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  1. Past hour
  2. yeah unfortunately the original mod on LL has been temporarily withdrawn due to some legal issues so I'm hoping there is a reference in one of the camps
  3. Today
  4. If you type it in Google you will find it. This mod states it is a port to SE.
  5. it is a good mod, but i do not take credit for it, I only replaced the NPC's, and a member of my team made the MCM support. I remember something about a note to start is all, beyond that, sorry, i cant remember. If you go to the regular captives page you can find all info there, it may be helpful
  6. OK to clarify a bit. I would like to know what the requirements are to be able to release the captives. I had Speech level 50, Lockpick level 25, Smithing level 60 and Enchanting level 60 and PC level 20. I would really like to know because this is a really well designed mod and I love the work you put into it
  7. Yesterday
  8. The two links for Sunjeong are dead, I found this one to her website. https://sunkeumjeong.wixsite.com/mysite
  9. Thank you for the response Schaken, and thank you for the link ilkhan8.
  10. Ill do it. I dont even remember this being posted. you will have to re-merge the mod into yours though.
  11. Increasing this to $75.00 to see if that gets a response.
  12. Version 1.25

    6 downloads

    Description You can configure how easily your enemies should surrender, and you can choose to knock them out rather than killing them. You can also knock people out in other ways, even if they don't surrender. Lightweight, compatible with everything, no 'cloak spells' nor attaching scripts to actors, everything configurable in MCM. Basically you don't have to just murder everyone in your path anymore, Dragonborn. Unless you want to, like Miraak. See the 90-second video that explains most everything: Knockout You can knock someone out in any of these ways: Wait until he surrenders, then bash him Sneak up behind him, then bash him Hurt him until he's in 'bleed out' (on his knees, bleeding), then bash him Hurt him until his health is low enough, then bash him Reverse-pickpocket a knockout poison on him Hit him with an arrow or bolt that has knockout poison applied on it Any bash will do, no matter if it's with a shield, or unarmed, etc. (works great with Simple Dual Wield And Unarmed Block). Sometimes they'll drop their weapon. If you're using Quick Loot you can also rob them blind while they're knocked-out, and since they're in ragdoll, you can drag them around as if they were dead. But they're alive, and after about 5 minutes they'll wake up. If you don't want to wait, just bash them again and they'll wake up. If you're concerned about your bash attack killing them off, then you can reduce your own bash damage in the MCM. In fact, all of the above is configurable in the MCM (see image), and you can also add a random chance factor if you wish. NPCs cannot knock you out, nor each other. You can craft knockout poisons using Alchemy (Canis Root plus Imp Stools) or you can find them in ordinary loot and vendors. Surrender When deciding whether to surrender or not, an enemy considers: His skills and health (warrior types go by whichever skill corresponds to their equipped weapon -One-Handed, Two-Handed or Archery, while mage types go by their Destruction skill) Your skills and health (same as above) How many others are also fighting you (even if they belong to other factions, as long as they are hostile to you) How many of your followers are still fighting alongside you (guards don't count nor do other neutral parties even if they get involved) The settings in the MCM So, as their health winds down and their buddies start to fall around them left and right, baddies will be more and more likely to call it quits. Likewise, if your health drops and your followers die, maybe someone who had already surrendered can change his mind and start taking swings at you again! In order to judge you and figure out their chances they first to need to see how you attack. The most important factor (after the MCM slider of course) is HP. After all, if you're very low on HP you really don't care if the entire army is backing you up -you just want to survive the next ten seconds. But remember fear can spread -if one guy calls it quits, that slightly demoralizes everyone around him and maybe now someone else quits, and then another, and then you get a snowball effect. Sell-sell-sell like a market panic. It can go the other way too -one guy who had already surrendered eventually recovering enough HP to feel gutsy again and standing up can cause his buddy to also rise again, and so on. These snowball scenarios are somewhat rare (because everyone needs to be more or less close to the edge between quitting and not quitting) but entirely possible. Importantly, your followers (vanilla and modded) will try their best not to kill people who already surrendered, or who are knocked-out. Compatibility Should be compatible with everything. I notice no performance/FPS issues -everything wraps up cleanly even if you leave the cell and come back, resurrect people in the console, or whatever other shenanigans I could think of. It uses perks to trigger the knockout effect -I tested with Ordinator and found it is compatible. It also uses a bunch of obsolete variables that Bethesda coded in for every actor, but never actually implemented (such as "FavorPointsBonus" whatever that was supposed to be!) so if any other mod uses those too there could be a conflict, but I'm not aware of any. It works beautifully with my other mod, Melee Power Knockback, which adds a cinematic oomph to your power attacks. The knockout portion is incompatible with Racial Body Morphs SE because that mod uses skeletons that are a bit old. Instead, use that mod's more modern replacement, FK's Diverse Racial Skeletons -knockout works just fine with that one. Not compatible with Tyrannical Trolls nor Sinister Spriggans -their nif skeletons don't react well to ragdoll. Why am I not like the other girls There are other yield mods out there, but they don't do knock-out, and they use cloak spells to attach scripts to every actor around you. Now, not all cloak spell scripts are bad things, but many bad things are cloak spell scripts, so I went the extra mile to avoid them. Then there's the follower issue: in those mods even if you accept the baddies' surrender your follower may still finish them off anyway. This was a hard nut to crack because I didn't want to mess around with AI packages (because doing so then messes around with custom followers' AI and now you need a patch for Inigo, yadda yadda -it just gets bigger). Instead I found a decent compromise: your followers will still give chase for a few seconds for flavor, but after that they'll let them live. Everything I did is meant to be as unobtrusive/reversible/light as possible. Also, there are other knockout mods out there, but they don't do yield, and in addition to the cloak spell issue above, they rely on the paralysis magic effect to simulate knockout -this makes the NPCs stiff. I wanted ragdoll instead, and I got it. Lastly, some other mods are limited to only certain weapons (maces) and I wanted more flexibility. Installation Unzip to Data folder and tick the checkbox for knockout.esp. Sort to the bottom of the load order. Or seriously, do yourself a favor and just install Mod Organizer 2 or Vortex already; it's not 2012 anymore. As soon as the game launches you'll get a little notification saying "Knockout and Surrender installed. Don't forget to enable Surrender in the MCM menu!." -if you see that, it means the mod is installed and should work. Don't forget to enable Surrender in the MCM menu. You also have a new minor power to toggle the knockout effect on and off. Upgrading from previous versions: Basically you need a clean save. If you already know what that means, then just do that, carry on soldier. If you don't know what a clean save means then here is an explanation: uninstall knockout.esp or esl and clean your save file using Fallrim tools. Then launch the game without the mod, and in the console enter setstage SKI_ConfigManagerInstance 1 . This will remove the MCM menu -do confirm that it's gone. Save again: now you have a clean save (or as clean as it gets in Skyrim). Now you can install this mod again, normally, and enjoy the new options in the MCM menu (and this is true for any mod with an MCM: if it takes too long to show up after installing, you can always enter the code above in the console and wait a minute. It will come). Uninstallation Remove the esp and the scripts -or turn off in MO2. Nothing much should be left behind in your savegame, but you can clean it up with Fallrim tools -which is another must-have if you're into modding. FAQ Can I configure how long the enemies stay surrendered or stay knocked-out? It's not easy; unfortunately there doesn't seem to be a way to dynamically modify a magic effect's duration other than typing it in the Creation Kit. As of now, surrendering lasts an hour, and knockout lasts five minutes. Remember: you can bash them again to wake them up from a knockout, and if circumstances change anytime (if you take too much damage, or if they suddenly get healed or if they get new allies to fight you, etc.) they may decide to come out of their surrendered state and fight you again. Can enemies take other factors into consideration when deciding whether to surrender or not? Such the enchantments in my sword, or my Daedric armor, or my awesome sneak skill, etc? All technically possible, but I want to keep the algorithm really light, so for now the only thing that matters is the skill related to the weapon you and they are using (or Destruction if you or they are mages), everyone's health, and how many other people are in either side of the fight. You can always play with the slider in the MCM to find a balance that works for you. Okay, what if I have a sword in one hand and a spell in the other? Which one counts for intimidation purposes? Whichever is greater between your One-Handed and Destruction skills. Other magical schools don't count for surrender purposes. The enemies keep dying when I bash them! Or I killmove them with the shield! Your bash probably does a ton of damage -this can happen with certain perks. Use Violens to turn off shield killmoves, and/or use this mod's MCM to tone down your bash damage to something more pacifist if you'd like. The enemies have their hands up in surrender, or are crouching in fear, but in their idle dialog they don't sound panicked! I don't think I can mess with their idle dialog without involving package shenanigans, and I'm trying hard to stay very lightweight and avoid package shenanigans... but there might be no other way. I'm thinking about it... I knocked out / cowered everyone in the room, then I left to some other cell (through a loading door) and when I came back they had all woken up / weren't afraid anymore! This is by design -I don't want to make permanent changes to any NPC. I want the mod to be safe to install/uninstall anytime and don't leave too many footprints behind. How does this handle the infamous Brawl bug? How about that part of the Companions questline where you need to punch Vilkas? Both covered! Can you make it so that instead of killing someone to meet an objective you can just knock him out instead? For example, can you change it so that "Kill the leader of Serpent's Bluff Redoubt" becomes "Knock-out the leader of Serpent's Bluff Redoubt"? I admire your pacifism, but sadly no -I don't know how to accomplish that in any lightweight way that would also work for mods. Just have your followers kill them off -followers will still chase and attack enemies for a few seconds after they surrender. We can't Undertale 100% of Skyrim, just the in-between parts. Can you knock out a dragon, or make him surrender? Nope. Dragons and Dwemer automatons will never surrender. And there's a bunch of creatures that it doesn't make sense to knock out, realistically. The list includes: Undead (Draugrs and Skeletons), Lurkers, Chaurus, Ash Guardians, Werebears or Werewolves, Gargoyles, Vampire Lords, Dragon Priests, and Atronachs. You can still cower and knockout vampires and dremora though, as well as spiders, trolls, spriggans, bears, tigers, rieklings, dogs (you monster), and pretty much any other creature. Just let them see you swing your weapon and they'll decide what to do. Something terrible happened! Nazeem turned into a dremora! The Bannered Mare caught on fire! Ulfric is lollygagging! Unlikely to be from this mod -I don't attach scripts to actors -I don't even give them perks. Knockout is classed as a magicaleffect with a finite duration, and so is surrender. Experienced modders: please feel free to review my source code; I always welcome all feedback!
  13. Version 1.4.0

    5 downloads

    Description Power attacks will: Knock enemies down and send them flying a short distance Trigger a 1 second slow-mo moment for coolness reasons Works with any weapon, or unarmed. You can customize in MCM whether you want this for all power attacks or just kills, just 2-handed weapons, whether you want the slow-mo effect or how often, etc. NPCs can knock you back too, or they can knock back each other. The lighter the enemy (by his 'weight' attribute) the farther away he will knock-back. You can knockback corpses too, as Nazeem will surely find out. See the 20-sec video: Compatibility You can pick the new knockbackViaRace.zip version, the main file, which is compatible with everything except mod races (although there are patches for the Half-Dragon, Dagi-Raht, and Ohmes-Raht races already). Or you can pick the original knockback.zip version in the miscellaneous files, which works with any mod race but may conflict with some perk overhaul mods. I prefer knockbackViaRace.zip because it makes NPCs knock you back too, which evens the playing field a lot. Sort this to the bottom of your load order since it modifies the attack data of vanilla races, which means that if you're still using Racial Body Morphs you should probably upgrade to FK's Diverse Racial Skeletons instead, which uses a more modern skeleton, and then use the patch for this mod in the optional files section. It does use scripts, but the scripts are tiny and only fire during the knockback moment. Only 4 variables -I don't see how this could bloat your savegame or cause any kind of CTD. See the scripts in the source folder; I think they're pretty tidy in how they get in, do their thing, and get out, but I always welcome feedback if you think they could be tidier. Why am I not like the other girls There are other knockback mods out there, but I learned that they don't work if your attack happens to kill the NPC. I think the reason why those mods fail at that moment is that PushActorAway(Target, PushForce) only works on the living, and by the time the script kicks-in the NPC is already dead. I got around this limitation satisfactorily, I think. Also, I prevent the bug that makes NPCs invincible if a killmove happens to trigger during knockback. Also, the way other mods work is by either enchanting a certain weapon -which is too limiting, or by attaching combat spells to individual attacks in the PC record -I think that's too dangerous, don't mess with the Prisoner refid 14 kids. Instead, I either use perks (which works on any race, vanilla or modded) or race (which works with any perk overhaul mod). And lastly, as of version 1.3, this is apparently the only mod with vector-based knockback. So this is a little wonky to explain but the easiest (and laziest) thing to do with ApplyHavokImpulse is to just send the NPC straight up in the Z-axis and don't bother calculating the other two axes. No more. Now I'm using the angle the player is facing to figure out the correct X and Y components of the vector also, so the NPCs fly away from you, instead of just up. Anyway, if this is all too complex, just see this video: Installation Unzip to Data folder and tick the checkbox for knockback.esp. Or seriously, do yourself a favor and just install Mod Organizer 2 already; it's not 2012 anymore. As soon as the game launches you'll get a little notification saying "Power Attacks will now knockback your enemies." -if you see that, it means the mod is on and should work. You also have a new minor power to toggle the knockback effect on and off. (Note: if upgrading from version 1.0, either start on a clean save, or use the console to manually give yourself the new power that toggles the effect on and off. If upgrading from version 1.01 then either start on a clean save, or force SKY UI to rescan for mods by entering setstage SKI_ConfigManagerInstance 1 into the console). Uninstallation Remove the esp and the scripts -or turn off in MO2. Nothing much should be left behind in your savegame, but you can clean it up with Fallrim tools -which is another must-have if you're into modding. F.A.Q. Is this compatible with X? It likely is. Use knockbackViaRace.zip if you're concerned about conflicts with perk overhaul mods. Can you get knocked back too? Yes you can -just use the knockbackViaRace.zip version. NPCs can knock back one another, too. Fun times. Wait! I want to knockback NPCs but I don't want to get knocked back myself! Ah, you're no fun! Fine, then use the knockback.zip version where you're the only one able to knockback people. Milk drinker! Can you remove the slow-mo effect? What? You've never played Max Payne? Gah! Fine, just reduce the chances to 0% in the MCM menu. Can you limit it to just two-handed attacks? Or just kills? Or make it trigger at random once in a while instead of all the time? Yes to all! MCM menu! Aaah, the blur effect! It's hurting my eyes! MCM menu! Disable it there! ESL when? I don't know how, bro. I only know how to do that in SSEDIT, and SSEDIT is telling me I need to renumber forms in Creation Kit. No idea how to do that. Does this work in Oldrim? Does this work in VR? No idea! I have neither of those, please try it out and let me know! This makes combat too easy -I just kill them while they're knocked down on their butt trying to get back on their feet! You could set it up in the MCM menu so this only fires when you actually kill the NPC, and not before. Remember NPCs can knock you back too, so that makes it fair.
  14. BTW, I just installed the new "[COCO]Goddess_War_v2_CBBE_3BA_SE" because it was also CTD'ing and I don't get a neck seam on it.
  15. My old version was CTD'ing and this version works perfect!! Thanks!
  16. The old version was CTD, so was happy to see this fixed version, but getting neck seam on all the bodies except first one. (using CBBE 3BBB) I checked all the other [COCO] bodies I have installed, but they are all good, so I know (think) it isn't my setup on this one...
  17. this is a new thing, Rektas has made his own "Wix" website and hosted all his work on file hosts like "Mega" and "Google drive" and such. I am betting you can find them there. i read about someone talking about it but sadly, i can not remember the link. you will have to do some googling. IF you are able to find it all and find the solution, i would love it if you would share it here and i can fix this link and help others as well.
  18. I am confused about where to get the originals, when I click on the link and look at profile I only see mods featuring boots, bodyslides, and skin etc. I do not see any armor mod? Where did I go wrong?
  19. Thank you for your hard work! Kylia armor is also partly invisible.
  20. Another one is that the physics for male shudad cloak is not working.
  21. Last week
  22. Why isn't there a Miu Child Witch download for Skyrim LE?
  23. Any chance at that SE version yet?
  24. someone reported after i fixed it the neck was still having issues so another update will be in a day or so
  25. View File Hroki - NPC Replacer [SE] Schaken-Mods EXCLUSIVE! (Upload NOWHERE ELSE!) This is an NPC cosmetic replacement for Hroki. Character Background: Hroki is a teenage Nord residing in Markarth. During the day she can be found at the market stalls inside the gates. She works at the Silver Blood Inn, which is operated by her parents, Frabbi and Kleppr. This mod utilizes the ESPFE format, so it will not count towards your mod limit. It has also been adapted to use the SchakenFM system, in addition to other management systems. Name: Hroki Location: Markarth Race: Nord Base ID: 0001339E FOMOD Options: - Choice of UNP (HDT special) and CBBE (COS) - Custom outfit included: Fairytale Outfit - 2K or 4K textures - Choice of 5 hair styles CONFLICTS Any other mod that makes changes to Hroki's appearance or stats. If it's only stats, then this mod can be loaded afterwards. If it's appearance, then it's a definitive no (unless you know how to use XEdit to remove the NPC reference from the other mod and install this mod afterwards to copy over files). If there are any issues with this mod, let me know in the comments section and I will try to resolve them as soon as possible. Charmers of The Reach by m4mk203 BodySlide and Outfit Studio by Ousnius and CalienteCBBE by CalienteDIMONIZED UNP female body by dimon99RaceMenu by Expired Fairytale Outfit by anon(?) Eyes of Beauty by LogRaam KS Hairdos Renewal by Kalilies / re-texture by Shingles Cat 3D Pubic Hair by Coco Screenshots - Kwanon enb Submitter Hieroglyphics Submitted 09/23/2020 Category NPC Co-Authors Guest  
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