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Conjure Daedric Ladies

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The spell books are found under Urag Gro-shub’s desk in the Arcanaeum, and must be stolen.  

The mod uses [url=https://www.nexusmods.com/skyrim/mods/10168]ApachiiSkyHair[/url] 1.6 (main file) [b]and [/b]the [u]additional[/u] [url=https://www.nexusmods.com/skyrim/mods/10168?tab=files]ApachiiSkyHairFemale_v_1_5[/url] as [i]masters[/i], so both must be installed and enabled for it to work, as well as [b]Dawnguard [/b]and [b]Dragonborn[/b].

The ladies will use any meshes, skins, skeletons, idles, physics, body slides, and sexy armor replacers that your female NPCs use.  If you want them to wear skimpy armor, then install a female armor replacer version for daedric, orcish, glass, and/or dragonplate armor, and they with equip that.  Balance-wise, Daedric Ladies have the same stats and costs of conjured Dremora Lords, with changes to armor, weapons, combat styles, and perks. 

For the posted images, I used [url=https://www.nexusmods.com/skyrim/mods/97269]Heavy Metal UNP Bodyslides[/url], [url=https://www.nexusmods.com/skyrim/mods/72586]Pride of Valhalla[/url] skins, [url=https://www.nexusmods.com/skyrim/mods/2692]Cinematic Fire 2[/url], [url=https://www.nexusmods.com/skyrim/mods/53396]Sexy Idle Animation[/url], and either [url=https://www.nexusmods.com/skyrim/mods/30936]RealVision ENB[/url] with [url=https://www.nexusmods.com/skyrim/mods/27043]ELFX[/url], or [url=https://www.nexusmods.com/skyrim/mods/73848]Tetrachromatic ENB[/url].

[center]*[/center]
If you have [url=https://www.nexusmods.com/skyrim/mods/83383]The Amazing World of Bikini Armor[/url] installed and working -- do that first since it has its own requirements, substantial ones like XPMSE skeleton -- then the optional alternate download [b]Conjure Daedric Ladies - Bikini Armor[/b] will equip NiseTenaka’s ultra-skimpy bikini standalones on the ladies.  This is the full mod, so don’t use the main file if you use this.  If you will be using Lady Xolei, the Writ of Primal Chaos, or the Staff of the Abyss, a high heels mod is recommended; I use [url=https://www.nexusmods.com/skyrim/mods/36213]HDT HighHeels System[/url].

Credits: This mod contains content from [url=https://www.nexusmods.com/skyrim/mods/45407]Dremora Assets[/url] by Hallgarth (high quality eyes and face decal), and the bikini armor version uses assets from The Amazing World of Bikini Armor.

[center]*[/center]
[u]Known issues[/u]: if a conjuration is delivered by a staff, any spell absorption player ability (i.e. atronach standing stone, atronach perk, Breton racial ability, Miraak's robes) will absorb the summon and convert it to player magicka.  The same is true for the Sanguine Rose.  Regular spells are okay, just staves are problematic if you have the atronach perk.

Small Changes for Elves and Nords

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__________________________________________________________________________

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

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

__________________________________________________________________________

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

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

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

__________________________________________________________________________

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

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


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

DX Black Widow BodySlide Conversion UUNP an CBBE HDT

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Hello Hello! Heres a HDT UUNP/CBBE Bodyslide Conversion of DXs Black Widow! YAY!

Install: Vortex other things..

Uninstall: Vortex an more other things.

Manual Install: Put contents in the same folders as they are in..

Manual Uninstall: Loud noises..


[url=https://www.nexusmods.com/skyrim/users/3373573]DeserterX[/url] For another great armor! TY TY!

[url=https://www.nexusmods.com/skyrim/users/3330686]Caliente[/url]  an Team  For BodySlide! Couldnt do this w/o you! TY!

Dynamic Things - Enhanced

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[size=4]HEY, HEY, HEY!!!
GREAT NEWS!!!
[/size][size=4][url=https://www.nexusmods.com/skyrimspecialedition/users/38234765]runew0lf[/url] ported both the original DT and my patch to the Special Edition!

[url=https://www.nexusmods.com/skyrimspecialedition/mods/19520]Dynamic Things for the Special Edition[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/19521]Dynamic Things Enhanced for the Special Edition[/url][/size][size=4]

Praise [url=https://www.nexusmods.com/skyrimspecialedition/users/38234765]runew0lf[/url]!!![/size]
__________________________________________________________________________

French translation by Agloo: [url=http://www.confrerie-des-traducteurs.fr/skyrim/mods/jouabilite/objets_dynamiques]http://www.confrerie-des-traducteurs.fr/skyrim/mods/jouabilite/objets_dynamiques[/url]
Spanish translation by ilwt: [url=http://www.nexusmods.com/skyrim/mods/81566/]http://www.nexusmods.com/skyrim/mods/81566/[/url]
Hungarian translation by ignussen: [url=https://www.nexusmods.com/skyrim/mods/92026]https://www.nexusmods.com/skyrim/mods/92026[/url]

[u][b][size=3]Short introduction[/size][/b][/u]

This is a kind of patch for the great mod “Dynamic Things” of dominoid. It changes some aspects of the mod and allows the user to change a lot of things which were fixed in the original mod. It furthermore enables now the harvesting of mammoth tusks from the skulls you can find all around Skyrim.

[u][b][size=3]1st Installation[/size][/b][/u]

First of all:
It is a “patch”. This means you need the original mod by dominoid! Go [url=http://www.nexusmods.com/skyrim/mods/32448/?]there[/url], download it, and never forget to endorse!!

Secondly:
It is safest if you start a new game after installing Dynamic Things and this patch. I mean 1. install DT 2. install patch 3. start new game!
It should be possible to install the patch over a running version of Dynamic Things, but I'm not entirely sure. This here is a solo entertainer show... I cannot test everything...
I included a test for the correct version in all markers which are used to enable the dynamic things and disable the static ones. However, you might get some errors in the log about missing variables or other things, [i]e.g.[/i],
“Warning: Assigning None to a non-object variable”
or
“Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type”
Normally, this will not lead to a crash and should go away after the things respawn or the cell was detached and attached again. Therefore, I do not call it a patch, but only a “patch” (Germans might know what I mean by using the quotes, but I don't know if it is used somewhere else with this meaning).

If you don't want to start a new game but still want to use this “patch” without risking anything do this:
[list]
[*]chop a tree and collect a bush to have the aliases in the same cell
[*]disable Dynamic Things in the MCM (and empty the safe containers)
[*]go to an indoor cell with nothing which can be converted by Dynamic Things (a safe one should be MalynVarenVoiceCell which is accessible using the coc command in the console)
[*]wait for 30 days (or the cell respawn time you use)
[*]now you would have to visit every cell in which something was converted by Dynamic Things so that every marker gets deleted...
[/list]

Or you just install this “patch” and live with the errors and warnings in the log... Don't blame me! I warned you!

[b][size=3]What worked for me:[/size][/b]
[list]
[*]chop a tree and collect a bush to have the aliases in the same cell (for example in Riverwood)
[*]disable Dynamic Things in the MCM (and empty the safe containers)
[*]go to an indoor cell (for example Riverwood trader)
[*]go outside again
[*]and maybe inside again to be on the safe side :)
[*]install my patch, activate DT in the MCM, and get a few errors in the log when going outside again
[*]after this there should be no errors left
[/list]
The user Velgath reported that this was not working for him. He needed to type
"Set wizDynamicThingsEnabled to 0"
in the console instead of using the MCM to disable DT...

Notice, that all things converted by vanilla DT will be reset to vanilla Skyrim behavior as soon as you enter the corresponding cell. That's why:

[b][size=3]You definitely need to empty all safe containers BEFORE you install this “patch”.[/size][/b]

So, again: I cannot guarantee that everything works well if you install this “patch” over a running version of Dynamic Things.

Ah, one more thing... If you install this “patch”... Overwrite the wizDynamicThings.eps from Dynamic Things. Load order should not matter... It should be possible to put the wizDynamicThings.eps everywhere you want... It is shifted to the end of the load order when you install this “patch”...

[u][b][size=3]Updating[/size][/b][/u]

Updating this mod should work without any problems unless otherwise stated. Thus, in, [i]e.g.[/i], NMM you just click yes when asked if you want to update ;)

[u][b][size=3]Known Issues:[/size][/b][/u]

[list]
[*]Those mentioned in the description of Dynamic Things +
[*]If you have “Realistic amount of wood per tree” enabled (see below) some large trees (some pines) will not give a large amount of wood since the actual volume of the tree is not large (not many branches). Just imagine that the bark beetle has destroyed part of the tree :)
[*]Some things cannot be disabled by Dynamic Things since another script/quest/mod/whatever uses these things. For barrels/crates that means that you cannot destroy them. For woodpiles this means that they do not disappear after you have taken the wood. And so on... However, this should be not so many things. One example are the things added by the Alternative Start mod.
[*]If you have [url=http://www.nexusmods.com/skyrim/mods/26228/?]RND[/url] installed and drink mead from a mead keg, you will get a notification that you got an empty bottle. This is a message from RND and I cannot disable it due to the way the mead kegs work - the script of the converted (dynamic) mead kegs gives you a bottle of mead and forces you to equip it ([i]i.e.[/i], drink it), then RND will give you an empty bottle, which is deleted from the inventory by DT... A little bit complicated but in this way it is guaranteed that the kegs also work with mods which change the effects of mead. The same happens if you have [url=http://www.nexusmods.com/skyrim/mods/51473/?]iNeed[/url] installed and drink water from water kegs - you will get a notification by iNeed that you got an empty waterskin, but it is deleted by DT.
[*]Sometimes it seems that you cannot chop a tree, that your hits are not registered. Try unequipping and reequipping the axe or putting it into a different hand - this might solve the problem.
[*]If the degradation of the woodcutter's axes is enabled, the degradation level is saved in one global variable so that harvesting trees, bushes, and driftwood can degrade the axe. However, it is not saved for one specific axe. Thus, if you harvest 14 deadwood from bushes with one axe, then change to a different axe and harvest one deadwood, this new axe will be degraded. There is just no other (easy) way to do it. Either I would have to degrade the axe for each action (like harvesting one bush), but this will be too hardcore, or I would have to create a form list with the form id of each axe and its degradation level... This would possibly interfere with other mods like Frostfall (since the degradation is done by deleting the old axe and creating a new one) and would furthermore increase the save-game size... If you want to exploit the way the degradation works its your choice - I always have just one axe with me...
[/list]

For a complete description of the many features have a look at the Dynamic Things [url=http://www.nexusmods.com/skyrim/mods/32448/?]page[/url].

[u][b][size=3]Complete list of changes[/size][/b][/u]

[u][b]General changes:[/b][/u]
[list]
[*]Uninstalling the mod is now more complete. Each marker is automatically deleted upon cell attachment if wizDynamicThings.esp is not loaded. Dynamic Safe Containers are automatically emptied if you deactivate the mod.
[*]The flickering when changing something into a “dynamic thing” should be gone. NO FLICKERING! Well, except the barrels/crates/mammoth skulls covered with snow or whatever else. The snow is an additional texture which is added to the static object. As now everything is dynamic this covering layer cannot be added in a simple way...
[*]The degradation of the woodcutter's axe now works properly, [i]i.e.[/i], only if Frostfall is started and the degradation is enabled there, it can be used in Dynamic Things. You can also disable it by toggling “Woodcutter's axes degrade with usage” in the “Advanced Options” tab in the MCM.
[*]Compatibility to Vurts Expanded diversity should work again. It seems Vurt had changed the form id's of the added trees.
[*]Sometimes you'll also find ruined books in crates even if the chance is small...
[*]The transformation to something dynamic can now be toggled individually for all misc items.
[*]Chopping a tree (or a stump) is like attacking a training dummy - you advance your one-handed skill and this advance scales with the “Training Speed” set in the MCM. In future versions, I will probably link this to the setting for enabling/disabling the dummies and maybe enable it also for digging rocks - if I don't forget it :)
[*]Fixed compatibility with [url=http://www.nexusmods.com/skyrim/mods/26228/?]RND[/url].
[*]As of version 1.20: Compatibility with [url=http://www.nexusmods.com/skyrim/mods/51473/?]iNeed[/url]. You can now fill your empty water skin at water kegs.
[*]As of version 1.40: You can set the number of hits needed until the woodcutter's axe is degraded.
[*]As of version 1.50: Compatibility with [url=http://www.nexusmods.com/skyrim/mods/19281/?]Requiem[/url]. You can now fill empty wine bottles at water kegs (and of course also drink it). Requiems changes of the Haggling perk are taken into account. However, the keg script still takes not Fortify Barter effects into account since this would be too complicated. The script is already quite slow. Furthermore, refilling your bottles with, [i]e.g.[/i], mead is now slightly cheaper than buying the mead since you take your own bottle (the gold value of the bottle is substracted).
[*]As of version 1.55: Added option to completely disable the food distribution via Dynamic Things. Turn “No Food Containers” under “Advanced Options” on and every container (added by DT) which would normally contain food will be empty. Thus, if you set the total amount of food barrels/crates to 100%, you will get empty containers everywhere.
[*]As of version 1.55: Added option to empty the list of containers which should be ignored ([i]i.e.[/i], which should not be turned into safe containers). “Empty Ignore Container List” under “Misc/Util”.
[*]As of version 1.6: Added compatibility for [url=http://www.nexusmods.com/skyrim/mods/57141/?]Mörskom Estate[/url] & [url=http://www.nexusmods.com/skyrim/mods/33939/?]Elysium Estate[/url]. Containers of these mods are considered to be safe (no questions if you want to convert to safe container). Barrels/crates added by these mods are NOT converted to dynamic containers. This should solve most problems reported by some users.
[*]As of version 1.6: Added information on the MCM page “Misc/Util” about the detected mods.
[*]As of version 1.6: Hotkey is now used to temporarily turn off the mod. This can reduce script lags for script intensive setups in certain situations such as battles for a city.
[*]As of version 1.7: Added compatibility for [url=http://www.nexusmods.com/skyrim/mods/64798/?]Cheskos Campfire[/url]. You will now always get a mixture of normal firewood, deadwood, kindlings, branches, and few wood shavings. Stumps will give you no branches/kindlings and more deadwood than firewood. If you don't like this new type of mixed-wood result, don't install the new version - I think that it is closer to reality ;)
[/list]


[b]NEW:[/b]
You can harvest mammoth tusks from mammoth skulls using your pickaxe!! Thanks to Brumbek for making the skulls without tusks. Go to [url=http://www.nexusmods.com/skyrim/mods/8655/?]SMIM[/url] and thank him in the Forum! And if you don't have his mod, then download it so that you can endorse him :) If you toggle “Play cutscene mammoth tusks” in the MCM page “Advanced Options” the screen will fade to black and some time will elapse (10 min per usable tusk). With cutscene you'll need 4 hits with the pickaxe, without you'll need 4 per usable tusk (but you'll get them all at once).

[u][b]Combat dummies:[/b][/u]
[list]
[*]The trainings speed slider in the MCM now works properly for all values (also below 100% :) )
[*]Illusion magic does not work on Training dummies, 'cause it makes no sense to frighten a wooden puppet. Togglable in the MCM, page “Advanced Options”, point “Only destruction on training dummies”.
[/list]

[u][b]Barrels/Crates:[/b][/u]
[list]
[*]New determination of the ownership of barrels/crates (and hay bales, woodpiles). [b]Old:[/b] if the container was in a village or town the owner was set to Arngeir. [b]New:[/b] the owner of the closest non-DT container is used as a reference and the owner of the DT container is set to this owner. Thus, if a DT-container is in a house it has a high chance that it gets owned by the owner of the house. If he is a friend of yours, you can take the stuff in the container. If not... Well, you have to steal it :)This is togglable in the MCM page “Advanced Options”, point “New version for ownership”
[*]As of version 1.6: If the new ownership system is enabled, and the barrel/crate is in a settlement and not owned, the owner is set to the cell owner. I thought that this would be the Jarl, but unfortunately most cells are not owned. Well, maybe you have a mod which changes this ;)
[*]Barrels/crates can be destroyed with a woodcutter axe if “Containers are destructible (but respawn)” is toggled on in the MCM. Note, that some barrels/crates cannot be destroyed (if other mods attached scripts to it) – you will see a message “This wood is unbelievably hard. I cannot break this container.”
[/list]

[u]Complete overhaul of the determination of what to put into the container[/u]

Old version for barrels:
1st it was checked if anything related to alcohol was nearby, if yes, the barrel was filled with alcohol
2nd if nothing was found in the 1st case, it was now checked for cooking related stuff
3rd if nothing was found in the 1st and 2nd case, it was now checked for alchemy stuff
4th if nothing was found in the first 3 cases, the barrel was filled with food

Old version for crates:
Similar to the determination for the barrels:
1st alcohol
2nd alchemy
3rd minerals
4th randomize

You get why there were so many mead barrels/crates?

New version for barrels:
A certain percentage of all barrels now contain food. This value can be set in the new MCM page “Advanced Options” - point “Chance of food barrels/crates”.
The other barrels are filled with respect to what other stuff is closest, [i]i.e.[/i], if a alchemy table is nearby, you will find ingredients, if a cooking pot is nearby, food, if a forge is nearby, ore or ingots, if alcohol is nearby, mead. If nothing was found nearby the barrel will contain food. Furthermore, you can set in the MCM a percentage of the barrels which is randomized, [i]i.e.[/i], has randomly one of the aforementioned stuff in it (point “Randomization for barrels/crates”).

New version for crates:
1st it is checked whether the crate is one of the East Empire Company (a lot of crates in harbors are). A certain percentage of those is filled with valuable stuff(*). The percentage can be set in the MCM, point “Valuable stuff in EECo crates”.
After this, a certain percentage of the remaining crates is filled with valuable stuff(*). MCM, point “Valuable stuff in normal crates”.
Then, a certain percentage is filled with food, MCM point “Chance of food barrels/crates”.
After this, again the distance to the closest reference decides with a certain percentage of randomization.
If nothing is found, or the randomization yielded this result, the crate gets filled with either misc items or clothing. In 10% of these crates some ruined books will be added. Thus, in the shipwreck start of the Alternative Start mod it is now in about 50% of the cases easier to survive even with Frostfall enabled in the Hardcore setting (using the standard settings of this mod). Decrease the “Run quest every” in the MCM to 1 second before starting to enable a faster conversion of the containers. Unfortunately, you cannot destroy the crates since I cannot disable them (they have maybe a script of the Alternative Start mod attached). Furthermore, the ship has one mead keg in the center which is why you will still get a lot of mead... If you want you can also set the randomization chance higher in the beginning in order to get enough ruined books for a camp fire...

Too complicated for you? Ok. In simple terms:

You want completely random results with a certain percentage of valuable stuff(*) in crates?
Set in the MCM:
“Chance of food barrels/crates” to 0%
“Valuable stuff in EECo crates” to 0%
“Valuable stuff in normal crates” to your liking
“Randomization for barrels/crates” to 100%

You want always food?
Set in the MCM:
“Chance of food barrels/crates” to 100%
“Valuable stuff in EECo crates” to 0%
“Valuable stuff in normal crates” to 0%
“Randomization for barrels/crates” to whatever you want – it does not change anything

You always want valuable stuff(*) in the crates and always random things in the barrels?
(you greedy bastard)
Set in the MCM:
“Chance of food barrels/crates” to 0%
“Valuable stuff in EECo crates” to whatever you want – it does not change anything
“Valuable stuff in normal crates” to 100%
“Randomization for barrels/crates” to 100%

Everything clear :)

(*)
Valuable item means one of the following leveled lists
- LItemEnchArmorAllSpecial
- LItemEnchCircletAll
- LItemEnchRingAll
- LItemEnchWeaponAny
- LootBanditChestBossBase
- LootStaffsAll

[u][b]Landscape changes:[/b][/u]
[list]
[*]You can toggle whether you want to permanently delete trees/bushes when harvested, MCM “Advanced Options”, point “Permanently remove bushes” and “Permanently remove trees”. Trees and bushes that you harvested in the current cell and which you will harvest in the future will be permanently deleted upon cell detachment (for example if you change to an interior cell). They are deleted! They are gone! Even if you uninstall Dynamic Things. Use carefully!
[*]The wood you harvest from a tree and the time it takes can be made more variable. Toggling “Realistic amount of wood per tree” the wood you get is calculated from the volume of the tree. Toggling “Realistic chopping time” the time it take to chop a tree is longer for larger trees (volume) and shorter for smaller ones. To get a semi-realistic behavior enable both settings and set “Felling Tree Elapses” to 180 minutes.
[*][b]NEW:[/b] Bushes/Trees without collision now regrow dynamically! They grow by about 1 unit (Average height of a human is about 64) per time unit. You can set the time unit in the MCM, “Advanced Options”, point “Regrow speed of bushes”. You don't like this? Set the value to 24h and you will notice nearly no difference. You want to see the bushes grow? Set the value to 0.5h and increase the timescale a little bit in the console and you can watch them grow :)
[*]As of version 1.40: You can toggle the usage of you battle-/war axe to chop trees. Battleaxes can chop trees faster but are very slow with cutting it into pieces. However, if you have a woodcutter's axe or a hatchet in your inventory, this is used. War axe are slower in chopping but similar in cutting. Hatchets are sligthly better than war axes for chopping and the same as woodcutter's axes for cutting. All weapons with "Hatchet" in their name belong to this category. However, I don't know if it needs to be a capital H - feedback would be very much appreciated.
[/list]

[u][b][size=3]Acknowledgments[/size][/b][/u]

Bethesda for Skyrim and the possibility to mod their games.
Dominoid for his great mod which inspired me and brought me to modding.
Brumbek for making the mammoth skulls without tusks – really, thanks! Go [url=http://www.nexusmods.com/skyrim/mods/8655/?]there[/url] and also thank him!

And, of course, my girlfriend, my mother, my sister, and, and, and :)

Rainbow Dragon Presets

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[center][b][size=5]Hello t[/size][/b][b][size=5]here!
[/size][/b][size=5][size=4]These are my dragon like presets. I really enjoyed making them and put a lot of time and effort into them. There are 3 Versions to download. 1 For only Dragon presets. 1 for only humanoid presets. 1 for both.[/size]
Enjoy![/size][/center][size=5]
[/size][center]

[size=4]Mods to achieve the same look (Or basically what I use):

[b][url=https://www.nexusmods.com/skyrim/mods/29624]Racemenu[/url][/b] (REQUIREMENT)
[url=https://www.nexusmods.com/skyrim/mods/63680]Born Dragon Skin[/url] (For the dragons)
[url=https://www.nexusmods.com/skyrim/mods/25588]Women of Skyrim Textures[/url] (For the Humanoid)
[size=4][url=https://www.nexusmods.com/skyrim/mods/94629?tab=description]Female Makeup Suite[/url][/size][/size][/center]
[center][size=4]Now to each character : [/size]


[img]https://i.imgur.com/FHPlLIm.jpg[/img]
[i][size=4][b]
Charlen[/b]
[/size][/i][size=4][size=4][b][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/b][/size]
[url=https://www.nexusmods.com/skyrim/mods/86208?tab=description]Freckle Mania 2[/url][/b]
[url=https://www.nexusmods.com/skyrim/mods/92439]Warpaint[/url][/size]
[/size][size=4][url=https://www.nexusmods.com/skyrim/mods/60954?tab=images]LiEyes[/url]
[b][url=https://www.nexusmods.com/skyrim/mods/35327]SG Female Eyebrows[/url][/b][/size][/center][center][/center][center][img]https://i.imgur.com/XGiponA.jpg[/img][/center][center][i][size=4][b]Isabell
[/b][/size][/i][size=4][size=4][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/size]
[/size][size=4][url=https://www.nexusmods.com/skyrim/mods/60769#]Stoja's Warpaints
[/url][/size][size=4][url=https://www.nexusmods.com/skyrim/mods/59192]Eyes of Aber[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/30411?tab=images&BH=1]Brows[/url][url=https://www.nexusmods.com/skyrim/mods/79622]
[/url][/size]

[img]https://i.imgur.com/0ljlEdL.jpg[/img]
[b][i][size=4]Florence[/size][/i][/b][/center][center][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos
[/url][/b][/size][size=4][size=4][b][url=https://www.nexusmods.com/skyrim/mods/86208?tab=description]Freckle Mania 2[/url][/b][/size][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/95137]CN's Fantasy and Demonic Eyes[/url][/size][size=4]
[/size][url=https://www.nexusmods.com/skyrim/mods/87362][size=4]El's Face Stuff (Brows)[/size]
[/url]

[img]https://i.imgur.com/epp0HWr.jpg[/img]
[b][i][size=4]Pecunia[/size][/i][/b]
[size=4][size=4][b][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/b][/size][/b][/size][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/60769#]Stoja's Warpaints[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/60954?tab=images]LiEyes[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/30411?tab=images&BH=1]Brows[/url][/size]


[img]https://i.imgur.com/jE9MeWV.jpg[/img]
[b][i][size=4]Genevieve[/size][/i][/b][/center][center][size=4][size=4][b][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/b][/size][/b][/size][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/60954?tab=images]LiEyes[/url][/size]
[size=4][size=4][b][url=https://www.nexusmods.com/skyrim/mods/86208?tab=description]Freckle Mania 2[/url][/b][/size][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/98309]Maevan2's Eye Brows
[/url][/size]

[b][size=5][img]https://i.imgur.com/Msn31n4.jpg[/img][/size][/b]
[b][i][size=4]Maxilie[/size][/i][/b]
[size=4][size=4][b][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/b][/size][/b][/size][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/60769#]Stoja's Warpaints[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/60954?tab=images]LiEyes[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/87362]El's Face Stuff (Brows)[/url]
[/size][size=3][size=4][/size][/size][url=https://www.nexusmods.com/skyrim/mods/93184][size=3][size=4]Weathered Nordic Bodypaint - RaceMenu Overlays and Warpaints[/size][/size][/url][size=3][url=https://www.nexusmods.com/skyrim/mods/93184]
[/url][/size]

[img]https://i.imgur.com/O59MIgU.jpg[/img]
[b][i][size=4]Alice[/size][/i][/b]
[size=4][size=4][b][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/b][/size][/b][/size][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/60769#]Stoja's Warpaints[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/79622]The Witcher 3 Eyes[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/30411?tab=images&BH=1]Brows[/url][url=https://www.nexusmods.com/skyrim/mods/79622]
[/url][/size][size=4][size=4][url=https://www.nexusmods.com/skyrim/mods/92439]Warpaint[/url][/size][/size]


[img]https://i.imgur.com/dLxVTBE.jpg[/img]
[i][b][size=4]Lilith[/size][/b][/i]
[size=4][size=4][b][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/b][/size][/b][/size][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/60769#]Stoja's Warpaints[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/95137]CN's Fantasy and Demonic Eyes[/url][/size][size=4]
[/size][size=4][url=https://www.nexusmods.com/skyrim/mods/30411?tab=images&BH=1]Brows[/url][url=https://www.nexusmods.com/skyrim/mods/79622]
[/url][/size][size=4][size=4][url=https://www.nexusmods.com/skyrim/mods/92439]Warpaint[/url][/size][/size]


[img]https://i.imgur.com/c9MQfMe.jpg[/img]
[b][i][size=4]Seniva
[/size][/i][/b][size=4]HG Hairdos[/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/79622]The Witcher 3 Eyes[/url][/size]
[url=https://www.nexusmods.com/skyrim/mods/87362][size=4]El's Face Stuff (Brows)[/size][/url]


[img]https://i.imgur.com/2yNaOUi.jpg[/img]
[b][i][size=4]Viktoria[/size][/i][/b]
[size=4][size=4][b][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/b][/size][/b][/size][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/59192]Eyes of Aber[/url][/size]
[size=4][url=https://www.nexusmods.com/skyrim/mods/30411?tab=images&BH=1]Brows[/url][url=https://www.nexusmods.com/skyrim/mods/79622]
[/url][/size][size=4][size=4][url=https://www.nexusmods.com/skyrim/mods/92439]Warpaint[/url][/size][/size]


[img]https://i.imgur.com/Wieyy1b.jpg[/img]
[b][i][size=4]Malanar[/size][/i][/b]
[size=4][size=4][b][size=4][b][url=https://www.nexusmods.com/skyrim/mods/68311]Ks Hairdos[/url][/b][/size][/b][/size][/size]
[size=4][/size][size=3][size=4][url=https://www.nexusmods.com/skyrim/mods/35327][/url][url=https://www.nexusmods.com/skyrim/mods/13722]The Eyes of Beauty[/url][/size][/size][i][size=3][url=https://www.nexusmods.com/skyrim/mods/13722]
[/url][/size][/i][size=4][url=https://www.nexusmods.com/skyrim/mods/30411?tab=images&BH=1]Brows[/url][url=https://www.nexusmods.com/skyrim/mods/79622]
[/url][/size]
[/center][center][size=4][b]Installation(manual):[/b]
[size=3]Put the data folder into your Skyrim folder (where TESV.exe is)

[/size][/size][size=3]Or just download it with some kinda Mod Manager.[/size][/center]

[center][i][size=4]And that's it. Feel free to include some Screenshots of your own! I love to see them :)[/size][/i][/center]
[center][img]https://i.imgur.com/zP2Tj2W.png[/img][/center]

Warm Drinks - Simple Tea And Coffee Recipes - for Campfire (Russian translation)

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Автор: [b]boringvlln[/b]
[url=https://www.nexusmods.com/users/39858400]https://www.nexusmods.com/users/39858400[/url]
Оригинал мода: [b]Warm Drinks - Simple Tea And Coffee Recipes - for Campfire[/b]
[url=https://www.nexusmods.com/skyrim/mods/88619]https://www.nexusmods.com/skyrim/mods/88619[/url]


Вы никогда не задавались вопросом, могут ли безалкогольные напитки вписаться в лор игры? Что ещё могут выпить суровые норды чтобы согреться обычным скайримским днём? Пришло время выпить чаю (или кофе).

Существуют различные виды чая из разных горных цветов: синий, красный и пурпурный.
Кофе можно сделать из эльфийского уха.
Поддержка Dragonborn: сделайте пепельный чай из ингредиентов, которые легко найти на Солстейме.
Смешивайте чай или кофе с мёдом, молоком, лавандой или морозной мириам. Или просто добавьте немного кофе в свой утренний Флин.
Также можно приготовить или найти специальные подслащённые напитки, которые содержат больше мёда, чем обычный чай с мёдом. Есть несколько способов сделать горячий напиток из вина, эля или меда, добавив травы и ягоды.
Также существует специальный чай, очень полезный для голоса. Хотя многие сочли бы его слишком горьким.
И кипяченая вода действительно восстанавливает немного выносливости, это просто не отображается в меню (обычная вещь, когда значение меньше единицы).
Все напитки можно приготовить или купить у торговцев

Для приготовления напитков нужен чайник, который можно создать в кузнице из старого ржавого чайника (можно купить у торговцев, таких как Белетор или найти в разных ящиках или бочках) и двух слитков корунда.

[b][color=#ff7700]Соместимость:[/color][/b]
Frosfall - напитки обладают согревающим действием. Все, кроме летнего чая. Он холодный и освежающий.
Ineed - просто зарегистрируйте напитки в игре.

С версии 1.1 не вносятся изменения в ванильные напитки.
Если вы используете другие моды, которые добавляют вещи в уровневые списки, всегда лучше сделать Bashed патч.

Рецепты можно посмотреть в разделе изображений оригинального [url=https://www.nexusmods.com/skyrim/mods/88619?tab=images]мода[/url].

[b][color=#ff7700]Требования:[/color][/b]
Все DLC
[url=https://www.nexusmods.com/skyrim/mods/64798]Campfire - Complete Camping System[/url]

[b][color=#ff7700]Установка:[/color][/b]
Скачать мод и распаковать содержимое папки Data архива в папку DATA игры с заменой файлов.
Подключить мод в используемом менеджере модов.

[b][color=#ff7700]Примечания переводчика:[/color][/b]
Я сделал перевод по просьбе пользователя с сайта [url=https://gamer-mods.ru/forum/44-4-49#71319]gamer-mods.ru[/url]
И там же выложил [url=https://gamer-mods.ru/forum/44-4-71326-16-1547051455]перевод[/url].
Сам мод не устанавливал, но сообщений об ошибках или проблемах не было.

[color=#ff7700]История изменений:[/color]
Перевод заменён на полную версию. Оригинал больше не нужен. Сам мод без изменений.

Chimera - Performance-friendly ENB for Vivid Weathers

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[size=3][b][u]Who dis?[/u]

[/b]ENB built on a low-end PC meant for low-end PCs. If you want better visuals without regard for performance, opt for other ENBs. Again, this one is all about performance, and you will not get extra goodies like complex particle lighting, SSAO or Sub-surface Scattering.

[size=5][b][color=#ffff00]!!!Update - 01.11.2019!!![/color]

[color=#ffff00]The Fantasy preset has been overhauled with v1.6 and I personally believe it to be my best work so far. While not as performance-friendly as the original preset (Gritty), it is still very lightweight for how much it changes. Please give it a try and let me know what you think![/color][/b][color=#ffff00]

[color=#f4f4f4][size=3]Update - 26.10.2019[/size][/color][/color][/size][/size][size=3][size=5][color=#ffff00][color=#f4f4f4][size=3]
Started working on the Cinematic preset on the latest binary (0.392). Progress has been slow so far, but I see much room for improvement without making it a performance hog.[/size][/color][/color][/size][/size]
[size=3]
[u][b]Performance Monitor
[/b][/u]
By far the most performance-freindly ENB ever created is [url=https://www.nexusmods.com/skyrim/mods/15425]Stakado Cinemascope[/url]. This is possible because Stakado uses a very old binary. Anyhow, this
still makes Stakado's ENB a good parameter to measure performance.
[color=#000000]
[/color][b][color=#ffe599][size=5]By default, you will get ~90% of Stakado Cinemascope's performance with the Gritty Chimera preset. [/size][/color]
[size=4]In other words, if you get over 60 fps everywhere in Stakado while outside, you will definitely get at least 50 fps with Chimera on average. [/size][/b][/size][size=3]
[size=3][size=3][b][size=4]
The Fantasy preset is slightly heavier on your system, but only with a ~5 fps higher cost at most.[/size][/b][/size]
[/size]
[size=4][b]The Cinematic Chimera preset is less performance-friendly, as it comes with more enb effects enabled.[/b][/size]

To gain better performance in general, consult the last section on this page.
[/size][size=3]
[u][b]Aesthetics[/b][/u]

[b]Gritty[/b] sticks to vanilla Vivid aesthetics for daytime, with some tweaking on environment lighting and incorporating darker shadows. Dusks and dawns are much more gloomy in comparison, and nights are a balance between realism and high fantasy.

[b]Cinematic[/b] uses Enhanced ENB Nighteye and has no native vanilla imagespace support. It emulates the look of a more desaturated but crispier film with extra cinematic effects (DoF, Bloom). Tl;dr: Different look, better visuals, less performance.

[b]Fantasy [/b]finds its own original colour palette and deviates from the vanilla look of Vivid Weather the most. Colourful skies, rolling greens, bright and vibrant nights.

[u][b]Night-eye[/b][/u]

The Gritty preset uses vanilla image-spaces by default. This gives it in-built compatibility with all imagespace modifiers. In short, khajit nighteye, bend time shout, and other effects retain their vanilla look as is.

The Cinematic preset uses Enhanced Nighteye instead. Overrides vanilla imagespace modifiers.

[u][b]Required Mods[/b][/u]

The only hard requirement is [url=https://www.nexusmods.com/skyrim/mods/73937]Vivid Weathers[/url].
[/size][size=3]
Other than this, I recommend:

[url=https://www.nexusmods.com/skyrim/mods/27043/]ELFX[/url]
[url=https://www.nexusmods.com/skyrim/mods/1188]More Subtle Nirnroot[/url]
[url=https://www.nexusmods.com/skyrim/mods/62425]Embers HD[/url]
[url=https://www.nexusmods.com/skyrim/mods/41076/]Realistic Water Two[/url]

if you are having performance issues with ELFX, go for[/size][size=3][size=3][url=https://www.nexusmods.com/skyrim/mods/17609/?] Relighting Skyrim[/url] and [url=https://www.nexusmods.com/skyrim/mods/59733]ELE lite[/url][url=https://www.nexusmods.com/skyrim/mods/1188]
[/url][/size]
[b][u]Installation[/u][/b]

[/size][size=3]1. Download ENB v262 binaries [url=http://enbdev.com/mod_tesskyrim_v0262.htm]here[/url].
2. Copy d3d9.dll and enbhost.exe from the 'Wrapper Version' in the
downloaded archive to the main skyrim directory (where TESV.exe is).
3. Copy my ENB files to the same folder.
4. Install Vivid Weathers with any mod manager, and [b][color=#f4cccc]opt to disable ground fogs (important)[/color][/b].
5. Enable customizations in the Vivid Weather MCM menu and set 'Bloom' to low (not required but recommended).

[u][b]Performance Pointers[/b][/u]

If you are struggling with performance, you can do the following:

I recommend getting [url=https://www.nexusmods.com/skyrim/mods/69787]BethINI[/url] which will make ini tweaking MUCH easier.

- The prime usual suspect to tank FPS is shadows. Set shadows to 512 from BethINI, as ENB shadows will mask the low quality.

- Grass mods also dramatically cut down performance irrespective of ENB usage. Consider doing away with Grass mods altogether. If vanilla grass still gives you a hard time, use my additional grass tweak from the optional downloads (dramatically lowers grass density, but will increase performance). As an alternative, you can use [url=https://www.nexusmods.com/skyrim/mods/33582]Grass on Steroids[/url] to get both performance and dense grass.
[size=2]
[b]Work in progress[/b]:
Almost all weathers have been covered, but I will be adding some more polishing touches in later updates.
To do list:
Gritty preset with vanilla imagespace modifiers and ultimate shader addon (Complete)
A high fantasy preset that does not use vanilla imagespace (WIP)
A cinematic preset (currently functional but not complete)
Feel free to leave feedbacks if you run into any difficulty.
[/size][/size]

Pegasus Armor

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As I said earlier they can be forged and improved, but I will let you discover the perks. If you encounter any problems please report it so it can be solved thanks and have fun.

My other Mod  odin armor https://www.nexusmods.com/skyrim/mods/99328

True HD ENB-for all weather compatible

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This is a ENB preset for skyrim.ENB version 0.392.

Required MOD:
This ENB preset is compatible all weather! So,the weather mod is not Required.But still recommend use for [url=http://www.nexusmods.com/skyrim/mods/17802/]COT[/url] and [url=http://www.nexusmods.com/skyrim/mods/27043/]ELFX[/url] ,or [url=https://www.nexusmods.com/skyrim/mods/73937/]Vivid Weathers[/url] and [url=http://www.nexusmods.com/skyrim/mods/27043/]ELFX[/url] ,or [url=https://www.nexusmods.com/skyrim/mods/52423/]Pure Weather[/url] and [url=http://www.nexusmods.com/skyrim/mods/27043/]ELFX[/url].
PS : Screenshots is use for [url=http://www.nexusmods.com/skyrim/mods/17802/]COT[/url] and [url=http://www.nexusmods.com/skyrim/mods/27043/]ELFX[/url].
PS2 : And also you can use for [url=https://www.nexusmods.com/skyrim/mods/77868]Enderal[/url].

Required :
[list]
[*]ENB version matching this mod's version or newer: download and copy enbhost.exe and d3d9.dll or enbseries.dll since this mod has all other ENB file.Do not copy those EXE and DLL files to the Windows directory! Copy them to the Skyrim directory.[url=http://enbdev.com/download_mod_tesskyrim.htm][/url]
[url=http://enbdev.com/download_mod_tesskyrim.htm]ENB download site[/url] OR [url=http://enbdev.com/download_mod_tesskyrim.html]ENB download site[/url][*]This mod has all required ENB preset files including the tweaked ENBoost mod, so you can install this over your current ENB preset. You do not need the previous Wilds preset mod to use this mod.
[*][url=http://dev-c.com/skyrim/enbhelper]ENB helper dll[/url]: This helper dll is now required because the default settings are for the clear or scattered cloudy weathers. Especially the vegetation will look extremely bright with the foggy, cloudy shower, and stormy raining weathers. Please copy the enbhelper.dll file to the Skyrim/enbseries directory.
[/list]
You must modify your SkyrimPrefs.ini for:
[font=微软雅黑][Display]
iMaxAnisotropy=0
fGamma=1.0000
iWaterMultiSamples=0
iMultiSample=0
bTreesReceiveShadows=1
bDrawLandShadows=1
bFloatPointRenderTarget=1
bFXAAEnabled=0
bShadowsOnGrass=1
bTransparencyMultisampling=0
bDeferredShadows=1
bDrawShadows=1



Green Grass:[url=http://www.nexusmods.com/skyrim/mods/85827/]http://www.nexusmods.com/skyrim/mods/85827/[/url]

[/font]I'm chinese.I just know a little bit of English.So,If you don't understand Above the description.Only sorry!

Improved Magnus

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I don't like any retextures of Magnus that I saw, so I created of my own.

I recommend to use it together with my "[url=https://www.nexusmods.com/skyrim/mods/92410]Improved Effects[/url]". But if you wish, you can try to use it with any other weather mod or totally without of them.

The textures have a resolution of 2048*2048 pixels.

[b][color=#e69138]INSTALLATION[/color][/b]
Copy a content of the archive to the Skyrim/Data folder.

Miraak robes UNP HDT conversion with forarms fix

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[center][img]https://staticdelivery.nexusmods.com/mods/110/images/100086/100086-1572688070-243611305.jpeg[/img][/center][font=Comic Sans MS][size=4]This is a conversion to UNP HDT body of Miraak Dragonborn DLC robe.
This conversion is pantsless to let you wear some stockings and panty of your choice.



[img]https://staticdelivery.nexusmods.com/mods/110/images/100086/100086-1572690136-862849771.jpeg[/img]
There is also a partition fix to let you wear your favorite forearms gloves without hole and gap.
[/size][/font][font=Comic Sans MS][size=4]The collar of the dress is enlarged to avoid hiding the necklaces.

The Miraak gloves have been modified to allow you to wear nails
[i](the color of your nails corresponding to your dress well heard ;o) )[/i]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100086/100086-1572688076-1328231064.jpeg[/img]

[/size][/font]Textures used for my screenshot :
[url=https://www.nexusmods.com/skyrim/mods/35252]Miraak HD Retexture - Champion of Mora - Disciple of Talos[/url]

Explosive kamikaze pumpkins

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[center][color=#e69138][size=6][b]Explosive kamikaze pumpkins[/b][/size][/color]
[color=#9fc5e8][size=4][b]Citrouilles explosives kamikazes[/b][/size][/color]




[size=3][color=#e69138]Version 1.0
English[/color]
[color=#9fc5e8]Français
[/color][/size][/center][size=3][color=#9fc5e8][center][/center][center][img]https://www.zupimages.net/up/19/44/p6ob.jpg[/img][/center]




[/color]
Requierement
=========
[color=#e69138]Dawnguard
Dragonborn[/color]


Story
========
[color=#e69138]It is said that there was an explosion near the Glenmoril coven west of Epervine. Some may have seen fireballs but no one dared to come forward to see what happened. Probably a witch's trick !!! 
If you are reckless, go to the burned house (See map screenshot). But be very careful, it could be dangerous :)[/color]

[color=#9fc5e8]On raconte qu'il y a eu une explosion près du coven de Glenmoril à l'ouest d'Épervine. Certains auraient aperçu des boules de feu, mais personne n'a osé s'approcher pour voir ce qui s'est passé. Sûrement un coup des sorcières !!!
Si vous êtes téméraire, rendez-vous à la maison brûlée (voir capture d'écran de la carte). Mais faites très attention, cela pourrait être dangereux :)

[/color]
[center][youtube]racmKVKjFcc[/youtube][/center]
    
Description
===========
[color=#e69138]This mod allows you to invoke pumpkins of fire or ice. They will go towards the enemy to explode near them. They will also explode at the slightest blow. 
Watch out!!!!! If they explode near you, you will also suffer damages :)
An option is available to enable multiple conjuration. If enabled, the number of pumpkins that can be summoned simultaneously will change depending on your level in conjuration:

[/color][/size][size=3][center][color=#e69138]Conjuration [b]adpet [/b]= [b]2[/b] pumpkins at a time.
Conjuration [b]expert [/b]= [b]3[/b] pumpkins at a time.
[b]Master [/b]of Conjuration = [b]4[/b] pumpkins at a time.
The [b]Twin Souls[/b] skill adds [b]1[/b] additional pumpkin. [/color][/center][/size][size=3]
[center][img]https://zupimages.net/up/19/44/ijqt.png[/img][/center]
[color=#ff0000][b]--IMPORTANT--[/b][/color] [color=#e69138]The multiple conjuration option only affects pumpkins and not pets, atronachs and other invocable creatures. For this, there are 2 rules to know:
  
    - multiple invocation does not work if you have another invocation spell than pumpkins in your hands.
    - The "Twin Souls" skill being defined as an absolute priority, in order not to interfere, it must be temporarily disabled. Therefore, when you equip a pumpkin conjuration spell (without having another conjuration spell equipped), the "Twin Soul" skill will be disabled in the skill tree. NO PANIC, as soon as you equip another conjuration spell or dis-equip the pumpkin conjuration spells, twin "Souls" will be automatically reactivated in the skill tree.       [/color]
  
[color=#ff0000][b]--IMPORTANT--[/b][/color][color=#e69138] When you activate a conjuration skill (Adept, expert or master), you will need to re-equip one of the pumpkin conjuration spells so that the new number of invocable pumpkins is taken into account.
There are 2 conjuration spells, 1 spell to revoke the pumpkins and 1 option spell


[/color][center][color=#e69138][b]Pumpkin - Flaming pumpkin[/b]
------------------
Invoke a burning pumpkin.
School : Conjuration
Level : Apprentice

[b][b]Pumpkin - [/b]Frosted pumpkin[/b]
-----------------
Invoke an ice pumpkin.
School : Conjuration
Level : Apprentice

[b]Pumpkin - Revocation[/b]
-----------------
Revokes all the pumpkins invoked.
School : Conjuration
Level : Novice

[b]Pumpkins - Multiple pumpkin system[/b]
-----------------
Enables or disables multiple conjuration.
School : Conjuration
Level : Novice

[img]https://zupimages.net/up/19/44/zqwh.png[/img][/color][/center]


[color=#9fc5e8]Ce mod permet d'invoquer des citrouilles de feu ou de glace. Elles iront vers l'ennemi pour exploser près d'eux. Elles exploseront aussi au moindre coup qui leur est porté. Attention ! Si elles explosent près de vous, vous subirez aussi des dégâts :)[/color]
[color=#9fc5e8]Une option permet d’activer la conjuration multiple. Si celle-ci est activée, le nombre de citrouilles invocables simultanément changera selon votre niveau de conjuration :
[/color]

[/size][size=3][center][color=#9fc5e8][b]Spécialiste [/b]en conjuration = [b]2[/b] citrouilles à la fois.[/color]
[color=#9fc5e8][b]Expert [/b]en conjuration = [b]3[/b] citrouilles à la fois.[/color]
[color=#9fc5e8][b]Maître [/b]en conjuration = [b]4[/b] citrouilles à la fois.
La compétence [b]Âmes jumelles[/b] rajoute [b]1[/b] citrouille supplémentaire. 

[img]https://zupimages.net/up/19/44/ggn0.png[/img][/color][/center][/size][size=3]
[color=#ff0000][b]--IMPORTANT-- [/b][/color][color=#9fc5e8]L'option de conjuration multiple n'affecte que les citrouilles et non les familiers, atronachs et autres créatures invocables. Pour cela, il y a 2 règles à connaître :[/color]
[color=#9fc5e8]  [/color]
[color=#9fc5e8]    - l'invocation multiple ne fonctionne pas si vous avez un autre sort d'invocation que les citrouilles dans les mains.[/color]
[color=#9fc5e8]    - La compétence "Âmes jumelles"étant définie priorité absolue, pour ne pas interférer, elle doit être désactivée momentanément. De ce fait, lorsque vous équiperez un sort de conjuration de citrouilles (sans avoir un autre sort de conjuration équipé), la compétence "Âme jumelle" sera désactivée dans l'arbre des compétences. PAS DE PANIQUE, dès que vous équiperez un autre sort de conjuration ou que vous déséquiperez les sorts de conjuration de citrouilles, "Âmes jumelles" sera réactivé automatiquement dans l'arbre des compétences.    [/color]
[color=#9fc5e8]      [/color]
[color=#ff0000][b]--IMPORTANT--[/b] [/color][color=#9fc5e8]Lorsque vous activerez une compétence de conjuration (spécialiste, expert ou maître), il faudra rééquiper l'un des sorts de conjuration de citrouille pour que le nouveau nombre de citrouilles invocables soit pris en compte.
Il y a deux sorts de conjuration, un sort pour révoquer les citrouilles et un sort d'option.


[/color][center][color=#9fc5e8][b]Citrouille flambée [/b]
------------------
Invoque une citrouille enflammée.
École : Conjuration
Niveau : Apprenti

[b]Citrouille givrée[/b]
-----------------
Invoque une citrouille de glace.
École : Conjuration
Niveau : Apprenti

[b]Citrouilles - Révocation[/b]
-----------------
Renvoie toutes les citrouilles invoquées.
École : Conjuration
Niveau : Novice

[b]Citrouilles - Système de citrouilles multiples[/b]
-----------------
Permet d'activer ou désactiver la conjuration multiple.
École : Conjuration
Niveau : Novice[/color] 

[img]https://zupimages.net/up/19/44/p914.png[/img][/center] 


Changelog
[color=#e69138]=======================
Version 1.0
  - First version[/color]

[color=#9fc5e8]Version 1.0
  - Première version
[center][/center][/color]  
Installation
============
[color=#e69138]It's advisable to use a mods manager.[/color]
[color=#9fc5e8]Il est conseillé d'utiliser un gestionnaire de mods.[/color]

Manual Installation
---------------------
[color=#e69138]1. Copy the contents of the mod archive into the folder of the game.
2. Activate the plugin with your mods manager[/color]

[color=#9fc5e8]1. Copiez le contenu du dossier Data du mod dans le dossier Data de votre jeu.
2. Activez le plugin via votre gestionnaire de mods.[/color]

Désinstallation
---------------
[color=#e69138]In game, disable multiple conjuration !!!
Delete esp and bsa.[/color]

[color=#9fc5e8]Désactivez la conjuration multiple dans le jeu avant de désinstaller !
Supprimez l'esp et le bsa.[/color]


Compatibilité
=============
[color=#e69138]The multiple pumpkin conjuration system may be incompatible with some mods that change the number of creatures that can be summoned simultaneously. 
However, if the system is disabled, the mod should be compatible with any other mod.[/color]

[color=#9fc5e8]Le système de conjuration de citrouilles multiples peut être incompatible avec certains mods modifiant le nombre de créatures invocables simultanément. 
Cependant, si le système est désactivé, le mod devrait être compatible avec tout autre mod.[/color]
[center][/center][center][/center]
[center][img]https://zupimages.net/up/19/44/ggn0.png[/img][/center]
[/size][center][size=3][/size][/center][center][size=3][color=#9fc5e8]Retrouvez des tonnes de mods traduits en français sur :[/color]

[color=#9fc5e8]
[url=https://www.confrerie-des-traducteurs.fr/][img]https://zupimages.net/up/19/44/ft1r.png[/img][/url]

[/color]
[/size][size=3]Crédits
=======
[color=#e69138]The pumpkins' laughter was made from creations found on the following sites:[/color]
[color=#9fc5e8]Les rires des citrouilles ont été faits à partir de créations trouvées sur les sites suivants :
[/color]
[url=https://www.sound-fishing.net/]https://www.sound-fishing.net/ [/url]
[url=http://soundbible.com/]http://soundbible.com/[/url]


[color=#e69138]Thanks to
Moddor for testing
Oaristys for proofreading[/color][/size][size=3][color=#e69138][/color]
[/size][size=3]
[color=#9fc5e8]Merci à 
Moddor pour test
Oaristys pour relecture[/color][/size][/center]

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]2.32) Re-Adjusted the range of the whips to make them longer, they now have a reach of 2 instead of 1.8

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) Nemesis Patch is no longer needed, this should work with Nemesis out the box
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]
[size=3][size=3][size=3][size=3][size=3][size=3]Not a compatibility patch, but this mod will work with Nemesis out the box[/size][/size][/size][/size][/size][/size]

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]

Follower Shannon - HDT Hair and Non HDT Hair -

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I'm not good at English.
This follower MOD is standalone.
There are two versions. (HDT hair ver. & Non HDT Hair ver.)
Please choose one of them.

Name : Shannon (English Female Name)
Race : Unknown
Sex : Female
Body : UNP
Weight : 0
Voice : FemaleYoungEager
Level : 6 over
Skills : One-Handed,Block,Light Armor,Sneak,Destruction,Restoration (Like a spellsword)
Default Outfit :  College Robes (Recolored vanilla textures) & College Boots
Place : The Drunken Huntsman (Whiterun)

----Requirement----
Skyrim.esm (ver.1.9.32)
Update.esm
[color=#e06666][b][HDT Hair version][/b]
[b]Skyrim Script Extender (SKSE)[/b]
[b]HDT Physics Extensions[/b][/color] : [url=http://www.nexusmods.com/skyrim/mods/53996/]http://www.nexusmods.com/skyrim/mods/53996/[/url]

----Recommended----
Any Follower Control MODs
[color=#e06666][b][HDT Hair version][/b]
[b]Toggle Options[/b][/color] : [url=http://www.nexusmods.com/skyrim/mods/84174]http://www.nexusmods.com/skyrim/mods/84174[/url]

----Install----
Install this MOD using MO2 or Vortex.

----Credits----
[Character Edit Tools]
Enhanced Character Edit : [url=http://www.nexusmods.com/skyrim/mods/12951]http://www.nexusmods.com/skyrim/mods/12951[/url]
[HDT Hair]
HHairstyles : [url=http://www.nexusmods.com/skyrim/mods/60730]http://www.nexusmods.com/skyrim/mods/60730
[/url][Non HDT Hair]
saLa Hair : [url=http://www.nexusmods.com/skyrim/mods/85848]http://www.nexusmods.com/skyrim/mods/85848[/url]
[Eyes Texture]
Fair Skin Complexion : [url=http://www.nexusmods.com/skyrim/mods/51602]http://www.nexusmods.com/skyrim/mods/51602[/url]
Cute Eyes : [url=http://www.nexusmods.com/skyrim/mods/13076]http://www.nexusmods.com/skyrim/mods/13076[/url]
[Eyes Mesh]
Invisibility and Eyes Mesh Fix : [url=http://www.nexusmods.com/skyrim/mods/43055]http://www.nexusmods.com/skyrim/mods/43055[/url]
Eyes AO Clipping Fix : [url=http://www.nexusmods.com/skyrim/mods/97707]http://www.nexusmods.com/skyrim/mods/97707[/url]
[Face & Body Texture]
Adorable Face : by Lumina
PureSkinTexture : [url=http://www.nexusmods.com/skyrim/mods/73853]http://www.nexusmods.com/skyrim/mods/73853[/url]
Fair Skin Complexion : [url=http://www.nexusmods.com/skyrim/mods/51602]http://www.nexusmods.com/skyrim/mods/51602[/url]
[Body Mesh]
DIMONIZED UNP female body : [url=http://www.nexusmods.com/skyrim/mods/6709]http://www.nexusmods.com/skyrim/mods/6709[/url]
[Skeleton]
XP32 Maximum Skeleton Extended : [url=http://www.nexusmods.com/skyrim/mods/68000]http://www.nexusmods.com/skyrim/mods/68000[/url]

----History----
version1.0 Release
version1.1 Changed : Face modeling , Face & Body Texture
version1.2 Changed face modeling , Add Non HDT Hair version
version1.3 Changed eyes texture , Changed body mesh , Fixed HDT hair
version1.4 Changed : Default Outfit , Eyes color , Face modeling

----Screenshot----
My old PC don't use ENB.
[Posing]
GomaPeroPoses : by GomaPeroPero
[Default Outfit]
Chest embroidery (font) : Mage Script by Pixel Sagas
[Light source]Face Light : [url=http://www.nexusmods.com/skyrim/mods/13457]http://www.nexusmods.com/skyrim/mods/13457[/url]
Quick Light : [url=http://www.nexusmods.com/skyrim/mods/73473]http://www.nexusmods.com/skyrim/mods/73473[/url]
IMAGINATOR - Visual Control Device for Skyrim : [url=http://www.nexusmods.com/skyrim/mods/13049]http://www.nexusmods.com/skyrim/mods/13049[/url]
ULTRA REALISTIC WORLD LIGHTING for Skyrim BETA : [url=http://www.nexusmods.com/skyrim/mods/13531]http://www.nexusmods.com/skyrim/mods/13531[/url]
DYNAVISION - Dynamic Depth of Field : [url=http://www.nexusmods.com/skyrim/mods/12525]http://www.nexusmods.com/skyrim/mods/12525[/url]
[Tool]
Paint.NET

[color=#ffff00][size=6]SkyrimSE version(ver.1.2)
: [/size][/color][color=#ffff00][size=3]Uploaded by ff7legend[/size][/color][color=#ffff00][size=6] [/size][/color][url=https://www.nexusmods.com/skyrimspecialedition/mods/29028]http://www.nexusmods.com/skyrimspecialedition/mods/29028[/url]

[color=#00ffff]==== From the author ====
[/color][color=#00ffff][size=4]Thank you for using this MOD.[/size][/color]

Mark of Arkay - Death Alternative

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

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

About[/b][/size][/color]

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

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

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

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

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

You can limit the number of times you can respawn when not paying for revival and optionally prevent loading save files from that character after using all of your allowed respawns.
[/color][/size][/color][/color][/size]
[color=lightgreen][size=4][b]
Compatibility[/b][/size][/color]

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

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

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

[color=lightgreen][size=4][b]
Load Order[/b][/size][/color]

[size=3][color=lightgrey][b][url=https://www.nexusmods.com/skyrim/mods/56980]VioLens[/url]:[/b] In your load order, place the esp file of violens after this mod and from its MCM menu enable the 'Player Killmove Immunity' option.[/color][/size]

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

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

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

[color=lightgrey][size=3]Stop the mod then remove its files (if you don't stop it your character remains essential), rebuild your Bashed Patch then use a Save cleaner like [url=http://www.nexusmods.com/skyrim/mods/76776/?]this[/url] to remove its scripts from your save file.
[/size][/color]

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

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

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

When you [b]LevelUp[/b] due to your pratcie of the spear combat, your character win a level, a perkpoint and you can use the spell named "LevelUp Management" for spend your 10 points for health, stamina or magicka.

[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

Whiterun - PeV

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

[b][u]PARALLAX VERSION

[/u][/b][i]Requirements:[/i][b][u]
[/u][/b][u][url=https://www.nexusmods.com/skyrim/mods/8655]SMIM[/url][/u], if you don't have it, some stuff might not get its texture correctly.

[i]Information:[/i]
ENB: You need to have set FixParallaxBugs=true in enblocal.ini.
Compatible with PPR or True Parallax Project. Install the meshes AFTER PPR.

[i]Incompatibility[/i]:
Mods that use the same meshes.

[i]Reminder[/i]:
Although you can install the mod through NM/Vortex, backup your 'nif' files (meshes) before installing.

[i]Credits to:[/i]
Pfuscher & Co for their hard work that allowed to make this version.

Dragonstone Unturned

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[img]https://cdn.discordapp.com/attachments/638847676280078506/638847758517927988/DSUlogo.png[/img]

[i]Maybe youre okay with playing the hero..
Maybe you want nothing to do with being the Dragonborn..
Now you don't have to choose between fighting Dragons and being the Dovahkiin.[/i]

[size=4]This mod allows you to toggle random Dragon encounters Off and back On, again. You also get to chose if you want to absorb Dragon Souls when you kill them, if you choose to have them on. [i]A book will be added to your inventory, you can use it to access the menu. [/i]
[/size]

[i][size=4][u]There are two versions of this mod in the .zip file. 
[/u][/size][/i]
[font=Courier New] [b][size=4][u]Dovahkiin Edition[/u][/size]
[/b] The Dovahkiin Edition of this mod has only one function.
You can turn on/off random dragon spawns around the map at any time.

[b][size=4][u] [/u][/size][u][size=4]Dovah-Ni Edition[/size]
[/u][/b] [size=2]The Dovah-Ni Edition has the same function, you can turn on/off[/size]
[size=2]random dragon spawns around the map at any time. However, in this[/size]
version, [b][u]the player does not absorb dragon souls or shouts[/u][/b]. They are
turned off and can not be turned back on. If you plan to use either, 
youll want to install the Dovahkiin Edition.[/font]


[b]What does this do, exactly?
[/b]-Toggles an Xmarker that turns off random Dragons.
-Changes the faction of the Actor Base for all random Dragons to a 'NoAbsorb' faction.

[b]Will there be any added features?
[/b]-I'm not opposed to this, but I'm not sure what else this could do.
-Feel free to leave suggestions in the comments!

I wanted to give players the ability to turn random dragon encounters On even if you havent taken part in the main questline. There are those of us who want to play the game with our own lore and, if youre NOT the Dragonborn, you wouldn't be absorbing souls. So I took care of that, as well.

Haki

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Based on One Piece by Eiichiro Oda.

Adds Busoshoku, Kenbunshoku, and Haoshoku

[size=6]Main Features:

[/size][u][size=5]-Training: [/size][/u]       

- You randomly obtain each haki type during combat or at LV 5, 10, 15       
- You must train each haki type by using their respective abilities or by fighting other conquerors, unlocking more advanced forms/upgrades.

[u][size=5]-Increased difficulty[/size][/u]     
- Npcs can obtain Busoshoku and Haoshoku Haki, making them more difficult to defeat.

[size=5][u]Abilities:

[/u][/size][size=6]Busoshoku:[/size][size=4][u] 

-Koka:[/u] [/size] Cover your body in haki, increasing your defense against physical and magical attacks by 30/65/125 points based on mastery. Increases physical damage by 5/15/25 points based on mastery Drains 8 haki/sec and 10 haki per attack/block.

[size=4][u]-Koka Jo:[/u] [/size] Cover your body and weapons in an invisible layer of haki, increasing your defense against physical and magical attacks by 85 points. increases physical damage by 35 points. Drains 8 haki/sec and 10 haki per hit.

[u][size=4]-Armament:[/size][/u] Cover your weapon in haki, increasing damage and bypassing most resistances on targets. Drains 8 haki/sec and 10 haki per attack/block.

[size=5][u] Passives:[/u][/size]                 

[size=4][u] -Fatal Impact[/u]: [/size]Attacks cause lingering internal damage on targets for 10 vitality/sec for 10 secs. Drains 8 haki/sec and 10 haki per attack.     
           
[u][size=4]-Responsive Armor:[/size][/u]  Constantly increase your resistance to all damage by 10 points every time you're hit while using Busoshoku, resetting every 30 seconds. 10 haki/ Hit

[size=6]Kenbunshoku:

[/size][size=4][u] -Sight:[/u] [/size]Sense the presence of others within 50/100/200m based on mastery. Drains 15 haki/target. 

[size=4]-[u]True Sight:[/u][/size] Sense the presence of a single target, gaining info on target's health, stamina and level. Drains 25 haki/use. 

[u][size=4]-Future Sight:[/size][/u] Briefly see into the future for 3 seconds using your haki. Drains 50 haki/use

[size=6]Haoshoku:

[/size] [size=4][u]-Conquer:[/u][/size] Spread your willpower across the surrounding area, causing enemies within 200m to pass out if their level is lower than yours. Drains 15 haki/target.

 [size=4][u]-Dominate:[/u][/size] Focus your willpower on one target, forcing them to pass out if their level is lower than yours. Drains 15 haki/target.[size=4][u]

-Color Of The Emperor:[/u][/size] Condense your willpower into a damaging force, dealing 25 health/sec and causing weaker npcs to pass out within 23m. Drains 25 haki/sec.

[size=4][u]-Color Of The Tamer:[/u][/size] Focus your willpower on one target, forcing them to submit if their level is 10 points lower than yours. Drains 75 haki/target.


Join our discord server for mod info and upcoming changes [url=https://discord.gg/XZVUmAe]https://discord.gg/XZVUmAe[/url]
Support us on [url=https://www.patreon.com/user?u=8486886]Patreon[/url]

Crimson Blood Armor Elemental

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The mod makes the [url=https://www.nexusmods.com/skyrim/mods/99731]DX Crimson Blood Armor[/url] change color based on what spell you equipped(frost,fire,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]
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