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Announcements
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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.
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Other
Oblivion mods that don't fit in any of the existing categories
17 files
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Player Clothing Replacer
By movomo
This is an incredibly small plugin I had written some time ago that lets your pc equip a different version of clothings/armors than npcs.
Sorry no screenshot.
requirement:
Oblivion script extender v20 or higher (obse.silverlock.org)
how to use:
1. drop the plugin into your data folder and enable it via mod manager.
2. if you want some armor look different for the player, copy that nif file to the original armor location.
for example, female fur armors are located at \data\meshes\armor\fur\f\ folder.
there you will find the nif files names 'cuirass.nif' or something similar.
copy 'your_cool_armor.nif' to there and rename it to 'cuirass_pconly.nif'.
3. now your pc will equip the 'your_cool_armor.nif' instead of typical fur cuirass, while the other npcs will still equip the normal fur cuirass.
* this mod is load order independent.
WARNING:
- Do not use this plugin with Break Armor or TamagoSetBody. Very old TamagoSetBody versions (before revised - that is, original unmodified versions) are ok.
- I repeat, do not invent any reason that you should enable them together with this plugin.
289 downloads
Updated
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Gay Kim (Nehrim)
By DixiePig
Modification for Nehrim, the total conversion of Oblivion.
Makes Kim the same sex as the player character.
This works by changing which version of Kim in enabled when she or he is introduced. Therefore it will not replace Kim in an existing save made after his or her introduction.
Update 1.1: It seems that Kim's sex is determined every time she or he is introducred in a quest. I've modified the scripts for MQ07 and MQ19 to fix this.
108 downloads
Updated
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Mounted Steering Optimized
By rynak777
Requires OBSE
This is a slightly modified version of the "mounted steering" plugin from "mounted combat" by Flyfightflea.
The original plugin package and readme can be found on nexus: http://www.nexusmods...ion/mods/8962/?
If by the time you read this, nexus links are dead once again, search the web or nexus for "Mounted Combat OBSE".
Flyfightflea's package contained three plugins:
- mounted_steering
- mounted_trampling
- mounted_spellcasting
The trampling plugin was actually just an updated version of the steering plugin, which additionally allows trampling others. I took this plugin, removed the trampling code and spell (so that it would become an updated mounted_steering plugin), and then made a few simple tweaks.
For those not familiar with mount and blade: In MnB, you press up to accellerate, down to deaccelerate - your horse will not stop unless you tell it to slow down, or if it runs into an obstacle. All that mounted_steering plugin does is, to add this control scheme to oblivion.
Changes compared to the original plugin:
- deacceleration is now quicker (originally, it took as much time as acceleration)
- Originally, the script ran all its code every frame, regardless of if the player was mounted or not. Now it only does so when the player is actually mounted. While not mounted, the script is called five times per sec, checks if the player is mounted, and if not, instantly returns instead of running the rest of the code.
- Reordered codesections, so the script should be more efficient for oblivion's dumb as brick script interpreter.
- Removed a few redundant checks.
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Installation:
Just drop the esp in the /data dir into oblivtion/data and activate it.
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Uninstallation:
WARNING: Do not disable or remove the plugin while you're mounted. Dismount first, else your horses speed might get messed up.
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The plugin checks if you hit an obstacle, but the code (still original, not mine) can sometimes be unreliable. If you want to disable the collision check, then type into the console: set ToggleCrashDetection to 0
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261 downloads
Updated
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Mix Useful Tools
By HyperMix
A bunch of useful tools for player with companions.
You can get the full description of what they do at nexus here:
Here's a short description of each.
Repair and Recharge
Repairs and recharges companions stuff both equipped and unequipped.
Total Recall
Allows you to teleports one or all tagged actors to you. You can tag NPCs, creatures (Dogs, horses etc). It does not interfere with follower mods. It also has the ability for you to move to one of the companions.
Magical Wardrobe (WIP)
It's still early stage but I uploaded it because it has one useful working function. When you open a container from your inventory it allows you to equip the items in the container without leaving it. Therefore you can have a preview before choosing what items to drop.
Keys: "E" for equip and I think "U" for undress. I think this is a working esp. I got it from a backup and I am too lazy too check.
Requirements
OBSE 21+
Custom Spell Icons
212 downloads
Updated
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Oblivion No Weight Limit
By Pixie-K
All this mod does is buff your carry limit to an absurdly high number.
It is for those who wish to carry as much as they want without having to use God Mode.
No known mod conflicts.
I did NOT make this mod.
I AM uploading with permission.
All credit goes to a personal friend of mine who wishes not to be named on this site for personal reasons.
587 downloads
Updated
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HM's Double Impact
By HyperMix
You can also get it from my Nexus.
Upgrade Instruction for 1.3
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1.3 Upgrade:
You need to type the following in console:
StartQuert HMDoubleImpactQuest
StartQuest HMScriptedReset
WARNING:
1) It removes (deletes, burns) all NPC Clothes and Weapons that are not tagged as Quest,unplayable or part of the exclusion box. On PC it merely unequips items. (Scripted items are dealt differently from version 1.1. Read below)
2) It is also unable to detect if an item is bound to player, therefore bound items will lose their bound tag once unequipped. There maybe a function that tells you if an item is bound, but I can't find it.
Description
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Change targeted NPC to dress in same outfit as you are currently wearing or vice-versa. It does not copy/remove quest, non-playable items or scripted items. It also does not touch items stored in the Exclusion Box.
Adds four alteration spells and exclusion misc item.
Spell 1: Dresses targeted NPC same as PC
Spell 2: Weaponises targeted NPC same as PC
Spell 3: Dresses PC as targeted NPC
Spell 4: Weaponises targeted PC same as NPC
Exclusion Box: Is a container that you drop any item that you do not want to remove from NPC or Copy to NPC. Item's dropped here will automatically go back to players inventory when container is closed.
Shield is not counted as armor but part of the weapons spell.
Scripted Items
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Most playable scripted items are fine, but on odd occasion it isn't. Almost 99% of all scripted playable items as far as I know have to do with High Heels and contain the script zzzVipCxjHighHeelsHScript.
The work around for scripts is now you get a dialogue box where you select if this item is fine or not to include or exclude. If it is high heels that uses something like "zzzVipCxjHighHeelsHScript" just click on include as it is fine. Once an item with a particular script is added all other items with that script will be treated the same. There are several high heels scripts. About 20 I would guess maybe more, but sooner or later you will come across them all.
If you make a mistake then you need to go back to last save to make sure nothing is ruined. But if you must do it without reload then type "Call HMScriptedReset" in console. The second method loses all inclusion and exclusion settings and you will have to set them again.
Requirements
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Custom Spell Icons
http://www.nexusmods.com/oblivion/mods/26196/?
OBSE 21+
http://obse.silverlock.org/
86 downloads
Updated
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HM's Magical Wardorbe (Halted)
By HyperMix
You can get it also from Nexus.
The development of the mod has been halted. But still it has some simple but very useful functionality.
In game world and inventory it has the following functions:
U Undress
R Redress initial clothes on-top of what you are wearing. If you want initial clothes only, then undress before redressing.
I Disarm
P Rearm
E This is only available when opening a container through your inventory. It allows you to have a preview of the armour/weapon before you drop it in your bag. As soon as you leave the container opened through your inventory, it goes back to the initial armour you had on.
Hotkeys can be changed through the ini file (Data\ini\HMMagicalWardrobe.ini).
It stores last equipment you had when you left the inventory or when loading the game.
I had planned to develop this a lot more at the start of the year but stuff happened. As I no longer play Oblivion, I thought I would release it to the public and maybe someone can pickup the mantel or it can be used as it is now.
More information on what I had planned to do can be found in the "HMMagicalWardrobe Readme.txt"
You need latest OBSE
47 downloads
Updated
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FollowThem
By mem4ob4
FollowThem v1.0
Unrealistic Advert:
"Tired of always being the Leader
with all those lackies and companions
following your every step?
Now you can 'FollowThem'!"
Requires: OBSE
Use a single hotkey ('/' forwardslash) to follow another actor.
Target the actor in your crosshairs (name visible) and hold hotkey for aprox. 1 second.
You will get a message that you are now following them.
You can target the actor again and hold hotkey to stop following them.
If you are following and can not target the actor, hold shift+hotkey to stop.
Quest cycles every 1/2 second in gamemode.
Walk/run speed is not accounted for. You may lag behind or bump into the one you follow.
No controls are disabled. You may walk/run/cast/stop and chat etc.
Things you can NOT follow: a butterfly, the moon, a rock.
Things you CAN follow: anything that 'IsActor'.
Details on when you can NOT follow by the coding:
Variables that can be set from console:
Why this plugin?
Because sometimes I'm lazy. Sometimes I don't want to fasttravel. Sometimes I want to go
make a sandwich. Sometimes I have pieces of code as part of one plugin that do things
nice on their own. Because I like to share. And speaking of sharing...
Use and abuse this plugin any way you wish, just give a nod to those that have helped and
inspired you.
Thanks to: ThomThom, Galgat, Ichibod, Goranga, WappyOne, Mr.Patience(gregathit), Ashal and
the rest of the community.
Mem
187 downloads
Submitted
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anvil dock fence
By kingkong
while testing a mod in anvil i had enough seeing the npc falling to the water and after few days finding few dead npc in the water . or to see some npc walking for hours stuck in the stairs .
this mod adds 1 -fences in anvil dock for security . notice that i can not do anything for suicidal tendencies and they can in some places walk over and jump the fence into anvil see. i did not close the area, just to evoid most of accidents.
2 -stonesteps around the stairs to free some npc from walking like mad dogs .
this mod has normaly no conflicts in load order i have installed it just after dlc.esp
Oups i should say may conflict with anything that modify anvil dock !!!
29 downloads
Updated
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PB Photo Studio
By Schmendrick
PirataBonifacio's Photo Studio v. 1.0
by PirataBonifacio, aka Shmendrick
DESCRIPTION
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This is a portable photo studio with customizable background color,
ambient light color and directional color; Useful to take vanity pics.
REQUIREMENTS
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+ OBSE, latest version
INSTALATION
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+ It is recommended to use a mod managing tool like Wrye Bash, Oblivion Mod Manager or Nexus Mod Manager
+ For manual installation, drop package content in your Oblivion\Data folder
+ Activate PBPhotoStudio.esp
UNINSTALATION
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+ Use mod managing tool or remove manually the mods files:
+ Data\PBPhotoStudio.esp
+ Data\Textures\Menus\Icons\PBPhotoStudio\PBPhotoStudio.dds
USAGE
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+ You will recieve a miscellaneous item named "Photo Studio", click on it as if you where to equip it
and you'll be teleported to the studio.
+ Use it again inside to see studio menu.
+ Use "Leave studio" option to be teleported back to your original location.
+ You can fast travel from the studio.
COMPATIBILITY, BUGS & SUPPORT
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+ When using ENB, sun glare may appear inside the studio. To avoid this, enter the studio
when not facing to the sun.
+ Please report any issue in the Nexus page, or in LoversLab.
PERMISION
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+ Use this mod and any of its components as you will, but give credit to its original author... that is me.
172 downloads
Submitted
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Anvil Chapel Restored
By Oldwolf58
A simple mod that restores Anvil Chapel and adds 2 priests and a healer back into the chapel. There are NO spell sales at this time. The mod has been tested with several mods loaded that change Anvil, Better Benirus Manor, Benirus Lair, Diverse Guards etc. and no problems have been encountered so far. The statues in the screen shot will be the vanilla stone statues unless you have a mod that changes the default statues. The ones in the screen shot are from my lifelike god statues mod on the nexus.
The restoration will take effect AFTER you have been inside the destroyed chapel at least once AND have taken on the quest Pilgrimage from the Prophet.
95 downloads
Updated
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AutoPilot
By mem4ob4
AutoPilot v1
A basic auto-travel system for TESIV by Memrosh
Description:
Player will call up an interface menu to select a place near their desired destination.
Default hotkey is '/' (forwardslash). An invisible Pilot will lead the player to the
selected place. Player may walk, run, or sneak at any time. If the player becomes
'InCombat' the AutoPilot will disengage. The menu can be called up at any time
(except while in combat) to select new destination or turn it off. There are 59
selectable destinations, including a 'Home' and a 'Base'.
Installation:
Place the esp in the Data folder. Enable it with OBMM or the loader of your choice.
Load order should not matter.
Details:
Added by this Mod:
All vanilla resources.
1 holding cell
1 Breton NPC Pilot (invisible) with robe (restore health enchantment)
4 markers: holdingcell marker, mobile marker, home marker, base marker.
1 AI escort package
1 faction for the Pilot
4 scripts/functions
This mod should not interfer with other mods. Other mods may interfer with this one
if they radically change vanilla markers, pathgrids, package escort distance, add/subtract
packages to NPCs, etc.
Why this mod?
Hands free movement so you can: Go make a sandwich, take notes, rest your fingers,
train athletics/sneak, enjoy the view, Photography, etc.
Requirements:
OBSE version 18 or greater
Credits:
ThomThom- First scripts that I saw 'Leashing the Player'.
WappyOne, Movomo, Goranga, Galgat, and several others for scripting education.
Ashal and 'The Family' for support.
Bethesda
Legal:
Use as you wish for non-monitary gain, and give credit where credit is due.
104 downloads
Submitted
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Acrobat's Secret Hideout - by DavideMitra
By DavideMitra
ACROBAT'S SECRET HIDEOUT
by DavideMitra
Tired of reading mod descriptions?! During this video, I will show you the house and the main mod features!
- THE MOD -
" Skingrad. A mysterious acrobat trespassed on the last floor of Nerastarel's abandoned palace by breaking in through a window. He walled up the door and, in some weeks, he restored the loft. Since then, nobody was able to access the hideout. Until now! "
This modification adds a revamped version (= I didn't touch the original cell) of Nerastarel's loft.
The mod itself contains a lof of special and very important features that were lacking in Vanilla Oblivion's houses, even your own ones.
- MOD FEATURES -
Off-limits cell: thanks to Papyrus scripting, NPCs won't be able to enter the loft.
During the mod development, no modders resources were allowed. Only vanilla textures and meshes were used. However, I had to edit some mesh havok-related properties in Nifskope.
See through windows!
Realistic lighting cycle: two completely different atmospheres for daytime and nighttime!
Immersive sounds: hear distant cathedral bells and other sounds that will really link the interior cell to the exterior worldspace!
Everything is interactable: move chairs, open/close treasury chests, take a weapon from the armory, etc.
Other important features like objects with no havok, a special set of powerful weapons/armor for you, both vanilla crafting stations included, panoramic furniture, etc. [heading][/heading][heading][/heading]
- WARNINGS -
[heading][/heading]
Before starting the mod, please have a look to the readme. It is really important, because it explains some mod-related essential things.
Should you need informations/should you have questions about my mod, just go inside the house and have a look to the bookshelf on the right. Inside of it you will find some guides that will explain you almost anything you need to know.
The mod has been already cleaned with TES4Edit: it is 100% safe to use!
- CREDITS -
This project wouldn't be possible without their help:
Thanks to THE NIFSKOPE TEAM for giving me a powerful tool that helped me with texture/havok related problems.
Thanks to the CELESTIAL AEON PROJECT for giving me the permission to use their song ("Harp") for my video trailer.
Thanks to the BETHESDA TEAM for developing the Construction Set.
Thanks to MY MOTHER for some little suggestions.
Thanks again!
DavideMitra
!!! HAVE FUN !!!
17 downloads
Updated
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BBB-DR6-UVII-Skelet
on-Patch 0_9_3 By Nepro
Anyone who knows the author of this skeleton patch please let me know his/her nickname. I dunno who to credit.
Is this person called BEskind?
THIS IS NOT MY MOD. I ONLY REUPLOADED THE MOD BECAUSE IT HAS BEEN TAKEN DOWN BY NEXUS.
YOU CAN'T USE THIS SKELETON WITH Unnecessary Violence III - Critical Mess. IT WON'T WORK.
Unnecessary Violence III - Critical Mess HAS BEEN DEEMED NON-FUNCTIONAL WITH DEADLY REFLEX 6. YOU CAN RUN BOTH MODS WITHOUT CTDs & crashes BUT YOU WON'T BE ABLE TO EXPERIENCE NEITHER MOD TO THE FULLEST EXPERIENCE.
BBB-DR6-UVII-Skeleton-Patch
http://www.tesnexus.com/downloads/file.php?id=40482
patchr: BEskind
UPDATE: this patch also makes BBB work with Unnecessary Violence II !
All respect goes to the authors of these great mods. This is my personal patch to combine them.
*** PLEASE ENDORSE when it works for you. ***
## ABOUT THIS PATCH ##
This patch allows you to use BBB with Deadly Reflex 6b1 and/or Unnecessary Violence II !
This patch fixes 3 issues when using BBB with DR6/UVII
It fixes the camera being too tall
It fixes the 1st person view being rotated
It fixes the graphical glitches (infinity meshes)
## REQUIRED FILES ##
USE ONE OR BOTH!
---Unnecessary Violence II - http://www.tesnexus.com/downloads/file.php?id=40310
---Deadly Reflex v6b1 - http://www.tesnexus.com/downloads/file.php?id=8273
I HIGHLY SUGGEST GROWLF'S UNIVERSAL SKELETON NIF
---Universal Skeleton Nif - http://www.tesnexus.com/downloads/file.php?id=37596
Or you can use:
---Coronerras Maximum Compatibility Skeleton - http://www.tesnexus.com/downloads/file.php?id=27945
---(any BBB skeleton just about)
USE THIS PATCH TO FIX 1st Person
---BBB-DR6-UVII-Skeleton-Patch - http://www.tesnexus.com/downloads/file.php?id=40482
## INSTALLATION ##
SUGGESTED: BACKUP your skeleton.nif file in \Data\Meshes\Characters\_1stperson\
For OMOD:
1. Simply activate this patch after all your other related mods - CLICK REPLACE!*
*must overwrite skeleton.nif in \Data\Meshes\Characters\_1stperson
For ZIP:
<USE SOME SORT OF ARCHIVE INVALIDATION OR IT WILL NOT WORK>
1. Unzip this into Oblivion Folder - CLICK REPLACE!*
## GENERAL INSTALLATION ORDER ##
Should look like this:
< Unnecessary Violence II >
< Deadly Reflex 6b1 >
< Any BBB packs (armor, skins, animations) >
< Universal Skeleton Nif (sometimes included in BBB packs) >
< BBB-DR6-UVII-Skeleton-Patch (INSTALL AFTER EVERYTHING ELSE) >
## UNINSTALLATION ##
1. Delete skeleton.nif file in \Data\Meshes\Characters\_1stperson\
2. Use the BACKUP to revert to your old skeleton.
## GUARANTEE ##
This patch will make Universal Skeleton Nif work with UVII / DR6b1 (and in turn make BBB work with them).
## NOTES ##
ON UNNECESSARY VIOLENCE: A relevant portion of Hex's readme is reproduced here:
If you want to use BBB bodies then you will need the DR6-BBB compatibility fix on the nexus. YOU WILL ALSO HAVE TO DISABLE SKELETON SWITCHING IN THE UVII INI, WHICH MEANS NO AMPUTATIONS. *but you still get to impale, throw, and decapitate...
If you want to use it with Deadly Reflex you will have to install the resources of deadly reflex AFTER those of UVII or some DR animations may end up returning to their vanilla versions.
Similarly, if you wish to use Deadly Reflex you will need to download [Hex's] compatibility fix which lets DR make use of the latest versions of NifSE (http://www.tesnexus.com/downloads/file.php?id=40336)
ON PERMISSION to use Growlf's Universal skeleton, in his readme it says: "Permission is generally granted for further development." I consider this a further development as a patch to make it work better with two other mods!
## COMPATIBILITY ##
After some testing I have found that this patch works perfectly with:
Set Body Spell http://www.tesnexus.com/downloads/file.php?id=27724
Growlfs Body Resizing Mod http://www.tesnexus.com/downloads/file.php?id=31955)
## TOOLS ##
NifSkope
OBMM
WryeBash
## CREDITS ##
HeX_0ff - for the amazing Unnecessary Violence II - http://www.tesnexus.com/downloads/file.php?id=40310
Skycaptain - for his mod Deadly Reflex - http://www.tesnexus.com/downloads/file.php?id=8273
Growlf - for making Universal Skeleton Nif - http://www.tesnexus.com/downloads/file.php?id=37596
Yarharhar - who Skycaptain credits for the skeleton he's using.
Coronerra for his Maximum Compatibility Skeleton and contributions to BBB
As far as I can tell, I am freely able to use the two skeletons that I modified to make this patch!
542 downloads
Updated
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LivelyCities v1.00
By fejeena
Lively Cities v1.00
Translation from the Japanese.
Description:
It's similar to CrowdedCities .
But you can customise it with an ini file. You can even set cities and IC Districts to 0 spawning NPCs.
At night less NPCs ( at 8PM they slowly disappear and at 6AM new NPCs visit the cities )
And the NPCs give the player "unusual things" they do not need ( nirnroot )
The ini:
Spoiler ;
; LivelyCities.ini :
;
;Processing interval(Sec) Default==30
set kzsQuestLivelyCities.fSecCheckSpawn to 30.0
;Spawn Probability(%) Default==30
set kzsQuestLivelyCities.iPerSpawn to 30
;At night Disable The probability of (%) Default==30
set kzsQuestLivelyCities.iPerDespawnNight to 30
;When it is celebrated in the morning Enabale Probability (%) Default==60
set kzsQuestLivelyCities.iPerRespawnMorning to 60
;The maximum number to be Spawn in a single processing
set kzsQuestLivelyCities.iNumSpawnEach to 3
;If you set a non-zero, it does not perform the erase corpse in the morning.
set kzsQuestLivelyCities.iNoEraseCorpse to 0
;Spawn maximum number of each city / area
set kzsQuestLivelyCities.iMaxNumAnvil to 10
set kzsQuestLivelyCities.iMaxNumBravil to 10
set kzsQuestLivelyCities.iMaxNumBruma to 10
set kzsQuestLivelyCities.iMaxNumCheydinhal to 10
set kzsQuestLivelyCities.iMaxNumChorrol to 10
set kzsQuestLivelyCities.iMaxNumLeyawiin to 10
set kzsQuestLivelyCities.iMaxNumSkingrad to 10
set kzsQuestLivelyCities.iMaxNumICPalace to 10
set kzsQuestLivelyCities.iMaxNumICArboretum to 10
set kzsQuestLivelyCities.iMaxNumICArena to 10
set kzsQuestLivelyCities.iMaxNumICElvenGardens to 10
set kzsQuestLivelyCities.iMaxNumICMarket to 10
set kzsQuestLivelyCities.iMaxNumICTalosPlaza to 10
set kzsQuestLivelyCities.iMaxNumICTemple to 10
set kzsQuestLivelyCities.iMaxNumAnvilBay to 5
set kzsQuestLivelyCities.iMaxNumICWaterfront to 5
Requirements:
OBSE v0020
NO MBP needed , all NPCs are vanilla races.
Installation:
It's only a esp.
The LivelyCities.esp in your data Folder, and activate it in the Modmanager.
Note:
If you use Lovers Club Cats v1.02a some LivelyCities NPCs visit the underground arenas in Skingrad and Cheydinhal.
Lovers Club Cats v1.02a http://www.loverslab.com/files/file/90-lovers-club-cats/
Credits:
the original author ???
I only translated the Mod.
267 downloads
Updated
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[OBLIVION] More Male Spawn
By GECK.O
[OBLIVION] More Male Spawn by GECK.O
The Explanation
This is the opposite version of More Female Mod in Nexus. As title suggested, it will generate more males for "ALL" human-kind spawn, from bandits, marauders, mages, vampires, etc. It's not ALL Males, but MORE Males, it means there's a small change females being spawned, very small. I think that is better than just the "boring" all males.
The purpose of this mod is to add more realism. I hate Bethesda's gender equality policy, this is Elder Scroll, a medieval fantasy world. Woman role should just for the kitchen and bed . No, I mean I love the lovely soft woman and we should not hurt woman . The dirty work outside, should done by the man. It's realistic in the medieval world.
Another purpose of this mod...beside of realism, more males mean more change for your female PC and companions to get raped with LoversPK mod! <--- Actually this is my main purpose of making this mod.
The Progress
I can say, I finished to include all human-kind spawn. Except the archers, the female still being equally spawned, I don't know why. Anyway, this minor thing is not something bothersome, as somehow we need female role as archers...whatever.
The Policy
You can do whatever you want with this mod, anything! Modifying, expanding, fixing, etc. I'm a cathedral follower. But just don't forget to include my name (GECK.O) in the credit, as inspirator or the original creator.
673 downloads
Updated
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Pavilon of Dementation
A Dementia themed house mod, in a small worldspace of its own.
Phintias has acquired a new book over at the First Edition, perhaps you should see?
51 downloads
Updated
