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This is for everything I haven't made a category for yet.

37 files

  1. immersive Armor Swapper - Public Version

    Immersive Armor Swapper is a dynamic armor swapper, capable of switching armors per selected body types. To make iAS recognise a race, you need to have a separate home folder for the desired race you are wanting to swap armors on, and a plugin so that iAS knows the races you want to start swapping.
    With iAS, Me and Schaken (and any other person that decides to contribute) don't have to make custom plugins, convert armors so that only work with teens or dolls, and we don't have to package the original mod. We can just make a addon that makes the specified outfit appear only when a teen or a doll wears the outfit from the original mod. (View videos below for examples)
    Another feature of iAS is that it does what the all hair and eyes patch does, it makes all hair and eyes available in racemenu. This does not mean that the hairs and eyes will work with them, it just makes them available.
    This is the public version, so it is incompatible with Teen Dolls Natural, Teen Dolls Lewd and Teen Dolls Physics (Official). There is a version in the club for people who use those.
     
    Known Teen and Doll iAS addons:
    Vanilla Replacers:
    CBBE Armor Remodeled Armors Clothing Replacer TRX Sloot Armor Replacer Female Outfit Replacer Clothing Mods:
    Doctuer87 Outfits Rektas69 Outfits Tera Armors Grim Clothing SunJeong Outfits Immersive Armors Legendary Armors DeserterX Collection Andreis Outfits Random Outfit Mods NSFW Clothing Pink Princess PS Armored Chainmail Bikini Simple Skirt Aradia Kato Outfit BDO Kibelius Raven's Luxurious Seduction Mashup Hepsy's Basic Clothing Natsuno Outfit Bug reporting:
    Before you report a bug please check the iAS log in "Documents/My Games/Skyrim Special Edition/SKSE/iAS.log"
    Technical details:
    When making a plugin for a custom race you need to have a few thing so that the DLL knows what to do
    The plugin that tells the dll what to swap has to have "sk " at the start of the plugin name. It has to have a special description with many things in it. Here is an example with quotes "[##IGNORED|MaleMeshFolder|FemaleMeshFolder|IGNORED|IGNORED|000800,000801,000802,000803,##]" Now im going to explain the above content.
    The first ignored in there would the backup armor directory if it was there, but it is not in integrated into the dll so it is ignored. 
    The second section is the MaleMeshFolder, if it was kept the way it was currently, for a vanilla armor that was in directory "meshes/armor/elven/m/cuirass_1.nif" the armor swapper would look for male clothing in  "meshes/MaleMeshFolder/armor/elven/m/cuirass_1.nif". If there was one it would make only the specified race wear that armor. 
    The second section is the FemaleMeshFolder, if it was kept the way it was currently, for a vanilla armor that was in directory "meshes/armor/elven/f/cuirass_1.nif" the armor swapper would look for female clothing in  "meshes/FemaleMeshFolder/armor/elven/f/cuirass_1.nif". If there was one it would make only the specified race wear that armor. 
    The third and fourth are ignored, they both would be vanilla if they were integrated.  
    The fifth are the armor races selected, not the actual races. The way this works is that there is a armor race for each race, the form id is used in the fifth section of the description. To make a armor race I suggest you take one of my templates and copy it and rename as many times you need it into your own plugin. Then put the form ids of the races into the description. If your using xedit and cant put anymore into the description, open creation kit and use that to edit the description. It has a much higher character limit for descriptions.
    For each race there has to be a armor race, in the non-armor races you have to change the RNAM of the race to the armor race that corresponds to it.
    And lastly you have to add the armor races to the armor addon records of the body for the race. If you do not do this each race you have edited will have invisible body parts.
    Example files
    https://mega.nz/#!RAMGWarR!ciQO1LdDaWXvoSRFHy78FIJxFLxOfO7TZaSPc07xe9M
    Example files Explained
    immersive Armor Swapper - Core Addon Example.esp - This is a normal custom race esp, with no armor swapping capabilities.
    sk immersive Armor Swapper - Addon Example.esp - This is a armor swap addon example, this is what tells the armor swapper what to swap for the races in "immersive Armor Swapper - Core Addon Example.esp"
    sk immersive Armor Swapper - Intigrated into Mod Example.esp - This is what a armor swapper integrated custom race would look like. 
     
    DLL made by Zelden, tweaked by me. 
    Plugins made by Jobobby04(Me)
     
    Here is the before iAS:
     
    Here is the after:
     

    317 downloads

       (0 reviews)

    2 comments

    Updated

  2. Demon lillys transformation

    found a old messed up Le werewolf mod unmanaged so i fixed it up an converted it to se switches were wolf transformations to demon wolf transformations enjoy. not my org mod i dontcollect money for this free mods for everyone.

    5 downloads

       (0 reviews)

    3 comments

    Submitted

  3. Gypsy Eyes Caravan

    Gypsy Eyes Caravan
    Original Mod Here(Addons from original work with this version)

    What is this?
    A mobile caravan that can be used instead of fast travel.

    None


    17 downloads

       (1 review)

    0 comments

    Submitted

  4. Alternate Actors SE



    Alternate Actors allows you to play as anyone, as well as change the looks of NPCs! Cast one of two spells to control animals or people. The control people spell allows you almost complete control over that actor, the control animal spell lets you travel as far as you like, and gives you 3 unique attacks for that creature.



    Skyrim Script Extender is required!
    Better Messagebox Controls is required!
    SkyUI is required!

    Without these mods, AA will never give you the spells or leave the loading screen!


    Control any creature and:



    Alternate Actors allows you to play as anyone, as well as change the looks of NPCs! Cast one of two spells to control animals or people. The control people spell allows you almost complete control over that actor, the control animal spell lets you travel as far as you like, and gives you 3 unique attacks for that creature.



    Skyrim Script Extender is required!
    Better Messagebox Controls is required!
    SkyUI is required!

    Without these mods, AA will never give you the spells or leave the loading screen!


    Control any creature and:
    Take control of nearly any animal and take them as far away as you like Most animals have a left, right, and special attack (activate button) Some animals (think Atronachs) can cast spells! Revert from an animal at any time by pressing the shout button

    Take control of any humanoid and gain access to their: Looks Skills Health/Stamina/Magicka Inventory Combat Crafting/ object interaction Basic factions (rub elbows with bandits, or vampires!) Original player can acts as a follower, mill about, or disappear Return to original player at any time Dying as new actor results in death/load, or reverts to original player Save/load while playing another actor, then return to playing your original player later Literally play the game as that actor!

    Controlling an NPC allows you to affect them by: Leveling their skills Changing their gear Changing their face, hair, and hair color (10 NPC’s can be remembered) And more! Many MCM configurable options 360 Controller compatibility With the ghost option, dying as the main character turns you into a ghost, who must find a new main character before they can attack again! Lore friendly version with new spells and spell tomes Development Thread for authors to easily make AA quest mods Most face changes to the NPC can be remembered to permanently change their looks! See the “Changes” tab for even more features, sorted by version. (It’s to the left of the description, files, and images tab).


       

    My walkthrough of 1.2 is coming soon.
    My walkthrough of v1.1:
    Mod Reviews:
    My walkthroughs of other versions can be found on the videos tab.

    Gem of the week on:


    YOU ARE A GOD!!! I've been wanting to do this for over a year! This completely transforms how the game can be played. "Alternate Actors" is now featured on GEMS under category 410 - Roleplaying. –Ka3m0n, Owner of Skyrim Gems Site

    Thank you! Been waiting for something like this to give the experience of the rpgs where you can switch between characters. –Maymay1588, Author of hot file: Lilium Follower

    Is there anyway we could save edits we make to the character we control? … Been looking for a mod for a long time that can do that. (Now possible in 1.1) –Phenderix, Author of hot file: Phendrix Magic Evolved

    ha ! a new mod from you dude... another good one as usual –Psychosteve, creator of icons used in SkyUI

    Very few modders can make something as ambitious as this mod. Even fewer come back, fix almost every problem, and add in many requested features too an already outstanding mod. You good sir, have become one of my favorite modders on the Nexus. Great job my friend. –Themusicman

    Lore Friendly version makes me a happy panda! –Nudedragon

    Did anyone say the nexus needs a file of "since forever" vote buttom? – Agunsthemagi

    mod of the year -Mclericp


    Quests that utilize Alternate Actor functionality
    Stability/compatibility – looking into custom race support, and racemenu / character editor mod compatibility 

    If you'd like to make a mod that uses Alternate Actors as a master file, check out the Development Thread to talk about the mod and how we can work together.


    While this mod is fully playable, chances are you will run into limitations and bugs! Please report these to me in the bugs / troubleshooting thread here! Also, if you have ideas, suggestions, or would like to help me implement features/ contribute to the project, join the discussion here! Thank you!


    Make sure to update to 1.2 and have ALL requirements installed (and up to date). If you’re updating from an earlier version, revert to your main character, save, turn the mod off, and save again. Then install the update. You may also need to save and reload once in order to access features like the MCM menu. (A quick save and quick reload will do). 

    Q: Help, the game crashes when I use the full control spell!
    A: Make sure you’ve installed v1.2, Skyrim Script Extender and Better Messagebox Controls!

    Q: My Npc’s face doesn’t look like it should!
    A: I’ve heard that loading Ultimate NPC Unlocker before AA may fix the problem (thanks Witcher5688!)

    Q: My game is stuck on the loading screen!
    A: 1) Make sure you have the requirements from the question above. 
    2) Check the compatibility section below to see if you’re running a mod that is incompatible. 
    3) Try pressing your activate button or your sheathe/drop item button. 
    4) Thanks to a report by o12t14a86, I was able to focus on controller compatibility for 1.2 Simply press X on the racemenu screen and the spell will finish itself. (For people still using 1.1, simply remove the controller usb during the loading screen and reinsert it after you’ve taken control. The screen should finish like normal.)
    5) Are you using a non US keyboard? Some keyboards, such as AZERTY may not work and you may need to preform manual operations. There is an MCM menu option: debug mode, that hides the loadscreen so you can perform manual operations in 1.2.
    6) In 1.2 and above, is the loading crystal frozen? It freezes at the beginning of the loading screen when controlling an actor of a different gender, but then should start moving again in roughly 5 seconds. If the crystal is moving, then chances are the loadscreen is working. If it’s frozen and both actors are the same gender, or it’s been 10+ seconds, try #3.

    Q: Can you make permanent changes to an NPC’s face?
    A: You can currently remember the faces of 10 NPCs. Changes to an NPC’s nose, hair, eyes, mouth and hair color will all be remembered. In 1.2, adjusting the size of said features, or skin tone is now also remembered. That means that as of 1.2, everything is remembered except for textures, and possibly mod added headparts.

    Q: I can’t use furniture!
    A: Type “player.tai” into the console.

    Q: Help, I made an NPC ugly! or: Help! Something happened and now their head is gone! Saving and reloading doesn’t fix it!
    A: Use MCM to forget their face. Then reload the game (exit to desktop) and they’ll be back to default

    Q: I can't find the spells!
    A: Do you have SkyUI installed? Did you save and reload? Are you looking in the right place? The spells are lesser powers.
    Answers gleaned from the comments section:
    In the MCM, toggle "Lore Friendly" Off and then back on. - WolfTheWerewolf
    The spells are powers, so to use them you need to press the 'z' key, or whatever button you have assigned to use powers - Goliatron

    Q: Everything is installed and up to date (including all required files), but I’m having a weird problem!
    A: It’s most likely a compatibility problem: AA is having an issue with one of your other mods. Try turning mods off one at a time (or all at the same time) and loading a save that didn’t use AA. When you turn off a mod and it works, you know which mod is incompatible (please let me know!).


    If none of these answers help you, than it’s possible that you’re having a bug that I can’t replicate. 

    I have been away from modding for a year and at this point I no longer have time to do any serious modding. Over the year I've been away I've gotton TONS of pms either asking me to troubleshoot a mod for people, or a mod request. I simply don't have time to troubleshoot everyone's Skyrim. 

    AA is a script heavy, detailed mod that can easily be incompatible with other mods. If you really want to use AA and it's not working, you'll need to troubleshoot the mod. Make a new save with no mods installed beside AA and its requirements. This is the ONLY way to be sure no other mods are causing your issue. If the mod runs successfully on a new save, slowly install mods until it doesn't work. I usually install half of the uninstalled mods on my list and try. If it fails, I know one of the mods I just turned on is causing the issue, if not, I install the other half. I keep whiddling it down until I find the incompatible mod. Back in the day I checked and unchecked esps, but now with tools like mod organizer you can do this much more quickly and thoroughly. I used to spend literally hours troubleshooting mods I wanted to install; it's just a part of the mod experience, and it's too time consuming for me to do for others anymore, (in many cases I wouldn't even be able to without downloading your exact mod setup)))




    If you think you can help me eliminate a limitation, please let me know here.

    Actors that you control may/will exhibit the following: Gray Face bug – nothing I can do Perks and overall level are retained across characters No change in crime, some specific / unique factions, and quests progress I can’t store or change NPC face tints/textures


    I’ve heard reports that this mod may be incompatible with Crimson Tide
    Several people report that SkyRe’s combat.esp is incompatible with this mod
    The main character may not follow people using UFO
    You may not be able to edit the faces of NPC with custom face parts (like Vilja)
    I’ve heard reports that this mod is incompatible with Racemenu and Enhanced Character Editor, though I wasn’t able to replicate any bugs, other than their features not being supported. 



    First I want to thank the people who have made the Skyrim Script Extender. It's a wonderful tool that I love more practically every day.

    In one part of the script I've taken inspiration from Korodic's Werewolf Aftermath mod and Deazurain's Loadout mod. In the script (whose source code is included in the download) I note the section I used from them, and will paraphrase that note here.
    Both dudes understood how many slots there were (counted slot masks on the wiki) and understood how to multiply the hex code by two to get every combo of armor you could have and add it to a formlist. I didn't know how the hex code worked, or had the idea to do a formlist until I looked at their scripts, so I wanted to credit them. 
    However, I believe this inspiration is fair game/ is in the public domain, because two people did the same thing for two different mods, and my inspired section is as different from either of theirs as their script chunks are from one another.

    Update: Being the cool guy that he is, Korodic asked me to "credit fg101 since it was he who developed the slot mask loop (which was brilliant)." I gladly do so and thank Korodic again for letting me know. 😄

    I also want to thank Expired's Racemenu mod. I found the getfacemorph function while looking at his script. Also, it was looking at his script alongside the Creation Kit that made me realize that face morphs are not 1 per headpart, but 2 or 3 (based on the actors tab Char Gen Morphs sliders).

    DarkWolfModding for telling me about Bandicam. 😄

    The Nexus and Bethesda should also be credited, for allowing modders such cool opportunity to explore so many facets of game design and then share them with others… for free. 😄



    I do not post any mods on Steam Workshop. If you see one of my mods on Steam Workshop, please report the file to me. Thanks! 😄

    267 downloads

       (0 reviews)

    0 comments

    Updated

  5. The Ragged Flagon Shortcut

    The Ragged Flagon Shortcut



    What is this?
    This is a mod that will create a shortcut in the graveyard to the Ragged Flagon.

    NOTE:
     This mod had been made an ESL so it will not take a slot in your load order, your welcome



    None

    14 downloads

       (0 reviews)

    0 comments

    Updated

  6. NPC Replacer Spreadsheet

    NPC Replacer Spreadsheet (Microsoft Excel only)
     
     
     
     
    I have taken a long time to create an Excel Spreadsheet of mods that replace the looks of named NPCs for Skyrim. This list has both LE & SE versions of these replacers. Keep in mind that some of these replacers are not ported to SE. If you have the means to port, then you should do so. I am not going to provide you with ported mods. All the mods that I list have been chosen by me on how they look. You may not agree with me on the replacer’s looks, but for the most part, I think you will like how they look.
     
     
    These mods cover Men, Women & Children. One mod replaces the Male Housecarls with Females, another mod replaces a lot of NPCs into children with child like voices. It’s up to you to pick and choose how you want to go about doing this.
     
     
    This Spreadsheet is rather large, I would suggest that you print it out and keep it handy when installing the mods. How to go about using all of the replacer mods at the same time is easier with this spreadsheet. Each Named NPC has a Form ID, and that Form ID is the same as the facetint in the game’s data folder. I don’t know how this will work with MO/MO2 or Vortex even, I do know how this works with NMM. Let me give you an example of how to install a few of the mods using an A, B, C, D method for this would be easier than actually typing out the mods’ name.
     
     
    Install mod A.
    With mod A, it replaces Annekke Crag-Jumper and Brelyna Maryon. You notice the mods B, C & D also replace Annekke and mods B, C & D also replace Brelyna. So here is where you get to choose which NPC replacer looks better to you: You think that mod C has a better looking Annekke than mod A. And you think that mod B has a better looking Brelyna than mod A.
    Install Mod B.
     
     
    You install mod B normally. When a message pops up about replacing Annekke here is what you also need to keep in mind, the popup message will either show the character’s name or it may show the ID number. This is where you need the spreadsheet, since you are not replacing Annekke with mod B, you can choose either Yes or No. Do NOT choose Yes to All or No to All, I can’t stress this enough.
     
     
    Now a popup will appear for Brelyna, since you want mod B to replace her, the message will either list her name or her ID Number. If it shows an ID number without the name, then look at your spreadsheet and look up her ID Number, double checking that it matches. After double checking choose Yes and that makes Mod B overwrite Mod A’s Brelyna.
     
     
    Install Mod C.
     
     
    Install mod C normally, when the popup appears for Annekke (either in name or ID number) double check to make sure you have the correct ID number (or name), and select yes to Mod C overwriting Mod A’s Annekke, and when it pops-up about overwriting for Brelyna, here is where, after double checking the name or ID number that appears, you would select No to mod C overwriting what you had Mod B replace.
     
     
    Install Mod D.
     
     
    Install mod D normally, when popups appear for both Annekke and Brelyna, and if you still like the looks of the ones you already overwrote, you would choose No to both, thus keeping what you have already done intact.
     
     
    Of course, this is just an example, with all of the mods that are listed, just about every single mod replaces the same NPC at least twice. It’s up to you to use the spreadsheet to pick and choose. Don’t be afraid to go back to the mod page and look over the photos of the NPCs replaced to make an informed choice.
     
     
    List of NPC Replacer Mods that I have chosen:
    Alphabetically Ordered
     
     
    Babes of Skyrim – Replaces a jaw dropping 652 Named NPCs. Does not include the un-named NPCs. If you add those un-named then it’s probably close to 900.
    Bijin NPCs – Replaces 16 Named NPCs
    Bijin Warmaidens – Replaces 22 Named NPCs
    Bijin Wives – Replaces 9 Named NPCs
    Dark Brotherhood Character Overhaul – Replaces 4 Named NPCs
    Dolls – Replaces 58 Named NPCs in my chosen version. A lot more if you get all of the extras in the FOMOD.
    HogsMaws NPC Replacer Pack v5.0 – Replaces 75 Named NPCs
    Improved Bards – Replaces 20 Named NPCs
    Males of Skyrim – Replaces 31 Named NPCs
    MBWS NPC Male Housecarl Replacer – Replaces 4 Named NPCs with 4 Renamed Female NPCs
    Metalsabers Beautiful Orcs – Replaces 21 Named NPCs
    Metalsabers Beautiful Vampires – Replaces 7 Named NPCs. Also replaces un-named NPCs so the total can be around 30-45.
    Moogogi Replacers – (This is not a mod that is an AIO, Each one is its own mod page, I just combined the mods together for my personal use, because it’s easier this way.) – Replaces 3 Named NPCs.
    Northern Brawn – Replaces 44 Named NPCs
    Others Daughter – Replaces 21 Named NPCs
    Others Lover – Adds 4 Lovers to the Jarls and Replaces 81 Named NPCs
    Pandorable’s NPCs – Replaces 81 Named NPCs
    Thieves Guild Character Overhaul – Replaces 5 Named NPCs
    The Ordinary Women – Replaces 60 Named NPCs
    And finally: Winterhold College Character Overhaul – Replaces 5 Named NPCs
     
     
    You can’t just go by each total mod’s number and think that you are adding that many named NPCs replaced, most of them are cancelled out by another replacer mod. If you take a look, there are several that are listed more than once. That is because they either die later on and you’ll see their dead body, or they are to look different in a certain quest or battle.
     
     
    Since Babes of Skyrim adds so many, I would suggest that you load it first as the base, and then go on from there. Remember that if you pick one mod that has 2 of the same NPC listed, you must use the same mod for both of them.
     
     
     
     
    Always double check your names and numbers listed in my spreadsheet, this is massive, but very insightful. Also, If you do get Babes of Skyrim, I would load that first as your base NPC Replacer. Babes of Skyrim cover a lot of secondary and un-named NPCs, along with the Named NPCs that the other NPC mods that are listed, use as well.
     
     
     
     
    Bad Wolf
     
     
     
     

    15 downloads

       (0 reviews)

    1 comment

    Updated

  7. Skyrim Beautiful Followers v2.1 - SE

    Skyrim Beautiful Followers v2.1 - SE
    So, almost 8 months ago, I contacted hrk1025 and asked if I could port this to SE. If you have a look at the screenshot, not only did I not get a reply but hrk1025 left the conversation. I just finished porting it and brought it here. I will remove it if hrk1025 contacts me here or through Nexus. BTW, I'm not putting this on Nexus. I am planning on removing my created and/or ported mods and bringing them here.
     
    If you want to know more about SBF then you should have a look and the LE version that I have linked at the top of this description. I did not create this mod, and this mod only replaces the faces. It does not touch the bodies in any way. You will be using the bodies that you have loaded. Same way for skin textures. This is just the all in one. There is not a FOMOD for this, though I would like to get one made so I can bring all of the different single versions of the replacers to this mod page. Some of them look better without the warpaint or scars, both on a few.
    Anyway, take this baby out for a test drive. This was one of the first NPC Replacers I got when I first started playing LE, I think it was actually the first one.
     
     

    41 downloads

       (0 reviews)

    5 comments

    Updated

  8. HDT SMP Physics combined CBPC for body Version

    Last supported version of SKSE is 0.2.0.15 and 1.5.73.0 skyrimse which is last updated version
    Since the Chinese site is more down then up and is hard for some to navigate i decided to repack the 3 parts of HDT-SMP from Hydrogensayshdt
    This version has framework physics and hdthighheels and CBPC for body with a  CBBE  Slim weight 0 heavy 100 Body config file
    With this i highly recommend using SINful CBP to adjust physics to your liking
    Completely remove old version before updating! or shit will go boom
    Needs SKSE  and SKYUI
    P.S some dresses and hairs might occasionally cause a 99%CPU use, Just quick save and quick load and it is usually fixed
     

    334 downloads

       (2 reviews)

    0 comments

    Updated

  9. HDT SMP Physics combined

    Last supported version of SKSE is 0.2.0.15 and 1.5.73.0 skyrimse which is last updated version
    Since the Chinese site is more down then up and is hard for some to navigate i decided to repack the 3 parts of HDT-SMP from Hydrogensayshdt
    Has framework physics and hdthighheels and a CBBE  Body config file
    P.S some dresses and hairs might occasionally cause a 99%CPU use, Just quick save and quick load and it is fixed
     

    752 downloads

       (1 review)

    2 comments

    Updated

  10. Lets dance again skyrim se

    Description
    Let's dance again is a dance mod for Skyrim.
    Useless but very fun. 

    Based on the Mod Dance Toghether. Do not worry, it's not a copy, it's completely rebuilt.
    Let's dance again is standalone, means it is compatible with DanceTogether - see note.
    Both mods can therefore be used simultaneously.

    Why did I create the mod?
    Because I was tired of replacing the animations and music in Dance Together.
    RealClone is a bad boy - he has done too many dances. 
     

    I will not make videos of the dances.
    On the YouTube channel of RealClone you can find the new dances. Almost all are included.
     
     
    If a dance is missing, I probably did not see it - or it was not good for my ears.
    I also have to test and 5.3 hours are a long time ... and my ears have to endure that.

    This "dance" is not included.

    1. Because it is not really a "dance"
    2. Because I want to use it for the tutorial. From A-Z

    Yes I write a tutorial on how to add dances etc.

    For this I take this "dance".

    Tutorial is coming soon.
    Tutorial is done
     

    Features
    - 96 dances with 5.3 hours music are included
    - support for max. 256 animations/dances (could be increased without much effort)
    - support for max. 12 dancer inclusive the player
    - create your clone as dancer (with your outfit) - see note 2
    - 3 formation lists for customize + default formation (as backup)
    - remove weapons, arrows, shields and torches if you wish
    - define your hotkeys for volume, dance cancel or free cam (is used during the dance!)
    - compatible with Dance Together (see note)
    - support for expressions, free cam, 8 animated cameras (see note), toggle AI, Menu, Mod notifiaction and collision
    - of course Google English ??

     
     
     
    Install (manual)
    Unpack the Archiv. It's a 7-zip file.

    Copy all folders and files in Data of the Mod to your Skyrim\Data directory.
    See note!

    Run FNIS for User
    Start the Skyrim launcher and open Data files.
    Scroll down and check, if the Let's dance again.esp is activated.
    Close the Data files and Skyrim Launcher and Start Skyrim with the SKSE Lauchner.
    In game (not main menu) wait for a message like " MCM registerd 1 new Mod"
    Open the MCM of Let's dance again and enable the Mod. All Spells now available.
    Have fun...

    Uninstall (manual)
    In game open the MCM of Let's dance again and disable the Mod.
    Save and close the Game.
    Deactivate the Let's dance again.esp in Data files (skyrim launcher)
    Delete all folders and files installed by the mod.
    Run FNIS for User.
     
     
     
     
    Note:
    If you already use DanceTogether AND have special camera animations installed,
    then do not install the following folder and the files contained in the folder:

    Meshes\actors\character\ _1stperson
     
    This is unfortunately a shared resource.


    Note 2:
    If you have a HDT hairstyle, the clone will not be displayed.
    Reason - NPC's do not support HDT hairstyles!
    Wigs, clothes etc. are no problems. If so - the problem is in the HDT XML. No matter if SMP or PE
     
    Requirements
     
    SKSE 1.7.3 Papyrus Util FNIS (6.2 or newer) SkyUI (4.1 or newer)  
     
    Credits:
    SKSE Team - SKSE fore - FNIS SkyUI Team- SkyUI exiledviper and meh321 - Papyrus Util frankc4 on 3dm for Dance Together realclone for all new dances, support and test PeterForFun for support, ideas and test andy 14 maker founder hard worker an truely gifted modder for makeing the le version  
     
    Permission:
    You can NOT take money for the mod - no matter how.
    You should pay attention to the credits and not offer as your work.
    That's all.
    An me for my hard work fixing the crap out of this for skyrim se. As allways i dont profit off any of my ports in any way besides smiles have fun
     

    27 downloads

       (0 reviews)

    1 comment

    Submitted

  11. Darth Maul Horns

    Darth Maul Horns,  this mod adds only a horn/hair option for your gaming experience. 
    This mod works with and without IAS (tested to be so).
    Works with males and females, dolls, and vanilla races. (Teens require IAS to be installed for this to work on them)
    Load order should not matter. 
    Credits to:
    Syer10 for helping me with creating the esp to go with the horns/hair.
    Banzerhepbern for sending me in the right direction.


    2 downloads

       (0 reviews)

    0 comments

    Updated

  12. Ohmes_leopard_dolls.zip

    This a patch that replaces the Dolls Ohmes Rhat Race to look more cat like, leopard Textures.
    These are pure textures No meshes in the zip.

    33 downloads

       (0 reviews)

    0 comments

    Updated

  13. Thieves Guild Requirements SE

    The Thieves Guild will now attempt to recruit thieves.  Brynjolf is now a much better judge of character. He won't consider you a potential recruit for the Guild unless you've actually done a bit of dirty work.  If your character has never stolen anything, the Thieves Guild questline will never be activated, and you will no longer be approached by Brynjolf immediately upon entering Riften. 

    You can also choose to set additional requirements that must be met before you can progress the Thieves Guild quest line.PLUS... Now you can buy genuine Falmer Blood Elixir! Experience all the wonders of this powerful potion for yourself!

    Version 3.0 includes the changes and features from the mods Sell Unusual Gems and Shadowmarks Improved.

    FEATURES
     
    Brynjolf will no longer approach you if you are not a thief, and the Thieves Guild questline will not be activated until the player meets the necessary requirements (stolen items, picked pockets, and sneak skill). These requirements are completely customizable using the MCM options. If you're not a member of the Thieves Guild, you can sell any Unusual Gems you find to Ri'saad. You may choose to buy Falmer Blood Elixir from Brynjolf before the Thieves Guild quests have begun. Additional requirements can be set that will delay the quests Dampened Spirits and Scoundrel's Folly. You can choose to set any combination of sneak, pickpocket, or lockpicking skill level requirements or simply set a certain number of radiant quests that must be completed. Customize how many radiant quests are required in each city before you receive the special assignment for that city. Change the amount of gold required to complete the bedlam job. All dialogue and responses are fully voiced. Shadowmarks have been added to player-owned homes and adjust automatically to reflect the player's current status within the Guild and the ownership status of the home. The positions of existing shadowmarks have been improved, and new marks have been added to locations that were missing them. Includes FISS support, allowing you to save your settings as custom presets.  
     
    CREDITS
    greentea101 for editing the voice files for Brynjolf and creating the dialogue needed to edit the TG quests. 
    Teabag86 for creating the voice files for Ri'saad and helping merge the files.
    Glitchfinder for creating the shadowmark script


    REQUIREMENTS
    Version 3.0 requires Dawnguard, Hearthfire, and Dragonborn. Previous versions do not require any of the DLC files.

    INSTALLATION
    Simply download and install with your favorite mod manager, or manually extract the .zip file to the Skyrim/Data folder.
    Optional: If you wish to use the new textures from Shadowmarks Improved, then you'll need to download them from the original mod page. 
     


    ADDITIONAL INFORMATION

    DURING THE MAIN QUEST: There is a point in the main quest where you go to Riften & talk to Brynjolf. However, with this mod, the main quest dialogue options with Brynjolf won't be activated unless you meet the thief requirements. There is another route to completing this quest, though...ask around Riften; there is someone else who has information for you. (If you need a more direct answer, see the bottom of the Readme). This is actually an alternate option available in the vanilla game, I've not changed it.

    QUEST REQUIREMENTS: In order to trigger the beginning of the Thieves Guild quest, the player must have stolen items, picked pockets, and have some skill in sneak. If not, then Brynjolf will not approach you and the dialogue options to begin the quest will not appear. All three requirements must be met; however, you can completely customize these requirements using the MCM options. The number of items stolen & pockets picked can be checked under "Crime Stats."

    FAILURE PENALTIES: If you fail either TG02 or TG03, then the number of radiant quests that you need to complete prior to receiving the next quest will be doubled. Basically, if you mess up, it's going to take you that much longer to prove yourself worthy of greater responsibilities. However, this can always be adjusted in the MCM menu. In fact, any adjustment of these values using the MCM menu after the quest has completed will override the failure penalty. 

    UNUSUAL GEMS: If you're not a member of the Thieves Guild, you can sell any Unusual Gems you find to Ri'saad, the Khajiit trader who travels between Whiterun and Markarth. Selling a stone to Ri'saad will remove all associated journal entries for the quest "No Stone Unturned." This option is reversible and does not break the quest. If you later decide to join the Thieves Guild, you have the option to buy the stones back from Ri'saad at an increased cost. You can resume the quest by talking to Vex.

    SHADOWMARKS: Shadowmarks on player homes will automatically adjust depending on the ownership status of the home and the player's status within the Guild. Unowned homes will have the Empty mark; homes owned by non-guild members or banned members will have the Danger mark; and homes owned by Guild members will have a Guild mark. Optionally, you can choose to use the Loot shadowmark for non-member player homes instead of the Danger mark. There is also a setting that will allow you to disable the Shadowmarks until the relevant city influence quest has been completed. 
     

    18 downloads

       (1 review)

    1 comment

    Submitted

  14. Dwemerfication of Whiterun SE

    My biggest problem with Skyrim was that no one utilized the Dwemer tech that is literally laying around. This aims to fix this. This mod combines mostly vanilla assets to give locations some Dwemer flavor.  
     
    A couple of the changes include followers, Farengar has a secret lab (kinda works), hidden rooms/homes, and other items to add to the effect. They don't interfere with any city mods I have seen. Nothing glaringly obvious anyway. If you find ones that don't work together, let me know and I'll make a list.
    All the cities are separate so you can pick and choose which ones you want.
    These are more to my personal taste but I am always open to constructive criticism and advice. If you see any problems let me know. And feel free to upload pics.
    Incompatibilities: Does not work with Open Cities
     


    5 downloads

       (0 reviews)

    0 comments

    Updated

  15. Treebalance - Smithing Tree

    Normally, you can take just one or two perks (Steel Smithing and maybe Arcane Blacksmith) and need nothing else. Attributes among material classes vary so little compared to smithing bonuses that spending anything else in the tree had very little value. I've rebuilt the tree, but instead of just forcing you to take more perks for the same benefit, I've shifted things around and added new things. Each perk is now more valuable, but without changing end-game balance.

    This will not be for everyone, but players who want a Smithing tree with perks that are useful and interesting while still being balanced will appreciate this. Importantly, I do not add or remove any perks. Three perks were edited into new ones, but they're the same base IDs. This means if you won't lose any perks upon adding or removing this mod. Below is a list of the changes.


    Steel Smithing became:
    Craftsman: Can craft Steel items. All weapon and armor improving is 30% better.
     
    Rather than immediately giving doubled smithing bonuses, I have spread these increases out over the tree in three perks. The opening perk, Craftsman, is the first. The shift from focusing on material type to simply applying to everything fixes the problem with some items not being affected, and importantly makes investing into the later perks in the tree more valuable by not front-loading the whole benefit.

    Elven Smithing became:
    Elven Foundry: Can create Elven, Dwarven, and Orcish armor and weapons at forges.
     
    Elven Foundry has compressed Elven, Dwarven, and Orcish Smithing. It unlocks crafting of all three types of weapons and armor. Orcs and dwarves are elves, plus these three item classes were all roughly similar anyway (elven strongest weapons, orcish strongest armor, dwarven in middle on both), so the perks felt somewhat redundant before.

    Advanced Armors became:
    Advanced Smithing: Can create Scaled and Plate armor at forges. All weapon and armor improving is 40% better.
     
    This still unlocks Scale and Plate, but because those are so statistically similar to the previous item classes, it also increases smithing of all items by 40%. This stacks additively with Craftsman for 70% total.

    Arcane Blacksmith is unchanged except that its new required perk is Advanced Smithing and not Craftsman.

    Glass Smithing became:
    Glassmaking: Can create Glass and Ebony armor and weapons at forges.
     
    Glassmaking has taken the place of both Ebony and Glass Smithing, unlocking the crafting of both item classes. Ebony and malachite in Elder Scrolls are both volcanic glasses. They should be roughly similar to work. Because you're already choosing between Light and Heavy Armors in their own perk trees, it always annoyed me that Smithing made you take the same choice. I've streamlined the system to remove that.

    Daedric Smithing became:
    Imbuing: Can create Daedric armor and weapons at forges. All weapon and armor improving is 30% better.
     
    Daedric is the best heavy armor and, without Dawnguard, the best weapon class. This only unlocks one type though, so I've also added the final improvement bonus. This stacks with Craftsman and Advanced Smithing for 100% total, which is the same doubled smithing bonus you got from the tree before, but now it applies to everything.

    Dragon Armor became:
    Dragonsmith: Can create Dragon armor and Dragonbone weapons at forges. Dragons drop more items.
     
    Besides just adding dragon crafting, this now makes killing a dragon much more valuable by spawning extra items on its corpse. You'll see small added gold, more scales, and more bones. There's also a much higher chance of weapons and armor (especially enchanted) and a new chance to spawn random jewelry. This will all be the same leveled gear you normally could find, and it works on any dragon you kill. This stacks with Salvage, by the way. Dragons will still have a chance to drop extra crafting items too if you've got both perks.


    But wait... what about Dwarven, Ebony, and Orcish Smithing? Those perks haven't been removed. They were simply transformed into something else entirely. These three new perks make the tree much more interesting. All three require Craftsman to unlock.

    Tanner (replaces Dwarven, requires 30 skill): Tanning racks are more productive and you gain 50 carry weight.
     
    This increases the yield of all tanning rack recipes by 50%, rounded down, minumum 1. Because that really isn't good enough and because leather weighs a lot, I've also thrown in added carry weight to make the perk more valuable. Tanner provides another way to get more carry weight, plus helps earn smithing experience and money by giving you access to more leather. It's a good multi-purpose perk with a low enough skill requirement to be taken early.

    Salvage (replaces Orcish, requires 40 skill): Find bonus crafting items on enemies.
     
    Everything you kill has a 33% chance to spawn a single (except leather strips, which spawn in groups of 5) bonus crafting item on death. These items are leveled and are mostly leather and ores, but can also include gems. Anything you kill has this chance, so you could go slaughtering bunnies and goats and still find things. The chance isn't extremely high, but neither is the skill requirement. Take Salvage early and the extra items will really add up.

    Metallurgy (replaces Ebony, requires 50 skill): Smelting is more productive and you find extra ores when mining.
     
    Smelting now provides double the normal output. Mining with this perk gives you a 50% chance per ore mined to find a random extra ore in any vein where you'd normally have a chance to find gems (and this chance doesn't conflict, so you don't have a lower chance of gems with this perk). Much like gems, these extra ores can be of any type regardless of the vein being mined (iron is the most common, but they all can occur at any level). Metallurgy provides a huge increase to the amount of ingots you'll be making, and thus the amount of crafting you can do.


    This mod also fixes errors where Deer Pelt couldn't be turned into leather and Dwarven Scrap Metal couldn't be smelted. These now can be and work with the Tanner and Metallurgy perks.
    This mod was converted, DB and DG patches were combined into the base mod.

    3 downloads

       (1 review)

    0 comments

    Updated

  16. The Void Walker SE

    You have been chosen, you will become a
    Void Walker

    Introduction
    The void is the space that lies between the universes. Although it remains unknown to most there are some who are chosen and drawn within. These few are known as the Void Walkers. These rare souls are gifted with immense power, beyond that of the mages of Tamriel.
    This mod was originally uploaded as Gifts of the Outsider to both the Steam Workshop and here. However it was removed from the Steam Workshop due to copyright reasons. Therefore I decided to rename the spells in order to avoid this happening again. Whilst I was doing this I also made a few improvements. Even though my original mod was not removed from the nexus I thought I would release the 'revamped' version here as well.
     
    Features
    This mod adds the six new abilities to Skyrim through a fully voice acted quest. 
    The spells are as follows: 
    Void Leap: Blink across distances instantaneously. 
    Void Sight: See in darkness and detect beings through walls 
    Infestation: Summon a horde of rats to distract or kill your opponents 
    Possess: Take control of a being, using them to attack others before appearing directly behind them. 
    Tempest: Blast away your opponents with a powerful gust of wind. 
    Time Shift: Slow time to a crawl for everyone but yourself. Great for escaping a difficult situation. 
     
    Walkthrough
    You can begin the quest by heading to abandoned houses on the shores of Lake Honrich, west of Riften. Inside you will find a book, 'The Void Walkers', pick it up and you will begin your journey. 
    Once you have left The Void you will be tasked with finding the runes of power. Here are their rough locations: 
    Void Sight - This can be found beneath the walkway to the college of Winterhold 
    Infestation - This can be found beneath Riften, in the Ratway tunnels, after the Ragged Flagon. 
    Possess - Is located on a hill above Falkreath cemetery. 
    Tempest - In the mountains north of Markarth 
    Time Shift - In the hills north east of Solitude
     
    Troubleshooting
    Problem: When I get to the void the Outsider just stands there and doesn't talk to me. 
    Solution: I'm not sure what causes this but if you reload the last Autosave (usually the one right before you fast travel to the abandoned house) and then re-enter the void he should begin a conversation with you. Its a strange fault that I am trying my best to fix. 
     
    Credits
    Thanks goes to the talented Matthew Wade for voicing the outsider. Check out his website if you are looking for an excellent voice actor.
    Thanks also goes to Bethesda and Arkane Studios for making Dishonored. The inspiration behind the mod.
     
    Disclaimer
    Dishonored is property of Bethesda and Arkane Studios. This mod has only been inspired by Dishonored and I do not claim ownership of it any ideas featured in it.

    9 downloads

       (1 review)

    0 comments

    Submitted

  17. Agility SE

    Agility merges the sneak tree with a new tree similar to acrobatics from Oblivion. Jumping increases your Agility experience and your Agility skill level directly increases your jump height when you acquire the relevant perk. Run speed included.
     
    Current features:
    Renaming of sneak tree to Agility and incorporating aspects of Acrobatics from past titles into the tree
    Jump height increases with Agility skill and jumping grants Agility experience with the relevant perk.
    Run speed increase up to 30% via perks. 

    Perk Tree:
    Speed - 1/2 - You run and sprint 15% faster.
    Speed 2/2 - You run and sprint 30% faster.
    Expert Landing - You take half the normal damage from falling.
    Acrobatic Conditioning 1/2 - Your stamina regenerates 25% quicker
    Greater Heights - Agility skill increases jump height and jumping grants experience.
    Acrobatic Conditioning 2/2 - Your stamina regenerates 50% quicker
    Finesse - 15% chance to dodge attacks
    ------------------------------------------------------------------------------------------------------------------------------
    To Add:
    Further roll distance
    Attack Jumping
    ------------------------------------------------------------------------------------------------------------------------------
    Known Issues:
    Scripts for jump height does not end when swapping to a save that does not have the perk, requires game restart / console edit (see uninstall section) 
    ------------------------------------------------------------------------------------------------------------------------------
    Any feedback is appreciated. Please leave a comment with what perks you want added / changed and any suggestions for improvements. Thanks!
    ------------------------------------------------------------------------------------------------------------------------------
    TO UNINSTALL:
    Due to the way I had to make this, uninstalling it alone may not remove the effects caused by the mod.
    If you know how to remove them via console, go ahead. IF not: 
    Before you uninstall:
    Pick up the tome in the Testing hall (coc qasmoke in console) on the table by the west side (clear speed)
    Cast the spell until your speed slows and then resets to normal. After a few casts your speed will slow to the point of resetting. 
    To clear jump height: type in console "setgs fjumpheightmin 76" which is the default jump value.
    Will try to figure out a way to end the scripts properly, but I've been out of modding for a few years.
    ------------------------------------------------------------------------------------------------------------------------------
    Credits:
    Thanks to Unyielding Flame & DarkFireBird from the nexus forums for helping with the original jump height script.
    Thanks to Shade Black for working on my mod while I was gone and getting the exp gains / jump scaling script working. 

    6 downloads

       (1 review)

    0 comments

    Submitted

  18. Witcher-like Sword Position SE

    Witcher-like Sword Position SE

    original Author: PierreDorian
    Fomod, Repacked and Added ported by Schaken


    This is designed to be used with Light armour or clothes, if your character is naked the sword will clip into your back because the skeleton tries to adapt to whatever your character is wearing But I think the Optional File should work fine with vanilla (and maybe other custom) heavy armours

    This mod works with both genders and beast races. I use the Vanilla skeleton, and I use Skysights Skins for male and CBBE slim nevernude for female, I also use Deadly Mutilation and there's no conflicts or ctd.

    I know someone will want to ask how I got Both the swords onto my characters back, I just use a Skyrim.ini edit, under [General] "bDisableGearedup=0", without the quotation marks, it has some bugs for sure, and I know there are other Equipping mods that do the same thing. I would recommend you use DragonDude1029's Equipping Overhaul: http://www.nexusmods.com/skyrim/mods/49784/?


    NONE



    To the original Author

    4 downloads

       (0 reviews)

    0 comments

    Updated

  19. Dwemerfication of Riften SE

    My biggest problem with Skyrim was that no one utilized the Dwemer tech that is literally laying around. This aims to fix this. This mod combines mostly vanilla assets to give locations some Dwemer flavor.  
    Even though it's cold out, the city has been unusually warm lately. The dwemer pipes seem to radiate heat but from where? Maybe someone new in town has an answer....
    (more planned)
    These are more to my personal taste but I am always open to constructive criticism and advice. If you see any problems let me know. And feel free to upload pics.
    Incompatibilities: Does not work with Open Cities
     

    7 downloads

       (0 reviews)

    0 comments

    Updated

  20. Playing as a Doll Fixers SE

    These are a must need if your playing as a doll in Skyrim with the public version. As a doll you cannot do many actions, you are limited to what the developers allowed children to use. This fixes most of that, it enables many actions that are limited to adults. The "TeenDolls - Furniture and Activator Fixer" is what you need if you are playing as a teen, I also suggest you get the patches for mods you have. I have also included an xEdit script that allows you to do it yourself BUT ONLY USE IT ON FURNITURE AND ACTIVATOR RECORDS. It may break your game otherwise.

    532 downloads

       (0 reviews)

    6 comments

    Updated

  21. Ohmes_gray_cat_teen.zip

    This a patch that replaces the teens Ohmes Rhat Race to look more cat like.  Gray cat textures.
    These are pure textures No meshes in the zip.  
     

    19 downloads

       (0 reviews)

    0 comments

    Submitted

  22. Dwemerfication of Falkreath SE

    My biggest problem with Skyrim was that no one utilized the Dwemer tech that is literally laying around. This aims to fix this. This mod combines mostly vanilla assets to give locations some Dwemer flavor.  
     
    A mysterious woman has come to Falkreath and built a home using magic. A strange machine sits in the pond near town, it's otherworldy design keeps most away.
    (more planned)
    These are more to my personal taste but I am always open to constructive criticism and advice. If you see any problems let me know. And feel free to upload pics.
    Incompatibilities: Does not work with Open Cities

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Dwemerfication of Markarth SE

    My biggest problem with Skyrim was that no one utilized the Dwemer tech that is literally laying around. This aims to fix this. This mod combines mostly vanilla assets to give locations some Dwemer flavor.  
     
    "Ever been to Markarth? Some say it was built by the dwarves. I don't believe a word of it, though." ~ Bjorlam
    Well, it looks like he'll have to believe it now. Dwemer machinery pumps and hums all around the city with a smoke stack rising up next to and over the central tower. A strange man(myself)  has inhabited a recently discovered house but how he gets in and out without getting drenched is unknown.
    (more planned)
    These are more to my personal taste but I am always open to constructive criticism and advice. If you see any problems let me know. And feel free to upload pics.
    Incompatibilities: Does not work with Open Cities

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  24. Marie Rose Race Patch

    This should in theory make it so those who use the Marie Rose race can still die, while not effecting too much else.

    67 downloads

       (1 review)

    1 comment

    Updated

  25. Follower and Marriageable Ingun Black-Briar-SE

    SSE conversion of the mod, Follower and Marriageable Ingun Black-Briar, originally done by MatamelcanOfficial. I only changed a couple of instances in the ESP, but everything else is the same as the original. Does not need any updates as it's from the base files of the game.

    Thanks go out to MatamelcanOfficial, for allowing me to convert this.
    Newly Added Patches!!

    Bijin's AIO 2018 version (I do not upgrade Skyrim, I'm still using Skyrim runtime 1.5.50. The current version of Bijin's AIO is 2019 and I did not see the 2018 version listed)
    The Ordinary Women

    Use one or the other not both at the same time. If you do use both Bijin's NPC Mods & The Ordinary Women mods, then what ever mod you have loaded last, use that patch.

    Example: I have The Ordinary Women (TOW) installed, then all of the Bijin mods installed. Therefore, I load the Bijin AIO patch last (Bijin mods overwrite all of the NPCs that TOW has but, doesn't overwrite the NPCs that TOW have that Bijin does not have).

    I have 11 Women NPC mods that change the appearance of over 175 NPC women. Loaded correctly they only overwrite the ones that are the same between the mods, IF I want certain ones to be overwritten by another NPC mod. Hope that line makes sense.
     

    28 downloads

       (0 reviews)

    0 comments

    Updated

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