Quantcast
Channel: Files uploaded to Oblivion Nexus today
Viewing all 58674 articles
Browse latest View live

ozzyzzo'sReShade76 - Wastelanders

$
0
0
[b][font=Arial][size=6]ozzyzzo's ReShade76 - Wastelanders[/size][/font][/b]
[size=3]by ozzyzzo
[/size]

[url=https://reshade.me]DOWNLOAD THE LATEST RESHADE HERE[/url]

1. Download the latest version of ReShade
2. Download this mod (7 zip file; ozzyzzo'sReShade76wastelanders.ini)
3. Place this mod's ini file in the location of the ReShade install, where Fallout76.exe is located. Should be at "c:\Program Files (x86)\Bethesda.net Launcher\games\Fallout76"
4. Install ReShade by launching the .exe
5. Choose to download all shaders
6. Select ozzyzzo'sReShade76wastelanders.ini
7. Launch game to test
8. If you didn't select the ini upon first installing ReShade, press [home] to open the ReShade menu. Click the […] button and type the full name: ozzyzzo'sReShade76wastelanders.ini

Tips: If you are using other ini tweaks, maybe use the default ini settings the first time you launch to see how the ReShade looks.

Note: If you changed bEnableEnlighten = 1 to 0, you almost definitely need to change it back to 1 for this ReShade.

RedBag's Morthal

$
0
0
[b][size=6][center]RedBag's Morthal[/center][/size][/b][size=5][b][center]Overhaul for Morthal,  featuring unique 3D assets.[/center][/b][/size]
[u][size=6][b]Features[/b][/size][/u][list]
[*][size=4]5 new houses[/size]
[*][size=4]15 new citizens[/size]
[*][size=4]Main gates, walls and 3 new guard towers[/size]
[*][size=4]Burnt house becomes restored after completing the main quest of Morthal[/size]
[/list]
[b][size=6][u]Compatibility[/u][/size][/b]
[list]
[*][size=4]This mod is potentially incompatible with anything that changes Morthal or its surrounding cells.[/size]
[*][size=4][size=4]This mod creates entirely new interiors for Morthal (not just new meshes), so lighting mods for interiors should [/size]be compatible.[/size]
[/list]
[b][u][size=6]Installation[/size]
[size=3]IMPORTANT: Due to the complexity and invasiveness of this mod, (un)installation mid-gameplay is for testing only. If you wish for this mod to function properly, starting a new game is required.[/size][/u][/b]
[list]
[*][size=4]This mod is potentially incompatible with anything that changes Morthal or its surrounding cells.[/size]
[*][size=4]Run TES5LODGEN if you want to update LODs (objects you see from afar). You can leave this step for later if you wish to test the mod first.[/size]
[/list][size=4]
[b][size=6][u]Known issues[/u][/size][/b]
[list]
[*]NPCs will sometimes spawn in the swamp.
[*]Your game may freeze for a couple of seconds upon loading an asset for the first time in your game session.
[/list][/size][list]
[/list][size=6][b][u]Special thanks[/u][/b]
[/size][size=4]This mod wouldn't be possible without many individuals that selflessly produce tutorials and third party tools and software, as well as everyone that helps users on forums. One Reddit user, Blackjack_Davy, took time to help with some difficult problems at the end, which saved me a ton of time. Thank you!
[/size]
[center]-----------------------------------------------------------[/center][b][size=5]Follow my project on [url=https://www.youtube.com/channel/UCUiduKlXdfHRCCH_2CMu2CA?view_as=subscriber]YouTube[/url], [url=https://www.instagram.com/redbagmods/]Instagram[/url], [url=https://www.facebook.com/RedBagMods]Facebook[/url], [url=https://twitter.com/RedBagMods]Twitter[/url] and [url=https://redbagmods.tumblr.com]Tumblr[/url]![/size][/b]

Syntho

$
0
0
Synthetically created humanoids, commonly called "Synthos", are often used on Glitterworlds to do the things deemed "unwanted" by the populace. They are usually attractive, as anyone on the Glitterworlds would want their servants to be.

Current Version: [b]1.4.7
[/b]
[b]PLEASE SEE CHANGE NOTES FOR ALL PATCHES/UPDATES
[/b]
[b]The update for 1.1 compatability was done quick and dirty with zero playtesting. Please report any bugs immediately
[b]
Features:
Playable vat grown Humanoids complete with backstories. All syntho are Vatgrown as children but their adulthood is random from a small pool of jobs.
New plant, Enargo, a natual solar cell plant.
New meals. Normal/Lavish/Paste. Made from Enargo at various stations.
New power generation based on Enargo. Environmentally friendly. [b]*UPDATED TEXTURE*[/b]
New clothing and armor.
Two new melee weapons and two new guns. Craftable at the stations you would expect them to be.
Custom start Scenario
Lore friendly (albeit a bit shy on the details)
Works with existing saves (Faction won't spawn unless you have a mod for that though)
Works with EPOE and RBSE 
Enargo Blender for converting old, normal food into fresh Enargo Paste. Should make it easier to start.
E-Gazelle Found in the wild almost everywhere, produces an alternative to Enargo.
[b]*NEW*[/b] Organic Printer. Used to print parts for...
*NEW*[/b] Growable Syntho! You can now craft parts to grow your very own colonists. Requires...
*NEW*[/b] Researches! Syntho now have their own research tree!

The Stats:
Generally speaking, Syntho are about 25% better at everything physical. 
Mental, however, they are less impressive with. They research 15% slower and learn 10% slower due to the rapid development of their bodies and brains.  
They cannot eat normal food either and require energy from Enargo.
Comfortable temperature for both Syntho and Enargo is 10C to 30C. 
They do not have parents.
Glitter Pistol is extremely accurate at close range and moderately at medium but pretty bad at long range. It's also extremely light so don't bother using it as a melee weapon. High damage.
Glitter Rifle is accurate at long range, but not at close range. About on par with assault rifle, but better at ranged combat in the long run.
Glitter Knife is just an improved knife that's more expensive.
Glitter Sword is much the same.

Age Weight Graph
[img]https://i.imgur.com/rP18YOH.png[/img]
They can live to about 250 years old, with most of them being between 20 and 120 years old.

Known Bugs
For some reason, sometimes males spawn with twintails regardless of that hair being tagged as female only.
Wandering pawns that join of their own free can spawn with normal backstories and parent-child relations.
Known conflict with Questionable Ethics due to overlapping code by ChJees.

Like what I do?
[url=https://ko-fi.com/chadsexington][img]https://i.imgur.com/Rw0ZpIx.png?1[/img]
[/url]
Hair imported from [url=http://steamcommunity.com/sharedfiles/filedetails/?id=725949967]Rimsenal-Rimhair[/url]
Updated weapon textures by friend Neil.
and special thanks to Pendragon for letting me bounce ideas off her.
Syntho Vat technology provided by ChJees.

C.O.D - Mercy Racemenu Preset

$
0
0
[size=5][b][center]Hi there

Please enjoy this race menu preset I created for my Story Blog
[img]https://images2.imgbox.com/8c/d0/QHVVCK6b_o.jpg[/img]
This is Mercy The Gray, she is a Necromancer but feel free to do as you see fit with her

Little Info: Mercy is a Necromancer and Twin Sister to Angela the White. One represents death, the other represents life.

Great for Necromancy Builds 

[b]Missing Mods?[/b]
[b]True Eyes and True Brows are not longer available due to being taken down from here, eyes of Beauty is a good substitute or feel free to Customize her however you like[/b]

How to install?

Go to your
C:\program files (x86)\steam\steamapps\common\Skyrim\Data\skse\plugins\CharGen\Presets

and drop the Mercy.jslot file into the preset folder

You can go from NMM, click the folder icon and open game folder, then follow though your Skyrim Data folder for the mod

Please be sure to share screenshots, videos and anything else you like on here, I love to see that

Enjoy![/center][/b][/size]

Immersive Crafted Item Name Generator

$
0
0
Adds a randomize button to the crafted item name pop up, allowing generation of a random name for your new items.

Install: Drop "ItemNameGenerator" folder into your Modules folder (or install with Vortex) and enable in the launcher.

To use: Craft an item and click the dice button.

5.45 ammo for AK 74

$
0
0
Why .215RSW ?
После [url=https://ru.wikipedia.org/wiki/%D0%9E%D0%B1%D1%8A%D0%B5%D0%B4%D0%B8%D0%BD%D0%B5%D0%BD%D0%B8%D0%B5_%D0%93%D0%B5%D1%80%D0%BC%D0%B0%D0%BD%D0%B8%D0%B8_(1990)]объединения Германии[/url], патроны 5,45×39 мм со складов [url=https://ru.wikipedia.org/wiki/%D0%9D%D0%B0%D1%86%D0%B8%D0%BE%D0%BD%D0%B0%D0%BB%D1%8C%D0%BD%D0%B0%D1%8F_%D0%BD%D0%B0%D1%80%D0%BE%D0%B4%D0%BD%D0%B0%D1%8F_%D0%B0%D1%80%D0%BC%D0%B8%D1%8F]Народной армии ГДР[/url] некоторое время продавались в качестве коммерческих боеприпасов для гражданского оружия под наименованием .215 RWS .
[Eng] After the reunification of Germany, 5.45 × 39 mm cartridges from a warehouse of the People’s Army of the GDR, for some time were sold as commercial ammunition for civil weapons under the name .215 RWS.
[url=https://ru.wikipedia.org/wiki/5,45_%C3%97_39_%D0%BC%D0%BC]https://ru.wikipedia.org/wiki/5,45_%C3%97_39_%D0%BC%D0%BC
[/url]And because it sounds cooler than 5.45x39mm.

Troop Improvements by Squirrelfart

$
0
0
This mod drastically overhauls the Sturgian, Battanian and Aserai troop trees in terms of aesthetic appearance. Most gear changes were made purely in aesthetic judgement, and gear/item changes were made with a knee-jerk reaction in order to maintain a semblance of balance. It mostly attempts to make the troops look better, as I thought that the equipment quality and troop aesthetic of many of the troops in Bannerlord's singleplayer fell far below the standard in multiplayer. It does not attempt to make the troops look different, but simply better within the constraints of the faction's visual style (with a bit of creative license involved in the interpretation of such visual style).

Stats were also changed in order to match what I feel was the main identity of that faction, but you will not find any drastic changes in gameplay besides balance.

This mod was NOT CREATED WITH BALANCE IN MIND. ITS MAIN OBJECTIVE IS AESTHETIC OVERHAUL AND MAKING THE UNITS LOOK BETTER WITHOUT BREAKING OUT OF THEIR ORIGINAL STYLE IN THE BASE GAME. BALANCE IS MERELY AN AFTERTHOUGHT.

Changed troops:
Aserai Skirmisher (given a mace)
Aserai Archer (armour changes, minor archery stat increase)
Aserai Master Archer (major aesthetic changes, archery stat increase)
Aserai Footman (given a mace)
Aserai Infantry (given a scarf and a mace)
Aserai Veteran Infantry (given a scarf and a mace)
Aserai Mameluke Cavalry (armour changed significantly, barding improved)
Aserai Mameluke Heavy Cavalry (armour changes, barding improved, horse improved)
Aserai Mameluke Axeman (stat changes)
Aserai Mameluke Guard (aesthetic changes, armour improvements, +athletics, +2h, armour improved as a result)
Aserai Mameluke Palace Guard (aesthetic changes, armour improvements, +athletics, +2h, armour improved as a result)
Aserai Tribal Horseman (aesthetic changes)
Aserai Faris (scarf added)
Aserai Veteran Faris (horse improved, major aesthetic changes)
Aserai Vanguard Faris (aesthetic changes, horse improved, 1h stat significantly increased)

Battanian Clan Warrior (aesthetic change)
Battanian Trained Warrior (improved armour, aesthetic change)
Battanian Picked Warrior (aesthetic change, improved armour, +1h, +polearm, +athletics, now upgrades into Falxman)
Battanian Trained Spearman (changed to Battanian Oathsworn, +1h, +polearm, +athletics, helmet change)
Battanain Wood Runner (aesthetic changes)
Battanian Raider (now the Battanian Ranger, an archer troop with a good archery skill, and a 1h sword)
Battanian Scout (now the Battanian Yeoman, an archer troop with a very good archery skill, and a 2h sword)
Battanian Horseman (now the Battanian Marksman, an archer troop with an exceptionally good archery skill and a 2h sword)
Battanian Skirmisher (aesthetic wolf shoulder added)
Battanian Veteran Skirmisher (aesthetic wolf shoulder added)
Battanian Widlling (aesthetic wolf shoulder added)
Battanian Mounted Skirmisher (aesthetic wolf shoulder added)
Battanian Highborn Warrior (aesthetic changes)
Battanian Hero (aesthetic changes)
Battanian Fian (aesthetic changes, Fian is now spelled Fiann)
Battanian Fian Champion (aesthetic changes, 1h switched to 2h with corresponding stat adjustments, Fian is now spelled Fiann)

Sturgian Warrior (armour buff and aesthetic improvements)
Sturgian Soldier (armour buff, aesthetic improvements)
Sturgian Spearman (armour buff, aesthetic improvements)
Sturgian Veteran Warrior (now Sturgian Guard, +athletics, +1h, given a scarf mandatorily, aesthetic changes)
Sturgian Shock Troop (now Sturgian Vanguard, with massive stat increases, and aesthetic/gear changes)
Sturgian Berserker (gear change, +2h, +athletics)
Sturgian Ulfhednar (gear change/improvement, +2h, +athletics, aesthetic changes)
Sturgian Brigand (gear/aesthetic improvement)
Sturgian Hardened Brigand (aesthetic improvement)
Sturgian Horse Raider (aesthetic improvement)
Varyag (now Sturgian Varyag, +1h, +athletics, +polearm, aesthetic improvements)
Varyag Veteran (now Sturgian Veteran Varyag, aesthetic improvements, gear improvements as a result, +1h, +polearm, +athletics, +throwing)
Sturgian Druzhinnik (aesthetic improvement, horse barding changed and improved)
Sturgian Druzhinnik Champion (aesthetic improvement, horse barding changed and improved)

Khuzait Heavy Lancer (stats fixed, major aesthetic improvement)
Khuzait Khan's Guard (aesthetic improvement)

Veteran Eleftheroi (helmet change)

Imperial Menavliaton (+polearm)
Imperial Elite Menavliaton (+polearm, helmet change)
Imperial Legionary (+1h, +polearm)
Imperial Sergeant Crossbowman (aesthetic improvements)

Vlandian Sharpshooter (got his sword back)
Vlandian Banner Knight (ugly green hood removed, got a cape)

Expanded Bandits

$
0
0
[size=4][u][b]Details[/b][/u][/size]
Expands the troops for the looter bandits giving them two additional unit types.
It also expands on the types of troops all bandit groups can have.
Looter parties can now have multiple types with a wider variety of gear available to them.
All the other bandit type parties have had the available types increased to include units from other bandit types.

The hope is to create a bandit mod that gives the various groups both diversity and improve on the participation in general.

Initially only the looters have had gear changes made.

The mod comes in multiple flavors the same as my [url=https://www.nexusmods.com/mountandblade2bannerlord/mods/77]More Bandits[/url] mod. with party size increases being offered in
[list]
[*]1.0x size increases
[*]1.5x size increases
[*]2.0x size increases
[*]3.0x size increases
[*]4.0x size increases
[*]5.0x size increases
[/list]

[size=3][u][b]Changes
[/b][/u][/size][list]
[*][size=3]Initial creation of files. Created Pillagers and Marauders to increase looter variety.[/size]

[/list]


[b][u][size=4]Installation[/size]
[/u][/b]Just add the mod to your modules folder  (C:\Program Files (x86)\Steam\steamapps\common\Mount
& Blade II Bannerlord\Modules) and then activate it in the
launcher's Mods menu.

Dragon Under Whiterun SSE Hungarian

$
0
0
Miután a Skyrimhoz írt eredeti modot sikeresen portoltam a Skyrim SE-re és közkinccsé tettem, eldöntöttem, hogy le is fordítom, mivel erre is megkaptam az engedélyt [b]CelticConundrum[/b]-tól, akinek ezúttal is hatalmas köszönet.

[b]Leírás: [/b]a [i]Sárkány Fehércsermely alatt[/i] egy küldetéssorozatot ad a játékhoz, melynek elkezdéséhez Magas Hrothgarba kell elmenned és elolvasnod a Sárkány Fehércsermely alatt című könyvet. Tapasztalatom szerint ha ez nem történik meg, de megtalálod a Fehércsermelyben lévő kút kulcsát, a küldetésed ugyanúgy elindul.

[b]Sztori: [/b]Egy argóniai a legendás időkben úgy gondolta, hogy megtanulja a Hang útját (a modban a Thu'um útjaként van rá utalás), ezért elmegy Magas Hrothgarba, hogy megkérje a szürkeszakállúakat, hogy tanítsák. Visszautasításban van része, de valamit megtud, aminek következtében a történet tovább bonyolódik és egy legenda kel életre, miszerint hatalmas kincset őrző sárkány él Fehércsermely alatt a romok között, ahova a bejárat a város piacterének közepén lévő kút. Mivel több kalandor lelte már ott halálát, a kutat lezárták és a kulcsot a herceg őrzi.
    A te dolgod (persze csak ha vállalod), hogy kiderítsd, mi igaz a legendából és minden részletet megtudj. Ja, és maradj életben!

[b]Követelmények:[/b] Csak az alap játékra van hozzá szükség, nagy valószínűség szerint elfut bármelyik SE verzión.
Nem igényli a DLC-k jelenlétét sem, illetve nincs szükség egyéb kiegészítőkre sem, mint SKSE, FNIS és hasonlóak.

Milyen szintű kell legyen a karaktered?
 A küldetés bármilyen szinten elkezdhető, az ellenfelek a játékossal együtt szinteződnek. Alapból úgy van tervezve, hogy akkor kezdődjön, amikor a játékos eljut Magas Hrothgarba és ott megtalálja a könyvet.

Campfire Backpack HD

$
0
0
Campfire has pretty low res backpack available to the player, so I decided to change that with simple (took me 2 days to make) texture replacer of campfire backpacks.

Requirements: campfire: https://www.nexusmods.com/skyrimspecialedition/mods/667

Installation: Pretty simple since it's textures only, just use  NMM or MO2 to add it, and enable, bang you're set

Uninstall: Just disable / delete mod

My personal recommendation would be 2k texture.

I do not change anything but the texture, so it's safe to install / uninstall as you please.

Vampires NPC Bat Mist Run Movement Disabled

$
0
0
[u][color=#00ff00]Updated/Working: 8th April, 2020. 
Patch notes can be viewed here: [url=https://forums.thesims.com/en_US/categories/latest-patch-notes]Patch Notes[/url][/color][/u]

[size=4][u][url=https://www.nexusmods.com/thesims4/users/6906666?tab=user+files]All my Sims 4 mods.[/url][/u][/size]

~~~~~~~~~~

This mod disables NPC vampires from using Bat, Mist and Vampiric Run movements.  Any NPC/non-played vampire should no longer use Bat, Mist or Vampiric Run to get around.  They'll walk normally like everyone else (or incognito - however you want to look at it).

[i]**This mod is currently in BETA and seems to only work with [b]NEW GAMES[/b].  Please leave any feedback in the Posts section.  Thank you.[/i]

I found a request for this on the Sims 4 forums, so here it is.  I've only tested this for a few hours and I haven't seen any vampires that I don't play (Vladislaus, Caleb, Lilith, etc) using any type of Vampiric movement on new games.  They still use them in my current game I've been playing for a long time now though.  I don't know if this can be fixed in current games, I've yet to find a way.  Resetting Sims doesn't work.

Please give the mod a thumbs up (endorse) if you enjoy it.  Thank you!

[u][color=#8e7cc3][size=3][b]REQUIREMENTS:[/b][/size][/color][/u]
Vampires

[color=#8e7cc3][size=3][b][u]INSTALLATION[/u]:[/b][/size][/color]
Open the .zip file. Place the mod .package file into your Mods folder. For most users it will be in [color=#00ffff]Documents\Electronic Arts\The Sims 4\Mods[/color].

Note 1: [color=#00ff00].package[/color] files can be up to five folders deep inside your Mods folder. While [color=#00ff00].ts4script[/color] files can only be up to one folder deep inside your Mods folder.

Note 2:  When adding/updating/deleting mods, always delete your [color=#00ff00]localthumbcache.package[/color] file located in your [color=#00ffff]Documents\Electronic Arts\The Sims 4[/color] folder.
[size=3][u]
[color=#8e7cc3][b]CONFLICTS:[/b][/color][/u][/size]
This mod tunes the following and will conflict with any mod that tunes the same file(s):

[color=#00ffff]Interaction Tuning: vampire_NPC_EnableVampireRouting_Bat
Interaction Tuning: vampire_NPC_EnableVampireRouting_Mist
Interaction Tuning: vampire_NPC_EnableVampireRouting_VampireRun
Interaction Tuning: vampire_NPC_EnableVampireRouting_RemoveAll[/color]

[color=#8e7cc3][size=3][u][b]WHAT WAS CHANGED:[/b][/u][/size][/color]
Added the line:

   <T n="allow_autonomous">False</T>

Legacy of the Dragonborn Spelling Fixes

$
0
0
[center][/center][center][img]https://i.imgur.com/SZEmcKN.png[/img]
[img]https://i.imgur.com/DgtX0Wv.png[/img][/center][size=4][color=#1e84cc]Features:[/color]

[/size]This is a simple patch containing small fixes to spelling, punctuation and capitalization that may have slipped through the Legacy Dev Team's hands when developing and updating [url=https://www.nexusmods.com/skyrimspecialedition/mods/11802][color=#1e84cc]Legacy of the Dragonborn[/color][/url], a mod by [url=https://www.nexusmods.com/skyrimspecialedition/users/2846158][color=#1e84cc]Icecreamassassin[/color][/url].

It contains no scripts and it doesn't fix bugs, as those concerns should be directed to the Dev team instead.

This patch only fixes typos related to the mod itself, not the [url=https://www.nexusmods.com/skyrimspecialedition/mods/30980][color=#1e84cc]compatibility patches[/color][/url] curated by [url=https://www.nexusmods.com/skyrimspecialedition/users/330797][color=#1e84cc]SirJesto[/color][/url].

If you wish to help report or fix these errors, please refer to the "How to Help" section of this description.

[center][img]https://i.imgur.com/DgtX0Wv.png[/img][/center][size=4][color=#1e84cc]Installation:[/color]

[/size]Simply download and install with your favourite mod manager, to prevent errors from happening please load this ESL-flagged patch [i]after [/i]Legacy of the Dragonborn.

Alternatively you can manually install it into your data folder, however that is not recommended.

[u]Notes:[/u] This mod [b]SHOULD NOT [/b]break your game. The simple changes it does will not cause crashes or any corruption.

[center][img]https://i.imgur.com/DgtX0Wv.png[/img][/center][color=#1e84cc][size=4]Update:[/size][/color]

If you are using a mod manager, download the new file and select "Replace" when prompted to.

If you are downloading it manually, delete the old Legacy of the Dragonborn Spelling Patch.esp file and install the new one.

[center][img]https://i.imgur.com/DgtX0Wv.png[/img][/center][color=#1e84cc][size=4]Uninstallation:[/size][/color]

I [b]DO NOT [/b]recommend installing or uninstalling mods mid-save, but you can remove the patch with your mod manager or by manually removing the file:

Legacy of the Dragonborn Spelling Patch.esp

I [b]AM NOT [/b]responsible by any damage cause to your save by installing or removing mods mid-playthrough. You do so at your own risk.

[center][img]https://i.imgur.com/DgtX0Wv.png[/img][/center][color=#1e84cc][size=4]Requirements:
[/size][/color]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/11802][color=#1e84cc]Legacy of the Dragonborn[/color][/url] - Base mod. Please check the mod page for the mod's requirements and read the installation guide carefully if you haven't done so already.

[center][img]https://i.imgur.com/DgtX0Wv.png[/img][/center][color=#1e84cc][size=4]How to help:

[/size][/color]Do you wish to help fix the spelling errors or typos for the Legacy of the Dragonborn mod? That's great! You can do so by reporting those errors on either the "Posts" or the "Bugs" section of this page. I will check those frequently and add them to the next version of the patch. Alternatively you can also reach out to me on Discord, @TheNoobyDuelist#8878. Your help is very much appreciated!

[center][img]https://i.imgur.com/DgtX0Wv.png[/img][/center][color=#1e84cc][size=3]Credits:

[/size][/color]All credit goes to the creator of the Legacy of the Dragonborn mod, [url=https://www.nexusmods.com/skyrimspecialedition/users/2846158][color=#1e84cc]Icecreamassassin[/color][/url], and the Legacy Dev team.

[center][img]https://i.imgur.com/DgtX0Wv.png[/img][/center]Thank you for reading until the end, please consider endorsing the Legacy of the Dragonborn mod for all the amazing work put into it, and also consider endorsing this patch if you found it useful.

Playable Greybeard Robes

$
0
0
Lets you craft and equip Greybeard Robes. You now are a worthy Dovahkiin!

Craftable at the tanning rack


Hope you enjoy this little Mod

Cheers

vikings weapons and armor

$
0
0
[b][b] [/b][size=6]VIKINGS [b]Weapons and Armor[/b][/size][/b]
I am a big fan of the vikings so i decided to make some armor and weapons with some realistic but not too much fancy
And since SKYRIM a little bit similar to the Vikings why not?
Installation:
-------------
- Under mod tab of Nexus Mod Manager, select add new file and activate.
- Drop the files
(VikingArmorandWeapons.esp / VikingArmorandWeapons.esm) into your skyrim data folder directory, 
Activate the. esp (launcher or NMM).
 
Crafting & Tempering:
--------------------
The armor and the weapons can be crafted at any forge with steel Smithing perk
The armor have two kind heavy and light including ( Helmets,Boots,Gauntlet,Armor)
the weapons are : 
- Shields ( heavy & Light)
- Sword ( one hand only )
- Dagger  
- Bow & Arrow 
- Axes ( BattleAxe & One hand Axe )
and they are all made from scratch
To make them Head to the nearest forge, in the way grape some leather, leather stripes, steel ingot, corundum ingot and firewood, horker tusk.
Permission:
-----------
Permission is granted after MY approval.
Credits:
--------
Bethesda (for making SKYRIM)
All the friends on the nexusmode for their help especially ( Frank Family)
Tools used:
-----------
- CINEMA 4D
- OutfitStudio 
- Adobe Photoshop
- Adobe Illustrator
- B.A.E. - Bethesda Archive Extractor
- ShaderMap 
- NifSkope
- CreationKit
Compatibility:
--------------
- Dual Sheath Redux
Just Run the Dual Sheath Redux Patch.jar file and click patch
(to make the shield appear at you back)
- Cloaks of Skyrim.
- Winter Is Coming - Cloaks.
NOTE:
-----
i have uploaded an image of this mod while ago on  17 / October/2019 as a work in progress
this is the link for the image 
https://www.nexusmods.com/skyrim/images/745815
why to much time time to finished it ? 
because I LIVE IN SYRIA  and we only have 9 hours of city power per day not mentioning the baddest internet connection , welcome to Syria :)

Tweak Tests

$
0
0
Currently attempts to fix crash when a faction is made to declare war on itself

Time Before Harvest

$
0
0
[left][size=5]TIME BEFORE HARVEST MOD[/size]

[size=3]This mod allow you to see how long you still have to wait before harvesting your crop.
[/size]The triggering input can be changed in a config file. 

V1 grants English and French translation. 

Other ideas are pending for futures updates, keep in touch if you want to get more !  [size=1]
[/size][size=1][/size][/left]

Smart Merchants

$
0
0
Smart Merchants for MWSE-Lua

inspired from [url=http://mw.modhistory.com/download-98-11202]HotFusion's Economy Adjuster[/url]

 and [url=http://mw.modhistory.com/download-90-13337]Wakim's game settings[/url]

, no need of a separate .esp, and no need of extra dialog greetings

Cozy Bards College

$
0
0
The Bards College has been redecorated for a cheerful and lore-friendly atmosphere. Books have been rearranged properly into shelves and all three floors have been cleaned up. Only the vanilla base game is required, no DLC needed.

Mod content:

-Entire interior redecorated.
-Inge Six Fingers now wears fine clothes instead of farm clothes, matching the other teachers.
-New items such as a lucky spoon for Bendt, Jorn's drum, Broken Lute, and a Headmaster's Chair for Viarmo.
-Pantea's private journal, which features details about teachers and students that was originally revealed in the official Skyrim guide by Prima.
-A player bed is included in the student area that can be used right away.
-A unique, green version of the merchant outfit has been included in the student area as a uniform.


Mod has been cleaned with TES5Edit 4.0.3 and navmeshes have been modified.
My screenshots include texture mods and enb presets from my own install of Skyrim. These textures are not included in the mod.

Wyrmstooth SSE Spanish

$
0
0
[i][size=3]Traducción del mod "Wyrmstooth SSE" de   [/size][/i][i][size=3]ProbablyJonx0r. [/size][/i][i][size=3]
Traducción realizada por PMSS para la versión 1.18


Si hay algún error informad y se corregirá.[/size][/i]

Void Egg Timer Skip

$
0
0
All credit to [url=https://www.nexusmods.com/nomanssky/users/3564238]LiKun[/url] for their original upload of "[url=https://www.nexusmods.com/nomanssky/mods/1455]Living ship mission timer skip[/url]" which does the same thing, however was not working for the newest update.

If they update their mod and ask for me to take this down I will.

Simple mod which edits the real life time requirements for the Living Ship storyline "Starbirth" from 20~24 hours to instant.

Tested working with No Man's Sky update 2.4 "Exo Mech"

Save game safe, and can be safely removed after finishing the complete Starbirth questline. (There is more than one timer)

Will not be compatible with other mods that edit "SPACEPOIMISSIONTABLE" (Any mod that changes missions, basically)
Viewing all 58674 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>