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Bubbulture (lives in the Rainforest near the border to Blackmarsh
I made this creature especially for the BlackMarsh Project. It's currently under development, but I look forward to playing it when
it's finished!
*) NEW CREATURE means: new mesh, new armature, new animations, new texture, new sound
SunShield from Gervas's "Shields of Antiquity" as a bonus for the successfull hunt of the GreatwhiteShark in the deep sea at the region of Anvil
Incompatibilities:All plugins which change the levelled lists of creatures / enemies. The existing creatures
(base-objects) are untouched.
But there is an alternative given with WyreBash to manage compatibility - just look how to
use the Bashed Patch, 0
Creators of: Oblivion, TESConstructionSet, Niftools-Team for Nifskope/Nifscripts, WryeBash, Gimp
Author of this tutorial:Custom_Creature Tutorial
Malo, Elveon, Slof for the spiders and spider-textures; Midas for the shark; Gervas for the SunShield; LilaMue for assistance; Tamira for feedback;
PCGame "Dungeon Lords" for some inspiration; ArgonianLord for the alternative worm design (Blackmarsh-Worm);
Koniption for the idea/concept of the Bubbulture;
You can reuse this work when giving credits .. and of course commercial use is not granted!
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More videos here
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For starting the 'JumpQuest' you have to get the enabling item - it is a MiscItem with a BloodPotion-GND; you can pick it up in the arena-district in the imperial city; outside of the arena there are a male argonian and a female redguard training for getting arena-champions; next to their trainingsmat you can find this item; click it in your inventory; if you temporarily don't want to use the divejump i recommend to disable the divejump-quest for that time; otherwise the questscript will run all the time - regarding performance!
In the case you search for a suitable jumping-position, i've modded a ladder at the Talos-Bridge which leads to Weye; when you teleport to ICChestNutHandyStables heading down to the Talos-Bridge (there are good jumping-rocks) you can jump from the bridge on the left side into the water; via ladder you are right away back on the bridge again .
How it works:Attention:
Credits:
Bethesda, OBSE-Crew, Modders spending their time in making tutorials,
for the sprint-functionality:
flyfightflea for the plugin Sudden Violance Combat Moves
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This plugin includes 3 poses as IdleAnimations which are randomly triggered in gameplay. The main aim is though to include further new or existing poses which can be created or altered by yourself. For that I have included a tutorial and some needful .nif and .blend files.
Content:
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This plugin adds the Weapon from the fantasy-movie "Krull" (1983) to the game. When unequipped the onehanded weapon it is worn on the back.
Content:You find it in Fort Nikel in the water.
Conflicts:None so far ..
Credits:Bethesda, Blender, Niftools-Team for Nifscripts/Nifskope, OBSE creators, Gimp and all the friendly modders who share their knowledge and work!
When reusing something of this plugin - credits will do it .. and of course commercial use is not granted!
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This plugin adds black gloves to the game; equipped you get a spell to summon Claws as a weapon; (similar to the movie Nightmare on Elmstreet).
Content:You find the black gloves in Fort Carmala.
Conflicts:I used the "Smaller-hands" modifikation for the hands; so maybe they are too small for your character (or your current upperslot armor/clothing);
Nothing serious, but when you use the optional IdleAnims, you will probably get error messages when loading an area in the ConstructionSet; I personally can live with it.
Credits:
Bethesda, Blender, Niftools-Team for Nifscripts/Nifskope, Gimp, geechan for the modification "Smaller-Hands" from here
(optional IdleAnims) I collected various onehand-combat anims and put them together; most of them are from DMC - so a special thank to all animation-modders ;-)
and all the friendly modders who share their knowledge and work!
When reusing something of this plugin - credits will do .. and of course commercial use is not granted!
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This plugin adds a whip as a weapon to the game. What this weapon makes so interesting
in my opinion is that it stands tactically between a melee weapon and a long ranged
weapon what gives quiet a new combat feeling.
For the whip you need a free RightRing slot. If the whip is invisible it's possible that you're wearing gloves that hide rings
due to a flag that is set in the Construction Set in the according item (eg. gloves).
If you've already an older version running you should know following:
I've rewritten the esp with scripts I'm playing with successfully for quiet a while
by now. I think it's time to say goodbye to the version in which the whip was a pair
of gauntlets. In this plugin you also find some newly "enhanced" attack-animations plus I've
added detonation arrows to Slash'n Smash in the MarketDistrict.
Regarding the new animations:
As said I've changed some in a way that the whip-movement now comes more out.
Plus I've replaced 3 onehandattack animations with already existing ones which just look
better using the whip. The disadvantage is though that you loose a bit of variety when fighting
with another onehand weapon. So it's up to you. If you want to have the original three animations
back, copy the according files OneHandAttackLeft_two, OneHandAttackRight_chop, OneHandAttackLeft
from the plugin's folder _optional/OldFiles/Data/Meshes/Characters/_male into your
Data/Meshes/Characters/_male directory.
Please take a look into the readme here.
Requirements:OBSE for the OBSE-verstion.
Installation:You need:
You must (!) use my included onehand animations. So if you prefer some certain modded onehand combat animations you'll get a problem.
The whip does not work for NPC's.
Were to find:You get the whip in the Imperial Market District at Slash'n Smash.
Credits:Bethesda, Niftools-Team for Nifskope/Nifscripts, OBSE, Coronerra for the MaximumCompatibilitySkeleton, RGM & NoMaaM, - who pointed me into the right direction, RGM for his script, DMC for some real cool combat moves combat moves, UMPA for his phenomal sneaking animation (his animations are absolute outstanding!!), geechan for the modification "Smaller-Hands", Blender, Gimp .. and all the friendly modders who share their knowledge and work!
Special thanks and acknowledgement to RGM!
When reusing something of this plugin - credits will do - but please include credits from above if redistributed .. and of course commercial use is not granted!
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This plugin is similar to the OblivonAmbience plugin but has more features. This plugin gives you:
In the MarketDistrict you find a crystal ball at the feet of one of the two statues. By activating (clicking) it you can toggle DistanceBlur on and off. Another way to toggle DistanceBlur is by typing following into the console: "set xxDoF to 0" for diabling and "set xxDoF to 1" for enabling it. The DistanceBlur is by default enabled when you load this plugin.
The plugin "NehrimAmbienceForTES_Water" provides: Adapted water for "NehrimAmbienceForTES". You don't have to install this plugin - it's optional but recommended. It's also possible not installing NehrimAmbienceForTES.esp and using the texture/mesh files only as a texture replacer.
Installation:This plugin is of course a replacer mod without an esp.
In order that Oblivion checks that there are new Texture files it's necessary to
work with the ArchiveInvalidation strategy.
Therefore I have included the ArchiveInvalidationInvalidated!.bsa from this clever plugin:
http://www.tesnexus.com/downloads/file.php?id=10724
But THIS IS NOT ENOUGH - you have to add in your Oblivion.ini the entry
"ArchiveInvalidationInvalidated!.bsa" at the line "SArchiveList= ..."
Like from this:
SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa
... to that:
SArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa
Remove all you have added in the Installation process!
Problems / Info:If you have problems regarding performance issues these would be possible measures:
Possible troubles like crash to desktop could be due to the Shaders taken from Nehrim although I've never experienced that. The shaders are required to get the DistanceBlur to work. If you have troubles or you dislike the blur disable it and copy the original shader packages into your Data folder. You find the original shader packages included in the folder "Optional".
If you notice a very rough transition between two landscape-lods (the landscape from far away) especially in the region south of IC and north of Bravil this is due two different Landscape LOD authors.
Credits:Bethesda, Niftools-Team, Gimp , ArchiveInvalidaton Invalited by Quazzy , Improved Trees and Flora by Mikal33 , Improved Trees and Flora 2 + Update by Mikal33 , Lush and Gaudy Floriana Gloria by Brittainy , Landscape LOD Texture Replacement by shaya , Landscape LOD Texture Replacement by Iliana for Elsweyr Anequina , Realistic Normal Maps with Faked Terrain Shadows by gruftikus , Darker Canopy Shadows by miniorty , BetterSun by Michael Wells , Subtle Sunshine - alternative sunglare fx by CptJoker , Subtle Sunshine - alternative sunglare fx by CptJoker , Nehrim content by SureAI , DepthOfField by Qarl and Timeslip
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You should not install this plugin if you don't like contrasts. With this plugin it's sometimes dark and
sometimes really bright, sometimes really colorful and sometimes quiet desaturated. Sometimes it's a bit burdensome for the eyes. And I've got the
feeling that on one day the view with the same weather is pleasantly bright and on the next day I find it too dark. I just don't know - BUT I'm happy
with it and don't wanna play without it anymore.
The view shown in the image-gallery can only be achieved with the esp plus with HDR enabled in your game settings.
It's all based upon HDR settings in the weather types of SnusAmbience.esp.
I've especially increased the values SunlightDimmer (makes sunny places brighter), GrassDimmer (makes grasses brighter) and decreased the value TreeDimmer
(for darker trees). I don't know how the ambience looks when using other weather plugins!
Not an oldie of a computer!
Incompatibilities:.. with all plugins which change weather and environment textures! (Incompatibilty doesn't mean that it's impossible to use another plugin of that type too - just keep in mind that the last plugin loaded overwrites plugins loaded before!)
Problems - Infos:You have different options to install this plugin:
(**) SnusAmbience.esp contains:
Please take a look into the readme!
Improvement Tips (Highly recommended!):Bethesda, Niftools-Team, Gimp, TES4Edit, WryeBash plus see plugin-list above or take a look into the readme! Thanks to all kind modders who share their work and knowledge!
Legals:I give you full permission to use content I created for further work. You may not use any content for commercial use and please give proper credits, please take a look into the plugin-list above - thanks!
Updates:
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I finally want to present you my posing system which evolved over years and
with which I am playing now for quiet a while. It all began when I tested lots of various poses and looked for the fastest
solution.
Nearly all poses are collected from talented modders. If you want to know which modders are presented in this plugin then I
have to say: all. I have adapted the Poses from folder xxPose, so that they work as idle anims for gameplay too. Folder
xxPoseStand contains a happy mixture of various poses. If you don't like them use them as a placeholder for other poses. Just
exchange the .kf files with other ones - but keep the names! (For that reason I have included an optional renaming.bat file)
You can start posing once you have picked up and activated the AnimBall (a crystal ball) in Anvil. You find it at the docks under the painting easel.
Version with Actors in Emotion:Since the original plugin of IntegratedAnimations was not compatible with any facial expression plugins, I decided to combine my plugin with the plugin Actors in Emotions.
I have left the plugin Actors in Emotions as it was. You manage the facial expressions via clicking a custom posing ball which you find next to the Integrated Animations ball in Anvil at the docks under the painting easel.
Now it's possible to combine the from me included anims/poses with facial expressions.
What it does and how to use:The main point of this plugin is to navigate through animations/poses via keys plus to provide adapted poses which now can be used as IdleAnimations.
You got included 2 main folders:
Data/Meshes/Characters/_male/Idleanims/xxPose
Data/Meshes/Characters/_male/Idleanims/xxPoseStand
Each folder contains 9 subfolders with each 9 poses.
Poses in folder xxPose are adapted to suit as idle anims while gameplay. That means the pose is quiet subtle and will stop when moving. Poses in folder xxPoseStand are not suitable for gameplay. You can use them to make screenshots or test other poses by exchanging the .kf files in the folder. But you must rename the new poses same as the original ones.
The navigation is done by your numpad on your keyboard. The numpad is the number key block at the right on your keyboard. And you have to hold every key for a while to get it to work. Only with [Numpad 5] you have to play. Read the paragraph additional functions further below.
[Numpad 4,8,6,2] :
The navigation itself is done by changing to the next higher folder [Numpad 8] or to the
previous folder [Numpad 2]. And within one folder choose the next pose [Numpad 6] or the
previous pose [Numpad 4].
Folder xxPose (idles for gameplay) -> [Numpad 1] or [Numpad 7] : Either enable/disable the manual navigation (ManualMode = [Numpad 1]) or let the script choose poses in a random way and after a random period (RandomMode = [Numpad 7]).
Folder xxPoseStand (poses for screenshots) -> [Numpad 3] : To navigate through folder xxPoseStand you have to choose the manual method (StandMode = [Numpad 3]).
Stop Posing: Either you hit the current PosingMode key again [Numpad 1, 3 or 7] or you hit [Numpad 0] for resetting and disabling all. With the reset the quest is not stopped and the quest script will be worked through every 0.5 seconds again. If you want to stop the whole quest you have to activate your AnimBall in the inventory. The quest is also stopped when you drop the AnimBall.
Requirements:OBSE (otherwise your keyboard inputs will not be noticed by the program)
Problems, warnings and hints:It could get problems with other posing mods. And with a much higher possibilty with plugins which change the face expressions. I know that from my own experience.
Installation:As usual - copying the content of this plugin into your Oblivion/Data folder and activating the plugin in your OblivionLauncher (or via WryeBash or a similar tool). I have cleaned this plugin with TES4Edit.
Deinstallation:The opposite of installation. But I have to warn you. Oblivion generally doesn't like it when suddenly a plugin is missing. I know that from experience. Better keep a savepoint from before you activated that plugin for continuing in the case you don't like it.
Credits:Bethesda, OBSE, Niftools-Team for Nifscripts/Nifskope, trollf (Actors in Emotions), TES4Edit, WryeBash, Umpa (the animation-wizard) for the dancing poses, Japrar, EFG, OSR, etc.
Legals:You can use my animation playing technique without limitation .. and of course commercial use is not granted!
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This plugin brings the Milla Outfit (based on HGEC skin textures) into the game. Inspired by the movie "Resident Evil Extinction",
in which Milla Jovovich wears a similar outfit.
This is a NonStandard Version since I freely modeled into the blue; that means wearing that in
combination with other stuff most likely lead to clippings!
You find the armor in Fort Alessia, but beware of some more enemies.
Bethesda, Niftools, Blender, Gimp and TESNexus for presentation
Not all components of this outfit are purely from me, hence I want to credit following people for their contribution:
For non commercial purposes feel free to do whatever you want with this resource as long as you give proper credits - that means not only mentioning me in the credits but also mentioning the authors I've listed above in case you want to use an according part ..
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This plugin gives your character a Bite-Spell provided your char is a real vampire. The spell is a touch-spell. All is directed via Scripts - here is the main script as example.
To successfully make a bite there are two options:
Either your char is stronger than the opponent (important values: strength, willpower)
or the opponent let's you suck him freely if the disposition is high enough.
While the bite (which consists of a player animation and a opponent animation) following
is happening:
There are following exit strategies:
This version has the same features as version 1.x - plus a vampire ring to toggle vampirism on and off. For more details please take a look into thereadme here. But to be honest I'm currently not sure if the level-up to a higher vampire-level (than level 1) functions .. I'd rather recommend using plugin VampireX.
Requirements:OBSE
Problems, Warnings and Hints:Copy - paste - overwrite - activate esp ..
Deinstallation:The opposite of installation. But I have to warn you. Oblivion doesn't like it when suddenly a plugin is missing. I know that from experience. Better keep a save (without that plugin) for continuing with an uninstalled VampireBite.esp in the case you don't like it.
Future plans:In some next version I intend to make it possible to adjust important values via an own .ini. And of course some improvements regarding logic and animations.
Credits:Bethesda, OBSE, TES ConstructionSet, Niftools-Team
and all friendly modder who share their work and knowledge for free!
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For detailed information please look into the readme here. The main feature of this plugin is that it undertakes the vampire-management - the original vampire-script is disabled! Why - because the original script didn't work reliable - sounds odd, but that's what I've experienced.
Content:Take a look at the plugin VampireBite
Take a look at the plugin VampireBite. These potions now satisfy the bloodthirst as well as the common "sucking sleeping people" procedure. You get these potions with the VampireBite spell.
Take a look at the plugin VampireBite. But there is a difference.
If you re-equip the ring you are the the vampire-level you have been whilst unequipping.
All attributes, skills and spells are now more potent than the original ones. Your char will look like vampire-level 1 (vampirism 25) at any vampire-level, since every further face-morph looks ugly.
If you are not a vampire (not equipped with vampire-ring) then you can start the need for sleep by typing "set aasleep to 1" into the console. Then from this time on you should sleep regularly. If you equip the vampire-ring this option is paused and started again when the ring is unequipped. If you want to disable this function just type "set aasleep to 0" into the console.
The logic in the script that arranges the need for sleep is not precise. There are 6 sleep-levels
your char can reach and which drain following attributes:
AGILITY, SPEED, WILLPOWER, CONSTITUTION by:
The sleeplevel increases / decreases as following:
I've removed the original script from the vampire-quest; this quest now serves only for how npc's react towards your char if he's a vampire. That means that you got no more dream-messages since they were embedded in the script; but after some time they get boring anyway. Instead of the original script there is now an own script which handles the vampirism-management. You should know that you swap at least every day to a higher vampire-level. If you want to know at which level you are just look under the vampire spells which I've renamed for information purposes eg: "Vamp25 Vampires Sight", "Vamp50 Vampires Seduction" aso. because you'll always see "Vampirism 25" under the active spells. Why, because this regulates the face morph - and with this plugin your char will always look like a level 1 vampire.
OBSE (for the "full" version)
Problems, Warnings and Hints:Copy - paste - overwrite - activate esp ..
Deinstallation:The opposite of installation. But I have to warn you. Oblivion doesn't like it when suddenly a plugin is missing. I know that from experience. Better keep a save (without that plugin) for continuing with an uninstalled VampireX.esp in the case you don't like it.
Credits:
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This plugin adds following to the game:
I think I've found a good balance between Fighting, Jump'n Run and Searching.
You should start the quest if you think you can handle eg. a SpiderDaedra.
To start the whole thing talk to the OldMan at the chapel in Skingrad.
Shivering Isles
Installation:Copy'n Paste the content into your Data folder of your game.
Info / Hints:
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This plugin includes various armors (non-adult) to the game but can of course also be used as resource.
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This plugin is from Ssenkrad.
I made only a little script-modification!
I made this new version to use the ToggleMenu option for gameplay. I like to play without having
the menubar on the screen. But with the original plugin you got stuck when you eg. wanted to open
a locked chest (then typing "tm" in the console was the only solution to get the menu back).
With this version in such a case the menu gets activated automatically. When closing a chest or
the inventory, the dialogue, etc. the menu is then toggled away again. All other functionality
is still the same.
Please look into the readme of the original plugin.
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Included you find two esp versions - one for Oblivon and one for
Nehrim.
It's a plugin that works for immersion. You could also wait instead
of sleeping - but for me it's a difference since I try to put myself
strongly into the game.
When installed and activated this plugin you get a clutter item into
your inventory named "My Bedroll".
Usage:
Before you use it try waiting to check if no enemies are around
otherwise, if you have dropped and activated the bedroll you'll have
to kill all enemies near to (sleep and) pick up the bedroll again!
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This plugin adds a player house in the MarketDistrict of the ImperialCity.
Just walk in and enjoy. The whole interior is in the exterior, what means
that when it's raining it also rains indoors ..
All chests are safe of course and do not respawn!
Nothing existing got changed except the exterior in the MarketDistrict of course and except of the levelled list LL0BooksCheap in
the NonOBSE version since without OBSE it's not possible to add something to a levelled list via script.
A short note on performance issues: I always had the performance in my mind.
That's why I've put not very much plants into the plugin that have ingredients - that's something that can hit the
performance very hardly. It gives me such a good laughter when I think back to a druid-cave I've once modded. I put quiet
a lot of harvestable plants into it. In the end I think I got 2 fps when entering the interior - lol. I've also made the
scripts as performance friendly as possible by setting the fquestdelaytime
very high (means the scripts are processed not very often relative to the default Bethesda settings). It would have been
beautiful putting more candles into the house but that would also have been a performance killer - etc.
The esp of version 2 is cleaned with TES4Edit. The textures are compressed with Ordenator (see credits).
(The meshes are named to the original creators)
Stroti, Tamira, Luna, Meo, LilaMue, Lazarus, LadyN, LadyLi, Nisiki,
Barabus, jbvw, Edoc, Drahenne, Xiamara, Texian, Vakyries
Blender, NiftoolsTeam, Gimp, ElminsterAU (TES4Edit),
apipino (TextureOptimizer - Ordenator),
Creators of wonderful font-types and all friendly modders who share their work for free, Ladybug Resource,
Watering-Can Resource
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Please read the original readme I've included.
I've made the original plugin Nehrim compatible. I've corrected a somehow wrong visualshadereffect-function.
Strangely it didn't cause problems in the original Oblivion game. I've also included a
new effectshader when flying in top-speed instead of the original shock-effect.
I've reduced the top-speed effect since it was too much performance eating. Plus I've now included an Oblivon version that I've not tested though.
If you want to do something for the performance turn off VisualShaders in the config menu. The config menu appears when you activate a summoned broom in sneak mode.
When installed and activated this plugin you get a spell called "Summon Broom". Summon a broom and activate it in sneak mode. The most important settings for me personally are "toggle flight mode" (key G in my case) and "boost key" (key Space in my case). When done you can activate the broom in standing way.
Unfortunately the ingenious original author is unknown; but thanks to Evenstargw who found this precious plugin I could make it compatible to Nehrim. It took me a whole day to figure out that the magiceffectvisuals caused the "death" of the according scripts.
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with plugins that change the look of caves and mines and it's possible that when you use a plugin that puts things into caves that these are now buried under a rock ..
My family, Bethesda, Niftools-Team, Blender, Gimp, Elminster, Ordenator, dxtbmpx, PaintNetPro, Stroti, Yughues aka Nobiax, Tamira, Meo, Malo, DaMage, DaBrain, LilaMue, AlAnomin, Celeryuc, Edocsil, Helborne, Ivellion-Team, JDFan&PacificMorrwind, SureAI, Lady Nerevar, MrSiika, mk94, Oe, Phitt, Rebel, Texian, godhugh, VaPER, Valkyrie, vfb, Uwabami Nisiki, LauraCroft, Koldorn, Discovery, Dennywood, rileymarks, Psychotic, Alasdair, Visman, StarX, Vurt, kj666, NeilMc, NMC, JoWood (DungeonLords), elinen, zaga86, xclear, AgnusDei47, Blary, muppetpuppet, Mirlollipop, Egg-Of-Time, http://horrorwallpapers.blogspot.co.at/2009/11/skull-wallpapers.html, http://openwalls.com/image?id=15393&hsearch=moss
I give you permission to use content I created for further work. Please refer to the individual authors of meshes and textures (I've named them accordingly); though I would appreciate it when you contact me before you use any material; You may not use any content for commercial use and please give proper credits - thanks!
Image (Map) Source: www.oblivionmap.net
This is a revised version from Kobal and WalkerInShadows with the main goal to achieve a more performance friendly version. Therefore many lights and a lot of plants were removed to improve FPS. Additional in-depth cleaning was made. This package also contains compatibility-patches for eg. Oscuro's Oblivion Overhaul, BetterDungeons, TAS.
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The vynroot (nirnroot) amulet is for Nehrim. The deer amulet is for Oblivion. If you wanna have the nirnroot amulet in Oblivon just
replace the meshes of the deer amulet with the ones of the nirnroot amulet and correct the texture path in Nifskope; of course
it works the other way round too (if you wanna have the deer amulet in Nehrim)
Installation via copy'n paste into your Sureai or Oblivion folder; you'll get the amulet automatically into your inventory. The
amulet got a resist magicka 10% enchantment.
Included you also find an alternative esp for Nehrim in which all upperbody armors and clothes show amulets; I've removed
all hide amulet flags in every armor and clothing I've found in the ConstructionSet.
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This plugin adds a spell that summons a light surrounding and following the player. It also moves up and down and in- and outwards.
New in Version2:
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When activating this plugin the player gets 2 daggers into his inventory. One is a shield but for dualwield purposes it's a dagger.
Plugin DualWieldShields:This plugin adds Dagger, Shortsword and Waraxe in Iron, Steel, Silver, Dwarven, Elven,
Ebony and Daedric as a shield dynamicallyper
script to NPCs leveled lists.
Means doesn't overrite other plugins and doesn't make permanent changes.
In other words there is a chance that NPCs will get a defensive dagger or shortsword or waraxe instead of a common shield.
Note that the meshes are the one from the original game.
Devil May Cry Combat (aka SSS - Smoking Sick Style) for the whirls when doing power attacks either the original version or the one from Nexus
Incompatibilities:
- new animations for 2Hand normal attacks
- shield animations instead of dualwield animations
Usage, change, distribution allowed when proper credits are given
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I didn't like it to hit the quickkey and then the cast button. I found 8 hotkeys are not enough. I like to specify a special key to swap between two weapons.
This plugin ..Go into your inventory and equip a weapon. Out of the menu hit your weapon swap key. Go again into your inventory and select the second swap weapon. Now you can already swap between those two weapons. Next is to set your hotkeys for each weapon. Everytime you change a hotkey the plugin will remember it .. the same counts for the weapons you change.
Details:
.. you find included faster equip animation files.
Strongly recommended other Plugins:Custom Spell Icons (Ingame SpellIcon Replacing)
BTMod (Better UI)
OBSE Team, CSWiki
The same as Plugin LittleHotkeyOverhaul just that now you got a hotkeybar in gamemode when the weapon is out for better overview.
Above 3 versions: default, more to the right side, bigger bar
Go into your inventory and equip a weapon. Set all hotkeys newly. Out of the menu hit your weapon swap key. Go again into your inventory and select the second swap weapon and again set all quickkeys newly. Everytime you change a hotkey the plugin will remember it .. the same counts for the weapons you change.
Details:.. same as LittleHotkeyOverhaul just that you must use variable "mode" instead of "doonce". Means typing "set xxQuestHotkey.mode to 2" in console if you have changed your cast key.
Changing the transparency of the hotbar:Change the alpha values of the desired components in file Data/Menus/prefabs/xxHIcons.xml from (0 = invisible) up to (255 = brightest). To change the transparency of the 8 hotkey items you must change alpha values from component xxHIco1 up to xxHIco8.
Requirements: Strongly recommended other Plugins:Custom Spell Icons (Ingame SpellIcon Replacing)
BTMod (Better UI)
OBSE Team, KyoParadox, CSWiki
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These outfits are a continuous work over several years .. even swapping between Oblivion and Fallout. And I'll still keep on working on those outfits since I always find something to improve and change. And there are some pieces missing I still have to adapt. Actually I wasn't up to share it but since some people asked .. here you go.
Those outfits have no standard .. no HGEC or another body standard. So most likely it won't look good in combination with other clothes.
Included in the plugin you find the RealHighHeels system from Add1K combined with my whip skeleton. Without it your char will sink into the ground a bit and you won't see the whole boots. It might be possible that you can also use another skeleton .. you can try and use the skeleton you're using at the moment. Don't know ..
Once you've loaded the plugin you get the outfits into your inventory.
Credits:
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This plugin adds a spell that brings up a Menu to alter cell lighting.
You can choose between
When chosen a specific point you can brighten and darken via arrow key up and down. Values are printed to console. When finished confirm with Enter and you get back to Main menu.
I had a little problem on how to increase and decrease the brightness of the lights related to the saturation. I couldn't increase all colors (rgb) with the same values. I've never been good in math so I used following solution .. the bigger the value the more increment or decrement. E.g. value < 10 + 1, value < 20 + 2, .. value > 100 + 10.
Conflicts:When you have key Enter, key ArrowUp and key ArrowDown in use by some other plugin or by your game key settings. You can of course change the keys in the script .. I recommend tool keyview to get the certain numbers for the keys.
Performance:While performing task fQuestDelaytime is 0.05 (script runs every 0.05 sec). Out of task in same cell 1 sec and changing to other cell 5 sec .. so no performance loss.
Safety:A cell reset to original lighting is implemented in the script except you use the included optional version to keep your changes for the future. You can only undo those changes then by removing the plugin.
Credits:
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This plugin changes the exterior of the Elvengarden district.
Credits:(The meshes are named to the original creators)
Stroti, MrSiika, Luna, Meo, LadyN, LadyLi, Nisiki, Barabus, Gizmodian, Blender, NiftoolsTeam, Gimp
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This plugin alters the whole beach area from Anvil Lighthouse north to the end of the coast. Very important: Check the requirements! This plugin was never intended to get published. Hence it's bound to SnusDungeons which provides some asset used in this plugin. Loadorder: SnusDungeons before SDAnvilBay. In case you want to change something with CS you must first "Add ESM Flag" to SnusDungeons in WryeBash! And remove ESM Flag afterwards again.
Region: Requirements:
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This plugin made by Alenet is a standalone (doesn't need OBGE etc.) which can't be found anymore on the web.