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Brine Suit

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[b]Brine Suit v1.0b (Public beta)
=======================
[/b]For explorers who consider the term "impossible" to mean "nobody's succeeded yet". The Brine Suit is an all-around personal protective environment suit, capable of protecting the wearer even in the most hostile environments.
The Brine Suit, when all parts are worn together, protects the user from the following environmental conditions:
[list]
[*] Temperatures up to 85°C
[*] Radiation
[*] Acid
[/list]

Physical damage is also reduced by half! No diver should be without the Brine Suit!

[b]========
Gameplay
========
[/b]Unlocking the Brine Suit requires the Reinforced Dive Suit blueprint. With this blueprint, the Brine Suit may be crafted from the Personal -> Equipment tree of the Fabricator with the following components:
[list]
[*] Hydrochloric acid x1
[*] Creepvine sample x2
[*] Aerogel x1
[*] Synthetic fibers x3
[*] Diamond x2
[*] Titanium x2
[*] Lead x2
[*] Wiring kit x1
[/list]
However, given that the Brine Suit is a mashup of three other types of technology with acid protection, it can also be crafted using those technologies. Crafting the Brine Suit this way requires the Modification Station, and unlocks the following recipes from the (new) Suit Upgrades tab;
===============
These three materials are required for each of the recipes below
[list]
[*]Hydrochloric acid x1
[*]Creepvine sample x2
[*]Aerogel x1
[/list]

[list]
[*]Radiation Gloves x1
[*]Radiation Helmet x1
[*]Radiation Suit x1
[*]Synthetic Fibers x2
[*]Diamond x2
[*]Titanium x2
[*]Wiring kit x1
[/list]

[list]
[*]Radiation Gloves x1
[*]Radiation Helmet x1
[*]Radiation Suit x1
[*]Reinforced Dive Suit x1
[*]Reinforced Gloves x1
[*]Rebreather x1
[/list]

[list]
[*]Lead x2
[*]Synthetic fibers x2
[*]Diamond x2
[*]Titanium x1
[*]Rebreather x1
[/list]

[list]
[*]Synthetic fibers x2
[*]Lead x2
[*]Reinforced Dive Suit x1
[*]Reinforced Gloves x1
[*]Wiring kit x1
[/list]

[list]
[*]Radiation Gloves x1
[*]Radiation Helmet x1
[*]Radiation Suit x1
[*]Synthetic fibers x2
[*]Diamond x2
[*]Titanium x1
[*]Rebreather x1
[/list]

[list]
[*]Radiation Gloves x1
[*]Radiation Helmet x1
[*]Radiation Suit x1
[*]Reinforced Gloves x1
[*]Synthetic fibers x1
[*]Wiring kit x1
[/list]

[list]
[*]Synthetic fibers
[*]Lead x2
[*]Reinforced Dive Suit x1
[*]Reinforced Gloves x1
[*]Rebreather x1
[/list]

[b]========
Bugfixes
========
[/b][list]
[*] The vanilla bug where acid will continue to damage the player if they get into a vehicle without getting out of the acid is fixed by this mod; wearing the Brine Suit is not required for this fix to apply. No, Metious and I did not discuss this, we came up with the idea independently.
[/list]

[b]============
Known issues
============
[/b][list]
[*] The Brine Suit has the appearance of the Reinforced Dive Suit; resolving this requires skills I don't have, (knowing how to set textures) and skills I may never have. (making the new textures)
[/list]

Disney's Dinosaur

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Version 1.0 Replaces Iguanodon, Ankylosaurus and Carnotaurus

Okada Nishikiyama

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Also I made his suit black from Izo's textures to match Izo's clothing color.

Main Menu Music Replacer Ragyo Kiryuin Theme - Blumenkranz

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This mod changes the main music to the theme of Ragyo Kiryuin from kill la kill. Enjoy.

Use your mod manager to install or manually install it.

OAAB - The Ashen Divide

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[img]https://dl.dropboxusercontent.com/s/j548hrsr3aqfz2h/OAAB.png[/img][img]https://i.imgur.com/mUCSeYD.png[/img]
[img]https://i.imgur.com/XP18dKX.png[/img]
OAAB - The Ashen Divide is a mini OAAB release and a remake/adaptation of the original The Ashen Divide mod. It transforms the Ashlands region between Seyda Neen and Balmora into a unique region that merges the biomes of the Bitter Coast and the Ashlands utilizing unique assets. It also overhauls the bandit lair of Zainsipilu.
[img]https://i.imgur.com/MqLmhvU.png[/img]
OAAB - The Ashen Divide is currently incompatible with the following mods:
•The Imperial Dwemer Society by The Mythical Beasts

Compatibility patches might follow.
[img]https://i.imgur.com/7ZzzBca.png[/img]
•Rytelier for his modular cave set

Neutral cliffracers

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Now cliffracer are neutral becouse I HATE THEM!

Requiem - Minor Arcana (Requiem 4.0.1)

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[center][img]https://staticdelivery.nexusmods.com/mods/110/images/105528/105528-1605553931-376522816.jpeg[/img][/center]
[font=georgia][size=3]
[img]https://staticdelivery.nexusmods.com/mods/110/images/105528/105528-1605553927-812467516.png[/img]
This mod is an update of [url=https://www.nexusmods.com/skyrim/mods/72865]Minor Arcana[/url] by Axonis to Requiem 4.0.1. As a bonus this version is split into several modules so that you can choose which parts of Minor Arcana you want in your game. In particular it's now possible to use the various roleplaying improvements without the somewhat notorious Forsworn overhaul. I also fixed the few remaining bugs and tweaked some details where I felt it was appropriate. For a full list of changes compared to the original Minor Arcana, check out the changelog. The most important changes are:
[list]
[*] Removed Meteoric Reflexes from the Thief encounter. It's a highly problematic perk that shouldn't be in Requiem, yet alone distributed to NPCs.
[*] Reverted level requirement for Dawnguard and A Daedra's Best Friend. The values were so high that many characters were effectively looked out of these quests.
[*] Reworked Vigilants of Stendarr to be more in line with the lore. They are less effective against the undead, especially vampires, but more effective against daedra. They are now also more reliant on physical warfare. Most Vigilants cannot cast more than a basic Restoration spell to heal the sick and injured.
[/list]
[img]https://staticdelivery.nexusmods.com/mods/110/images/105528/105528-1605553923-811683422.png[/img]
Requires Requiem 4.0.1. Older versions are not supported.

A new game is strongly recommended as many changes will not properly appear otherwise.

As a rule of thumb, I'd recommend loading Minor Arcana before other mods for Requiem. If in doubt, ask me or the respective mod authors.


[img]https://staticdelivery.nexusmods.com/mods/110/images/105528/105528-1605553928-450702169.png[/img]
[size=5]Civil War[/size]

All Civil War related actors are updated with perks, tempered equipment, classes and combat styles to stop falling like flies. These aren't just NPC edits, but a complete and comprehensive Civil War overhaul for Requiem.

Example 1: In a Civil War quest that involves draugr crypt exploration, all faction archers are now equipped with silver arrows.

Example 2: In the beginning of the game, General Tullius is heard shouting: "Someone get the battlemages out here!". A string of issues were causing those battlemages to never actually look or act like battlemages, despite Requiem presenting the concept with the dead battlemage next to Gunjar in the Helgen Keep entrance. All of these issues have been dealt with and you'll now see real battlemages not only in Helgen but, occasionally, in Imperial patrols as well.

Example 3: Upon joining a faction, the player character will receive a high-grade tempered outfit. Furthermore, all civil war soldiers, including the player once she joins up, make better use of their armor due to training, enjoying a bonus for any faction item they wear, as long as they are wearing their faction cuirass. For Stormcloaks, iron boots, gauntlets and basic shields are included in the bonus. Combined with the low level armor weight reductions, this additional protection should allow you to retain your beautifully designed faction armor as a viable option without sacrificing too much "roll-playing".

[size=5]Forsworn[/size]

The Forsworn are overhauled to be the fearsome guerrillas everyone in the Reach is talking about. Trained to endure hardships while wearing only animal hides, they develop an intrinsic damage resistance and their magics are related to Hircine and the rest of "the old gods". Better combat tactics, tempered equipment, improved perks and variable looks will make the Forsworn an enjoyable mid-level enemy. Just don't try to confront them as you would a bandit. The Forsworn overhaul is also affecting the Cidhna Mine prisoners who no longer require extensive manual edits.

[b]Remark: [/b]This overhaul was designed for gameplay and fills an empty spot of mid-level enemies in Requiem. However, some players consider it a narratively inconsistent experience because the Forsworn aren't supposed to have an army who could easily defeat both the Imperial Legion and the Stormcloaks. Furthermore, it's possible to loot extremely overpowered weapons from common Forsworn fighters (better than daedric weapons). I am hoping to improve this in a future update.

[size=5]Vigilants of Stendarr[/size]

The Vigilants of Stendarr are now real daedra hunters instead of being daedra food. Using actor variations, tempered equipment and a perk-set that is well focused on their specialization, they can sometimes beat even the toughest daedra. They are not too effective against vampires though for lore-based compatibility with Dawnguard.

Goes well with [url=https://www.nexusmods.com/skyrim/mods/50459]Warmonger Armory[/url] which contains a very [url=https://staticdelivery.nexusmods.com/mods/110/images/50459-6-1517785081.jpg]fitting armor[/url] for Vigilants of Stendarr. Don't forget to install the compatibility patch from the [url=https://www.nexusmods.com/skyrim/mods/61621]Requiem Patch Central[/url] which distributes the armor and shield to the Vigilants!

[size=5]Roleplaying Improvements[/size]

Tweaks many aspects of the game to provide a more consistent experience. This improves roleplaying in the same manner as Requiem considers itself "The Roleplaying Overhaul". A comprehensive list of changes is available below. It is only inside a spoiler tag to keep the description tidy and contains no noteworthy spoilers.

[spoiler]
Borgakh, Ghorbash, Uthgerd, Golldir, Illia and Aranea are updated with better AI, perks, stats and spells. These followers are really worth it, but they are not easy to get. For example, trying to convince Borgakh with [i]"They'll understand. Trust me."[/i] is rather futile unless you have reached mastery in fast talk or you're an Orc yourself and possess some average speech skill. Another example is Uthgerd. She's rather easy to beat in Requiem, but with Minor Arcana her pumped stats and perks will effectively prevent low level characters of doing so. These followers will level with no limits, so you may choose to keep them throughout your entire player character's game life. Aranea is also marriageable.

All potential follower Companions have been perked and properly outfitted according to their roles, their dialogue and Requiem changes. For example, Requiem imposes penalties which make heavy armor incompatible with two of Aela's primary attributes. So, aside from giving her the right Evasion and Sneak perks, her armor needs to be modified. But then, Eorlund is supposed to be making a "new shield for Aela" and this couldn't be a steel shield of course! It has to be changed to a light shield, yet good enough to have been made by the best blacksmith in Skyrim.

The Thalmor Embassy quest cannot be finished in the way it was designed in vanilla which is a major drawback for a quest so well set and performed by the voice actors. This is fixed and, while the sneak experience requirements are still high, the soldiers and especially Rulindil won't automatically detect the player character.

Trevas Watch has been reqtified with all major actors receiving better AI, outfits and perks. The original owner won't immediately try to storm the keep with his two surviving bodyguards and the quest activator has been relocated to prevent cheating which also breaks the quest. Brurid, the bandit boss, is edited according to relevant dialogue lines as a real battlemage instead of a random trickster. Beware!

The Missing in Action quest is very well scripted and playacted, but it's simply too difficult for new characters, especially in Requiem. So, instead of urging them to wipe out a Thalmor stronghold when they can't, or forcing them to ignore the issue and let Fralia's son keep getting "questioned" by the Thalmor, we can simply set the scene between Fralia and the Battleborns to run later. Both the scene and the note will now appear when the player character has reached a good level of experience.

Purchasable horses are rebalanced. In Requiem, some horses are clearly better options than others. Minor Arcana increases health for all horses and modifies speed, carry weight, stamina, armor rating and arrow resistance according to their armors. As you can see, all purchasable horses have both strong and weak points. Note that the armor and arrow resistance values are slightly outdated, but the relative balance remains the same.
[center][img]https://staticdelivery.nexusmods.com/mods/110/images/105528/105528-1605553923-2015808421.png[/img][/center]
The unarmored Whiterun horse for example, is very fast, can carry a lot of weight and gallop great distances but it's only protected by its natural hard skin. The Solitude warhorse is outfitted with a heavy and tiresome ebony barding, but it can withstand a lot of hits from normal weapons and arrows.

Unarmed combat has been overhauled so that most one-handed perks also affect boxing. The Martial Arts perk is modified to drastically decrease stamina costs for unarmed and the Powerful Charge animation has been improved to support the punching. Once you get the perk, sprint towards some bandit and hit attack for some "happy slapping". Unarmed is not meant to replace your weapons, but it's still an OK substitute if you lose your main weapon or if you get low on stamina.

Unstoppable charge is truly unstoppable. The perk now combines the original vanilla method with Requiem's constraints, allowing players to perform a true unstoppable charge when sprinting with their shield raised. The effect starts when the first enemy is hit after 2 seconds of sprinting while blocking with a shield and lasts for 7 seconds. During this time, non-gigantic enemies are hit by both Requiem's Bullrush effect and by the Unstoppable Charge system. After that, the effect goes through a cooldown period, during which only Requiem's bullrush effect can be applied. The period is close to 1 hour game time but it has been designed to be non-cheatable and somehow random, to deter bean-counting. A big advantage of this addition is that NPCs can now use shield charge and this is particularly important for Hadvar who is supposed to use this ability during the Helgen escape.

Volunruud is improved with a navmesh that will allow the AI to move freely. The boss is much more difficult, but the rewards are also much more interesting and unique in nature. Read the journal of the dead grave digger to find out.

The Old Orc is now a unique encounter. He'll no longer respawn after you kill him, and his appearance and dialogue should convince you to leave him alone if you aren't ready for the task. [i]"Malacath has given me a vision of a glorious death"[/i] now makes sense.

The Scavenger and the Thief random encounters are improved with better perks and AI. Inexperienced adventurers should steer clear of scavengers' loot and they should consider paying up to highwaymen. Scavengers are a nice example of how mostly basic perks and equipment can create a lethal enemy in Requiem, as long as the AI is tweaked to support them.

The Necromancer Duo random encounter is set to run only after they have a good reason to do so. This is a particularly nasty encounter and although the player can simply choose to retreat, their movement package can cause them to get near towns which they can wipe out.

Hired thugs will be sent after the player more often and only when the stealing is witnessed by the owner. An additional bonus from these edits is that you'll be receiving comments from citizens more often when you're rummaging through garbage barrels.

Black Briar Chalet mercenaries are correctly outfitted (no more plate armor with slippers) and much more powerful because of Black Briar and Frost.

High level bandit tricksters can now cast basic spells. Not anything game changing, but still nice to see a boss trickster cast some icewinds or a firebolt.

Giant slaughterfish are modified to fix the flying fish glitch and fit their environment. In places where amphibious life seems to be thriving, there can be no predator that deals 10000000 damage. And generally, in regards to those 10000000 damage points, the introductory Gary Gygax axiom has been proven true in any roleplaying game I have participated to.

Barbas is no longer the "Cheater's Best Friend". The following package of Barbas is modified so that he will only follow you in the wilderness or in quest related locations. So, if you move in an unrelated dungeon, Barbas will start walking back to Clavicus' statue. Once you return outside, Barbas will resume his following package. Waiting for an hour will immediately get him back to you.

Trap damage is reduced for many traps, mostly to prevent cheats where the player leads enemies through fallen boulders. Enemies are killed immediately because fallen boulders were set to cause a huge amount of damage on touch. The player is obviously smart enough to avoid running on them.

A few traps have become more dangerous. Beware of poison blooms, especially if you have low poison resistance.

Even more improvements:
[list]
[*] Brill's alcoholism relapse dialogue will only be spoken if the Imperials have won.
[*] Bolund accepts firewood only from Nords. He also matches the description of a former Stormcloak soldier in case you intend to teach him some manners.
[*] The Afflicted Refugee in the random encounter is no longer wearing a helmet in order for the dialogue about his skin to make sense.
[*] Aringoth now looks like a real Wood Elf. Also, he doesn't need ~130 arrows.
[*] Leather hoods are restored, and distributed, as valid light armor items. Very fitting for shady characters!
[*] Fur armor can be crafted with the Craftsmanship perk.
[*] Healing poultices can be made with mead as well. Alchemy level 30 or greater reduces floral ingredients by one, Catalysis by another one. The note is rewritten to fit on a single page.
[*] The player character doesn't miraculously change from prisoner rags into robes during the Helgen intro. The robes are relocated to one of the chests at the soldier barracks inside Helgen Keep.
[*] Restored the dead battlemage next to Gunjar in Helgen Keep to provide players with some additional heavy armor items at this stage. He also serves as a basic outfit example to aspiring battlemages.
[*] Arms and armor displayed and sold at village and town racks are restricted to basic stuff. When a smith tells you to "leave the fancy Elven stuff to the Elves" its because they don't know how to make it.
[*] Vampires no longer wear jackboots instead of their normal outfitted boots when wearing other types of armor in Requiem. Also added a 50% chance of gauntlets to their light attires.
[*] Vampire dust no longers instakillls players characters with less than 350 hit points. It instead has a 10% chance to induce Sanguinare Vampiriis which slowly drains health.
[*] Drelas cottage is yours to plunder.
[*] Balbus is better at fleeing from danger while gathering ingredients.
[*] Dawnguard will no longer start by guard dialogue which hasn't been voiced by the original voice actors. It will only start by Durak's visit at player level 30. The player can of course start the Dawnguard quest manually by visiting the appropriate location.
[*] The Treasure Hunter random encounter has more varying treasure.
[*] Draugr archers are more likely to use their bows.
[*] Improved stats, perks and AI for Skeletal Archer and Skeletal Mage because it was rather weak compared to similar apprentice spells.
[*] Improved the navmesh in Kolskeggr Mine; the boss should now be able to use his emergency route to attack the player from behind; this was implemented in vanilla but the navmesh was lacking the necessary Edge Portals to allow it to work.
[*] Improved Nimhe's activator so that she actually traps the player.
[*] A list that's supposed to provide one of the best healing potions now does.
[*] Fixed a glitch that causes erratic behavior to Valdr under certain conditions.
[*] Targe of The Blooded has a more fitting description.
[*] All notes are written in hand instead of press fonts.
[*] All notes added by Requiem have no weight and price.
[/list]
[/spoiler]

[size=5]Third-party Content[/size]

The original Minor Arcana, somewhat randomly, included the following three mods. I decided not to include them here because they seem too unrelated. If you liked these mods, you can still install them separately to complete Minor Arcana.

[url=https://www.nexusmods.com/skyrim/mods/1798]Orc Shield and Weapons Match[/url] by Spartan VI

[url=https://www.afkmods.com/index.php?/files/file/2116-harcore-compass/]Sensible Hardcore Compass[/url] by Axonis

[url=https://www.nexusmods.com/skyrim/mods/10175]SkyTEST - Realistic Animal Behaviour[/url] by EtaYorius

The full version of SkyTEST has a compatiblity patch available at the [url=https://www.nexusmods.com/skyrim/mods/61621]Requiem Patch Central[/url]. A more lightweight alternative that only improves animal behaviour is [url=https://www.nexusmods.com/skyrim/mods/88642]Wild World[/url] which has a patch at the Requiem Patch Central too.
[/size][/font]

Earth-like Skybox for Geonosis

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Changes the lighting, color grading, and sky of both the supremacy and the coop maps for Geonosis

ASF-X -Alicorn- Pack

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I've done the XFA-27, Urvopteryx has done the CFA-44, so it's the ASF-X's turn to get the Alicorn treatment!

This mod features the scheme with the regular Alicorn Squadron markings, as well as campaign conversions with Trigger's Mage, Spare, and Strider markings, all skins can replace any of the seven slots.

And as a bonus, I threw in a Torres picture on the cockpit's empty screen as an optional file, if you want to gaze upon his face as you bring Salvation, do note that this'll affect all skins of the Shinden.

Alternative Zodiac Jobs (Struggle for Freedom Optional)

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[font=Trebuchet MS][size=6][b][u][i]Alternative Zodiac Jobs[/i]
[/u][/b][/size][/font]
This mod contains license board replacements to have 12 new license boards that I designed to have good synergy with each other and to fit thematically with the zodiac signs and the Espers that represent them. In some ways these jobs may be weaker compared to the original jobs, in that they don't each have access to all accessories, and augments are more sparse. However, most of the jobs here have a more diverse access to weapons compared to the base game, for example a Rogue is able to use daggers, bows and some swords.
 
I designed this with the changes that the [b][i]Struggle for Freedom[/i][/b] mod (version 1.9.1) makes in mind, for example, that the Hand-bombs are turned into Knuckles, and that the Brawler augment was converted into the Master Thief augment, but the license boards should still be good even without the Struggle for Freedom mod installed.

Download the optional excel file to have full list of all licenses that each job has on its board.
New Jobs listed below:

[b][size=5]Mercenary [/size][/b]– [size=3]♈︎ Aries[/size] — [i]Embodied by Belias, the Gigas – (Replacing the White Mage)[/i]
[quote]As Belias served his master the Dynast-King, so too do the Mercenaries lend their strength for hire.[/quote]
Mercenaries wield axes and shields, with some access tohand-bombs (knuckles in SFF) and crossbows, and have high strength and HP.
Technicks known include: First Aid, Wither (or Blitz in SFF), Bonecrusher
 
[b][size=5]Weapon Master [/size][/b]– [size=3]♉︎ Taurus[/size] — [i]Embodied by Chaos, Walker of the Wheel – (Replacing the Uhlan)[/i]
[quote]Chaos’ many lives inspire the mastery of many fighting styles. They believe by attaining mastery in all, Weapon Masters will become
masters of chaos itself.[/quote]
Weapon Masters wield katanas, poles, bows and potentially spears and hand-bombs (knuckles in SFF). They provide strong synergy with either martial or magical job classes.
Technicks known include: Sight Unseeing, Telekinesis, Shear, Expose
 
[b][size=5]Slayer [/size][/b]– [size=3]♊︎ Gemini[/size] — [i]Embodied by Zalera, the Death Seraph – (Replacing the Machinist)[/i]
[quote]Slayers are agents of death. Assassins, stalkers and bounty hunters are among those that walk the path of a Slayer.[/quote] 
Slayers are swift attackers, wielding daggers and ninja blades.
Technicks known include: Libra, Poach, Traveler, Expose
Magicks known include: Vanish, Blind, Slow, Immobilize
 
[b][size=5]Paladin [/size][/b]– [size=3]♋︎ Cancer[/size] — [i]Embodied by Zeromus, the Condemner – (Replacing the Red Battlemage)[/i]
[quote]Paladins uphold the law and justice, condemning the guilty and serving the righteous.[/quote]
Paladins wield greatswords, swords and shields, with some selection of powerful white magick.
Magicks known include: Protectga, Curaga, Cleanse
 
[b][size=5]Apostle [/size][/b]– [size=3]♌︎ Leo[/size] — [i]Embodied by Hashmal, Bringer of Order – (Replacing the Knight)[/i]
[quote]Loyal disciples, Apostles seek to serve the higher calling, as did Hashmal seek in Ultima's cause.[/quote] 
Apostles wield poles and rods. They are well rounded and powerful in combination with other job classes. They especially have strong unlocks from Espers.
Technicks known include: Revive, Infuse (Shades of White in SFF), Addle (Erase in SFF)
Magicks known include: Dispel, Curaga, Faith
 
[b][size=5]Enchanter [/size][/b]– [size=3]♍︎ Virgo[/size] — [i]Embodied by Ultima, the High Seraph – (Replacing the Monk)[/i]
[quote]Enchanters fascinate with brilliant magicks, for healing, protection or beguilement.[/quote] 
Enchanters are masters of white magick and charms. They wield rods, with a limited selection of daggers, maces and shields.
Technicks known include: Charge, Infuse (Shades of White in SFF), Charm, Stamp
Magicks known include: White magicks, Reflect, Disable, Float, Berserk, Bubble, Syphon
 
[b][size=5]Battlemage [/size][/b]– [size=3]♎︎ Exodus[/size] — [i]Embodied by Exodus, the Judge-Sal – (Replacing the Time Battlemage)[/i]
[quote]Battlemages are warriors that utilize battle enchantments. They are often exceptional tacticians, turning the tide of battle with well-timed
incantations.[/quote] 
Battlemages wield maces, shields, crossbows and a limited selection of swords, and are capable of casting time magick.
Technicks known include: Shades of Black, Numerology, Charge
Magicks known include: Time magick, Cura, Raise
 
[b][size=5]Warlock [/size][/b]– [size=3]♏︎ Scorpio[/size] — [i]Embodied by Cúchulainn, the Impure – (Replacing the Foebreaker)[/i]
[quote]Warlocks dare to deal in dark magicks, using corrupted power to hex and slay their foes.[/quote] 
Warlocks wield a limited assortment of weapons, including daggers, axes, maces and the blood sword, as well as an assortment of armor from across the armor classes. They can cast debuffs and fiery and arcane magicks.
Technicks known include: Souleater
Magicks known include: Arcane magick, Drain, Scourge, Flare, Toxify, Bio, Blind, Slow, Bleed, Fira
 
[b][size=5]Rogue [/size][/b]– [size=3]♐︎ Sagittarius[/size] — [i]Embodied by Shemhazai, the Whisperer – (Replacing the Archer)[/i]
[quote]Streetwise vagabonds, Rogues have a knack for learning secrets and evading trouble.[/quote] 
Rogues are swift and evasive. They can wield daggers and bows, with limited or potential access to swords, shields, guns, hand-bombs (knuckles in SFF), ninja blades and katanas. Rogues are master thieves, and are the only class able to equip all accessories.
Technicks known include: Steal, Poach, 1000 Needles, Gil Toss
Magicks known include: Decoy, Oil
 
[b][size=5]Sorcerer [/size][/b]– [size=3]♑︎ Capricorn[/size] — [i]Embodied by Adrammelech, the Wroth – (Replacing the Black Mage)[/i]
[quote]Sorcerers study magical arts to become adept conduits for raw power.[/quote] 
Sorcerers wield staves and have access to most black magicks. They have the highest base magick lore.
Technicks known include: Charge
Magicks known include: Black magick
 
[b][size=5]Alchemist [/size][/b]– [size=3]♒︎ Aquarius[/size] — [i]Embodied by Famfrit, the Darkening Cloud – (Replacing the Bushi)[/i]
[quote]As astute specialists, Alchemists unlock the true potential within concoctions and mechanisms.[/quote] 
Alchemists are masters with items, and can wield guns, measures and hand-bombs (knuckles in SFF). They can inflict elemental weaknesses to enhance their gun's elemental damage.
Technicks known include: Achilles, Libra, First Aid,Horology
Magicks known include: Decoy, Oil
 
[b][size=5]Dragoon [/size][/b]– [size=3]♓︎ Mateus[/size] — [i]Embodied by Mateus, the Corrupt – (Replacing the Shikari)[/i]
[quote]Spear wielders and expert hunters, Dragoons strike from darkness as lightning in a storm.[/quote] 
Dragoons are offensive warriors that wield spears or crossbows, and have potential access to black magick.
Technicks known include: Souleater, Poach, Shear
Magicks know include: Aero, Thundara, (Esper unlock: Blizzaga, Aeroga)
 


[size=5][b][i][u]Mod Contents[/u][/i][/b][/size]
\ps2data\image\ff12\test_battle\in\binaryfile\
-This folder contains the license board files.

\ps2data\image\ff12\test_battle\us\binaryfile\
-This folder contains the text replacement files to have the license board job names and descriptions show in game.
-These text files include various text strings, not only related to the license boards. So it's possible that it could conflict with other mods that alter in game text. In such a case, you may choose not to insert these files, as they are not required for the license boards to work in game.
-As at version 1.9.1 for the Struggle for Freedom mod, the changes to text that SFF make are already included here, so these files can be loaded -after- the SFF files for the conflicting files.

[b][i][u][size=5]Installation
[/size][/u][/i][/b]Method 1: Using the Vortex mod manager (This is the suggested method as it does not alter the base game vbf file.)
Download via the mod manager, or insert the zipped contents of this mod into the vortex mod manager, then install and enable. If there are conflicting files, then load this mod's conflicting files after other the mod's files, unless you have another mod installed that significantly changes text in the game. This may require the FF12 External File Loader and the FF12 LUA Loader to be installed first.

Method 2: Using VBF Browser
Remember to create a backup of the files in the .vbf that will be replaced with this mod, just in case. Use the VBF Browser to open the .vbf file in the main FF12 installation folder. Then inject the files contained in this mod to the same location indicated by the file's file path.

Terraria stardust axe sledgehammer

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I just decided one day that it would be fun to make a new model for the sledge hammer.

BaseDrop

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Modifies/Conflicts:

PB_DT_EnchantParameterInitialSetting

---

Updated for v1.18

Alternative mod for changing DropRates without modifying the file DropRateMaster, to avoid conflict problems with other mods or new patches that changes said file.

This changes the baseline and modifies only drop rates. Pick one of the files and put in the mod folder.

Note: Since this is a multiplier mod, rare drop rates will still be more rare, and common drop rates quickly drop constantly. A 4% drop rate will at x5 become 20%, at x10 become 40%, and at x100 becomes 100% drop chance.

BaseDrop05
* x5 item drop
* x5 shard drop

BaseDrop10
* x10 item drop
* x10 shard drop

BaseDrop100
* x100 item drop
* x100 shard drop

---

joneirikb@gmail.com

Spiritfall Fun

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All combat arts, ninjitsus, items and prosthetic tools cost no spirit emblems.

Spiritfalls:

[b]Ako's[/b] - flame sword [24 hours]

[b]Yashariku's [/b]- high/oneshot damage at the cost of reducing your  health to 10% [30s]

[b]Ungo's[/b] - Damage and effect immunity, and immune to fall damage. You cannot accumulate fire, poison, or terror (or any other effect). [30s]
     - Exceptions are environment damage (e.g. building flames) or falling off the map (which sadly isn't counted as fall damage).

[b]Gokan's[/b] - 9999 posture bar, so you cannot be posture broken. Added bonus of having the divine dragon lightning (has no lightning animation, but the                                         damage is still there; it's rather funny) [30s]

[b]Gachiin's [/b]- Undetectablity. Only way for enemies to aggro onto you is if you damage them. Bonus effect of maxed umbrella smoke for high projected                                           force damage (i.e. you can spam maxed charged projected force for umbrella without having to charge it). [60s]

Other Abilities:
[i]sweet rice balls, red lumps and eel livers replenish upon rest, with carry limit of 5; though the icon's are a bit broken, not sure how to fix it.
ALL effects below are stackable.
[/i]
[b]Kuro's sweet rice balls [/b]- healing bestowal effect in addition to the default passive healing [24 hours]

[b]Red Lump[/b] - regular bestowal effect (anti-ressurect effect removed) [24 hours]

[b]Green Mossy Gourd[/b] - poison bestowal effect [24 hours]

[b]Eel Liver[/b] - lightning sword [3 minutes]

24-hour living force lazulite flame vent


This is my first mod putting together stuff from me experimenting with yapped and looking into item effects and such.

Params that are modified are EquipParamGoods and SpEffectParam.

Project Restoration Demo

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[center]Hello Wastelanders, Rangers, and Legionaries![/center]




This mod has a restoration of the Town of Jean, Nevada. Location outside of Goodsprings. It adds;

- 1 New Dungeon, it's made for someone with decent ammo, health items, weapons and armor.

- 1 New Enemy, The Powder Ganger Hazmat

- 2 New Weapons, A unique Laser pistol, And Recon Carbine 

- 1 New Ammo Type, .458 Socom (I know I released it prior, last plugin was broken though)

- 1 New Armor, Recon Outfit And Hat, (can be found in a footlocker with the rifle and ammo on the rocks left of the ruins when exiting GS. All items are sold at Gunrunner Vendors ONLY, it's a b*tch putting it in all vendors)  

This is a small demo for a Major update I'm trying to bring to the Mojave. 


[i]The Project will bring numerous ammo types, weapons with custom models, armors, factions, locations, and a new questline if my GECK permits it. This project will be a collaboration with other mod authors as well. I'm aiming for about 5+ hours of dicking about. 
[/i]
What's to come: 

- Multiple new Factions, you may only side with one, or kill both. 

- Multiple new Dungeons.

- Multiple new Locations.

- New Encounters.

- 11 New Enemies

- 13 New Weapons, And a few uniques 

- 9 New Ammo Types, and many special ammo types.

- 5 New Armors, most will not be in vendors due to lore reasons.


These plugins work separately! So you don't need the recon stuff, or location stuff. [i]Everything is subject to change due to glitches, delays, laziness and extra ideas.
[/i]

Reagan Female Looksmenu Preset

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Reagan one of my dark hair presets.

You will need the following:

Looksmenu   https://www.nexusmods.com/fallout4/mods/12631 from expired6978
Auto Hair Pack  https://www.nexusmods.com/fallout4/mods/44622 from TheBottomhoodofsteel
The Eyes Of Beauty Fallout Edition  https://www.nexusmods.com/fallout4/mods/133 from LogRaam
Deluxe Makeup https://www.nexusmods.com/fallout4/mods/4398 from Cilbas
Natasha Face Texture https://www.nexusmods.com/fallout4/mods/13613 mr jack900

If you get the Brown FACE go here Rustys Face Fix https://www.nexusmods.com/fallout4/mods/31028 from seb263

Legendary Dark Knights

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How to use:
Install Legendary Dark Knights with the Fluffy Mod manager.
Start the Game
Run the SSSiyan Collaborative Cheat Table
Activate LDK compatibility.

You can use the sliders to adjust the enemy spawn limit depending on your PC's power.


Description + Credits:
Legendary Dark Knights is a brand new campaign coded by myself and Dr. Penguin, with assistance from DeepDarkKapustka. The logo was made by Alan 3D.

Features:
The mod adjusts the encounters of every mission on the son of sparda difficulty (now renamed to legendary dark knights). It does not adjust the post credit sequences, secret missions or bloody palace. In addition, mission 6, 17,19 & 20 are unaltered, as they are just bossfights.

This mod works when playing in coop with Dante & Nero, or with V solo. Playing with V and other players in coop currently runs the risk of causing crashes, though doing so possible.

To play in coop, both you and your coop partner must BOTH have the LDK mod installed, have the Co-op trainer running, and have the LDK Trainer active.

AA-12 Shotgun

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re-upload of the aa-12 with full permission now from the man wardaddy himself

feel free to upload any images with it or of it

Corrupt Set

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Manual Install:
[list=1]
[*] Manual Download.
[*] Extract "CorruptSet.esp" to "{gameinstalldirectory}\Steam\steamapps\common\Skyrim Special Edition\Data"
[*] Run Game!
[/list]
This mod can be easily installed with a mod manager.

Location:
Vanilla start of the game at the Helgen Torture Chamber on the round table inside the Torture Satchel. Next to the Satchel is "The Lover" stone.

Satchel contents:
1000 of each vanilla crafting material
1000 Giant Toes
1000 Wheat
1000 Creep Cluster.
1 Lock Pick

Spell Tomes:
Transmute Ore Mineral
Telekinesis
SoulTrap
Paralyze

Enchantments: **See Images for set enchantments**

Mod apparel Contents:
Ring:
Item ID: corruptring
Actual in game Item name: Corrupt Ring
Template: Gold Diamond Ring

Armor Set:
Hood:
Item ID: corrupthelm
Actual in game Item name: Corrupt Hood
Template:  Nightingale Hood

Cuirass:
Item ID: corruptcuirass
Actual in game item name:  Corrupt Cuirass
Template: Nightingale Cuirass

Boots:
Item ID: corruptboots
Actual in game item name:  Corrupt Boots
Template: Nightingale Boots

Gauntlets:
Item ID: corruptgauntlets
Actual in game item name:  Corrupt Gauntlets
Template: Nightingale Gauntlets

Growing Community Sanctuary Hills

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Fully automated lights that come on at night and go off in the morning, auto closing
doors and gates, all of the homes have their own back yard garden, the housing along
the water all have their own private garden, The Town Hall provides criminal
investigation, court room, school house, meeting room and the Mayors office. There
is also a market building which has General, Weaponry and Clothing only, room
to add Armor if like. There is a fully equipped clinic. The house closest to
the bridge is not complete nor is the top floor in the Town Hall. The other two
houses outside of the fencing are not part of the community but can be added if
like. Vault 88 along with Nuka World are unlocked.

Improved transcendent sigil stones with maximum uses

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[center][size=5][u][b]Improved sigil stones with maximum uses[/b][/u][/size][/center]

Don't you have the feeling the sigil stones were poorly not to say destitutely made?

Don't you find it strange so many sigil stones offer a petty effect when it's not totally useless?

For example as you can see in this UESP article [url=https://en.uesp.net/wiki/Oblivion:Fortify_Skill]https://en.uesp.net/wiki/Oblivion:Fortify_Skill[/url] even if Oblivion features 84 skill perks only 3 of them are accessible through a fortify skill effect and none of them apply to the blades or blunt weapons.

The same applies for the damage magicka [url=https://en.uesp.net/wiki/Oblivion:Damage_Magicka]https://en.uesp.net/wiki/Oblivion:Damage_Magicka[/url] effect when it's not combined with a stunted magicka effect.

Don't you find it strange some sigil stones give you a petty water walking or night eye effect especially since you just have to gain access to the Arcanes University and trap a petty mudcrab or rat's soul to reach the same result?

Don't you find it frustrating to know you can get a more powerful fortify fatigue or spells absorption enchantment by killing a random bandit or marauder than with a sigil stone?

Don't you find it frustrating the most powerful sigil stones only offer you 3 petty more points of fortified characteristic than the best generic enchanted apparel?

Don't you find it frustrating you can only use some enchantments 30 times before recharging your weapon while Oblivion allows up to 255 uses when you don't enchant something with a soul gem?

Then rejoice because this mod is for you because I brought a lot of improvements to the transcendent sigil stones without forgetting that now they all offer 255 uses before having to recharge if you use them to enchant a weapon.

[b][u]List of changes:[/u][/b]
I replaced and added some effects to make the transcendent sigils more interesting.

More precisely:

⦁    I set the fortify characteristics to 20 points instead of the poor 12 points in the vanilla game
⦁    The absorb endurance sigil stone additionally offers a 20 points fortify endurance instead of the barely useful resist disease effect
⦁    The burden/feather stone gives a 2 seconds paralyse instead of burden and a 500 points feather
⦁    The damage/fortify magicka stone now provides a silence effect instead of damage magicka
⦁    The disintegrate armor stone offers a 30 points basic shield since the elemental shields reach up to 25 points
⦁    The disintegrate weapon /fortify blade sigil offers 8 points of every elemental shield instead of the useless fortify skill
⦁    The disintegrate weapon/fortify blunt sigil offers a 12% resist magic with a 12% shield instead of the other useless fortify skill effect
⦁    The silence/chameleon offers a 40 points chamelon to make a difference with the best generic enchanted apparel
⦁    I set the fortify fatigue to 75 points (against 50 points in vanilla) since the best enchanted apparel offers a 55 points extra fatigue
⦁    I set the fortify health to 50 points (against 30 points in vanilla) so the sigil stones make a difference with the best generic enchanted apparel
⦁    I replaced the light enchantment with a 18% resist fire plus a 12% fire shield
⦁    I replaced the night-eye enchantment with a 18% resist shock plus a 12% shock shield
⦁    I replaced the waterwalking enchantment with a 18% resist frost plus a 12% frost shield
⦁    I set the spells absorption to 25 points (against 15 in the vanilla game) since the best enchanted gear offers a 20 points magnitude

[b][u]Setup:[/u][/b]
⦁    Copy ImprovedSigilStonesWith255Uses.esp in your Oblivion/Data folder,
⦁    activate using Oblivion launcher or preferably a mod manager like Oblivion/TES mod manager or Wrye Bash
⦁    use BOSS or LOOT to manage your load order

[b][u]Conflicts and incompatibilities:
[/u][/b]Any mod affecting the vanilla sigil stones will conflict with this one.
Fortunately you can easily detect the conflicts using TES mod manager and fix them using TES4Edit
[b][u]
[/u][/b][u][b]Don't hesitate to check my other mods:[/b][/u]
[u]Oblivion:
[/u][url=https://www.nexusmods.com/oblivion/mods/48674/?]Agronak gro-Malog's deadly challenge[/url][u]
[/u][url=http://www.nexusmods.com/oblivion/mods/47381/?]Erotic HGEC F-cup cuirasses replacers[/url][u][url=http://www.nexusmods.com/oblivion/mods/47381/?]
[/url][/u][url=http://www.nexusmods.com/oblivion/mods/46500/?]Erotic HGEC F-cup arena raiments replacers[/url][url=http://www.nexusmods.com/oblivion/mods/46500/?]
[/url][url=https://www.nexusmods.com/oblivion/mods/49035/?]Improved and alternative merchants[/url]
[url=http://www.nexusmods.com/oblivion/mods/46638/?]More generous factions[/url][url=http://www.nexusmods.com/oblivion/mods/46638/?]
[/url][url=http://www.nexusmods.com/oblivion/mods/47136/?]More rewarding skooma[/url]
[url=http://www.nexusmods.com/oblivion/mods/46906/?]No more empty dungeons[/url] [u]
[/u][url=http://www.nexusmods.com/oblivion/mods/46946/?]Oblivion addiction[/url][u]
[/u][url=http://www.nexusmods.com/oblivion/mods/47932/?]Sigil keep selector[/url][u]
[/u][url=https://www.nexusmods.com/oblivion/mods/49261/]The honest merchants don't buy skooma[/url][u]

Morrowind: [/u][u]
[/u][url=http://www.nexusmods.com/morrowind/mods/44338/?]Detritus Caria's shady new project[/url][u]
[/u][url=http://www.nexusmods.com/morrowind/mods/44112/?]Dramatically improved Morrowind Tribunal and Bloodmoon
[/url][url=https://www.nexusmods.com/morrowind/mods/48607/]Erotic shirts for Better bodies and Robert's bodies[/url]
[url=http://www.nexusmods.com/morrowind/mods/41771/?]Improved magicka and alchemy plus infinite use objects
[/url][url=http://www.nexusmods.com/morrowind/mods/44478/?]Merchant creatures for every city and village
[/url][url=http://www.nexusmods.com/morrowind/mods/44795/?]More rewarding Morrowind factions[/url]
[url=http://www.nexusmods.com/morrowind/mods/41730/?]Restore magicka spell and enchant
[/url][url=https://www.nexusmods.com/morrowind/mods/46060/?]Rewards for sparing Vandacia and Alleius[/url]
[url=https://www.nexusmods.com/morrowind/mods/47494?]Use the propylon indices once[/url]
[url=http://www.nexusmods.com/morrowind/mods/44906?]Very hard respawning Morrowind enemies[/url]
[url=http://www.nexusmods.com/morrowind/mods/41649/?]Very rich Creeper and Mudcrab with new services[/url]
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