SFW version of my [url=https://www.nexusmods.com/finalfantasy14/mods/229/]revealing Cashmere Skirt of Aiming[/url], removes the pants and keeps only the skirt.
↧
Pantsless Cashmere Skirt of Aiming
↧
Revenge of the Enemies Rescaled Immunities Patch
[size=4][b]EXPLANATION:[/b][/size]
Revenge of the Enemies is one of my essential mods. It gives NPCs back the abilities that good ol' Bethesda removed in order to cater to the console kiddie astetic of the time. The problem is RotE liberally sprinkles (ok, if we're using a spice metaphor, the cap came off and the whole bottle fell in) NPCs with across the board damage resistance that bypasses armor value and resistance to most of the weapon and ability effects which create an interesting character build. This combines with already ridiculous NPC stat bloat and bassackwards difficulty based damage progression to make an interesting game at high difficulty less enjoyable.
What I removed:
[list]
[*]Actor effect abilities and perks which added blanket (non armor value) damage resistance, sometime four or five layers deep.
[/list]
[list]
[*]Specific immunities to Merune's Razor, Dawnbreaker, Wabbajack, and Chillrend.
[/list]
[list]
[*]Immunities to Unrelenting Force and stagger (except in massive creatures), illusion magic, Bend Will, and ranged damage (except in skeletons).
[/list]
I didn't mess with guards, soldiers, dragons, or thalmor.
Again, let me stress that these above abilities weren't just present in a few bosses, I found them in just about every creature stronger than a draugr scourge.
Other things I changed. Because they needed it:
[list]
[*]Any creatures which are of the skeleton race. They now have a minimum of 150 health, 0.6 levelMult, a onetime offset of 50, and resistance to arrows. It still isn't a lot, but better than 35, no levelMult, and 5. This includes soul cairn skellies, but not Arvak.
[/list]
[list]
[*]This mod incorporates the racial changes made by my mod Red Eagle is a Forsworn. Red Eagle is now a leveled briarheart (with special glowing eyes) instead of a leveled draugr.
[/list]
[list]
[*]I tweaked the forgemaster's health down from tens of thousands to just thousands to make him a more viable mid-game boss instead of a post- endgame boss. All attacks left intact, so he will still freeze you in place and bomb you like you got oil reserves down there.
[/list]
[size=4][b]COMPATIBILITY:[/b][/size]
This mod requires [url=https://www.nexusmods.com/skyrimspecialedition/mods/2969]Revenge of the Enemies 2016 Modified SE[/url] as a master. It also requires [url=https://www.nexusmods.com/skyrimspecialedition/mods/266]USSEP[/url] as a master.
Load order matters! This patch (and RotE) overwrite a LOT of NPC records. Put any favorite mods that affect certain NPC records after this one, or just use a bashed patch.
This mod was designed with [url=https://www.nexusmods.com/skyrimspecialedition/mods/24254]NPC Stat Rescaler[/url], [url=https://www.nexusmods.com/skyrimspecialedition/mods/33767]CGO[/url], and [url=https://www.nexusmods.com/skyrimspecialedition/mods/2824]Smilodon[/url] in mind, although it does not require them.
Revenge of the Enemies is one of my essential mods. It gives NPCs back the abilities that good ol' Bethesda removed in order to cater to the console kiddie astetic of the time. The problem is RotE liberally sprinkles (ok, if we're using a spice metaphor, the cap came off and the whole bottle fell in) NPCs with across the board damage resistance that bypasses armor value and resistance to most of the weapon and ability effects which create an interesting character build. This combines with already ridiculous NPC stat bloat and bassackwards difficulty based damage progression to make an interesting game at high difficulty less enjoyable.
What I removed:
[list]
[*]Actor effect abilities and perks which added blanket (non armor value) damage resistance, sometime four or five layers deep.
[/list]
[list]
[*]Specific immunities to Merune's Razor, Dawnbreaker, Wabbajack, and Chillrend.
[/list]
[list]
[*]Immunities to Unrelenting Force and stagger (except in massive creatures), illusion magic, Bend Will, and ranged damage (except in skeletons).
[/list]
I didn't mess with guards, soldiers, dragons, or thalmor.
Again, let me stress that these above abilities weren't just present in a few bosses, I found them in just about every creature stronger than a draugr scourge.
Other things I changed. Because they needed it:
[list]
[*]Any creatures which are of the skeleton race. They now have a minimum of 150 health, 0.6 levelMult, a onetime offset of 50, and resistance to arrows. It still isn't a lot, but better than 35, no levelMult, and 5. This includes soul cairn skellies, but not Arvak.
[/list]
[list]
[*]This mod incorporates the racial changes made by my mod Red Eagle is a Forsworn. Red Eagle is now a leveled briarheart (with special glowing eyes) instead of a leveled draugr.
[/list]
[list]
[*]I tweaked the forgemaster's health down from tens of thousands to just thousands to make him a more viable mid-game boss instead of a post- endgame boss. All attacks left intact, so he will still freeze you in place and bomb you like you got oil reserves down there.
[/list]
[size=4][b]COMPATIBILITY:[/b][/size]
This mod requires [url=https://www.nexusmods.com/skyrimspecialedition/mods/2969]Revenge of the Enemies 2016 Modified SE[/url] as a master. It also requires [url=https://www.nexusmods.com/skyrimspecialedition/mods/266]USSEP[/url] as a master.
Load order matters! This patch (and RotE) overwrite a LOT of NPC records. Put any favorite mods that affect certain NPC records after this one, or just use a bashed patch.
This mod was designed with [url=https://www.nexusmods.com/skyrimspecialedition/mods/24254]NPC Stat Rescaler[/url], [url=https://www.nexusmods.com/skyrimspecialedition/mods/33767]CGO[/url], and [url=https://www.nexusmods.com/skyrimspecialedition/mods/2824]Smilodon[/url] in mind, although it does not require them.
↧
↧
The Witcher 3 - Cyberpunk 2077 Shirt
[size=5][b][center]
CYBERPUNK 2077 SHIRT[/center][u]
This is my first mod ever[/u][/b] and seeing that the new CD Projekt Red game Cyberpunk is near I thought about adding a themed mod about it.
This mod replaces the Vanilla T-Shirt from the game with a new, unique and Breathtaking Cyberpunk 2077 themed one. It took me some time but in the end I did it, I also had a lot of fun with the design.
Installation:
Just drag and drop the modCyberpunkShirt folder into your mods folder. If you don't have a mods folder then just create one. It should not have problems with other mods but if it does then try to merge the files with Script Merger.
Uninstallation:
Just delete the modCyberpunkShirt folder.
[/size]
CYBERPUNK 2077 SHIRT[/center][u]
This is my first mod ever[/u][/b] and seeing that the new CD Projekt Red game Cyberpunk is near I thought about adding a themed mod about it.
This mod replaces the Vanilla T-Shirt from the game with a new, unique and Breathtaking Cyberpunk 2077 themed one. It took me some time but in the end I did it, I also had a lot of fun with the design.
Installation:
Just drag and drop the modCyberpunkShirt folder into your mods folder. If you don't have a mods folder then just create one. It should not have problems with other mods but if it does then try to merge the files with Script Merger.
Uninstallation:
Just delete the modCyberpunkShirt folder.
[/size]
↧
Ravel Keeper's Vest (The Body)
Ravel Keeper's Vest of Fending and Maiming upscaled with The Body. Includes a version with abs and a version with no abs.
For the moment, this mod does not have a version with the arm tattoos. I'll add that in a future update probably.
For the moment, this mod does not have a version with the arm tattoos. I'll add that in a future update probably.
↧
Revealing Anemos Chaps (Anatomically Correct hrBody)
Revealing version of the Anemos and Gyuki Leather Chaps, using the Anatomically Correct hrPenis.
The vanilla hrBody version can be found at [url=https://www.xivmodarchive.com/modid/9746]https://www.xivmodarchive.com/modid/9746[/url].
The vanilla hrBody version can be found at [url=https://www.xivmodarchive.com/modid/9746]https://www.xivmodarchive.com/modid/9746[/url].
↧
↧
Revealing Auri Hempen Underpants (The Body)
Revealing version of the Auri Hempen Underpants. Uses The Body, and includes versions for the normal, longer, and red bull can penises.
↧
Revealing Bhikku Poleyns (Anatomically Correct hrBody)
Revealing version of the Bhikku Poleyns, using the Anatomically Correct hrPenis.
↧
Grimtastic
[font=Trebuchet MS][img]https://i.imgur.com/HGTMVhq.png[/img][img]https://i.imgur.com/ihwiYZm.jpg[/img]
[/font][center][font=Trebuchet MS][color=#000000][size=4][i]Dishonored is a dark, brutal game with colorful graphics. That's why I decided to make this graphic gloomier. I reduced the vibrance and saturation as well as many color corrections and new shaders and bloom effects. This gradually created a gloomy atmosphere.
[/i][/size][/color][color=#000000][size=4][i]I release also my Alpha version of this Reshade that is more Grimtastic with other effects.
ENJOY![/i][/size][/color]
[/font][/center][font=Trebuchet MS][img]https://i.imgur.com/4x1fV4G.png[/img]
[img]https://i.imgur.com/3VbS5Xp.jpg[/img]
[img]https://i.imgur.com/nPWJqzB.jpg[/img]
[img]https://i.imgur.com/Jf30vAf.jpg[/img]
[img]https://i.imgur.com/S2r7CTA.jpg[/img]
[img]https://i.imgur.com/QyMeg96.png[/img]
[/font][center][font=Trebuchet MS][color=#000000][size=5][i][spoiler][/i][/size][/color]
[img]https://i.imgur.com/152CPRx.png[/img]
[color=#000000][size=4][i]Start the Reshade application[/i][/size][/color]
[img]https://i.imgur.com/MHADIk3.png[/img]
[i][color=#000000][size=4]Select Dishonored 2 and press Use selected application (in this example its shown for Witcher 3)[/size][/color][/i]
[img]https://i.imgur.com/qzKFkpE.png[/img]
[color=#000000][size=4][i]Press Direct3D 10/11/12[/i][/size][/color]
[img]https://i.imgur.com/HRRYK1W.png[/img]
[color=#000000][size=4][i]Check everything you want and press OK[/i][/size][/color]
[img]https://i.imgur.com/KPY32Bx.png[/img]
[i][color=#000000][size=4]When you finished it we are done with the Reshade installation and now we need to copy paste my Grimtastic files to your Dishonored 2 folder directly.
[/size][/color][color=#000000][size=4]You can open the Reshade settings with the key home/pos1 and enable Grimtastic[/size][/color]
[/i]
[color=#000000][size=5][i][/spoiler][/i][/size][/color][color=#000000][size=5][i]
[/i][/size][/color][/font][/center]
[/font][center][font=Trebuchet MS][color=#000000][size=4][i]Dishonored is a dark, brutal game with colorful graphics. That's why I decided to make this graphic gloomier. I reduced the vibrance and saturation as well as many color corrections and new shaders and bloom effects. This gradually created a gloomy atmosphere.
[/i][/size][/color][color=#000000][size=4][i]I release also my Alpha version of this Reshade that is more Grimtastic with other effects.
ENJOY![/i][/size][/color]
[/font][/center][font=Trebuchet MS][img]https://i.imgur.com/4x1fV4G.png[/img]
[img]https://i.imgur.com/3VbS5Xp.jpg[/img]
[img]https://i.imgur.com/nPWJqzB.jpg[/img]
[img]https://i.imgur.com/Jf30vAf.jpg[/img]
[img]https://i.imgur.com/S2r7CTA.jpg[/img]
[img]https://i.imgur.com/QyMeg96.png[/img]
[/font][center][font=Trebuchet MS][color=#000000][size=5][i][spoiler][/i][/size][/color]
[img]https://i.imgur.com/152CPRx.png[/img]
[color=#000000][size=4][i]Start the Reshade application[/i][/size][/color]
[img]https://i.imgur.com/MHADIk3.png[/img]
[i][color=#000000][size=4]Select Dishonored 2 and press Use selected application (in this example its shown for Witcher 3)[/size][/color][/i]
[img]https://i.imgur.com/qzKFkpE.png[/img]
[color=#000000][size=4][i]Press Direct3D 10/11/12[/i][/size][/color]
[img]https://i.imgur.com/HRRYK1W.png[/img]
[color=#000000][size=4][i]Check everything you want and press OK[/i][/size][/color]
[img]https://i.imgur.com/KPY32Bx.png[/img]
[i][color=#000000][size=4]When you finished it we are done with the Reshade installation and now we need to copy paste my Grimtastic files to your Dishonored 2 folder directly.
[/size][/color][color=#000000][size=4]You can open the Reshade settings with the key home/pos1 and enable Grimtastic[/size][/color]
[/i]
[color=#000000][size=5][i][/spoiler][/i][/size][/color][color=#000000][size=5][i]
[/i][/size][/color][/font][/center]
↧
HF Skyhold Replacers
[center][b][u]HF SKYHOLD REPLACERS[/u]
[/b]Replaces HF Inquisitor Skyhold PJs with alternative outfits.
[u][b]
Available Options
[/b][/u]
♥️ Cassandra's Armor ♥️
♥️ Harlequin (aka Duchess Florianne's) Outfit ♥️
♥️ Sera's Armor ♥️
[b][u]
Troubleshooting[/u][/b]
Only use [u]one[/u] replacer at a time. Works with all retextures.[/center]
[/b]Replaces HF Inquisitor Skyhold PJs with alternative outfits.
[u][b]
Available Options
[/b][/u]
♥️ Cassandra's Armor ♥️
♥️ Harlequin (aka Duchess Florianne's) Outfit ♥️
♥️ Sera's Armor ♥️
[b][u]
Troubleshooting[/u][/b]
Only use [u]one[/u] replacer at a time. Works with all retextures.[/center]
↧
↧
Female Blades Light Armor SE
[size=4]I felt there needed to be a Light version of the Blades Armor for females because REASONS.[/size]
[img]https://staticdelivery.nexusmods.com/mods/1704/images/13739/13739-1588876152-84115475.jpeg[/img][size=1]*Note HH Boots version depicted above, part of a separate mod to be released in the near future. [/size]
[size=5][b][color=#999999]ACQUISITION[/color][/b][/size]
Blades armor can be found in chest located in small armory at Sky Haven Temple.
All pieces are required for converting Regular Blades Armor into Light Blades Armor.
Additionally the Advanced Armor Crafting Perk is required along with some ebony ingots and leather strips.
The entire set can be crafted provided above mentioned criteria at any forge.
[color=#999999][size=5][b]INSTALLATION[/b][/size][/color]
Flagged as ESL, easily installed with your choice of manager.
[color=#999999][size=5][b]COMPATIBILITY[/b][/size][/color]
Will need XPMSSE Skeleton
[img]https://staticdelivery.nexusmods.com/mods/1704/images/13739/13739-1588876152-84115475.jpeg[/img][size=1]*Note HH Boots version depicted above, part of a separate mod to be released in the near future. [/size]
[size=5][b][color=#999999]ACQUISITION[/color][/b][/size]
Blades armor can be found in chest located in small armory at Sky Haven Temple.
All pieces are required for converting Regular Blades Armor into Light Blades Armor.
Additionally the Advanced Armor Crafting Perk is required along with some ebony ingots and leather strips.
The entire set can be crafted provided above mentioned criteria at any forge.
[color=#999999][size=5][b]INSTALLATION[/b][/size][/color]
Flagged as ESL, easily installed with your choice of manager.
[color=#999999][size=5][b]COMPATIBILITY[/b][/size][/color]
Will need XPMSSE Skeleton
↧
Quagmire Toilet Splash Screen
Quagmire from the Beloved Family may Guy Series transforms graciously into toilet for all your friends and family to witness as your new glorious splash screen so you shed tears of glory, pride, and patriotism as your very own copy of Halo: The Master Chief Collection powers its way towards the main menu:
https://www.youtube.com/watch?v=eCoz060WXQw
https://www.youtube.com/watch?v=eCoz060WXQw
↧
Stendarr's Hammer Redux
[b][u]Why was this made?
[/u][/b]I am someone who tries to make their game world as full of immersive possibilities as I can, I like to have the option to do anything with my character(s) whether I use a feature or not. I have never considered to use Stendarr's Hammer, but what if I wanted to?
Well I found out the hammer is more or less a neat little collectible and nothing else in the vanilla game, considering its extremely heavy and fragile, and leads to no practical use! But its very true to how the weapon would be! It's the hammer of a god after all!
From there I decided "What if I wanted to use this? I should be able too if I choose so!". We are the Nervarine after all! And the rest is history.
[u][b]What does this mod change/add?
[/b][/u]This mod is very simple, and it doesn't fundamentally break the hammer down to a simple "cheat" weapon. I modified the hammer only to give it more durability, a bit more than that of a Daedric Warhammer, and increased some of its minimum damage output for chop and slash (again, it's a gods hammer!) with a slight adjustment to its reach!
"[i]But what about its ludicrous carry weight??? A THOUSAND??[/i]" - Ah! I have a fix for that too! Next to the Hammer in the museum you will find a note for the staff from the curator, informing her staff of a new relic that goes together with the hammer! A strange ring that has been spotted in the city! Finding this ring may just give you the power to wield the hammer!
[b][u]Future Plans
[/u][/b]This is the first mod I have ever made, and I went through to make sure all was well a couple of times, but please! If you find an error or a conflict of some kind, feel free to inform me and I will do my best to resolve it!
I plan on creating more mods, stuff that is more than just a "fix" or rather, an adjustment, so stay tuned!
I am also up to hearing suggestions on better balancing all of this! I think for now it isn't too bad, but if someone finds it to be a bit busted, let me know!
[/u][/b]I am someone who tries to make their game world as full of immersive possibilities as I can, I like to have the option to do anything with my character(s) whether I use a feature or not. I have never considered to use Stendarr's Hammer, but what if I wanted to?
Well I found out the hammer is more or less a neat little collectible and nothing else in the vanilla game, considering its extremely heavy and fragile, and leads to no practical use! But its very true to how the weapon would be! It's the hammer of a god after all!
From there I decided "What if I wanted to use this? I should be able too if I choose so!". We are the Nervarine after all! And the rest is history.
[u][b]What does this mod change/add?
[/b][/u]This mod is very simple, and it doesn't fundamentally break the hammer down to a simple "cheat" weapon. I modified the hammer only to give it more durability, a bit more than that of a Daedric Warhammer, and increased some of its minimum damage output for chop and slash (again, it's a gods hammer!) with a slight adjustment to its reach!
"[i]But what about its ludicrous carry weight??? A THOUSAND??[/i]" - Ah! I have a fix for that too! Next to the Hammer in the museum you will find a note for the staff from the curator, informing her staff of a new relic that goes together with the hammer! A strange ring that has been spotted in the city! Finding this ring may just give you the power to wield the hammer!
[b][u]Future Plans
[/u][/b]This is the first mod I have ever made, and I went through to make sure all was well a couple of times, but please! If you find an error or a conflict of some kind, feel free to inform me and I will do my best to resolve it!
I plan on creating more mods, stuff that is more than just a "fix" or rather, an adjustment, so stay tuned!
I am also up to hearing suggestions on better balancing all of this! I think for now it isn't too bad, but if someone finds it to be a bit busted, let me know!
↧
The Sims 4 Mod Settings Menu (MSM) by ColonolNutty
A mod that adds an interaction that allows you to configure the settings for all of your other mods in a single easy to find place.
[size=4][b]Interactions Added:[/b][/size]
- Configure Mod Settings (SHIFT+CLICK on a Sim -> Configure Mod Settings)
[size=4][b]Usage:[/b][/size]
This mod is intended to be a central hub for mods to allow configuration of their settings, rather than having a million different interactions for modifying settings.
[size=4][b]Note:[/b][/size]
In order for the Configure Mod Settings interaction to appear, you must perform this command "testingcheats on" in the CTRL+SHIFT+C command box.
[size=4][b]FAQ:[/b][/size]
Q: The interaction does not appear anywhere!
A: The interaction will only appear in places with settings configured for those places. For example, if a registered Setting relies on having a Sim as the Target, that mods settings will only appear when clicking on a Sim.
Q: Why are there so little amount of settings available to configure?
A: A mod must add support for MSM within their mod for their settings to be configurable. If no mods add support, then no settings will be configurable.
[size=4][b]Planned Features:[/b][/size]
Add the ability to persist settings to a save file or import/export settings to and from a settings file, so mods will not need to do this themselves.
Copyright:
[quote]
The Sims 4 Mod Settings Menu is licensed under the Creative Commons Attribution-NoDerivatives 4.0 International public license (CC BY ND 4.0).
[url=http://creativecommons.org/licenses/by-nd/4.0/]http://creativecommons.org/licenses/by-nd/4.0/[/url]
[url=http://creativecommons.org/licenses/by-nd/4.0/legalcode]https://creativecommons.org/licenses/by/4.0/legalcode[/url]
Copyright (c) COLONOLNUTTY[/quote]
[size=4][b]Interactions Added:[/b][/size]
- Configure Mod Settings (SHIFT+CLICK on a Sim -> Configure Mod Settings)
[size=4][b]Usage:[/b][/size]
This mod is intended to be a central hub for mods to allow configuration of their settings, rather than having a million different interactions for modifying settings.
[size=4][b]Note:[/b][/size]
In order for the Configure Mod Settings interaction to appear, you must perform this command "testingcheats on" in the CTRL+SHIFT+C command box.
[size=4][b]FAQ:[/b][/size]
Q: The interaction does not appear anywhere!
A: The interaction will only appear in places with settings configured for those places. For example, if a registered Setting relies on having a Sim as the Target, that mods settings will only appear when clicking on a Sim.
Q: Why are there so little amount of settings available to configure?
A: A mod must add support for MSM within their mod for their settings to be configurable. If no mods add support, then no settings will be configurable.
[size=4][b]Planned Features:[/b][/size]
Add the ability to persist settings to a save file or import/export settings to and from a settings file, so mods will not need to do this themselves.
Copyright:
[quote]
The Sims 4 Mod Settings Menu is licensed under the Creative Commons Attribution-NoDerivatives 4.0 International public license (CC BY ND 4.0).
[url=http://creativecommons.org/licenses/by-nd/4.0/]http://creativecommons.org/licenses/by-nd/4.0/[/url]
[url=http://creativecommons.org/licenses/by-nd/4.0/legalcode]https://creativecommons.org/licenses/by/4.0/legalcode[/url]
Copyright (c) COLONOLNUTTY[/quote]
↧
↧
Taffington Advanced Research Facility
The reason I turned Taffington into a research facility, is because of its location. It's near a hospital and near Covenant, a synth experimental facility (in my next mod) So it is perfectly convenient and lore friendly. It feels like a real research facility and settlers do real research and use the microscopes.
There are 4 types of experimental mushrooms and a weed bush as well as other glowing mushrooms to tend to. (PS - You can craft blunts in the chem station and smoke weed)
The whole yard is decorated nicely with an apple tree and other flowers that your settlers can tend to and a grave for a fallen researcher. Hey, experiments go bad all the time, or maybe it was those pesky blood bugs that lives around the corner.
The defense system is great, it survived a "Rust Devil" and a blood bug attack at the same time without anything breaking.
15 Settlers/15 Beds I tried my best to make it look like a home not a fortress.
There's no reason for settlers to stand around with their finger up their nose, everyone should be busy and it should look like they are actually doing research.
This is how I choose to assign my settlers:
Mushroom experiments = 4
Mushroom planters = 1
Apple Tree = 1
Flowers = 2
Boat = 1
Butcher = 1
Bar = 1
Clinic = 2
Weapons = 1
Defense Post = 1
PS: If it wasn't for "Better Stores" I wouldn't be able to get this much immersion. Amazing Mod!
There are 4 types of experimental mushrooms and a weed bush as well as other glowing mushrooms to tend to. (PS - You can craft blunts in the chem station and smoke weed)
The whole yard is decorated nicely with an apple tree and other flowers that your settlers can tend to and a grave for a fallen researcher. Hey, experiments go bad all the time, or maybe it was those pesky blood bugs that lives around the corner.
The defense system is great, it survived a "Rust Devil" and a blood bug attack at the same time without anything breaking.
15 Settlers/15 Beds I tried my best to make it look like a home not a fortress.
There's no reason for settlers to stand around with their finger up their nose, everyone should be busy and it should look like they are actually doing research.
This is how I choose to assign my settlers:
Mushroom experiments = 4
Mushroom planters = 1
Apple Tree = 1
Flowers = 2
Boat = 1
Butcher = 1
Bar = 1
Clinic = 2
Weapons = 1
Defense Post = 1
PS: If it wasn't for "Better Stores" I wouldn't be able to get this much immersion. Amazing Mod!
↧
RSM-III Aurora
This is a own designed ship for the space game "Astrox Imperium".
Game is still in early access on steam.
You can change the stats on the ship if you want too, i set them because of the unballance of the game, but that will be fixed in future!
This time i set the stats of the ship so that you really need to train the Destroyer skill to lvl 3 because it's a Tier 3 class ship.
Hope you will like & have fun with this ship.
Mustaine
Game is still in early access on steam.
You can change the stats on the ship if you want too, i set them because of the unballance of the game, but that will be fixed in future!
This time i set the stats of the ship so that you really need to train the Destroyer skill to lvl 3 because it's a Tier 3 class ship.
Hope you will like & have fun with this ship.
Mustaine
↧
moon2EE moon2LL
This mod adds a new restoration spell inspired on The God gamer Jesse "MOONMOON" Anime.
Restoration:
Apprentice - EEEELLLLL - 73 magicka cost - EEELL the caster <mag> points with the power of the God gamer Jesse "MOONMOON_NOW" Anime.
can be bought from spell merchants or you can cheat moon2CD Player.additem 0x000802
Credits:
Baldie for the excellent C OMEGALUL TENT ( https://www.twitch.tv/moonmoon/ )
Restoration:
Apprentice - EEEELLLLL - 73 magicka cost - EEELL the caster <mag> points with the power of the God gamer Jesse "MOONMOON_NOW" Anime.
can be bought from spell merchants or you can cheat moon2CD Player.additem 0x000802
Credits:
Baldie for the excellent C OMEGALUL TENT ( https://www.twitch.tv/moonmoon/ )
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Leia for Luke
My first mod, and compatible with most other mods. I'm afraid this update broke hero skin replacers if you are using other mods, but i know others have figured out how to do it, so if you could help me figure out how to get replacers going with other mods, that would be pretty cool, but if your used to only using on mod at a time then this would be for you
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Flame Elite's Shawl (The Body)
The Flame Elite's Shawl upscaled to use The Body. Includes a version with abs and a version with no abs; also has options to remove the decorations in front and the loincloth.
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Byzantine army reskin
[b]Introduction[/b]
Here it is, my slap-dash messy attempt to make a Byzantine mod. It's approximately balanced, probably won't crash your game, and almost certainly just as erroneously not-byzantine as the original flavour to anyone who's actually academically invested in the byzantines, but hey, there you go.
[b]Installation
[/b]Unzip the file and drag it into C:\Program Files\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules
Once done, enable it from the game launcher
[b]Looks[/b]
Maybe it's just me, but I felt that the Empire roster was the only one that felt less like an analogy of its real world nation/culture, and more like a fantasy faction that was inspired by the Byzantine Empire. All the byzantine tropes are there, but the infantry art design always stopped short of actually looking properly like I imagined a byzantine soldier to look. I think it's the over-reliance on that nasalhelm, but I also felt there just wasn't enough of that eastern flair.
I've been waiting for a mod that satisfies my desire for a more Byzantine Calradian empire, but short of one mod that has been removed, the only mods that change only the Empire seem to want to make the faction more classically roman. That's fair enough, but it feels a bit anachronistic to me.
So yeah, there's more scale, more lamellar, more eastern influence. There's less of a reliance on those big expensive looking nasalhelms being distributed to every rung of society. At the same time, there's more helmets overall, even within the recruit and early archer troops, as helmets would have been the first thing someone would buy when going off to war. Simpler form factors of helmets have been employed for the low tier troops (where stats would allow), and the more artistic and distinctive helmets in use by the more elite soldiers.
Finally, the heavy infantry tree now uses heater shields. I wanted to us kite shields with flat tops, as these were favoured by the Byzantines, but these aren't in the game. The big heater shields are close enough.
[b][u]Menavlion and heavy infantry tree
[/u][/b]So as well as being a reskin of the empire, this mod also quite significantly changes the tech tree of the faction as well. Firstly, the Menavlion branch is gone. I know this isn't exactly the point of that branch, but the spearmen/swordsmen choice feels very Total War™, and hey, I love those games, but the distinction between swords and spears feels less important in M&B, and I didn't really feel there was altogether much difference between Legionaries and Meavllions. Just as important an influence in this decision was that we can expect that the average infantryman was probably already armed with a spear anyway. The soldiers in the heavy infantry tree are now equipped with both swords and shields.
[b][u]Crossbows
[/u][/b]Continuing the theme of disappointment, crossbows are gone too. I've seen some speculation that the Byzantine empire employed crossbowmen in the defence of fortifications, but in my limited research I couldn't find any concrete evidence of wide-scale adoption of crossbows by home-grown imperial units. In fact, it seems to have been a surprise of sorts when the Byzantines encountered Normans with crossbows, but the extent to which that might have just been the author personally not knowing much about military affairs is beyond my limited academic scope. The Byzantines, as far as I can tell, utilised composite bows, probably used by soldiers recruited from their Asian territories. In game, the crossbow branch has been removed entirely as well.
[b][u]Mounted archers
[/u][/b]The Bucellarii have been replaced by the Trapezites, a horse archer unit one tier lower, and balanced to be similar to Khuzait Horse archers. These raider cavalry are the best home-grown solution the empire can field in terms of horse archers, a good but qualitatively inferior option to the best horse archers that can be fielded by factions that actually specialise in such matters. Imperial commanders will now have to make a choice as to whether they want to employ Imperial Horse archers for their ease of access, or if they want to go through the effort of employing mercenary horse archers from other nations, and trade the moral debuff and effort for better troops. The Byzantines faced the same quandary. They had light raider cavalry to supplement their heavier horsemen, but for massed horse archery seemed to prefer foreign mercenaries as they were often in close proximity to steppe tribes, who's soldiers had lived their whole lives on the saddle and, and who's way of life depended on the bow.
[b][u]Psiloi
[/u][/b]To make up for all of these losses, I've addressed the omission of light infantry/skirmishers in the imperial arsenal. Byzantine armies would have utilised regular infantry and archers (Toxatoi), but also skirmishers. I'll admit again I'm no expert in this topic, and I've seen some places call the archers toxatoi or psiloi, and the lightly armoured javelin men were peltastoi; and others say that toxatoi are archers, and the psiloi are lightly armoured javelin men.
In either event, the use of light infantry using thrown missiles is a recorded part of the byzantine way of war, and there's now a new branch that splits from the heavy infantry branch. These aren't so much ranged units that can fight in melee if required (that's a staple of late tier ranged units anyway), as much as lighter infantry that can't necessarily hold a line, but have a lot of damage potential. They're armed with javelins, axes and smaller round shield than their heavy infantry peers, as well as being more lightly armoured. A commander can, if he so desires, pair them with the regular infantry, or move them to skirmisher formations and deploy them as shock troops. This branch feels to me a more important distinction than the Menavlion / Legionary distinction it replaces. You now have two different weights of infantry to balance, rather than the same infantry with a different weapon. The intention here is to make the ratio an important balance, entirely using one branch or the other probably won't doom your chances in battle, but for the most flexible force you can get you should probably be using at least some units in your less favourite branch.
[b][u]Names
[/u][/b]"Imperial commanders used to call them Skutatoi because of the great shields they weild. But the name didn't stick to the proud soldiers who liked to be called legionaries instead, in honour of the legions of old."
Screw that. They're not legionaries. Do you see many Imperial legions walking about? No, you don't, because they don't exist anymore. It seemed to me like a bit of a cop-out to have a byzantine faction only to go "oh, they don't use skoutatoi, they use legionaries because the soldiers said so". Like, you can't have your cake and eat it too, that just detracts from the Byzantine-ness (?) of the faction.
The naming scheme has been altered across the board to give a more Greek/Byzantine flair, and if the soldiers don't like it, that's tough and they'll have to get used to it. As mentioned before, the horse archers are now called Trapezites, and I decided on Psiloi for the skirmisher line, however there's a few other changes to talk about
The heavy infantry line is as follows:
Spathatoi > Kontaratoi > Skoutatoi > Menulatoi
There's no specific reason for the order of Kontaratoi and Skoutatoi, the first means spear bearer and the second (as hinted in that jive-ass wack description of the so-called legionary) means shield bearer. It seems to have just been a term to describe your basic foot-slogger, without any specification given for quality, but here the order is as it is because Spathatoi (sword bearer) has only a sword and a shield, the Kontaratoi are so named because they now have spears, Skoutatoi have larger better shields than the previous tiers and Menulatoi are, as they were in real life, more heavily armoured. The naming scheme of course isn't perfect: there's no reason why the shield should be picked up on specifically when every other bit of equipment is also superior to the Kontaratoi, but eh, whatever.
The archer line is named as follows:
Imperial Toxatoi > Imperial Trainer Toxatoi > Imperial Veteran Toxatoi > Imperial Tagmata Toxatoi
The Tagmata prefix is an allusion to the Legionary name of the old top tier imperial unit, where the legionary, named after the legion, was the superior infantry. In the same vein, superior units in the new naming scheme are still named after the military unit they're part of; the Tagmata.
Finally, we have the Skirmishers:
Imperial Psiloi > Imperial Tagmata Psiloi > Imperial Hetaireia
The tagmata name has already been explained, but the Hetaireia were commonly body guards in the tagmata system. The Palatine guards are gone from the archer branch, but for that bodyguard flavour you've now got the Hetaireia.
Here it is, my slap-dash messy attempt to make a Byzantine mod. It's approximately balanced, probably won't crash your game, and almost certainly just as erroneously not-byzantine as the original flavour to anyone who's actually academically invested in the byzantines, but hey, there you go.
[b]Installation
[/b]Unzip the file and drag it into C:\Program Files\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules
Once done, enable it from the game launcher
[b]Looks[/b]
Maybe it's just me, but I felt that the Empire roster was the only one that felt less like an analogy of its real world nation/culture, and more like a fantasy faction that was inspired by the Byzantine Empire. All the byzantine tropes are there, but the infantry art design always stopped short of actually looking properly like I imagined a byzantine soldier to look. I think it's the over-reliance on that nasalhelm, but I also felt there just wasn't enough of that eastern flair.
I've been waiting for a mod that satisfies my desire for a more Byzantine Calradian empire, but short of one mod that has been removed, the only mods that change only the Empire seem to want to make the faction more classically roman. That's fair enough, but it feels a bit anachronistic to me.
So yeah, there's more scale, more lamellar, more eastern influence. There's less of a reliance on those big expensive looking nasalhelms being distributed to every rung of society. At the same time, there's more helmets overall, even within the recruit and early archer troops, as helmets would have been the first thing someone would buy when going off to war. Simpler form factors of helmets have been employed for the low tier troops (where stats would allow), and the more artistic and distinctive helmets in use by the more elite soldiers.
Finally, the heavy infantry tree now uses heater shields. I wanted to us kite shields with flat tops, as these were favoured by the Byzantines, but these aren't in the game. The big heater shields are close enough.
[b][u]Menavlion and heavy infantry tree
[/u][/b]So as well as being a reskin of the empire, this mod also quite significantly changes the tech tree of the faction as well. Firstly, the Menavlion branch is gone. I know this isn't exactly the point of that branch, but the spearmen/swordsmen choice feels very Total War™, and hey, I love those games, but the distinction between swords and spears feels less important in M&B, and I didn't really feel there was altogether much difference between Legionaries and Meavllions. Just as important an influence in this decision was that we can expect that the average infantryman was probably already armed with a spear anyway. The soldiers in the heavy infantry tree are now equipped with both swords and shields.
[b][u]Crossbows
[/u][/b]Continuing the theme of disappointment, crossbows are gone too. I've seen some speculation that the Byzantine empire employed crossbowmen in the defence of fortifications, but in my limited research I couldn't find any concrete evidence of wide-scale adoption of crossbows by home-grown imperial units. In fact, it seems to have been a surprise of sorts when the Byzantines encountered Normans with crossbows, but the extent to which that might have just been the author personally not knowing much about military affairs is beyond my limited academic scope. The Byzantines, as far as I can tell, utilised composite bows, probably used by soldiers recruited from their Asian territories. In game, the crossbow branch has been removed entirely as well.
[b][u]Mounted archers
[/u][/b]The Bucellarii have been replaced by the Trapezites, a horse archer unit one tier lower, and balanced to be similar to Khuzait Horse archers. These raider cavalry are the best home-grown solution the empire can field in terms of horse archers, a good but qualitatively inferior option to the best horse archers that can be fielded by factions that actually specialise in such matters. Imperial commanders will now have to make a choice as to whether they want to employ Imperial Horse archers for their ease of access, or if they want to go through the effort of employing mercenary horse archers from other nations, and trade the moral debuff and effort for better troops. The Byzantines faced the same quandary. They had light raider cavalry to supplement their heavier horsemen, but for massed horse archery seemed to prefer foreign mercenaries as they were often in close proximity to steppe tribes, who's soldiers had lived their whole lives on the saddle and, and who's way of life depended on the bow.
[b][u]Psiloi
[/u][/b]To make up for all of these losses, I've addressed the omission of light infantry/skirmishers in the imperial arsenal. Byzantine armies would have utilised regular infantry and archers (Toxatoi), but also skirmishers. I'll admit again I'm no expert in this topic, and I've seen some places call the archers toxatoi or psiloi, and the lightly armoured javelin men were peltastoi; and others say that toxatoi are archers, and the psiloi are lightly armoured javelin men.
In either event, the use of light infantry using thrown missiles is a recorded part of the byzantine way of war, and there's now a new branch that splits from the heavy infantry branch. These aren't so much ranged units that can fight in melee if required (that's a staple of late tier ranged units anyway), as much as lighter infantry that can't necessarily hold a line, but have a lot of damage potential. They're armed with javelins, axes and smaller round shield than their heavy infantry peers, as well as being more lightly armoured. A commander can, if he so desires, pair them with the regular infantry, or move them to skirmisher formations and deploy them as shock troops. This branch feels to me a more important distinction than the Menavlion / Legionary distinction it replaces. You now have two different weights of infantry to balance, rather than the same infantry with a different weapon. The intention here is to make the ratio an important balance, entirely using one branch or the other probably won't doom your chances in battle, but for the most flexible force you can get you should probably be using at least some units in your less favourite branch.
[b][u]Names
[/u][/b]"Imperial commanders used to call them Skutatoi because of the great shields they weild. But the name didn't stick to the proud soldiers who liked to be called legionaries instead, in honour of the legions of old."
Screw that. They're not legionaries. Do you see many Imperial legions walking about? No, you don't, because they don't exist anymore. It seemed to me like a bit of a cop-out to have a byzantine faction only to go "oh, they don't use skoutatoi, they use legionaries because the soldiers said so". Like, you can't have your cake and eat it too, that just detracts from the Byzantine-ness (?) of the faction.
The naming scheme has been altered across the board to give a more Greek/Byzantine flair, and if the soldiers don't like it, that's tough and they'll have to get used to it. As mentioned before, the horse archers are now called Trapezites, and I decided on Psiloi for the skirmisher line, however there's a few other changes to talk about
The heavy infantry line is as follows:
Spathatoi > Kontaratoi > Skoutatoi > Menulatoi
There's no specific reason for the order of Kontaratoi and Skoutatoi, the first means spear bearer and the second (as hinted in that jive-ass wack description of the so-called legionary) means shield bearer. It seems to have just been a term to describe your basic foot-slogger, without any specification given for quality, but here the order is as it is because Spathatoi (sword bearer) has only a sword and a shield, the Kontaratoi are so named because they now have spears, Skoutatoi have larger better shields than the previous tiers and Menulatoi are, as they were in real life, more heavily armoured. The naming scheme of course isn't perfect: there's no reason why the shield should be picked up on specifically when every other bit of equipment is also superior to the Kontaratoi, but eh, whatever.
The archer line is named as follows:
Imperial Toxatoi > Imperial Trainer Toxatoi > Imperial Veteran Toxatoi > Imperial Tagmata Toxatoi
The Tagmata prefix is an allusion to the Legionary name of the old top tier imperial unit, where the legionary, named after the legion, was the superior infantry. In the same vein, superior units in the new naming scheme are still named after the military unit they're part of; the Tagmata.
Finally, we have the Skirmishers:
Imperial Psiloi > Imperial Tagmata Psiloi > Imperial Hetaireia
The tagmata name has already been explained, but the Hetaireia were commonly body guards in the tagmata system. The Palatine guards are gone from the archer branch, but for that bodyguard flavour you've now got the Hetaireia.
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Beyond skyrim quick showcase
A mod to hopefully join the BS team
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