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Unofficial Skyrim Legendary Edition Patch (USLEEP) Czech

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Archiv obsahuje pocesteny esp soubor, je nutno stahnout originalni mod.

[url=http://www.nexusmods.com/skyrim/mods/71214]Unofficial Skyrim Legendary Edition Patch
[/url]
Czech language for mod Unofficial Skyrim Legendary Edition Patch

Maryl Ningheim Racemenu Preset

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[color=#dd7e6b][b][color=#dd7e6b][b][color=#dd7e6b][b]please do not upload this or any other of my file packages on any other site!
please respect my wishes! thank you!
if you find any of my nexusmods mod file packages on any other site it is
definitely an unauthorized copy from nexusmods.com and uploaded without my permission!
if you think about to disrespect my wishes or to download my mods from a 3rd party site please watch this first:
[color=#1e84cc][url=https://www.nexusmods.com/skyrimspecialedition/images/36859]https://www.nexusmods.com/skyrimspecialedition/images/36859[/url][/color][/b][/color][/b][/color][/b][/color]


a race menu preset file of my character maryl. maryl is designed for playing a more shy female character but she has all the abilites and the strength of the ningheim race. you will find many optional files in the katarina ningheim mod file folder and ohers here as link in my description.

if you want the body, eyes and teeth in the screenshots use my uploaded body, eye and teeth replacers.
[url=https://www.nexusmods.com/skyrim/images/612107]here you can compare all my female presets with same settings using my skin and additional mods[/url]


some additional preset images
[url=https://www.nexusmods.com/skyrim/images/714548]chilling maryl[/url]

[url=https://www.nexusmods.com/skyrim/images/719535]maryl on sunday[/url]

[url=https://www.nexusmods.com/skyrim/images/714949]Why[/url]

[url=https://www.nexusmods.com/skyrim/images/745210]maryl[/url]

if you want the body, eyes and teeth in the screenshots use my uploaded body, eye and
teeth replacers (see requirements and recommendations). there is some work to do before getting the perfect preset settings.

YOU NEED THE FOLLOWING MODS and addons for full details and correct appearance (and of course [b]credits to all modders providing the basis for my presets[/b]). if makeup, brows or eyes do not fit you can correct that with the racemenu sliders.

[url=http://www.nexusmods.com/skyrim/mods/35474/?]the ningheim race[/url] unp option (including some of its options to prevent crashes with some
of the racemenu sliders)
current race menu version
skse (most good stuff probably does not run without it)
[url=http://www.nexusmods.com/skyrim/mods/68311/?]ks hairdo's renewal[/url] for the hair, hdt if you use the hdt hair options
stoja's warpaints (essential for correct appearance of makeup/warpaints)
true eyes (you will find it in the katarina ningheim preset optional files)
true eyes ningheim add on
true brows (you will find it in the katarina ningheim preset optional files)
true brows ninheim add on
my ningheim cute fingers option in my [url=https://www.nexusmods.com/skyrim/mods/82568/?]cute fingers unp body mod[/url] is strictly recommended for a full detailed unp based character (just don't use it on low end rigs)

for some of the addons have a look in my file options here or in my katarina ningheim preset mod files folder first. you may not find some of them in the nexus mod list anymore. if one of the listed mods is not available anywhere just let me know

be shure that no parts of the above mods are unintentionally overwritten by other mods!

[u]recommended options if preset does not appear as expected:
[/u]i use unp body as my body base. if you encounter problems try this
as your body base. you may also enhance your npc and other races with
my high res cute fingers body options. 
i recommend my teeth replacer for ningheim and other races ([url=http://www.nexusmods.com/skyrim/mods/73328/?]better teeth for human races[/url]) or my first and slightly different version (see file folder katarina ningheim files)
if you do not use ks hairdos hdt option you my have to change the hair to a non hdt one in the racemenu.
same if you use other warpaint, eye or eyebrow options.

if something still does not show as indended check your modlist first. you
may correct some errors in your loaded preset if you change eye and
hair in racemenu.
in all other cases you may pm me or just leave a post with a description of your porblem.

[u]installation of the preset:[/u]
- unpack and put the preset file in the folder data\skse\plugins\chargen\presets (if you use mo it also can be the
overwrite folder depending on your installation settings).
- open console ingame an type showracemenu
- select ningheim race female if not already set
- chose "preset" button in the menu and then the preset load button and load the desired preset.
- you may change and optimize the preset now. don't forget to save it in a new preset and to save the game.

you may use newerminds katarina armor mod. you see parts of this armor set and sylva dragon jewels in some of my screenshots.

[url=https://www.nexusmods.com/skyrim/mods/97561]i added a maryl ningheim follower mod [/url]

[b]you may watch  [/b][url=https://www.nexusmods.com/skyrim/search/?gsearch=xrayy&gsearchtype=authors&tab=mods][b]my other skyrim mods here[/b][/url] or simply google "skyrim xrayy" for some screenshot impressions.

[u]credits[/u]
thank you all and the modders of the listed mods above (including caliente
for body customizer images) for making this preset possible and
for you trying it - and for taking your time leaving so many downloads and endorsments!

Male Npc Overhaul LE

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[b][size=6][color=#ff7700]v1.4
[/color][/size][/b][b][size=5]change some npc' apperence[/size]
[color=#ff7700]v1.31[/color]
[size=6]not a big updata,just slightly change 7 npc' look[/size][/b][b][size=6]

[color=#ff7700]v1.3:[/color]
[/size][size=6].make this overhaul less dark face bug.
.All the textures have mip map now,and compress some textures
.eyes look more natural
.remove balimund,ulfric,argis in V 1.3,because they are badly made(if you had [color=#00ff00]manually installed [/color]the V1.1 before,you need to manually delete balimund,ulfric,argis' facegen and facetint )


[/size]

[size=5]
first[/size]
[/b][color=#ead1dc][size=3]My english is bad,i hope you know what i am trying to say.This mod will replace 34 male npc's apperence.[/size][/color]
[size=5]
[/size][size=5][color=#ff0000][b]Dark face bug[/b][/color]
[/size][b][size=5][color=#ffff00]Please put this mod at nearly bottom of your load order.try "fast travel "to another city when you see someone have dark face.or [/color][/size][/b][b][size=5][color=#00ff00]Try reinstalling this mod when you see a dark face."loot" the load order.if you see some npc still have black face sometimes, reinstalling is alway helpful.[/color][/size][/b]
[color=#00ffff][size=5][b]
neck gab problem[/b][/size][/color]
[color=#00ffff][size=3]  I change 9 npc's weight,so it will cause neck gab probelm.there are 2 way to slove this:[/size][/color]
[color=#f4f4f4][size=4]1[/size] [/color][color=#00ffff]strat a new game,all the npc won't have neck gab[/color]
[color=#00ffff]    [size=4]                 [/size][/color][b][color=#f4f4f4][size=4]or[/size][/color][/b]
[size=4]2[/size] [color=#00ffff]use the console.  for example,if you want to fix ralof's neck gab, open the console, click ralof, then type " setnpcweight 70 "(i have write all the npc's weight below), enter , then you will see ralof have a wired face,  type " diasble" ,enter ,type" enable ", enter . done!
[/color]

[b][color=#ffd966][size=5]If you don't want some npc changed by my mod[/size][/color][/b]
[color=#ffff00]first,delete the headnif and facetint in my mod before you install my mod[/color]
[color=#ffff00]for example,if you don't want ralof be covered by my mod, you should know ralof's ID(i have write all the npc's ID below),ralof's ID is 2bf9d,then delete these two file in my mod.[/color]
[color=#ffff00]     0002bf9d.nif          (data/meshes/actors/character/facegendata/facegeom/skyrim.esm/ )[/color]
[color=#ffff00]and  0002bf9d.dds     (data/textures/actors/character/facegendata/facetint/skyrim.esm/ )[/color]
[color=#ffff00]After install this mod ,use SSEedit to only open ljtynpc.esp ,find ralof,and remove him.[/color]
[color=#ffff00]
[/color]
[color=#f9cb9c][size=4]name                        weight                     ID[/size][/color]
ralof                               70(changed)                  2bf9d
farkas                             85                                  1a692

jon battleborn               50(changed)                  13bb1
vorstag                             75                                b997f
hadvar                               70(changed)               2bf9f
athis                               70(changed)                1a6d5
vilkas                            70(changed)                   1a694
torvar                             60                                  1a6db
onmund                        15                                    1c194
ainethach                        25                                  13b69
marcurio                          10                                  b9980
tullius                               60                                  1327e     d0577
ancano                            0                                     1e7d7
ulfric                               70                                    1414d     d0575
golldir                             65                                   19fe8
erik                                   60                                   350a7     65657
idolaf battleborn              85                                  13bb2
captain aldis                    80                                   41fb8
argis the bulwark             80(changed)                 a2c8c
erikur                                50                                   13272
sven                                  40                                   1347f
erandur                                0                                   2427d
ahtar                                   85                                  1325f
cosnach                            50                                    13390
benor                                90                                     135e8
calder                                30                                   a2c90
stenvar                             50                                     b9983
balimund                          100                                  1334c
delvin mallory                  60(changed)                    1cb78
belrand                             70(changed)                     b9981
alvor                                   100                                   13475
quintus navale                   40(changed)                   1414c
wilhelm                              55                                     136bb
brynjolf                               65                                      1b07d

[color=#93c47d][size=6][b]credit[/b][/size][/color]

many thank to these awesome authors.if you like me work,please endos their mods

tempered skins for males- vanilla and sos version  BY traa108
[url=https://www.nexusmods.com/skyrimspecialedition/mods/7902]https://www.nexusmods.com/skyrimspecialedition/mods/7902[/url]

apachiiskyhair natural retexture by hein84
[url=https://www.nexusmods.com/skyrim/mods/35092]https://www.nexusmods.com/skyrim/mods/35092[/url]

invisibility and eyes mesh fix by hhaleyy
[color=#57a5cc]https://www.nexusmods.com/skyrim/mods/43055/[/color][url=https://www.nexusmods.com/skyrim/mods/23916]
[/url]
nifmerge  by  tululo
[url=https://www.nexusmods.com/skyrim/mods/40494]https://www.nexusmods.com/skyrim/mods/40494[/url]

racemenu by  expired6978
[url=https://www.nexusmods.com/skyrim/mods/29624]https://www.nexusmods.com/skyrim/mods/29624[/url]

ks hairdos-renewal by  Kalilies and Stealthic
[url=https://www.nexusmods.com/skyrim/mods/68311]https://www.nexusmods.com/skyrim/mods/68311[/url]

apachiiskyhair   by  apachii
[url=https://www.nexusmods.com/skyrim/mods/10168]https://www.nexusmods.com/skyrim/mods/10168
[/url]
Salt and Wind - Rough Hair for KS Hairdos by  jasperthegnome
[url=https://www.nexusmods.com/skyrim/mods/79735]https://www.nexusmods.com/skyrim/mods/79735[/url]

SC - The Witcher 3 hairdos by  ShinglesCat
[url=https://www.nexusmods.com/skyrim/mods/94256]https://www.nexusmods.com/skyrim/mods/94256
[/url]
High Res Face Maps for Men by Geonox by geonox
[url=https://www.nexusmods.com/skyrim/mods/4141]https://www.nexusmods.com/skyrim/mods/4141[/url]

Fine Face Textures for Men by urshi
[url=https://www.nexusmods.com/skyrim/mods/27815]https://www.nexusmods.com/skyrim/mods/27815[/url]

dizona body by Letho0036
[url=https://www.nexusmods.com/skyrim/mods/97077]https://www.nexusmods.com/skyrim/mods/97077[/url]

cullen racemenu preset by enaya13
[url=https://www.nexusmods.com/skyrim/mods/97100]https://www.nexusmods.com/skyrim/mods/97100[/url]

Better males - Beautiful nudes and faces - New hairstyles by chris57
[url=https://www.nexusmods.com/skyrim/mods/2488]https://www.nexusmods.com/skyrim/mods/2488[/url]

beards by  Hvergelmer
[url=https://www.nexusmods.com/skyrim/mods/28363]https://www.nexusmods.com/skyrim/mods/28363[/url]

brows by Hvergelmer
[url=https://www.nexusmods.com/skyrim/mods/30411]https://www.nexusmods.com/skyrim/mods/30411[/url]

Kyoe's Bang'n Brows
[url=https://www.nexusmods.com/skyrimspecialedition/mods/13630]https://www.nexusmods.com/skyrimspecialedition/mods/13630[/url]

svbeards by shadowtiger
[url=https://www.nexusmods.com/skyrim/mods/94462]https://www.nexusmods.com/skyrim/mods/94462[/url]

SOS - Schlongs of Skyrim by b3lisario
[url=http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/]http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/[/url]

the eyes of beauty by LogRaam
[url=https://www.nexusmods.com/skyrim/mods/13722]https://www.nexusmods.com/skyrim/mods/13722[/url]

improved eyes by nazenn
[url=https://www.nexusmods.com/skyrim/mods/82588]https://www.nexusmods.com/skyrim/mods/82588[/url]

natural eyes by  nevenbridge81
[url=https://www.nexusmods.com/skyrim/mods/3589]https://www.nexusmods.com/skyrim/mods/3589[/url]

llygaid Eye Improver by zhoulia
[url=https://www.nexusmods.com/skyrim/mods/91422]https://www.nexusmods.com/skyrim/mods/91422[/url]

Ixum's tattoos by ixator
[url=https://www.nexusmods.com/skyrim/mods/73605]https://www.nexusmods.com/skyrim/mods/73605[/url]

Community Overlays 1 (0-30) Bodypaints Warpaints Tattoos and more made for the Community by domainwolf
[url=https://www.nexusmods.com/skyrim/mods/95587]https://www.nexusmods.com/skyrim/mods/95587[/url]

true brow by  jimtownirish

ks crazy hair 
http://robton.nu/ks-cazy-hairs/

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]

[b]V1.3.3[/b]: Updated Fire/Frost/Shock spells to use vanilla enchantment effects for better compatibility with mods editing those effects. No upgrade needed unless you have a mod that does so (few do).

[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.


[b][u][size=3]Skooma Addiction[/size][/u][/b]

Adds a few debuffs and visual effects to skooma usage to simulate withdrawal. I haven't changed any of skooma's base effects aside from the instant-death overdose effect, which I replaced with a longer-duration health drain similar to other mods that I've seen. The real magic comes from the new effects that I added.

Skooma is highly addictive. Even a single dose is highly likely to lead to dependence (though it's not quite 100%). Within 12-24 hours after ingesting you may begin to feel the effects. Taking another dose will stave off the withdrawal, but if you resist, things will get worse. The first stage of withdrawal lasts for ~9-10 in-game days, and comes with noticeable debuffs that are somewhat opposite of the boons granted by skooma (your stamina and damage output will suffer, along with your magical abilities). You'll also have some blurred vision, but nothing too extreme.

If you continue to resist the urge for skooma, you reach the second stage of withdrawal. This stage comes with much higher penalties and significantly blurred vision and almost a complete loss of color vision. It's designed to be a debilitating debuff and an annoying visual effect to really push you back towards the drug. However, if you can tough it out for another 5 days or so, you'll finally be in the clear. Just don't fall off the wagon again...

I wanted to restrict your ability to wait through the withdrawal effects, but I couldn't find a way to do so that wouldn't take effect before the withdrawal kicked in. I'm sure it would be possible with scripts, but I'm not familiar with papyrus so I haven't included any scripts in this tweak. Ultimately, it's a roleplaying tool so it's up to you not to abuse it. At least the time left on each withdrawal stage won't be shown in your effects menu. Alternatively, you can use a needs mod to discourage waiting without cost.

Addiction can be removed with blessings and vitality potions (1.9.4), though the newer cure poison/disease potions from Requiem 3.X will not work. Unfortunately I'm not sure how to block the former ones from removing it as well.

[u]Compatibility[/u]: I only edited a few records (skooma itself, one of the skooma-specific magic effects, and one of the Reqtificator-distributed perks to apply withdrawal effects in the background), so it should be compatible with almost everything. Compatible with all versions of Requiem as far back as 1.9.4, and probably earlier.

[b]V1.1:[/b] Added conditions to the 'Cure Disease' effect of blessings. The Divines will no longer dispel any effects if you are addicted to skooma. I didn't edit any other parts of the blessings in order to maintain compatibility.


___________________________________________________________________________________________________________
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]

Rigmor of Cyrodiil LE - Traditional Chinese

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---這是希羅帝爾的利格摩的中文漢化---
This is Chinese Translation file of Rigmor of Cyrodiil.
感謝原作者Jim的辛勞。
Thanks the original author Jim for making this gorgeous MOD. 



以下劇情大綱摘自原MOD

Ariel Sethius, the "Bandit King of Cyrodiil" took advantage of the power vacuum after the disappearance of Titus Mede II and marched into the Imperial City in 4E203 at the head of five thousand men. One by one, Sethius' bandit army subjugated the counties and the nobility were forced to swear allegiance to their new liege, or face exile, or death. Bruma county held out, and finally a settlement was made where Bruma remained a "Free City" as long as the county officially recognized Sethius as the rightful King of Cyrodiil.

"希羅帝爾的強盜之王"艾瑞爾‧希修斯,在203年提圖斯米德三世神秘消失後趁機率五千人進軍帝都。
希修斯的強盜軍隊一個接一個的占領各郡,貴族被迫臣服在他之下,否則就是處刑或遭到流放。布魯瑪郡撐下來了,並作為自由城市屹立著,只是必須公開承認希修斯是正統的希羅帝爾之王。

It is now 4E205, and Sethius demands recognition as Emperor of all Tamriel, but before he can crown himself "Titus Mede III"
one final signature is needed for the Noble Decree, and the Countess of Bruma is summoned to the Imperial City.
The House of Bruma, deeply worried for Rigmor's safety due to her secret ancestral ties to the Mede dynasty fear the worst,
and in desperation turn to the only one they can trust to escort her safely into the nest of vipers and bring her home.

時值205年,希修斯決定要登基為塔姆瑞爾大陸的皇帝,但在他自己加冕為提圖斯‧米德三世前,還有一張貴族詔令仍需要被簽署,於是布魯瑪的女爵被招喚至帝都。
布魯瑪家族因為利格摩與前米德王朝隱藏的血緣關聯而深深替她的安危擔憂,在絕望中決定尋求那唯一能被信任之人,希望他能將利格摩安全地從毒蛇的巢穴中帶回家。

The Last Dragonborn.
那位最後的龍裔。

Sierra - Standalone Follower

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[center][color=#00ff00][size=6][u][b][Share your screenshots][/b][/u][/size][/color]
[size=5]I'll be highly appreciated to see any screenshots under this mod from you, feel free to add any images for this mod. [/size]
[size=1]
[/size][u][color=#00ff00][size=6][u][b][Sierra][/b][/u][/size][/color][/u]
[size=5]Sh[/size][size=5]e is the Daughter of [url=https://www.nexusmods.com/skyrim/mods/99266][Halena][/url][/size][/center][center][b][size=6][img]https://staticdelivery.nexusmods.com/mods/110/images/100099/100099-1572763347-1800316404.jpeg[/img][/size]
[size=6][img]https://staticdelivery.nexusmods.com/mods/110/images/100099/100099-1572763348-1394225550.jpeg[/img][/size][size=6][u]
[color=#00ff00][Dragon Bridge, Four Shields Tavern][/color][/u][/size][/b][size=6][b]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100099/100099-1572756404-535385002.jpeg[/img]
[img]https://staticdelivery.nexusmods.com/mods/110/images/100099/100099-1572756388-1690782342.jpeg[/img][img]https://staticdelivery.nexusmods.com/mods/110/images/100099/100099-1572756388-803036188.jpeg[/img]
------------------------------------------------------------------------------
[u][color=#00ff00]Credit:[/color][/u]
rxkx22- Bijin skin UNP
Kalilies and Stealthic - KS Hairdos 
Blessed Redux Project team - UNP BLESSED BODY
HeroedeLeyenda - All In One HDT ANIMATED
 Hvergelmir - Brows
Expired - RaceMenu
Groovtama and Daymarr - XP32 Maximum Skeleton Extended 
Ousnius and Caliente - BodySlide and Outfit Studio
Lind001 - Lind's Human Eyes
tktk - Cute Eyes 
yevvie - YMMP

[Armor]
[url=https://www.nexusmods.com/skyrim/mods/28926]Thalmor Viceroy Inquisitors Clothes - Killer Keo[/url]

[/b]
[/size][/center]

Castle Volkihar Organ Music

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Having to listen to the dungeon music all the time was just depressing. I figured that a vampire would have some taste in music and, since it is a castle, they would have a small chamber organ to provide music. I found some demos made for a virtual chamber organ from Prague in the Czech Republic. I strung together three off these pieces to be used as background music wherever you go to in the castle Volkihar.

The pieces are all from J.S. Bach's [b]Well Tempered Klavier[/b].

[list=1]
[*]Prelude and Fugue in A Flat Major [code][/code]
[*]Prelude and Fugue in A Major
[*]Prelude and FUgue in F# Minor
[/list]
You can hear these three pieces and other samples played on this instrument if you go [url=http://www.sonusparadisi.cz/en/organs/czech/prib-chamber-organ.html]here.
[/url]There is also information on the instrument itself.

Andrewsarchus

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[font=Comic Sans MS][size=3][b]Andrewsarchus are large carnivorus ungulates that are native to Skyrim, Hammerfell, Cyrodiil, Elswyer and Valenwood. They have been around since the dawn era, there were more of them in the past, but now they're rare. They hunt game thats large and small, But they are also scavengers and omnivores and will eat just about anything. There are four variants of Andrewsarchus.

One of them is the River Andrewsarchus, they're considered the 'weakest and smallest' of the four. They can found near some bodies of water.

The second is the Plains Andrewsarchus. As their suggests, they live in the tundric plains. They're slightly stronger than the river Andrewsarchus. They actively hunt elk and sometimes mammoths that are young or old.

The third is the Snowy Andrewsarchus, much stronger than the first two, they are found on the northern coasts hunting horkers, mudcrabs and other shellfish.

And Then the last on is the Greater Andrewsarchus. They're the strongest and most deadly of among the four variants of Andrewsarchus. They can live anywhere with the exception of the reach and the rift. No one has been able to successfully hunt them. Not even Hircine himself recommends it!




These creatures have their own custom sound and They have their own loot. The models have been modified so that they can be rigged.

Note: I know there's mismatched seams on the greater andrewsarchus front, I'll fix it later. But it's not really noticeable in-game anyways. I didn't notice it until I published the mod. And I've work on it for a week. I wouldn't really worry about it xD

[u]I like to give thanks for Robobirdie for the meshes and textures and [/u][/b][/size][/font][u][font=Comic Sans MS][size=3][b]Alextriceratops123 for the [/b][/size][/font][font=Comic Sans MS][size=3][b][font=Comic Sans MS][size=3][b]Andrewsarchus sounds[/b][/size][/font][/b][/size][/font][size=3][font=Comic Sans MS][b].[/b][/font][/size][/u][font=Comic Sans MS][size=3][b]
[color=#00ff00]
Link to my discord channel - https://discord.gg/t8tnhHW[/color]

[/b][/size][/font]

Animated Armoury patch for VIGILANT

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I absolutely LOVE Vicn's mod trilogy ([url=https://www.nexusmods.com/skyrim/mods/67103]Vigilant[/url], [url=https://www.nexusmods.com/skyrim/mods/80425]Unslaad[/url], [url=https://www.nexusmods.com/skyrim/mods/77510]Glenmoril[/url]) and I was surprised that I couldn't find a compatibility patch with NickaNak's [url=https://www.nexusmods.com/skyrim/mods/89708?tab=description]Animated Armoury[/url] mod for Syrim LE, especially when there was already one for [url=https://www.nexusmods.com/skyrimspecialedition/mods/22964]Skyrim SE[/url] since January 2019.
After I learned how to use [url=https://www.nexusmods.com/skyrim/mods/25859]TES5Edit[/url], I decided to do it myself.

This mod adds to all the spears, rapiers and quarterstaves in VIGILANT with appropriate animations from Animated Armoury. Their damage, speed, reach, and also weapon type have also been tweaked to fit their counterparts in Animated Armoury.



[u][b][size=6][color=#ff0000][color=#cc0000]REQUIREMENTS[/color]
[/color][/size][/b][/u][size=4]-[url=https://www.nexusmods.com/skyrim/mods/67103]VIGILANT[/url] by [url=https://www.nexusmods.com/skyrim/users/3863233]Vicn[/url] and ALL ITS REQUIREMENTS
-[url=https://www.nexusmods.com/skyrim/mods/89708?tab=description]Animated Armoury[/url] by [url=https://www.nexusmods.com/skyrim/users/3127912]NickaNak[/url] and ALL ITS REQUIREMENTS


[u][b][size=6][color=#ff0000][color=#cc0000]INSTALLATION
[/color][/color][/size][/b][/u][/size]Simply drag&drop the AnimatedVigilant.esp file into your Skyrim\Data folder and then activate it.

[u][b]

[size=6][color=#cc0000]AFFECTED WEAPONS[/color]
[size=4][color=#ffff00]Spears[/color] (Spears that originally fell into the "Battleaxe" category are now in the "Greatsword" category)
[/size][/size][/b][/u]-Rusty Greatspike
-Molag Bal Greatspike
-Warden's Lance
-Knight of Kynareth Spear (Normal & Silver)
-Paladin Spear (Normal & Rusty)
-Belharza's Dragonmaster Knight Spear (Two Handed ver.)
-Belharza's Dragonblood Knight Spear (Two Handed ver.)
-Belharza's Dragonrider Knight Spear (Two Handed ver.)
-Dawn Spear
-Dawn Cross Spear
[u][b][size=6][size=4][color=#ffff00]Rapiers
[/color][/size][/size][/b][/u]-Rusty Spike
-Molag Bal Spike
-Ebony Rapier
-Rapier of the Whisperer
-Rapier of the Black Worm
-Belharza's Dragonmaster Knight Spear (One Handed ver.)
-Belharza's Dragonblood Knight Spear (One Handed ver.)
-Belharza's Dragonrider Knight Spear (One Handed ver.)
[u][b][size=6][size=4][color=#ffff00]Quarterstaves
[/color][/size][/size][/b][/u]-Staff of Pelan the Priest of Eight Divines
-Staff of Pope Megus



[u][b][size=6][color=#cc0000]IN THE FUTURE[/color][/size][/b][/u]

I will probably do the same for Vicn's other two big mods: [url=https://www.nexusmods.com/skyrim/mods/80425]Unslaad[/url] and [url=https://www.nexusmods.com/skyrim/mods/77510]Glenmoril[/url]
Also, if people want it, I will also do a version that only adds the animations to the weapons and doesn't change anything to the original stats.


[color=#ff0000][size=6][u][b][color=#cc0000]CREDITS[/color]
[/b][/u][/size][/color]
Bethesda for making Skyrim and The Elder Scrolls series in the first place.

Vicn for his AMAZING Soulsborne-inspired quest mods.

NickaNak for his cool Animated Armoury mod.

ElminsterAU and the xEdit Team for the TES5Edit modding tool that made things so much easier.

Mator for his additional [url=https://www.nexusmods.com/skyrim/mods/49373]TES5Edit scripts[/url] that made things EVEN MORE easier.

Rigmor of Cyrodiil

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[center][img]http://www.jojimbo.com/images/mediaforum.jpg[/img]

[color=#d9ead3][size=3][i]Ariel Sethius, the "Bandit King of Cyrodiil" took advantage of the power vacuum after the disappearance of Titus Mede II and marched into the Imperial City i[i]n 4E203 [/i]at the head of five thousand men. One by one, Sethius' bandit army subjugated the counties and the nobility were forced to swear allegiance to their new liege, or face exile, or death. Bruma county held out, and finally a settlement was made where Bruma remained a "Free City" as long as the county officially recognized Sethius as the rightful King of Cyrodiil. 

It is now 4E205, and Sethius demands recognition as Emperor of all Tamriel, but before he can crown himself "Titus Mede III"
one final signature is needed for the Noble Decree, and the Countess of Bruma is summoned to the Imperial City. 
The House of Bruma, deeply worried for Rigmor's safety due to her secret ancestral ties to the Mede dynasty fear the worst,
and in desperation turn to the only one they can trust to escort her safely into the nest of vipers and bring her home.
 
The Last Dragonborn.
[/i][/size][/color]
[b]This is the second part of the Rigmor Trilogy
The story begins by entering the Bannered Mare[/b][/center][center]-----------------------------------------------------------------------------------------------------------------------
[b]Starting the Quest:[/b][/center][center]How do I start the quest?
Enter the Bannered Mare in Whiterun.

[b]Load Order:[/b]
RigmorCyrodiil.esm
RigmorCyrodiil – Sounds.esm
RigmorCyrodiil – Textures.esm
RigmorCyrodiilPatch.esp

[b][color=#ffff00]IMPORTANT[/color]
[/b][color=#00ff00]FNIS users[/color][b] install the support files and run fnisforusers[/b]

[b][/b][size=2]FOLLOWER MODE
During the quest Rigmor will have follower features available.
Use these for immersion, trading, side quests etc, but when
playing her missions, make sure you turn off the follower mode.

[/size][size=3][/size][b]Please don't forget to [color=#00ff00]Endorse[/color][/b]
-----------------------------------------------------------------------------------------------------------------------
[size=1]SUPPORT RIGMOR'S ART:
[/size][size=2] [/size][size=1] [url=https://www.patreon.com/user?u=2617548][img]http://www.jojimbo.com/images/patreon25.png[/img][/url][color=#ff7700]PATREON
 [/color][color=#ff7700][/color][url=https://www.paypal.me/RigmorMods][img]http://www.jojimbo.com/images/pp25.png[/img][/url] [url=https://www.paypal.me/RigmorMods]PAYPAL[/url]
[/size]-----------------------------------------------------------------------------------------------------------------------
[b]Join the growing community base to keep up on updates and progress:[/b]
[color=#3c78d8][size=5][url=https://www.facebook.com/RigmorCyrodiil/][/url][url=https://www.facebook.com/RigmorCyrodiil/][/url][url=https://www.facebook.com/RigmorCyrodiil/][/url][url=https://www.facebook.com/RigmorCyrodiil/][img]http://www.jojimbo.com/images/join-us-blue.png[/img][/url][b][/b][/size][/color]
[b][size=1]-----------------------------------------------------------------------------------------------------------------------[/size]
[size=4]Jess's Q&A with the voice of Rigmor
[/size]
[youtube]fNHUlEC0XOM[/youtube]

[size=3]Rigmor of Cyrodiil Machinima with Lou Zan[/size][/b]

[youtube]Pzhnb6HVNSI[/youtube]

[b][size=3]Rigmor of Cyrodiil Walkthrough with Zero Period Productions[/size][/b]

[youtube]wU3mkHDlsNU[/youtube]

[b]STARRING:
[/b]
Jessica Presinzano
Stephanie Young
River Kanoff
Cassandra Wladyslava
TheLoreSeeker
Kelly Nugent
Eric Saldanha
Jeremy King
Anna Castiglioni
Shaye Olszewski
Alex Cain
Rory Blanchard
Jon Paul Ling
Raphael Perry
Nicola Lamonte
Louisharee Zan
James Morton
Derek Adams
Purgey
SamCruel
Naoree
Michael/GamerPoets
Freathof
Jojimbo
senturos
Adam Roberts
Robert Dolan
Pats The Reviewer
Troy Russell Fasig Jr
Heath Owens
LearnTrainPlay

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

[b][size=4]CREDITS:[/size][/b]

[i]Rigmor of Cyrodiil was made over a three year period. Although I am a "jack of all trades" and worked relentlessly all hours available, it couldn't have been done without the Nexus Modding Community. With granted permissions, modders resources and friendly sharing of assets, the adventure is born.[/i]
 
[b]SPECIAL THANKS TO:
[/b]
[b]triptherift [/b]
who made and brought to life the characters:
Sorella
Martin Blackwell
Robere de Medalius
Morag Sethius

[b][size=4]THE BEYOND SKYRIM TEAM[/size]
[/b]Who approached me to offer their help

[b][size=3]Arne Goyvaerts[/size]/EvilBlueKoala[/b]
for the [url=https://www.nexusmods.com/skyrim/mods/28951]Additional Music Project[/url]
Which features as the soundtrack.

[b][size=4]Rigmor's poetry[/size]
[/b]beautifully written by
[b][size=3]Loonashadow[/size]
[/b]
[b][url=https://www.youtube.com/user/SkarProductions1]SKAR PRODUCTIONS[/url][/b]
For the metal cover version of "Dragonborn"
[b]Thanks Martin[/b]


[b]SPECIAL THANKS ALSO GOES TO:
[/b]
[b]Darksaber87[/b] for allowing me to give [url=https://www.nexusmods.com/skyrim/mods/87846]Tish the Blade[/url] a starring role.

[b]Tommy Slesser/simonthekid10[/b] for [url=https://www.nexusmods.com/skyrim/mods/53279]Casius Varon[/url]

[b]Yngol1storm1Blade[/b] for [url=https://www.nexusmods.com/skyrim/mods/53095]Yngol Stormblade[/url]

[b][url=https://www.nexusmods.com/skyrim/mods/11811]fore[/url][/b] who helped me implement kissing animation.
 [b]ZaZ[/b] for the Kiss animation resource 
and dualsun

[b]MOD AUTHORS:
[/b]
Nexus Mod Authors who have contributed whether
by resource or kind permission. I love you all.

[b]apachii[/b] [url=https://www.nexusmods.com/skyrim/mods/10168]ApachiiSkyHair[/url]
[b]zzjay[/b] [url=https://www.nexusmods.com/skyrim/mods/53442]zzjay's Wardrobe[/url]
[b]Zilav[/b] [url=https://www.nexusmods.com/skyrim/mods/62698]TesLODGen[/url]
[b]Caliente[/b] [url=https://www.nexusmods.com/skyrim/mods/2666]CBBE[/url]
[b]dimon99[/b] [url=https://www.nexusmods.com/skyrim/mods/6709]Dimonized UNP[/url]
[b]lagrie[/b] [url=https://www.nexusmods.com/skyrim/mods/58191]Knight of Molag Bal[/url]
[b]kozakovwy[/b] [url=https://www.nexusmods.com/skyrim/mods/85496]Steam Punk[/url] and [url=https://www.nexusmods.com/skyrim/mods/86041]Corset Armor[/url]
[b]DeviantKaled[/b] [url=https://www.nexusmods.com/skyrim/mods/77174]Ship Resource[/url]
[b]Durakwolle[/b] [url=https://www.nexusmods.com/skyrim/mods/79480]Wolves - Children of the Night[/url]
[b]babooncru[/b] [url=https://www.nexusmods.com/skyrim/mods/33121]Opulent Outfits - Maids and Merchants[/url]
[b]Grace Darkling [/b]and[b] zzjay[/b]
[b]tktk1 [/b][url=https://www.nexusmods.com/skyrim/mods/46712]The Adoring Fan[/url] and [url=https://www.nexusmods.com/skyrim/mods/12951]ECE[/url]
[b]jd941[/b] [url=https://www.nexusmods.com/skyrim/mods/87782]Short Grass[/url]
[b]PROMETHEUS_ts[/b] [url=https://www.nexusmods.com/skyrim/mods/30494]Unfolded Ship Sails[/url]
[b]Transbot9[/b] [url=https://www.nexusmods.com/skyrim/mods/52675]All Tamriel Heightmap[/url]
[b]matortheeternal[/b] [url=https://www.nexusmods.com/skyrim/mods/69905]Merge Plugins[/url]
[b]Ga-Knomboe Boy[/b] [url=https://www.nexusmods.com/skyrim/mods/19268]GKB Green Trees[/url]
[b]betterbecause[/b] [url=https://www.nexusmods.com/skyrim/mods/24394]Body Imperfect[/url]
[b]MihailMods[/b] [url=https://www.nexusmods.com/skyrim/mods/91010]Ice Titans[/url] (soon)
[b]Gabriel Mailhot[/b] [url=https://www.nexusmods.com/skyrim/mods/13722]The Eyes of Beauty[/url]
[b]cain9580[/b] [url=https://www.nexusmods.com/skyrim/mods/88378]Reiko Samurai Armor[/url]
[b]GendunDrup[/b] [url=https://www.nexusmods.com/skyrim/mods/63081]Minotaur Resource[/url]
[b]Hello Santa[/b] [url=https://www.nexusmods.com/skyrim/mods/35327]SG Female Eyebrows[/url]
[b]Diethard[/b] [url=https://www.nexusmods.com/skyrim/mods/34539]Battle Hardened Warpaints[/url]
[b]4killmaster [/b][url=https://www.nexusmods.com/skyrim/mods/41911]Sleeved Imperials/Darkened Armor[/url]
[b]CaBaL[/b] [url=https://www.nexusmods.com/skyrim/mods/19340]Amidian Born Iron and Banded Armor[/url]
[b]Tamira[/b] [url=https://www.nexusmods.com/skyrim/mods/53461]Mr Silka Castle Seaview Kit[/url]
[b]stroti [/b][url=https://www.nexusmods.com/skyrim/mods/33948]Castle Wall resource[/url]
[b]defunkt [/b][url=https://www.nexusmods.com/skyrim/mods/22684]Iron Variant with Sleeves and Chainmail[/url]
[b]Xenius[/b] [url=https://www.nexusmods.com/skyrim/mods/40305]Smooth Female Faces[/url]
[b]volvaga0[/b][url=https://www.nexusmods.com/skyrim/mods/33391] Face Masks of Skyrim[/url]
[b]morganmarz[/b] [url=https://www.nexusmods.com/skyrim/mods/65703]HQ Real Paintings[/url]
[b]Ethatron[/b] [url=https://www.nexusmods.com/skyrim/mods/4727]Oscape[/url]
[b]tsukinomi[/b] [url=https://www.nexusmods.com/skyrim/mods/80090]Ultimate Noble Beds[/url]
[b]markusliberty[/b] [url=https://www.nexusmods.com/skyrim/mods/59426]Cyrodiil Ship and Boat/Farmhouse Resource[/url]
[b]Dividedbythe9s[/b][url=https://www.nexusmods.com/skyrim/mods/80126] Because I love your stuff[/url]
[b]Queued[/b] [url=https://www.nexusmods.com/skyrim/mods/50305]SSME[/url]
[b]ZwabberdieBo[/b] [url=https://www.nexusmods.com/skyrim/mods/63680]Because you're Awesome[/url]
[b]747823[/b] [url=https://www.nexusmods.com/skyrim/mods/3296]Inspiration for Rigmor's Armor[/url]
[b]snfkin[/b] [url=https://www.nexusmods.com/skyrim/mods/71364]Merry Sunflowers[/url]
[b]Zerofrost[/b] [url=https://www.nexusmods.com/skyrim/mods/31229]Medusa Armor[/url]
[b]elinen[/b] [url=https://www.nexusmods.com/skyrim/mods/15455]Everything Hoddminir[/url]
[b]Eliorim[/b] [url=https://www.nexusmods.com/skyrim/mods/30423]Extended Dialogue Length[/url]
[b]Moraelin[/b] [url=https://www.nexusmods.com/skyrim/mods/10272]Arming Swords Skyrim[/url]
[b]InsanitySorrow[/b] [url=https://www.nexusmods.com/skyrim/mods/15431]Goldbrand[/url]
[b]Hanaisse[/b] [url=https://www.nexusmods.com/skyrim/mods/18957]Oblivion Gates in Skyrim[/url]
[b]lolikyonyu[/b] [url=https://www.nexusmods.com/skyrim/mods/62149]Because I love Belko[/url]
[b]Artisanix[/b] [url=https://www.nexusmods.com/skyrim/mods/17423]Paintings and Frames[/url]
[b]nhskill[/b] [url=https://www.nexusmods.com/skyrim/mods/35815]Skyrim Borders Disabled[/url]
[b]Lycanthrops[/b] [url=https://www.nexusmods.com/skyrim/mods/48470]The Hairstyler[/url]
[b]nuska[/b] and[b] Cazy[/b] Rigmor's Hair
[b]Matthiaswagg[/b] For sharing your knowledge
[b]Darren83 [/b]for making a blind man see

[b][size=3]Program Authors: (The Divines)[/size][/b]
This mod would never have been made without these guys hard work.
Thank you all so much for the work and development for Skyrim modding.
You all are heroes hence the "Divines" for:
 
Oscape
MergeFiles
TesLodGen
NifScope
Blender
WryeBash
Tes5Edit
Audacity
BSABrowser
MultiXwm
unfuzer
FNIS
Blender Tools

Freesound.org:

drotzruhn
speedygonzo
Timmeh515
chimerical
unchaz
insinger
freefire66
RoofDog

Anyone I have missed who helped me get in touch
Thanks to [b]DarkOne[/b],
the moderators and:
[b]The NEXUS Community[/b]
Those who endorsed the mod and donated
Rigmor's Facebook Community (I Love you all)
and
Tod (God King Emperor) Howard
[b][color=#e69138]BETHESDA GAME STUDIOS[/color][/b][/center]

Hannibal Lecter Preset for Racemenu

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[size=5][b][u][i]i was searching far and wide and couldn't find a respectable and relating face preset for my man hannibal, there was one resembling someone who could have in another life looked like mads mikkelsen but the preset was not my favorite, i won't name names, still A for effort, this here in my opinion does a better job of portraying Mads/Hannibal, please, if you like the mod, don't forget to endorse it, and again, all feedback is appreciated, no i won't be making changes unless they're simply edits, i can't add mods.
[/i][/u][/b]
[/size]



the only required file you need is [url=https://www.nexusmods.com/skyrim/mods/97077]Dizona Body Replacer[/url]
you need this body because it has a specific skeleton and head using another body mod will make it look weird

[u][b][size=6]Recommended mods
[/size][/b][/u]
the mods in the pictures are holliday hairdo's the link is on loverslab somewhere, search it and i'm sure you'll find it,

[url=https://www.nexusmods.com/skyrim/mods/82990]sentiment eyes[/url] 

any mod adding a suit and tie for him, i use a re-textured version of the Sheogorath outfit, but the play-style is new so there is room for change

Kuo-yu Bag

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#草包
#落跑市長
#墅民總統
#韓假
#發大財
#征服宇宙
#穿雲箭
#愛情摩天輪
#太平島挖石油
#高雄迪士尼
#為什麼愛說謊
#爛瑜衝樹
#賣菜郎
#鋼鐵韓粉
#墅民起義
#氣氣氣氣氣
#屁眼
#白紙黑字
#黑黑瘦瘦
#豪華農舍
#國瑜黨
#小癟三
#韓天新聞
#謝震武謝祖武
#遲刻魔
#黑韓產業鏈


[img]https://i.imgur.com/03YiFUu.jpg[/img]

     [url=https://www.nexusmods.com/skyrim/mods/83078]SRX Followers - All-in-One Edition[/url]
      [url=https://rd.nexusmods.com/skyrim/mods/83178]Project SNNR - Skyrim Nobody NPC Replacer[/url]
[b][url=https://www.loverslab.com/files/file/4856-killing-floor-2-gear-pack/]      Killing Floor 2 Gear Pack[/url] ( Loverslab )[/b]
[b][url=https://www.loverslab.com/files/file/5252-counter-strike-online-2-outfit-pack/]      Counter-Strike Online 2 Outfit Pack[/url] ( Loverslab )
[url=http://www.loverslab.com/files/file/4373-srx-followers-elin-race-pack/]      SRX Followers - Elin Race Pack[/url] ( Loverslab )

     [url=https://www.nexusmods.com/fallout4/mods/26572/]Outlive ENB [/url]( Fallout 4 )[/b]

[url=https://discord.gg/v29GevQ][img]https://i.imgur.com/KJpWy6Y.jpg[/img][/url]

Ing-wen Bag

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#辣台妹
#勞工是心裡最柔軟的那一塊
#你去跟你老闆說嘛
#果然草包比較好 Tag

[img]https://i.imgur.com/03YiFUu.jpg[/img]

     [url=https://www.nexusmods.com/skyrim/mods/83078]SRX Followers - All-in-One Edition[/url]
      [url=https://rd.nexusmods.com/skyrim/mods/83178]Project SNNR - Skyrim Nobody NPC Replacer[/url]
[b][url=https://www.loverslab.com/files/file/4856-killing-floor-2-gear-pack/]      Killing Floor 2 Gear Pack[/url] ( Loverslab )[/b]
[b][url=https://www.loverslab.com/files/file/5252-counter-strike-online-2-outfit-pack/]      Counter-Strike Online 2 Outfit Pack[/url] ( Loverslab )
[url=http://www.loverslab.com/files/file/4373-srx-followers-elin-race-pack/]      SRX Followers - Elin Race Pack[/url] ( Loverslab )

     [url=https://www.nexusmods.com/fallout4/mods/26572/]Outlive ENB [/url]( Fallout 4 )[/b]

[url=https://discord.gg/v29GevQ][img]https://i.imgur.com/KJpWy6Y.jpg[/img][/url]

Riften Big Child Bedroom and Enchanting Lab for Hearthfire Multiple Adoptions.

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[b]ENGLISH:[/b]
This mod adds a big child bedroom for 6 kids and an enchanting lab to the player house in Riften.
See details in the screenshot section.
There are no custom containers because the house is to small and I did not want build an additional basement.
But I have the enchantment laboratory and weapon holders and the two mannequins distributed in the house that would otherwise be possible
only on the purchase of enchantment laboratory.
Mods that change Honeyside does perhaps not compatible with this mod.
[b]This mod is NOT compatible with my own mod[/b] Riften Honeyside Mannequins and more : http://www.nexusmods.com/skyrim/mods/83270/?

The child bedroom requires the Hearthfire Multiple Adoptions mod from TMPhoenix : https://www.nexusmods.com/skyrim/mods/29249
and all 3 DLC's : Dawnguard, Hearthfire and Dragonborn.
This mod is cleaned with TES5Edit and tested in Game.
I recommend LOOT for the right load order.

[b]DEUTSCH:
[/b]Diese Mod fügt dem Spielerhaus in Rifton ein großes Kinderzimmer für 6 Kinder und ein Verzauberungslabor hinzu.
Details findet Ihr im Screenshotbereich.
Es sind keine separaten Behälter vorhanden da das Haus ziemlich klein ist und ich keinen zusätzlichen Keller bauen wollte.
Aber ich habe  das Verzauberunglabor und Waffenhalter und die 2 Rüstungspuppen im Haus verteilt die man sonst nur über 
den separaten Kauf des Verzauberungslabors erhält.
[b]Mods die Honigheim verändern könnten mit dieser mod nicht kompatibel sein.
Diese mod ist nicht kompatibel mit meiner eigenen mod[/b] Riften Honeyside Mannequins and more : http://www.nexusmods.com/skyrim/mods/83270/?
Für das Kinderzimmer ist die Hearthfire Multiple Adoptions Mod von TMPhoenix erforderlich : https://www.nexusmods.com/skyrim/mods/29249
und alle 3 DLC's : Dawnguard, Hearthfire und Dragonborn.
Diese mod ist mit TES5Edit gereinigt und im Spiel getestet worden.
Ich empfehle diese mod mit LOOT in die richtige Ladereihenfolge zu bringen.

[b]See my other mods : [/b]

[color=#f1f1f1]Windhelm Big Child Bedroom and a Basement for Hearthfire Multiple Adoptions : https://www.nexusmods.com/skyrim/mods/97451/?[/color]
Markarth Big Child Bedroom and a Basement for Hearthfire Multiple Adoptions : https://www.nexusmods.com/skyrim/mods/99145/?
Dragon Bridge South Side : https://www.nexusmods.com/skyrim/mods/87439/?
Dragon Bridge Vendors and Blacksmith : https://www.nexusmods.com/skyrim/mods/81246/?
3 Mannequins to Solitude Proudspire Manor : http://www.nexusmods.com/skyrim/mods/69118/?
Breezehome Mannequins : http://www.nexusmods.com/skyrim/mods/67209/?
Riften Honeyside Mannequins and more : http://www.nexusmods.com/skyrim/mods/83270/?
Morthal Vendor and Blacksmith : https://www.nexusmods.com/skyrim/mods/97455/?

XP32 Maximum Skeleton Extended - XPMSE

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[center][color=#ff7700][size=5][b]Warning:[/b]
[b]Do not delete the skeleton_female.hkx[/b][/size][/color][/center]

[color=#00ff00][size=4][b][center]Description[/center][/b][/size]XP32 Maximum Skeleton Extended[/color] is a completely redone version of [url=http://www.nexusmods.com/skyrim/mods/26800/]"XP32 Maximum Skeleton - XPMS"[/url] by xp32, for the "[url=http://www.nexusmods.com/skyrim/mods/53996/?]HDT Physics Extension[/url]" and "HDT Skinned Mesh Physics" and provides ingame customization features.
 
[b][center][color=#00ff00][size=4]Requirement[/size][/color][/center][center](are installed BEFORE and nothing overwrites XPMSE)[/center][/b]
Two list of requirements for XPMSE one for [url=http://www.nexusmods.com/skyrim/mods/29624/?]Racemenu[/url] and one for [url=http://www.nexusmods.com/skyrim/mods/12951/?]Enchance Character Edit[/url]\Vanilla

General:
[url=http://skse.silverlock.org/]SKSE 1.7.3[/url] or newer
[url=http://www.nexusmods.com/skyrim/mods/11811/?]Fores New Idles in Skyrim 7.2[/url] or newer

[url=http://www.nexusmods.com/skyrim/mods/29624/?]RaceMenu[/url] users:
[url=http://www.nexusmods.com/skyrim/mods/29624/?]RaceMenu 3.4.5[/url] or newer

[url=http://www.nexusmods.com/skyrim/mods/12951/?]Enchance Character Edit[/url]\Vanilla users:
[url=http://skyrim.nexusmods.com/mods/37481/]NetImmerse Override Standalone 3.4.4[/url] or newer [url=http://www.nexusmods.com/skyrim/mods/29624/?]
[/url]
[b][color=#00ff00][size=4][center]Installation[/center][/size][/color][color=#00ff00]Use a Mod Manager:[/color][/b]
Either Mod Organizer or Vortex work.
  
[b][color=#ff0000]Uninstallation (completely):[/color][/b]
- ([url=http://www.nexusmods.com/skyrim/mods/29624/?]RaceMenu[/url]) Set all XPMSE related sliders in RaceMenu and MCM to default
- Press uninstall in your mod manager for XPMSE.

[color=#00ff00][size=4][center]Tutorials[/center][/size][/color][center][youtube]HF62L_zs-vs[/youtube][/center][center]by [url=http://www.nexusmods.com/skyrim/users/6247421/?]Slothability[/url]
 [/center][color=#00ff00][size=4][center]Skeleton[/center][/size][/color]
[b][color=#00ff00]Body and Physics Support:[/color][/b]
- Breast and Butt Physics [BBP]
- Tender Breast and Butt Physics [TBBP]
- 3 Breasts and Butt Bones[3BBB]
- [url=http://www.nexusmods.com/skyrim/mods/53996/?]HDT Physics Extension[/url] [HDT-PE]
- HDT Skinned Mesh Physics [HDT-SMP]
 
[b][color=#00ff00]Mods compatible:[/color][/b]
- [url=http://www.nexusmods.com/skyrim/mods/54425/?]Aesthetic Bolt Quiver[/url]
- CITRUS
- [url=http://www.nexusmods.com/skyrim/mods/34917/?]Deadly Mutilation[/url]
- [url=http://www.nexusmods.com/skyrim/mods/34155/?]Dual Sheath Redux[/url]
- [url=http://www.nexusmods.com/skyrim/mods/77868/?]Enderal
[/url]- [url=http://www.nexusmods.com/skyrim/mods/79495/?]Flimsy Ragdolls[/url] (included in XPMSE)
- HDT Dragon Tails
- [url=http://www.nexusmods.com/skyrim/mods/57408/?]HDT Equipment[/url] ([b][color=#00ff00]Well Fitted option only[/color][/b])
- Nipple Magic (included style option and animations recommended)
- [url=http://www.nexusmods.com/skyrim/mods/601/?]Realistic Ragdolls & Force[/url] (included in XPMSE)
- SAM - Shape Atlas for Men
- SOS - Schlongs of Skyrim
- [url=http://www.nexusmods.com/skyrim/mods/6002/?]The Joy of Perspective[/url]
- [url=http://www.nexusmods.com/skyrim/mods/54814/?]UN7B[/url]
- [url=https://www.nexusmods.com/skyrim/mods/78347]True Spear Combat - Weapons and Animations[/url]
 
[b][color=#ffff00]Mods compatible without support:[/color][/b]
- [url=http://www.nexusmods.com/skyrim/mods/12951/?]Enchance Character Edit[/url]  (Comes with it's own XPMSE skeleton)

[b][color=#ff0000]Mods completely unsupported:[/color][/b]
- [url=http://www.nexusmods.com/skyrim/mods/57408/?]HDT Equipment[/url] ([b][color=#ff0000]everyone option[/color][/b]), that includes mods including everyone option features in their HDT Physics extension xmls this includes:[list]
[*][url=http://www.nexusmods.com/skyrim/mods/57708/?][size=2]HDT equipment v0.2 everyone breast fix[/size][/url]
[*][url=http://www.nexusmods.com/skyrim/mods/57852/?][size=2]HDT Equipment V0.2 for Everone with Belly and Collision[/size][/url]
[/list]
[b][color=#00ff00][size=4][center]XPMSE Plugin[/center][/size][/color][/b]
[b][color=#00ff00]XPMSE RaceMenu:[/color][/b]
- Weapon styles, moving weapons ingame
- Scale\Position\Rotation sliders
- Body related sliders
- SOS\SAM related sliders
- Female specific related sliders
- Beast race specific related sliders
- Third and first Person scaling
- [url=http://www.nexusmods.com/skyrim/mods/12933/?]Extensible Follower Framework 4[/url] compatible

[b][color=#00ff00]XPMSE MCM:[/color][/b]
- Weapon styles, moving weapons ingame  
- Iinformation tab with debug information

[b][color=#00ff00]XPMSE Weapons:[/color][/b]
[b]Scale Module:[/b]
- Fixes weapon scale problems with the game for females, thanks Bethesda, good job!
- Compatible with weapon scale edits in Racemenu
- Disabled with [url=http://www.nexusmods.com/skyrim/mods/12951/?]Enchance Character Edit[/url] for compatitibility reasons
[b]Style Module:[/b]
- Manages styles for player and non-Player characters
- Manages [color=#00ff00]Arrows\Bolts[/color], [color=#00ff00]Bow\Crossbow[/color], [color=#00ff00]Greatsword\Battleaxe\Warhammer[/color] and [color=#00ff00]Magic[/color] styles dynamically for fixing visual issues and seperating shared nodes
- Manages animation switching for styles, such animations are [color=#00ff00]Arrows Draw[/color], [color=#00ff00]Bow Equip, Idle and Attack[/color], [color=#00ff00]Greatsword\Battleaxe\Warhammer Equip[/color] and [color=#00ff00]Magic Attack, Cast, Concentration, Idle, Movement and Sprint[/color] 
- [url=http://www.nexusmods.com/skyrim/mods/12951/?]Enchance Character Edit[/url] supported

[b][color=#00ff00]XPMSE Lib:[/color][/b]
- Adds common functions for modders to use/copy from, like skeleton checks or manipuilation

[color=#00ff00][size=4][center]Styles (Weapon Positions) List[/center][/size][/color]
[b][color=#00ff00]Axe:[/color][/b]
0: Default
1: Reversed Axes by Groovtama
2: Axes on Back by Groovtama
 
[b][color=#00ff00]Sword:[/color][/b]
0: Default
1: [url=http://www.nexusmods.com/skyrim/mods/26800/?]1-Handed Swords on Back[/url] by xp32
2: [url=http://www.nexusmods.com/skyrim/mods/15658/?]SWP 1-Handed Swords on Back[/url] by Metal-Gear-Rex
3: [url=http://www.nexusmods.com/skyrim/mods/59568/?]FSM Swords turned edge up[/url] by fushimi
4: [url=http://www.nexusmods.com/skyrim/mods/35927/?]Dual Swords on left waist[/url] by Ayame
5: [url=http://www.nexusmods.com/skyrim/mods/4860/?]No More Dangling Swords[/url] by Akakus

[b][color=#00ff00]Dagger:[/color][/b]
0: Default
1: [url=http://www.nexusmods.com/skyrim/mods/26800/?]Daggers on Back Hip[/url] by xp32
2: [url=http://www.nexusmods.com/skyrim/mods/15658/?]Daggers on the Ankles[/url] by Metal-Gear-Rex
 
[b][color=#00ff00]Two-Handed (Greatsword and Battleaxe\Warhammer):[/color][/b]
0: Default
1: [url=http://www.nexusmods.com/skyrim/mods/15658/?]SWP Two-Handed Weapons on Back[/url] by Metal-Gear-Rex
2: [url=http://www.nexusmods.com/skyrim/mods/59568/?]FSM Two-Handed turned and on waist[/url] by fushimi
 
[b][color=#00ff00]Bow:[/color][/b]
0: Default
1: [url=http://www.nexusmods.com/skyrim/mods/35717]Frostfall Bow[/url] by Chesko
2: [url=http://www.nexusmods.com/skyrim/mods/41072/?]Reversed Better Bows[/url] by Messes With Wolves
3: [url=http://www.nexusmods.com/skyrim/mods/59568/?]FSM Turn Bow[/url] by fushimi
 
[b][color=#00ff00]Arrow Quiver:[/color][/b]
0: Default
1: [url=http://www.nexusmods.com/skyrim/mods/35717]Frostfall Quiver[/url] by Chesko
2: [url=http://www.nexusmods.com/skyrim/mods/26800/?]Frostfall Quiver[/url] by xp32

[b][color=#00ff00]Crossbow:[/color][/b]
0: Default
1: [url=http://www.nexusmods.com/skyrim/mods/35717]Frostfall Bow[/url] by Chesko
 
[b][color=#00ff00]Bolt Quiver:[/color][/b]
0: Default
1: [url=http://www.nexusmods.com/skyrim/mods/35717]Frostfall Quiver[/url] by Chesko
2: [url=http://www.nexusmods.com/skyrim/mods/26800/?]Left Hip Bolt[/url] by xp32
3: [url=http://www.nexusmods.com/skyrim/mods/26800/?]Experimental Hip Bolt[/url] by xp32
4: [url=http://www.nexusmods.com/skyrim/mods/54425/?]Aesthetic Bolt Quiver[/url] by IsharaMeradin
 
[b][color=#00ff00]Magic:[/color][/b]
0: Default
1: Nipple Magic by ElPsyCongroo
 
[b][color=#00ff00]Shout:[/color][/b]
0: Default
1: Schlong Shout by ElPsyCongroo

[b]Endorse those [b]mod [/b]authors, show your support![/b]
[size=4][center][/center][/size][color=#9900ff][size=4][center]Modders\Animators Section[/center][/size][/color][b]
For Modders and Animation related content please see the "MISCELLANEOUS" files.[/b]
 
[b][color=#9900ff]How 2 make tails compatible with the XPMSE tail position sliders:[/color][/b]
1. Open the tail mesh into nifskope
2. Replace the following node names with the new ones
- "NPC Pelvis [Pelv]" => "Tail"
- "NPC Spine [Spn0]" => "NPC Tail Spine [Spn0]"
- "NPC L Thigh [LThg]" => "NPC Tail L Thigh [LThg]"
- "NPC R Thigh [RThg]" => "NPC Tail R Thigh [RThg]"
3. Save the tail mesh
 
[b][color=#9900ff]FNIS Bone numbers (this has nothing to do with the skeleton):[/color][/b]
- XPMSE HDT rig: 126 Bones
- XPMSE BBP rig: 156 Bones
- XPMS Fallback rig: 242 Bones
 
[color=#9900ff][b]Bone naming and prefix schema:[/b][/color]
[color=#9900ff]Nodes for meshes and havok animations[/color]
NPC => Mesh bones

[color=#9900ff]HDT Physic exclusive[/color]
HDT => exclusive HDT Motion bones

[color=#9900ff]XPMSE feature exclusive nodes[/color]
CME => Extra CME\RM bones, can be set with custom data when racemenu\vanilla is used ingame, when ECE is used they are off limits
MOV => Weapon Socket nodes, do not rename them, can be set with custom data


[color=#9900ff][size=4][center]Modders Resource for Animators[/center][/size][/color][b]You are an animator? Why don't you check this? The biped, controller rigs by Bakafactory for the newest body types.

[url=https://www.loverslab.com/files/file/9306-human-biped-rig-by-bakafactory/]Human Biped RIg by BakaFactory 1.11V [/url]
[/b]

Tactical Valtheim

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[youtube]s-pu6iLeH0I[/youtube]

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

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

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

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

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

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

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

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

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

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

Requiem - small tweaks

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[size=4][b]

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

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

Astrid's paralyzing attack can be defended by blocking, warding, or the enchantment stamina II
The paralyzing attack from the perk "stunning precision" can be defended by blocking with a shield, warding, or the stamina II enchantment.

requirement : Requiem v3.1.0+

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

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

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

requirement : Requiem v3.1.0+

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


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

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

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

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

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

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

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

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

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

requirement : Requiem v3.1.0+

Prehistoric Animals

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Place [b][color=#ff0000]Prehistoric Animals*[/color][/b] wherever you want through Skyrim … (The DLC Dragonborn is required)

This mod contains many creatures, some new, others that come from my following mods: [url=https://www.nexusmods.com/skyrim/mods/92864] Repopulate Skyrim with Prehistoric Animals [/url] ; [url=https://www.nexusmods.com/skyrim/mods/88514] Prehistoric Wildlife Mounts and Followers [/url]; [url=https://www.nexusmods.com/skyrim/mods/90586]Repopulate Skyrim with Creatures [/url]

[url=https://www.casimages.com/img.php?i=18080303342016616015833297.jpg][img]https://nsm09.casimages.com/img/2018/08/03//18080303342016616015833297.jpg[/img][/url]

[color=#ff0000][b] [size=5]HORDES of Prehistoric Animals[/size] [/b][/color]


This mod adds the ability to quickly create hordes of prehistoric animals* (5, 15, 50, 100 ...MORE ?...ATTENTION with the freezes in your computer !)

To obtain these prehistoric animals*, simply buy scrolls found with some Merchants in Whiterun: [color=#00ff00][i][b]Arcadia of Arcadia’s Cauldron, Anoriath, Hulda of the Bannered Mare [/b][/i][/color] Now open up your inventory, navigate to "Scrolls" and there they are. You throw them and when they hit the ground they hatch into prehistoric animals .

In order to find the scrolls (or the books) at Merchants, you must choose the mod for which you want to buy and place it at the bottom of the list when you launch the game.

[url=http://www.casimages.com/img.php?i=18042103513516616015679475.jpg][img]http://nsm09.casimages.com/img/2018/04/21//18042103513516616015679475.jpg[/img][/url]

[color=#ff0000][b] [size=5]SUMMONABLE MOUNTS/FOLLOWERS[/size][/b][/color]


To have the SUMMONABLE Mounts or Followers, you must buy the “Spell tome: Summon XXXX”, at [color=#00ff00][i][b]Farengar Secret-Fire [/b][/i][/color] in Dragonsreach/Fort Dragon (Whiterun) or with an other "Spell Vendor" (ex: Sybille Stentor in the Blue Palace/Palais bleu in Solitude).

With the books, you have the spells (Duration of the summon: 1 hour) ...

You can easily DISMISS when you want ! with an other "Spell tome:Dismiss Creatures"

If problem with the mount you can try a fast travel


[color=#ff0000] [b]And if you want to be accompanied by a companion, it is possible with the mod [/b] [/color] [url=http://www.nexusmods.com/skyrim/mods/13530/?] Horse Branding by fLokii [/url] (Easily mark any mount for followers to ride)

[color=#ff0000] [b]If you want to be accompanied by SEVERAL companions, it is possible with the mod [/b] [/color] [url=http://www.nexusmods.com/skyrim/mods/13530/?] Horse Branding by fLokii [/url] AND the mod [url=http://www.nexusmods.com/skyrim/mods/15524/?]Amazing Follower Tweaks by Dheuster [/url]


[color=#ff0000][b]*[/b][/color][b][u] List of animals[/u]:[/b]


1) Smilodon (Mount) (Scrolls)

2) Elasmotherium (Mount) (Scrolls) (Book/Spell)

[url=https://www.casimages.com/img.php?i=18072708545716616015823998.jpg][img]https://nsm09.casimages.com/img/2018/07/27//18072708545716616015823998.jpg[/img][/url]

3) Alpha Elasmotherium (Mount) (Scrolls) (Book/Spell)

4) Woolly Rhinoceros (Mount) (Scrolls) (Book/Spell)

[url=https://www.casimages.com/img.php?i=18072708545716616015823999.jpg][img]https://nsm09.casimages.com/img/2018/07/27//18072708545716616015823999.jpg[/img][/url]

5) Ichthyosaur (Mount) (Scrolls) (Book/Spell)

6) Ophthalmosaurus (Mount) (Scrolls) (Book/Spell)

7) Sivatherium (Mount) (Scrolls)

8) Bramatherium (Mount) (Scrolls)

9) Decennatherium (Mount) (Scrolls)

10) Male Prolibytherium (Book/Spell - Dual Summon only) (Mount)

11) Female Prolibytherium (Book/Spell - Dual Summon only) (Mount)

12) Giraffokeryx (Mount) (Scrolls)

13) Canthumeryx (Mount) (Scrolls)

14) Climacoceras (Mount) (Scrolls)

15) Mitilanotherium (Mount) (Scrolls)

16) Glyptodon (Mount) (Scrolls) (Book/Spell)

[url=http://www.casimages.com/img.php?i=18032410005216616015629295.jpg][img]http://nsm09.casimages.com/img/2018/03/24//18032410005216616015629295.jpg[/img][/url]

17) Megalania (Mount) (Companions) (Incubated Eggs) (Book/Spell)

18) Giant Gorgonops A (Mount) (Book/Spell)

19) Spotted Gorgonops (Follower) (Book/Spell)

20) Moropus (Mount) (Book/Spell)

[url=http://www.casimages.com/img.php?i=18012306442316616015494005.jpg][img]http://nsm07.casimages.com/img/2018/01/23//18012306442316616015494005.jpg[/img][/url]

21) Dawn Horse (Follower) (Book/Spell)

[url=http://www.casimages.com/img.php?i=18012306460916616015494007.jpg][img]http://nsm07.casimages.com/img/2018/01/23//18012306460916616015494007.jpg[/img][/url]

22) Steppe Dicynodon (Book/Spell - Dual Summon only) (Follower) (Scrolls)

23) Striped Dicynodon (Book/Spell - Dual Summon only) (Follower) (Scrolls)

24) Ornithopod (Scrolls) (Book/Spell)

25) Psittacosaur (Scrolls) (Book/Spell)

26) Indricotherium (Mount) (Scrolls)

27) Young Indricotherium (Mount) (Scrolls)

28) Mini Mammoth (Mount) (Companion) (Scrolls) (Book/Spell)

29) Placerias Dicynodon (Scrolls)

30) Arctic Dicynodon (Scrolls)

31) Giant Gorgonops B (Mount) (Book/Spell)

32) Giant Lycaenops (Mount) (Book/Spell)


If you have not bought the books/spells/scrolls, NO PROBLEM, you can always put again this mod at the bottom of the list… buy the books/scrolls, etc


You can put in your Skyrim.ini the following settings (you can copy / paste the following):

[Camera]

fVanityModeMaxDist=2000.0000
fVanityModeMinDist=10.0000
fMouseWheelZoomMinDelta=0.0050
fMouseWheelZoomSpeed=0.8000
fMouseWheelZoomIncrement=0.01
fMinCurrentZoom=0.001

These settings allow you to see all mounts correctly, whether your character takes his weapon out or not

[img]https://i.imgur.com/0QAGdVb.gif[/img]

[color=#ff0000][b] [size=5]COMPANIONS [/size][/b][/color]


[b]MEGALANIAS[/b]: Near the mount not very far of [u]the Western Watchtower (Whiterun)[/u]

[b]MINI MAMMOTH[/b]: In the Arcadia's Cauldron


You can talk: Wait - Follow - Trade - Favor - Dismiss, with these lizards !

You can only have one follower at a time: if you want a different one, you need to dismiss the first one before you recruit them.

If you have any problem with the dialog box, or if telling the follower to return at home doesn't dismiss him, or if you have lost the active follower, you can try this:

Type “²” or "`" or "~" key to get into console, and type:

set playeranimalcount to 0

With Amazing Follower Tweaks , or other mod with followers, if problem to dismiss the followers, you can uncheck this mod (AFT or other) when you launch the game

If problem with the Dialog Box of the followers/ companions (Wait - Follow - Trade - Favor - Dismiss) you can also enter / exit a house or make a fast travel

[img]https://i.imgur.com/5k0Fx5e.gif[/img]

[b][color=#ff0000] [size=5] INCUBATED EGGS (Army of Megalanias) [/size][/color][/b]


This mod adds the ability to quickly incubate eggs of Megalanias with the fire of the forge, and quickly create an army of Megalanias (5, 15, 50, 100 ...MORE ?...ATTENTION with the freezes in your computer !) that are following you as if you were their mother !

To obtain these Megalanias eggs, simply bring any “ Megalania Egg ” (found with some Merchants in Whiterun: [color=#00ff00][i][b]Arcadia of Arcadia’s Cauldron, Anoriath, Hulda of the Bannered Mare [/b][/i][/color]) to a forge and create the "Incubated Megalania Egg" in the "misc" section. Now open up your inventory, navigate to "Scrolls" and there they are. You throw them and when they hit the ground they hatch into Megalania. The Megalania follow you.

When your creatures die, remember to loot their corpses for more eggs

In order to find the eggs at Merchants, you must choose the mod for which you want to buy and place it at the bottom of the list when you launch the game

[url=http://www.casimages.com/img.php?i=18012306491616616015494011.jpg][img]http://nsm07.casimages.com/img/2018/01/23//18012306491616616015494011.jpg[/img][/url]

[color=#ff0000][b] CREDITS[/b][/color]

Mihail Romanov for the Ichthyosaur and the Ophthalmosaurus in [url= https://www.nexusmods.com/skyrim/mods/92744] Ichthyosaurs- Mihail Monsters and Animals (mihail immersive add-ons- marine reptiles- dinosaur) [/url], for the Woolly Rhino and the Elasmotherium in [url=https://www.nexusmods.com/skyrim/mods/92734/]Woolly Rhinos- Mihail Monsters and Animals (mihail immersive add-ons- megafauna) [/url], for the Smilodon in [url=https://www.nexusmods.com/skyrim/mods/90358?] Lynxes Cheetahs and Smilodon- Mihail Monsters and Animals (mihail immersive add-ons - megafauna) [/url], for the Megalania in [url=https://nexusmods.com/skyrim/mods/88368/?] Megalania- Mihail Monsters and Animals (mihail immersive add-ons - lizard- megafauna reptile) [/url]; for the Gorgonops in [url=https://nexusmods.com/skyrim/mods/88772/?]Gorgonops - Mihail Monsters and Animals (mihail immersive add-ons -megafauna) [/url]; for the Glyptodon in [url=https://www.nexusmods.com/skyrim/mods/90277/] Giant Sloths and Glyptodons [/url]; for the Dicynodons, the Ornithopod, the Psittacosaur in [url=https://www.nexusmods.com/skyrim/mods/90394] Beaked Sauroids- Mihail Monsters and Animals (mihail immerside add-ons- dinosaur- megafauna) [/url], for the Indricotheriums and for the Giraffids in [url=https://www.nexusmods.com/skyrim/mods/90795] Indricotherium and Giraffids- Mihail Monsters and Animals (mihail immersive add-ons- megafauna- hammerfell) [/url]

RoboBirdie/Berkian for some animals in [url=https://www.nexusmods.com/skyrim/mods/94833] New Creatures [/url]

Free sounds : [url=http://www.universal-soundbank.com/] universal-soundbank[/url] - [url=http://www.sound-fishing.net/bruitages_animaux.html] Sound Fishing [/url] - [url=http://lasonotheque.org/] lasonotheque [/url] - [url=http://soundbible.com/] soundbible [/url] - [url=http://www.freesfx.co.uk] freesfx [/url] - [url=http://www.xeno-canto.org/]xeno-canto[/url] - [url=https://www.hbw.com/ibc] The Internet IBC Bird Collection[/url]

Sexworker s life 1.0a34

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[b][size=4]Live your life as a sexworker. Talk to npc and hope that they are interested in your body and your proposals. If so they will pay you, but only if they are satisfied with your performance! And sometimes a client runs to a guard and defames you. Become better and convince your customers to become patrons so they invest more septims in your services.
Play as a man or woman and earn your septims as sexworker. You will be rewarded for all challenges you complete. Make love and not war![/size]
[i]
[/i][/b][b]
[size=3][u]Let´s say it is 94% ready yet[/u][/size] and if I have some new ideas, it will be only ready to 70% or something like that.[/b][b]


[font=Arial][size=4]What you need:

- SexLabFramework (( 162 full ) ( it works for me ))
- SOS - Schlongs of Skyrim - 3.00.004 ( it works for me )
better some Schlongs-Addons ( because the size is different in differnt addons )
- SexLabArouesd_V28b ( it works for me )
- [url=https://www.nexusmods.com/skyrim/mods/48265]FileAccessInterface for Skyrim
[/url][/size][/font][/b][b][font=Arial][size=4][url=https://www.nexusmods.com/skyrim/mods/48265][b][font=Arial][size=4]- [/size][/font] [/b][/url][b][url=https://www.nexusmods.com/skyrim/mods/37481/?]NetImmerse Override[/url]
[/b]- Parent Masters: Update.esm, HearthFires.esm and Dragonborn.esm

[/size][/font][/b][b][size=5]Optional[/size]

- [url=https://www.nexusmods.com/skyrim/mods/60421]Bathing in Skyrim for some dialogs[/url] ( who wants to "play" with a unclean dirty person? )
[/b]
[b]- Swl will work togehter with Paradise Halls.[/b][b][url=https://www.loverslab.com/files/file/2872-paradise-halls-enhanced-pahe-repacked-with-the-customary-addons/] Find PaH here[/url][/b] [b]
( Start a function that is "looking" for new slaves who are in the list of Pah. The function will
add those slaves to Swl too and you are able to interact with them in
Swl.  This function will only work if you installed [u]paradise_halls.esm[/u] ! )
[/b] [b]
- Swl will work together with other mods that include sex toys. If you want to wear some plugs to train your sexworker skills, it is possible now.[/b] [b]
( every Plug with the words Plug and Anal or (Anal) and or Plug and Vaginal or (Vaginal) in it could be a training plug now. [u]It must show up with those words in the mcm - dresscode - active slots! So NOT every plug will be able to start training![/u] )[/b]
[b][url=https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/]- ZaZv80[/url][/b][b]  If you want to rent the "Gloryhole Barrel" from Hulda.[/b][b]

[/b][b]
[size=4]What you get:[/size]

[/b][size=3][size=4][left][font=Arial][b]- The ability to sort any animation in menus and decide which game type best suits which dialog options.
- The ability to customize any animation in terms of hardness and delay time. Because the hardness will make your life more difficult or easier!
- A pain-scan-system for aa, av, mf pv, mf pa
- The option to set a harm-level to the schlongs of skyrim which size is given by their faction-rank of sos.
- A lube-system, because lube saves your ass. ( You need to pick the stuf from the ground to get blooms and activate the bottle )
- A plug-training-system, because training saves your a...( Forge your carving knife. Pick up firewood > message )
- A similar system as sos for men only for the female bush. ( 3 types of bushes so far )
- You are able to chose if or if not you want to wear a bush.
- A dresscode-system for the player and for the client ( full control to what you wear during your service )
- A guard-scan-system, because it can be much more interesting to do something forbidden.
- A automatic-client-seeking-system, you can wait for your customers, and do nothing except staring at your own butt.
- A small reward-system for small goals that you achieve during your job.
- A lot of dialogs between you and your clients.
- A ranking-system for clients ( from casual to patron ( 1-11 jobs with the same client ) ) A patron will require services from you that are paid higher.
- A tip-system dependency of skills and arousal of the customer.
- SWL dialogs *reacting* now on Bathing in Skyrim status if you want.
- Bed support via dialog option.
- Black list for npc who should not be part of the auto seeking system.
[b]- Be able to trigger sex animations between two npc in your area! ( no children of course )[/b][/b]
[b][/b][b]- Choose between 1/30 chance, to get sick from sex ( two disease: herpes and or gonorrhoe )[/b][/font][left][font=Arial][b]- The STD will grow over time on your body and will show up as a "Tattoo" / Overlay![/b][/font][/left][font=Arial][b]- You are also able to set your own "Tattoos" on your Body. -> mcm and go to sexworker's life. / SWL Overlays[/b] [b]
Type in a name ( for example "peace" / peace is a dds file with a little peace tattoo )  after that
type in color, glow and body part. Close the mcm and peace will show up
on your body as a overlay. Create your own dds files and put them on
your body as a tattoo if you want. All dds files need to be in the (
Data/textures/actors/character/SwlOv ) file to be ready to found!
[b]- A well trained slave who is able to do solo shows while you are working with a client, is able to
convince the client to tip more gold for your service![/b][/b][b]
[b]- During intercourse, you can now grab your customer's pocket (whoever finds it
may keep it and whoever does not notice, it is your own fault!)[/b] [/b]
[b][b]- Rent the "Gloryhole Barrel"...Enter it and get something to drink while watching your avatar
earning gold. (quick sex without talking) It will only work if you
installed ZaZAnimationPack.esm .[/b][/b]
[/font][size=5][b][font=Arial][size=4]- I Added follower dialogs and if you had installed ZaZAnimationPack.esm there will be masturbation.
- You are able to send your follower to bed and if your rank of speechcraft is high enough your follower will allow you to sleep in the same.[/size][/font][size=3]
[/size][font=Arial][size=3][size=4]- Let the slave work in the barrel, pee on him/her and or put a plug into the slaves a.[/size][/size][/font][size=3]


[/size] [/b][/size][b]
What you do not get:

- Sex-Animations for Sexlab. Google them, get FNIS, install so many as you want. And SWL will show 3x127 on maximum 3 pages.


Check out my other mod: [url=https://www.nexusmods.com/skyrim/mods/99025]Archery training targets
[/url]
[/b][/left][/size][/size]

Tasheni's Ethnic Winterclothes

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[color=#ff7700]Edit: Tasheni's Winterclothes Full version 1.1: Suddenly Elrindir in Whiterun stands in front of me with hat and boots and... in his loinclothes.
This version fixed that :)[/color]

This mod was a ton of work and I'm proud to get the first version out now. I hope you like my work. Your screenshots or videos are welcome, and of course, your suggestions.

Find the trader Niviarsiaq of the Cold Winds traveling with her packhorse between Morthal, Dawnstar and Winterhold, or sandboxing in the towns. At weekends she stays in Morthal. She will be happy to trade with you and have a nice chat.

Should be Frostfall compatible. I added the necessary keywords and injected them into Update.esm, like chesko commended. I did not test it, and I would be very glad if somebody could report back to me, if it works.

Common people of Skyrim wear now distinguished ethnic outfits, fitting for the cold and their daily routines.
Included are 32 female dresses, 25 male coats, 5 children clothes, 2 pair of children boots, 13 pair of male and female boots, 10 hoods and hats. [color=#ff7700]Some of them have no male or female counterpart, i.e. the servant dresses are for females only. In the vendor and full package included are some of my Redguard armor, craftable and temperable. Worker's boots and thick gauntlets can be worn by children. The gauntlets refuse to show up in the barter menu, but you can craft them at the tanning rack.
[/color]
I used only natural materials: Different types of fur, leather, skins, cotton, linen, felt, reed and wool. I always thought Skyrim common clothes are so... cultureless. I brought back to you the culture and arts of embroidery, leather crafts, beadworks, quilling and weaving. Enjoy!

Now two files available:
- Full package with trader and npc clothes replacer - USLEEP compatible - Frostfall compatible
- Trader only - replaces and alters nothing, so compatible with anything - Frostfall compatible
[color=#ff7700]Install only one package!
[/color][color=#e06666]This mod is standalone. All DLCs are needed, if you use USLEEP. Update.esm is needed if you don't use USLEEP.[/color]

Replacer: Farms and small Settlements merely use vanilla clothes, I stayed mostly with cities and towns of Vanilla Skyrim. I assigned them carefully to the individual. If you don't agree with my choices, feel free to use ck to change outfits.

1k textures, saved in DXT1, Worker's clothes in DXT5, no need to use Ordenador on the textures. No possibility for me to do larger resolutions. I'm aware of textures that are a bit unsharp. I used them because I loved the materials and patterns. Texture stretching is a big problem and is caused by bad UV maps, nothing I can do about it. [color=#e06666]And I do not care for body mods, so please don't ask me for making that compatible with cbbe or whatever.[/color]
I will not do a SE version, I have no SE and even can't support my files that are already ported.

 I used the fixed meshes from USLEEP and renamed them, so mod should conflict with nothing.
Credits: 
Arthmoor for USLEEP. Incredible work, thank you so much.
chesko for Frostfall and his kind support for other mods and generally his incredible work.
noraimironhand and laup for parts of the packsaddle and kindly given permissions

Permissions:
If you want to use the packsaddle, you need the permission of noraimironhand.
All other:
Use my work for your own mods or port it over to where you like, this includes voice files and anything you like. Please do not upload my work to Steam. And you may not use my stuff in payed mods. If you use any of my work, please credit me. Happy modding .
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