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Quick Menus

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

This mod provides the quick access to containers, player houses, NPCs and objects.[/color]
[color=#ff0000]
Requirements:[/color][color=#ffffff]
[url=http://www.nexusmods.com/skyrim/mods/57046/]UIExtensions[/url] Ver.1.2.0
[url=http://skse.silverlock.org/]SKSE[/url] Ver.1.7.3
[url=http://www.nexusmods.com/skyrim/mods/58705/]PapyrusUtil[/url] Ver.3.2 [color=#ffffff](Quick Menus Ver.1.01.04-)
[url=http://www.nexusmods.com/skyrim/mods/58705/]PapyrusUtil[/url] Ver.3.3[/color][/color] ([color=#ffffff][color=#ffffff]Quick Menus [/color][/color]Ver.1.12.02-)

[color=#00ffff]Credits: [/color][color=#ffffff]
Expired ([url=http://www.nexusmods.com/skyrim/mods/57046/]UIExtensions[/url], [url=http://www.nexusmods.com/skyrim/mods/12933/]Extensible Follower Framework[/url])
Ian Patterson, Stephen Abel, Paul Connelly, and Brendan Borthwick ([url=http://skse.silverlock.org/]SKSE[/url])
kitthenailer ([url=http://www.nexusmods.com/skyrim/mods/52235/]Follower Goes on a Trip[/url])
Dheuster ([url=http://www.nexusmods.com/skyrim/mods/15524/]Amazing Follower Tweaks[/url])
oldc ([url=http://www.nexusmods.com/skyrim/mods/33002/]FollowerLivePackage[/url])
acaramen ([url=http://www.nexusmods.com/skyrim/mods/62022/]jbNPCMap[/url])
T3nd0 ([url=http://www.nexusmods.com/skyrim/mods/59849/]Perkus Maximus[/url])
exiledviper meh321 ([url=http://www.nexusmods.com/skyrim/mods/58705/]PapyrusUtil[/url])
towawot ([url=http://www.nexusmods.com/skyrim/mods/64905/]AddItemMenu[/url])
184Gesu ([url=http://www.nexusmods.com/skyrim/mods/37440/]Colorful Magic[/url])
Enai Siaion ([url=http://www.nexusmods.com/skyrim/mods/16225/]Apocalypse - Magic of Skyrim[/url])
tktk ([url=http://www.nexusmods.com/skyrim/mods/13457/]Face Light[/url], [url=http://www.nexusmods.com/skyrim/mods/20923/]TK Dodge[/url])
plmgm ([url=http://www.nexusmods.com/skyrim/mods/48089/]CFD-ChangeFollowerDifficult[/url])
Seb263 ([url=http://www.nexusmods.com/skyrim/mods/20394/]ShowRaceMenu Alternative[/url])
kapaer ([url=http://www.nexusmods.com/skyrim/mods/44596/]Mfg Console[/url])
AncientKane ([url=http://www.nexusmods.com/skyrim/mods/75004/]Skyrim Underground[/url])
Dogtown1 and Ironman5000 ([url=http://www.nexusmods.com/skyrim/mods/35631/]Monster Mod[/url], [url=https://steamcommunity.com/sharedfiles/filedetails/?id=432877090]Skyrim Monster Mod[/url])
Vicn ([url=http://www.nexusmods.com/skyrim/mods/65134/]Vicn Creature Pack[/url], [url=https://www.nexusmods.com/skyrim/mods/67103]Vigilant[/url])
VzRedemption ([url=http://www.nexusmods.com/skyrim/mods/79826/]Voyage to the Dreamborne Isles[/url])
Jaxonz ([url=http://www.nexusmods.com/skyrim/mods/58450/]Jaxonz Map Markers[/url], [url=http://www.nexusmods.com/skyrim/mods/60910/]Jaxonz Utilities[/url])
CS aka Mush ([url=http://www.nexusmods.com/skyrim/mods/25554/]CS Tag and Track NPCs[/url])
bein ([url=http://www.nexusmods.com/skyrim/mods/76051/]AreYouThere - Actor/NPC Explorer[/url])[color=#ffffff]
Felisky ([url=https://www.nexusmods.com/skyrim/mods/89035]Equipment Durability System[/url])[/color]


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

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

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

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


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

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



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

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

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

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


[/color][list]
[*][color=#ffffff][size=4]Quick Enemy[/size][/color][color=#ffffff] (Ver.1.12.00-)[/color]
[/list][color=#ffffff][youtube]Hw_dbKHgjpc[/youtube]
1) Press the "Quick Enemy" hotkey, or use the "Quick Enemy" spell/item
2) Select the "[ActorBase Settings]" or "[Race Settings]".
3) Select "ActorBase" or "Race" of the enemy
4) Select the following action
   [Summon Enemy]
   - Summon the selected enemy.
   - You can input the number of enemies.
   [Leveled List] (Ver.1.19.00-)
   - You can add and remove enemies to the leveled actor list.
   - This means that you can change the enemy encount setting.
   - Leveled lists are defined at the following file.
   - Data/SKSE/Plugins/NicholasQuickMenus/EnemyLVL.json
   - You can edit this json file for using other leveled lists.
   - The json key "id" is changed to "all". (Ver.1.19.02-)
   - 10 categorized leveled list menus are added. (Ver.1.19.02-)
   - "[Clean Invalid Entries]" is added. (Ver.1.23.11-)
   - Disabling invalid entries of the enemy leveled list to prevent the invisible enemy issue
   - and the empty combat style's CTD. It is effective for invalid entries caused by
   - not only the bug of this mod but also uninstalling other enemy mods. [color=#00ff00]
   - You can remove post-added entries of the leveled NPC list. (Ver.1.25.07-)[/color]
   [Combat Options]
   - Change Scale
   - Enemies change the scale of their body when the health is damaged.
   - Different scales can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Fortify Health
   - The health of the enemy is fortified when the health is damaged.
   - Different values can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Damage Adjustment
   - Enemies get damage abilities when the health is damaged.
   - These abilities are same as "[Change Difficulty]" of "Quick Character".
   - Different abilities can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Additional Spells
   - Enemies get additional spells and abilities when the health is damaged.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Executing Spells
   - Enemies use self-target spells when the health is damaged.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Support Spells
   - Enemies use healing or buff spells to heal the player or others.
   - Different spells can be set by the health percentage of the target.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   - Attack Spells
   - Enemies use specified spells to attack enemies in combat.
   - Different spells can be set by the health percentage of the caster.
   - (Health 100-50%, Health 50-25%, Health 25-0%)
   [Extended Attack] (Ver.1.22.11-)
   - Enemies use "Parry" and "Extended Attack".
   - See "Extended Weapon Attack".
   [Extended Dodge] (Ver.1.23.03-)
   - Enemies use "Extended Dodge".
   - See "Extended Dodge".
   [Edit Label]
   - Edit the label of the selected one. The "ActorBase" type only.
   [Remove from List]
   - Removing the selected one from the list.

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


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


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

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

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

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

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


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

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

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

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


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

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

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

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

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

And you can edit dream places (CELL) with the FormID and the esp/esm name at the following JSON file.
Data/SKSE/Plugins/NicholasQuickMenus/DreamDB.json
[color=#00ff00]
Nightmare Event (Ver.1.25.07-)
The "[url=https://www.nexusmods.com/skyrim/mods/67103]Vigilant[/url]" MOD is required.
The nightmare of the Bruiant House comes again.
You must finish quest at the Bruiant House.

You can customize nightmare event details by changing the following json. (Ver.1.25.08-)
See comments in the json, how to customize.

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

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

Sleeping+ MCM page
You can change settings of sleeping events and growing status.
- Chance values of sleeping events
- Chance values of growing status
- Growing values per sleeping
- Location Adjustments
[color=#38761D]
[color=#93c47d]
The "Go To Bed AI" option is added at the MCM page. (Ver.1.25.06-)
Enabling the "Go To Bed" AI after sleeping.
Press the "Ready Weapon" key to stop.
Press the "Jump" and "Sneak" keys to adjust the sleeping position.[/color][/color]


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

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

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



[/color][list]
[*][color=#ffffff][size=4]Mimic[/size][/color][color=#ffffff] (Ver.1.17.00-)[/color]
[/list][color=#ffffff][img width=270,height=383]https://staticdelivery.nexusmods.com/mods/110/images/74133-12-1502671951.jpg[/img][img width=114,height=389]https://staticdelivery.nexusmods.com/mods/110/images/74133-11-1502671951.jpg[/img][img width=192,height=385]https://staticdelivery.nexusmods.com/mods/110/images/74133-8-1502671951.jpg[/img]
When you find chests and corpses, they will transform to the monster and attack you.
(You can set the chance value at the "Mimic Settings" MCM page)
All items in chests and corpses are transferred the inventory of the monster.
And they are back to the original object after moving to the other CELL.
"Book Mimic" is added. (Ver.1.17.01-)
"Chaurus Mimic" is added. (Ver.1.17.06-)
"Slaughter Fish Mimic" is added. (Ver.1.17.08-)
"Undead Mimic" is added. (Ver.1.17.09-)
"Atronach Mimic" is added. (Ver.1.17.10-)[color=#00ff00]
Mimics from the egg are multiple spawned. (Ver.1.25.07-)
The "Ghost" event is added. The ghost appears when looting a human dead body. (Ver.1.25.07-)[/color]

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

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

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



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

Data/SKSE/Plugins/NicholasQuickMenus/Music.json

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



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

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



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

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

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

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

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



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

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

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

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

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

sound/fx/NicholasQuickMenus/BattleCommand/*.xwm

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



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

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

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

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

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

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

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

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

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

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

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

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



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

[youtube]HH8PYpbyTYQ[/youtube]

You can change the attack motion and the attack effect for each weapon as you like.
Now the bash/bow/unarmed attacks are supported. (Ver.1.22.01-)
Now the staff attack is supported. (Ver.1.22.02-)
Spells, scrolls, shields, torches and the unarmed normal standing attack are supported. (Ver.1.22.03-)
Now the exteded attack also can be started by pressing 2 hotkeys.   (Ver.1.22.04-)
"[Export Animation]" and "[Import Animation]" are added. (Ver.1.22.04-)
"[Export Effect]" and "[Import Effect]" are added. (Ver.1.22.05-)
The "Using BashRelease" option is added at the MCM page.  (Ver.1.22.05-)
Parry effects are added.  (Ver.1.22.11-)
The jumping attack is added. (Ver.1.23.03-)
The "Spell Parry" option is added at the MCM page. (Ver.1.23.06-)
The "Anti-Magic" options are added at the MCM page. (Ver.1.23.07-)
Now "Anti-Magic" actions consume the magicka. (Ver.1.23.07-)
"Bash Critical" and "Backstab Critical" are added. (Ver.1.24.03-)
The "Critical Kill" is added. (Ver.1.24.04-)
The "Extended Attack: Delay" option is added at the MCM page. (Ver.1.24.10-)
The "[Using as (Types) Default]" option is added. (Ver.1.24.19-)
You can assign the current weapon setting to weapons that are same type for each actor.
e.g.) The setting of Iron Dagger -> All daggers used by the player
The degradation option is added at the MCM page. (Ver.1.24.19-)[color=#6aa84f]
The "Magic Delay Time" menu is added after assigning the animation. (Ver.1.25.06-)
You can adjust the timing of the magic effect which starts after the attack animation.
Now "Critical Attack" settings can be exported and imported. (Ver.1.25.06-)[/color]

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

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

You can set 2 extended attack functions.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

Dodge animations are defined at the following json file.

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

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

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

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



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

   The following mods are required.

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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


----

(For Japanese users)

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

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

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

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

詳細は以下のマニュアルを参照して下さい。

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

Lawbringer

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[url=https://www.nexusmods.com/skyrimspecialedition/mods/30019][size=5]SE[/size][/url]

For an idea that I included on a whim, the ability to claim Valtheim was surprisingly well-received. People liked the idea of their actions having a lasting, positive impact on the world, and they also liked not being extorted by a bandit who didn't realize how underleveled she was. It was nice to know those bandits wouldn't be an issue for you, or anyone else, after you dealt with them once, instead of finding a new set of squatters every two weeks.
I've done different kinds of mods since then as my interests shift basically at random, but the idea of spreading the ability to claim locations across more and more parts of Skyrim was something people often brought up if they were talking about one of my mods. Only recently was I able to make a system that I could easily spread from one area to the next, letting you claim more and more areas as your character defeated the enemies there, stabilizing Skyrim one area at a time.

Lawbringer is a mod that lets you claim several bandit outposts for the faction you support, and it's a framework that can be expanded to let you claim any location for any faction you like. After clearing a supported area, you'll be able to find a nearby banner and use it to claim the fort. After that, waiting or leaving the fort will clear it and lead to it being taken over by the faction you claimed it for. Lawbringer supports Radiant Exclusions by default, so there's no chance of you being sent to clear a boss who no longer exists as long as you've got the Radiant Exclusions plugin.

These areas offer support for claiming for Hold Guards, the Imperials, or the Stormcloaks:
[list]
[*]Bleak Falls Tower
[*]Ruins of Bthalft
[*]Falkreath Watchtower
[*]Nilheim
[*]Pinefall Bridge
[*]Rift Watchtower
[*]Snowpoint Beacon
[/list]
Other mods using Lawbringer:
[*][url=https://www.nexusmods.com/skyrim/mods/79220]Tactical Valtheim[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/98574]Halted Stream Mine[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/100003]Serenity[/url]
I'm planning how I want to handle Forsworn and the Reach in general, and once that's over I should be able to support every Forsworn camp. Mountain passes like Brittleshin Pass are also on my list once I've added support for locations that cross Hold borders.

Adding basic Lawbringer support to a new area takes me about 10 minutes right now. Mostly, it's a matter of drag and dropping the right things, and then my system will Just Work. I'll be writing a formal guide for how anyone who's used the CK before can add basic Lawbringer support to a new area as soon as the Nexus restores article writing; until then, feel free to PM me about it and I'll be happy to discuss how to use the framework with you.

Quest Notes - Roleplay as a Thalmor Agent

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Have you ever wanted to roleplay as a Thalmor agent? Do you just want to play as a bad guy, a secretive killer and saboteur? Then this is the mod for you!

[center][size=5][b][u]Roleplay Quest Notes: Thalmor Edition
[/u][/b][/size][/center]
This is a very simple mod based on some edits I made for my own Thalmor playthrough. When I first saw the roleplay elements of [url=https://tamrielvault.com/groups/topic/view/group_id/3/topic_id/7977]Karver the Lorc's Fist of the Thalmor[/url] character, I knew I had to play it. But I didn't want to just check off tasks on a list, no no. Instead I created a series of notes that I could select from randomly, and return after completing my assigned task for another assignment. I've finally gotten around to setting up a proper location to house these notes to post this mod publicly (I was finally forced to learn the basics of the CK), and I'm here to share it with you.

There are no quests, rewards, or other added content in this mod. All it does is add notes to enhance your roleplay experience. It's up to you and your imagination to really make the character shine, though I've provided a list of recommended mods that can help in that regard.

[center][b][u][size=4]"Starting" the Mod
[/size][/u][/b]
[/center][size=2]"Starting" this mod is very simple. Just go to the Thalmor Headquarters in Solitude. Straight ahead on the main table you will find a strongbox labelled "Thalmor Orders." There is a note detailing your first assignment and instruction for the player on how to proceed, though I'll post those here as well for your convenience:


[i]Inside this chest you will find a collection of notes labeled "Assignment," each of which represents a single assignment from your handler at the embassy. Pick one note at random. You may choose to complete a single task before returning here, or however many you wish.

The assignments are organized into groups. Be sure to complete all assignments in one group before moving onto the next ("A" before "B," and so on) as some later tasks build off of previous ones.

You will also find a few assignments labelled "Deep Cover." These tasks will point you towards a vanilla faction quest that will take longer to complete, but will be of larger benefit to the Thalmor. I recommend picking one after completing each assignment group.

Finally, you'll also find notes labelled "Target." These are lower-priority targets that you can attend to whenever you wish. (Inspired by the "Thalmor Dossier" mod)[/i]


The assignments range from simple assassinations to elaborate set-up jobs (if you have the imagination!). Some of the notes will also point you toward appropriate vanilla quests (aside from the "Deep Cover" assignments), with a bit of extra information to change the context.[/size]

[center][b][u][size=4]Recommended Mods[/size][/u][/b][/center]
As you might guess, these tasks are most suited to characters with stealth abilities. Beyond that it is up to you, however!

Here are some other mods I recommend to make the experience more interesting/challenging:
[list]
[*][url=https://www.nexusmods.com/skyrim/mods/83379]Skyrim Souls - Unpaused Menus[/url]
[*]some kind of lockpicking rebalance mod - make it hard to pick locks with unpaused menus! (Requiem does this well, if you're a fan)
[*][url=https://www.nexusmods.com/skyrim/mods/65681]Suspicious City Guards[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/71531]Crime Overhaul[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/51247]Crime Bounty Decay[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/75296]Better Stealing[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/75446]Everbody Dies[/url] (some of your targets may be marked essential, so you'll want something to allow you to kill them - or just 'kill' them and disable them in the console).
[*][url=https://www.nexusmods.com/skyrim/mods/53329]Hidden Hideouts of Skyrim City Edition[/url] or [url=https://www.nexusmods.com/skyrim/mods/14351]Skyrim Sewers[/url] - useful for having unseen ways into and out of walled cities
[*][url=https://www.nexusmods.com/skyrim/mods/50954]Sleep Tight[/url] (or some other mod that gives NPCs normal sleep schedules)
[*][url=https://www.nexusmods.com/skyrim/mods/14157]Thieves Guild Requirements[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/36849]Immersive College of Winterhold[/url]
[*][url=https://github.com/fireundubh/skyrim/tree/master/Master%20of%20Disguise%20-%20Legendary]Master of Disguise[/url]
[*][url=https://www.nexusmods.com/skyrim/mods/19281]Requiem - The Roleplaying Overhaul[/url] (because why aren't you yet?)
[/list][center][size=4][b][u]Compatibility[/u][/b][/size][/center]
On it's own, all this mod does is add a chest to the Thalmor Headquarters in Solitude, so it should be compatible with pretty much everything. The only possible issue would be any mod that heavily edits the interior of the Thalmor HQ, and even then my chest should still be there, but it might be floating or inside another object. Let me know if you find any issues like that and I'll see if I can move the chest to a better spot.

During gameplay, however, you will probably end up killing NPCs that are crucial to some quests, the Civil War (killing certain captains might affect sieges) and Main Quests especially. Probably other minor quests as well. I don't recommend trying to pursue either of those quests while playing this character, at least beyond what's mentioned in some of the assignment notes.

If you are using the Second Great War, you can end the Civil War in the MCM menu.

[center][size=4][b][u]Thanks/Permissions
[/u][/b][/size][/center]
Many thanks go to Karver the Lorc for allowing me to use his Thalmor assignment ideas in this way. I personally don't mind if you edit/addon to this mod or convert it for SSE (all I require is that you let me know), but you should probably check with Karver as well since he wrote most of the notes.

Asara RaceMenu Preset

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My preset for Asara, a half High Elf half Imperial.

Requirements are
- RaceMenu [url=https://www.nexusmods.com/skyrim/mods/29624]https://www.nexusmods.com/skyrim/mods/29624[/url]
- SKSE Makupe download thats number 15 called for Pinup Plum - [url=https://www.nexusmods.com/skyrim/mods/31665/?tab=files]https://www.nexusmods.com/skyrim/mods/31665/?tab=files[/url]
- Leyenda Skin [url=https://www.nexusmods.com/skyrim/mods/73512]https://www.nexusmods.com/skyrim/mods/73512[/url]
- Brows [url=https://www.nexusmods.com/skyrim/mods/30411]https://www.nexusmods.com/skyrim/mods/30411
[/url]- KSHairdo [url=https://www.nexusmods.com/skyrim/mods/68311]https://www.nexusmods.com/skyrim/mods/68311[/url]
- Sucductive HD Lips [url=https://www.nexusmods.com/skyrim/mods/22701]https://www.nexusmods.com/skyrim/mods/22701[/url]
- Skin Feature Overlays [url=https://www.nexusmods.com/skyrim/mods/93712]https://www.nexusmods.com/skyrim/mods/93712[/url]
- Eyes of Beauty [url=https://www.nexusmods.com/skyrim/mods/13722]https://www.nexusmods.com/skyrim/mods/13722[/url]

Raccan - RaceMenu Preset for Redguard

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This is the second preset I have made and this time it's for a Redguard character (of course you can try it on other races to see how they look like, most of them are fine).
[b]Mandatory requirements[/b] (in order to achieve the same look) are listed below (I believe you can choose any body type though, but [u]the most important thing is face type[/u]). I have no idea how this preset would look like without these mods so please install all of them.
 
[font=Lucida Sans Unicode][size=4]Requirements [/size][/font]
[url=http://skse.silverlock.org/]SKSE[/url]
[url=https://www.nexusmods.com/skyrim/mods/29624/?]RaceMenu[/url]
[url=https://www.nexusmods.com/skyrim/mods/13722/?]The Eyes Of Beauty[/url]
[url=https://www.nexusmods.com/skyrim/mods/2488]Better males[/url] (in [i]Files[/i] tab i picked "[b]Underwear - Default[/b]" for body and "[b]Faces - YoungerFacesMergedWithMenByGeonox[/b]" for face)
[url=https://www.nexusmods.com/skyrim/mods/68311/?tab=description]KSHairdos - Renewal[/url]
 
[size=4][font=Lucida Sans Unicode]How to install[/font]
[/size]You can install the mod file with Mod Manager but it's very simple to install it manually. 
Download the mod file and unzip it to Skyrim folder. The path should look similar to this one: Skyrim>Data>SKSE>Plugins>Chargen>Presets
 
[font=Lucida Sans Unicode][size=4]Permissions[/size][/font]
Of course you can use this preset in any way you like and change the look so it suits your taste even more.
If you will place this preset wherever on the Internet, or use it as a base for your character, I would be very grateful if you mentioned me as a creator of the original preset, thank you!
 
 
All beautiful armors and clothes seen on screenshots are from mods:
[url=https://www.nexusmods.com/skyrim/mods/81073]Apachii Divine Elegance Store[/url]
[url=https://www.nexusmods.com/skyrim/mods/24909]aMidianBorn Book of Silence[/url] for a better vanilla armor look

Hairstyle used to reveal Raccan's face a bit more is from mod [url=https://www.nexusmods.com/skyrim/mods/10168]ApachiiSkyHair[/url]


[url=https://www.nexusmods.com/skyrim/mods/99253]I have also created a preset for High Elf[/url]

Kwanon ENB

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[center][url=https://www.nexusmods.com/skyrim/users/4557236/?tab=user+files][img width=242,height=136]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/98476/98476-1562378472-1716128914.jpeg[/img][/url][url=https://www.nexusmods.com/skyrim/users/4557236/?tab=user+files][img width=242,height=136]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/98476/98476-1562422236-1074897255.jpeg[/img][/url][url=https://www.nexusmods.com/skyrim/users/4557236/?tab=user+files][img width=242,height=136]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/98476/98476-1562389691-365692686.jpeg[/img][/url][url=https://www.nexusmods.com/skyrim/users/4557236/?tab=user+files][img width=242,height=136]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/98476/98476-1562390047-991336812.jpeg[/img][/url][/center]
[b][u][size=3]Presets Summary[/size][/u][/b]

[b]Bixie ENB[/b]
Effects Configuration: Performance

[b]Kwanon ENB[/b]
Effects Configuration: Medium

[b]Loxia ENB[/b]
Effects Configuration: Quality

[b][u][size=3]Supported Plugins[/size][/u][/b]

[color=#57a5cc][b]Aether Suite
[url=https://www.nexusmods.com/skyrim/mods/95579]Aurelia - Weathers and Interiors[/url]
[url=http://www.nexusmods.com/skyrim/mods/84946/?]Beyond Skyrim - Bruma[/url]
[url=http://www.nexusmods.com/skyrim/mods/48467/?]Beyond Reach[/url]
[url=http://www.nexusmods.com/skyrim/mods/17802/?]Climates of Tamriel[/url]
Dawnguard
Dragonborn
[url=http://www.nexusmods.com/skyrim/mods/77868/?]Enderal[/url]
[url=http://www.nexusmods.com/skyrim/mods/27043/?]Enhanced Lights and FX[/url]
[url=http://www.nexusmods.com/skyrim/mods/37994/?]Falskaar[/url]
[url=http://www.nexusmods.com/skyrim/mods/77510/?]GLENMORIL[/url]
GomaPero Land
[url=http://www.nexusmods.com/skyrim/mods/50065/?]Natural Lighting and Atmospherics[/url]
[url=https://www.nexusmods.com/skyrim/mods/90276]Project AHO[/url]
[url=http://www.nexusmods.com/skyrim/mods/64651/?]The Gray Cowl of Nocturnal[/url]
[url=https://www.nexusmods.com/skyrim/mods/87681/]The Republic of Maslea - Chapter One[/url]
[url=http://www.nexusmods.com/skyrim/mods/71214/?]Unofficial Skyrim Legendary Edition Patch[/url]
Vanilla Skyrim Lighting/Weather Replacer ([url=https://www.nexusmods.com/skyrim/mods/59733]Enhanced Lighting for ENB[/url], [url=https://www.nexusmods.com/skyrim/mods/65242]Purity[/url], [url=https://www.nexusmods.com/skyrim/mods/30450]Realistic Lighting Overhaul[/url], [url=https://www.nexusmods.com/skyrim/mods/17609]Relighting Skyrim[/url], etc)
[url=http://www.nexusmods.com/skyrim/mods/67103/?]VIGILANT[/url]
[url=http://www.nexusmods.com/skyrim/mods/73937/?]Vivid Weathers[/url]
World of Rudra[/b][/color][line][center][heading]Installation[/heading][/center]
[url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1572097648-1195383339.jpeg][img width=1020,height=574]https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1572097648-1195383339.jpeg[/img][/url]
[color=#ff0000][b]1. ENB Core Files[/b][/color]
Copy the following files to the Skyrim root directory where TESV.exe is located.
d3d9.dll, enbhost.exe, enblocal.ini in the "[i]WrapperVersion[/i]" folder of[url=http://enbdev.com/download_mod_tesskyrim.html] ENBSeries for TES Skyrim[/url].

[color=#ff0000][b]2. Preset Files[/b][/color]
Download a [url=https://www.nexusmods.com/skyrim/mods/85321?tab=files]preset[/url] and optionally install it via a mod manager to install the meshes and textures which fix the moon model for Hircine quest.[b]
[/b]
Copy the following files to the Skyrim root directory.
enbseries folder, enbseries.ini in the "[i]Data\ENB Presets\(your desired preset folder)[/i]".
[b]
[color=#ff0000]3. ENBHelper Plugin[/color][/b]
Place the[url=http://www.dev-c.com/skyrim/enbhelper/] enbhelper.dll[/url] into the enbseries folder. Note that this step may not be done automatically by ENB Managers.

[url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1572115413-920697514.jpeg][img width=1020,height=574]https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1572115413-920697514.jpeg[/img][/url]
[color=#ff0000][b]4. Required Settings[/b][/color][color=#6fa8dc][b]
[/b][/color]Edit or add the following settings in the SkyrimPrefs.ini located in [i]"(Your Documents folder)\My Games\Skyrim"[/i].
If you use Mod Organizer, use the built-in ini editor.

[color=#00ff00][u]SkyrimPrefs.ini[/u]

[Display]
fGamma=1.0000
iMultiSample=0
bTransparencyMultisampling=0
bFloatPointRenderTarget=1
bDrawShadows=1
bDrawLandShadows=1
bTreesReceiveShadows=1
bShadowsOnGrass=1
bDeferredShadows=1
iBlurDeferredShadowMask=1[/color]

[color=#b6b6b6]< Instant Configuration for Mod Organizer >
If you installed the preset via Mod Organizer, you will be prompted to choose whether to configure INI Tweaks or not.
To quickly apply the settings without manually editing SkyrimPrefs.ini, click "Yes" and tick "Required SkyrimPrefs Settings.ini" in the INI-Files tab.
Close the window and enable the mod.[/color]

Optionally, set "RemoveBlur" to true in the enblocal.ini to disable the vanilla blur effect.
[u]
enblocal.ini[/u]

[FIX]
RemoveBlur=true

[color=#ff0000][b]5. Driver Antialiasing Settings[/b][/color]
Set the Anti-Aliasing settings in your graphics driver control panel to "Application-Controlled/Use Application Settings" or "Off".

[color=#ff0000][b]6. Testing[/b][/color][color=#f1c232]
[/color]If the installation is successful, notification messages will show up on the top left corner when the game is launched.
If you had any problem, please see the Troubleshooting section for possible fixes.

[b][size=3][u]Optional Files[/u][/size][/b]

To install a LUT Pack, merge the enbseries folder included in the archive into your enbseries folder and overwrite the existing files.
[line][center][heading]Troubleshooting[/heading][/center][b][size=3][u]Contents[/u][/size][/b]

[size=3][b]1. Installation[u]
[/u][/b][/size]
[spoiler][color=#ffd966][color=#f1c232][color=#f1c232]Q: I cannot access the download link in the official ENB website.
[/color][/color][/color]If you are using an HTTPS address for the link (could be forced by browser extensions), try using HTTP instead.[color=#ffd966][color=#f1c232]

[color=#f1c232]Q: I cannot find the download link[color=#f1c232] in the official ENB website.[/color][/color]
[/color][/color]The available versions are listed at the bottom of [url=http://enbdev.com/download_mod_tesskyrim.html]ENBSeries for TES Skyrim[/url] page.
Click your desired version to open the version download page and scroll down to the bottom. There is a download button.

[color=#f1c232]Q: Which version of ENBSeries should I download?[/color]
The preset version number indicates its appropriate version (e.g. 0333.xx preset is for ENBSeries 0.333).[color=#f1c232]
[/color]Normally, the latest version can be used with no problem. However, it may have/cause bugs depending on the changes of the ENBSeries.
See the [url=http://enbseries.enbdev.com/forum/]official forum[/url] for the latest information.

[color=#f1c232]Q: Where is my Skyrim root folder?[/color]
Right click on the Skryim application icon and click on the "Open File Location" context menu to open the folder.
Default is "C:\ProgramFiles(x86)\Steam\steamapps\common\skyrim"

[color=#f1c232]Q: There is a d3d11.dll in the WrapperVersion folder but no d3d9.dll.
[/color]You might have downloaded a SE version. Download a LE/Classic Skyrim version from the [url=http://enbdev.com/download_mod_tesskyrim.html]ENBSeries for TES Skyrim[/url] page.

[color=#f1c232]Q: enblocal.ini is not included in this preset. Where can I get it?[/color]
The default enblocal.ini is included in the ENBSeries[i]"WrapperVersion"[/i]  folder.
Also, ENB will automatically generate it when launching the game if it was not found.

[color=#f1c232]Q: ENB Palette is not included in this preset. What should I do?[/color]
This preset does not use any palette textures so you don't have to install it.

[color=#f1c232]Q: I have configured enblocal.ini but ENB is updated. Should I remove it and reconfigure each time it updates?[/color]
No, you don't have to remove it. When the game is launched, it will automatically add new settings for new features, if any.[/spoiler]

[b][size=3]2. Usage / Stability[/size][/b]

[spoiler][color=#f1c232]Q: It doesn't work.[/color]
(1) Make sure to install the files correctly following the instructions. Note that ENB Managers may not install enbhelper.dll automatically.

(2) Check if your security software/settings are not preventing ENB from working.

(3) Check for compatibility problems with ENBSeries. Some SKSE plugins may have functions that prevent ENB from working correctly.
It is reported that certain combinations of SKSE plugins, or too many SKSE plugins may cause bugs to ENBSeries.

[color=#f1c232]Q: It crashes the game before it starts.[/color]
Install [url=https://www.microsoft.com/en-us/download/details.aspx?id=35]DirectX End-User Runtime[/url] if you don't have it.
It is reported that Windows Update may reset installations of some runtime components. This should be solved by reinstalling the runtime.
For Windows 10, installing an [url=https://www.microsoft.com/en-us/download/details.aspx?id=8109]old version[/url] of the runtime might work instead of the latest version.

[color=#f1c232]Q: The game crashes as soon as a saved game is loaded.[/color]
(1) Check if any mods are accidentally disabled/uninstalled (mod requirements, SKSE files, BSA archives managed by ModOrganizer etc).

(2) Check if there are any left overs of your previously installed ENB presets (proxy dlls, dxgi.dll, dxgi.fx etc), and remove them.

(3) If you have tweaked Skyrim.ini or enblocal.ini, try using the default settings temporarily.

(4) If you use Crash Fixes' OS Allocators, use the following enblocal.ini settings.
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true

(5) If you have multiple memory patch mods enabled (SKSE Memory Patch, SSME, HDTSkyrimMemPatch, Crash Fixes etc), check their compatibility and try disabling the incompatible mods.

(6) The game can be unstable at certain points. You could suspend the installation until your game is stable.

[color=#f1c232][color=#f1c232]Q: It says [/color][color=#ff0000]"PATCH SPEEDHACK ENBoost turned on in enblocal.ini, graphic modification disabled"[/color][color=#f1c232], and there is no difference in the game graphics.[/color]
[/color]Edit and save your enblocal.ini as follows and relaunch the game.
[GLOBAL]
UsePatchSpeedhackWithoutGraphics=false

[color=#f1c232][color=#ffd966]Q: It says [color=#ff0000]"Hardware antialiasing detected, some effects disabled"[/color]. What should I do?[/color][/color][color=#f1c232]
[/color](1) Make sure to configure the required SkyrimPrefs.ini settings. If you use Mod Organizer, use the built-in INI Editor.

(2) Set the Anti-Aliasing settings in your graphics driver control panel to "Application-Controlled/Use Application Settings" or "Off".

(3) Reinstall the preset.

[color=#f1c232]Q: It says [color=#ff0000]"Error! bFloatPointRenderTarget=1 is not set in SkyrimPrefs.ini or you have several copies of this file[/color][color=#ff0000]"[/color]. [/color][color=#f1c232][color=#f1c232][color=#ffd966]What should I do?[/color][/color][/color]
(1) Make sure to configure the required SkyrimPrefs.ini settings. If you use Mod Organizer, use the built-in INI Editor.

(2) Reinstall the preset.

[color=#f1c232][color=#f1c232]Q: [/color]How do I improve the stability?
[/color](A) Configure enblocal.ini settings according to your system and preference. See the [url=http://wiki.step-project.com/Guide:ENBlocal_INI]S.T.E.P. wiki[/url] for the settings guide.

(B) Install [url=http://www.nexusmods.com/skyrim/mods/72725/?]Crash Fixes[/url] and configure CrashFixPlugin.ini settings. Instructions are included in the ini file itself.
For instance, if you have experienced a crash on ShowRaceMenu, try setting AlignHeapAllocate to 1.

(C) Try using the injector version.

[color=#f1c232]Q: How do I use the injector version?[/color]
(1) Remove the d3d9.dll if you were using the wrapper version.

(2) Copy the following files from the ENBSeries for TES Skryim "InjectorVersion" folder to the Skyrim root directory.
enbseries.dll
ENBInjector.exe
enbinjector.ini

(3) Make sure to execute the ENBInjector.exe before launching the game.

[color=#f1c232]Q: My fps is locked at 30. How do I unlock it?[/color]
Edit and save your enblocal.ini as follows.

[LIMITER]
EnableFPSLimit=false

[FIX]
FixLag=false[/spoiler]

[b][size=3]3. Visual / Graphics[/size][/b]

[spoiler][color=#f1c232]Q: Some objects look weird.[/color]
Install [url=http://enbseries.enbdev.com/forum/viewtopic.php?t=1499]mindflux's Particle Patch[/url].

[color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232]Q: The screen looks glitchy.[/color][/color][/color][/color]
(A) Before installing a new preset, remove your previously installed preset if any.

(B) Installing the [url=http://enbdev.com/download_mod_tesskyrim.html]latest version of ENBSeries[/url] might fix the problem.
Note that ENBSeries may be updated without changing the version number.

(C) Updating or downgrading your graphics driver might fix the problem.
However, drivers may have bugs depending on their versions. Install at your own risk.

[color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232]Q: Some effects seem to not be working.[/color][/color][/color][/color][/color][/color][/color][/color][/color]
Edit and save your enblocal.ini as follows and reinstall the preset.
[GLOBAL]
UsePatchSpeedhackWithoutGraphics=false
UseDefferedRendering=true

[color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232][color=#f1c232]Q: Shadows look noisy.[/color][/color][/color][/color][/color]
Make sure to configure the following required setting.
SkyrimPrefs.ini
[Display]
bDeferredShadows=1
iBlurDeferredShadowMask=1

Note that some ini configuration tools may change these settings.

[color=#f1c232]Q: Weird particles are falling from the sky.[/color]
Try unticking [RAIN] Enable setting in the GUI.

[color=#f1c232]Q: How do I fix the flickering mountains (Z-Fighting)?[/color]
Try the following ini setting.
SkyrimPrefs.ini
[Display]
fNearDistance=25.0000

Note that this setting makes objects close to the camera clipped. Also, some camera mods may override this setting.

[color=#f1c232]Q: How do I fix the screen tearing?[/color]
(1) Turn on any Vertical Sync option in your graphics driver control panel.

(2) Use the following settings.
Skyrim.ini
[Display]
iPresentInterval=1

(3) Enable Vsync in the ENBSeries window.
[ENGINE]
EnableVSync=true

[color=#f1c232]Q: When I look at the water surface, the rest of the screen gets blurred.
[/color]If you have HDT Skinned Mesh Physics plugin (HDT-SMP) installed, use the following setting.
hdtSkyrimMemPatch.ini
[Memory]
FormHeapAllocateFromLargerSpace = false

The following settings are also recommended to avoid graphic problems.
[Optimize]
FasterLoading = false
UseShaderCache = false

[color=#f1c232]Q: The map screen occasionally becomes blurred or pitch black.[/color]
It is reported that it can be fixed by disabling the SpeedHack or IcePenguinWorldMap.esp.[color=#00ff00]
[/color]enblocal.ini
[PERFORMANCE]
SpeedHack=false

[color=#ffd966][color=#f1c232]Q. What is the difference between Image Space and Image Space Modifier?[/color][/color]
They both are a screen visual effect which controls color of the screen depending on the conditions.
Image Space is a base effect applied via weather, cell settings or scripts.
Image Space Modifier is an additional effect applied via magic effects (spells, Shouts etc), or scripts.[/spoiler]

[size=3][b]4. Customization[u][color=#ffd966]
[/color][/u][/b][/size]
[spoiler][color=#f1c232]Q: How do I open the GUI?[/color]
By default, it can be opened by pressing Shift and Enter keys. If it doesn't work, try replacing your enblocal.ini with the default one.
The default enblocal.ini can be found in the "[i]WrapperVersion[/i]" folder of the ENBSeries archive.
The GUI hotkey is assigned in the [INPUT] section of the ini file and it can also be changed in the ENBSeries window in game.

[color=#f1c232]Q: How do I remove the blur effect?[/color]
The blur effect can be toggled by using a hotkey which can be assigned with the following setting in the ENBSeries window.
[INPUT]
KeyDepthOfField

Also, it can be disabled in the enbseries.ini window.
[EFFECT]
EnableDepthOfField=false

Vanilla blur effects can be removed by the following setting in the ENBSeries window.
[FIX]
RemoveBlur=true

[color=#f1c232]Q: How to reduce/remove jaggies?[/color]
Enable any anti-aliasing option in the enblocal.ini. EnableEdgeAA and EnableTemporalAA are toggleable in the "ENBSeries" GUI window.
[ANTIALIASING]
EnableEdgeAA ;Efficient anti-aliasing that works on edges of models.
EnableSubPixelAA ;Improves aliased specular highlights.
EnableTemporalAA ;Effective anti-aliasing. Ghosting may be noticeable depending on the FPS.

You can also use SMAA by ticking the following settings in the GUI.
enbseries.ini window
[EFFECT]
EnablePrepass

Shader parameters window
[ENBEFFECTPREPASS.FX]
Enable SMAA

[color=#f1c232]Q: How do I make textures look more crisp?[/color]
It can be adjusted by the following settings.
enblocal.ini
[ENGINE]
ForceAnisotropicFiltering=true ;Allows ENB to handle the [url=https://en.wikipedia.org/wiki/Anisotropic_filtering]anisotropic filtering[/url] using the setting below.
MaxAnisotropy=16
ForceLoDBias=true ;Enables the distance-based texture quality adjustment below.
LoDBias=-2.0 ;Setting minus values increases the quality and makes the textures look crisp.

[color=#f1c232]Q: ENB Particle Lights Effect is not working. How do I enable it?[/color]
Tick the EnableParticleLights and EnableComplexParticleLights under [EFFECT] in the enbseries.ini window.
Click on the Save Configuration button, then click on the Apply Changes button.[/spoiler]
[line][center][heading]Customization[/heading][/center]
The following are some of the adjustable settings in the ENB GUI which opens by pressing Shift and Enter keys.
The GUI hotkey may differ depending on the [INPUT] settings in the enblocal.ini.
[u][b]
[/b][/u][b][color=#57a5cc][size=3][u]ENBEFFECT.FX[/u][/size][/color][/b]
[b][u]
[/u][/b][color=#00ff00][Filters][/color]
< Retro / Clarity / Color Temperature >
[url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1547252314-860429861.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1547252314-860429861.jpeg[/img][/url][url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1547252343-688439264.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1547252343-688439264.jpeg[/img][/url][url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1547252384-1762982125.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1547252384-1762982125.jpeg[/img][/url]

[color=#00ff00][Color Replace][/color]
Replaces the specified color with another color.
< Default / Color Replace >
[url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1565523255-1160083113.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1565523255-1160083113.jpeg[/img][/url][url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1565523260-1042622724.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1565523260-1042622724.jpeg[/img][/url]

[color=#57a5cc][b][size=3][u]EFFECT.TXT[/u][/size][/b][/color]

[color=#00ff00][LUT Color Grading][/color]
Applies the selected LUT in the enblut folder to instantly change the look of the screen.

To use your custom LUTs, rename them to "1" -- "12" and replace the existing files in the "[i]enbseries\enblut[/i]" folder.
Supported LUT sizes are 256 x 16, 1024 x 32, or 4096 x 64. The LUT size option can be changed in the GUI.
Supported formats are PNG or BMP. The format option can be changed by editing "#define LUT_FORMAT" in the effect.txt.

To share or create your own LUT pack, simply copy the enblut folder and compress it into an archive.
You can also display description of your LUTs in the GUI by editing the enblut.fx file.

LUT packs and Neutral LUT PNG files can be downloaded from the [url=https://www.nexusmods.com/skyrim/mods/85321?tab=files]Optional/Miscellaneous Files[/url] section.
[color=#00ff00]
[Pxelation][/color]
Pixelates the specified area of the screen.
< Low Bit Game Effect / Censored Effect >
[url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1552133328-1751557233.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1552133328-1751557233.jpeg[/img][/url][url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1552424050-234872689.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1552424050-234872689.jpeg[/img][/url][url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1552424073-862229110.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1552424073-862229110.jpeg[/img][/url]

[color=#57a5cc][b][size=3][u]ENBLENS.FX[/u][/size][/b][/color]

[color=#00ff00][Lens Dirt][/color]
Adds the lens dirt effect to bright area of the screen.
Multiple lens dirt textures are available by uncommenting "#define MULTIPLE_DIRT" in the enblens.fx.

< Fiber and Scratches / Water Spots / Bokeh Particles >
[url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1553258324-661670927.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1553258324-661670927.jpeg[/img][/url][url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1553258347-1868184880.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1553258347-1868184880.jpeg[/img][/url][url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1553258373-597472807.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1553258373-597472807.jpeg[/img][/url]

[color=#57a5cc][b][size=3][u]ENBEFFECTPREPASS.FX[/u][/size][/b][/color]

EnablePrepass option in the enbseries.ini window must be enabled to use the following effects.

[color=#00ff00][Skintone][/color]
Adjusts the brightness, saturation, tint etc of the skin tone.
[color=#00ff00]
[Background][/color]
Fills the background with the specified color.

< Skintone Adjustment / Background >
[url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1550993370-1106516122.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1550993370-1106516122.jpeg[/img][/url][url=https://staticdelivery.nexusmods.com/mods/110/images/85321/85321-1550993342-1984259765.jpeg][img width=338,height=190]https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/85321/85321-1550993342-1984259765.jpeg[/img][/url]

[color=#00ff00][SMAA][/color]
Enables SMAA Anti-Aliasing with the selected quality preset. 0 (Low), 1 (Medium), 2 (High), 3 (Ultra)
[center][line][heading]Credits[/heading]
[url=http://enbdev.com/index_en.html]- ENB Series -
by Boris Vorontsov[/url]

[url=https://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=4394]- 3D LUT Code -
by kingeric1992[/url]

[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=3697]- Crazy Flare -
by kingeric1992[/url]
inspired by John Chapman, Pseudo Lens Flare
Boris Vorontsov, Original enblens.fx

[url=http://enbdev.com/enbseries/forum/viewtopic.php?f=7&t=3224]- Depth of Field -
by kingeric1992[/url]
based on GDC 2004 presentation: "Advanced Depth of Field" by Thorsten Scheuermann
with CoC calculate from lens model, adaptive quality, tilt shift, chromatic aberration(Trans & Axial),
auto dof, optical vignette, and CoC based film grain.
Alternate CoCtoAlpha by gp65cj04 (modified for compatibility)
Film Grain by Boris (modified for CoC info)
Gameplay Friendly Auto DoF by kingeric1992, inspired by Canon EOS Automatic depth of field "A-DEP"

[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=5220]- Basic Dithering -
by kingeric1992[/url]

[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=3426]- ENB Bloom Effect for Skyrim -
by prod80[/url]

[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=5232]- ENB SMAA -
by kingeric1992[/url]
SMAA
http://www.iryoku.com/smaa/
Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com)
Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com)
Copyright (C) 2011 Belen Masia (bmasia@unizar.es)
Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com)
Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es)
All rights reserved.

[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=3549]- Sun Sprite Effect -
by kingeric1992
[/url]
[url=http://enbdev.com/enbseries/forum/viewtopic.php?f=6&t=1503&sid=4b47c40c3b6102a56e960acca7b92aa5]- JawZ ENB Resources -
by --JawZ--
[/url]
[url=https://www.nexusmods.com/skyrim/mods/89671]- McFly's Depth of Field for ENB - Skyrim LE (DX9) -
by MartyMcModding[/url]
[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=5279]- Advanced Depth of Field for TES Skyrim -[/url]
Copyright (c) 2008-2018 Marty McFly / Pascal Gilcher

[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=3189&sid=5958cbfbd399e60175b8b189e0e3edb3]- Multipass Sharpening -
by prod80[/url]

[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=5963]- REFORGED BLOOM DX9 EDITION -
by THE SANDVICH MAKER
[/url]
[url=http://www.dev-c.com/skyrim/enbhelper/]- Skyrim ENBHelper -
by Alexander Blade[/url]

[url=http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=3274]- ULTIMATE SHADER ADDON for ENB -
by Miratheus[/url]
Based on Post-Process Effects Addon for ENB by ZeroKing
Initial D-N-I separation code and GUI implementation by --JawZ--
Kinematic Filter code (formerly known as Old Black-White TV Filter) originally by Boris Vorontsov
Kinematic Filter code tweaked by Trillville, Midhras, Kyokushinoyama, Insomnia
LumaSharpen code by CeeJay.dk, ported from SweetFX by ZeroKing, tweaked by prod80
Blur, Sharpening, Color Shift, Vignette code by Boris Vorontsov
Contrast and Vibrance code by CeeJay.dk, ported from SweetFX by ZeroKing
Noise code by MTichenor/IndigoNeko
Dithering, Border, Splitscreen code by CeeJay.dk, ported from SweetFX by Marty McFly
Letterbox code by Matso
Combined, edited, tweaked and arranged by Miratheus[/center]

Katja Cat Halloween Special Follower by CT Team

$
0
0
[center][color=#ff7700][size=5]CT CreativeTeam proudly Presence Halloween Special[/size][/color][size=5]
[/size]
[size=4]Katja Cat  Standalone Follower with Outfit

Briefing:
Nord Race
Weight 100 / UNP
yes you can marry her
Essential & Unique

Coming  from the Mountain

Fightingstyle:
HumanMissle

Lovings:
nice Clothes, Marksman, Animals

Hate: bad Things

Perks:
AugmentedShock 60, AlterationMaster 100, Armsman 40, CriticalShot 90
GreatCriticalCharge, MuffledMovement, LighFoot, LightFingers 80

Primary Weapon:
EbonyEnchantedBow of Paralyze 5040 Attack dmg, 0.3 Bow speedup (default is 0.54)

Equipment :
Black Bunny Outfit  ~ ca 1000 def

Located:
Whiterun, Drunken Huntsmann

CREDITS:
[url=https://www.nexusmods.com/skyrim/mods/29624]RaceMenu[/url]   by  [url=https://www.nexusmods.com/skyrim/users/2950481]expired6978[/url]

Special Glowing Eyes from The Eyes of CT  by  CT Team ([url=https://www.nexusmods.com/users/49057493]Neutrogen131313[/url] & [url=https://www.nexusmods.com/users/75131153]Anchsunamun[/url])[url=https://www.nexusmods.com/skyrim/mods/68311]

KS Hairdos - Renewal[/url]  by Hellosanta, Shocky, Anto, Darko, Geisha,Hal, Jakea, Karzalee, Kijiko, Lapiz, Leah Lilith, Momo, NewSea, S-Club,
Sintiklia, Sky, Stealthic, Peggy, Raonjena, Wings, XM and Zauma[url=https://www.nexusmods.com/skyrim/mods/91953]

Bijin skin UNP and CBBE[/url]  by  [url=https://www.nexusmods.com/Users/2650523]rxkx22[/url] [/size]

[color=#ffff00][size=5]Please Endorse if you like it.[/size][/color][/center]

LiLaC female WereWolf Standalone Follower

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[center][size=4][color=#ff7700][size=5]CT Creative Team proudly Presence WereWolf Special[/size][/color]

LiLaC female WereWolf Standalone Follower

Briefing:
WereWolfBeast Race
Weight 100
yes you can marry her
Essential & Unique & Immortal


Coming  from the Wood

Fighting style:
WereWolf

Loving’s:
Aggressively, Hostile, Animals

Hate:
Enemies

Stats :
Life:5800 Mana: 500 Stamina 2300


Located:
Whiterun, Drunken Huntsman

CREDITS:

[color=#00ffff]Special Glowing Eyes from  [color=#f1c232]“The Eyes of Animals”[/color] by CT Team[/color] ([url=https://www.nexusmods.com/users/49057493]Neutrogen131313[/url]& [url=https://www.nexusmods.com/users/75131153]Anchsunamun[/url])

[color=#ffff00][size=5]Please Endorse if you like it.[/size][/color][/size][/center]

Night of the Wolf - Become a Werewolf Lord LE

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[url=https://www.nexusmods.com/skyrimspecialedition/mods/21979]Original mod from Skyrim Special Edition by tx12001 can be found here.[/url]


[center][color=#ffff00]Assume the mantle of the Werewolf Lord[/color][/center]

[color=#c9daf8][i]First introduced in the Elder Scrolls Online, the Werewolf Lord is a unique form of Werewolf achievable via absolute control of the Beast Within, a powerful combination of the intellect and rational mind of a person merged with the strength and ferocity of the Werewolf.[/i][/color]


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


[color=#d0e0e3][i][center]Becoming a Werewolf Lord is a rather simple task, first you require the following things...[/center]

[center][color=#6fa8dc](You must have the ability to transform into a Werewolf)
and
(You must be wearing the Ring of Hircine)[/color][/center]

[/i][color=#ffffff]If these conditions are met you will gain the "Werewolf Lord Form" lesser power which when used will transform you into a Werewolf Lord,
When you transform into a Werewolf Lord you will go gain a number of physical alterations depending on your race and gender...[/color][i]

[/i][/color][list]
[*][color=#d0e0e3][i]Werewolf Lords will all gain Golden wolf-like eyes.[/i][/color]
[*][color=#d0e0e3][i]Werewolf Lord non-beast races will gain pointed ears.[/i][/color]
[*][color=#d0e0e3][i]Werewolf Lord non-beast races will gain claws and will swipe instead of punch.[/i][/color]
[*][color=#d0e0e3][i]Werewolf Lords will have a slight increase in size.[/i][/color]
[/list]
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[i]Werewolf Lord form also possesses a number of physical enhancements...

[/i][list]
[*][color=#d0e0e3][i]Werewolf Lords benefit from higher carry weight and will deal much greater melee damage.[/i][/color]
[*][color=#d0e0e3][i]Werewolf Lords will sprint faster and have higher stamina regeneration.[/i][/color]
[*][color=#d0e0e3][i]Werewolf Lords have passive enemy detection (Think Auspex from Sacrosanct but yellow)[/i][/color]
[*][color=#d0e0e3][i]Werewolf Lords will have the ability to see in the Dark (With a Reddish Hue instead of Blue)[/i][/color]
[*][color=#d0e0e3][i]Werewolf Lord Unarmed Power Attacks will throw the enemy to the ground (With added sound FX)[/i][/color]
[/list]
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

[i]There is one Drawback however...
Werewolf Lords will be attacked on sight
This penalty exists for several reasons
To avoid the need for Race Compatibility
To avoid being able to be arrested while transformed as this can cause issues[/i]
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

[i]Compatibility:

Night of the Wolf should be compatible with any mod which does not edit the following...

DA05HircinesRing
DA05HircinesRingScript

However you may experience minor clipping with some body replacers. Also may not work correctly with custom races, a patch will be needed and I don't have the
time lately, sorry.

Night of the Wolf does however use "vanilla" stat rates for the Werewolf Races so if you are using any mod which overhauls vanilla races and would like consistency then a patch may be required.

If you are using MO/MO2 and you have Moonlight Tales installed through it make sure mine is loaded after (below) MT or the VFS will use the script
from MT instead and keep you from getting the WL power. If you're not using MO (manual install) make sure you install mine AFTER MT and let it overwrite.[/i]

[color=#cc4125][u]DO NOT USE BOTH VERSIONS AT THE SAME TIME UNLESS YOU LIKE BREAKING YOUR GAME![/u][/color]

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

Credits:

Eye textures are from  [url=https://www.nexusmods.com/skyrim/mods/29114]Werewolf Race Eyes[/url]by Grantiz
Ears are from [url=https://www.nexusmods.com/skyrim/mods/20707]Ear models for modders[/url] by Nouserhere
Claws are from [url=https://www.nexusmods.com/skyrim/mods/52918]Better Claws and Gauntlets[/url] by Derok and Didact2401
Original mod is by tx12001

I'd also like to think those who helped me with some issues I ran into on the forums:

wrathmanic
IsharaMeradin
ReDragon2013

and ofcourse my tester [url=https://www.nexusmods.com/users/75745343]gettheheckawayfromme[/url] who without I most likely would never have been able to get the mod working as it should.

Kill the Blades

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[size=5]What this mod does.[/size]

[size=3]At stages 20 to 30 of the quest to kill Paarthurnax there is an dialogue option with Delphine to kill her and Esbern instead. The player must not have killed Paarthurnax and the the player must already be allowed to capture the dragon in Whiterun. After you kill the two you can talk to Paarthurnax to end the quest.

The other members of the blades you recruited shouldn't turn on you.

Delphine and Paarthurnax should have 1 short voiced line each. [/size]

[size=5]Incompatibilies[/size]
[size=3]Anything that touches the quests that deal with the blades around the same time.
I think mq301+ and some of the freeformskyhaventemple ones.[/size][size=5][size=3]
The Paarthurnax Dilemma mod
[/size]


Why i made this.[/size]
[size=3]Wanted to get experience editing voice files, creating lip files without a mic, and screw Delphine.

[size=4]Warnings[/size]
Haven't tested this at all.[/size]

Arsinoitherium

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[font=Comic Sans MS][b]Arsinoitherium are large two-horned ancient rhinoceros-like creatures that have existed since the dawn era. Long distant cousins of Mammoths and Horkers. They stay warm through their thick layer of fat and having a relatively low surface area compared to its volume to keep itself warm. They also have other body mechanisms to keep itself warm in nearly the same way frostbite spiders do to keep themselves from succumbing to the cold.

Two populations of Arsinoitherium can be found in Skyrim, one group in Hjaalmarch and the other in the geyser fields of Eastmarch. Theres also another population that resides in Elsweyr, but how these populations have cross providence's still puzzle scholars to this day. Arsinoitherium live solitary lives and are protective of their territory, a charge from these three ton beasts can be fatal if one stands in their way.

Last but not least, they also use custom sounds and loot. Enjoy!

P.S. Yes I know they don't fit in the cold environment as they lived in warmer climates in real life, that doesnt mean I won't try to create lore explanations for them though. I need these creatures made for a Hircine mod idea that's inspired by Ark Survival Evolved. However I don't want to make the creatures be exclusive to the mod as that would suck for those having to wait for that to be finished. In case it never gets done, I'll still have these individual creature mods for you guys to enjoy.

Big thanks to RoboBirdie for the [/b][/font][font=Comic Sans MS][b]meshes and textures for the [font=Comic Sans MS][b]Arsinoitherium[/b][/font] and Rexy Montero for the creature sounds.
[color=#38761D]
[/color][/b][/font]

-Elona- Servants of Gods Followers

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[font=Arial][size=3]Add a follower that reproduces God's servants appearing in Noa's free game "Elona" on Skyrim's system.

This MOD uses the same esp file as my work "Black Angel Follower", and it is a substantial successor MOD.
Therefore, if you have already installed "Black Angel Follower", we recommend that you install this mod after uninstalling it.

Everyone is Essential[/size]


[size=5]Follower list[/size]

[size=3]They are servants of powerful gods different from Nines and Daedra Road.[/size]


[size=3]Black Angel
Sex : Female
Body : CBBE HDT
Specialty : Bow, 1H Axe
Location : Temple of Kynareth(Whiterun)
Marriage : Possible
Dress : Reclored Clothes from Tes4Mod for skyrim(by akatuki408), Ultimate Assortment by FavoredSoul(by FavoredSoul, Vyxenne) for her wings[/size]

[size=3]Black angel is a presence to serve "Lulwy of Wind".
She has a high speed of movement and attack speed, but on the other hand her physical strength and defense ability are set lower.
In battle, she can deal with both near and far distance, as well as using multiple magic.
She is easy to put on the knees in Early Level because of low physical strength, but after the middle Level she will be able to demonstrate high explosive power by using multiple self-reinforcing magic[/size]

[size=4]Useable magic[/size]
[size=3]Blunt foot : Reduce speed and attack speed of one enemy
Accelerate : Increase own movement speed and attack speed
Boost : Increases movement speed, attack speed, critical rate, etc. Duplicate effect with acceleration
Abusive : treated as Shout. Subjects who received this magic quadrupled damage by 25% probability[/size]




[size=3]Golden Knight
Sex : Female
Body : CBBE HDT
Specialty : All weapons except the bow (especially both hands)
Location : Sinderion`s Field Laboratory(Blackreach)
Marriage : Possible
Dress : I recolored and combined the equipment of the following MOD
Tes4Mod for skyrim(by akatuki408):Arms
R18Pn 09 - Shanoa Armor for UNP CBBEV3 7B(by NPR,KURESE):Body, Legs
Lucrezia Navarre's Robe(by ravendier,singlebelong):Cape[/size]

[size=3]The Golden Knight is a presence to serve the "Opatos of Earth."
In addition to providing high aptitude for weapons and defense, she can use some recovery magic.
Also, since the load capacity is set considerably high, she will be useful for exploring the Dwarven ruins.
However, because she can not use the kind of long range weapons such as bow, she becomes full Vanguard type.
[/size]
[size=4]Useable magic[/size]
[size=3]Regeneration : Promotes natural healing for a certain period of time
Abusive : Smae as a spell of the black angel. The frequency of use is lower
Fast Healing : the magic of vanilla[/size]




[size=3]Exile
Sex : Male
Body : depend on enviroment
Specialty : Magic, Staff
Location : Temple of divines(Solitude)
Marriage : Possible
Dress : I recombined the equipment of the following MOD and equipment of vanilla Skyrim, and combined them.
Tes4Mod for skyrim(by akatuki408):Face
Sycophant Robes(by Deandra, Merillia):Body[/size]

[size=3]Exile is a presence to serve the "Itzpalt of Element"
He does not attack with weapons but fights with three kinds of magic arrows.
Magical arrows have high speed of fire, there are diffelent type arrows that purely damage and those that have the ability to weaken the enemy.
Although he demonstrates a high ability in long distance warfare, magic arrows with special effects also have drawbacks that it does not work for undead.[/size]

[size=4]Useable Magic[/size]
[size=3]Magic Arrow : Shoot 3 fire at a time. Purely damaging only
Dark Arrow : Decrease target defense and attack power, temporarily deplete magica. No effect on undead
Breath of hell : Treated as a shout. It is an arrow to fire three times at a time, absorbing health from the enemy. There is no effect on the undead.



Defender
Sex:Male
Specialty : Restoration, Block, Heavyarmor
Location : Temple of mara(Riften)
Marriage : Possible
Dress : Recolored wolf armor + recolored "R18Pn 07 - Torumekian Armor (by NPR, Kurese)"

Defender is a servant of "Jure of Healing"
He is a relatively suitable with a tank role,
and also, have a specialty at a restoration.
Particularly,  since it regains health of drowning ally to full, His ability "Rayhand" is very helpfull.

Useable Magic
Holly shield : Gain resist for both of magic and melee.
Range restoration : Resotre health of himself and surrounding allies.
Regeneration : It`s same as Golden knight.
Rayhand : Recover health of drowning ally to full. This effect can reuse after a day passed. [/size][/font]

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

以下日本語版
Noa氏作のフリーゲーム「Elona」に登場する神の下僕を、Skyrimのシステムで私なりに再現したフォロワーを追加します。
このMODは拙作「Black Angel Follower」と同じespファイルを使用しており、実質的な後継MODです。
そのため、すでに「Black Angel Follower」を導入されている方は、そちらをアンインストールしてからこのMODを導入することをお勧めします。

バージョンアップに伴い、一人ずつ追加していく予定です。
現時点の予定としては、「アンドロイド」と「妖精さん」以外の全員の再現を目的としています。

造形や服装に関してはまず第一にバニラ「Elona」のキャラクターチップを、それが不可能ならイルヴァ資料館や公式、非公式イラストを参考に作る
ことにしています。

全員不死属性です

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フォロワー一覧
いずれもタムリエルの九大神やデイドラロードとは異なる、強力な神々に仕える存在です。
基本的には元ネタの「Elona」で仕えていた神の特性と近い、タムリエルの神の聖堂かロケーションに配置されています。

黒天使
性別:女
体型:CBBE HDT
得意:片手斧、弓
配置:キナレス聖堂(ホワイトラン)
結婚:可能
服装:Tes4Mod for skyrim(akatuki408氏作)の装備のリカラー、翼はUltimate Assortment by FavoredSoul(FavoredSoul氏, Vyxenne氏作)のアセットを使用

黒天使は「風のルルウィ」に仕える存在です。
彼女は移動速度や攻撃速度が高めに設定されている反面、体力と防御力が低めに設定されています。
戦闘では近接、遠距離両方ともこなせるほか複数の魔法を使用できます。
序盤は低体力のため膝をつきやすいですが、中盤以降は複数の自己強化魔法を使用することで高い爆発力を発揮するようになります

使用魔法
鈍足:敵一体の移動速度と攻撃速度を減少
加速:自身の移動速度と攻撃速度を上昇
ブースト:移動速度、攻撃速度、クリティカル率などが上昇。加速の効果と重複可能
罵倒:シャウト扱い。この魔法を受けた対象は25パーセントの確率で被ダメージが4倍になる



黄金の騎士
性別:女
体型:CBBE HDT
得意:弓以外すべての武器(特に両手)
配置:シンデリオンの野外研究室(ブラックリーチ)
結婚:可能
服装:以下のMODの装備をリカラーし、組み合わせました
Tes4Mod for skyrim(akatuki408氏作):腕
R18Pn 09 - Shanoa Armor for UNP CBBEV3 7B(NPR氏作、KURESE氏によりアップロード):胴、脚
Lucrezia Navarre's Robe(ravendier氏作、singlebelong氏によりアップロード):ケープ

黄金の騎士は「地のオパートス」に仕える存在です。
彼女は各種武器への高い適性と防御力を備えるほか、いくつかの回復魔法が使えます。
また、所持可能重量がかなり高く設定されているため、ドワーフ遺跡の探索などに役立つでしょう。
ただし、弓などの遠距離武器の類は使えないため、完全な前衛型となります。

使用魔法
リジェネレーション:一定時間、自然治癒を促進する
罵倒:黒天使の物と一緒。使用頻度はこちらのほうが低め
治癒の光:バニラの魔法

余談:服装の再現がめちゃくちゃ大変でした



追放者
性別:女
体型:CBBE HDT
得意:魔法、杖
配置:神々の聖堂(ソリチュード)
結婚:可能
服装:以下のMODの装備とバニラの装備をリカラーするなどし、組み合わせました。
Tes4Mod for skyrim(akatuki408氏作):顔
Sycophant Robes(Deandra氏作、Merillia氏によりアップロード):胴

追放者は「元素のイツパロトル」に使える下僕です。
彼女は武器による攻撃は行わず、3種類の魔法の矢で戦います。
魔法の矢は高い速射性を持ち、純粋にダメージを与えるものと、敵を弱体化させる能力を持つものがあります。
遠距離戦において高い能力を発揮しますが、特殊効果を持った魔法の矢はアンデッドには効かないという欠点もあります。

使用魔法
魔法の矢:1度に3発速射する。純粋にダメージを与えるのみ
暗黒の矢:杖から射出する。対象の防御力と攻撃力を下げ、一時的にマジカを枯渇させる。アンデッドには効果なし
地獄の吐息:シャウト扱い。一度に3連射する矢で、敵から体力を吸収する。アンデッドには効果なし。



名前:防衛者
性別:男
体型:BetterMale
配置:リフテンのマーラ聖堂
結婚:可能
服装:バニラのオオカミ鎧のリカラー + R18Pn 07 - Torumekian Armor(NPR氏製作、KURESE氏によりアップロード)のリカラー
防衛者は「癒しのジュア」から遣わされる僕です。
彼はタンクとしての能力に比較的優れるほか、回復魔法にも精通しています。
特に、一日に一回瀕死の味方の体力を全快させる「レイハンド」は、
パーティーの生存率を大幅に高めることでしょう。
使用魔法
広域回復:自身と周囲の味方の体力を回復
聖なる盾:物理、魔法耐性を上げる
レイハンド:戦闘中、体力が10%を下回った味方の体力を全快させる。この効果は1日に1度だけ発動する。
リジェネレーション:黄金の騎士のものと同じ


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クレジット
Credit
Tes4Mod for skyrim
[url=https://www.nexusmods.com/skyrim/mods/59867]https://www.nexusmods.com/skyrim/mods/59867[/url]
R18Pn 09 - Shanoa Armor for UNP CBBEV3 7B
[url=https://www.nexusmods.com/skyrim/mods/52431]https://www.nexusmods.com/skyrim/mods/52431[/url]
Lucrezia Navarre's Robe
[url=https://www.nexusmods.com/skyrim/mods/74212]https://www.nexusmods.com/skyrim/mods/74212[/url]
Sycophant Robes
[url=https://www.nexusmods.com/skyrim/mods/38282]https://www.nexusmods.com/skyrim/mods/38282[/url]
New Mikan Eyes
[url=https://www.nexusmods.com/skyrim/mods/70603]https://www.nexusmods.com/skyrim/mods/70603[/url]
Pretty Face
[url=https://www.nexusmods.com/skyrim/mods/7887]https://www.nexusmods.com/skyrim/mods/7887[/url]
Ultimate Assortment by FavoredSoul
[url=https://www.nexusmods.com/skyrim/mods/83736]https://www.nexusmods.com/skyrim/mods/83736[/url]
KS Hairdos - Renewal
[url=https://www.nexusmods.com/skyrim/mods/68311]https://www.nexusmods.com/skyrim/mods/68311[/url]
Hepsy Hair
[url=https://www.nexusmods.com/skyrim/mods/59661]https://www.nexusmods.com/skyrim/mods/59661[/url]
Caliente's Beautiful Bodies Edition -CBBE-
[url=https://www.nexusmods.com/skyrim/mods/2666]https://www.nexusmods.com/skyrim/mods/2666[/url]
Sporty Sexy Map - Athletic muscle mod CBBE UNP UNPB ADEC
[url=https://www.nexusmods.com/skyrim/mods/13377]https://www.nexusmods.com/skyrim/mods/13377[/url]
BodySlide and Outfit Studio
[url=https://www.nexusmods.com/skyrim/mods/49015]https://www.nexusmods.com/skyrim/mods/49015[/url]
Fair Skin Complexion
[url=https://www.nexusmods.com/skyrim/mods/51602]https://www.nexusmods.com/skyrim/mods/51602[/url]
Demoniac- High Quality Glossy Female Body Texture 8K 4K 2K
[url=https://www.nexusmods.com/skyrim/mods/70834]https://www.nexusmods.com/skyrim/mods/70834[/url]
XP32 Maximum Skeleton - XPMS
[url=https://www.nexusmods.com/skyrim/mods/26800]https://www.nexusmods.com/skyrim/mods/26800[/url]
RaceMenu
[url=https://www.nexusmods.com/skyrim/mods/29624]https://www.nexusmods.com/skyrim/mods/29624[/url]
R18Pn 07 - Torumekian Armor for CBBEV3 and UNP
[url=https://www.nexusmods.com/skyrim/mods/16870]https://www.nexusmods.com/skyrim/mods/16870[/url]
Better males - Beautiful nudes and faces - New hairstyles
[url=https://www.nexusmods.com/skyrim/mods/2488]https://www.nexusmods.com/skyrim/mods/2488[/url]
Fine Face Textures for Men
[url=https://www.nexusmods.com/skyrim/mods/27815]https://www.nexusmods.com/skyrim/mods/27815[/url]
- High Res Face Maps for Men(by Geonox) [url=https://skyrim.nexusmods.com/mods/4141]https://skyrim.nexusmods.com/mods/4141[/url]
- Smooth Faces for Ladies and Gents(by pikkatze)  [url=https://skyrim.nexusmods.com/mods/1971]https://skyrim.nexusmods.com/mods/1971[/url]

SpecialThanks
noa猫氏
本MODは氏の製作したフリーゲームのキャラクターの二次創作です
Mr noa cat
This MOD is a secondary creation of his free game character

Requiem Tweaks by Paulicus

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[center][/center][center][img]http://staticdelivery.nexusmods.com/mods/110/images/19281-0-1455057848.png[/img]
[size=5][i]Tweaks by Paulicus[/i][/size][/center]

[u][b][size=5]Description[/size][/b][/u]

This is simply a small collection of minor tweaks I made to my own game of Requiem. Some are done for reasons of lore-friendliness or consistency in the game world, others are just to satisfy my own sense of game balance or fill empty niches. I hope you find something you like.

[s]All of my tweaks are available in separate files. Most don't overlap at all, so they are likely fine to merge. If nothing else, they are very simple to combine in TES5Edit by copying some of the overrides.[/s] I've combined my most popular tweaks into a single file for easier maintenance, and left a few others separate. I left the latest versions of my 'standalone' files in the "Old Files" section in case anyone wants them.

All tweaks are made with Requiem 1.9.4.1 and USLEEP in mind. Requiem 2.0/3.0 versions available where required.

[b]Note: As of version 1.3 of this mod I'm no longer supporting Requiem 2.X. It seems like most people are playing 1.9 or the newest version anyway, and I need to cut down on the number of files to maintain.[/b]

___________________________________________________________________________________________________________

[size=4][b]Updated for Requiem 3.0 (versions available for Requiem 1.9)
[/b][/size]

[size=5][b][u]Changes in New Combined Files[/u][/b][/size]

[b][u]Sneak Attack Resistances Redone
[/u][/b]
This is probably my most involved tweak. I've gone through a few iterations, and I'm pretty happy with the version I've arrived on. As a player of Pathfinder/D&D, I used to just disable sneak attack immunity, as it didn't make much sense to me for most enemies. This is my attempt at a more nuanced version.

[list]
[*]Perks in the sneak tree are required to perform sneak attacks on creatures with unusual anatomies. The [b]Anatomical Lore[/b] perk will unlock basic sneak attacks on creatures that were previously immune. The [b]Advanced Anatomical Lore[/b] perk will allow you to gain the larger sneak attack multiplier on such enemies, but the below restrictions will still apply. Vampires are included in this category.
[*]All enemies that were previously immune will take half damage from sneak attacks (undead, constructs, spriggans, wraiths, etc.).
[*]Undead and ghosts are only susceptible to sneak attacks with silver or daedric weapons - and still take half damage with these weapons.
[*]Elemental daedra (atronachs) are not vulnerable to sneaks attacks at all, having no anatomy or natural weakness to weapons.
[*]Undead and other 'sneak immune' creatures take no extra damage while sleeping (made it a bit too easy to clear some draugr dungeons).
[*]Daedric bows will be able to perform sneak attacks on undead with any ammunition, but normal damage reductions still apply if not using silver arrows.
[*]Enables dual-wield sneak attacks at half normal sneak attack multiplier (for Requiem 1.9, emulates Requiem 2.0 behavior)
[/list]

[b][u]More Armor Piercing
[/u][/b]
Adds a bit more variety in AP options for melee weapons, especially for characters that reject the Daedric Princes.

[list]
[*]Ebony and Dragonbone melee weapons have 10% armor piercing.
[*]Glass melee weapons have 5% armor piercing.
[*](For Requiem 1.9 version) Daedric weapon AP is reduced to 30%, as in Requiem 2.0.
[/list]
This is not present in the version for Requiem 3.0, as all material-based AP has been removed.

[b][u]Alchemy Tweaks

[/u][/b]I made some quality-of-life changes to a few alchemy effects. Some durations have been increased for convenience. Some magnitudes have been increased to make high-tier pre-made items actually useful beyond early levels. Some ingredients have been tweaked to make rare ingredients truly stand out, and some common ingredients that were too strong were nerfed. To be clear, this is a far cry from other in-depth alchemy overhauls (such as [url=http://www.nexusmods.com/skyrim/mods/86504/?]Requiem Alchemy Rebalance[/url]). All I've done is tweaked a few things I that didn't like. If you have an overhaul you'd like to use, just load it after my mod and let it overwrite my edits. Speaking of, here's a list of what I've done (Includes ingredients and pre-made potions):

[list]
[*][u]Featherweight (Carry weight)[/u]: durations increased to 600-1800 seconds.
[*][u]Fortify Lockpicking/Pickpocketing/Smithing/Enchanting[/u]: most durations increased to 300 seconds. Useful if you're using [url=https://www.nexusmods.com/skyrim/mods/83379/]SkyrimSouls[/url] or another mod to unpause menus.
[*][u]Soul Trap[/u]: durations set between the massive values in Requiem 1.9 and the much shorter ones in 2.0. Will scale with alchemy perks to reach approximately 300-600 seconds at higher levels (instead of multiple thousands like it would in 1.9). Duration varies with rarity of ingredients.
[*]Some rare ingredients buffed slightly to make them stand out. A few common ingredients there were too strong were nerfed.
[*][u]Poisons of Fury and Fear (Pre-Made)[/u]: increased magnitudes so that the most valuable poisons are still useful beyond the early game. Maximum effect is Level 40 for "Remarkable" poisons. I didn't alter ingredient magnitudes in this case, I may do so in the future after testing.
[*]It's not alchemy, but I also similarly increased the magnitudes for a few types of [b]Raise Dead scrolls[/b], so that they can actually raise "powerful dead bodies."
[/list]
I also included my tweak to the second rank of the [b]Alchemical Lore [/b]perk, making the effect scale with alchemy skill. Instead of instantly unlocking the ability to determine all four effects of ingested ingredients, you will instead learn one more effect at skill levels 25, 40, and 65.

In addition, I included my tweak to make [b]Powdered Mammoth Tusk[/b] craftable. First, you'll need to piece together the recipe by reading a "note" that some enterprising giant [i]tried [/i]to write (can occasionally be found on dead giants or in their chests). The recipe requires some rare ingredients at a smelter, and starts out quite inefficient, but you will improve with the Alchemical Lore (Rank 2) and Catalysis perks, as well as alchemy skill.

Finally, I gave soul gem fragments a purpose by creating some recipes at the smelter that allow you to grind them into dust, which has some use in making potions (mostly useful for Soulreaping effects). Requires the first rank of the Alchemical Lore perk.

[b]New in 1.3:[/b] Invisibility effects now provide a 50% to ignore all damage, similar to the miss chance provided in D&D. Invisibility still breaks as normal, so it won't be a strong option, but it might give you an edge at the start of a fight or when running away.


[b][u]Azura's Star

[/u][/b]Inspired by a tweak I once downloaded from the Requiem reddit (unfortunately I copied it into my personal patch and couldn't find the original author to give credit), I added an effect to Azura's Star that boosts the player's enchanting abilities by 20% when you're carrying Azura's artifact. Unlike the original tweak, I didn't apply this ability to the Black Star, which I think gives some extra utility to the "unblackened" Star, and creates in interesting choice for the player. You can take the Black Star and have easy access to black souls for repeated enchanting, or leave Azura's artifact intact and increase your overall enchanting power.


[b][u]Thunder's Heart

[/u][/b]Thunder (the storm atronach guarding the Atronach stone) drops a curious but ultimately useless item: his heart. I decided to give it a use, making his heart into a potent alchemical catalyst that increases the potency of any potions you brew by 15%, as long as you have it in your inventory. I also increased the weight, so there's a cost to simply carrying it around at all times.

Between this tweak, the enchanting bonus from Azura's Star (above), and the tempering bonus that can be acquired from the Ancient Knowledge buff, I think this creates a nice trio of crafting bonuses for players to discover.

[i]Note: I'm thinking about how I could change this now that I know about the reward from the crimson nirnroot quest.[/i]


[b][u]More Head Enchantments

[/u][/b]Inspired by Noxcrab's tweak, I made my own with a different set of enchantments. I didn't want to add another slot for the powerful "Resist Magic" enchantment, or another slot for Health Regeneration (for balance reasons with my Regeneration tweak, below). Instead, I added elemental resistances (Fire, Frost, Shock), Poison and Disease resistance as options for head-slot enchantments.


[b][u]Distinct Weapon Types
[/u][/b]
Requiem adds a number of 'new' weapon types - Longswords, sabres, clubs, katanas, etc. - however, the difference between weapons is often so small as to be almost unnoticeable. I made small edits to each type of weapon to give them each a distinct feel, as listed below.

[spoiler]
[list]
[*][b]Longswords[/b] now have a reach approaching that of two-handed weapons, but swings even slower and does only does slightly more damage than a regular one-handed sword.
[*][b]Sabres [/b]are slightly shorter and less damaging than normal swords, but they also swing slightly faster.
[*][b]Scimitars[/b] have a wide section near the end of the blade, and many beginners mistakenly compare them to axes. However, experienced swordsmen can still wield the scimitar with blinding speed (damage and speed of a war ax, though they still benefit from sword perks).
[*][b]Katanas[/b] require the advanced smithing perk, so they are faster, lighter, and do slightly more damage than a normal sword.
[*][b]Tantos [/b]are similar to daggers, but have slightly better reach and damage.
[*][b]Clubs[/b] are lighter than maces, and can thus be swung slightly faster and deal slightly less damage compared to maces.
[*][b]Shortswords[/b] (only one I believe) are lighter and have less reach than normal-length swords.
[/list]

[/spoiler]

[b][u]Other Minor Tweaks

[/u][/b][list]
[*]The player now recovers health when sleeping. I also added effects for magicka recovery (for users of the Atronach stone), and Stamina (in case you're using some kind of mod or item that restricts stamina regeneration, like [url=https://www.nexusmods.com/skyrim/mods/88881]Build-Defining Artifacts[/url]).
[*]Stamina drain from jumping is now tied to the amount of heavy armor you wear. Wearing no heavy armor will reduce the penalty to one-half. Wearing one or two pieces of heavy armor will reduce the penalty to 3/4 of the original. Wearing 3+ pieces of heavy armor will give the full penalty for jumping.
[*]Stamina drain for wearing heavy armor without training now only applies during combat. I made this tweak because I was once playing a character that used 'disguises' for roleplay purposes, and trying to disguise myself as an imperial soldier was a challenge. The extra stamina drain from sprinting is unaffected, so you'll still have trouble moving quickly in plate.
[*]Spellflux potions will disable magicka drain from running or swimming while they're in effect, similar to stamina regeneration potions and exhaustion from running.
[*]Scroll magnitudes for some "Raise Dead" scrolls were increased, so that higher-levels scrolls truly can raise "powerful dead bodies."
[*]Dwemer automatons have reduced resistance to frost - slightly lower than their resistance to electricity, making both elements a viable option for dealing with them.
[*]Couriers are now equipped with minor rings of stamina regeneration. I just thought it made sense for a messenger that runs long distances to be given an item that helps them do so.
[*][b]V1.2[/b] Stamina drain from the Dodge perk no longer triggers when standing still and pressing sprint.
[*][b]V1.2[/b] Wuuthrad now has an enchantment (aside from hurting elves) inspired by its creation story (unlimited charges in [b]V1.3.3[/b]).
[/list]

[b][u]Requiem 1.9 'Updates'

[/u][/b]As you may have noticed in my mentions above, the Requiem 1.9 version of my mod includes a number of edits that incorporate some of the updates added in Requiem 2.0. Originally I made these tweaks for myself when 2.0 was released, since I wasn't planning to migrate from 1.9.4 for some time. Specifically:

[list]
[*]Stamina drain from running or swimming is disabled when under the effect of Spiritedness potions or enchantments.
[*]Dwemer automatons no longer have arbitrary damage reduction that can only be bypassed by daedric weapons, and instead just have very high armor values.
[*]Daedric weapon armor piercing reduced to 30%.
[*]Dual-wield sneak attacks are now allowed, but at half damage (this reduction stacks with the reductions under "Sneak Attack Resistances Redone").
[*]Equipped armor weighs less.
[*]Incorporates changes to daedra hearts (less magnitude, longer durations).
[*]Player-made stoneskin potions are stronger (removes stoneskin effects from a list of effects that are specifically weakened when crafted by the player).
[*][u]Enchanting[/u]: weapons can be recharged with just the first enchanting perk, or by races with enchanting affinity. Members of those races can no longer enchant items without perk investment.
[*]Changes to weapon damage and blocking efficiency when stamina is low.
[/list]


[size=4][u][b]Compatibility/Load Order[/b]
[/u][/size]Load your chose main file after Requiem, and anything else that edits similar records unless you want my changes overwritten. Some specifics:
[list]
[*]Load my tweaks [i]after [/i][url=https://www.nexusmods.com/skyrim/mods/42796/?]Enchanting Awakened[/url] and my own '[url=https://www.nexusmods.com/skyrim/mods/87847]fixes[/url]' mod.
[*]Load [i]after[/i] Minor Arcana (most of my records include changes from MA).
[*]Load [i]before[/i] [url=https://www.nexusmods.com/skyrim/mods/86504?tab=description]Classic Alchemy Overhaul[/url], most of my alchemy changes are similar to those already present in R-CAO.
[*]However, if using CAO with my Health Regeneration Tweak (below), be sure to load that tweak [i]after[/i] R-CAO.
[/list]Example Load order:

Requiem
Enchanting Awakened
Enchanting Awakened Requiem patch
Enchanting Awakened Fixes
Paulicus Requiem Tweaks
Requiem - Classic Alchemy Overhaul
PRT_HealthRegenTweak

Most other files can be loaded anywhere after Requiem, though it's best to load them as late as possible.

___________________________________________________________________________________________________________

[size=5][b][u]Optional Files[/u][/b][/size]

These are a few options tweaks that are a bit more far-reaching than the others, so I didn't want to include them in the All-in-One. They can be used with the main file or independently.

[b][u][size=3]Spell Pack[/size]

[/u][/b]I've added a few new spells that allow the player to enchant their weapons. I wanted to give destruction a bit more synergy with spellsword builds, and fill this niche without needing to install a large spell pack. I've also added one or two Magic Weapon spells to other magic schools. [b](Fire/Frost/Shock spells moved from skill 50 to 25 in v1.3)[/b]

[list]
[*][u]Magic Weapon: Fire[/u] (Apprentice Destruction, Skill level 25)
[*][u]Magic Weapon: Frost[/u] (Apprentice Destruction, Skill level 25)
[*][u]Magic Weapon: Lightning[/u] (Apprentice Destruction, Skill level 25)
[*][u]Magic Weapon: Arcane[/u] (Expert Destruction, Skill level 75)
[/list]
[b]New in v1.3:[/b][list]
[*][u]Magic Weapon: Venom[/u] (Apprentice Destruction, Skill level 25)
[*][u]Magic Weapon: Silver[/u] (Apprentice Alteration, Skill level 25)*
[*][u]Magic Weapon: Keen[/u] (Adept Alteration, Skill level 50)
[*][u]Magic Weapon: Holy[/u] (Apprentice Restoration, Skill level 25)
[*][u]Magic Weapon: Curse[/u] (Adept Conjuration, Skill level 50)
[/list]
All spells can be purchased from the usual spell tome vendors. For more detail, click the spoiler:
[spoiler]
[u]Elemental Weapon spells[/u] 
[list]
[*]Description: I[i]mbues the caster's weapons with flames/frost/lightning for 60 seconds, dealing 10 fire damage to enemies struck. Only one magic weapon spell may be active at any time.[/i]
[*]Magicka cost is 200, halved with Apprentice Destruction perk.
[*]Each spell starts out dealing ~10 damage per hit. Because of the way these spells are implemented (see below) it is impossible to make them scale with user skill in the way Requiem does so with other spells. [b]However, in version 1.3 I have set up spell effect conditions to simulate scaling based on player skill/perks, though it won't scale with any other effects that increase spell magnitudes.[/b] [s]Instead, they improve as you take perks specializing in a particular element (example "Pyromancy" and subsequent perks will increase the damage dealt)[/s]. Maximum damage is ~35 per hit with 100-level perks.
[*]Duration scales with skill as normal.
[*]Additionally, each elemental weapon spell can benefit from the destruction perks that add special effects to the appropriate spells (Cremation, Deep Freeze, and Electrostatic Discharge), though most are set to only activate a certain percentage of the time for balance reasons (in addition to the usual limitations on elemental/magic resistance and creature types).
[/list]
[u]Arcane Weapon[/u]
[list]
[*]Description: [i]The caster's weapons are imbued with pure arcane force for 60 seconds, dealing 15 points of unresistable damage to enemies when struck. Empowering the spell gives your blows enhanced impact, bypassing 10% of enemy armor. Only one Magic Weapon spell can be active at a time.[/i]
[*]Magicka cost is 350, halved with Superior Destruction perk
[*]Damage [b]does not [/b]scale, but empowering will allow all weapon damage to bypass some armor.
[*][b]Requiem 3.1:[/b] Spell adjusted to give 40 weapon expertise when empowered instead of AP.
[/list]
[b]New in 1.3:[/b]
[u]Venemous Weapon[/u]
[list]
[*]Description: [i]Imbues the caster's weapons with venom for 60 seconds, dealing 10 poison damage over time to enemies struck. Increases the doses of applied poisons by <1> while active. Only one magic weapon spell may be active at any time.[/i]
[*]Similar cost/damage to elemental weapon spells, but it deals poison damage over a 10-second duration.
[*]Also increases the number of doses of any applied poisons by 1 while active.
[/list]
[u]Silver Weapon[/u] (Alteration 25)
[list]
[*]Description: [i]Alters the caster's weapons to mimic the effects of silver for 60 seconds. Can be combined with other magic weapon spells.[/i]
[*]Magicka cost 200
[*]Allows your weapons to count as silver for the duration of the spell, including the 50% damage bonus against undead and werewolves.
[*]This is the only magic weapon spell that [b]can[/b] stack with the others, because the spell itself doesn't technically do anything, I just edited the conditions on the effects that control silver weapons to include this spell too.
[/list]
[u]Keen Weapon[/u] (Alteration 50) - [b]Requiem 3.X only[/b]
[list]
[*]Description: [i]Hones the caster's weapons for <dur> seconds, allowing the wielder a chance to land devestating strikes. Slashing and piercing weapons cause massive bleeding, while blunt weapons can send opponents flying. Only one magic weapon spell may be active at any time.[/i]
[*]Magicka cost 250
[*]Slashing and piercing weapons have a 10% chance to cause living targets to bleed profusely for 20 seconds (5 damage/second for one-handed weapons, 10/sec for two-handed).
[*]Bludgeoning weapons have a 10% chance to do 25 extra damage and send the opponent flying.
[/list]
[u]Holy Weapon[/u] (Restoration 25)
[list]
[*]Description: [i]Imbues the caster's weapons with holy energy for 60 seconds, bypassing the resistances of and dealing 20 damage to undead, daedra, and practitioners of the dark arts. With the Mysticism perk, strikes have a chance to turn undead and banish daedra. Only one magic weapon spell may be active at any time.[/i]
[*]Magicka cost 200
[*]Deals damage to undead, daedra, and targets who have the 'Necromancy' perk (double the damage of the elemental weapon spells at comparable skill levels).
[*]Allows you to bypass enemy resistances that require silver weapons (such as undead resistance to non-silver bludgeoning weapons), but you don't get the 50% bonus damage for having a silver weapon.
[*]Players with the 'Mysticism' perk have a 50% chance to turn undead up to level 80, and a 20% chance to banish summoned creatures up to level 80.
[/list]
[u]Cursed Weapon[/u] (Conjuration 50)
[list]
[*]Description: [i]Imbues the caster's weapons with unholy energy for 60 seconds, afflicting targets with a single, random curse for 30 seconds. Only one magic weapon spell may be active at any time.[/i]
[*]Magicka cost 300
[*]60 second duration scales with skill as normal, but the curses are always 30 seconds.
[*]Curse effects will scale with skill level (ranges listed below).
[*]Targets can only be affected by one curse at a time, and another cannot be applied until the previous effect has worn off.
[*]Targets are afflicted by one of the following four curses, chosen randomly:
[/list][list=1]
[*][b]Withering:[/b] Health and stamina drained by 2-10 per second for 30 seconds.
[*][b]Weakness:[/b] Target takes 10-50% more damage from all sources for 30 seconds.
[*][b]Fear: [/b]Targets of level 20-99 are randomly afflicted by bouts of fear for 30 seconds.
[*][b]Slowness:[/b] Speed reduced by 30-70% for 30 seconds.
[/list]
[/spoiler]
In addition to these spells, I also restored the Rank 2 Soul Trap spell that was hidden in Requiem. It is a silent, area-of-effect soul trap spell that does not register as hostile (NPCs will not attack you just for casting it on them). It can be learned when selecting the Level 50 conjuration perk or bought from vendors.


* [u]Acquiring Spells

[/u]All of the spells I added can be purchased from the usual spell tome vendors. Some can be learned upon taking the relevant casting perk. However, because Requiem's scripts are limited to only showing a list of 9 spells on level up, some cannot be learned when choosing their perk. If you want more information, keep reading.

Most of the spell lists I was adding these new spells to were already full, so in some instances I had to 'replace' a spell (meaning that I moved it to the bottom of the list, Requiem will only show the first 9 entries when choosing a spell from a perk).

For Destruction spells, I added the Fire/Frost/Shock spell to the Apprentice spell list, displacing [b]Lightning Jolt[/b]. You will have to get it and the Magic Weapon: Venom spell from vendors or chests. For [b]Magic Weapon: Arcane[/b], I replaced [b]Lighting Ray[/b].

For Alteration, the Silver Weapon spell fit into the list without removing anything. The Keen Weapon spell (Requiem 3.1 only) replaced [b]Mage Armor on Target (Rank 1)[/b].

The Holy Weapon spell replaced [b]Dispel Soul Gems[/b].

For Conjuration, I replaced [b]Spectral Archer [/b]and [b]Summon Ghostly Bear[/b]. 

[b]If you want to change these,[/b] either to add a spell to the list, or undo the replacement I've done, this is what you must do: Open TES5Edit and load my Spell Pack mod. Open the Formlist section and you'll see lists for each perk that allows you to learn spells (currently there are three). Pick the relevant list and you will see the spells in the right-hand pane. I've added all of my spells to the lists and haven't removed any that are there by default, but Requiem will only show you the first nine listed. So, if you want to change which ones are shown to you upon selecting the perk, you must simply rearrange the list to exclude the spells you aren't interested in. Right clicking on a spell and selecting "Move up" or "Move down" is probably the easiest way.


* [u]One more note about Magic Weapon spells[/u]: These spells use the "Apply Combat Hit Spell" perk entry effect. The game engine only allows one perk of this type to take effect at once. I added keywords to the Magic Weapon spells so they will cancel each other if you try to cast more than one, but there are a few other instances where this type of perk is used - usually only applied under specific conditions, such as high-level weapon perks that can paralyze enemies with certain types of power attacks. I have set the perk effect priorities such that my spells should take precedence over most effects, except for those that are conditional or need to take priority. I included the magic effects that govern bow-breaking and killing essential characters from Requiem into my spells, so those effects should work in-tandem without conflict. And obviously if you have other mods that add similar spells they probably won't stack.


* [u]Future Plans[/u]
[list]
[*]Add a few more spells. I have ideas for a few extra utility/buff spells for Alteration (an out-of-combat speed-boosting spell for alternative means of travel, a higher-level "Haste" spell for combat, some kind of 'Combat Transformation' spell that lets mages trade away their spellcasting ability for combat prowess).
[/list]

[size=3][b][u]Health Regeneration Tweak

[/u][/b][/size]I was always disappointed in Regeneration effects in Requiem. Because the player's natural healing rate is severely reduced, they do very little. In my personal patch I used to simply increase the magnitude of all potions/ingredients 5x, but that led to large numbers in descriptions that were hard to interpret as actual healing numbers. Increasing the base healing rate would've caused all sorts of compatibility issues with healing poultices and related mods. There's no good solution that doesn't require patching, but I've at least developed a tweak that is easier to balance across characters by removing the percentage-based aspect of regeneration effects.

With this tweak, the Regeneration alchemy effects have been essentially turned into long-duration healing potions, while enchantments provide a constant rate of healing at all times. In order to balance this, the magnitudes will start off very small - you may see magnitudes of 1 even with powerful ingredients/soul gems at low levels, and fractional amounts (0.4 for example) may be displayed as 0 due to the limitations of Skyrim's engine. But with experience you will see those values grow to more useful, but still balanced amounts.

This change does require editing alchemy ingredient magnitudes (the default magnitudes are [i]way [/i]too high), and will require patches for any mods that add new alchemy ingredients with Regeneration effects to avoided insanely-overpowered potions. I've included optional patches for Spell Research and Hunterborn (I can confirm that Scrimshaw Expanded does not require a patch). If you know of another mod that you'd like a patch for, let me know and I may create one. If you'd like to know how to balance ingredients for your own patch, or want more detailed information on the mod, check the spoiler below.

[b]This tweak should be loaded after anything the edits alchemy ingredients, potions, object enchantments, or the relevant magic effect (MGEF) records - [/b]pretty close to the bottom of your load order. When in doubt, check with TES5Edit. [b]This includes [/b][url=http://www.nexusmods.com/skyrim/mods/86504?tab=description]Requiem - Classic Alchemy Overhaul[/url][b] [/b](I've incorporated the few conflicts with R-CAO into this tweak for compatibility).


* [u]HP Regen Patches[/u]:

Patch Included:
[list]
[*]Hunterborn
[*]Spell Research
[/list]
Patch not required:
[list]
[*]Scrimshaw Expanded
[*]Falskaar?
[/list]

[spoiler]
First off, [u]Enchanting[/u]. Luckily, enchanting is pretty easy to balance and shouldn't require any patches, unless a mod creates entirely new enchantments with Regeneration effects, which isn't usually done. As far as magnitudes go, enchanting seems to automatically round to the nearest number (unlike alchemy), so at the beginning you'll likely only be able to create items that heal 1/s, even with larger soul gems. But with high skill, perks, and quality souls, you'll be able to make items that heal ~8/s, maybe a bit more with gear or other outside buffs (such as Azura's star). You can stack enchantments in a few different slots as well, but you'll be giving up access to some other very useful enchantments to do so.

Next, [u]Alchemy[/u]. Pre-made potions are simple to balance, as you can simply set the magnitudes to the appropriate values. Ingredients are a little less straightforward, and need to be set in the 0.1 - 0.7 range. In addition, I've balanced the alchemy side of this tweak with two "maximum" effect magnitudes. There is a maximum effect that can be achieved with long-term potions (about 7.5 HP/s), and there are a few rare ingredients that have even higher magnitudes (up to 11 HP/s), but with significantly shorter durations (still much longer than typical healing potions though). They might carry you through a battle or two, but they won't last all day like the lower-strength potions.

I've typed out some lists of magnitudes/durations to show how I've balanced alchemy potions & ingredients. Use this to inform any patching you do yourself. I recommend sticking to the listed options if you're unsure of how to balance something.

[i][u]Pre-Made Potions of Regeneration:[/u][/i]
[list]
[*]Deficient - 1 HP/s - 600 seconds duration
[*]Faint - 2 HP/s - 600 seconds
[*]Fair - 3 HP/s - 900 seconds
[*]Good - 4 HP/s - 1200 seconds
[*]Remarkable - 8 HP/s - 300 seconds
[/list]
[u][i]Alchemy ingredient magnitudes & durations:[/i][/u]
[list]
[*]0.1 magnitude - 600 seconds duration
[*]0.2 magnitude - 600 seconds duration
[*]0.3 magnitude - 900 seconds duration
[*]0.4 magnitude - 1200 seconds duration [i](this is probably the highest value that should be given to any common or uncommon ingredient, and any higher magnitudes should be given significantly shorter durations than this)[/i]
[*]0.6 magnitude - 300 seconds duration
[*]0.7 magnitude - 300 seconds duration [i](only for the most rare and valuable ingredients. I don't recommend magnitudes higher than 0.7 for ingredients)[/i]
[/list]

If you'd like help, with any of this, feel free to ask in the comments.


One last [b]extra-spoilery [/b]thing that you may not want to see, so [u][b][i]stop reading this paragraph[/i][/b][/u] if you don't want to know. Okay? Good. Because Skyrim alchemy prioritizes duration over magnitude when deciding which effects will end up in the final potion, trying to mix a high-magnitude/low-duration ingredient with a low-magnitude/high-duration ingredient will result in a potion with low magnitude and long duration. In order to avoid forcing you to acquire two different high-quality ingredients for making the strongest regeneration potions (there are only a few and they're not common) or potentially wasting strong ingredients without knowing, I added a single mid-grade ingredient with a 300s duration like the high-tier ones. You won't notice it during normal potion-mixing because it will always be overwritten by the longer duration of the other ingredient(s), and there's only one so you won't ever end up with a low-magnitude low-duration potion. BUT, if you mix this ingredient with one of the high-tier ingredients, you'll be able to make one of the high-tier potions with only a single high-tier ingredient. Spoiler ahead, if you want to know what that ingredient is, keep reading. Okay? It's troll fat. Now you know, and if you mix it with the high-quality regeneration ingredients (the ones with 300s duration) you'll get an extra-strong regeneration potions that'll last you five minutes instead of up to 20. Won't last as long, but it'll help out in a pinch. Nifty, huh?

[/spoiler]

[b]v1.2.2:[/b] Adjusted prices of vendor regeneration potions to more closely match crafted potions.


[size=3][b][u]Atronach Stone Redone

[/u][/b][/size][b]There are two version for this tweak, both included in the zip file - PICK ONE! They'll overwrite each other anyway.
[/b]
When I think of a Atronach character in a fight, I picture something like this: A warrior, while in the midst of battle, spots an enemy wizard off to one side. Flames are rolling down his arms into a nearly-finished spell held in his hands. A raging ball of fire flies from his fingertips towards the hero, leaving a faint trail of smoke as it passes. The hero turns his attention to the oncoming flames, taking one hand from his sword and holding it outstretched, almost as if to catch the spell before it lands. The rest is quick and subtle, but complex. The Atronach-user concentrates and pulls magicka away from the air in front of him, trying to deaden the spell as it approaches. Right before impact, he releases a stream of his own stored magicka, attempting to entwine it with the energy of the mage's fireball. If he's quick and perceptive enough (and a little bit lucky), he manages to 'catch' the spell before it detonates, capturing the magicka and drawing it into himself harmlessly... That's what I'm trying to emulate with this mod.

[list]
[*][b][u]Lesser Power Version:[/u][/b]
[/list][b][u]
[/u][/b]Much simpler, this version is my second attempt at tweaking the Atronach stone. I think it's a little cleaner and might be a better representation of what I'm looking for from an Atronach character.

Replaces the Atronach stone absorption passive ability with a lesser power that gives you [b]100% [/b]spell absorption, but with only a [b]1 second[/b] duration. You will still be governed by the [b]3 second [/b]global cooldown on lesser powers, so you can't just spam this new ability, you have to time it right! This change makes the Atronach stone a much more active ability. It's not easy, but with practice you can reliably absorb most spells directed at you. I recommend spawning a mage and using the 'tgm' console command to get a bit of practice before relying on it, but that's up to you!


[b][list]
[*][b][u]Original:[/u][/b]
[/list][/b]
This is an optional, first-attempt tweak to try and make the spell absorption aspect of the Atronach stone more interesting, active, and engaging. My goal is to make it feel like less of a coin-flip, and more something that you can control - to a degree - with awareness and tactics.

With this tweak, the other aspects of the Atronach stone are unchanged, but you can control the absorption chance through your actions. By default, the absorption chance sits at a meager 25%. This represent your passive/reactive protection if you're caught off-guard. You can raise this chance a number of ways. If you are aware of the spell, you can prepare to absorb it by either blocking, or leaving at least one hand empty of spells or weapons. You can protect yourself further by not moving and focusing on catching the incoming spell. Finally, if you truly focus (by standing still, and leaving both hands empty) you can absorb almost any spell coming your way, though you will leave yourself wide open to other forms of attack.

For a bit more clarity, here's a chart:

[i][u]Absorb Chance - Conditions[/u][/i]
25% - Not blocking, hands full.
50% - Blocking, or at least one hand empty. Moving (walking/running/sprinting).
75% - Blocking, or at least one hand empty. Standing still.
95% - Standing still, both hands empty.

I haven't had a chance to test this extensively, and I welcome feedback! I may end up changing this over time based on my own experience and that of others. But I think this could make for a much more interesting playstyle, especially in situations where mages and melee enemies are both present.


[b][u][size=3]Tempering Tweaks[/size][/u][/b]

As many have noted over the years, the way that "tempering" works in Skyrim is rather strange (how do you [i]add[/i] material to the blade while sharpening?). I created this tweak to make weapon tempering a bit more similar to our world.

Instead of using ingots of a weapon's crafting material, melee weapons are now sharpened and maintained with "[b]Weapon Oil[/b]." The oil can be purchased from blacksmiths, or crafted by beginning smiths at either the forge or smelter by crushing a diamond and adding a binding agent (either Dwarven Oil or Troll Fat). Bows and crossbows are maintained with [b]Beeswax[/b], created from honeycomb at a cooking pot, or purchased from fletchers or smiths.

I've left recipes for tempering armor unchanged. In those cases, it makes sense to me that using some metal/leather to patch worn armor would work for improving it.

[size=2]Includes options patches for the following mods (safe to merge)
[/size][list]
[*][size=2]Immersive Weapons 1.5[/size]
[*][size=2]aMidianborn Skyforge Weapons 1.9[/size]
[*][size=2]More Silver Weapons & Skyforge Silver Weapons[/size]
[*][size=2]Fozar's Dragonborn Patch for 1.9.4 (likely works with 2.0 as well, not tested)[/size]
[*][size=2]Requiem - Missing Katanas from Weapons of the Third Era[/size]
[*][size=2]Spellsword (1.2 and 2.0)[/size]
[/list]
Works with Requiem 1.9 up to 3.1 (and possibly later versions).

I put this together in an evening and haven't tested it thoroughly, so let me know what you think and how it could be improved!

Thanks to Mator for his TES5Edit [url=https://www.nexusmods.com/skyrim/mods/49373/]Automation Tool[/url] scripts. I probably wouldn't have done this without them!


[b][u][size=3]Unique Materials[/size][/u][/b]

My newest tweak, this file uses perk and spell effects to apply small bonuses to players and NPCs when they're using certain types of weapons and armor. I did this by editing one of the Reqtificator-distributed perks, so it affects both the player and NPCs and is compatible with pretty much everything. I used keyword-based conditions so it will also work with mod-added weapons/armor as long as they have the appropriate material keywords (most authors add these keywords).

I tried to keep the effects minimal and grounded in reality, to avoid unbalancing the game or breaking immersion (for example, elven and glass weapons provide a minor boost to swing speed when equipped). I only added effects where it seemed appropriate, so not all types of weapons/armors are affected, just those that I could find a logical addition for, mostly focused on the items that aren't already top-tier. Hopefully this will provide a bit of distinction between material types and give you a reason to use weapons or armor other than those with just the best raw numbers.

Unique Materials:
[spoiler]

[u]Weapons[/u]
[list]
[*][b]Elven[/b] weapons are light and easy to use (+5% speed)
[*][b]Glass[/b] weapons are even lighter (+10% speed)
[*][b]Dwarven[/b] metal is known for its weight and ability to absorb impacts (+10% blocking efficiency)
[*][b]Orcish[/b] weapons have sharp, jagged edges (even their warhammers are spiked!), causing opponents to bleed when hit with power attacks (if not blocked).
[*][b]Stalhrim[/b] - a blade of living ice. Deals ~12 frost damage to targets struck (if not blocked)
[*][b]Daedric[/b] weapons have an unnaturally sharp edge, but in Requiem 3.0 their innate armor-piercing ability was removed. I wanted to add an effect that would make deadric weapons powerful and unique, without conflicting with the Expertise system in 3.X and the AP of earlier Requiem versions. To that end, daedric weapons have two attributes: the daedric soul trapped inside absorb some of the soul of slain enemies to recharge the weapon's enchantment, and the wicked barbs on daedric weapons increase power attack damage by 25%.
[/list]
[u]Armor[/u]
[list]
[*][b]Elven[/b] armor is made with moonstone, capable of channeling magicka and thus decreasing spell costs by 1/2/3/4/5% based on the number of pieces worn.
[*][b]Glass[/b] armor, similar to Elven, decreases spell costs by 2/3/4/6/8% based on the number of pieces worn.
[*][b]Dwarven [/b]armor is able to absorb impacts, decreasing incoming stagger by 10/20/30/40/50%.
[*][b]Orcish[/b] armor is made with strategically-placed angles and plates, giving a 10/14/18/22/25% chance of reducing incoming power attack damage by half.
[*][b]Fur[/b] and [b]Hide[/b] armors insulate well, reducing incoming frost damage by 4/8/12/16/20%.
[*][b]Steel[/b] armor is particularly conductive, reducing incoming shock damage by 4/8/12/16/20% (includes steel plate, Imperial heavy, and nordic carved armor).
[*][b]Stalhrim[/b] armor is made of living ice, reducing incoming fire damage by 4/8/12/16/20%.
[/list]


[/spoiler]

[b]V1.1: [/b]Fixed conditions on daedric weapon absorption effect.

___________________________________________________________________________________________________________
I've kept the descriptions of my old, individual tweaks (found under "Old Files), in case anyone needs them:
[spoiler]

[size=4][b][u]Exhaustion Tweaks[/u][/b][/size]
[size=2]
Inspired by the announced changes coming in Requiem 2.0, I added a few conditions to the Exhaustion effects from running and swimming. Now, being under the effect of [b]Spiritedness Potions[/b] or [b]Fortify Stamina Regen[/b] enchantments will prevent stamina drain due to running or swimming.

I also took the idea step further and added a few ideas of my own:
[/size][list]
[*][size=2][b]Spellflux[/b] potions will allow mages to keep their concentration when running, similar to Rank 1 Fortify Magicka enchantments.[/size]
[*][size=2][b]Regeneration[/b] potions will give temporary immunity to many drain effects, similar to Rank 2 Fortify Health enchantments. I felt this gave an interesting function to potions that are otherwise lackluster in Requiem.[/size]
[/list][size=2]
Should work with user-created potions and enchanted items as well.[/size]




[b][u][size=4]More Armor Piercing[/size][/u][/b]

I once played a Vigilant of Stendarr character that used on[size=2]e-handed weapons - purposefully avoiding daedric items of all kinds. The Marked for Death shout also felt somewhat out of character, which meant I had to make maces a primary weapon to deal with armor in any reasonable capacity. Using swords or axes against armored foes would have been even more difficult. I made this tweak to provide a little more option for late-game armor piercing weapons for those who avoid daedric weapons, for whatever reasons.

[/size][list]
[*][size=2]Ebony and Dragonbone weapons have an innate 15% armor piercing.[/size]
[/list][size=2]
A second file is available for users of [url=http://www.nexusmods.com/skyrim/mods/73672/?]Requiem PLUS[/url] - [b]choose only one.[/b][/size]

[b]IMPORTANT: [/b]If you want to use this with the Sneak Attack Resistances tweak (below),[b] USE THE COMBINED FILE, they conflict![/b]



[b][u][size=4]Sneak Attack Resistances Redone[/size][/u][/b]

As a user of Requiem Plus and player of Pathfinder RPG, I usually disabled the sneak attack immunity in Requiem. This is my attempt at a slightly more nuanced version.

[list]
[*]Undead and ghosts are now only susceptible to sneak attacks with silver weapons. [b](Only take 50% damage in V1.1)[/b]
[*]Elemental daedra (atronachs) are not vulnerable to sneaks attacks, having no anatomy or natural weakness to weapons.
[*]Other creatures with sneak attack 'immunity' will instead reduce your sneak attack multiplier by half (this includes constructs, spriggans, wraiths, and a few others).
[*][b]Updated V1.1:[/b] In addition to the undead tweak (above), undead and other 'sneak immune' creatures no longer take extra damage while sleeping (made it a bit too easy to clear some draugr dungeons).
[*][b]V1.2:[/b] Fixed issue with undead not taking sneak attack damage with silver arrows.
[*][b]V1.3:[/b] Enables dual-wield sneak attacks at half normal sneak attack multiplier.
[*][b]V1.4:[/b] Sneak perks are now required to gain knowledge of unusual anatomies. You must take the [b]Anatomical Lore[/b] perk to enable sneak attacks on any creatures that were previously 'sneak immune' (elemental daedra are still an exception and are not susceptible to sneak attacks). Undead require silver or daedric weapons. Daedric bows will be able to perform sneak attacks on undead with any ammunition, but normal damage reductions still apply if not using silver arrows. The [b]Advanced Anatomical Lore[/b] perk is required to get the larger sneak attack bonuses on any unusual creatures or undead, including vampires, and they still only take half damage. Atronachs are still immune.
[*]
[/list][b]IMPORTANT: [/b]If you want to use this with the More Armor Piercing tweak (above),[b] USE THE COMBINED FILE, they conflict![/b]


[b][u][size=4]Dwemer Resistances[/size][/u][/b]

[size=2]I made a few simple tweaks to the resistances of some dwarven constructs - both for lore and gameplay reasons.

[/size][list]
[*][size=2]Constructs are no longer highly resistance to [b]frost magic[/b] ([url=http://en.uesp.net/wiki/Skyrim:Ruins_of_Kemel-Ze]as stated in the lore[/url]). Frost resistance reduced to 10% from ~80%. This gives frost magic a usable niche, and actually makes it a slightly better choice than lightning (25% resistance by default - unchanged by me).[/size]
[*][size=2][b]V2.0:[/b] Updated to be more similar to 2.0 behavior. Material-based resistances removed, replaced with higher armor values (600-1200 armor depending on type) and reduced arrow resistance. Lightning resistance reduced to 10% to match new frost resistance.[/size]
[/list][size=2]
[/size][list]
[*][size=2][s][b]Daedric weapons[/b] - in Requiem 1.9.4.1, Centurions are highly resistant to any weapon that isn't daedric, taking ~10% damage from melee weapons (and even less from bows). Daedric weapons do about 75% of their normal damage. My reasoning was similar to the above armor-piercing tweak, so I altered the relevant perk to allow [b]Dragonbone melee weapons[/b] to do ~40% of their normal damage to Centurions. [i](I haven't tested this tweak extensively, so any feedback is welcome!)[/i][/s][/size]
[*][size=2][s] [i] - [/i][b][url=http://www.nexusmods.com/skyrim/mods/86964]Turija/Acerac did it better![/url] [/b]Go check it out. You can still use mine if you want the altered elemental resistances, Turija's mod will overwrite mine, regardless of load order due to they way it works (I edited a perk, they replaced the perk on the actors themselves).[/s][/size]
[/list]

[b][u][size=4]Explosive Weapon Fixes[/size][/u][/b]

I like the explosive weapon enchantments added by Requiem - but they're difficult to use in melee for multiple reasons. This is my ongoing attempt to address some of those issues, and make explosive elemental enchantments a bit more user-friendly.

Currently, I've tweaked them so that they explosions no longer throw items wildly around the room (it's magic, after all! ;) ). This should also affect the elemental rune spells, as they use the same explosion effects.

An second version is available for users of Audio Overhaul for Skyrim - [b]choose only one version.[/b]

I'm trying to figure out a way to make the explosions proc only on power attacks, or maybe tone down the visual effects so they're a bit less blinding. I've yet to crack that nut, though. [i](If you have any tips, please share!)[/i]


[b][u][size=4]Light Bow Buff[/size]

[/u][/b]Light bows in Requiem are rarely used, likely because they have significantly lower damage compared to heavy bows, with only minor bonuses in draw speed and stamina drain. This boosts the damage of light bows so that they are competitive. Their damage should be more commensurate with the minor advantages they have elsewhere.

Note 5/5/18: I've stopped using this after looking closer at the total damage with arrows included. I'm keeping it here in case anyone still wants it.


[b][u][size=4]Battlestaff Buff[/size]

[/u][/b]Similar to the Light Bow Buff, this increases the damage of battlestaves so that they can compete with other weapons, hopefully without being overpowered. I set them to do less damage than greatswords (by about the same difference between greatswords and battleaxes), with will hopefully balance with their speed and armor piercing (they count as warhammers for perks).

I changed the impact sound sets to something more fitting, and lowered the weight of daedric staves (there's no reason for them to be double the weight of ebony staves).




[b][u][size=4]Alchemical Lore Perk Scaling[/size][/u][/b]

I never quite liked the second rank of the Alchemical Lore perk, I felt it was too abrupt a change to suddenly discern all 4 ingredient effects with a single perk. Now, the number of effects you learn will scale with your alchemy skill - 2/3/4 effects learned at skill [s]25/50/75[/s] - [b]changed to 25/40/70 in 1.1.[/b]




[b][u][size=4]Enchantment Mastery Perk Tweak[/size][/u][/b]

Enchantment Mastery always felt like a disappointing capstone for reaching level 100 in enchanting, reducing enchantment magnitude to 55%, even with double effects. This tweak has [b]two versions[/b] that give it a little boost: [b]80%[/b] or [b]100%[/b] enchantment effectiveness, with two effects still available.




[b][u][size=4]Craftable Powdered Mammoth Tusk[/size][/u][/b]

Powdered Mammoth Tusk is a potent alchemy ingredient, but it's difficult to come by! It didn't make sense to me that a skilled alchemist couldn't produce powder from a tusk, so I added a few recipes. I didn't want it to be too easy, so it requires some rare ingredients at the smelter.

You'll need the second rank of Alchemical Lore to make the powder at all, and it gets more efficient with alchemy skill and the Catalysis perk.

[b]NEW in 1.2:[/b] Added a note that you'll occasionally find on dead giants or in their loot chests. You'll need to read this note before you can access any of these recipes.
[/spoiler]



[b][u][size=4]Some of my other mods you may appreciate:[/size][/u][/b]
[url=http://www.nexusmods.com/skyrim/mods/84023/?]Walk Faster[/url]
[url=http://www.nexusmods.com/skyrim/mods/79280/?]Shields Block Poisons[/url] (works with more than just shields, despite the name)
[url=http://www.nexusmods.com/skyrim/mods/91163]Requiem Smithing Rebalanced[/url]
[url=http://www.nexusmods.com/skyrim/mods/93268]Bandolier Expanded[/url]
[url=http://www.nexusmods.com/skyrim/mods/87847]Requiem-Enchanting Awakened Fixes[/url]
[url=http://www.nexusmods.com/skyrim/mods/85210/?]Holy Places Effects patch for Vampiric Thirst and Requiem[/url]
[url=http://www.nexusmods.com/skyrim/mods/86507/?]No Slow Walking with 2H Weapons[/url]

Nether's Follower Framework - Traduzione Italiana

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Traduzione della mod "Nether's Follower Framework" (NFF) in lingua italiana. E' necessario installare prima la [url=https://www.nexusmods.com/skyrim/mods/92194]mod[/url] originale (con le opzioni che volete, è indifferente).

[b]DESCRIZIONE[/b]

Questa mod rivisita completamente il ruolo dei seguaci, le loro funzionalità e la gestione degli stessi. E' possibile gestire fino a 10 seguaci alla volta. L'autore della mod si è focalizzato sull'ottenere 4 obiettivi principali:

[list]
[*]Massima compatibilità con il maggior numero possibile di mod disponibili, in modo da poterla utilizzare insieme alle tue mod preferite.
[*]Fornire funzionalità di accompagnamento che siano familiari e utili ma anche coinvolgenti e interessanti.
[*]Rendere le preferenze opzionali e annullabili, in modo che i seguaci non sbilancino troppo il gioco (con i seguaci, anche quelli vanilla, tendenzialmente si crea sempre sbilanciamento).
[*]Offrire opzioni interessanti ma anche cercare di mantere la mod 'friendly' per le risorse e a livello di script
[/list]
Questa mod richiede [url=https://skse.silverlock.org/]SKSE[/url] e [url=https://www.nexusmods.com/skyrim/mods/3863]SkyUI[/url] e io consigliere in linea generale di installare anche [url=https://www.nexusmods.com/skyrim/mods/58705]PapyrusUtil - Modders Scripting Utility Functions[/url]. [b]Obbligatorio Dawnguard[/b]
[i]
[color=#ff7700]Questa mod è per autentici [s]NERD[/s]! (ehm ...) Nord![/color][/i]

Cercherò di creare una breve descrizione su quello che permette di aggiungere questa mod (aggiunge tante di quelle cose che non potete nemmeno immaginare). Tuttavia esplorando il menu MCM troverete tutte le spiegazioni nelle apposite didascalie ;-). Quindi questa mod, brevemente, aggiunge:

[list]
[*]Fino a 10 follower
[/list][list]
[*] Supporto per Serana e Sofia come seguaci (non avete idea di che difficoltà ho dovuto affrontare per ricreare le voci);
[*] Un sacco di opzioni, tutte a tua scelta, impostate con un robusto menu MCM. Se non ti piace qualcosa, è molto probabile che tu possa disattivarlo.
[*]Opzionalmente sostituzione con gli script opzionali (vanilla + DLC) in caso di problemi. Opzione anche per usare [url=https://www.nexusmods.com/skyrim/mods/74568]RDO[/url].
[*]Consenti ai seguaci di entrare in modalità 'relax' quando si eseguono attività passive, oppure quando si è in città, ecc.
[*]Quando in molità relax, i seguaci possono ubriacarsi quando sono in una locanda, creare pozioni se si trovano vicino ad una postazione alchemica, incantare armi vicino ad un incantatore, forgiare freccie o dardi da balestra, e tante altre cose che trovare nel menu MCM
[*]Impostare un follower nel ruolo di combattente o di guaritore.
[*]Scegli tra 10 diversi stili di combattimento per i seguaci.
[*]Creare delle 'case di base' per i seguaci, con tanto di sede di lavoro e luoghi di relax che i seguaci rispetterano a determinati orari (tutte le opzioni nel MCM)
[*]Possibilità di divorziare con un seguace se lo si sposa.
[*]Applicare un costo settimanale per mantenere i follower
[*]Una miriade di cose che potete trovare nella lista della [url=https://www.nexusmods.com/skyrim/mods/92194]mod[/url] originale
[/list]
[b]LA TRADUZIONE
[/b]
Devo essere sincero, questa è stata una delle mod più toste che io abbia mai tradotto. Non per una questione di mole, tanto per una questione di forma. E' stata una faticaccia vista la sua rigidità negli script. Ho lavorato tantissimo anche sull'audio, con un lavoro di circa [b]200 ore[/b] per trovare tutte le corrispondenze (quando sono stato fortunato) e per fare audio editing e vari collage con i file audio originali per creare frasi nuovi con le voci originali. Per fortuna il lavoro è riuscito,Quindi si l'AUDIO E' IN ITALIANO.

My savegame - ALL DLCs CLEAN NO MODS

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

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

Better Looking Guys - Male Human Spouses

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English is not my mother tongue. So feel free to ask me if you don't understand what I'm saying.

[b]List of NPC[/b]

Ainethach
Angrenor
Argis
Balimund
Belrand
Benor
Calder
Cosnach
Farkas
Filnjar
Marcurio
Octieve
Odfel
Omluag
Onmund
Pavo
Perth
Roggi
Quintus
Stenvar
Sorex
Torvar
Vilkas
Vorstag
Wilhelm

[b]BLG-Vanilla[/b]
This version changes the morph and the texture face of the NPC. It'll be compatible with every mod that changes the body if it doesn't change the weight of the NPC.

[b]BLG-With mods[/b]
This version changes the morph, the texture face and the hair of the NPC. It's a stand-alone, you don't need K'S Hairdo or Apachii.
The mods I use to do the screenshot
[url=https://www.nexusmods.com/skyrim/mods/13722]The Eyes Of Beauty[/url] by [url=https://www.nexusmods.com/skyrim/users/308756]LogRaam[/url]
[url=https://www.nexusmods.com/skyrim/mods/27815]Fine Face Texture for Men[/url] by [url=https://www.nexusmods.com/skyrim/users/4184206]Urshi[/url]
[url=https://www.nexusmods.com/skyrim/mods/28363]Beards[/url] by [url=https://www.nexusmods.com/skyrim/users/30027]Hvergelmer[/url]
[url=https://www.nexusmods.com/skyrim/mods/30411]Brows [/url]by [url=https://www.nexusmods.com/skyrim/mods/30411]Hvergelmer[/url]
I don't use any ENB for the scrennshot.


[b]F.A.Q.[/b]

[i]I do like some of the NPC. Can you do a version with just them?,[/i]
No. If you want some of them and don't want the others, all you have to do is remove each entries with the name of the NPC you don't want in Tes5edit.

[i]I can port it to SSE?[/i]
No, I'll do it myself later.
The assets I use in my mod are not mine, so you're not allowed to post this mod in any other site.

[i]Some of the NPC have a gap neck. What can I do to fix it?[/i]
I change the weight of some NPC because there are ridiculous in Skyrim. You do have a mod that changes it again. Look into Tes5edit to find the one and change your load order. Don't change the entry in my mod or the face will break!

[b]Credits[/b]
Thanks for the modders that allow me or the community to use their assets and all the ones who make mods I need to do mine.
[url=https://www.nexusmods.com/skyrim/mods/10168]ApachiiSkyHair[/url] by [url=https://www.nexusmods.com/skyrim/users/283148]Apachii[/url]
[url=https://www.nexusmods.com/skyrim/mods/68311]KS Hairdos[/url] by [url=https://www.nexusmods.com/skyrim/users/4559665]Kalilies[/url]
[url=https://www.nexusmods.com/skyrim/mods/4141]High Res Face Maps[/url] for Men by [url=https://www.nexusmods.com/skyrim/users/30377]Geonox[/url]
[url=https://www.nexusmods.com/skyrim/mods/29624]Racemenu[/url] by [url=https://www.nexusmods.com/skyrim/users/2950481]expired6978[/url]
[url=https://www.nexusmods.com/skyrim/mods/99977/]How to Edit a Vanilla NPC's Face[/url] by [url=https://www.nexusmods.com/skyrim/users/4805966]Anduniel[/url]
[url=https://www.nexusmods.com/skyrim/mods/15963/]ESP - Expanded Skyrim Presets[/url] by[url=https://www.nexusmods.com/skyrim/users/955515] c_striker[/url]

Feel free to tell me if I forget to tell something or to thank someone.

True Spear Combat - Weapons and Animations

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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]

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.

[i]Info about screenshots:
[/i]-No DoF or Bloom effects on it.
-The trees are from the mod [url=https://www.nexusmods.com/skyrim/mods/8240?tab=description]Whiterun Trees[/url].

Z Explosion -Dragon bone-

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[size=5]Description

[/size][size=5]" He blows away bad people and those who are not. "

[/size][size=5]Destruction Magic [color=#00ff00]Z Explosion -Dragon bone-[/color] is released.[/size][size=5]
[/size][size=5]




Get spellbooks with "[color=#ff0000]AddItemMenu[/color]".[/size]
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