

True Spear Combat - Weapons and Animations

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[center][/center][color=#bf9000][b][color=#ffffff][color=#BF9000][i][center][color=#ffffff][size=5]Good Morning[/size][/color][size=5] Everybody[/size][color=#ffffff][size=5],

[/size][/color][color=#93c47d][size=3][font=Comic Sans MS][color=#00ff00][size=5]Great News[/size][/color][/font][/size][/color][color=#93c47d]
[/color][/center][/i][/color][/color][/b][/color][center][color=#bf9000][b][color=#ffffff][color=#BF9000][color=#ffffff][size=3]My new plugin named[/size][/color][i][size=3][color=#93c47d] [/color][url=https://www.nexusmods.com/skyrim/mods/99303?][/url][url=https://www.nexusmods.com/skyrim/mods/99303?]Spears - Skill & Perks Tree[/url][/size][/i][color=#ffffff][size=3] which is now fully working, so doesn't hesitate to test it.[/size][/color][color=#ffffff][i][size=3]
[/size][/i][/color][/color][/color][/b][/color][color=#ffffff][size=3][b]The first part contain the first perk tree for the combat with spears with a dozen of perks. The second part will be on javelin and the third on halberd.[/b][/size][/color][color=#bf9000][size=3][b][color=#ffffff][color=#BF9000][color=#ea9999][color=#38761D][b][b][b][b][b][color=#ffffff] The mod will integrate a compatiblity to[/color] [color=#6d9eeb]True Spear Combat[/color], [url=https://www.nexusmods.com/skyrim/mods/97220]Skyrim Spear Mechanic[/url] [color=#ffffff]and [/color][url=https://www.nexusmods.com/skyrim/mods/89708]Animated Armoury - New Weapons with third person animations[/url].[/b][/b][/b][/b][/b][/color][/color][/color][/color][/b][/size][/color][color=#bf9000][b][color=#ffffff][color=#BF9000][i][color=#ffffff]
[/color][/i][/color][/color][/b][/color][/center][color=#ffff00][b][i]
[/i][/b][/color][color=#ffd966][size=2][b]Don't forget to[color=#00ffff] Endorse[/color] if you like and [color=#00ffff]Donate $[/color], if you want support my work![/b][/size][/color][size=3][color=#ffd966][size=2]
[/size][/color][color=#ffd966][size=2][b]The mod evolve so I recommend you to clic on "Track" button and you will be inform when I upload new plugin.
If you want report bugs or have comments, when you post your message don't forget to precise what version of TSC you use.[/b][/size][/color]

[size=3][b]Clic on[/b] [url=https://rd.nexusmods.com/skyrimspecialedition/mods/10483/?][color=#ffff00][b]True Spear Combat - SSE[/b][/color][/url][color=#ffff00][b],[/b][/color][b] if you want the[/b] [b][color=#7F6000]Special Edition of Skyrim[/color][/b] [b]version.[/b][/size][/size]
[b][size=3]This mod evolve with your commentaries, so don't forget to post your request.[/size][/b]

[color=#BF9000][size=3][b]I[color=#B45F06][size=2]f you dislike some animations and want remove them, go to installation part and follow the tutorial.[/size][/color][/b][/size][/color]
[color=#b6d7a8][size=3][b]-----------------------------------[/b][/size][/color][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#00ffff][size=3][b][color=#00ff00]
[color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#00ffff][size=3][b][color=#00ff00]Future, I've free time : [color=#ffffff] Transform Riekling spears to be usable by us.
[/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][color=#ffffff]Horse charge with a spear and javelin release during riding. Fixed the bug of sneak animation camera too high for magic and javelins.[/color][color=#a4c2f4][color=#ffffff] More animations for the random. Add a Perk tree for spears, halberd and javelins.[/color] [color=#ffffff]Add the new[/color] Enderal Plugin. [color=#ffffff]Checked the compatibility with[/color] [/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#00ffff][size=3][b][color=#00ff00][color=#a4c2f4]YY Anim Replacer - Mystic Knight[color=#ffffff],[/color] Requiem[color=#ffffff],[/color] Immersives Wenches [color=#ffffff]and [/color]Master of Disguise.[/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00]

[color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#00ffff][color=#ffffff]Patch for the mod [/color][/color][/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][/color][/color][/b][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][color=#ffff00][color=#00ff00][color=#00ffff][url=https://rd.nexusmods.com/skyrim/mods/67103/?][color=#ffff00]Vigilant[/color][/url][/color][/color][/color][/size][/color][/color][/color][/size][/color][/color][/color][b][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#00ffff][color=#ffffff],[/color][/color][/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][color=#00ffff][size=3][b][color=#00ffff][size=3][b] [url=http://www.nexusmods.com/skyrim/mods/21120/?][color=#ffd966]Heavy Armory[/color][/url][color=#ffffff],[/color] [color=#00ff00][url=http://rd.nexusmods.com/skyrim/mods/12060/?][color=#00ffff][size=3][b][color=#00ffff][size=3][b][color=#00ff00]Bobs Armory Skyrim[/color][/b][/size][/color][/b][/size][/color][/url] [/color][color=#ffffff]and[/color] [url=http://www.nexusmods.com/skyrim/mods/27644/?][color=#00ffff][size=3][b][color=#00ffff][size=3][b][color=#c27ba0]Immersive Weapons[/color][/b][/size][/color][/b][/size][/color][/url].[/b][/size][/color]
[color=#ffffff]Many patchs are included for many mods.[/color]

[color=#ffffff]I've inspired my texture on the mod "[/color][url=http://www.nexusmods.com/skyrim/mods/58470/?]Alternative Daedric Weapons (4k and 2k)[/url][color=#ffffff]" by[/color] [i][b]Aiyen[/b][/i][color=#ffffff], I recommend you.[/color]

(Please your comment help me, post them if you see something strange in game)
[color=#b6d7a8]-----------------------------------[/color][/b][/size][/color]

[size=4][b][color=#ffd966][size=5]Summary[/size][/color]
[/b][/size][font=Arial][size=3][u][b]I      Presentation[/b][/u][u][b]
II     Installation[/b][/u][u][b][size=3][size=2][size=3][size=2][font=Arial][size=3][u][b]
III    Incompability[/b][/u][/size][/font][/size][/size][/size][/size]
IV    Recommendations[/b][/u][/size][/font]
Read this part for a better experience in game.
[size=3][u][b]V     Future project
[/b][/u][size=2] If I've time to develop this ideas.[size=3][u][b]
VI    Resolve your trouble
[/b][/u][size=2] If you are unlucky, you will find a solution here or on the forum.
[font=Arial][size=3][u][b]VII   Tutorial for modders[/b]
[size=3][size=2][size=3][size=2][font=Arial][size=3][u][b]VIII   History[/b][/u][/size][/font][/size][/size][/size][/size]
[/u][size=2][size=3][size=2][size=3][size=2][font=Arial][size=3][u][b]IX Credits
[/b][/u][/size][/font][/size][/size][/size][/size][/size][/size][/font][/size][/size][/size][/size]

[font=Arial][size=3][b][u][i] [/i]I Presentation[/u][/b][/size][/font][font=Comic Sans MS][font=Arial]
[color=#efefef] [color=#ffffff]This mod is an independant script from [b][i]DemongelRex[/i][/b], free of Spears of Soolie with my animations and some advantage[size=2]s.[/size][/color][/color][size=3][color=#efefef][size=2][color=#ffffff]
[/color][color=#f4f4f4]
The original mod offer the possibility to play with [b]spears and bound spears (1 hand sword)[/b] and [b]javelin (throwable)[/b] in Skyrim with different animations in 1st and 3rd person view. This is a multitude of new animations for spears and javelins which can be played during travel and combat. This animations run only for some kind of weapons, so they don't overwrite vanilla animation for other weapons like sword, axe, etc.
This animations are for right-hander and cover javelins, tridents, halberds and spears: the 1 hand combat with/without shield and the 2 hands combat[/color][/size][/color][color=#f4f4f4][size=2] are playable.[/size][/color][color=#f4f4f4][size=2] You can checked the .gif on the top of this page if you want see what are the look of some animations.[/size][/color][color=#f4f4f4][size=2]Player and NPCs are able to use animations for this weapons, nevertheless for avoid an overheat of your CPU the maximum of NPCs who can run animations is to five.[/size][/color][i][b]

[size=2]New vs old method for javelins:[/size][/b][/i][i][b][color=#00ff00][size=2]
[color=#00ffff]New method[/color][/size][/color][/b][/i][color=#00ff00][size=2][color=#00ffff] run fast but you risk to experiment bugs because it's new.[/color][/size][/color][color=#00ffff][size=2] For the moment, I need to mod behavior for allow sneak attack and movement which don't run.[/size][/color][i][b]
[/b][/i][/size][size=2]Javelin are usefull during a close or medium range fight due to the gravity effect, this same effect will knockdown your ennemy when you hit them.
You can use a shield in the same time of javelin and protect yourself.[/size][/font][/font][font=Comic Sans MS][font=Arial][size=2][font=Comic Sans MS][font=Arial][size=2] Javelin are only usable by the player for the moment and don't own first person animation.
NPCs can't own javelin if you try to give them, they will disappear for ever, except for vendors and blacksmith.

[/size][/font][/font]You don't need to start a new game to run animations, an old save will be okay. Same, if a corrupted save can blocked the script of my mod.
Some inconvenients and bugs that will be fixed in the future,[i][b] patience[/b][/i].

Multiples patchs are join to the TSC mod, so if you want my animations add on many weapons from great mod like [color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][url=https://rd.nexusmods.com/skyrim/mods/67103/?][color=#ffff00]Vigilant[/color][/url][color=#ffffff],[/color][/color][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/size][/font][/font][color=#00ffff][b][color=#00ffff][b] [url=http://www.nexusmods.com/skyrim/mods/21120/?][color=#ffd966]Heavy Armory[/color][/url][color=#ffffff],[/color] [color=#00ff00][url=http://rd.nexusmods.com/skyrim/mods/12060/?][color=#00ffff][b][color=#00ffff][b][color=#00ff00]Bobs Armory Skyrim[/color][/b][/color][/b][/color][/url] [/color][color=#ffffff]and[/color] [url=http://www.nexusmods.com/skyrim/mods/27644/?][color=#00ffff][b][color=#00ffff][b][color=#c27ba0]Immersive Weapons[/color][/b][/color][/b][/color][/url][/b][/color][/b][/color], now it's possible. I've redone the patcher from [font=Comic Sans MS][font=Arial][color=#b6d7a8][size=2][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#ffffff][url=https://www.nexusmods.com/skyrim/mods/59849][color=#d5a6bd]Perkus Maximus[/color][/url][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/size][/color][size=2] and [b][color=#6d9eeb][url=https://www.nexusmods.com/skyrim/mods/34155][font=Comic Sans MS][font=Arial][color=#a4c2f4][b]Dual Sheath Redux[/b][/color][/font][/font][/url][/color][/b].[/size]

Some pretty videos by [url=http://rd.nexusmods.com/skyrim/users/8208303/?][size=3][b][i]SEXX[/i][/b][/size][/url], animations are included in True Spear Combat and some others.

[/font][/font][youtube]xZs6h89GaE0[/youtube][youtube]BegGsu0OIEI[/youtube]
[font=Comic Sans MS][font=Arial]Plus [font=Comic Sans MS][font=Arial]a very impressive video of [i][b][url=http://rd.nexusmods.com/skyrimspecialedition/users/394634]Chaos_Hellfire[/url][/b][/i], the mod is presented to 4:51. Click on [font=Comic Sans MS][font=Arial][i][b][url=http://rd.nexusmods.com/skyrimspecialedition/users/394634]Chaos_Hellfire[/url][/b][/i][/font][/font] for more videos of mods.[/font][/font][/font][/font]
[youtube]ooFyWkHeTHQ[/youtube]

[font=Arial][size=3][u][b] II Installation[/b][/u][/size][/font][b]
1°)[/b] I recommend to Install TSC after all other mods like [b]Tk Dodge[/b]. Use the NMM installation for TSC, you can choose what animations you want and add patches for others mods which add spears or other weapons.If you want installed patchs, two versions are possible:
a) the main version which overwrite others mods with the patch,
b) the update named [b]TSC - Patchs - NMM[/b], this last add the patch, you just need to uncheck all patchs of the main version[b]. Don't care about the advert.
[/b] c) To allow the overwrite for the 1st person behavior of [b]TKDodge[/b] by my files[b]
2°)[/b] Install and Launch[b] [u][font=Comic Sans MS][url=http://www.nexusmods.com/skyrim/mods/11811/?]FNIS[/url][/font][/u][/b][b] by [i]Fore[/i][/b], U don't need to clic on anything, deactivate (PCEA) if active and just clic on [b]"Update Behavior"[/b].[b]
3°) [/b]U can play and you don't need to start a new game.
[b]4°) [/b]You need [url=https://www.nexusmods.com/skyrim/mods/3863][color=#ff00ff]SkyUI[/color][/url] for run the MCM. The MCM allow you to add or delete animations for spears, if you see NPCs who don't play animation, turn [b]off[/b] the mod with MCM and just after, turn it on [b]on[/b]. Five NPCs can play animation in the same time.
[b]5°) [/b]The MCM menu allow you to change what you want, like the random timing with the bottom named "Player: Animation Check Interval". I recommend 6 for combat and 50 out of combat, due to my idle animation Xtra long (50 seconds)

[b]Manual Intsallation[/b]
1°) Extract the "[b]True Spear Combat - Weapons and Animations - NMM Installer[/b]" file with 7zip.
Folders that you will select need to be copy/paste in the data of your game. The main installation need to the contain from the "[b]00 == CORE ==[/b]" and one of the contain from [b]01[/b], [b]02[/b] or [b]03[/b]. Select them in function of your needs. After, you need to select one folder for the type of [b]Blocking animations (1 hand)[/b] ([b]10[/b], [b]11[/b], [b]12[/b], [b]13[/b]), the type of [b]Blocking animations (2 hands spear) [/b]([b]14[/b], [b]15[/b]), the type of [b]1st person[/b] ([b]Spear and Shield[/b] or [b]Spear and Torch[/b]).
All next folders are optionals and concern patchs for different mods that you need to have installed before to use the patch.
Go to [b]II Installation[/b], [b]2°)[/b] for thext of the installation.


[b] Removed animations[/b]
If you want removed some animations, because you don't like them.
Go to [b]meshes\actors\character\animations\TSC[/b], after that you can deleted animations that you won't.
[b]Exemple:[/b] If you dislike the [b]blocking animation with the shield[/b], you can deleted all animations with the prefix [b]tsc0_shd[/b].
If it's only the turn animation of the blocking animation with the shield that you won't, you will delete tsc0_shd_tunleft60, 180 and tsc0_shd_turnright60, 180.
Prefix for all animations are [b]tsc0_1hm[/b] for [i][b]short spear[/b][/i], [b]tsc0_2hm [/b]for [i][b]long spear[/b][/i] and [b]tsc0_2hw[/b] for the [i][b]Halberd[/b][/i].
Launch an update of FNIS and you can replay to your Skyrim.

[font=Arial][size=3][u][b][size=3][size=2][size=3][size=2][font=Arial][size=3][u][b] III    Incompability[/b][/u][/size][/font][/size][/size][/size][/size][/b][/u][/size][/font]
True Spear Combat is incompatible with all mods which change the behavior files of the 1st Person.
You need to install TSC in last, after all your other mods.

[size=3][u][b] IV Recommendations[/b][/u][/size]
Not necessary with my new first person animation but if you prefer.

For the Data\SKSE\Plugins\SKSE_EnhancedCamera.ini from [font=Comic Sans MS][color=#00ffff][b][url=http://www.nexusmods.com/skyrim/mods/57859/?]Enhanced Camera[/url][/b][/color][/font] by [b][i]LogicDragon[/i][/b], I recommend parameters below which are the best for myself and yourself.
----
; Enables experimental third person arms when in first person
bUseThirdPersonArms=1
bUseThirdPersonArmsBow=1
bUseThirdPersonArmsBowAim=1


[b][size=3][u] V Future project[/u][/size][/b][b]
[/b]- [b]"[u]Ribbons and feathers on spears[/u]"[/b] with the HDT physics.[b]
- "[u]True Spear Combat[/u]" mod whose the development will retake to 2018.
[size=2][b][b][b][b][b][b][b][b][b][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#ffffff]1) Fixed the text in the MCM.[/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/b][/b][/b][/b][/b][/b] ([b][size=2][b][b][b][b][b][color=#00ffff]Done[/color][/b][/b])[/b][/b][/b][/size][/b]
[/b][/b][/b][/size][/b][b][size=2][b][b][b][b][b][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#ffffff][b][b][b]2) Spear on back with XPMSE.[/b][/b][/b][/color][color=#ffffff][b][b][b]
[/b][/b][/b][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/b][/b]3) I take some time but I try to give you some random animations for two hands and one hand attack.[/b] (Need a script)[/b][b][b]
4) An ability when left hand doesn't have shield or spell, animations run two hands. [/b][/b](Need a script, it' not win)
5) Animations for the left hand. (I will try a mirror method)
[b][b][b]6) Fixed the bug with some clothes and the rotation bug of the 2hm spear during movement.[/b][/b][/b]
7) Fixed the equip, unequip bug which break animations. [b][size=2][b][b][b]([b][b][color=#00ffff]Done[/color][/b][/b])[/b][/b][/b][/size][/b]
8) Animations for Horseback. (Need to do a script)
9) [b][b]Allow Javelin and shield in the same time for player ([b][b][color=#00ffff]Done[/color][/b][/b]) and NPCs.[/b][/b]
10) Plugin with a lot of thorwing Knives and Axes (If no body have done a plugin with this)
11) Animations for draughr. (Need to do a script)[color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#00ffff][size=3][b][color=#00ff00][color=#ffffff][size=2][b][b][b]
12) More animations always more.[/b][/b][/b][/size]

[/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][/color][/color][/b][/size][/color][/b][/size][/b][size=2][color=#00ffff][b][color=rgb(97, 97, 97)][color=#bf9000][b][color=#ffffff][color=#BF9000][color=#bf9000][b][color=#ffffff][color=#BF9000][color=#ffffff][color=#ea9999]Results of the survey in percent, the five more importants :
[/color][/color][/color][/color][color=#ffffff][color=#BF9000][color=#ffffff][color=#ea9999][color=#efefef]Add a Perk tree for spears, halberd and javelins. (Very long) : 17.6[/color] - Work in progress
[/color][/color][/color][/color][/b][/color][color=#efefef][b]Horse charge with a spear and Knockdown the ennemy. (medium or long) : 14.6[/b][/color][color=#bf9000][b][color=#ffffff][color=#BF9000][color=#ffffff]
Killmoves animations for spears and halberds. (Long) : 14.5
More random attack animations. (Short or medium) : 13.9[/color][/color][/color][color=#ffffff][color=#BF9000][color=#ffffff]
Javelins usable by NPCs. (medium or long) : 10.1[/color][/color][/color][color=#ffffff][color=#BF9000][i][color=#ffffff] : [/color][/i][color=#ea9999]Done in the 0.9.8[/color][/color][/color][/b][/color][/color][/color][/b][/color][/color][/b][/color][/size][color=#bf9000][b][color=#ffffff][color=#BF9000][i][color=#ffffff]
[/color][/i][/color][/color][/b][/color]

[size=3][b][u] VI Resolve your trouble[/u] ( For all troubles or advices use posts. Nothing is perfect):[/b][/size]
[color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#00ffff]Bugs knows on the v.0.6.6 are:
[color=#d8d8d8][color=#ffffff][size=2]-Animations don't run, be care to follow installation instruction and see if when you start a new game allow animation to run.
A corrupted save can block scripts. I search a solution for cleaning corrupted saves.

- NPCs don't have javelins. [/size][/color]
[color=#ffffff][size=2]- Movement animations don't run for javelin with the new method.[/size][/color]
[color=#b6d7a8][size=3][b][color=#ffff00][color=#00ff00][color=#00ffff][color=#00ffff][size=3][b][color=#d8d8d8][color=#00ffff] [size=2][b][b][color=#ffffff]- Bound javelin, [/color][color=#efefef][color=#ffffff]w[/color]hen you have launch the spell, you need to unequip spell and go inventory to select bound javelin.[/color][/b][/b][/size][/color][/color][/b][/size][/color][/color][/color][/color][/b][/size][/color]
[/color]
[/color][/color][/color][/b][/size][/color][size=3][size=2][size=3][size=2][font=Arial][size=3][u][b] VII Tutorial for modders[/b][/u][/size][/font][/size][/size][/size][/size]
[b]How can I have your animations or other animations on other mods?[/b]
Many points to start to answer at this question: [b]0°)[/b] Install TesVEdit, [b]1°)[/b] Create a new plugin or modify the original plugin of the mod, [b]2°)[/b] Animations for the 3rd person view, [b]3°)[/b] Animations for 1st person view, [b]4°)[/b] Replace my animations by others animations

[b]0°)[/b] Before starting you need to own [b]TESVEdit[/b], you can download it on this link: [b]https://www.nexusmods.com/skyrim/mods/25859[/b]
[b]Install it[/b] and [b]open it[/b] with my mod checked and the mod that you want modify. All modifications will be done with TESVEdit

[b]1°)[/b] You need to choose what you want modified, the plugin of your mod or if you want a new plugin like a patch. The both are possible, You can create a new plugin easily. For that you open your mod, open weapons, ctrl+click on weapons and left click, in the dialog box select the option "Copy as override into", select a new file and give it a name.


[b]2°)[/b] If you search to run my animations for the third person, you need to know what style of weapon and use the correct keywords on the weapon.
Weapons have an "Animation type" in the "[b]DNAM - Data[/b]" of their description and "keywords" in "[b]KYWD - Keywords[/b]". When you find this, left click on the shift to the right of KYWD and click on add, this will appear "[b]NULL - Null Reference [00000000][/b]"
Now, you need to change the reference number [00000000] with the correct keywords, see below.  
"OneHandSword"= "[b]SpearWeapon[/b]" [KYWD:xx004340]
"TwoHandSword" = "[b]LongSpearWeapon[/b]" [KYWD:xx079BD5]
"TwoHandAxe" = "[b]HalberdWeapon[/b]" [KYWD:0B0BB8EC]

[b]3°)[/b] If you want add the [b]1st person animation[/b], you need to add the script named "[b]WeaponStyleSpearScript[/b]" to the weapon.
Select with ctrl + click, the new weapons and one of my spear weapon, left click and compare selected.
The weapons will appear the description box, you just have to take the script named "WeaponStyleSpearScript" and slide it on the new weapon.

[b]4°)[/b] You can select animations from others modders and replace mine by their.
The filepath for animations for the [b]3rd person[/b] is: Data\Meshes\actors\character\animations\TSC
and for the [b]1st person[/b] is: Data\Meshes\actors\character\_1stperson\animations\spears.
You just need to drop your animation and change the name by one of mine. BEWARE: 1st person and 3rd person animation are differents, you can't place a 3rd person animation in the 1st person and think it will work.

[size=3][b][u][font=Arial] VIII History[/font]
[/u][/b][/size][b][size=2][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/size][b][b][b][b][b][b]
[size=2][b][b][b]05/20/18 [b][b][b][b][b][b][b][size=2][b][b][b]- [b][b][b][b][b][b][b][size=2][b][b][b][b][b][b][b][b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] - v.0.7.9[/b][/b][/b][/b][/b][/b][/b][/size][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/size][/b][/b][/b][/b][/b][/b][/b] - [color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#00ffff] [color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#ffffff]Fixed the text in the MCM.[/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#00ffff][b][b][b][b][b][b][b][b][b] [color=#ffffff][b][b][b][b][b][b][b][b][b]Javelin knockdown the target and many other little things.[/b][/b][/b][/b][/b][/b][/b][/b][/b][/color][/b][/b][/b][/b][/b][/b][/b][/b][/b][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color][/b][/b][/b][/size][/b][/b][/b][/b][/b][/b][/b]
05/05/18 - [b][b][b][b][b][b][b][size=2][b][b][b][b][b][b][b][b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] - v.0.7.2 - [/b][/b][/b][/b][/b][/b][/b][/size][/b][/b][/b][/b][/b][/b][/b] NPC play animations for spear and halberd. Compatibility with TK Dodge for the 1st person animation.
[b][b][b][b][b][b] Add 1st person animations for javelin.[/b][/b][/b][/b][/b][/b]
[b][b][b]03/13/18 -  [b][b][b]I've fixed two bugs : fix the unequip 1st person for spear and sneak camera. [/b][/b][/b][/b][/b][/b]
[color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#00ff00][color=#ffffff]02/26/18 -[/color][color=#ffffff] The patcher from [url=https://www.nexusmods.com/skyrim/mods/59849][color=#d5a6bd]Perkus Maximus[/color][/url] redone by me, you can download it in the optional part if you want use PerMa and TSC.[/color][/color][/b][/color][/color][/color][/b][/color][/color][/color][/b][/color]
11/15/17 - [b][b][b][b][b][b][b][b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] - v.0.6.7 - 1st Person animations, plus a new method for javelins release.[/b][/b][/b][/b][/b][/b][/b]
+ All patch redone for my first person animation.
10/22/17 - A patch for [b][b][b][color=#ffff00][url=https://rd.nexusmods.com/skyrim/mods/67103/?]Vigilant[/url][/color][/b][/b][/b].
10/11/17 - v.0.6.5 - A new plugin for testers.
08/12/17 -  v0.6 - [size=2]Blocking Animations (Alternative)[b][b][b][b][b][b].
[b][b][b][b][b][b][b][b][b][b][b][b][b][b]08/11/17 - [b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] [/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b] v.0.6 -[/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b] [/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b]Some new animations (sneak powerattack 1hm, sneak 2hm and 2hw)[b][b][b][b][b][b][b][b][b][b][b][b][b][b].[/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/size][size=2][b][b][b][b][b][b][b]
06/18/17 - [b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] - v.0.5 - ([b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b][b]It's an alpha with some spells and more animations)[/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][b][b][b][b][b][b][b] -[/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b] More animations run now.[b][b][b][b][b][b][b]
+ Patch All In One for [color=#00ffff][b][color=#00ffff][b][url=http://rd.nexusmods.com/skyrim/mods/21120/?][color=#ffd966]Heavy Armory[/color][/url][/b][/color][/b][/color][/b][/b][/b][/b][/b][/b][/b][color=#00ffff][color=#00ffff][color=#ffffff],[/color][/color][/color][b][b][b][b][b][b][b][color=#00ffff][b][color=#00ffff][b] [color=#00ff00][url=http://rd.nexusmods.com/skyrim/mods/12060/?][color=#00ffff][b][color=#00ffff][b][color=#00ff00]Bobs Armory Skyrim[/color][/b][/color][/b][/color][/url] [/color][/b][/color][/b][/color][/b][/b][/b][/b][/b][/b][/b][/size][color=#00ffff][color=#00ffff][color=#ffffff]and[/color][/color][/color][b][b][b][b][b][b][b][color=#00ffff][b][color=#00ffff][b] [url=http://rd.nexusmods.com/skyrim/mods/27644/?][color=#00ffff][b][color=#00ffff][b][color=#c27ba0]Immersive Weapons[/color][/b][/color][/b][/color][/url][/b][/color][/b][/color].
05/14/17 - [b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] - v.0.4 - [b][b][b][b][b][b][b][b][b][b][b][b][b][b](Damn, It's an alpha with some spells)[/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b] - [/b][/b][/b][/b][/b][/b][/b]Three new bound spear spells with special effects.[b][b][b][b][b][b][b]
05/01/17 - [b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] - v.0.3 - [b][b][b][b][b][b][b](It's again an alpha with a spell) -[/b][/b][/b][/b][/b][/b][/b] [/b][/b][/b][/b][/b][/b][/b]A new bound spear spell.[b][b][b][b][b][b][b]
04/12/17 - [b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] - v.0.2 - [b][b][b][b][b][b][b][b][b][b][b][b][b][b](It's always an alpha) -[/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b] [/b][/b][/b][/b][/b][/b][/b]All animations for 1 hand run.[b][b][b][b][b][b][b]
04/09/17 - [b][font=Comic Sans MS][font=Arial][b][color=#b6d7a8]True Spear Combat[/color][/b][/font][/font][/b] - v.0.1 - (It's an alpha) - [/b][/b][/b][/b][/b][/b][/b]New script who avoid to begin a new game.[b][b][b][b][b][b][b]


[size=3] [u]IX Credit[/u][/size]s
[/b][/b][/b][/b][/b][/b][/b][b][b][b][b][b][b][b][color=#b6d7a8][size=2][b][color=#ffff00][color=#00ff00][color=#b6d7a8][b][color=#ffff00][color=#00ff00][color=#00ffff][b][color=#ffffff]Thanks to [/color]Skywind team [color=#ffffff]especially to [/color][i]Coal[/i] [color=#ffffff]for the skeleton and [/color][i]Marlborojack[/i] [color=#ffffff]for the script and behavior[/color].[/b][/color][/color][/color][/b][/color][/color][/color][/b][/size][/color][font=Comic Sans MS][size=5][color=#bf9000][size=2][b][color=#ffffff][color=#BF9000][color=#ffffff]
Thanks to [/color][/color][/color][/b][i][url=https://www.nexusmods.com/skyrim/users/3127912][font=Comic Sans MS][color=#bf9000][b][color=#ffffff][color=#BF9000][color=#ffffff][color=#6fa8dc]NickaNak[/color][/color][/color][/color][/b][/color][/font][/url][/i][/size][b][color=#ffffff][size=2][color=#BF9000][color=#ffffff] and [color=#93c47d][color=#00ff00][i][url=https://www.nexusmods.com/skyrim/users/2000006][font=Comic Sans MS][color=#bf9000][b][color=#ffffff][color=#BF9000][color=#ffffff][color=#93c47d]JZBai[/color][/color][/color][/color][/b][/color][/font][/url][/i][/color][/color], respectively for their scripts which [color=#6fa8dc]add NPC's animations[/color] and [color=#93c47d]throwable Javelin[/color]. [/color][/color][/size][/color][/b][/color][/size][/font][b][color=#ffffff][color=#BF9000][i][color=#ffffff][size=2]
[/size][/color][/i][color=#ffffff][size=2]The new first picture is a pure product from [b]Imperious Tangent ([i][color=#9900ff][url=http://imperioustangent.deviantart.com/]Ian Davis[/url][/color][/i])[/b], if you want see more of his work.[/size][/color][i][color=#ffffff]
[/color][/i][/color][/color][/b]
[/b][/b][/b][/b][/b][/b][/b]

Animated Armoury - New Weapons with third person animations

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[center][img]https://i.imgur.com/NKYO9VX.jpg[/img][/center]

[line][b][u][size=6][color=#a4c2f4]Quick Links[/color][/size][/u][/b]
[size=5]Check the [url=https://www.nexusmods.com/skyrim/articles/52341]FAQ[/url] if you have some questions about the mod
If you're having issues with the mod [url=https://www.nexusmods.com/skyrim/articles/52333]check out this article[/url]
If you're wanting to do some compatibility patches for your mods or another [/size][size=5][url=https://www.nexusmods.com/skyrim/articles/52246]check this article
[/url]Looking for Source files or Guides on how to create weapons for my mod [url=https://www.nexusmods.com/skyrim/mods/99987]check out this Mod page[/url][/size]



[line][b][u][size=6][color=#a4c2f4]Update Log[/color]

[/size][/u][/b][size=3][center][size=4][u][i]Note if you're having issues with NPCS playing their animations after the updating, turn the mod off and on again in the MCM menu[/i][/u][/size][/center]
[color=#ffe599]2.31) Adjusted the range of the whips to make them longer
Added in the missing whip sounds for Stalhrim and Dragon bone whips plus unused regular whip sounds

2.3) Fixed the Environment map on both Steel Claws
Fixed The invisible Daedric Claw model
Fixed the Papyrus Log File Spam
Added in Single Claw Block Animations, I forgot about 20 times to add the actual animation files to the folder
Claws now Holster at the Dagger Holster bone and are rotated correctly
Slowed Down Claw equip animation as it was causing crashes
Removed Claws from Dragur Levelled lists, for real this time
Claws should appear less frequently on Bandits now
Claws now have a default reach of 1 instead 0.5, this kinda helps with an issue with Engarde as well as generally makes them a bit easier to use
Added in Whips
Whips are Maces that have near instant recoil recovery, they provide mid ranged lowish damage, if you want to wield two Whips together you need to get the Dual wield variants(they have a Dual Prefix) via the add item menu or Console, this is due to an animation restriction
Added the Silver weapon flavour text to all Silver weapons
Distributed some weapons that could become impossible\hard to get, around the world and in some vendor's inventories, Silver weapons can be brought from Khajit Caravans, Dawnguard stuff is with the Dawnguards, Imperial with the Imperials
Added crafting recipes for some weapons that didn't have them
Fixed crafting recipes for Nord hero and Skyforge stuff
Added Meshes for All Geared Up and Claws for Dual sheath\Ecotone
Made the Rapier and Dagger Patch available for SSE
Added a newish keyword to all weapons in my existing patches[/color]

2.21) Fixed the BSA Archives being corrupt
2.2) Compatibility with True Spear Combat added
Compatibility patch made for Skyrim Expanded Weaponry
Fixed the PCEA 2 setting pulling you out of First person view
Added an Animation event to Claws that hopefully stops CTDs with Ultimate combat
Undeleted two refs in the Dark Brotherhood Sanctuary
Fixed the Quarterstaff Leveled list button not correctly displaying it's unticked state
Removed Claws from Draugr Leveled lists

2.12) Fixed PECA2 Not working correctly
2.11) Fixed the MCM menu not showing up
2.1) Brand New Rewritten scripts by [size=3][url=https://www.nexusmods.com/users/10236085]Ashingda[/url][/size], the scripts are now much more responsive and quicker
Compatibility with Skyrim Spear Mechanic added
Fixed a missing animation for Sneak attacking with Quarterstaffs
Added in Claw Blocking animations that I forgot about, the first time around[/color]
[/color]
2.01) Added a DSR Patch with fixed scabbards for Elven and Ebony Rapiers
Fixed the dodgy Halberd anims
Fixed the Sprint camera for Halberds
Merged the Spear Blade fix with the Immersive Weapons Patch
2.0) Added in Claws, claws are classed as daggers, they're designed to be dual wielded but can be used in either hand, they cannot parry they also have a 10% chance to inflict a small stackable bleed debuff
Switched Pike's, Halberd's and Quarterstaff's animation type around so they better represent what perks they receive in game
Fixed a tiny tiny script error to do with Quarter Staffs
Silver Weaponry can now be tempered
Crafting recipe visibility is now toggleable in the MCM menu, you can enable and disable them based on WeaponType
Removed the "nonplayable" check so now any NPC which use the "0_Master" behaviour file will play my anims, eg Enderal Npcs
Sprint Attacks no longer zoom the camera back in
Pike, QuarterStaff an Halberd Sprinting Camera is now correctly zoomed out
Fixed an issue that would allow Rapier anims to continue to play after you unequipped your Rapier with Magic in your left hand



1.9) Fixed the Dragonbone staff in the Immersive Weapons patch to function correctly
Fixed the Spear Dagger in the Immersive Weapons patch to function correctly
Fixed Animations on Player Resetting after equipping a weapon
Fixed Being pulled out of 1st person when setting the animations
Fixed the First person camera check
[color=#ffffff]
[line][b][u][size=6][color=#a4c2f4]About the Mod[/color]

[/size][/u][/b][b][size=6][center][u][size=5][url=https://www.nexusmods.com/skyrim/mods/11811]Fores New Idles in Skyrim - FNIS[/url] is [color=#ff0000][b][u]Required[/u][/b][/color]! For this mod to work
The Animations only work for Third Person[/size][/u][size=5]
[/size][size=4][color=#9fc5e8][url=https://www.nexusmods.com/skyrimspecialedition/mods/15394/]SE Version Here[/url][/color][/size][/center][/size][/b]

[size=3]This mod adds Rapiers\Thrusting Swords, Pikes, Halberds, Quarter Staffs and Parrying Dagger Functionality to the game, Rapiers, Pikes and Halberds are distributed throughout some level lists and can be crafted + upgraded.
Both the Player and NPCs can all use Rapiers, Pikes, Halberds and Quarter Staffs, both the player and npcs can play the animations, all of which can be turned on and off via the MCM menu[/size]

[size=5]If you would like First Person animations that work with my mod Check out [url=https://www.nexusmods.com/skyrim/users/2000006]JZBai[/url]'s fantastic mod [url=https://www.nexusmods.com/skyrim/mods/95261]1st Person Spear and Rapier Animations[/url][/size]

[b][u][size=6]Rapier Demo[/size][/u][/b]                [size=3][b][u][size=6]Pike Demo[/size][/u][/b][/size]
[youtube]4W6ydRWvzqQ[/youtube][youtube]NGcms5hSBNU[/youtube]               

[b][u][size=6]Quarter Staff Demo[/size][/u][/b]                [size=3][b][u][size=6]Claw Demo[/size][/u][/b][/size]
[youtube]qJLK5RqvKDM[/youtube][youtube]mHUPCN9Isa0[/youtube] 

[b][u][size=6]Whip Demo[/size][/u][/b] 
[youtube]TYz5wWt9IdY[/youtube]

[line][b][u][size=6][color=#a4c2f4]Installing \ Uninstalling[/color]
[/size][/u][/b]
[size=3][center][size=4][url=https://www.nexusmods.com/skyrim/mods/11811]Fores New Idles in Skyrim - FNIS[/url] is [color=#ff0000][b][u]Required[/u][/b][/color] for this mod to work[/size][/center]
[i]You can download and install this mod before or after, it doesn't matter what order, but you need to get FNIS![/i]

[size=3][size=3][color=#d9d2e9][b][u]Steps for Updating
[/u][/b][/color][/size][/size]1) Download the new version
[size=3]2) Run FNIS And click [/size][size=3][b]"[color=#ffd966]Update Behavior[/color]"[/b] you don't need to click anything else, wait for the process to finish[/size]
[size=3]3) You've updated the mod[/size]

[i]Note if you're having issues with NPCS playing their animations after the updating, turn the mod off and on again in the MCM menu[/i]

[color=#d9d2e9][b][u]Steps for Installing[/u][/b][/color]
1) Download and install this mod
2) Download and install [url=https://www.nexusmods.com/skyrim/mods/11811]Fores New Idles in Skyrim - FNIS[/url]
3) Run FNIS And click [/size][size=3][b]"[color=#ffd966]Update Behavior[/color]"[/b] you don't need to click anything else, wait for the process to finish
4) You can now play the game, no need for a new save

[size=3][color=#d9d2e9][b][u]Steps for Uninstalling[/u][/b][/color][/size]
1) In the MCM In the MCM tick "[color=#d5a6bd]Turn Mod Off[/color]" it may take a few in game seconds for the NPCs to stop their animations
2) Save the close the game
3) Uninstall in your preferred mod manager
4)[size=3] Run FNIS And click [/size][size=3][b]"[color=#ffd966]Update Behavior[/color]"[/b] you don't need to click anything else wait for the process to finish[/size]
5) You have now uninstalled the mod

[/size]
[line][b][u][size=6][color=#a4c2f4]Rapiers[/color]
[/size][/u][/b]
[size=3][i]If you're loading a previous save with this mod installed, you may have to wait a few in game days for the Rapiers to appear in Levelled lists[/i]

They deal a little less damage than Swords, have much higher Crit damage, are faster than Swords and have a lot of range

Each Metal\Crafting type has a Rapier to go along with it, which can be crafted, upgraded, enchanted, found and brought. As well as the Metal\Crafting types there are a few other rapiers that I felt were needed

Iron, Steel, Skyforge, Imperial, Silver, Ancient Nord[/size][size=3], Honed Nord, Orcish, Dwarven[/size][size=3], Elven, Glass, Ebony, Daedric, Dragon Bone, Nordic and Stalhrim

The meshes are just quick edits of the sword meshes of the corresponding type, they're nothing amazing but they'll do. If you have any mod that re-textures Swords these Rapiers will inherit the same re-texture
[/size]


[line][b][u][size=6][color=#a4c2f4]Pikes[/color]
[/size][/u][/b][size=3]
[/size][size=3][size=3][i]If you're loading a previous save with this mod installed, you may have to wait a few in game days for the Pikes to
appear in Levelled lists[/i]

Pikes are a new type of Two Handed weapon, they deal a little less damage than Greatswords, are faster than [size=3][size=3]Greatswords[/size][/size] and have more range

Each Metal\Crafting type has a Pike to go along with it, which can be
crafted, upgraded, enchanted, found and brought. As well as the
Metal\Crafting types there are a few other rapiers that I felt were
needed

Iron, Steel, Skyforge, Imperial, Silver, Ancient Nord[/size][size=3], Honed Nord, Orcish, Dwarven[/size][size=3], Elven, Glass, Ebony, Daedric, Dragon Bone, Nordic, Stalhrim, DawnGuard, Forsworn, Flamer

The meshes are just kit bashes of [/size]existing weaponry mostly 2 Handed weapons, [size=3]If you have any mod that re-textures Weapons, the Pikes will inherit the same re-texture[/size]


[line][b][u][size=6][color=#a4c2f4]Halberds[/color]
[/size][/u][/b][size=3]
[/size][size=3][size=3][i]If you're loading a previous save with this mod installed, you may have to wait a few in game days for the Halberds to
appear in Levelled lists[/i]

Halberds are a new type of Two Handed weapon, they deal a little less damage than Greatswords, are faster than [size=3][size=3]Greatswords[/size][/size] and have more range than BattleAxes

Each Metal\Crafting type has a Halberd to go along with it, which can be
crafted, upgraded, enchanted, found and brought. As well as the
Metal\Crafting types there are a few other rapiers that I felt were
needed

Iron, Steel, Skyforge, Imperial, Ancient Nord[/size][size=3], Honed Nord, Orcish, Dwarven[/size][size=3], Elven, Glass, Ebony, Daedric, Dragon Bone, Nordic, Stalhrim, DawnGuard, Forsworn

The meshes are just kit bashes of [/size]existing weaponry mostly 2 Handed weapons, [size=3]If you have any mod that re-textures Weapons, the Halberds will inherit the same re-texture[/size]


[line][b][u][size=6][color=#a4c2f4]Quarter Staffs[/color]
[/size][/u][/b][size=3]
[/size][size=3][size=3][i]If you're loading a previous save with this mod installed, you may have to wait a few in game days for the Quarter Staffs to
appear in Levelled lists[/i]

Quarter Staffs are a new type of Two Handed weapon, they deal a tiny bit more damage than Maces, their power attacks hit more than once though

Each Metal\Crafting type has a [size=3][size=3][size=3][size=3][size=3]Quarter Staff [/size][/size][/size][/size][/size]to go along with it, which can be
crafted, upgraded, enchanted, found and brought. As well as the
Metal\Crafting types there are a few other rapiers that I felt were
needed

Iron, Steel, Silver, Skyforge, Imperial, Ancient Nord[/size][size=3], Honed Nord, Orcish, Dwarven[/size][size=3], Elven, Glass, Ebony, Daedric, Dragon Bone, Nordic, Stalhrim, DawnGuard, Forsworn

The meshes are just kit bashes of [/size]existing weaponry mostly Warhammers, [size=3]If you have any mod that re-textures Weapons, the [size=3][size=3][size=3][size=3][size=3]Quarter Staffs[/size][/size][/size][/size][/size] will inherit the same re-texture[/size]


[line][b][u][size=6][color=#a4c2f4]Claws[/color]
[/size][/u][/b][size=3]
[i]If you're loading a previous save with this mod installed, you may have to wait a few in game days for the Claws to
appear in Levelled lists[/i]

Claws are a new type of One Handed weapon, they deal less damage than Daggers but have a chance to inflict a stackable bleed debuff they are designed to be dual wielded but can be used in either hand, they cannot be used for parrying, when wielded together they can unleash a flurry of swipes

Each Metal\Crafting type has a [size=3][size=3][size=3][size=3][size=3]Claw [/size][/size][/size][/size][/size]to go along with it, which can be
crafted, upgraded, enchanted, found and brought. As well as the
Metal\Crafting types there are a few other claws that I felt were
needed

Iron, Steel, Skyforge, Dragon Priest[/size][size=3], Akaviri, Orcish, Dwarven[/size][size=3], Elven, Glass, Ebony, Daedric, Dragon Bone, Nordic, Stalhrim, Dark BrotherHood and Forsworn
Akaviri and Dark Brotherhood Claws don't appear in levelled lists, they placed in the Sky Haven Temple and both Sanctuaries respectively
I've also included a Blade of Woe variant that can be crafted by converting your Blade of Woe

The meshes are just kit bashes of [/size]existing weaponry, [size=3]If you have any mod that re-textures Weapons, the [size=3][size=3][size=3][size=3][size=3]claws[/size][/size][/size][/size][/size] will inherit the same re-texture[/size]


[line][b][u][size=6][color=#a4c2f4]Chain Whips[/color][color=#cc4125] -- Added IN 2.3 --[/color]
[/size][/u][/b][size=3]
[i]If you're loading a previous save with this mod installed, you may have to wait a few in game days for the Whips to
appear in Levelled lists[/i]

Chain Whips are a new type of One Handed weapon, they light of damage, a bit slower to attack with than a sword and provide mid range damage, they have near instant recoil recovery, ideal as an offhand weapon

Due to the nature of whips being an animated weapon, they can sometimes be a bit jank in terms of animation, sometimes NPC's will have their whip randomly animate when blocking, a whip can animate faster than the player can transition between animations etc. Also  if you want to wield two whips together you need to get a dual wield variant(prefixed by the word dual) from the add Item menu or console, these don't appear in levelled lists

[size=3][color=#ffffff][size=3][size=3][size=3][size=3]Each Metal\Crafting type has a Whip to go along with it, which can be
crafted, upgraded, enchanted, found and brought. As well as the
Metal\Crafting types there are a few other Whipthat I felt were
needed

Iron, Steel, Silver, Skyforge, [/size][size=3]Orcish, Dwarven[/size][size=3], Elven, Glass, Ebony, Daedric, Dragon Bone, Nordic, Stalhrim, Dawnguard[/size][/size][/size][/size][/color][/size]
There's also a unquie whip Designed for Vampire slaying placed somewhere in the world

[line][b][u][size=6][color=#a4c2f4]Left Hand Animations[/color]
[/size][/u][/b][size=3]
Daggers held in the Left Hand can now parry with or without a Rapier in the Right Hand
This works the same as the bow Bash, it causes a short stagger to your target, the parry replaces the standard left hand attack, the power attack still works but it doesn't use the correct animations (seriously Beth really screwed up the dual wielding behaviour files) Instead of the the correct animation it uses the standard light right+left attack animation

Parrying can be turned off in the MCM menu or set to work with all One handed weapons held in the Left Hand
It [i]should[/i] work with any dual Wield block mod, the Parry events are stored within the animation so any mod that allows you to block and bash while dual wielding will work

Unfortunately NPC's don't seem to perform the parrying action



[line][b][u][size=6][color=#a4c2f4]Compatibility Patches[/color]
[/size][/u][/b]
I've made Compatibility Patches for the following mods:
[url=https://www.nexusmods.com/skyrim/mods/99250]All Geared Up Derivative - AllGUD[/url] by [url=https://www.nexusmods.com/skyrim/users/21205994]cskriffin[/url] - [size=3][color=#ffffff][size=3][size=3][size=3][size=3][size=3]Patch is in the Optional Files[/size][/size][/size][/size][/size][/color][/size], Due to the nature of my Claws I've had to hand make the wearable variants
[size=3][url=https://www.nexusmods.com/skyrim/mods/81726]Rapier and Dagger[/url][/size] by [/size][size=3][size=3][size=3][url=https://www.nexusmods.com/skyrim/users/5864605]BlueBoar[/url][/size][/size] - Patch is in the Optional Files
[url=https://www.nexusmods.com/skyrim/mods/49791]Complete Crafting Overhaul Remade[/url] by [url=https://www.nexusmods.com/skyrim/users/4291352]kryptopyr[/url] [size=3] - Patch is in the Optional Files[/size]
[size=3][url=https://www.nexusmods.com/skyrim/mods/21120]Heavy Armoury[/url] by [url=https://www.nexusmods.com/skyrim/users/887024]PrivateEye [/url][/size][size=3][size=3]- Patch is in the Optional Files[/size][/size]
[url=https://www.nexusmods.com/skyrim/mods/27644]Immersive Weapons[/url] by [url=https://www.nexusmods.com/skyrim/users/3656551]hothtrooper44[/url] - Only a few weapons received custom animations, the patch is in the Optional Files


[size=3][b][u][size=6][color=#a4c2f4]Patches by other Authors[/color][/size][/u][/b][/size]

[size=3][size=3][size=3][size=3]Not a compatibility patch but [url=https://www.nexusmods.com/skyrim/users/2000006]JZBai[/url] has made a great 1st person animation mod [/size][/size][/size][/size][url=https://www.nexusmods.com/skyrim/mods/95261]1st Person Spear and Rapier Animations[/url]

[size=3][size=3][size=3][size=3][size=3][url=https://www.nexusmods.com/skyrim/mods/96456]Egil's Rapier[/url] by [url=https://www.nexusmods.com/skyrim/users/31528195]FunkyGandalfCat[/url][/size][/size][/size][/size][/size] Has a patch in the optional files

[url=https://www.nexusmods.com/skyrim/mods/91532]Predators - The Lost Tribes Patches-Animated Armoury[/url] by [size=3][size=3][size=3][size=3][url=https://www.nexusmods.com/skyrim/users/36454200]WWE20[/url][/size][/size][/size][/size] - Predators - The Lost Tribes
[url=https://www.nexusmods.com/skyrim/mods/91740]Animated Armoury - Echizen[/url] by [size=3][size=3][size=3][size=3][url=https://www.nexusmods.com/skyrim/users/36454200]WWE20[/url][/size][/size][/size][/size] - Echizen
[url=https://www.nexusmods.com/skyrim/mods/91741]Animated Armoury - Jumonjisou_Chidori[/url][size=3][size=3][size=3][size=3] by [size=3][size=3][size=3][size=3][url=https://www.nexusmods.com/skyrim/users/36454200]WWE20[/url][/size][/size][/size][/size] -[/size][/size][/size][/size] Jumonjisou_Chidori
[url=https://www.nexusmods.com/skyrim/mods/97659]Animated Armour - Immersive Weapons Patch - Grasp position repair[/url] by [size=3][color=#ffffff][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][url=https://www.nexusmods.com/skyrim/users/36454200]WWE20[/url][/size][/size][/size][/size] -[/size][/size][/size][/size][/size][/size][/size][/size][/color][/size] Fixes grips on Immersive Weapons
[url=https://www.nexusmods.com/skyrim/mods/97658]Animated Armour - Heavy Armoury Compatibility Patch - Grasp position correct[/url] [size=3][color=#ffffff][size=3][size=3][size=3][size=3]by [size=3][color=#ffffff][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][size=3][url=https://www.nexusmods.com/skyrim/users/36454200]WWE20[/url][/size][/size][/size][/size] -[/size][/size][/size][/size][/size][/size][/size][/size][/color][/size] Fixes grips on Heavy Armoury Weapons[/size][/size][/size][/size][/color][/size]

[url=https://www.nexusmods.com/skyrim/mods/96723]Requiem - Animated Armoury Patch[/url] by [url=https://www.nexusmods.com/skyrim/users/23313089]Paulicus1[/url]

[url=https://www.nexusmods.com/skyrim/mods/96152]Portuguese Translation[/url] by [url=https://www.nexusmods.com/skyrim/users/4644455]komodoro[/url]

[size=3][b][u][size=6][color=#a4c2f4]Compatibility [/color][/u][/b][/size][/size]
[size=3][size=3][color=#ff7700][size=4][i]Note About PCEA2[/i][/size][/color]
In 1.4 I fixed an issue when using this mod along with PCEA2, [b]you have to tick a button[/b] in the MCM menu for this fix to work
it's not a perfect fix but it'll do, what it does is after you unequip a
Weapon from this mod, it will then refresh your PECA2 Anims, as if you
pressed the button in PECA2's MCM menu



The change is not instant there is a little delay but it saves you having to open up the MCM menu[/size][/size]

[size=3]Depending on what version you Download this will either be compatible with everything ([color=#d9d2e9]Scripted Leveled List version[/color]) or non compatible with mods that change levelled lists ([color=#d9d2e9]Plugin Leveled List Version[/color])

The [color=#d9d2e9]"Scripted Levelled List Version[/color]" is compatible with any mod that makes edits to levelled lists
The "[color=#d9d2e9]Plugin Levelled List Version[/color]" is not compatible with mods that make changes to the same levelled lists, you need to have this mod in a lower position in your load order for the rapiers to appear in NPCs, Chests Vendors

With either version if loading from a previous save it may take a few in game days for them to appear on NPCs, Vendors or in chests

The Parry should work with any dual weild blocking mods you have installed, if you're having issues you can turn the Parry off via the MCM menu[/size]

[line][b][u][size=6][color=#a4c2f4]Other Info[/color]
[/u][/b][/size][size=3]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/15394]SE version is out now[/url][/size]

[size=3]Permissions wise, anyone is ok to do anything they want with this mod, rework it, translate it, reanimate it, use the source code(I suck at coding); whatever floats your boat. No need to ask, just give credit please

I do have a tendency to just disappear from projects that I'm working on for whatever reason; usually I get distracted by something else.
Failing me going missing. [/size]


[line][b][u][color=#a4c2f4][size=6]Credits[/color][/u][/b][/size][b][u]
[/u][/b][/size][/size][/color][/size][size=6][url=https://www.nexusmods.com/skyrimspecialedition/users/10236085]Ashingda[/url] : For Fixing my scripts and his mod [url=https://www.nexusmods.com/skyrim/mods/97220]Skyrim Spear Mechanic[/url]
[size=3][url=https://www.nexusmods.com/skyrim/users/8120]Fore[/url] : For making animations in Skyrim possible, [url=https://www.nexusmods.com/skyrim/mods/11811]Fores New Idles in Skyrim FNIS[/url] and [url=https://www.nexusmods.com/skyrim/mods/54521]FNIS Sexy Move[/url]
[/size][size=3][url=https://www.nexusmods.com/skyrim/users/4959835]Zartar[/url] : For his WIP Behaviour tool
[url=https://www.nexusmods.com/skyrim/users/1567449]BouBoule201288[/url] : For his mod [url=https://www.nexusmods.com/skyrim/mods/78347]True Spear Combat[/url]
[url=https://www.nexusmods.com/skyrim/users/5864605]BlueBoar[/url] : For allowing me to make a compatibility patch for his [url=https://www.nexusmods.com/skyrim/mods/81726]Rapier and Dagger mod[/url]
[size=3][color=#ffe599][url=https://www.nexusmods.com/skyrim/users/887024]PrivateEye[/url][/size][/size]: For his mod [size=3][size=3][color=#ffe599][url=https://www.nexusmods.com/skyrim/mods/21120]Heavy Armoury[/url][/size][/size]
[size=3][size=3][url=https://www.nexusmods.com/skyrim/users/3656551]Hothtrooper44[/url][/size][/size]: For his mod [size=3][size=3][size=3][url=https://www.nexusmods.com/skyrim/mods/27644]Immersive Weapons[/url][/size][/size][/size]
[url=https://www.nexusmods.com/skyrim/users/1162571]MaikCG[/url]: For his [url=https://www.nexusmods.com/skyrim/mods/76267]XPMSE Biped[/url]
[size=3][url=https://www.nexusmods.com/skyrim/users/11746993]sotaponi[/url]: For His [url=https://www.nexusmods.com/skyrim/mods/87118]HCT TagFile Converter[/url]
Skyrim Together Team : For Inspiring me to finally get this mod going!


[/size]

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

$
0
0
[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]

Spears Skill and Perks Tree

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[center][size=4][b]Welcome to all,[/b]
[/size][/center][size=4]
[/size][center][size=4][/size][/center][center][size=4]After two months of development, I release the [b][color=#741B47]Final version[/color][/b] of the tree of perks for the mods with spears
I've fixed the rare bug that I've been reported by testers.
So don't be too afraid to use it, be a warrior like in the game.
[b]I hope you will enjoy, [color=#ffff00]Endorse[/color] and eventually [color=#ffff00]Donation[/color] [color=#ffff00]$[/color] for support me.[/b][/size][/center][size=3][b]
First of all, this mod is fully compatible with any mods which add perks to Skyrim like Ordinator, so don't ask for it. ;)
[/b][/size]
[size=3][b][b][size=3]Description[/size][/b]
[/b][size=2]This mod offer a new skill named "[b][color=#38761D]Spearman[/color][/b]" with his tree of perks which own the same name.
At the start of the mod in game, you will obtain a default level based on your race.
You can increased your level when you kill ennemies or by training you on dummies.
When your skill leveling, your character will win level for his  skill, I've built a Xp system for win Level Up and perkpoint naturally in game.
The perkpoint can be spend for a perk on the tree, for that you need to builda campfire and use skill option.

The perks on the spearman are for the two skills of combat: the offensive combat with a spear at two hand and the defensive combat with a spear plus the shield.
So be carefull in your choice, you need to select the perk which is associate to your style of fight because it will influence your experience in combat.
Books introduced new stories about warrior using spears, you will win a perkpoint and one Spearman Level when you read it.
[/size][size=2]I invite you take a look on the[/size][b][size=2] "[b]Precision on the mechanic game[/b][/size]"[/b] [size=2]to the bottom page, for more information on perks.[/size]
[b]
Special Thanks[/b][/size] to[size=3] [i][color=#b6d7a8][b]Nemonaught[/b][/color][/i][/size] for the writting of many story for the mod:
- Of Crossed Spears, The Defence of Riften, Volume 1.
- The Mane's Bodyguard.


[size=3][b]Installation[/b][/size]
You need to install [url=https://www.nexusmods.com/skyrim/mods/64798]Campfire[/url] if you want be able to use this mod.
You need to use my mod associate optionaly to one of this mod : [url=https://www.nexusmods.com/skyrim/mods/78347?]True Spear Combat[/url], [url=https://www.nexusmods.com/skyrim/mods/89708]Animated Armoury[/url] or [url=https://www.nexusmods.com/skyrim/mods/97220]Skyrim Spear Mechanic[/url].
You can use the installer for the NMM or the manual installation.
If you use the manual installation, you need to install the contains from the "0==Core==" plus one plugin.
You need to choice the plugin linked to the mod that you own, for exemple if you use True Spear Combat and Animated Armoury, you need to install the contain of "05- Plugin for NAR & TSC" 

[size=3][b]Future[/b][/size]
[size=2]Two new trees of perks are in project: a tree and skill for halberds and a tree and skill for throwing weapon (shuriken, javelin, knives and axes).[/size]


[size=3][b]Precision on the mechanic game:[/b][/size]

[size=3]Spearman Level in function of the Race[/size]
[color=#00ffff][b]Nord [/b][/color]= 10; [color=#cc0000][b]Imperial [/b][/color]= 8; [color=#674ea7][b]Breton[/b][/color] = 5; [color=#B45F06][b]High Elf[/b][/color] = 15; [color=#7F6000][b]Wood Elf[/b][/color] = 15; [color=#000000][b]Dark Elf[/b][/color] = 10; [color=#93c47d][b]Orc[/b][/color] = 5; [color=#00ff00][b]Argonian[/b][/color] = 15; [color=#ffff00][b]Khajiit[/b] [/color]= 5; [color=#980000][b]Redguard[/b][/color] = 5

[b]Free perk win to the start.[/b]
[color=#0066ff][b][color=#38761D]Xiaolin block for deflect arrow[/color][/b][/color][color=#38761D][b]s - [/b][color=#ffffff][color=#ffffff]You can [/color]deflect arrows with the spears from True Spear Combat, this skill evolve with your spear level and you win xp when you have successfully deflect an arrow.[/color] [b]Lvl 15 =[/b] [color=#ffffff]20 % of chance of deflect arrow[/color], [b]Lvl 30 =[/b] [color=#ffffff]35%[/color], [b]Lvl 50 =[/b] [color=#ffffff]45%[/color], [color=#38761D][b]Lvl 75 =[/b] [color=#ffffff]55%[/color], [/color][color=#38761D][b]Lvl 100 =[/b] [color=#ffffff]65%[/color]. [/color]
[/color][color=#38761D][b]Shield[/b][/color][color=#0066ff][b][color=#38761D] block with spear deflect arrows[/color][/b][color=#0066ff][b][color=#38761D] -[/color][/b][/color][/color][color=#38761D][color=#ffffff] You can deflect arrows with the spears from True Spear Combat (Test phase) evolve with your spear level.
[/color][/color][color=#38761D][b]Lvl 15 =[/b] [color=#ffffff]55 % of chance of deflect arrow[/color], [b]Lvl 30 =[/b] [color=#ffffff]65%[/color], [b]Lvl 50 =[/b] [color=#ffffff]75%[/color], [color=#38761D][b]Lvl 75 =[/b] [color=#ffffff]85%[/color], [/color][color=#38761D][b]Lvl 100 =[/b] [color=#ffffff]95%[/color].
[/color][/color][color=#0066ff][b][color=#38761D]S[/color][/b][/color][color=#38761D][b]pear advantage -[/b][/color] 25% of resistance at less for armor, power attack consume 30% less of stamina that a sword, 25% of damage in plus when you use your spear with two hands.

[color=#93c47d][size=3][b]SPEARMAN[/b][/size][/color][color=#0066ff][b][color=#38761D]
0 - SpearMastery (2)[/color] [/b][/color]- Spears do 25/50% more damage, and criticalstrikes do 20% more critical damage.[color=#0066ff][b]
[color=#38761D]20 - TrainedPikeman[/color][/b][/color] - Reduces the Stamina cost of power attacks withspears, trident by 30 points.[color=#0066ff][b]
[color=#38761D]30 - Fast likea Tsaesci (3)[/color] [/b][/color]- Due to your practice, you increase thespeed of your spear attack by 5, 10 and 15%.[color=#0066ff][b]
[color=#38761D]30 - ArteriesOpener (3)[/color] [/b][/color]- Attacks with spear deal an additional 1/2/3points of damage per second for 3/5/7 seconds to living targets.[color=#0066ff][b]
[color=#38761D]30 - Phalanx Stance (2)[/color][/b][/color] - When having a spear anda shield equipped, all damage taken while making normal attacks is reduced by 30/50 %.[color=#0066ff][b][color=#38761D]
50 - Offensive Retreat[/color] [/b][/color]- While having an emptyleft hand, backwards power attacks with spears always stagger opponents and increase spear damage by 200% for 5 seconds.[color=#0066ff][b]
[color=#38761D]50 - Execute[/color] [/b][/color]-Forwards power attacks with a spear execute targets below 30% Health, deliveringa critical strike that deals twenty times critical damage.
[color=#0066ff][b][color=#38761D]60 - Heroic Stance[/color] [/b][/color]- After power bashing with ashield with spear equipped, power attacks with spears are critical hits and deal three times as much damage for 3 seconds.[color=#0066ff][b]
[color=#38761D]80[/color][/b][/color][color=#38761D] [b]-[/b] [/color][color=#38761D][b]PigSticker[/b][/color]- While having an empty left hand,forward power attacks with a spear ignore all armor and are critical hits with 300% damage.[color=#0066ff][b]
[color=#38761D]80 - Into theAsh[/color] [/b][/color]- Repeated standing power attacks with a spear againsta target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet[color=#0066ff][b].
[color=#38761D]90 - Shieldmaster[/color][/b][/color]- Standing power attacks with a spearwhile having a shield equipped make you immune to all damage while you attack and you deal double damage.[color=#0066ff][b]
[color=#38761D]100 - Ronin[/color][/b][/color] - Whenever you defeat at least 4 humanoids and/oranimals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%.
[size=3][b]
Credit[/b][/size] to[size=3] [i][color=#b6d7a8][b]Nemonaught[/b][/color][/i][/size] for the writting of many story for the mod:
- Of Crossed Spears, The Defence of Riften, Volume 1
- The Mane's Bodyguard, Volume 1
     to [size=3][b][color=#93c47d][i]Snoswkadi[/i][/color] [/b][/size]for the illustration of the Khajiit with a spear in the book "The Mane's Bodyguard".
     to [color=#93c47d][size=3][i][b]Ronyri[/b][/i][/size][/color]  & [color=#93c47d][size=3][i][b]Einsobl[/b][/i][/size][/color] for the script which inspire me for the Leveling Kill Experience Script.
     to [color=#93c47d][size=3][i][b]Acone93's[/b][/i][/size][/color]for the scrip which inspire me for the Deflect Arrows perks.


[b][size=3]Recommendation[/size][/b]
If you like mod which modify the equipment like the mine and offer multiple bonus, I recommend you to take a look on:
[url=https://www.nexusmods.com/skyrimspecialedition/mods/18157/?][size=3][b]True Equipment Overhaul - Morrowind Oblivion D'n'D Inspired[/b][/size][/url] from [color=#93c47d][b][i]DanielUA[/i][/b][/color]
[b]Bladed Weapons (old One-Handed skill)[/b]
Short Blades - use Dagger perks - daggers and short swords from mods
Curved Blades - use War Axe perks - katana, scimitar, all other curved swords
(This includes vanilla swords like Orcish and all sabers/cutlasses added by mods)
Straight Blades - use Sword perks - most of vanilla and modded swords
Two-handed Blades - use Mace perks - all two-handed swords.

[b]Shafted Weapons (old Two-Handed skill)[/b]
Axes - use Battle Axe perks - all axes, but not halberds
Blunt weapons - use Warhammer perks - all maces and hammers
(This doesn't include quarterstaffs which are a type of polearm)
Polearms - use Greatsword perks - all spears, halberds, glaives and quarterstaffs

AST The Book Of Faces - Vanilla Presets Upgrade

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[size=3][color=#ff7700][size=4][b][color=#ff0000][size=3]Update: [/size][/color][/b][color=#ff0000][size=3]Found out[/size][/color][color=#ff0000][size=3] there is a newer Salt & Wind for KS for SE. This should also work for LE, so I'll be testing it and if it is working alright[/size][/color][color=#ff0000][size=3], it will be added as the recommended replacer in requirements.[/size][/color]
[b]
About this mod:[/b][/size][/color]
The Book of Faces is my collection of presets for RaceMenu. The Vanilla Presets Upgrade is an attempt at taking the existing vanilla Skyrim presets and turning them into more diverse and realistic people. Yes, even the elves! These are RaceMenu and do not overwrite the
existing game presets (as I have no idea how to do that, nor want to, so that problems with compatibility won't show up).

Some of the presets may be almost identical, others will be more unique, depending on how much they resembled one of the previous presets and how much I thought a change would improve them. See pictures for comparison. [u]The presets are faces only![/u] For body modifications you'll have to look further into Nexus and the authors you can find here.

The faces I am creating are in first place meant to be interesting and hopefully unique. If they are pretty or not is second to that, especially since beauty is in the eye of the beholder and everyone has different tastes. My main goal is to stay away from conventional, classical beauty standards (as seen by the current magazine covers and their "have seen that one a thousand times already" faces). That said, even then, some of them may end up being bland and classical, especially as I'll try to stay true to the vanilla presets, where it is possible.

[color=#ff7700][size=4][b]Disclaimer: [/b][/size][/color]

None of my presets were made from photos of real people or using presets from other authors, but it may be, that some will remind you of somebody - coincidences happen. (Or my mind has played a trick on me; two of my presets did unintentionally end up looking like actresses from the old days from my country. Thus the disclaimer.)

*

[color=#ff7700][size=4][b]Releases:[/b][/size][/color]
[color=#93c47d][u]
[/u]1. [u]First Release[/u][/color] = Altmer female presets[/size], eight in total (one preset was practically identical and I decided to skip it).
[size=3][color=#93c47d]2. [u]Second Release[/u][/color] = Breton female presets (one major change - old lady found the fountain of youth - because good looking older presets can't be made without making them standalone and using textures like Mature Skin)[/size]


[size=3][color=#93c47d]F. [u]Final Release[/u][/color] = [i]not available[/i] (will include all presets in one file)
[/size]
*

[size=3][color=#ff7700][size=4][b]Requirements (as of second release):[/b][/size][/color]
[color=#93c47d][u]
Must Have:[/u][/color]

[b]RaceMenu [/b]- [url=http://]https://www.nexusmods.com/skyrim/mods/29624[/url]
[b]Ethereal Elven Overhaul[/b] - [url=http://]https://www.nexusmods.com/skyrim/mods/24273[/url]
[b]KS Hairdos - Renewal[/b] - [url=http://]https://www.nexusmods.com/skyrim/mods/68311[/url] with Salt and Wind - Rough Hair for KS Hairdos - [url=http://]https://www.nexusmods.com/skyrim/mods/79735[/url]
[b]Freckle Mania 2[/b] - [url=http://]https://www.nexusmods.com/skyrim/mods/86208[/url] (for Breton presets, I used the 2k version)

[color=#93c47d]
[u]Can be skipped or use other mods (but the presets won't look like in the pictures, be warned:[/u][/color][u]

[/u][size=3][b]Total Character Makeover[/b] - [url=http://]https://www.nexusmods.com/skyrim/mods/53716[/url] (upgrades NPC visuals while keeping the vanilla style intact)
[size=3][b]The Eyes of Beauty[/b] - [url=http://]https://www.nexusmods.com/skyrim/mods/13722[/url]

*

[color=#ff7700][size=4][b]Installation - Recommended method:[/b][/size][/color]

1. [b]Total Character Makeover [/b]as a base - unites NPC and Player look, improves face textures & war paints
2. Any of your[b] body mods[/b] (I don't use any, so can't help here)
3. Any [b]face and body texture replacer [/b]you use, if asked to overwrite let it do so (Do this step last, if you want these to replace any of the following mods) - [u]Beware, this will likely greatly change the looks of these presets![/u]
4. [b]The Eyes of Beauty & KS Hairdos[/b] (+ any eye/hair mods you like), then install [b][size=3]Salt and Wind - Rough Hair for KS Hairdos[/size][/b], [size=3][size=3][size=3]if asked to overwrite let it do so[/size][/size][/size]
5. Install [b]Ethereal Elven Overhaul[/b] - highly recommended, even if you don't use the elven presets; if asked to overwrite let it do so
7. [b]Freckle Mania 2[/b] - needed for Breton presets; if asked to overwrite, let it do so

*

[color=#ff7700][size=4][b]Permissions:[/b][/size][/color]
None of my mods may be uploaded to other sites or otherwise distributed (just point them here). None of my work may be used in paid mods! Forever Free! If you want to use any of my presets for your own mods, then you have to ask for permission first.

*

[color=#ff7700][size=4][b]Credits:[/b][/size][/color]
[/size][/size][/size]Bethesda - for the great sandbox of a game
All the authors of mods listed above !!!

Crimson Blood Armor Elemental

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The mod makes the armor change color based on what spell you equipped(frost,ice,shock).
default = poison theme
shock = warlock theme
fire = rose theme
frost = frostbite theme
Also makes it light armor.

It also adds HitShaders. Turn them off by typing "set crimsonshadertoggle to 0" in console.

To make it work you have to equip every piece of the armor and at last the ring. Equip a Spell with frost, shock or fire and it will switch color.
You have to create a new ring after installing or else the script of the ring might not work.

You can edit the script anyway you want. I included sources. 
To update textures I had to reequip the armor in the script. This might be a little buggy and laggy sometimes.
Test the mod before you make a safe with activated scripts. Removing the mod from a safegame might have unexpected results.

I´m new to Papyrus Scripting. If you have tips on how to improve performance please tell me.

Credits
DX Crimson Blood Armor by [url=https://www.nexusmods.com/skyrim/users/3373573]DeserterX[/url]

Skystone Castle Vampire Underkeep

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This mod simply changes the underkeep from the Skystone Castle mod. This is just something I whipped up to use personally and decided to share it, so it won't have updates or changes. It comes as is and nothing more.

Skystone Castle claims to have a vampire room in the underkeep, but it wasn't very vampy imo, so I've changed that.

Essentially, this mod changes the underkeep to the Sicarius' Refuge with some major edits, with elements from Hassildor and Dawnstar Sanctuary Reborn.

The Harkon Sword holder comes from Hassildor. I removed the followers from Skystone's underkeep and placed them in the dining area, where they can still be recruited (They still patrol the other cells, but not the underkeep). The main cell of the new underkeep is Sicarius' Refudge, however I removed the kitchen and replaced it with Harkon's Sword holder, the Bloodstone Chalice and a blood fountain that will give the player 5 blood potions when activated. I also removed the child bedroom and replaced it with a small cell with a cattle thrall. Lastly, I removed the smithy and replaced it with a magical portal that will take the player to the Dawnstar Sanctury.

The navmeshes have been changed to accommodate my changes. All the functions of Sicarius' Refuge should remain EXCEPT things I've stated are changed (the child's room is removed, so this cell can't be used to adopt children for example). 


This mod does NOT have any protections, as in if you try to use the portal to the dawnstar sanctuary before you unlock the sanctuary, it will still take you there and could possibly break the dark brotherhood quest... Just don't use the portal until you've unlocked it and fully upgraded it.

This mod ABSOLUTELY REQUIRES the before mentioned mods or it WILL cause CTD's!!! This is ONLY an ESP and 1 custom mesh and 1 custom script, everything else is added by THESE mods!!:
[url=https://www.nexusmods.com/skyrim/mods/52057]Hassildor[/url]
[url=https://www.nexusmods.com/skyrim/mods/61914]Sicarius' Refuge - DLC version[/url]
[url=https://www.nexusmods.com/skyrim/mods/54703]Skystone Castle[/url]
[url=https://www.nexusmods.com/skyrim/mods/20700]Sanctuary Reborn[/url]

Suggested load order:
[url=https://www.nexusmods.com/skyrim/mods/20700]Sanctuary Reborn[/url]
[url=https://www.nexusmods.com/skyrim/mods/52057]Hassildor[/url]
[url=https://www.nexusmods.com/skyrim/mods/61914]Sicarius' Refuge - DLC version[/url]
[url=https://www.nexusmods.com/skyrim/mods/54703]Skystone Castle[/url]
VampireSkystone (this mod)

[KNOWN ISSUE] If you install this mod AFTER you upgrade dawnstar (and sometimes maybe even before?) you may find that the listern's room is blocked by a wall. If this happens, just leave the sanctuary, go to a different interior cell, such as the inn in dawnstar, save and reload. The wall and dresser should be gone.

The Tools of Kagrenac

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


[size=4][url=https://www.nexusmods.com/skyrimspecialedition/mods/14168]Also available for SSE [/url][/size]


[line][i]“Determined to use the divine powers of the Heart of Lorkhan to create a new god for the exclusive benefit of the Dwemer, Lord Kagrenac forged three great enchanted artifacts, which are called "Kagrenac's Tools." Wraithguard is an enchanted gauntlet to protect its wearer from destruction when tapping the heart's power. Sunder is an enchanted hammer to strike the heart and produce the exact volume and quality of power desired. Keening is an enchanted blade that is used to flay and focuses the power that rises from the heart. When Kagrenac used these tools on the heart in the Battle of Red Mountain, no one knows what happened, but the Dwemer race disappeared entirely from the mortal world..”[/i]
- Kagrenac's Tools by Gilvas Barelo


[img]https://i.imgur.com/yp0f2ic.png[/img]

If you ever played Morrowind, then you know Keening, Sunder and Wraithguard and how incredibly powerful these artifacts were.
If in Skyrim you joined the College of Winterhold, you probably were thrilled to see Keening make a return at the end of the [url=http://en.uesp.net/wiki/Skyrim:Arniel's_Endeavor]Arniel’s Endeavor[/url] questline.
But why is Keening so weak compared to its version in Morrowind? And where are Sunder and Wraithguard, and what happened to them?
This mod reintroduces the rest of Kagrenac’s Tools to Skyrim and unlocks their full potential!

Go on a quest to obtain these incredibly powerful artifacts in Skyrim!


[img]https://i.imgur.com/3dA9fsr.png[/img]

- Embark on a quest to unearth the legendary Tools of Kagrenac!
- Fully voiced with 300+ lines of dialogue!
-  Enjoy hours of new gameplay with sprawling new dungeons to explore and new challenging enemies to overcome.
- Discover what happened to Kagrenac's Tools after the events of Morrowind and help restore them to their former glory.
- Get your hands on many new items, spells, and other treasures.

Your quest won’t be easy, but the rewards and fame will be unmeasurable!

[url=https://www.nexusmods.com/skyrim/articles/51203]Get a full overview of content items and spells added to this mod right here![/url]


[img]https://i.imgur.com/yp2JV1b.png[/img]

You start this quest by first obtaining Keening. To do this, you’ll have to join the College of Winterhold and finish the side questline [url=http://en.uesp.net/wiki/Skyrim:Arniel%27s_Endeavor]Arniel’s Endeavor[/url]. You’ll also need to have finished [url=http://en.uesp.net/wiki/Skyrim:Dragon_Rising]Dragon Rising[/url] in the main questline.
A couple of days after you completed Arniel’s Endeavor and claimed Keening, you will receive a letter from the courier, and the quest will kick-off.

Make sure you have Keening in your inventory, it will turn into a quest item when the mod starts! If this doesn't happen, try dropping Keening in an interior cell, leaving that location, then returning and picking Keening up again. When Keening becomes a quest object and can't be dropped you know the quest has started properly!


[img]https://i.imgur.com/voaRF3k.png[/img]

All DLC / Legacy edition is required. We won’t make a version that does not require DLC!

The easiest way to install (and this is recommended) is to download using the NMM or a similar mod manager. It can do the downloading and activate it for you.
If, for some reason, you want or need to do a manual install, just download and extract the content of the .7zip to your Skyrim/Data folder (choose to overwrite if asked).
All that's left to do is activate the .esp and start the game!


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

[b]The courier doesn't appear![/b]
Make sure you meet all the quest requirements as detailed above in the Quest Start section!
Also, be very sure that you have Keening in your inventory, it will turn into a quest item when the mod starts!
If this doesn't happen, try dropping Keening in an interior cell, leaving that location, then returning and picking
Keening up again. When Keening becomes a quest object and can't be dropped you know the quest has started properly!


[b]Where is the ring in the Arcanaeum?[/b]
Answer:[color=#444444] The ring will randomly spawn in one of five different locations around the Arcanaeum.
[list]
[*]The first location to search is in Urag gro-Shub's desk.
[*]The second location can be on the right side table in the center of the Arcanaeum.
[*]The third spot is on the far right side under a pile of books.
[*]The fourth spot is on the far left side inside a cup on the table closest to Urag gro-Shub's desk.
[*]The last area to search is near the entrance to the Arcanaeum underneath a bench.
[/list][/color]
If you don't find the ring there, see if you have any mods that modify the Arcanaeum and in particular that area.
Try moving ToK down your load order or deactivating the other mods. We also have a compatibility patch for Immersive College of Winterhold that you can download in the optional files.


[b]How do I solve the Sunder Vault puzzle?
[/b]Here are a few hints to help you. Try using only 1 or 2 hints and see if that gets you on the right path. Hint 5 contains the full answer.[b]
Hint #1[/b]: [color=#444444]Find the book at the end of the walkway by the three receptacles. There's a note inside. First, read the journal to start the miscellaneous quest, then read the note after you have placed the three Stanzas on the receptacles.[/color]
[b]Hint #2[/b]: [color=#444444]The titles in the note correspond with the numbers 1, 13, and 29. These are not the numbers needed to unlock Sunder, but what do they mean? And what do the numbers behind each title mean?[/color]
[b]Hint #3[/b]: [color=#444444]At the entrance to the [/color][color=#444444]Vault, you'll find multiple volumes of the Sermons of Vivec. What are the numbers of these volumes?[/color]
[b]Hint #4 [/b][color=#444444]Find numbers 1, 13, and 29 of the Sermons. Then look for the 349th word in the 1st Sermon, the 129th word in the 13th Sermon, and the 56th Word in the 29th Sermon.[/color]
[b]Hint #5[/b]: [color=#444444]You can obtain Sunder with the following combination: 348[/color]


[b]Does (Mod X) conflict with ToK?[/b]
ToK should only have a conflict with mods that edit Keening and the same locations.


[b]Will you create a patch for (Mod X)?[/b]
It depends on how complex that patch would be. So.. maybe?


[b]Can I translate ToK to another language?[/b]
Sure! Please share your translation with us, so we add it to the page, and more people can find it.


[b]Can I use assets from your mod for my mod project?[/b]
It depends on the asset since we did not make everything in this mod.


[img]https://i.imgur.com/slrcL6Q.png[/img]

TitansBane: Game design / Level design
PrivateEye: Art assets / Level Design / Story
[url=http://www.imdb.com/name/nm6377264/]Ben Britton[/url]: Voice Acting

Many thanks to the following modders whose assets we’ve used:

[list]
[*] lifestorock -[url=https://www.nexusmods.com/skyrim/mods/24913/] Immersive Creatures[/url]
[*]lautasantenni - [url=https://www.nexusmods.com/skyrim/mods/23530/]Aetherium Armor and Weapons[/url]
[/list][list]
[*]The Beyond Skyrim - Cyrodiil Development Team - [url=http://www.nexusmods.com/skyrim/mods/84946/?tab=files][/url][url=https://www.nexusmods.com/skyrim/mods/84946/?tab=files][/url][url=http://www.nexusmods.com/skyrim/mods/84946/?tab=files][/url][url=https://www.nexusmods.com/skyrim/mods/84946/?tab=files][/url][url=http://www.nexusmods.com/skyrim/mods/84946/?tab=files]Beyond Skyrim - Brum[/url][url=http://www.nexusmods.com/skyrim/mods/84946/?tab=files]a[/url][url=http://www.nexusmods.com/skyrim/mods/84946/?tab=files][/url]
[*]DanielCoffey - [url=http://www.nexusmods.com/skyrim/mods/57120][/url][url=http://www.nexusmods.com/skyrim/mods/57120][/url][url=http://www.nexusmods.com/skyrim/mods/57120][/url][url=https://www.nexusmods.com/skyrim/mods/57120][/url][url=http://www.nexusmods.com/skyrim/mods/57120]Book Covers Skyrim - Lost Library[/url]
[/list][list]
[*]Urbansiv - Base Wraithguard model and textures
[*]Leanwolf - Keening model from [url=https://www.nexusmods.com/skyrim/mods/39870]Better-Shaped Weapons[/url]
[/list][/center]

Enhanced Lights and FX - PORTUGUES BR

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[size=5][center][url=https://www.nexusmods.com/users/49016253?tab=user+files]MAIS TRADUÇÕES[/url]  |  [url=https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=BR6ZNBGX2ZPRW&source=url][img]https://www.paypalobjects.com/pt_BR/BR/i/btn/btn_donateCC_LG.gif[/img][/url][/center][/size]

[size=3][color=#ffff00]EnhancedLightsandFX.esp[/color]
[list]
[*][color=#999999]-Todas as fontes de luz emitem luz, até as janelas do interior.[/color]
[*][color=#999999]-Nova fumaça de vela FX.[/color]
[*][color=#999999]-Nova reflexão da água.[/color]
[*][color=#999999]-Novo efeito translúcido para stands de mercado e tendas imperiais.[/color]
[*][color=#999999]-Mais luzes de sombra em lugares específicos.[/color]
[*][color=#999999]-Cada Pousada com seu próprio conjunto de luzes com base no clima local.[/color]
[*][color=#999999]-Cada cidade com seu próprio conjunto de cores com base no clima local.[/color]
[*][color=#999999]-Melhorou a diferença entre noite e dia nos interiores.[/color]
[*][color=#999999]Tabernas mais escuras e esfumaçadas.[/color]
[*][color=#999999]-Leve a nenhuma perda de FPS.[/color]
[/list][color=#ffff00]ELFXEnhancer.esp
[/color][list]
[*][color=#999999]-Interiores escuros.[/color]
[*][color=#999999]-Masmorras escurecidas.[/color]
[*][color=#999999]Cores de nevoeiro escurecido e distorcida a distâncias.[/color]
[*][color=#999999]-Reduz as tonalidades das cores para que não haja luzes "brancas".[/color]
[*][color=#999999]Modelos de iluminação dinâmica que altera a iluminação ambiente, dependendo da iluminação do local.[/color]
[*][color=#999999]-A luz aumentou o contraste e a saturação. [/color]
[/list][color=#ffff00]ELFX - Hardcore.esp
[/color][list]
[*][color=#999999]-Carrega todas as alterações do ELFXEnhancer.esp.[/color]
[*][color=#999999]-Faz tudo que não é habitado por humanos realmente escuro.[/color]
[/list][color=#ffff00]ELFX - Exteriors.esp
[/color][list]
[*][color=#999999]-Altera os posicionamentos de luz externos e efeitos.[/color]
[*][color=#999999]- Novos shaders para as janelas exteriores dos edifícios das grandes cidades.[/color]
[*][color=#999999]- Novos insetos de lanterna para a área de Riften.[/color]
[*][color=#999999]Sombras falsas adicionadas a pontes, navios e barcos sobre as águas.[/color]
[*][color=#999999]-Remove o sinalizador "Não ilumina a paisagem" de muitas luzes, para iluminar o solo gerado pelo mapa de altura.[/color]
[*][color=#999999]-Adiciona a bandeira "Nunca desbota" a quase todas as luzes exteriores, para que possam parecer maiores distâncias, dependendo das configurações do INI.[/color]
[*][color=#999999]-Alguns novos canais de luz amigáveis.[/color]
[/list][color=#ffff00]ELFX - Weathers.esp
[/color][list]
[*][color=#999999]-Ajusta a iluminação e as cores do clima[/color]
[*][color=#999999]Sol maior com novas texturas, criando intensos amanheceres e entardeceres.[/color]
[*][color=#999999]- Chuvas mais densas com nova textura e som de chuva mais forte para tempestades.[/color]
[*][color=#999999]-O nevoeiro é mais forte, permitindo que você veja apenas alguns metros à frente.[/color]
[*][color=#999999]-Noites são mais escuras e depende do clima. As noites claras serão mais brilhantes que as tempestuosas.[/color]
[*][color=#999999]Gelo aprimorado[/color]
[*][color=#999999]-Altera os shaders de gelo para blocos de gelo e lagos congelados.[/color]
[/list]
[color=#999999]Para mais informações acesse a página oficial do mod - [/color][url=https://www.nexusmods.com/skyrim/mods/27043]Enhanced Lights and FX[/url][/size]

Realistic Water Two - PORTUGUES BR

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[size=5][center][url=https://www.nexusmods.com/users/49016253?tab=user+files]MAIS TRADUÇÕES[/url]  |  [url=https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=BR6ZNBGX2ZPRW&source=url][img]https://www.paypalobjects.com/pt_BR/BR/i/btn/btn_donateCC_LG.gif[/img]

[/url][/center][/size]
[size=3]Para mais informações acesse a página oficial do mod - [url=https://www.nexusmods.com/skyrim/mods/41076]Realistic Water Two[/url][/size]

Vivid Weathers - PORTUGUES BR

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[size=5][center][url=https://www.nexusmods.com/users/49016253?tab=user+files]MAIS TRADUÇÕES[/url]  |  [url=https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=BR6ZNBGX2ZPRW&source=url][img]https://www.paypalobjects.com/pt_BR/BR/i/btn/btn_donateCC_LG.gif[/img][/url][/center][/size]

[size=3]Vivid Weathers é a mais recente e maior previsão meteorológica e visual do Skyrim.

Revê todos os Climas e Imagens de Espaço de Skyrim e adiciona um monte de novos, uns (500+), juntamente com efeitos personalizados (tempestades de neve, nevascas, nevoeiro espesso, nevoeiros distantes, chuva distante, partículas de flocos de neve ...) ... e muito mais!
Ele inclui todos os recursos do Real Skyrim Snowflakes, Vivid Clouds & Fogs, e oferece uma compilação abrangente de vários tipos de climas encontrados em outros mods de climas, como Climates Of Tamriel, Expanded Snow System or Supreme Storms.
É especialmente ajustado para parecer impressionante sem um ENB em uso - plataformas mais fracas também podem se beneficiar dos climas maravilhosos.

Para mais informações acesse a página oficial do mod - [url=https://www.nexusmods.com/skyrim/mods/73937]Vivid Weathers [/url][/size]

Atronach's Allies - helpful ability for characters with Atronach Birthstone

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[b][size=6]Atronach's Allies
[size=4]a helpful ability for characters with Atronach Birthstone[/size][/size][/b]

This is a simple mod I made for my character, who was a mage born under the Atronach sign. I was using Kryptopyr's [url=http://www.nexusmods.com/skyrim/mods/63354/?]Disparity[/url] mod, which makes the Atronach Birthsign work like in previous games, completely negating player's ability to regenerate Magicka and making them rely purely on their spell absorption. My character wasn't into alchemy either, so he had a [i]bit[/i] of a problem staying alive.

At some point I had to use one of the Nordic pillar traps that spew flames in order to fill up my Magicka, and asked myself this: why do I need to rely on these random occurrences? Can't I just ask my fellow mage colleagues to do the same, but in a controllable manner? 

Well, with this mod you can do that. The mod adds a dialogue option to certain NPCs so that they will start casting a modified Flames spell for about 15-20 seconds. You can ask your followers, as well as priests, court wizards, mages in College of Winterhold, or anyone who is your friend (relationship rank >=1, value that can be modified in the MCM). This will start a short animation package with your ally hitting you with said spell. These spells won't damage anyone else other than you. I have also implemented a Magicka drain effect, since asking NPCs to cast spells via packages doesn't actually make them use up their Magicka.


[youtube]kwra0UiZC-M[/youtube]

Just in case something bad happens to you, your Ally will stop casting if you interrupt them with dialogue, or start healing yourself.

Another feature is a lesser power which automatically triggers a similar animation, but using Firebolt instead. The power can be used either via a magic menu, or with a key press (set in MCM). This power has a few advantages: first of all, it can be used whilst in battle - it will find a random ally nearby and make them stop whatever they are doing to help you. Secondly, you can also target your certain summoned creatures - Flame and Storm Atronachs, Seekers and Ash Spawns.

[b]Version 2.0 [/b]adds support for Dremoras, Dragon priests (which cannot be normally conjured, but can appear with the effect of Konahrik's mask), several friendly ghosts and spectres: ghost of Arniel Gane, Spectral Assasin, heroes of Sovngarde and the Ancient Dragonborn, as well as modded creatures. You now have an "Add actor" spell, which will allow you to add a summoned actor to the compatibility list. (cast it again to remove it). Please be aware that not all creatures CAN cast spells, so not all of them will be compatible (Frost atronachs, for example, cannot do that at all). (you can view the compatibility list in the MCM debug section)

In version 2.0 I have fixed - to some extent - the animation/package problem. Aimed spells will now hit five times, while Flames will have a set duration, though I still had occasional hiccups. On the whole, the experience should be now smoother and less annoying. Also, [b]the default behaviour is now changed[/b]: pressing the button will also make humanoid npcs (see below) cast Flames, as if you asked them, while other summoned creatures will shoot you with an aimed spell.
Please remember Magicka Drain effect on the NPCs, so if your companion only casts spell for half a second, it probably means they only had 50
Magicka :D

The dialogues activate when you are holding a ward, so that you can replenish your Magicka with correct perks. Please note that you won't get any experience that way. In version 2.0 I removed this necessity, the dialogue options only check if NPC is in a correct faction/has Magicka/Destruction, restoration,etc.

This mod can easily make your character overpowered, but at the same time I find it much weirder that I couldn't ask my followers to supply my with Magicka, that [i]one thing[/i] they had the abundance of.

[b]MCM options include:[/b]
[list]
[*][size=2]Configurable magnitude of the fake spells (25% - 300%) ([b]fixed[/b] [b]in version 2.0)[/b],[/size]
[*][size=2]configurable optional hotkey of the Atronach Ally Field command,[/size]
[*][size=2]Configurable[url=http://www.uesp.net/wiki/Skyrim:Disposition] relationship rank[/url] with strangers that could be potential allies,[url=http://www.uesp.net/wiki/Skyrim:Disposition][/url][/size]
[*][size=2]Debug mode, just in case something goes wrong. [/size]
[/list] 
[b][size=4]Troubleshooting[/size][/b]:
The scenes won't always play as intended, making your ally stop after saying "of course". I guess this is a problem with their packages conflicting. In order to prevent any problems: a) whatever action we are attempting will cease itself after 30 seconds, b) if a scene starts playing, it will cease after 15 seconds , c) if a scene started playing, and animation bugged or hasn't started, you can ask your ally to "Stop that!", either via dialogue or MCM debug options.

[size=4][b]Translations[/b][/size]
The mod has been localised in TesVedit, translated in [url=http://www.nexusmods.com/skyrim/mods/29148/?]TesVTranslator[/url]; all of the Strings files are included in the archive. MCM is translatable as well.
Currently supported languages: [b]English[/b], [b]Polish[/b] and [b]Japanese (1.1 onwards, thanks to BowmoreLover)[/b]. Other languages use English as base. If you are expecting CTDs because of my mod and you are not playing any of the translated languages, contact me. If you would like to translate the mod, contact me, so I can credit you and include your strings in my mod!

 [img width=67,height=45]https://upload.wikimedia.org/wikipedia/commons/thumb/a/ae/Flag_of_the_United_Kingdom.svg/1200px-Flag_of_the_United_Kingdom.svg.png[/img] [img width=67,height=45]https://upload.wikimedia.org/wikipedia/en/thumb/1/12/Flag_of_Poland.svg/800px-Flag_of_Poland.svg.png[/img] [img width=67,height=45]https://upload.wikimedia.org/wikipedia/en/thumb/9/9e/Flag_of_Japan.svg/900px-Flag_of_Japan.svg.png[/img]

Version 1.1 uses [url=http://www.nexusmods.com/skyrim/mods/57308/?]UILIB_1[/url] to make certain notifications translatable.

Mods used in the video:
[list]
[*][size=2][url=http://www.nexusmods.com/skyrim/mods/63354/?]Disparity[/url], by Kryptopyr[/size]
[*][size=2][url=http://www.nexusmods.com/skyrim/mods/20861/?]Horns are forever[/url], by Chilean Wolf[/size]
[*][size=2][url=http://www.nexusmods.com/skyrim/mods/13486/?]Winter is Coming - cloaks[/url], by nivea[/size]
[*][size=2][url=http://www.nexusmods.com/skyrim/mods/19733/?]Immersive armors[/url], by hothtrooper[/size]
[*][size=2][url=http://www.nexusmods.com/skyrim/mods/32458/?]Konahriks Accoutrements[/url], by edhelsereg[/size]
[*][size=2][url=http://www.nexusmods.com/skyrim/mods/57872/?]Improved Artifacts Collection[/url], by[b] [/b]Zim[/size]
[*][size=2][url=http://www.nexusmods.com/skyrim/mods/24806/?]Oblivion Artifact Pack[/url], by Watcherzero[/size]
[*][size=2][url=http://www.nexusmods.com/skyrim/mods/3222/?]Immersive Hud[/url], by Gopher [/size]
[/list]

Serenity - A Silent Moons Camp Overhaul

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With thanks to my friends [url=https://www.nexusmods.com/users/67410746]Simon Magus[/url] and [url=https://www.nexusmods.com/users/5646623]Andrealphus[/url], whose feedback was invaluable for improving the mod and in motivating me to actually finish it.

[size=4][url=https://www.nexusmods.com/skyrimspecialedition/mods/30019]SE[/url][/size]
Silent Moons Camp is a ruined nordic structure, around which bandits have built a small camp, supplementing the existing architecture with their own structures where needed.
I took that, and turned it up to 11.
Silent Moons Camp is still a ruined structure, but it's expanded a bit in every direction. There's more wall and more towers, and where the ancient ruins have collapsed, the gaps are bridged by stockade structures to create a blend of the decay of nordic ruins and the tenacious industry of bandit forts, continuing to beg the question of which bandits are secretly master carpenters and practicing structural engineers.
In addition to heavily modifying the camp, there are a few other changes.

[color=#42b3e3][size=5][b]Reawakening the Lunar Forge[/b][/size][/color]
In the vanilla game, the Silent Moons Enchantment is a pretty terrible enchantment. It's only active half the time, it's visual effects are boring, and the damage isn't very good - it doesn't even do damage without the unofficial patch. The in-game notes say it's supposed to behave vampirically, but instead it's flagged as fire damage.
I decided to fix this discrepancy and make lunar damage a somewhat competitive enchantment, as well as give it more interesting visual effects. So I edited the vanilla Silent Moons enchantment and added two new versions. One is an improved version of the basic enchantment that increases in damage as the moon fills, and one is a more efficient absorb health enchantment.
Once the lunar forge has been awakened, any weapon crafted there will have a leveled version of one of the three lunar enchantments, depending on how much the lunar forge has been awakened. The Notes on the Lunar Forge book has been updated to give some cryptic clues on how to proceed. Alternatively, more specific instructions can be read in the spoiler below.
[spoiler]
[color=#42b3e3][size=5][b]Moon Pearls for the Moon Forge! Skulls for the Skull Throne![/b][/size][/color]
The first step to reawakening the Lunar Forge is to collect moon pearls. You'll need 5 to reactivate the forge; there are 17 in-game, because I hate the Stones of Barenziah quest as much as the rest of you. Moon Pearls can be found in the area surrounding Whiterun Hold, mostly within Whiterun proper, or nearby areas in Falkreath, Haafingar, and Eastmarch. They can be found in vampire dungeons, or harvested from Giant Oysters found in bodies of water. For specific locations, see the spoiler below. Gathering five moon pearls for the forge will allow you to craft weapons with the basic lunar damage enchantment while the moons are out. It should be obvious the forge is active due to the pillars of light.
[spoiler]
[list]
[*]5 Giant Oysters within Lake Ilinalta
[spoiler][*]at the foot of the Lady Stone
[*]at the tributary near Half-Moon Mill
[*]on a sunken fragment of Ilinalta's Deep
[*]at the shipwreck
[*]in the nordic burial mound
[/spoiler][*]1 Giant Oyster in the river at Greenspring Hollow
[*]1 Giant Oyster in the river outside Orotheim
[*]1 Giant Oyster in the pool on the Dragonsreach stairs
[*]1 Giant Oyster outside Robber's Gorge
[*]1 Giant Oyster in the White River at Valtheim
[*]1 Moon Pearl in the basement of Dragonsreach, near the Whispering Door
[*]1 Moon Pearl at Silent Moons Camp, in the collapsed tower
[*]1 Moon Pearl in Broken Fang Cave
[*]1 Moon Pearl in the Moldering Ruins
[*]1 Moon Pearl in Shriekwind Bastion
[*]1 Moon Pearl in Mara's Eye Pond
[*]1 Moon Pearl in Pinewood Cave
[/list][/spoiler]
[color=#42b3e3][size=5][b]Pointy Bit First[/b][/size][/color]
The next step of awakening the Lunar Forge requires sticking a sword into the giant stone head at the front of the forge. A silver sword will allow you to craft weapons with the awakened lunar damage enchantment, and an ebony sword will allow you to craft weapons with the lunar health absorb enchantment. Note that for both of these, you'll have to have gathered 5 moon pearls to activate the forge further.
[/spoiler]

[color=#42b3e3][size=5][b]Claiming Silent Moons Camp[/b][/size][/color]
 [url=https://www.nexusmods.com/skyrim/mods/99936][img]https://i.imgur.com/WpA4iBP.png[/img][/url]
Silent Moons Camp can be claimed for Whiterun Hold, the Empire, or the Stormcloaks. This uses the Lawbringer framework. If you do not have the framework active, the mod will disable the ability to claim the camp. The guards for whichever faction you claim it for will have a small chance of spawning with lunar versions of their regular weapons.

DX Black Widow Outfit UNP LE (Russian translation)

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[font=Comic Sans MS][color=#b4a7d6][size=4][i][center][img]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/100073/100073-1572589734-665593649.png[/img][/center][/i][/size][/color][/font][size=4][i]
[font=Lucida Sans Unicode][color=#b4a7d6]Броня Черная вдова "Black Widow Outfit" - это новый комплект легкой фалмерской брони для женских персонажей с телом UNP. По характеристикам данный комплект брони схож с драконьей чешуйчатой броней. Преимущественным показателем у первого является легкий вес. Входящие в комплект брони паучьи лапки обладают такими свойствами:[/color]
[color=#b4a7d6]- Увеличивается выносливость на 100 ед., и восстанавливает ее на 300%;[/color]
[color=#b4a7d6]- Повышает скрытность на 25%;[/color]
[color=#b4a7d6]- Дает сопротивление к ядам на 50%.[/color][/font]

[center][b][font=Lucida Sans Unicode][color=#0000ff]Что входит в комплект брони:[/color][/font][/b]
[font=Lucida Sans Unicode][color=#b4a7d6]- Черная вдова – платьице;[/color]
[color=#b4a7d6]- Черная вдова - перчатки;[/color]
[color=#b4a7d6]- Черная вдова - маска (в 3-х вариантах);[/color]
[color=#b4a7d6]- Черная вдова - чокер;[/color]
[color=#b4a7d6]- Черная вдова - паучьи лапки;[/color]
[color=#b4a7d6]- Черная вдова - нижнее белье;[/color]
[color=#b4a7d6]- Черная вдова – туфли.[/color][/font][/center][font=Comic Sans MS] [center][img]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/100073/100073-1572589634-1356632596.png[/img][/center][/font][font=Lucida Sans Unicode][color=#0000ff]
[b]Где найти:[/b][/color][/font]
[font=Lucida Sans Unicode][color=#b4a7d6]- Доспехи можно изготовить в любой кузнице. Для появления рецептов, в инвентаре главного героя должна быть книга «Руководство по изготовлению брони «Черная вдова». Её Вы сможете найти в Чёрном Пределе, в Полевой лаборатории Синдериона.[/color][/font]
[img]https://staticdelivery.nexusmods.com/mods/1704/images/4482/4482-1572170264-43768386.png[/img][/i][/size][size=4][i]
[b][font=Lucida Sans Unicode][color=#0000ff]Требование:[/color][/font][/b]
[font=Lucida Sans Unicode][color=#b4a7d6]- Skyrim LE 1.9.32.0.8;[/color]
[color=#b4a7d6]- [url=https://www.nexusmods.com/skyrim/mods/100073]DX Black Widow Outfit UNP LE [/url](оригинальный мод, со страницы автора);[/color]
[color=#b4a7d6]- HDT HighHeels System.[/color]

[b][color=#0000ff]Установка:[/color][/b]
[color=#b4a7d6]Можно через любой мод менеджер:[/color]
[color=#b4a7d6]- Скачать основные файлы на странице оригинала мода, в разделе MAIN FILES, и распаковать в любую пустую папку;[/color]
[color=#b4a7d6]- Скачать переведённый файл мода (ESP) здесь на странице перевода, в разделе MAIN FILES (русский перевод), и распаковать туда, куда распаковали архив оригинала мода;[/color]
[color=#b4a7d6]- Заменить файлы, запаковать все обратно в архив и установить через любой мод менеджер, все станет на русском. [/color]

[color=#b4a7d6][b][u]Или вручную:[/u][/b][/color]
[color=#b4a7d6]Установить содержимое папки Data из архива в папку Data в игре и активировать плагин мода в лаунчере. [/color]

[color=#b4a7d6]В зависимости от размера лица вашего персонажа маска может быть не по размеру. Выполните следующие простые шаги в [/color][url=https://imgur.com/Si9RgUE]Outfit Studio[/url][color=#b4a7d6], чтобы отрегулировать их под вашего персонажа.[/color][/font]
[font=Comic Sans MS][center]
[img]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/100073/100073-1572589912-1878654844.png[/img][/center][/font]
[font=Lucida Sans Unicode][center][color=#ff0000][b]Разрешения:[/b][/color][color=#ff0000]Данный перевод эксклюзивен для сайта nexusmods и его распространение на других ресурсах запрещено![/color]
[color=#00ffff]Если Вам понравился мод, поблагодарите автора [url=https://www.nexusmods.com/skyrim/mods/100073]Deserter X[/url], нажав клавишу ENDORSE. 
[/color][color=#00ffff]
[/color][color=#00ffff]ПРИЯТНОЙ ВАМ ИГРЫ! [/color][/center][/font][/i][/size]
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