By Jobobby04Immersive 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:
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 Luxury Collection Highheels Dress Outfits Trap 48 Stockings The Traveling Magician COCO KDA Ahri - CBBE SE Charles Rene BDO [Melodic] Assassin CBBE SE Bodyslide [Melodic] Dragon Fighter Aion Opulent
General Load order:
Unofficial Skyrim Special Edition Patch.esp
(All your other crazy mods)
Sassy Teen Dolls.esp
Sassy Teen Dolls - (Lite).esp
Sassy Teen Dolls - (Females ONLY).esp
TeenDolls - (Any and\or all Replacements)
TeenDolls - (Any and\or all Followers)
TeenDolls - (Lewd\Physics)
SK immersive Armor Swapper - Teens.esp
TeenDolls - Racecompatability
Before you report a bug please check the iAS log in "Documents/My Games/Skyrim Special Edition/SKSE/iAS.log"
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 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:
Oblivion Hair Pack
Come join our Discord!
This will be short, sweet and to the Point.
This is not a mod that I created, I only converted it to SE. This is The Oblivion Hair Pack that was once removed from Nexus for LE. Now the LE version has been put back up. This version that I have was obtained from an offsite mod page from the original creator I do believe. Hell it was over a year ago that I got this, so I can't remember. Needless to say that I used NIF Optimizer (With the Head Parts Only checked, so you can be sure that it was done correctly) to optimize the meshes and scanned the textures. This is a one time deal, there will be no updates. There is a total of 55 hairs in this pack.
Ousnius - NIF Optimizer
These are the re-texture files for the Karliah Armor 2. They are in 4 different options. Black, Black & Brown, Brown Leather and White. You can only choose 1 re-texture at a time but, there is nothing keeping you from downloading all 4 and change them when you want. Since these are texture files, they will not effect your plugins count, nor will it cause an adverse effect to anything else in game.
I contacted the original creator of these re-textures almost 2 years ago, but never got a reply. So here they are for you to download.
By xenicThis adds the Final Fantasy 14 Shadowbringer's Boss theme to combat. This adds the track and doesn't replace the default music.
To install, use your mod manager or install manually.
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:
- 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)
- 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:
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! 😄
By seetruck2000Bloody Rynotis
Large Battle Axe
Converted by seetruck-2000
Original mod made by zAzura
This weapon cannot be created but can be found on top of a mountain.
Can use Additem from Nexus to obtain
Comes with a spell book (walk on water for 10 minutes and eyes of drauger for 10 minutes.
By SuhgSupports all Skyrim runtime versions
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, HDT Freamework, HDT SkinnedMeshPhysics(SMP), and HDT High Heels(HH) from Hydrogensayshdt
This installer allows you to choose what you want and comes with many options, such as compatibility with CBPC, and options to customize everything about HDT SMP. All the HDT SMP configs are customized so you are able to get the most out of HDT SMP.
There are performance configs, realistic bounce configs, bounce configs that go over the top, and many more.
There is also configs that are made specific body type, such as a config for UUNPVaginaN, one for COSHD, and a few others.
Some mods that you can use with this, make sure to install them before you install this:
Schlongs of Skyrim SE HDT-SMP files (ball physics) http://www.mediafire.com/file/ctbc5p2b09hq9r5/Schlongs_of_Skyrim_SE+-+HDT-SMP+Collisions+Converter.zip COSHD LE SMP full SOS+anus(CBBE Style Collison pussy and anus, does not use CBBE shape, so you will have to remake your preset with its sliders) http://www.mediafire.com/file/9rcpbpjx4i5f08d/COSHD+LE+SMP+full+SOS%2Banus.7z UUNP Special SMP Pack SSE bodyslide(UUNP Special body converted for use with HDT SMP) http://www.mediafire.com/file/h13uek8iaqf51lz/UUNP+Special+SMP+Pack+SSE+bodyslide.7z UUNPVaginaN Full SMP Bodyslide XPMSSE4.51+anus v2(UUNP body + custom pussy and anus with collisions) http://www.mediafire.com/file/lb9k65zmkbsc25c/UUNPVaginaN+Full+SMP+Bodyslide++XPMSSE4.51%2Banus+v2.7z
By SuhgReplaced with
Original Creator of this was Funkonaut on LE - Was broken and people had to fix it on their own
Unauthorized SSE Port was done by Wilmil1219 on SE - Still broken after porting and offered no fix, so people fixed it from the instructions on the LE & SE versions.
So I took the time and fixed it for you and brought it here.
The location is outside of Iverstead. The meadery is quite dark at night (outside), I may go into CK and add torches at a later date.
I DID NOT create this, I only fixed the issue with the 2nd Bottle Rack not being referenced to the 2nd Brew Tank.
The following is from the original LE version:
Become a master brewer in Skyrim! Construct, furnish, and run your own meadery in the world of Tamriel. Utilize an enhanced crafting system to create dozens of new consumables. Save them for yourself, or sell them in cities where market trends change over time!
Please note: Hearthfire required.
-New crafting game-play – mixing, brewing, aging; simulates real life brewing process
-Dozens of new drinkable items (potions) and crafting ingredients
-Build additions and furnishings for the meadery over time
-Sell your brews in cities all around Skyrim and earn gold!
-Market trends change over time
-Dialogue and other key text changes dynamically based on player decisions
-Fully voiced NPCs
-Auto start quest when mod loads for the first time
Compatibility: This is primarily a crafting mod, so compatibility with other crafting mods may be an issue, but is one I did my best to minimize. I did not alter any of the vanilla game’s crafting systems, but rather added my own onto it using custom furniture and containers. Of course let me know if you think there is an issue.
By xenicThis mod takes weapons that were previously flagged as unplayable and makes them playable. I made duplicates in the CK for everything except the testVorpalSword. I found the testVorpalSword in the CK with 0 uses. It's worth noting that it does 10000 damage. That's enough to throw a carriage driver out of his seat with one swing. I left all the original damage values utouched with one exception, Auriels Bow Replica does 4 less damage than the real thing. I also renamed the duplicate Mirrak weapons to ___ of Tentacles.
The barrel is located behind the Whiterun stable.
By seetruck2000The Devourment Mod, SSE only
This mod adds a new element to the game for your desire to EAT any enemy or NPC (not dragons)
I did not make this mod
I modified the mod to work with Teens and Dolls
I tried with Hipoly Teens and works fine.
FNIS, SKSE, SKYUI, XP32 skeleton
I have put together the whole mod from LL into one mod
Important to do, uncheck RND weights in your load order, it must be left in your load order.
I use MO2 (unzip and install)
After install run FNIS
When you start a new game save and reload to get the spells that are available for a new game.
Most spells work with the shout key.
Other Items can be bought inside Winterhold College, in the library (she may have a black face)
MCM option are available choose how you want to play.
Use G when you have prey in your stomach to talk to them or when you are the prey.
Many option to get eaten, all of it is in the dialog when talking to an NPC.
Have high speech and you are able to convince other NPC to get in your belly, then other option open up.
Warning: You can be killed when swallowed by an enemy. (Playing in god mode is not recommended).
When killed by an enemy or NPC pressing Z to take over that NPC as the Dragonborn. If eaten by an enemy NPC your faction changes to that faction.
When taking over as an NPC or enemy you have a choice in MCM to use Racemenu.
THINGS TO LOOK OUT FOR
Careful when using Alternate Actors, you can eat your self but when you die you go into limbo and will need to load a previous save.
Once in a while the game may crash so save often just in case, (I have played for hours with no problems).
The prey in your belly may malfunction once in a while and your prey will be expelled.
Taking over with different species may have weird outcomes, so for warned.
The person who put this mod on LL gave permission to do what ever with the mod, it's on the first post.
Supposedly this mod of The Witcher 3 swords will already work in SE but, in case, I went ahead and ran the meshes through NIF Optimizer. Below will be a description from the original LE mod. Which you can find here JRC'S Witcher Style Sword Pack
The pictures shown are only a very small example of what the mod adds to the game.
It's 102 craft-able Witcher swords (plus 24 Relics - 12 steel and 12 silver), 51 of them are steel and 51 of them are silver. All the silver ones come with the undead bonus. There are one-handed and two-handed versions. Both have the same weight, damage, value, swing speed and are the same size. So you're probably thinking "What's the point?". Well the reason why the one-handed and two-handed versions are exactly the same is so you can choose how your character holds their sword without installing another mod like "Unlocked Grip" for instance.
There are now 'Relic' swords. These are swords that aren't craft-able but you must find them through out the world. There are only 14 relic swords at the moment but more will be added in future updates.
I tried my best to balance the swords so that you can continue to use them through an entire play-through. I have also done my best for certain swords to cater to low and high level characters and somewhere in between. I will update this mod as frequent as possible. I plan on adding more swords to the pack as time goes on and even considering adding some extra features such upgrades for individual swords or even implementing a feature from The Witcher 3 and have it so you must obtain diagrams to craft higher level swords. Who knows... haven't made a final decision as of yet on whether to so or not.
I hope you enjoy these new swords. The Original author of this mod has not updated this mod since Nov. 8th 2016 so, don't expect anymore updates to this.
By Jobobby04This is a teen mannequin mod, it adds a base for addons to change regular mannequins to teen mannequins. There is 1 addon, the Skyfall Estate addon. It changes all the mannequins in the Skyfall Estate to teen mannequins.
This mod is labeled obsolete because I feel it has been replaced by iAS Mannequins. I left this here because it is the alternative for people who do not use iAS. This mod will only receive basic support
By Jobobby04This requires immersive Armor Swapper (iAS). By putting a outfit on a teen/doll mannequin, it will automatically swap to the one made for teens/dolls if you have immersive Armor Swapper and some addons.
For people in the club there is a club version here:
This mod was made in a way that it is compatible with mods with custom mannequins. That means we have to make a addon for each mod that has mannequins for them to be teen/doll mannequins.
The current addons are:
Legacy Of The Dragonborn: https://www.nexusmods.com/skyrimspecialedition/mods/11802
Skyfall Estate: https://www.nexusmods.com/skyrimspecialedition/mods/2185
I have made a few different versions of the addons, such as making all the mannequins teens or making all of them dolls. There are also 2 different versions. Both of them use a mix of teen and doll mannequins. One for a mix of teen and dolls in the same room. And one for teens and dolls to use different rooms.
The installation order for iAS Mannequins are:
1. Install Groovtama's XPMS Extended and its requirements
2. Install CBBE (It may work with UNP but it is untested)
3. Install the race mod you want the mannequin to be based on(Teens or Dolls)
4. Install iAS
6. Install iAS Mannequins(this mod)
By seetruck2000Transform into any creature or NPC. NO DLC REQUIRED. Custom mods supported.
How to use:
When loading your game you will receive the spells.
To set a form you need to cast the "set form" spell on a target.
To morph equip a morph spell and use shout key.
To revert back just press shout key again.
If you sneak before morphing, the morph retains it's natural allegiance (You can murder innocent villagers as a frost giant or just walk among bandits as a bandit).
-You cannot activate objects and some menu interfaces are disabled.
-To attack, approach an hostile target and you will attack automatically.
-you need to sheath your weapons or spells before morphing so that the camera works correctly.
-If you try to morph into a leveled actor the morph can get a little bit random.
-Sometimes you can't move because your morph plays an idle (giant scratching his back with club :3 )
There are no spell books for this mod the spells should be in your magic inventory.
Converted by seetruck-2000. I did not create this mod I just converted it.
xenocosti tested the mod after it was converted to Skyrim SSE.
tilokan1337 of Nexus was the original creator of this mod.
By Jobobby04This is the first physics addon made for Sassy Teen Dolls. I made this when I just became a member in the discord. I released it to the other members to play with until now. It started out as an edit on the clothes. Then Schaken gave me what I needed to make it better. So I released the next version 1.1. This is a finished addon as Schaken is making an official one himself. This was made for Teen Dolls 1.5, it has not been updated for 1.6 and it never will, but it is totally compatible with 1.6. As it was made for 1.5 there might be some outfits that do not have physics.
Using physics requires you have done this.
Install Groovtama's XPMS Extended Install a physics mod such as CBP, CBPC(get CBPC physics config as well), or HDT Physics (you'll have to find this one outside of the Nexus). Install Teen Dolls Master File Install this physics addon
By WK-What is this?
This is a program that allows you to generate iAS bodyslide files for selected races
How do I use it?
There are a few things you have to do for it, below is a step by step guide on the basic use of it
1. First run the installer and install it(portable version may come at a later date)
2. Download and extract the a Part 2 iAS Manager file to programs installation directory
3. Download and install a Part 3 bodyslide preset file with a mod manager
iAS File Generation
1. Select the teen or doll preset with this button
2. After selecting the teen preset select the data folder or a mod folder here:
3. After that click generate
Repeat again for a different preset
Close iAS Manager
iAS File Building
1. Open Bodyslide
2. Click Filter by groups
3. Checkmark ONE race and press OK
4. Select a race specific outfit from here
5. Select the race's preset from here
You can preview to see if it works
6. Checkmark Build Morphs, and then press Batch Build
7. Press build, if a conflicts menu comes up then resolve any conflicts you like.
NOTE: BODIES IN BODYSLIDE DO NOT EFFECT THE RACES ACTUAL BODY, THEY ARE JUST A BYPRODUCT
Repeat for another race if needed
It is recommenced to remove the iAS slidersets after building everything, this will be a feature in the program at a later date
Bodyslide and Outfit Studio
By Jobobby04Gypsy 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.
By SchakenThe Ragged Flagon Shortcut
What is this?
This is a mod that will create a shortcut in the graveyard to the Ragged Flagon.
This mod had been made an ESL so it will not take a slot in your load order, your welcome
By seetruck2000Darth 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.
Syer10 for helping me with creating the esp to go with the horns/hair.
Banzerhepbern for sending me in the right direction.
By seetruck2000This 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.
By Jobobby04The 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.
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.
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
Version 3.0 requires Dawnguard, Hearthfire, and Dragonborn. Previous versions do not require any of the DLC files.
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.
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.
By xenicMy 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
By Jobobby04Normally, 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.
By Jobobby04You have been chosen, you will become a
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.
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.
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
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.
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.
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.