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      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

WIP / Beta

Skyrim mods that are not finished yet, but wish to be made public for testing purposes

23 files

  1. Immersive First Person View

    1. Description
    2. Requirements
    3. Installing
    4. Uninstalling
    5. Compatibility & issues
    6. Credits
    7. Similar mods
    8. Changelog
     

     
    1. Description
     
    See exactly what your character sees. Look at screenshots or videos for what the mod does.
     
    As of 2.0 the mod no longer has a MCM or ESP. It's now a pure SKSE plugin. There is a text file for configuration in Data/SKSE/Plugins/FirstPersonPlugin.txt
     
    Press Numpad 8 to reload configuration file during playing. You can configure this key in the file as well.
     

     
    2. Requirements
     
    SKSE 1.6.16 or higher: http://skse.silverlock.org/
    Skyrim latest version
     

     
    3. Installing
     
    Exctract Data folder over your Skyrim Data folder or use a mod manager to install.
     

     
    4. Uninstalling
     
    Make sure you are not in IFPV when you save game (so headtracking is reset). Then remove files you added when installing or use a mod manager.
     

     
    5. Compatibility & issues
     
    Doesn't work properly with 360 degree animations! If you see your character face when running backwards you are using 360 animations.
     
    If nothing happens in game when you switch to first person you must install latest version of SKSE. If you are installing with MO make sure the DLL file ends up in Data/SKSE/Plugins. You may have to manually do this. You can also try starting SKSE loader with administrator privileges.
     
    Clipping issues and objects disappearing when too close. Try changing near distance settings in configuration to combat this.
     
    Flickering distance objects (mountains). This is caused by low near distance setting. It's either this or not seeing things that are close. Open configuration file, under [Main] there is +set fNearClip 0.01 instead of 0.01 try setting something like 3.0 or maybe even higher. This will fix flickering mountain but it will make nearby objects clip (if you look down you might see it). You'll have to reload configuration file with reload hotkey if you set it or by restarting skyrim.
     
    Dismounting looks weird.
     
    Vertical sensitivity is lower than horizontal when standing still, this is probably an issue with Skyrim itself.
     
    Any transition like sitting, starting to use crafting may seem weird.
     
    See comments / posts section for solutions to other problems.
     

     
    6. Credits
     
    All people who test and report bugs.
     

     
    7. Similar mods
     
    Skyrim - Enhanced Camera
    The Joy of Perspective
     

     
    8. Changelog
     
    2.7 - 21/06/2015
    Added a new value for iFaceCrosshair (-2) which will allow to freelook while having weapons out but not when moving. Should help with the "wobble" during turning when weapons are out. You must set it in configuration to -2, I didn't know if people would like it as default behavior. Disabling IFPV during weapons out will update to right third person coordinates. Added werewolf settings to default configuration. Didn't test them.


    75,681 downloads

    Updated

  2. Do You Know Who I Am? v15a

    Are you the Dragonborn, slayer of Alduin, savior of the world, the most powerful mortal in existence?
    And are you tired of various self-important NPCs telling you that you're worthless and weak?
    Are you irritated at the simpletons who threaten you with bodily harm, when it's obvious that you can destroy them with a flick of your finger?
    Do you occasionally wonder, after Unrelenting Force-ing a snarky NPC off a cliff, why nobody seems to recognize your greatness?
    Well, wonder no longer, for you can now ask these sanctimonious bastards that all-important question...
    Do You Know Who I Am?
    Many NPCs throughout Skyrim, who previously would have tried to block your progress, totally convinced that their positions of petty power lent them some sort of protection, will respond to the question appropriately. Assuming that you are, in fact, Dragonborn.
     
    The deModCracy made a video too.
    I'm on the internet now! I'm famous! Let the cash roll in!  
    DESCRIPTION:
    This mod alters several NPCs (More to come! Stay tuned!) who think they're somehow better or more important than the savior of the world. It adds that six-word question to their dialogs, allowing you to bypass or complete their particular sections of those quests without violence. Other NPCs have unique dialog for noticing that you're Dragonborn. This does not add, nor do I plan to add, any ability for bandits or other always-hostile beings to recognize your greatness. That's something for another mod, if at all. I made this mostly because I got irritated playing the College of Winterhold quest "The Staff of Magnus" and running into Estormo, who somehow believes that he can kill you, even though you just plowed through a dungeon full of undead horrors and magical monstrosities that he couldn't have begun to scratch at. Jordisslave then suggested the radiant thieves, and this mod was born. I'll add in some more NPCs as I find them, or as people suggest them. Don't expect anyone to recognize your awesome power if you haven't been formally recognized as Dragonborn, and don't expect anyone to stand in awe of your combat prowess if you haven't killed Alduin.

     

    REQUIREMENTS:
    Fuz-Ro-D'oh for the silent dialog lines.
    Dawnguard and Dragonborn official DLC, as of v15.
     
    WHO IS AFFECTED:
    This mod is a work in progress. It currently affects the following NPCs:



    I am taking suggestions and requests for other asshole NPCs. Leave a comment in the support thread!
     
    POSSIBLE CONFLICTS, NOTES, CAVEATS:
    Anything that alters the dialog trees for the quests mentioned above might conflict.
    Things that alter the NPCs themselves (like their physical appearance) should be fine.
    Note that the entries for Nepos the Nose, Riften Gate Guards, Mogrul, and the Valtheim Towers bandit edit vanilla scripts... hopefully I didn't break anything.
    There is a confirmed conflict with Sexlab Solutions and Prison Overhaul.
    Current list of (possible) conflicts with Solutions (according to TES5Edit, thanks to Destynova99):
    Sanuarach Mine quest Brawlers Toll payment at Valtheim Towers Beggars (all beggars blocked, not just Degaine) Riften gate guards Riften jail guard Radiant thieves (this conflict has been confirmed)

    Note that these are not major conflicts, nothing game-breaking... just whichever mod is lower in the load order will take precedence... so if you're using this mod and Solutions together, I recommend putting Solutions lower in the list. Same goes for XPO.
    Destynova99 has, out of the goodness of his heart, made a patch for this bug located here. It's for v10 and Solutions 3.1.4 only, and the patch probably won't work if either of those mods is updated beyond that point. When this mod is "finished" (for a given value of "finished") I'll try to do the same.
    NB: Also included in that archive are patches for Prison Overhaul and LAL.
    NB: I forgot to add those into v15. You'll need to download v14 for the patches, and overwrite with v15. Derp.
     

    Bugfix for Solutions and Prison Overhaul located here, thanks to Destynova99. The fix will still be valid until this OP says otherwise (that is, probably forever).
    Note: Version 15+ now requires Dawnguard and Dragonborn. Sorry to those of you who don't have them!
    Also, I forgot to add in the Solutions and Prison Overhaul patches into the archive. Use the link above for the patches.
     
    UNINSTALLING:
    Remove "Do You Know Who I Am.esp" from your data directory, and all scripts starting with "dyk" from your scripts folder. You'll also need to remove the following four scripts:
    QF_dunValtheimKeepQST_000ADFE7.pex
    QF_MS01_00018B4B.pex
    QF_DialogueRiftenGateGuards_000E66FC.pex
    DLC2_QF_DLC2TT1b_0201844E.pex
     
    CREDITS:
    --jordisslave for inspiring this mod's existence
    --Estormo for being an unperceptive dick
    --Everyone who made, and continues to make, suggestions for target NPCs!
    --Destynova99, who located the conflicting dialogue bits and made a patch for v10 and Solutions 3.1.4 and Prison Overhaul.
     
    TRANSLATIONS:
    Russian translation: LINK (not current I think)
    Japanese translation patch: LINK (for v14)
    Japanese translation patch: LINK (for v15)
     
    FAQ
    A whole two people have requested permission to translate this mod, so I figure that's "frequently," because I cannot count. So I figure I might as well put up a FAQ.
     
    Q: I'm having a problem with this mod.
    A: That's not only possible, it's likely. I'm a newb to modding. Leave a comment in the support thread and I'll get back to you. I can't guarantee I can fix a problem, but I'll do my best.
     
    Q: I have a question about this or any other mod. Should I PM you?
    A: No, please. Use the support thread. That's what it's there for.
     
    Q: Your mod conflicts with <other mod>.
    A: That's also highly likely. There's a good chance one of the NPC dialogue nodes I've edited is being referenced by any other dialogue-style mod. In general, for stuff like this, put whichever one you want more lower on the list.
     
    Q: Can I suggest <feature> or <NPC>?
    A: Yes please! I can't guarantee the request will get into the mod, because as I've said I'm not very good at modding, but I'll certainly consider it!
     
    Q: Can I translate your mod?
    A: Certainly! I didn't write it with any sort of translation in mind, though, and I do tend to use American English idioms and phrasing, so... good luck! Go ahead and post your translation in the support thread and I will link to it in the OP.
     
    Q: Can I or you upload this to another site?
    A: Nope. If I want it uploaded elsewhere, I'll do so. For that matter, I already did put it up on Nexus.
     
    Changelog:
    v1 - Estormo, The Caller, and Tolfdir
    v2 - Added Calcelmo, Nazeem, Farengar
    v3 - Added Valtheim towers guard, Calcelmo, Nepos the Nose
    v4 - Added Aela, Degaine, Erikur
    v5 - fixes a bug with v4, and adds radiant thieves
    v6 - Added Sergius Turrianus, Urag gro-Shub, and generic dialog for brawlers
    v7 - Added Harrald and Atar, and changed Urag's lines (thanks to Jfraser)
    v8 - Added Maul, Hemming, Haelga, Nelkir, Dagny, Delphine, and the Riften jail guard
    v9 - Added Summoned Dremora (master spell quest), Malborn, Wuunfurth, Riften gate guards, Odfel, Farengar (again)
    v10 - Added Bolgeir Bearclaw, Bendt, East Empire Company dockmaster, Taarie, Kayd
    v11 - Added some stuff to previous NPCs, and fixed a Malborn bug
    v12 - Added wandering adventurers, Enthir, Galmar, Rikke
    v12a - Fixed a missing script, added Rhiada
    v13 - Added the Jarls in the Thane quests (except Riften)
    v14 - Added Grelka
    v15 - Added Mogrul, Isran, Delphine, and a bunch of hello/greetings dialogues.
    v15a - Fixed a bug that made a hello/greetings comment visible for pets and horses.
     

     


    1,988 downloads

    Updated

  3. Bless Weapon Collection

    Weapons port from upcoming MMO Bless Online (currently in 2nd closed beta).
    As for now mod contains 45 fully working craftable and upgradable weapons.

    Version 0.2:
    Added scythes
    Added crafting and tempering recipes
    Minor fixes
    Type "help bless" to get barrel ID.

    Sample screenshots:



    807 downloads

    Updated

  4. Blackreach Experiments

    What in the world is this?
    This is many locations I used in a story I was doing. It starts (minus the prologue) here: http://www.loverslab.com/blog/148/entry-561-the-blackreach-experiments-part-1-and-2/

    There are many interesting locations spread throughout the world. If they are on the surface, they have map markers and should be visible as soon as you install the mod.
    All the Blackreach parts are you will need to use "coc BE_SoulEngine_MapOrigin" to reach the cells. They are connected by doorways buttons etc. They are not navmeshed though.

    What is actually in this?
    Good question.
    There is a worldspace you can reach with "coc BE_SoulEngine_MapOrigin". This space contains, the soul engine, alpha control, and the Refgormation Chamber. Pretty much all the cool dwemer stuff in the pics.
    There is a Ephemeral Glade near Markarth and a Tech Shrine near Riften. Both have markers.
    Inside Mistvale Keep there are some staic scrolls, journals, and notes on the alchemy table.
    The animated backpack meshes are also in a folder but I could never get them to work. They just sit there in an off position,

    What can I do with this?
    You can take some cool screenshots, and ....well that's about it realy. If you want to make this into a set of working locations by navmeshing it and making it usable, then feel free. I actually hope someone does because I just don't have the time.

    Notes for the modder/player:
    All cells and items start with AAA or 000 or BE. I usually stick with one or the other but I made this over a very long period of time so I switched it up unintentionally.
    It is stable. I have run this over a long period of time with no problems.
    I also ran it through TESVedit.
    Other than that, enjoy it and have fun.
    Cell Locations:
    Worldspace: BE_ManaEngineWorld (Dwemer Tech Stuff)
    BE_SoulEngine_MapOrigin
    BE__AlphaControl
    BE_ReformChamber

    Worldspace: AAA_MeetingPlace (Sovernguarde area)
    BE_MeetingPlaceOrigin

    AAA_Sky_Test_Cell (actually a worldspace where I was playing with sky settings.)
    nothing here really

    Interiors:

    000ManaEngine01 (cell with a working float )
    AAA_CelineBedroom01 (copy of Whiterun Jarls bedroom)
    aaaBlackreachExperimentRuin (a cell with a few odd things I found in the game)
    contains some bleeding vampire statues, ideal master gem, a object version of the apocrypha sky, and a static Alduin

    138 downloads

    Updated

  5. Dovakiir Hideaway

    This is a mod I started for myself mostly. I used many many resources from many many authors. I included a readme file if you'd like to see all the sources. I tried to stick to modders resources and mods that allow for using content.

    The idea behind the home is that your father left the house to you. He died from X thing and you find this safe place. Nothing dangerous can spawn around the home or even get close to it (except dragons, they clip through everything in Skyrim). I'm not sure how friendly it is to kids and spouses, I have not fully tested that yet, however there are 2 children's beds in the house.

    The rooms are a bit bare. I am still working on this. Most items are static although some do have uses. I plan to come back to this at a later date.

    The file is quite large. About 133MB compressed so I included a link to it.

    179 downloads

    Submitted

  6. [WIP] Vindictus Lynn

    I don't know Where the post be good
    So that was posted here as well
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    I made Lynn's headmesh from vindictus and transplated it to SKyrim. Also I made .tri file(Facial expression mof is already done), but can't fine out why race that I custumized with Lynn's headmesh still have no facial expression(ex. no blinking eye) whenever I exit Skyrim or on.

    and
    there is shadaws on eye part of headmesh, how can I fix it?

    You can see it if you use this file

    I'm not very useful with photoshop, so I made texture roughly, it's not that servicable mode.. so any one can fix my texture too?



    and here is cme file. You should make your character as this file, so that face come up right.



    oh I forgot to say, this mod will be transplated on Ygnord race, with ECE, so it requires ECE.

    And if anyone use Ygnord race or changinh it, back up your esp file first, then use it.



    update 0.5 Release

    2,968 downloads

    Updated

  7. The Coming Black Empire

    I need feedback, so I can know how to proceed with future updates. Include how you are using the mod please. Thanks.
     
    It may be worth noting that, if you use Angrim's Apprentice, you will not make it to the trap door at a low level. I placed the Black Empire goons at the same place as Skyrimll's trap door. I forgot about this, and meant to warn folks sooner, but now is still a good time to issue a warning. Have fun.
     
    This mod expands my first mod, Crippling Poisons, and replaces it altogether.
     
    Among the features in Black Empire are:
     
    -Four new poisons with nasty effects (aimed at capturing actors, including the player)
    -A new craftable alchemy/food ingredient (visit the nearest cooking workbench)
    -Modified vanilla food recipes (original recipes still exist)
    -A new NPC vendor who sells poisons (from a leveled list) as well as other alchemy related items
    -Bandits carry poison leveled list
    -Forsworn carry poison leveled list
    -The poison health drain effect counts toward DAYMOYL bleedout.
     
    Near future plans:
     
    -Create a mess of NPCs for the Black Empire faction
    -Create a poison attack (similar to charus attack) that bandits and Forsworn will use against the player and followers
    -Make Skyrim less safe
    -Maybe Dawnguard and Dragonborn food recipe modifications (don't count on it)
    -Move Black Empire to "adult mods" catagory
     
    Known Issues
    -Poisons may drop too frequently
    -Vendor carries a poison that is too high in level for my PC (lvl 20), but not the appropriate poison

    640 downloads

    Updated

  8. [WIP] More Women

    This mod greatly increases the spawn of non-unique female NPCs by removing or replacing male NPCs in the levelled lists. Wherever possible this includes enemy factions, guards and neutrals such as hunters and adventurers.

    This does not touch named NPCs at all so townsfolk and quest characters will not become female.

    This very early version requires Dawnguard and Dragonborn DLCs.
    If this turns out to be something people are interested in then non-DLC versions may be on the to-do list.

    Updates:
    v0.3 - adds female guards and soldiers to the Imperial factions including Whiterun and Solitude guards. These areas related quests will still spawn male soldiers and guards that are specified by voice type. The CW storyline missions will still spawn male ally soldiers.
    v0.2 - adds female orcs, khajiits and argonians to the bandit ranks. There might be slightly more of these races appearing than normal because of the shorter lists but I've tried to moderate somewhat.

    I'll leave previous versions up in case you have problems with the latest.

    Limitations:
    Some spawns bypass the levelled lists in order to place specific unnamed NPCs, most likely to ensure particular voice types for scripted conversations. Other spawns may simply want very specific demographics such as all orc males or male Forsworn which you'll come across from time to time. Misc quests to eliminate bandits will likely spawn an NPC boss of either sex regardless of this mod.

    At the moment all this does is change the lists. One problem with such an approach is that there are lists which only contain male NPCs with no female alternatives. In some cases it's possible to just select some other female character from the same faction (male Forsworn berserkers will become female Forsworn mages), in others, such as many mini-bosses, there simply is no alternative so those males will still spawn.

    Known Issues:
    Duplicates: There are far fewer female templates than male so this radically reduces the variation in NPCs. In some cases the available female templates are outnumbered 4:1. As a result you're more likely to see twins. Certain small bandit spawns such as the Whitewatch Tower attack seem to favour a single sub-list which contains only four or five units pretty much guaranteeing that there will be duplicates.

    This mod may affect game balance.

    Requirements:
    For the current version both Dawnguard and Dragonborn DLC are required

    Installation:
    Drop the esp and bsa files into your Data folder or use a mod manager and make sure the esp is activated in your load order. Typically you'll want this as high in the order as it will go below your DLC to let it be overridden by other mods.

    Note that this only affects new spawns, so male NPCs that spawned in an existing game before installation will still be there until they are killed or despawn. If you install this to an existing game expect the bandits, guards, etc. to still be male for the next thirty days. Even after that, as discussed above, the occasional male will still show up in specific locations (i.e. quest spawned NPCs, Imperial soldiers, White River Watch bandits, etc).

    Updating:
    Overwrite the existing MoreWomenDGDB.esp and MoreWomenDGDB.bsa files with the new versions. It will take up to thirty days for the changes to start taking effect.

    Uninstall:
    Just remove the MoreWomenDGDB.esp and MoreWomenDGDB.bsa files It will take at least an in-game month for the spawns to return to normal. You can speed things up for specific areas by clearing bandit camps and interior cells (cleared areas reset after ten days). For versions using the bsa file you may find that straggling female units added by this mod may have the grey-face bug until they despawn.

    Compatibility / Conflicts:
    This mod replaces a lot of modified NPC levelled lists. If you have other mods that alter these lists you should probably place this one above it in the load order to allow it to be overridden. This does not alter item levelled lists so randomly spawning custom items like Deviant Devices For the Masses should still appear.

    This mod has been cleaned in TES5edit. There is a conflict with Dawnguard since DG adds male units to the vampire lists which this mod then removes - this is intentional.

    License:
    Do as you please.

    Alternatives:
    Feminised Leveled Lists
    Masculinized Level Lists
    Skyrim Scaling Stopper with the Men Not Usually Warlike patch which requires Skyrim Monster Mod as a master.

    3,741 downloads

    Updated

  9. OpenSkiesTradingPost_09062014

    Welcome to Open Skies Trading Post.

    This is a player home turned business property. The goal is to make the player the crafter/vendor, and let Skyrim buy from the player.

    Near future plans
    -Possibly make the player buy the property from the Jarl
    -Navmesh the perimiter of the building to keep followers from getting stuck against the outside walls
    -Investigate cloning NPCs and generating generic NPCs
    -Write quests and dialogue
    -Remove the supplies from the outside chests

    Two people have offered to help get some of these plans accomplished. We will see if they even have the time. If not, then this may be a long time in coming.
    There isn't much to say other than check out my blog that better states my goal with OSTP.

    Have fun, folks.

    http://www.loverslab.com/blog/152-gitchegumees-development-blog/

    156 downloads

    Updated

  10. Mailamea and Ark of Truth present - Yamatai

    I DO NOT OWN THIS MOD



    I am only uploading this mod to LoversLab as Ark of Truth asked me to do it before he left the forum for reasons currently unknown.


    Yamatai - A new space by Ark of Truth and Mailamea


    Description
    Adds a new world space called Yamatai to the game. This world space contains a massive map with a small town close to the world space entrance. The mod is currently being developed by Ark of Truth and Mailamea.
    You can get to Yamatai by going through the Lost Valley just below Falkreath.


    Requirements
    Skyim 1.9
    Neo Oriental Dress v1_20 CBBE UNP


    Installation
    Replace the esp plugins from Selene Kate with the esp provided by this mod.



    Incompatibilities
    Suikoden Kingdom - Both Yamatai and Suikoden Kingdom share the same worldspace at the momemt. This is because the author of Suikoden Kingdom allowed the editing of and Ark has not got around to sorting everything out yet.

    Support
    Currently there is no support for this mod as Ark of Truth is currently away from the forum.



    Credits
    GriffinPyros - author of Suikoden Kingdom.

    Ark of Truth, Mailamea - Yamatai


    What's New in Version 0.1 (See full changelog)
    LOD and Navigation Testing

    241 downloads

    Updated

  11. Lumina - The Crystal City

    This is a WIP and I plan to add to this and expand on the city. Currently it sits in one area within a large crystal. All you can do right now is run around. The entry is a giant grand soul gem in The Bannered Mare in Whiterun. The crystal acts like a door. It is purposely foggy and tinted in there and I do plan to add lighting down the road.

    Okay, the city is now 3 areas. Main village, a mine, and a forge/crafting area. I added some npc's but they are still limited. Plan to add a floating hot springs and a fast travel system.
    Let me know what you think and please don't upload this anywhere else. I'd like to keep this one on LL as I work on it.

    Added lots, check the changelog. I still need to Navmesh it and work on the npc AI routines.

    192 downloads

    Updated

  12. Divinity Armor And Weapons Set

    Downloads : the download section for this file says the size is 0bytes because it doesn't know,the file size is 63MB(mega bytes) and the mirror is a working download link,i uploaded it on that mirror because its faster than loverslab, (for me at least,it takes eons to download files uploaded in here) however im currently uploading it to loverslab as well.(it might take some time)
    Don't forget to download the patch ! or you won't see gauntlets in the game !

    Summary : a retexture and a remesh of the inquisitor armor set,im open to positive suggestions and feedback.This is still in early beta and i plan to improve it as much as i can hopefully with the help of seasoned modders,mod users and all other members of the modding comunity alike,i would very much appreciate positive feedback and constructive ideas in any field.

    Instalation : just put the data folder in your skyrim instalation directory
    -i've included an optional folder with all kinds of optional things such as engraving removals etc...
    -the textures are 4096x4096 mostly so it might cause a slight pause when you equip the sword for example

    Important Note : This is a standalone set and will work by itself,it does not require anything else.
    -however,it will retexture the following,if installed after them :
    la vallete gauntlets(you can use adenian gauntlets they look exactly like the la valette gauntlets)
    ice sword(from game of throens armor compilation mod)
    inquisitor heavy plate armor(from the inquisitor armor set,it only retextures one armor set not all of them)
    talos cape(from cloaks of skyrim)

    How to get it :
    can be forged under the ebony section in any forge troughout skyrim,vendors might end up having it on sale as well.

    A Request :
    i don't have anyone to showcase this set for me,if any fellow screenshot artist is willing to showcase this set for me,they would very much have my gradidute.

    Future plans :
    -pretty much the reason this mod is still in early beta is because i wanted to improve it as much as i could before i released it,this is where you come in,with your help i'd like to improve it as much as possible before its release since im beggining to run low on ideas.
    -change the Set's name from Grand Imperium to Divinity Weapons and Armor set upon its release.

    On a personal note.....:
    back when i first started this (around one week ago) i asked a rather seasoned senior modder whom i respected if i could use his dawnguard paladin gloves in my mod as a standalone,he said i should throw away my garbage,and that he wouldn't let my still in early alpha mod was ugly.im sure you can tell that he wasn't very encouraing,i asked him if he was upset or something and he was pushing his frustration into me,he told me no no no no don't get the wrong idea im not being a jerk your pile of crap is simply too ugly......by continuing my modding adventure i now feel like i've proven him wrong,hopefully thats the case.

    Permissions :
    you can use my stuff in whatever you like (it would be nice if you credited me,authors deserve at least that much)....i owe this attitude and free way of thinking to people like KnelTotenschwur and Lordofwar,i got tons of respect for people like them.



    made by : antigirl222
    Email : antigirl222@gmx.us

    tools used :
    nifscope
    paint
    creation kit

    credits :
    devinpatterson(AGOT sword of ice,permission was required and granted)
    lordofwar(witcher assets)
    KnelTotenschwur(inquisiotr armor set meshes(permission was required and granted)
    Nikinoodles(cloaks of skyrim assets,permission was granted on the mod page by author)
    oregano(feedback,helped with lots of clipping fixes,lots of great ideas)

    513 downloads

    Updated

  13. Dynamic Naming

    Dynamic Naming
    by
    Wafflesalot
     
    Version 0.52 Beta
     
    Main Changes:
    - Reworked the way naming works for the final time, Names are no longer directly changed instead Display Names are used.
    Currently 50 Display names are available for use at any one time. Once the maximum is reached Actors will stop receiving names.
    - Names will now stick with the assigned Actor until one of two things happen:
    #The Player has left the cell for a set amount of time (Default is 10 hours Game Time), however if the player returns to the cell the Countdown is stopped and will restart from it's original duration when the player leaves again.
    #The NPC has died for a set amount of time (Default of 2 Hours GameTime)
     
    - Added Format Randomisation Each race has a pool of 4 formats 2 used for everyday NPCs and 2 for Guard NPCs
    When a NPC is assigned a name one of the 2 formats will be taken and used. This is temporary and will be improved in the future.
     
    - Added new keywords for use in formats, \\n, lvl and <BaseName>:
    # \\n makes everything after it move to the next line instead allowing for multiline names.
    # lvl will show the current level of the actor.
    # <BaseName> will show the original name of the actor.
     
    -Re-Added the MCM it currently includes the following options:
    #NPC Finder - Allows the player to turn off the Naming Cloak (Useful in case of a brawl bug)
    #Lore Names for NPCs - While Enabled NPCs will recieve lore names when this is disabled all naming for Playable races is stopped
    #Lore Names for Dragons - While Enabled Dragons will recieve Lore Names. Note: Lore Names for NPCs must be enabled for this to work.
    #Purge All Given Names - Clicking this option will Restart the Lore Name quest causing all assigned names to be reset and all NPCs to be removed from the quest.
    #Name Fade Time - Allows for changing of the time it takes for a NPC to lose their name after the player has left their cell
    #Corpse Name Fade Time - Allows for the changing of the time it takes for a Deceased NPC to lose their name.
    #Select Race - This Menu is used for the Format Options. Has all Playable races + an ALL option which will apply changes to all Races.
    #Format - The two Format options allow for customisation of the naming formats everyday NPCs use the mod will randomly select one of the two each time a name is assigned.
    #Guard Format - This performs the Same function as Format except for Guards.
    #Current Formats-
    "Given"
    "Given Affix"
    "Affix"
    "AffixGiven"
    "Guard Given"
    "Guard Given Affix"
    "Guard AffixGiven"
    "Guard Affix"
    "<BaseName>, Given"
    "<BaseName>, Given Affix"
    "<BaseName>, AffixGiven"
    "Given Affix \\n Level lvl <BaseName>"
    "Given \\n Level lvl <BaseName>"
    "Level lvl <BaseName>"
    "<BaseName>"
    "<BaseName> \\n Level lvl"
    "Given Affix the <BaseName>"
    "Given the <BaseName>"
    "AffixGiven the <BaseName>"
     
    - Added Lore Naming for Dragons. Dragons will be assigned a Randomised Name while Lore Naming Is enabled Currently they are not effected by formats.
    The Dragon name pool consists of 120 Words spread over 3 Seperate Pools, A Pre, Mid and Suffix pool. random words are taken from these pools and added together to create a name.
    The used words are then removed from the pool. When a pool is low it will be refreshed.
     
    ============================================================
     
    - Requirements -
     
    Skyrim Script Extender (http://skse.silverlock.org)
     
    ============================================================
     
    - Optional -
     
    SkyUi 3.4+ - While this is not needed to run the mod you will be unable to customise Names, Formats or what the mod effects.
     
    ============================================================
     
    - Overview -
     
    Randomised Naming:
    - NPCs of Playable Races* can recieve Lore Names, Like Gavus Severa for a Imperial or S'Barri for a Khajiit.
    All names assigned as a Lore Name will be based upon the Race and Gender of the NPC, you won't see a Nord with an Imperial name or a Imperial with a Nord Name.
    Though the naming is randomised you won't see repeats for a long while(if ever!), Between the 10 Races there are over 1200 Names and 800 Affixes.
    With names that are used being removed and only refreshed when the pool is low.
     
    - Dragons can now also recieve Lore Names, their names are constructed randomly from 3 words of the Dragon Language.
     
    Naming Formats:
    - All Non-Unique NPCs can have different naming formats(Locked to race) don't want a Lore name? You could instead use a Base Format instead or Base and Level (Would show Level 1 Bandit for example.)
     
    MCM:
    - The MCM allows you to customise different features of the mod, formats, Name fade times, Allowing Lore Names, Purging all given names are all options which can be turned on/off, modified or swapped.
     
    *Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Ord, Redguard, Wood Elf
    ============================================================
    - Compatibility -
     
    Dynamic Naming will be compatible with any added NPCs from mods as long as the following conditions are met:
     
    - The NPC is of a playable race (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Redguard, Orc, Wood Elf)
    - The NPC is not Unique.
     
    As long as those two conditions are satisfied added NPCs will be named.
     
    ============================================================
     
    - Installation/Uninstallation
     
    NOTE: AS OF VERSION 0.50 BETA, THE MOD USES A .BSA INSTEAD OF LOOSE FILES WHEN REMOVING 0.45 MAKE SURE TO CHECK ALL
    _DNAM SCRIPTS ARE REMOVED FROM THE SCRIPT FOLDER AS ANY REMAINING SCRIPTS COULD INTERFERE WITH THE RUNNING OF 0.50.
     
    Install:
    Nexus Mod Manager:
    Simply Download via Nexus Mod Manager and install.
     
    Loose Files:
    Extract DynamicNaming.esp and DynamicNaming.bsa into your Skyrim Data Folder
     
    Updating:
    When updating from 0.45 move into an area where no NPCs are and then save and uninstall the mod be sure to remove ALL _DNAM labeled scripts from your Scripts Folder.
    After follow the Installation Instructions
     
    UnInstall:
     
    Prep:
     
    With MCM-
    With MCM Disable the NPC Finder and Lore Names for NPCs options in the MCM, move to a new cell or interior, then save and uninstall the mod.
     
    Without MCM-
    Without MCM Move to a cleared out location (Has No Nearby NPCs) then wait for 12 Hours. Save then uninstall the mod.
     
    Uninstall:
     
    Nexus Mod Manager-
    Uninstall the mod via Nexus Mod Manager.
     
    Loose Files
    Remove DynamicNaming.esp and DynamicNaming.bsa from your Skyrim Data Folder.
     
    ============================================================
     
    - History -
     
    0.45 -Dynamic naming will now NEVER rename a Base Object (This is added as sometimes it would rename a
    baseobject of an Actor naming all the following actors the same.)
     
    -Affixes for some Races will now only appear around 50% of the time.
     
    -A number of Script optimisations.
     
    -Prepped the Formatting script for MCM and Also for the Alternative which will be added in a future
    version.
     
    0.42 - is a complete overhaul of the Mod the following has changed (Also the entire underlying scripts were rebuilt
    from scratch.)
    -All Races are now supported (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Redguard, Orc,
    Wood Elf)
    -Between the 10 Races there is over 1200 First names and 800 affixes.
    -Area detection now works properly, Look to assign was removed
    -MCM has been removed and will be reintroduced in a later version.

     
    0.30 - Main Changes:
    - 195 New First Names for Imperials and Nords of both genders (Approx 65 New male Names and 130 Female).
    - 161 New Suffixes for Imperials and Nords of both genders (60 Nord, 101 Imperial).
    - You can now enable or Disable Suffix Naming for NPCs via the MCM Menu.
    - You can now enable an area based detection instead of looking at the NPCs via the MCM Menu.
    - The Mod no longer needs to be started via the Menu first time it will automatically start.
    - Added Code for to allow for updates without having to reinstall each time.
    - Fixed Issues with names not being shown due to a incorrect call.
     
    0.26b - Initial Release
     
    ============================================================
     
    - Credits -
     
    Bethseda's The Elder Scroll series (Morrowind, Oblivion and Skyrim)
     
    SoulofChrysamere - For being a human name generation on demand, brilliant work.
     
    Tamerial Rebuilt's Name Generator - http://tamriel-rebuilt.org/?p=modding_data/ngen
     
    UESP's Lore Section - http://www.uesp.net/wiki/Lore:Names
     
    ==========================================================

    184 downloads

    Updated

  14. HOSK Core Alpha

    Update:



    0.02a.b contains fixes, optional hardcore saves and smoother stats regeneration and consumption for player,



    npcs not affected yet, they use old script part.




    Things Working:
    New save system
    Dynamic script attach system
    Regeneration
    New weight system
    Encumbrance
    Dynamic speed change
    Faster load
    Damage momentum
    Weapon speed


    Supported languages: English and Russian

    Known bugs:
    If you have more than one copy of equipped weapon/shield, it will drop from inventory.
    Screen sometimes does not go black upon death



    Q&A:

    What this mod will be?
    A complete rework of most passive trees, rework of combat, magic system, prices, items, damage, quests and many other things.
    A new hardcore experience.
    No level lists, everything placed manually.

    What this mod will not be?
    It will not be lore friendly. ever.
    It will not modify terrain or add new structures/lands/dungeons.
    It will not be compatible with any other overhaul/skill/weapon/magic/whatever mods. I won't release any patches or test anything.

    short-term planned features:
    NPC stats - adjusts stats ov every NPC/Enemy/Creature on the fly


    mid-term planned features:
    Speed momentum - you start to run slower and gain speed over time.
    Rescaled weapons damage - everything hits X times harder
    Weapon momentum - piercing damage based on weapon weight, attack speed based on weapon weight.


    long-term planned features:
    Remade magic system
    Remade combat system
    Redone passive trees
    Redone vampirism & lycantropy
    Redone everything

    181 downloads

    Updated

  15. TrueDovakhinPerks

    TrueDovakhinPerks



    by Hal3023 (aka Harald9000)


    Introduction:
    I felt like the vanilla perksystem was lacking indepth thoughts, so I made this mod to my pleasure. As I use tons of mods and know how ugly mod conflicts can get, I kept it as simple as possible. And as I use a lot of mods from LL I felt like giving something in return that I can do by myself.
    So here is it, my mod:

    This mod rebalances the whole perksystem.
    If you were ever annoyed by the simplicism of magical perks, or wished melee weapons would be cooler to use, or you want to have more difference between usage of heavy or light armor (or none ). Then this mod is just for you.

    What does this mod do?
    It adds some indepth features to some perks, adds new perklevels and even adds some custom made spells (why would you be able to enchant items with fire resistance but not use a fire resistance spell on its own?).

    Weapons:
    Greater difference between weapontypes, Hammers deal a lot of damage and ignore armor, swords deal damage and can strike extremely critical (imagine you pierce your opponent), axes cause bleeding and can leave horrendous wounds in its targets.
    Greater difference between weaponsort: Two-handed weapons are more efficient than a single one-handed weapon. (the boni for two-handed are bigger)
    Bows were too efficient on low-level (as you can kite all enemies to death) so i weakened bow damage earned from early accesable perks and moved it to later acessable perks. (No worries bows are still good, and even mightier when you become a grandmaster of archery)

    Armors:
    You will gain extra toughness when spending perk point in heavy armor tree, and the boni to armor value are bigger than earlier.
    If you spend points in the light armor tree instead, you will be more flexible in battle (regain stamina quicker) AND all non armor relevant boni are granted to you wether or not wearing light armor as long as you don't use heavy armor (Why should you ONLY be faster when you wear light armor? is it some sort of powersuit?).

    Magic:
    Instead of the 50% less magicka cost of each rank in each tree of magic, I placed a smaller boni to magicka cost to each perk rank that also affects the next rank of spells (e.g. You got the Novice Restoration Perk and instead of -50% magicka cost to novice restoration it grants you -25% zo novice and -10% to apprentice level restoration spells) Ofcourse those boni will get bigger when you get higher ranks of magic perk (e.g. You got the Apprentice Restoration Perk, and it grants you -40% to novice, -25% to apprentice and -10% to adept restoration spells)

    Other:
    Slight changes to Sneak: a little bit smaller bonus to hide rate, you have a chance to cause bleed while using a bow in sneak
    Also small changes to Speech: smaller bonus to Haggling, higher bonus to allure (so use your charms ladies and gents)
    More power to alchimists: Why would i use alchemy if i can buy potions that are just more powerful than mine? greater boni to potion and poison effectiveness.
    Enchanting and Alteration: weaker elemental and magical resistance enchantments, therefore added new spells to Alteration magic: elemental resistance spells which can be bought by any spell merchant (created with vanilla animations and effects).

    Well that's it

    Requirements:
    none

    Compatility:
    Should work fine as long as none of your mods change vanilla scripts from the speech-tree.
    Conflicts with any other mod changing vanilla perks.

    Changelog:


    143 downloads

    Updated

  16. Cavern Lab

    This is something I am working on mainly for myself. It will be a room for my PC to "invent" and tinker with dwemer tech. So expect lots of whirrly bobs and spiny flashy dwemer stuff. There are a few things that seem out of place in it right now but I will be adding more so that they make sense. Enjoy and please leave feedback or suggestions.

    39 downloads

    Updated

  17. Crippling Poisons OBSOLETE

    Seriously. Stop downloading this. Download The Coming Black Empire I stead.

    Well isn't this amazing; I declare this mod to be obsolete, and it gets more downloads in one day than it's gotten in two months. Maybe I should declare all of my mods obsolete.

    Anyway, thanks for the continued support.





    This spoiler is the manifesto containing what I hope to accomplish in the near future. Any help from experienced modders will earn credits on this page.




    I have a bit of good news; I'm learning more about the CK. In fact, I've managed to complete the task in which the progress was lost that night I made the CK crash and lost a couple hours of work. See the below spoiler for current progress.





    Remember to give help or feedback ASAP; I want to start fast tracking this mod toward completion. In the meantime, I'll also start work on writing for a quest mod and decide what special NPCs to include in it. I plan to include three for sure, maybe four. I may even try voice acting if I my mic turns out to be any good. If anyone knows of experienced modders that may be interested in this, point them to it.

    Thanks folks.



    206 downloads

    Updated

  18. [WIP] Pretty Males in Skyrim - Whiterun

    Author : © MenManMen
    Version : 1.0 (Work In Progress)
    Release date : 02/11/2015
     
    Requirements :
    KS Hairdos - Renewal & all of it's requirements : http://www.nexusmods.com/skyrim/mods/68311/
    Beards : http://www.nexusmods.com/skyrim/mods/28363/
    Brows : http://www.nexusmods.com/skyrim/mods/30411/
     
    Recommended (but not required) :
    Shape Atlas for Men (SAM)(NSFW) & all of it's requirement : http://www.ladymoiraine.com/index.php?/files/file/1-sam-shape-atlas-for-men-recoded/
    Ixum's Smooth, Hot'nSweaty Muscles Re-texture (require SAM)(NSFW): http://www.ladymoiraine.com/index.php?/files/file/27-sam-ixums-smooth-hotnsweaty-muscles-re-texture/
    Cute Eyes : http://www.nexusmods.com/skyrim/mods/13076/
     

     
    ~~~ This is my very first mod, so be comprehensive please ~~~ (and i'm french, so sorry for my bad english :/ )
     
    I was scared by the ugliness of the vanilla males, so I created this little mod that replace the faces and change the hair of all Whiterun men.
    Each male have its mod (.esp), so you can choose the ones you want. This mod was originally created for my personal use, but finally i want to share it with you.
     
    AT THIS POINT, THIS IS NOT A VERY SERIOUS MOD (to know more, read the "WIP, Help needed" part below)
     
    (in alphabetical order)

    Amren Andurs Anoriath Athis Avulstein Balgruuf Belethor Bjorlam Brenuin Brill Caius Eimar Elrindir Eorlund Farengar Farkas Gloth Heimskr Hjornskar Hrongar Idolaf Jenssen Jervar Jon Kodlak Mallus Maurice Mikael Nazeem Olfrid Proventus Quentin Cipius Sabjorn Severio Sigurd Sinmir Skjor Skulvar Torvar Ulfberth Vignar Vilkas Wilmuth

     


     

    THIS MOD IS MY VERY FIRST MOD & IS IN A "WORK IN PROGRESS" STEP
    So bugs can appear, if a bug (that is not already reported below) appear in your game please report it !
     
    I need help to :
    1 - Merging and modify ESPs and BSAs files
    2 - Fix the first Issue below
    I think I have to completely rework this mod. This is mod is entirely created with the NPC Editor. So have to learn how to use the faces i created in the NPC Editor in a new original mod, and if you want to help Me, i will be very happy ;-) !
     

     
    In Racemenu, the number of hair can be disproportioned and it can be very hard to choose the hair you want :
    Until I fix this bug, If you want to modify the hair of your PC (by the showracemenu command), please load your game without checking any of this mod's ESPs, load your save, change your hair, save, and exit the game. You can now load the game with the ESPs checked.
     

     
    Open the archive, and copy .esp files (and the respectives .bsa files) of each man you want, to your DATA folder.
     

     
    Foretrenty for "Skyrim NPC Editor"
    Kalilies Stealthic Khaos and Shocky for "KS Hairdos - Renewal"
    Hvergelmir for "Beards" and "Brows"
    VectorPlexus, Earrindo, lxlHunter & Hymnaru for "SAM - Shape Atlas for Men"
    Ixum for his "Ixum's Smooth, Hot'nSweaty Muscles Re-texture for SAM"
    TKTK for "Cute Eyes"

    85 downloads

    Updated

  19. The Dragon Engine

    Mirror at Nexus for the download as the file uploader here was being uncooperative. :/

    Compatibility note: Should work fine with any retextures that use the vanilla filestructure. If you find that it doesn't, please give me a detailed bug report on it!

    DISCLAIMER!: THIS MOD IS IN BETA AND WHILE I HAVE USED IT ON A HEAVILY MODDED GAME FOR A NUMBER OF HOURS WITHOUT ISSUE, IT MAY CAUSE ISSUES! BACKUP SAVES! YOU HAVE BEEN WARNED!

    Interesting note: According to the very friendly and helpful buddy of mine, there are a possible 398,664,000 possible variations. I'm not too certain, but I'll go with it. For those that think that may be wrong, here's the numbers for the base mod: 14 tintmasks, up to 4 of them will be active on any dragon affected, 360 hue variations, 5 saturation variations, 5 brightness variations, and 113 alpha value variations. Plus the 7 dragons in the base game as there is a possibility of 0 tintmasks.

    Users of TDG: Please toss screenshots up. I couldn't possibly see all of the combinations available on my own and would love to see some of what you guys have seen.

    Report bugs in the bugs thread, and ask any questions in the questions thread. When reporting a bug, ensure you give me the information I need.

    News: 0.2B Is now out! MONUMENTAL thanks goes to Jaxonz, whom without their help this mod wouldn't be where it is right now. (Seriously, go get Jaxonz Utilities, amazing mod!) Now for the REALLY cool part: This version only requires one file for people to install. It will work for everyone regardless of DLC and mods installed. Compatibility patches (barring any other huge changes to the base mod) are now going to start being worked on!


    Are you tired of seeing the same few dragons over and over again? They all look the same after a while and it gets... well... boring.

    I felt that way and while poking around in the CK I realized that RaceMenu's NIOverride could be used to great effect in fixing this. All of the dragons you see in the screenshots were spawned in using the same console code, at the same time.



    How this works and what it does:

    A script fires when a dragon spawns and picks up to three tintmasks from 14 possible. A color range is assigned in the script, and each of these tintmasks randomly pick a color within that range. This leads to a nice blending of color and markings overall, and a HUGE amount of variation in visuals.

    Required:

    RaceMenu 2.5.9

    SKSE

    Legal copy of Skyrim (up-to-date)

    Install, Manual:
    Download and unzip to your data directory, activate ESP, run LOOT and regenerate any bashed patch or SkyProc patch.


    Performance:
    I'm using full resolution tintmasks (the default) without an issue performance wise. If you need, there will be a low performance patch in the optional downloads.



    What it doesn't do:

    This mod will not affect unique and specific dragons, I.E. Parthurnaax and the like.

    It doesn't change their stats or abilities (yet).



    What is done coloring wise:

    Dragon: 100%

    Blood Dragon: 100%

    Frost Dragon: 100%

    Elder Dragon: 100%

    Ancient Dragon: 100%

    Revered Dragon: 100% (NOTE: Due to the revered dragon's bright and vibrant coloring, the tintmasks are barely visible. They are there, but tend to blend in really well with the rest, leading to an almost negligible difference. This was only during my own testing though, so some of you might see very obvious markings due to the nature of how the color is selected.)

    Serpentine Dragon: 100%

    Legendary Dragon: 100%


    !!!
    Compatibility with Deadly Dragons: 0% unless some of them are set to draw off of the two basic dragon templates. To clarify, this will work alongside DD, but will not affect the dragons added. ETA: InPro.
    !!!


    Future Plans (if possible):

    Semi-random name generator for all generic dragons based on the dragon language with certain rules. A step further on this, again only if possible, all of the potential dragon words that make up the names (three of them for any one dragon) will carry in innate passive ability that gets applied on spawn.

    Random size scale within the range of 0.95-1.05 (with 1 being the basic) applied on spawn.

    New voices applied on spawn with rules based on certain rules(?).


    Credits:

    Jaxonz: The properly working version of TDE would not have been realized without Jaxonz help. I also learned to understand scripting a bit better thanks to Jaxonz being extremely personable and helpful!

    Sevencardz: He helped me to pin down all of the things I would like to really achieve with this mod, and encouraged me through the beginning steps. Thank you immensely Sevencardz.

    expired6978: Firstly, for RaceMenu and NIOverride, without either this could not have been done. Secondly, and even more importantly for the script in the mod that assigns tint masks and coloring. I myself can't even get the basic papyrus tutorial to work for me, whereas Expired is a wizard with it. He also fixed my first broken ESP so I could see what I had done wrong. THANK YOU!

    Myself: I made the tintmasks and made sure that the script was attached to everything it needed to be attached to. Other than that I just came up with the basic idea.

    My family for listening to me ramble on excitedly. And even moreso my daughter who at six years old is dead set on helping me make tintmasks, one of which I cleaned up and actually added because I liked the idea of the color placement.

    290 downloads

    Updated

  20. Roadside Bath House

    Currently still WIP but updated with a few cosmetic changes still have not found a suitable place to put it but might be looking at the area around Dark Water Mine and in through there but nto really at the mine itself. Though there are so few mods for a place like that might place it there.

    I did setup a cell where you an go to it and visually look at it:

    coc mytestcell

    I will add benches in the water later so you can sit and be merry. Looking for help adding an NPC with basic dialogue merchant preferably with items since npcs are so beyond me. Some scripted effects when bathing in the water to get some buffs and perks per bath.

    If there is anyone willing to help please drop me a message.

    !Due to the creation kit derping on me and giving me a mess of problems this mod cant be finished by me. I have selected that farm house near the ruined watch tower from the start of the main quest i had a nice place built up but creation kit kept crashing on me when trying to save it. If there is anyone using this resource as a full mod please post a link to it as i would like to see how it is being used.

    150 downloads

    Updated

  21. stuffed bunny's awesome stuff

    This mod is not to be taken seriously.
    Early release, bugs included.

    Somewhat skimpier remodel of Simply Clothes by Petrovich, with a twist.
    Regular top, 10 example texture variants of shorts, 8 different texts for the Silly Top.
    And an easter egg. A bunny actually. Easter bunny? Nope.

    All craftable. Will probably add a chest version of the esp later, perhaps with some other goodies.

    UNP version included by default. Also an addon package for Bodyslide UNP. Requires Bodyslide UNP Body v0.4:
    http://www.loverslab.com/topic/11468-bodyslide-unp-v04-30-sliders/

    Now, there's also CB++ support (in the Bodyslide folder). Default mesh in meshes folder is still UNP,
    so you need Bodyslide to install standard CBBE version.

    1,144 downloads

    Updated

  22. Interesting Vanilla NPCs - Demo

    Demo:

    This is only the very first part of the Onmund romance/friendship storyline, which is about 1/5 of the story. In the demo, you will know the basic concepts of the mod, but it's not everything we'll be doing (say, quests that require "doing and killing something").

    Please also note that this mod is NOT to be used in a serious save (playthrough). Its purposes are to show players what this mod's concepts are, and to attract voice actors/actresses to help in this project. The content in the demo might change in the future, so what you see in the demo might not be the "real" story.

    This is an unfinished mod, and is supposed to be used in a separate test save. We hold no responsibility for breaking anyone's playthrough. Be sure to uninstall it after you finish the demo.

    And to clarify, there's NO sex and romance in the demo, just friendship. You'll become intimate with Onmund in the middle of the story.

    Lastly, all the dialogues are currently unvoiced, so it's strongly advised to use Fuz Ro D-oh while playing the demo. We're still looking for voice actors and actresses.
     

    Features of the final product:
    - Enriched vanilla NPC personality and background story
    - Realistic romance with vanilla NPC
    - Player's decisions and words have impacts to your relationship with the NPC and the whole story
    - Flirting, kissing, and sex
     

     
    Brief introduction:

    I am looking for people who know CK and scripts to make a follower romance mod, that adds in-depth romance and friendship for VANILLA followers. At first, I only knew a few about CK, the best I could do was doing facelifting; but thanks to WraithSlayer's guidance, I know how to make the dialogues and very basic scripts. My major talent is composing stories and doing writing stuff.

    This mod will add new locations as well, and might involve complex scripts in the middle and after. If no one offered help in these parts, I would have to learn making new regions, but complex scripts might take me very much time to learn, which I might just cancel the parts that involve certain degree of complexity; so, your help is needed to make the mod more awesome, and to speed up the development.

    In the mod, the player will get to truly romance some MALE followers (and some non-followers made followers). I don't plan to make female ones, at least for now, as Amorous Adventures had already added plenty of qualified female romances, such as Serana and Elisif.

    The mod is temporarily named Interesting Vanilla NPCs.

    We'll do Onmund first. If the Onmund story is successful, then we'll proceed to other people, possibly Brynjolf or Marcurio.


    Why do I want to make this mod:

    I know three mods that introduce male romance: Skyrim Romance Mod (SRM), Amorous Adventures, and Interesting NPCs.

    In SRM, the PC is unnaturally attractive. Every man added by this mod has irresistible desire to bang the PC, and most of them are similar in a lot of ways. They also speak unnaturally sweet, and I'm embarrassed whenever a man of SRM speaks to me. Only a teenage girl who fancy love stories like Twilight would find SRM exactly what she needs. The romance of SRM lacks depth as well.

    Amorous Adventures adds 3 male romances: Vilkas, Farkas and Ralof. The "romance" of Ralof is not a romance at all, and that of Vilkas and Farkas lack depth; also, all three romances haven't even a single interesting point. In short, they're lame. But in fact, the author confessed that (s)he doesn't find making male romances easy or interesting, and won't do male romance in future; so we shouldn't demand too much in Amorous Adventures' male romances, as the author didn't intend to make them in the first place.

    As for Interesting NPCs, romance is neither a main part or an important feature, so it shouldn't be enlisted at all.

    Meanwhile, I also noticed that the romances in SRM and AA didn't provide much choices for players to pick during the romances. All of the storylines are set and the players just need to follow. To make it sound clearer- you do realize that there's only one dialogue option for you to pick each time you're going to speak in SRM and AA, don't you?

    Basically, I have few romance choices when I'm roleplaying as a straight female, but to romance my badass Familiar Face character - in my brain only; and when I say romancing him, it's just imagining that we speak something about the last battle and then we feel quite horny and get laid. That's lame.

    Therefore, I wish to add some solid male romance options, which are not overly-sweet, Twilight-ish or lame. I want to make male romances that are natural and realistic, interesting and not lackluster, and most importantly- they should have depth for players to think about and consider.
     

    Requirements:
    Skyrim
    Sexlab (the story has romance, and there's kiss and sex in the romance; neither is in the demo, but they will be in the final version)


    Whom I'm looking for, desperately:

    A CK worker who knows how to make new places
    Voice Actor(s)
    Voice Actress(es)

    Or, if you know more than 1 of the above, you can definitely apply to both jobs.


    Whom I'm looking for, but not in urgent:

    Writer(s)
    Modeler(s)
    A CK worker who knows script


    What I'll do:

    Writing stuff, NPC making (eg. Onmund's family), making dialogues and quests in CK, voice acting (better not, unless no one is offering to voice act).


    If you're interested in helping, inbox me or leave a reply, and I'll inbox you.




    Credits:
    Anbeegod for mod idea, story and dialogue writing, CK working
    WraithSlayer for scripting, teaching me to use CK (this is very important, without that, this mod won't even exist)

    66 downloads

    Submitted

  23. Just Too Sticky

    The Problem
     
    Your toon is a delicate flower. Picking through the mangled remains of dead bodies for apparel which is covered in blood, (most likely fecal matter), and then carrying it around is not the sort of thing they want to do.
     
    The Solution
     
    Let them use linen to clean off the blood and fecal matter from the piece of apparel.
     
    (In fact they won't take it off the dead body unless they are carrying some linen to clean it off with. The piece of linen is made all messy in the process and your toon will lose it somewhere)
     
    Requirements
     
    Don't think there are any other than really hating your toon. (Actually SKSE is probably needed).
     
    Mods Which Make It Interesting(*)
     
    Loot & Degradation (http://www.nexusmods.com/skyrim/mods/55677/?)
    Temper Clothing - for Loot and Degradation(http://www.nexusmods.com/skyrim/mods/68898/?)
    Linen Craft (http://www.nexusmods.com/skyrim/mods/21394/?)
    More Believable Carry Weight (http://www.nexusmods.com/skyrim/mods/48929/?)
    Any mod which makes the economy more realistic
    Any mod which makes running around naked a bit risky, (When paired with Loot & Degradation)
     
    (*) Subjective obviously.

    154 downloads

    Updated