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About Me

  1. Version 2.0.0

    24 downloads

    Ported from Oblivion to Skyrim. ESL flagged mod to lighten your load order. At some point, the courier will deliver a note to you. Read it and follow the directions. Please leave feedback!
  2. Version 1.1

    2,475 downloads

    Sofia - The Funny Fully Voiced Follower (OVERHAUL) original Author: DjJohnJarvis Fomod, Repacked and Teenified by Schaken-Mods team and RockRaven This is just a patch, nothing more. Who is Sofia? Sofia is a humorous and advanced fully voiced follower voiced by the talented Christine Slagman (finalCrystine). Sofia is voiced to the very highest of quality and Christine has a rather extensive list of Skyrim mod credits from Falskaar to Helgen Reborn and Interesting NPCs where she played the loveable Misha amongst others. Sofia is fully location and quest aware (currently just the main quest and bounty quests) and will comment on the player character and her surroundings. She has her own custom dialogue system which allows for longer and more detailed dialogue. Sofia is quite an unusual follower. She is tough, witty and just a little bit boastful. She has a strong fondness for the player character but her deliberate attempts to disguise the fact just leads to very awkward conversations especially as she usually says exactly what she thinks. Sofia is a tease and loves to wind people up which doesn’t make her very popular with people. Her rebellious spirit and careless attitude often gets her in trouble. Not to mention her constant inappropriate comments which easily offend or embarrass people. If you give Sofia alcohol as a gift she will drink it and become physically drunk which changes all of her dialogue to also sound drunk. If you ask her to sing she will sing some familiar Skyrim tunes but with the wrong lyrics or her own new songs written by Christine. When you start riding a horse she will summon her own and start riding alongside you. You can also set her personal horse using with a spell. You can also set her dismiss location where she will hang out and do her own thing. If she falls behind then don’t worry because she will intelligently spawn behind the player character when out of view. She also has her own storage. She has an MCM menu where you can adjust adjust comment frequency and the catch up feature as well as combat settings. How To Start: Go to the Whiterun stables, wake her up and agree to invite her along with you. Bring some clothing for her (don't worry she's not fully nude). Note: when I say the stables I mean where the horses are kept and not the building. She will be laying in the hay. Resources Used: DIMONIZED UNP female body by dimon99SG Female Textures Renewal by Hello SantaApachii Skyhair by ApachiiApachii Skyhair Natural Re-texture by AronEnhanced Character Edit by ECE team UNP Female Armors by Exeter Sassy Teen Dolls (all of its dependencies) Sofia - The Funny Fully Voiced Follower (all of its dependencies) RockRaven for her wonderful Talents!
  3. Version 1.0.0

    18 downloads

    Simple ESL flagged ESP built for the Females Only version but should work for female voices in the full version. Load after Teen Dolls and Sassy Teen Dolls. Removes some of the more "sassy" dialogue to better suit my tastes. Doesn't touch anything else. Huge thanks to Schaken for the original mod. Really spruces up the populace.
  4. Version 1.0.0

    8 downloads

    Final Fantasy Tactics "Falthear Outfit" ported to Skyrim. Comes in 3 different body types... SMMB with Physics SMMB with NO Physics & Skyrim Vanilla Male Body. Meshes MUST BE BUILT IN BODYSLIDE according to your desired body !! Can be crafted at any forge in game OR you can try your luck and search around Riften for the outfit!
  5. Version 2.0.0

    9 downloads

    Jason is my second follower mod. He is a STANDALONE FOLLOWER and has quite a few amped up abilities. Obviously he's a BERZERKER. He comes with a mask, jumpsuit and machete. His voice is currently Male-Brute. POSSIBLE FUTURE VERSIONS 1) I would like to do a zombie follower custom voice pack for JASON. 2) Maybe do a custom race and merge his mask and face. Full custom head. Custom body. 3) I'd also like to have a hallowing scream beckon out when he kills an NPC.
  6. Version 1.5.2

    38,536 downloads

    Finally, Sassy Teen Dolls!(Legendary Edition Click Here) Have you ever felt that Skyrim lacks age variations? Well i have found a way to solve this. Every city, town, village will now have teenage boys and girls, mostly custom armors, custom body's, custom textures, Custom voices, Custom outfits to fit the new body's. While traveling you will find a total of 228 teens, a few will love to accompany you on quests, some are Friendly and (yes, you guessed it) Sassy! Obviously, my initial intention was to expand "Sassy Teen Girls" as we all watched that mod disappear. but after messing with everything, I had realized, nothing of the original mod was left, so this was greatly inspired by the long gone mod. - German Translation by Rore - French Translation by Abaddon Features: - Followers all have Full immersive AI. - Many variations of sizes and looks, even has 3 new races seen in previous Elder Scrolls! - Designed to be compatible with as many other mods as possible. Please, if you have any questions, comments, bugs, go to my Discord page where my team is there to help. Unofficial Skyrim Special Edition Patch After installing the mod, the following general load order needs to be followed:Skyrim.esmUpdate.esmDawnguard.esmHearthfires.esmDragonborn.esmUnofficial Skyrim Special Edition Patch.espTeenDolls.esm(All your other crazy mods)Sassy Teen Dolls.esp OR Sassy Teen Dolls - (Lite).esp OR Sassy Teen Dolls - (Females ONLY).esp TeenDoll - (Any and\or all Replacements) TeenDoll - (Any and\or all Followers)(Any other mods that alter the Follower Interface, Like AFT for example)For getting load order set with other mods loaded, please use LOOT. It will provide you a solid starting point for everything that you can then tweak as needed. There is Four steps to this FOMOD Step 1. - This will basically install the framework, no options are given Step 2. - This will install 1 of the 3 Sassy Teen Dolls, Options are as follows: - Sassy Teen Dolls (Lite) - Sassy Teen Dolls (Female Only) - Sassy Teen Dolls (Full) - Special Option: - I want them protected(makes them not able to die by non-player interactions) Step 3. - Vampire Patches: - TeenDolls - Vanilla Vampire - TeenDolls - Better Vampires Patch (BV) - TeenDolls - Dolls Patch - TeenDolls - Dolls and Better Vampires Patch (BV) - TeenDolls - Racecompatibility - TeenDolls - Racecompatibility iAS - This will give you 5 Different Patches, Install all that apply: - TeenDolls - All Hairs And Eyes (Allows you to use KS hairs and ect) - TeenDolls - Racemenu Patch - TeenDolls - Default Outfits(vanilla outfits on teens) - TeenDolls - Beyond Skyrim Bruma - TeenDolls - Desaturated Outfits - TeenDolls - DVA Dynamic Vampire Appearance * - TeenDolls - The eye of Beauty - TeenDolls - Vampire Lord - TeenDolls - Heterochromia Eyes Step 4. - TeenDolls - Ahsoka Tano - TeenDolls - Hidar(Hiemskr Replacer) - TeenDolls - Housecarls(All Female) - TeenDolls - Janessa - TeenDolls - Kitsuna - TeenDolls - Laeeagh - TeenDolls - Lolidia - TeenDolls - Mhavragch Sisters - TeenDolls - Morrigan - TeenDolls - The Replacments - TeenDolls - Serana - TeenDolls - Shizuka - TeenDolls - Valerica - TeenDolls - Wednesday Addams - TeenDolls - Ysolda * I am Aware "Dynamic Vampiric Appearance" is only for LE, i ported it and made it for SE, and the one here is Made specially for the teens. Your welcome. There is a Lewd addon inside my club here on the site. There is also some body replacers and physics addons. Feel Free to join the club and get them. CLICK HERE! Special Thanks I wanted to make sure I gave credit where its due, I feel that without the help of Ezra, none of my mods would be possible. Even though I made, sculpted and put everything together, he went through every single NPC and made sure every one of them were unique in every way. he picked out which one wore what armor, what they had in their inventory. Again Ezra, this mod feels like its just as much you as me.
  7. Version 1.1.2

    2,333 downloads

    Sassy Teen Dolls - Hostiles - Skyrim.esm - Hearthfires.esm - Dragnborn.esm - Dawnguard.esm - Update.esm - Unofficial Skyrim Special Edition Patch.esp - TeenDolls.esm This mod will add 526 ALL UNIQUE hostile Teens All over Skyrim, mostly Caves and Ruins. You will of course need The master file "TeenDolls.esm" and all its requirements. Yes, if you have the Full version of teens, plus this, plus The dolls mod, you are hitting over 1000 new High quality NPC's to your game.
  8. Version 1.0.0

    154 downloads

    The River Run Inn What is this mod? River Run Inn is a custom Inn located west of Riften. Right off a main road. River Run Inn house's four custom Npc's. The mother Meredith, her brother uncle Glenn, and her two kids Mary Beth and Thomas. Meredith has a cbbe body and uses The pure skin. She has a COTR 2 high ploy head. Glenn uses base game body to be compatible with SOS. He has a COTR 2 high poly head. Mary Beth and Thomas both use HPL heads and custom never nude bodies. All Npc's have custom armor using resources from a few mods. The Inn has all your blacksmithing needs as well as a enchantment and alchemy table.There is custom music inside the Inn. There is a oven and cooking pot. All Npc's have custom AI packs and will do some farming and work on the smithing stations. Uncle Glenn will leave to walk around the area during the day to hunt. Why a hunting lodge? Ever play hunterborn? It is a great mod that plays well with campfire and frost fall. I love the mod and I love to just play as a hunter. I build this mod for me but wanted to share it. Skyrim can be a very beautiful world and the quest line doesn't ever have to be done. Because of that we can play who we want and create our own destiny. This mod to me is the reason I love modding because it lets you make your own game. So this mod is for those of us who either want another Inn to stop in, have a drink and sleep. Also for those who wish to settle down with Meredith and have a nice family and do some hunting and fishing. F.A.Q's Can I marry Meredith? Yes! Are any of the Npc's Followers? Yes Uncle Glenn is. Can I buy furs/meat? Yes Uncle Glenn is a Merchant and so is Meredith. Is there a quest? Sadly not at this time. I'm still learning and would love to make a quest around the missing father and make that a requirement for marrying Meredith. Which if I learn I may one day bring that to the mod...and being able to adopt the two kids to open more dialogue for them. What are the scripts for? The lights outside will go off during the day and come on at sunset. Very lite script was used. What is the name of that song? If you like the custom music it is by: Lindsey Stirling & Peter Hollens called Skyrim. I don't like (your complaint), will you change it? Most likely not. If it's a bug, error or something really wrong then yes. Also if enough people ask I most likely will do it. Where do I report errors? Discord or to me through DM on this site. Please report error to me as Schaken has enough on his plate already. Like what you see? Please Support my work by joining my discord and letting me know what you think. https://discord.gg/sBTyrjY
  9. Version 1.0.0

    40,652 downloads

    This is an upload of the infamous The Kids Are Alright mod that was removed from Nexus. What happened to TripTheRift is unfortunate and many people would have done the same in her situation. HOWEVER this does not mean that this mod should have been deleted from everywhere. Mods are part of skyrim's history and I refuse for them to simply be deleted. This is an amazing mod and it deserves to be out there. So here we are. ANY SIGN OF SEXUALIZING THIS MOD AND I WILL INSTANTLY TAKE IT DOWN. THIS IS NOT A JOKE. DO NOT HARASS TRIPTHERIFT. SHE HAS NOTHING TO DO WITH THIS. THE DECISION TO UPLOAD THIS IS ENTIRELY FROM ME. Contact me on discord through this server https://discord.gg/vzyDfNA You need one of these 2 files to start! TKAA - Episode One TKAA - Final Cut They are different versions of the mod, the Final Cut having Toddlers and Hostiles(hostiles can be removed with a patch) -----Original Description------- - NEXUS SKYRIM SE FILE OF THE MONTH - APRIL 2017 - THANK YOU VERY MUCH FOR THE SUPPORT - ABOUT This is a comprehensive, standalone children overhaul mod. I'm guessing from how the kids were implemented in Skyrim that Bethesda either 1) did NOT want to include children and were forced into it by popular demand, or 2) they just hate kids. As evidence, take a look at the meshes. They are built in the identical fashion as the monsters and beasts in the game. Small wonder they look like clones - they ARE clones. The goal for this mod was to make children that look like they would belong in a modern DX11 or 12 game - by using high quality meshes and textures to update this old game engine. All donation points generated by your download of this mod goes 100% to the RaceMenu by Expired Dimonized UNP Body by dimon99 Fair Skin Complexion by HHaleyy Adorable Face by lumina The Eyes Of Beauty by Gabriel Mailhot as LogRaam Ruby Red Vampire Eyes by achintyagk BodySlide and Outfit Studio by Ousnius and Caliente Brows by Hvergelmir ApachiiSkyHair by Apachii KS Hairdos Renewal by Kalilies Stealthic and Shockero Pretty Khajiit by tktk Feminine Argonian Textures (Chameleon and Lizard) by MONSTERraider Khajiit leopard body texture for UNP BASE body by Nerevar22g Warpaint Makeup for Human Females Vanilla Replacer by The Ex Maverik Wizard Hats by sirwho Dragons Crown Sorceress Outfit for UNP by Backsteppo Jarek - The Custom Voiced Skeleton Necromancer Follower by iMACobra Dovahkinder Collection - Additional Children Clothes by jackknifelee Dovahkinder Complete Mod by clarota Universal Race Scale Remover by Abbalovesyou Modified externally sourced clothing and armor from - Kanrax2/Halo, Daywalker, en_hawk (Skykids), COTS, Pretty Witches. Additional hair from HS hair, Oblivion Hair Pack and SGHair 268. Black cat model and texture by Hissa. This mod wouldn't exist without the people listed above sharing their work, so please support them. Huge thanks and a tip of the helmet to ALL. This mod has a lot of moving parts. If I missed anyone I sincerely apologize, please let me know so I can correct the credits. PERMISSIONS This mod has open permissions, credit would be nice.
  10. Version 0.971 Patch D

    5,626 downloads

    Lore friendly, intelligent, and sexy . . . What more could you want?! Sexy Bandit Captives - Beta release v0.971 Patch D Note: Run "FNIS for Users (NOT A SLAVE MOD) This mod is being updated very frequently. Recommend following for release notifications. Camp Snowfall and move of Camp Steadwatch (must re-initialize Captive placement to take effect) 05OCT2018 - Support for More Bandit Camps - EtR Patch 1.0.0 for 3 Captive sites in 25APR2019 - Support for DFT's More Bandit Encampments adds 14 Captive sites 01MAY2019 - Support for The Watchtowers Reborn adds 17 Captive sites (works with either the 2019 "Fueled by Genesis" or the "Standalone" 2015 version) 07MAY2019 - Removed Apachii.esm and ApachiiFemales.esm as dependent requirements FAQ: Advisement: This patch with a "hot-load" into an existing game will fix many script based errors, but will likely cause others. Some behaviors and dialogue logics become "baked in" to your savegame. If you can live with the errors, fine, but the best thing to do will be to reload everything from a "clean" save. If you're having problems, as a test case, disable SBC, load a clean save, save a new game in an empty slot, exit, then enable SBC again and see what happens. Note1: If cell scanning gets stuck, try "stopquest SBCMain" then "startquest SBCMain" from the console. Note2: If you're not playing a Futa character, and you get a Futa detection on loading this mod, it means you have something "else" occupying SlotMask52. It's Ok. Just use "RemoveFaction xx014D90" on your character from the console to remove her from the Futa-Faction for dialogue prompts and animation selection. Overview: I've been working for several months on an update mod to the original excellent concept started in the Sex Slaves for Vanilla Bandit Camps mod posted by pchs in 2014. The functionality intended, however, did not execute in game and many people were frustrated by it. Additionally, I liked using the freed captives for TDF's Aggressive Prostitution mod, but it bothered me that they showed up un-named in that dialogue as well as in SLA Monitor Widget. What we now have here (finally) can absolutely be just a simple "rescue the girls" campaign, if that's how the user wants to play it. Or a slave collection / harem builder . . . or a TDF prostitution source . . . or a potential follower source . . . or anything in between/combination thereof. I took a slightly different direction for immersion and dialogue, hence the name change to Sexy Bandit Captives. One of the central ideas changed is that the captives are being saved for sale as pleasure slaves rather than just being used by the bandits, and their restraints are enchanted so are much less bulky as well as much more difficult to remove. Disclaimer: This is a beta release. It's not done, but the bones of the mod are there and functional; it is quite playable at this point. Gameplay aspects are not fully developed, so releasing captives from restraints is automatically successful for now. Subjugation of captives, however, is not automatic and requires both SpeechCraft skill and PC level for success through all stages. Note 1: The captive's outfits are currently built with UNPB meshes, but it works reasonably well with CBBE bodies as well I'm told. Partial CBBE available in the FOMOD Note 2: There are 36 captive release "destinations" currently. Note 3: Tattoos will not show up in-game unless you have "The Coenaculi UNP" folder as well as the associated "thecoenaculi.json" file in your Skyrim\Data\textures\actors\character\SlaveTats folder. Detailed Description: Over 80 non-respawning (for now) captives peppered throughout Skyrim forts and dungeons per the original. Includes functionality with the More Bandit Camps mod. All captives edited for makeup and Apachii hair -- though planning to release a version with no hair mod hard requirements. (The bandits only take the really attractive ones, apparently, and prefer to keep them that way in most cases.) All captives made unique with no respawn. All released captives become potential followers / marriageable if treated accordingly. I wanted to convert it from being just an aesthetic mod into an interaction mod that retained the essence of the aesthetic appeal. All captives given race appropriate unique names from the JaxonzNameGenerator mod files. Added a handful of Dunmer, Altmer, and Bosmer captives. (Sorry, not into Orismer -- head canon says they fought to the death rather than be captured.) I use the BeautifulElves mod and that softens up the angry brow ridge of the vanilla headshape quite a lot. Remove duplication where instances of the same captive were in two separate sites by filling in using the additional races. Branching (unvoiced for now) lore friendly dialogue tree with quite a lot of random branches and others that reflect how the captive NPC may have been treated by the PC. Expanded captive outfits to include some minimalist/skimpy items and bindings adapted from the non-Devious Devices sets. Semi-random lore friendly greetings conditional on NPC state and prior treatment. Customized dialogue branch comments to be tailored to the type of character taken captive. i.e., a captured merchant's dialogue would differ from a captured noble, sailor, blacksmith, hunter, etc. Fleshed out a few more background stories - currently at 27 (3 possible dialogues for each) with plans for at least 9 more. (That makes 81 possible greetings at 3-7 lines each from each captive) Modified diologue branches for easier use / included option for "I don't care how you got here" to bypass immersion story if that's not your thing. Subjugation and restraint unlock dependencies on character skills. Released captives (optionally in each case) autonomously search the area for better clothing and/or weapons after release before executing a "travel to" package. Effectively, they loot the area, but check back with the PC so they're not taking anything important. (Lots of fun to observe, since they comment on nearly every item found, or on the hygiene of the previous owner. ) Or, you can just give them whatever you want . . . or nothing at all, but they may not like you very much later. Released captives now successfully travel to tailored random destinations on release, but are persistent and you can track them down later, assuming they 1) survived and, 2) told you the truth where they were going. Some captives may be former bandits or female bandit leaders who experienced a mutiny. Who knows what these types may do when released when they're armed again? Plans to tie in the enchantment on restraints/bindings to affect SexLabArousal. i.e., The restraints fuel desire. "Handoff" to TDF Prostitution works correctly while keeping that mod as non-required. (i.e., The prostitution option is not available until after the captive travels to their destination and the PC finds them there) Released captives stop at local vendor to trade outfits! You may not see the transaction, but you might see a former captive go into a shop and come out wearing something else. And, yes, lots of dialogue driven sexlab animations. True to the spirit of the original mod, there are two main routes a PC can take with a captive -- one of subjugation or one of release. It's up to you (within the limits of PC Speechcraft, Lockpicking, Smithing, and Level) which you pursue. Gender specific dialogue, as well as being Futa friendly for the equipped girls. (Auto detected using SexLab & SOS) For now, there are no pre-release SexLab animations for the PC to sneak up on the bandits having their way with a captive, but it's on the drawing board for a later release. No current "Notice Board" or "Radiant Quests" for rescuing captives being worked . . . for now. Head canon says they're being kept in secret, and with the chaos of Skyrim's civil war and limited communication, there's nobody looking for the captives at this point. Mod functionality specifics: The (current) clothing files are built for UNPB functionality (seems to work for any UNP) right now just because that happens to be what I had loaded when I started. Adaptation to CBBE will be a follow-on project post-beta I think. Hard Dependencies (aside from Skyrim.esm and Update.esm, obviously): SexLab - by Ashal (This was required by the original mod; provides animation framework) SexLabAroused Redux - by fishburger67 (Specifically designed to "minimize the papyrus impact of Aroused") Optional / Recommended: More Bandit Camps by skillest (This mod now tailors itself if MBC is not detected to not place Captives in those sites.) (SOS) Schlongs of Skyrim by b3lisario (Full version needed for Futa detection and other miscellaneous functionality.) SlaveTats by murfk (Should work without, but tattooed captives will be bare; mrufk helped me out on implementing!) The Coenaculi - Tattoo Parlor plugin for Slavetats UNP_MALE_Vanilla version Kyu.7z by RustyXXL (required along with SlaveTats for ANY tattoos to show up on captives) Fuz Ro D-oh - Silent Voice by shadeMe (makes menus move much smoother) Other SexLab/SLAL/NSAP animations as the user desires. Reported Unresolved Mod Conflicts: Requiem or its patch Requiem for the Indifferent (causes essential dialogue to not display) Update: partial success with Requiem 2.0 Character Creation Overhaul - Races - Birthsigns - Classes - Skills - Specializations - Attributes Disparity - Dialogue options missing once class and skill selected; reversible if unselected UFO - Ultimate Follower Overhaul - the game loads up, but it seems like you get script errors (papyrus mods all reset, some won't load etc.) Testing Environment: Here's my "clean game" process: Clone my vanilla Data folder (8.49 GB)/ rename the original then rename the new clone "Data" Note: Original "vanilla" game clones consists of Skyrim.esm, Update.esm + all three DLCs
  11. Version 1.0.2

    276 downloads

    Schaken-Mods EXCLUSIVE! (Upload NOWHERE ELSE!) An extensive NPC overhaul for all the male characters of Whiterun and the surrounding areas (42 NPCs in total). This mod will replace all named, male NPCs and assign them new custom outfits. Features - Original, scratch-made, high definition COR facegen replacers. - Standalone custom outfits (Apachii Divine Elegance) - A few custom made, Viking-inspired tattoos for face and head - All textures are 2K and have been optimized for SSE using Cathedral AO - Plugin has been converted to ESL What does this mod replace? - All the named, adult, male NPCs in Whiterun - Includes The Companions - Includes all the surrounding farms and Honningbrew Meadery - Includes all the new characters added to Whitetun by various questlines - A list of Whiterun NPCs and more info can be found here What this mod does NOT replace - Female and child NPCs - Whiterun guards and any other unnamed characters - Any NPCs added to Whiterun by other mods (e.g. Open Cities) - Nazeem - since I've added him with a separate mod here Compatibility This mod will NOT be compatible with any other replacer mod that replaces these specific characters. There are workarounds for this.. You can remove the individual NPC entry(ies) from the other mod using SSEEdit and let my mod copy over the other files and load afterwards. If there are any issues with this mod, let me know in the comments section and I will try to resolve them as soon as possible. Vitruvia Skin by MandragorasproutsCharmers of The Reach by m4mk203SAM Light v1.3 by KouLeifohNPC Nif Merge by TuruloRaceMenu by ExpiredApachii Divine Elegance by Apachii HolidayGift Hairdos by Summerdew KS Hair by Kalillies SV Beards by Shadowtigers Dwemer Beards by NVNNN / Anuiel
  12. Version 1.0.0

    406 downloads

    Schaken-Mods EXCLUSIVE! (Upload NOWHERE ELSE!) This is the original version of DBCO, initially uploaded to Nexus, January 2018. New port to SSE by Schaken. (the SSE port on Nexus was made by someone I don't know and had a number of errors) I am planning a proper updated version with new COR facegen, but for now, this version will be offered as it is, no asset updates, no FOMOD. Here for those that want it. Features - Plugin converted to ESL - Files packed to BSA - Retro modding nostalgia If there are any issues with this mod, let me know in the comments section and I will try to resolve them if possible. I will not be updating any of the assets from this mod. Take it or leave it. SSE port by Schaken
  13. Version 1.0.0

    64 downloads

    Schaken-Mods EXCLUSIVE! (Upload NOWHERE ELSE!) NPC replacer for the Radiant Raiment (Solitude) sisters, Endarie and Taarie Features - Original, scratch-made, high definition COR facegen replacers. - Standalone custom outfits for each character - Some custom edits on skin texture - All textures optimized for SSE using Cathedral AO - Plugin flagged as ESL FOMOD Options: - Choice of CBBE SMP (3BBB) / CBBE 3BA(3BBB) / CBBE Body Physics - 2K or 4K textures Notes - Apachii Divine outfits for CBBE have body physics added (not perfect, but it works) Compatibility This mod will NOT be compatible with any other replacer mod that replaces these specific characters. There are workarounds for this.. You can remove the individual NPC entry(ies) from the other mod using SSEEdit and let my mod copy over the other files and load afterwards. If there are any issues with this mod, such as missing textures, meshes or wrong file paths, let me know in the comments section and I will try to resolve them as soon as possible. Charmers of The Reach by m4mk203CBBE by Caliente CBBE 3BA (3BBB) by Acro748 CBBE SMP (3BBB) by Ousnius HDT-SMP (Skinned Mesh Physics) by aersNPC Nif Merge by TuruloRaceMenu by ExpiredApachii Divine Elegance by Apachii (some edits by Hieroglyphics) KS Hair by Kalillies Eyes of Beauty by LogRaam
  14. Version 1.2.0

    1,018 downloads

    Schaken-Mods EXCLUSIVE! (Upload NOWHERE ELSE!) This is an NPC cosmetic replacement for Serana, which uses high definition head meshes and textures of the character Tifa Lockhart, ported over from Final Fantasy 7 Remake. - OR standalone follower Tifa Lockhart. Character Background: Serana is an ancient, pure-blood vampire and the daughter of Lord Harkon and Valerica. She is known as one of the "Daughters of Coldharbour" and because of this she is central to the main questline in Dawnguard. After being encountered, she can be recruited as a follower, unlocking a multitude of interactions. Name: Serana Location: Dimhollow Crypt Race: Nord FF7R Tifa Lockhart Standalone Follower (1-H Sword, Light Armour). Located in Sleeping Giant, Riverwood Tifa Lockhart Playable Race (zero weight only) FOMOD Options: - Replacer OR standalone follower - Choice of CBBE SMP/ CBBE 3BA/ CBBE Body Physics/ BHUNP - Custom outfit included: FF7 Tifa Outfit - 2K or 4K textures IMPORTANT - Serana is set at zero weight in CK. You will likely need to set this weight in-game too, otherwise there will be a neck gap. Open console mode, click on Serana and type "setnpcweight 0" (without quotation marks) - The CBBE option uses 3BBB for the outfit, so make sure you have the latest XPMSE skeleton installed. - AFT vampire eye fix for Serana: Only select this option in the FOMOD if you are using Amazing Follower Tweaks or experience eye texture glitch. Replaces 'eyevampire_01' with this mod's diffuse eye texture. Due to the custom headparts, the sub textures cannot be replaced, so this may cause an unnatural appearance. It is NOT recommended to use AFT to manage Serana, if possible. But if you are determined, then this serves as somewhat of a fix. CONFLICTS - Any other mod that makes changes to Serana's appearance or stats. If it's only stats, then this mod can be loaded afterwards. If it's appearance, then it's a definitive no, unless you know how to use TESEdit to remove the npc entry for Serana from the conflicting mod. Mature Skin Texture by Maevan Head model and head parts, head textures, lashes by Squeenix (from FF7R) Porting by Shingles Cat BodySlide and Outfit Studio by Ousnius and CalienteCBBE by CalienteDIMONIZED UNP female body by dimon99RaceMenu by ExpiredTifa Lockhart Final Fantasy Clothes by ODD SE port and optimization by JoBobby
  15. Version 1.0

    668 downloads

    The Dreanei Race (Now With Teens) original Author: Madutka Fomod, Repacked and Added Teens by Schaken Draenei in Skyrim! I’ve been taking a lot of time to make this mod. Adding Draenei as a race to Skyrim isn’t a new concept, as several others have attempted it. However, I always felt they were somewhat lacking in features and never quite looked proper. The race's Features: -Compatible with all official dlc -Vampire and Werewolf compatible (Untested) -Custom body meshes -Custom hooves -Animated tails -Head tails -Several eye color options that glow-in-the-dark (blue, green, purple, and white) -Five preset options -Four horn options (Available at a forge near you at no cost!) Sassy Teen Dolls (all of its dependencies) Dawnguard DLCDragonborn DLC -If you want the compatible armors (wouldn’t want to fight dragons naked would we?) XP32 Maximum Skeleton Special Extended - XPMSSEBodyslide and Outfit Studio
  16. Version 1.1

    6,328 downloads

    Lore friendly, intelligent, and.. TEEN?!? . . . What more could you want?! TEEN Captives - Beta release v0.971 Patch D Note: Run "FNIS for Users (NOT A SLAVE MOD) This mod is being updated very frequently. Recommend following for release notifications. Camp Snowfall and move of Camp Steadwatch (must re-initialize Captive placement to take effect) 05OCT2018 - Support for More Bandit Camps - EtR Patch 1.0.0 for 3 Captive sites in 25APR2019 - Support for DFT's More Bandit Encampments adds 14 Captive sites 01MAY2019 - Support for The Watchtowers Reborn adds 17 Captive sites (works with either the 2019 "Fueled by Genesis" or the "Standalone" 2015 version) 07MAY2019 - Removed Apachii.esm and ApachiiFemales.esm as dependent requirements FAQ: Advisement: This patch with a "hot-load" into an existing game will fix many script based errors, but will likely cause others. Some behaviors and dialogue logics become "baked in" to your savegame. If you can live with the errors, fine, but the best thing to do will be to reload everything from a "clean" save. If you're having problems, as a test case, disable SBC, load a clean save, save a new game in an empty slot, exit, then enable SBC again and see what happens. Note1: If cell scanning gets stuck, try "stopquest SBCMain" then "startquest SBCMain" from the console. Note2: If you're not playing a Futa character, and you get a Futa detection on loading this mod, it means you have something "else" occupying SlotMask52. It's Ok. Just use "RemoveFaction xx014D90" on your character from the console to remove her from the Futa-Faction for dialogue prompts and animation selection. Overview: I've been working for several months on an update mod to the original excellent concept started in the Sex Slaves for Vanilla Bandit Camps mod posted by pchs in 2014. The functionality intended, however, did not execute in game and many people were frustrated by it. Additionally, I liked using the freed captives for TDF's Aggressive Prostitution mod, but it bothered me that they showed up un-named in that dialogue as well as in SLA Monitor Widget. What we now have here (finally) can absolutely be just a simple "rescue the girls" campaign, if that's how the user wants to play it. Or a slave collection / harem builder . . . or a TDF prostitution source . . . or a potential follower source . . . or anything in between/combination thereof. I took a slightly different direction for immersion and dialogue, hence the name change to Sexy Bandit Captives. One of the central ideas changed is that the captives are being saved for sale as pleasure slaves rather than just being used by the bandits, and their restraints are enchanted so are much less bulky as well as much more difficult to remove. Disclaimer: This is a beta release. It's not done, but the bones of the mod are there and functional; it is quite playable at this point. Gameplay aspects are not fully developed, so releasing captives from restraints is automatically successful for now. Subjugation of captives, however, is not automatic and requires both SpeechCraft skill and PC level for success through all stages. Note 1: The captive's outfits are currently built with UNPB meshes, but it works reasonably well with CBBE bodies as well I'm told. Partial CBBE available in the FOMOD Note 2: There are 36 captive release "destinations" currently. Note 3: Tattoos will not show up in-game unless you have "The Coenaculi UNP" folder as well as the associated "thecoenaculi.json" file in your Skyrim\Data\textures\actors\character\SlaveTats folder. Detailed Description: Over 80 non-respawning (for now) captives peppered throughout Skyrim forts and dungeons per the original. Includes functionality with the More Bandit Camps mod. All captives edited for makeup and Apachii hair -- though planning to release a version with no hair mod hard requirements. (The bandits only take the really attractive ones, apparently, and prefer to keep them that way in most cases.) All captives made unique with no respawn. All released captives become potential followers / marriageable if treated accordingly. I wanted to convert it from being just an aesthetic mod into an interaction mod that retained the essence of the aesthetic appeal. All captives given race appropriate unique names from the JaxonzNameGenerator mod files. Added a handful of Dunmer, Altmer, and Bosmer captives. (Sorry, not into Orismer -- head canon says they fought to the death rather than be captured.) I use the BeautifulElves mod and that softens up the angry brow ridge of the vanilla headshape quite a lot. Remove duplication where instances of the same captive were in two separate sites by filling in using the additional races. Branching (unvoiced for now) lore friendly dialogue tree with quite a lot of random branches and others that reflect how the captive NPC may have been treated by the PC. Expanded captive outfits to include some minimalist/skimpy items and bindings adapted from the non-Devious Devices sets. Semi-random lore friendly greetings conditional on NPC state and prior treatment. Customized dialogue branch comments to be tailored to the type of character taken captive. i.e., a captured merchant's dialogue would differ from a captured noble, sailor, blacksmith, hunter, etc. Fleshed out a few more background stories - currently at 27 (3 possible dialogues for each) with plans for at least 9 more. (That makes 81 possible greetings at 3-7 lines each from each captive) Modified diologue branches for easier use / included option for "I don't care how you got here" to bypass immersion story if that's not your thing. Subjugation and restraint unlock dependencies on character skills. Released captives (optionally in each case) autonomously search the area for better clothing and/or weapons after release before executing a "travel to" package. Effectively, they loot the area, but check back with the PC so they're not taking anything important. (Lots of fun to observe, since they comment on nearly every item found, or on the hygiene of the previous owner. ) Or, you can just give them whatever you want . . . or nothing at all, but they may not like you very much later. Released captives now successfully travel to tailored random destinations on release, but are persistent and you can track them down later, assuming they 1) survived and, 2) told you the truth where they were going. Some captives may be former bandits or female bandit leaders who experienced a mutiny. Who knows what these types may do when released when they're armed again? Plans to tie in the enchantment on restraints/bindings to affect SexLabArousal. i.e., The restraints fuel desire. "Handoff" to TDF Prostitution works correctly while keeping that mod as non-required. (i.e., The prostitution option is not available until after the captive travels to their destination and the PC finds them there) Released captives stop at local vendor to trade outfits! You may not see the transaction, but you might see a former captive go into a shop and come out wearing something else. And, yes, lots of dialogue driven sexlab animations. True to the spirit of the original mod, there are two main routes a PC can take with a captive -- one of subjugation or one of release. It's up to you (within the limits of PC Speechcraft, Lockpicking, Smithing, and Level) which you pursue. Gender specific dialogue, as well as being Futa friendly for the equipped girls. (Auto detected using SexLab & SOS) For now, there are no pre-release SexLab animations for the PC to sneak up on the bandits having their way with a captive, but it's on the drawing board for a later release. No current "Notice Board" or "Radiant Quests" for rescuing captives being worked . . . for now. Head canon says they're being kept in secret, and with the chaos of Skyrim's civil war and limited communication, there's nobody looking for the captives at this point. Mod functionality specifics: The (current) clothing files are built for UNPB functionality (seems to work for any UNP) right now just because that happens to be what I had loaded when I started. Adaptation to CBBE will be a follow-on project post-beta I think. Hard Dependencies (aside from Skyrim.esm and Update.esm, obviously): SexLab - by Ashal (This was required by the original mod; provides animation framework) SexLabAroused Redux - by fishburger67 (Specifically designed to "minimize the papyrus impact of Aroused") Optional / Recommended: More Bandit Camps by skillest (This mod now tailors itself if MBC is not detected to not place Captives in those sites.) (SOS) Schlongs of Skyrim by b3lisario (Full version needed for Futa detection and other miscellaneous functionality.) SlaveTats by murfk (Should work without, but tattooed captives will be bare; mrufk helped me out on implementing!) The Coenaculi - Tattoo Parlor plugin for Slavetats UNP_MALE_Vanilla version Kyu.7z by RustyXXL (required along with SlaveTats for ANY tattoos to show up on captives) Fuz Ro D-oh - Silent Voice by shadeMe (makes menus move much smoother) Other SexLab/SLAL/NSAP animations as the user desires. Reported Unresolved Mod Conflicts: Requiem or its patch Requiem for the Indifferent (causes essential dialogue to not display) Update: partial success with Requiem 2.0 Character Creation Overhaul - Races - Birthsigns - Classes - Skills - Specializations - Attributes Disparity - Dialogue options missing once class and skill selected; reversible if unselected UFO - Ultimate Follower Overhaul - the game loads up, but it seems like you get script errors (papyrus mods all reset, some won't load etc.) Testing Environment: Here's my "clean game" process: Clone my vanilla Data folder (8.49 GB)/ rename the original then rename the new clone "Data" Note: Original "vanilla" game clones consists of Skyrim.esm, Update.esm + all three DLCs
  17. gw#8162

    SuzieQ

    Version 1.0.0

    145 downloads

    SuzieQ Follower, default and ESL flagged version, she uses your body and skin textures. You can find her at Whiteruns Drunken Huntsman, Check the bed upstairs if she's not around the fire pit, she likes to sleep when not active. So if there's a bedroll, or bed around she'll take a nap if she's tired. Suzie is a spellsword follower. She favors a sword in her right hand and wields magic in her left. She's just a basic simple follower for now with future plans to add a few quests, custom AI package, and custom dialouge and voice type. Since she is a default mesh and default texture setup her appearance will vary a bit depending on your setup. Outfits in the screen shots are from "Apachii Divine Elegance Store" and are NOT included Name: SuzieQ Short Name: Sue Race - Breton Height - 0.93 Weight - 20 Unique and Essential Doesn't affect stealth meter Marriageable - Yes Voice - Female Young Eager Body: Default Skin: Default Aggression: Aggressive. Assistance: Helps friends and allies. Confidence: Brave. Weapon: Akaviri Katana Armor: Thieves Guild Tonilia Outfit Spells: Wards, Fire, Frost, Lightning, Oakflesh and basic healing Location: Whiterun - Drunken Huntsman Class: Spellsword Combat Style: Battle Mage Spells: Custom Healing Spell, Healing Hands Skill bonuses/Perk trees: Restoration, Starts at level 10 and levels with player.
  18. Version 1.1.0

    40 downloads

    Alysannne Healer follower with HDT_SMP non-removable wig. Based on a preset by "tullyboos", Uses CBBB\3BAv2 Body She can be found hanging out inside the Winterhold, Hearthfire Inn wearing College Master Restoration Robes. Can be summoned anywhere (Look in Magic under Powers for "Summon Alysanne") Heals you during battle (Has been known to cast a healing spell when her partner's stamina drops low during a nice roll in the hay session). SFM and VR compatible BodySlide files provided look for Alysanne 3BBB 3BA Her appearance may vary a bit depending on your setup. Name: Alysannne Short Name: Alysannne Race - Nord Unique and Essential Doesn't affect stealth meter Marriageable - Yes (She thinks she's the LDB's secret mistress) Voice - FemaleEvenToned Height - 1.0 Weight - 35 Body: 3BBB/3BA Skin: Leyenda Skin 2k Assistance: Helps friends and allies. Confidence: Foolhardy. Weapon - Lightning Bolt Staff Armor - College Master Restoration Robes Location: Winterhold - Hearth Fire Inn Starts at level 10 and levels with player to level 150. Spells: Custom Healing Spell, Healing Hands Skill bonuses/Perk trees: Restoration, Requirements: 3BBB/3BA v2 and all requirements CBPC - Physics with Collisions for SSE and VR HDT-SMP (Skinned Mesh Physics) and all its requirements Fores New Idles in Skyrim SE - FNIS SE Skyrim Script Extender (SKSE64) HDT-SMP Racemenu Hair or Wigs - Xing - Dint999 - Fuse00 - HHairstyles - KS - HG - SG - NO RING Version XP32 Maximum Skeleton Special Extended - XPMSSE If there are any issues with this mod, let me know in the comments section and I will try to resolve them as soon as possible.
  19. Version 1.0.0

    11 downloads

    This is a simple Racemenu overlay pack. 1 face overlay 1 body overlay 1 hand overlay (JK, both hands ) ESL flagged and BSA optimized for your modding pleasure!
  20. Version 1.0.0

    29 downloads

    The concept of The Five Ro's classes is based on MMORPG groups. This way, YOU can be whatever class you want and can be sure all the other positions are good to go. So, with The Five Ro's, this is what you get: Rolaryn: Archer - range DPS Rolenity: Mage (shock) Rolanna - Melee DPS Rolonce' - Tank Rolencia - Healer Available in CBBE and UNP versions.
  21. Version 1.1

    1,259 downloads

    Teen House Vendors This was inspired by "SexyHouseVendors" mod on Nexus. He is not ok with anyone altering or using his assets, So ezra made this from scratch, and used the same ideas. Basically there is a vendor in any house you buy in the vanilla game.There is a Game bug that messes up the vendors gold when they get over 30K gold, so they all have 28K goild in the inventory. Happy hunting!
  22. Aryto

    Screenshot

    Just trying . . .
  23. Version 1.1.0

    495 downloads

    Schaken-Mods EXCLUSIVE! (Upload NOWHERE ELSE!) A young, wandering Nord, known as Piper, has been captured by a bloodthirsty group of bandits and is being held captive by them at a location not far from Whiterun. It's up to you to rescue her and discover more about her, as she joins you on your adventures around Skyrim! Will you capture this fair maiden's heart? Piper has been created with her own follower system and uses 225 lines of voice-acted dialogue. Once rescued, a new quest begins and she can be romantically courted. New dialogue lines and options will appear as you progress. Although she's not a fearsome warrior, she does specialize in one-handed combat and can be fairly useful in a battle. Update: Version 1.1 - Fixed the issue with the quest stages being activated prematurely, which also caused reward outfits to become available prematurely. - Also added a quest stage at the start, so Piper's captive location will be marked on the map. - Highly recommended to uninstall the old version and make a clean save before installing the new one (remove any wanted items from her inventory first). Name: Piper Race: Nord (custom) Location: White River Watch (cave located east of Whiterun) FOMOD Options: - Choice of CBBE SMP/ CBBE 3BA/ CBBE Body Physics/ BHUNP - 2K or 4K textures Main Features - 225 lines of custom dialogue by voice actress, Kerstyn Unger -In-game scripted, Outfit Changer via dialogue with a choice of 4 outfits + nude - Romance Quest with multiple stages and rewards Romance Quest The questline, "Romancing The Piper" will begin immediately following the dialogue exchange with Piper, after her rescue. As each stage of the quest is completed, new dialogue options will appear in the Outfit Changer dialogue branch, allowing you to select a new outfit for Piper to wear. Once the questline is completed, further lines of dialogue will be unlocked for various branches and topics, including Idle dialogue and all basic commands. Make sure you have the Quest selected as active and follow the log notes. Notes - Wardrobe Changer can be accessed with the dialogue prompt, "Hey Piper, let's talk.." - Dialogue prompts for these outfits will only appear after completing each stage of the Quest, "Romancing The Piper". - The romance quest does NOT conflict with any marriage quests you may have running, nor any potential spouses. - Completing the romance quest does NOT add Piper to any marriage factions, nor give her any scripted spouse behaviour. - Dismissing Piper as a follower will send her to sandbox at the Bannered Mare in Whiterun. - Other follower system mods should work fine and be compatible with this mod If there are any issues with this mod, let me know in the comments section and I will try to resolve them as soon as possible. Charmers of The Reach by m4mk203 BodySlide and Outfit Studio by Ousnius and CalienteCBBE by CalienteDIMONIZED UNP female body by dimon99 CBBE 3BA (3BBB) by Acro748 CBBE SMP (3BBB) by Ousnius HDT-SMP (Skinned Mesh Physics) by aersRaceMenu by Expired Apachii Divine Elegance by Apachii The Custom Voice Resource by Kikiapplus Voice Actress Kerstyn Unger (Tempest Voice Set)
  24. Version 1.0.1

    135 downloads

    Schaken-Mods EXCLUSIVE! (Upload NOWHERE ELSE!) NPC replacer for the female members of Winterhold College. This is the 3rd Edition of the WCCO series of overhauls. Features - Original, scratch-made, high definition COR facegen replacers. - Standalone custom outfits for each character - Custom skin texture for some characters - All textures optimized for SSE using Cathedral AO - Plugin flagged as ESL FOMOD Options: - Choice of CBBE SMP (3BBB) / CBBE 3BA(3BBB) / CBBE Body Physics / BHUNP - 2K or 4K textures Notes - Apachii Divine outfits for CBBE have body physics added (not perfect, but it works) - Mage Guild Outfit requires HDT SMP for the cloth physics to work properly on the skirt Compatibility This mod will NOT be compatible with any other replacer mod that replaces these specific characters. There are workarounds for this.. You can remove the individual NPC entry(ies) from the other mod using SSEEdit and let my mod copy over the other files and load afterwards. If there are any issues with this mod, such as missing textures, meshes or wrong file paths, let me know in the comments section and I will try to resolve them as soon as possible. Charmers of The Reach by m4mk203 BHUNP by factoryclosedCBBE by Caliente CBBE 3BA (3BBB) by Acro748 CBBE SMP (3BBB) by Ousnius HDT-SMP (Skinned Mesh Physics) by aersNPC Nif Merge by TuruloRaceMenu by ExpiredApachii Divine Elegance by Apachii (some edits by Hieroglyphics) Mage Guild Outfit by SunJeong KS Hair by Kalillies Eyes of Beauty by LogRaam Sunstarved Tanlines by DomainWolf
  25. Version 1.29

    34 downloads

    Credits to Arcoolka for all his ideas and concepts he pioneered in RTS for FO3 and New Vegas. RTS for New Vegas You can dynamically place houses, stores and objects, recruit villagers and merchants. Random bandit raids or animal attacks. Everything you place is paid for with gold or firewood. The default is to pay with firewood and if you don't have enough to pay with gold. When the mod starts, you will be given 3 food objects. A RTS Controller and two RTS Scroll objects. For your convenience, you should favorite and hotkey these items. To access the settings and tutorial, press either RTS Scroll objects four times. There is a TUTORIAL for placing objects and another for a House. There are three classes of Merchant; blacksmith, General store and Apothecary. Villagers who live in a store will automatically work as that class. There are five merchant inventories for each class. The merchant will randomly be assigned one of those inventories. Merchant inventories reset every day. So you could have 5 merchants with different inventories, or 10 merchants assigned to the same inventory. You can recruit upto 200 individually named NPCs. Villagers pay taxes of 10gp per day. Villagers can become followers. (They are leveled NPC's, min 10, max 60) Villagers will forage and harvest plants in the area. Villagers not in combat will now heal 5pts per second. During combat they heal 2pts per second. Four Militia Squads. You can have all your villagers following you at the same time. You can tell your squad members to be essential or killable. You can tell them to move out of your way. You can tell them to harvest plants while following you. Butterflies and fish collection can be toggled. New Orders> Assign uniform ------ New Orders> Done assigning uniform. To assign a uniform, tell them you have a new uniform, it automatically forgets the old uniform. Then give them the new armor, then tell them you are done. A uniform can have upto one bow, one shield and one melee weapon plus other armor and jewelry. If they already have the item, you need to take it and give it back to them. If you don't assign a uniform, they will wear the item(s) you give them. If you assign a uniform without a helmet and then later give them a helmet, they will wear the helmet till the next time you change cells. If they have a shield assigned as part of their uniform and they equip a different shield, the script will make them switch to the assigned shield. Same for bows and melee weapon. If they equip a spell, staff or torch, the script will not force them to change items. You can have an unlimited number of houses, shelters and workshops. *6 new building types with internal cells ....You can build 30 of each style for a total of 180 internal cells. ....You can change the outside appearance of the house after you place it. ....This will not change the internal cell or the look of the door. ....Sneak and activate the door to get the menu. ....3 workshops, 1 tavern ....Two house styles that you can upgrade to workshops. Eight Placeable Fast Travel Markers. Bandit Raids. Merchants pay a share of their profits to you. 100 gold per day. Hire Lumberjacks to work at your Lumbermill. --Each Lumberjack will make 800 firewood a day. As long as they are not on morning or evening patrol route. Patrol routes with three patrol shifts. --Eight routes, eight markers for each route. Placeable Lights Plants, furniture, decorations, shrines, walls, etc. *New blueprint spell : Conjuration ....Equip the spell, it will start highlighting objects you can blueprint. ....Cast the spell on the highlighted object you want to blueprint. There is also a cheat menu to add gold, smithing supplies and alchemy supplies. Change Log: 0.11 Fixed : Cancelling item did not clean up properly. 0.12 Fixed : House walls did not sync up if you rotated the house. Added : Shrines 0.13 Fixed: Scaling objects wasn't working. Added: Readme to the settings menu. Added: Floors (Stone and wood) Added: Workshops now come with stone floors Added: Settings menu has an option to reset the X/Y/Z axis. 0.14 Added: Some new stuff to the Decor list. Added: Chimneys to the construction list. Added: A working campfire to the Crafting list. Change: Lowered cost of floors to 1000 gold. Change: Item Cost is displayed after you select a category. Added: Houses have an option to build a stone floor (This only works for new houses, not existing houses) Don't build a house at a slope, the walls get messed up. 0.15 Added: Villagers can now become followers. (They are leveled NPC's, min 10, max 25) Change: Because of restrictions on follower voices, villagers have less variety on voice types. Change: Idle packages now sleep, eat, harvest plants and idle. But looking for neighbor's houses is not working. Added: Plants, crops, mushrooms, etc. Added: Thrones to the chair list. 0.16 Change: Villagers will now goto a Store, Apothecary and visit Houses and Shelters. Fixed: Villagers actually walk to the plants they harvest instead of harvesting by telekinesis. They will try to head home before bedtime (22:00) Added: Light Category Torch Sconce with real light that you can activate. Torch without a sconce is for an invisible light. Candle is for an invisible small light. Change: Campfires now come with a light. (Does not work on existing campfires.) Added: Houses and workshops now have an option for basic furniture.(This only works for new buildings, not existing buildings) 0.17 Added: Ore Deposit category. Added: Destructible barriers to the Wood House Parts category. So it only costs 200 gold. Fixed: Merchant containers weren't resetting properly. Changed: When placing a shelter, you will have an indicator for where the final doorway will be. Fixed: Timing issue on torch sconce. 0.18 Added: Patrol route marker categories. Three routes, eight markers for each route. If you skip any markers or don't place them all, they will return to the first marker for that step. You MUST place the first marker for everything to work right. Added: Really, really bad text-to-voice dialogue. My microphone even added a hollow sound to it. Added: Dialogue for patrol routes. Three patrol shifts with three routes gives you 9 combinations. One patrol shift is 8 hours. (6am, 2pm, 10pm) A villager can only have one route and one patrol shift at a time. It will take them a minute or two to begin their patrol. Changed: If you don't like the cost of any category, you can change it in the CK, just change the cost property on that category activator. Same for workshop upgrades, floor and furniture. Changed: If you have upgraded your house with floor or furniture, it will be refunded if you demolish it. Changed: If you have upgraded your house with floor or furniture and then upgrade to a workshop, it will deduct the price of the floor and furniture from the upgrade cost. Of course, you could always use the cheat button if you need more money. 0.19 Added: Villager Dialogue to open inventory window. Added: Item cost is now shown while you scroll through the Categories, but if you are scrolling quickly, it may take awhile for the messages to catch up. Added: Bandit Raids. In Settings menu, enable raids and one will start immediately. Random size raid(min 10, max 20), coming from a random direction. Then next raid will come in 14 - 36 hours. Or, just hit enable raid again to start another wave. Added: Villagers pay taxes of 10gp per day. Talk to any villager to collect your taxes. Fixed: Villagers should go home after a raid, as long as it's less than 5 minutes from the start of the raid. Added: More Raid Types. Changed: Recruiting villagers now cost 200 gold. Fixed: Quest script too long, causing some people to not be able to use any RTS control object. Added: Merchants now pay a share of their profits to you. 100 gold per day 0.20 Added: Lumbermill There is a Wood Pile next to the saw blade. Activate the Lumber Pile to add 20 Firewood to the Wood Pile. If you leave any firewood in the wood pile, it will be added to the Village Supplies. Paying for any items will draw down the Village Supplies first. Fixed: No longer place multiple sets of basic furniture. Fixed: Merchants would not stop paying profits, this would cause the script to hang. Fixed: Store Merchants now sell items instead of reserving them. Fixed: Multiple copies of the Lumberpile. Hire Lumberjacks to work at your Lumbermill. Each Lumberjack will make 800 firewood a day. As long as they are not on morning or evening patrol route. Any NPC that uses the Lumbermill Idle animation will now make 20 firewood and place it in the Village supplies. 0.21 Added: Fast Travel Markers. (After you place the marker, you need to save/reload your game or exit/re-enter the cell or fast-travel.) ... One named "Your village", and seven numbered markers. Fixed: Recruiting Villager would pay first before checking if there was room at that building. Added: More containers. Fixed: Previously existing houses and stores can now use the basic furniture button. Added: Statues to the decor list. Changed: Villagers will immediately equip any weapon or armor you give them, without having to be your follower. ... Villagers will remember what gear you gave them and will re-equip it if they change cells or you fast-travel. ... Does not work on existing villagers. You have to swap them out for new villagers. Changed: Villager Count is visible in the Settings Menu. 0.22 Added: Four Militia Squads. ... You can now have all your villagers follow you at the same time. ... Follow close, far, hold position. ... May not work on existing villagers. You may have to swap them out for new villagers. Changed: Increased Villager max level to 60. Fixed: Villagers in Militia squads will sneak/equip/unequip weapons faster. Fixed: Villagers in Militia squads are 90% more likely to assist you in committing murder of town guards. Changed: All villagers set to 'Brave'. 0.23 Changed: This mod no longer saves the game for you. New Commands: Essential or killable New Commands: Assign uniform New Commands: Harvest while following New Commands: Don't collect butterflies and fish, just plants. New Commands: Move out of your way. Changed: You can now place multiple items without having to re-select the same item. Changed: Removed exploit that let you use/activate objects before paying for them. ... To turn it back on, open the CK> Quests> RTScontrolQuest> RTScontrolQuestscript> AllowActivationBeforePaying> set to true Changed: If you use console commands to resurrect your villager, it will no longer break the script updating. Changed: Villagers not in combat will now heal 5pts per second. During combat they heal 2pts per second. 0.24 Change: Increased cost of lumbermill to 11000 Added: Stairs category Added: 6 new building types with internal cells ....You can build 30 of each style for a total of 180 internal cells. ....You can change the outside appearance of the house after you place it. ....This will not change the internal cell or the look of the door. ....Sneak and activate the door to get the menu. ....3 workshops, 1 tavern ....Two house styles that you can upgrade to workshops. 0.25 Added: New blueprint spell : Conjuration ....The next time you use your RTS controller you will be given the spell. ....Equip the spell, it will start highlighting objects you can blueprint. ....Cast the spell on the highlighted object you want to blueprint. ....Not all objects can be blueprinted. ....Cost is based on size. Larger objects will cost more. Minimum 200 gold. You will get an option to blueprint objects or remove them from the blueprint list or delete it. You cannot delete vanilla objects, only objects placed with scripts or console commands. Objects with scripts on them may be incorrectly flagged as deleteable. Proceed at your own risk. You cannot blueprint NPCs or objects you can put in a container ... only statics, furniture, etc. WARNING: Some objects will cause your game to crash during placement. If nothing happens when you try to blueprint, unequip the spell from BOTH hands until you get a message that objects are released and try again. None of this works on DLC specific objects or proprietary objects from other mods, they have to exist in the vanilla game. Any blueprinted objects you place will not be removed if you disable the mod, you have to delete them manually. 0.26 Changed: You can move the doors of the new interior cell houses. Changed: Blueprint spell can move objects that have previously been placed. Changed: Changed the price calculation of blueprinted items. Added: Dialogue option to have merchants sell 24/7 ....May need to save/reload your game to update the merchant dialogue. ....May even need to load a different save before loading your current game to make new dialogue options appear. Added: Door Teleporters ....Connect any two locations with a placeable Teleport door. ....These are different than the old doors. 0.27 Changed: Placing teleport doors while changing cells or fast travelling should work better. Changed: Internal cell house doors shouldn't reset anymore. Added code to fix issues even if they do. Changed: Squad members won't harvest if you are sneaking. Changed: If a villager is not in a squad/on patrol and doesn't have a house and can't find a house, they will run to your village fast travel marker. 0.28 Changed: Placeing patrol routes is easier. Place the first one in the list and it automatically cycles to the next one in the sequence. Example: Select Route 2 Area 1, place it and it cycles to Area 2, ready to place. Added: Five more patrol routes for a total of eight. Added: Exterior houses now come with doors when you upgrade them. Older houses will add a door the next time you activate them. I don't recommend covering up existing doors. Find an empty wall or location, place the first teleport door. Activate the first door to begin placement for the second teleport door. Run or fast travel to the location where you want the first door to connect to. Place the second door where ever you like. Now you can use the doors as if the two locations are connected. Now you can link all your player homes together, even homes/buildings from other mods. This is assuming that you can already get to both locations normally and want another doorway. Sneak and activate either door for removal options. 0.282 Added: Weapon racks. Two that look like Plaques, one can hold crossed swords, the other can hold a bow. The third rack looks like a stand. 1.29 JFresh Changed: Optimized all WAV and LIP files to FUZ format. Changed: Compiled all source scripts, as they were not in the mod. Changed: Cleaned dirty edits and removed "same as masters" records (240+ of them) using xEdit. Removed: All TGA files removed from facegen folder. They are irrelevent in Skyrim SE. Changed: Compressed everything into BSA to lower mod size.
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