Изменения в версии 3.43:
- Изменения в версии v3.21:
- Изменения в версии v3.20:
- Изменения в версии v3.14:
- Изменения в версии v3.13:
- Изменения в версии v3.12:
- Изменения в версии v3.11:
- Изменения в версии v3.10:
- Изменения в версии v3.01:
- Изменения в версии v3.00:
- Добавлено
- Добавлено/Изменено
- Исправлено
- Исправлено
- Исправлено
- Исправлено
- Исправлено
- Исправлено
- Изменено/Исправлено
- Изменения в квесте Ищущий Проклятия:
- Изменения в квесте Запертый:
- Исправлено
- Исправлено
- File information
- Original upload
- Virus scan
Изменения в версии v3.21:
- Исправлено: записи ITM были удалены. Спасибо worik за обращение внимания.
Изменения в версии v3.20:
Добавлено/Изменено: целый комплекс улучшений диалогов и сцен. В основном изменения в более ранних квестах истории. Я еще не планировал историю так далеко, когда их делал, поэтому переписал многое. Также я добавил здесь и там несколько вещей. Квест What She Deserves претерпел наибольшие изменения.
Добавлено/Изменено/Исправлено: вещи, о которых я забыл документировать.
Изменения в версии v3.14:
- Исправлено: несколько небольших изменений в диалоге.
Изменения в версии v3.13:
Изменения в версии v3.12:
Изменено: некоторые описания предметов и сообщения от старых предметов все еще были в первом лице. Я изменил их на третье лицо, чтобы соответствовать остальному. Спасибо sextynine за обращение внимания.
Исправлено: несколько текстовых и диалоговых ошибок.
Изменения в версии v3.11:
Изменения в версии v3.10:
Добавлено: новый набор наручников, чтобы дополнить кастомный пояс верности. Он состоит из ошейника, наручников для рук, наручников для ног и лифчика верности. Также добавлены новая кастомная сумка для доставки и кастомные чеки. Спасибо Taki17 за его удивительную работу.
Добавлено: теперь вы можете продать свои ключи, и цена за них настраивается в MCM. Спасибо keter682 за предложение.
Изменено: Swain был перемещен в верхнюю часть Dragonsreach. Раньше он был на крыльце, но то, что он был рядом со всеми этими патрулями стражников, было как-то странным.
Исправлено: в инвентаре магазина не хватало Black Crotch Rope и White Crotch Rope, потому что я положил туда неправильные версии.
Исправлено: стандартные квесты Hired Muscle и Rescue Mission больше не выберут Лауру или Катарину в качестве цели. Спасибо Naps-On-Dirt за нахождение этого и worik за то, что направил меня в нужном направлении.
Исправлено: множество текстовых и диалоговых исправлений.
Исправлено/Изменено: вещи, которые я, возможно, забыл задокументировать.
Большое спасибо моим тестировщикам. Я знаю, я уже говорил об этом раньше, но действительно не смог бы сделать это без них.
Изменения в версии v3.01:
Изменено: для специальных предложений не было ясно, что она не освободит вас после некоторого времени, потому что казалось, что это испытание. Поэтому я изменил диалог, чтобы было понятно, что она вас не отпустит. Спасибо Raresh за обратную связь.
Исправлено: очищены 6 записей ITM. worik указал на то, что он нашел 6 записей, но когда я проверил сам, я не смог найти ни одной. Тогда я выяснил, что используемый мной TES5Edit был примерно 2 года назад. Поэтому я скачал новую версию и очистил их.
Изменения в версии v3.00:
- Добавлены: целый набор фантастических новых ресурсов от Taki17. 10 новых кастомных декоративных знамен в интерьере магазина. Новый кастомный знак за магазином. Новые текстуры для пояса из Locked Away. Новые текстуры для уникального ярма из одного из новых квестов. Более мистический вид для Thotium из A Strange Rock. Большое спасибо Taki17 за его удивительную работу.
Добавлено
Новые предметы из DD 4.3 теперь продаются в магазине. Обратите внимание: если вы их еще не видите на продажу, то ее запасы должны сначала сброситься. Выйдите из магазина и подождите чуть более 24 часов, чтобы сбросить его.
Добавлено/Изменено
Множество изменений и дополнений в и вокруг магазина.
Исправлено
Улучшен поток диалога. Раньше было трудно спросить Лауру о том, что вам нужно, не выходя из диалога. Спасибо Taki17 за указание этой проблемы.
Исправлено
Снова отрегулирована глубина источников света в магазине. Это должно решить некоторые сообщенные проблемы со штриховкой теней. Спасибо Taki17 за указание этого.
Исправлено
Лица некоторых NPC не имели правильного цвета кожи по сравнению с их телом. У них была проклятая серая морда, но сейчас это должно быть исправлено. Спасибо Taki17 за указание этого.
Исправлено
Один из ящиков, уложенных сзади Катарины, вылезал сквозь стену. Я серьезно поговорил с ящиком и он согласился больше не делать это. Спасибо Taki17 за указание этого.
Исправлено
Масса улучшений, изменений и исправлений диалога.
Исправлено
Файлы мода теперь находятся в архиве 7zip для экономии места.
Изменено/Исправлено
Вещи, о которых я, вероятно, забыл документировать.
Большое спасибо моим тестерам за помощь. Это не было бы возможно без них.
Изменения в квесте Ищущий Проклятия:
Изменения в квесте Запертый:
Исправлено
Множество строк диалога и текста было изменено. Я исправил много грамматических ошибок и орфографических ошибок. Я также изменил несколько строк, чтобы они были более понятными. Спасибо SiegfreidZ за помощь.
Снова огромное спасибо моему тестеру за помощь.
Исправлено
Я почистил некоторые грязные правки с помощью TES5Edit. Они не вызывали проблем, но их там не должно быть. Спасибо worik за указание этого.
Не секрет, что в Скайриме есть множество проклятых наручей. Эти наручи питаются возбужденными и извращенными мыслями человека, который их нашел. Некоторые наручи находятся в руках людей, не затронутых проклятием, и некоторые из них все еще лежат в сундуках, ждущих подходящего человека. Лаура встретила некоторых друзей и знакомых в своих путешествиях, которые теперь помогают ей найти эти наручи, чтобы она могла добавить их в свой ассортимент. Теперь у нее есть магазин и у нее мало времени, чтобы получить их самой. Так что теперь вы можете помочь Лауре, извлекая эти наручи для нее.
Этот квест имеет много случайных ветвей, чтобы убедиться, что его очень редко проигрывают точно также. В нем есть 13 новых NPC, 213 уникальных строк диалога, 18 возможных местоположений сундуков, и он использует 20 пользовательских наручей.
Я не очень хорош в математике, но ветви такие: 3 разных начала, 14 различных результатов посередине и 3 разных конца. Итак, это 3x14x3, что дает нам 126 возможных способов развития этого квеста. Мне кажется, я зашел слишком далеко.
Большое спасибо моим тестерам: LHM, SiegfreidZ, Nazzzgul666 и pikachu345.
& Изменено: интерьер и экстерьер магазина были обновлены. Внутри теперь выглядит как настоящий магазин, а снаружи магазин выглядит так, будто он там и должен быть.
& & Изменено: Лаура теперь продает все варианты комбинированного платья и джемпера Straitjacket+Dress. Я как-то думал, что существует только черная эбонитовая версия.
& & Исправлено: Улучшения в NavMesh магазина.
& & Исправлено: Несколько ошибок в орфографии и грамматике. Благодаря SiegfreidZ.
& & Исправлено: Были проблемы с освещением, которые приводили к странным полосатым теням для некоторых людей. Я поменял некоторые настройки осветителей, и теперь все должно быть исправлено. Благодаря taki17 за обращение внимания.
& & ПРЕДУПРЕЖДЕНИЕ: Не загружайте сохраненные данные, где выполняются задания Странная скала или Что она заслуживает. Я внес некоторые изменения в них, и это может вызвать проблемы.
& & Этот мод работает с самыми новыми версиями DDi и DDx. Для этого обновления НЕ требуется новое сохранение, но убедитесь, что загружен архив, где задания Запертые и Странная скала НЕ активны. Задание Запертые может сломаться, если загрузить сохраненные данные, в которых вы носите пояс.
& & Отдельная благодарность Fenroo за помощь в формировании этого квеста.
& & Добавлено: Теперь цены на ключи могут быть рассчитаны по-другому. Теперь можно добавить определенное количество золота за каждый уровень, которое будет добавлено к базовой цене. Формула работает так: BasePrice + PricePerLevel x PlayerLevel = KeyPrice. Значение Price Per Level по умолчанию равно 0. Это означает, что это отключено, и используется только базовая цена. Благодаря qawsedrftg765 за предложение.
& & Изменено: Небольшие изменения в магазине. Например, еще немного навесов на и вокруг стойки и ковер на полу тюремной камеры.
& & Изменено: Верхняя часть тюремной камеры теперь также покрыта решетками. Как предложил кто-то, кого я забыл указать в заметках, и я также не смог найти ваш пост в обсуждении мода.
& & Изменено: Лаура теперь также продает Rope Body. Я забыл добавить его.
& & Изменено: MCM теперь немного аккуратнее.
& & Изменено: Усилена пробка Лаура. Сила вибрации раньше была случайной при каждом срабатывании, теперь она находится на самой сильной настройке каждый раз. Вы можете обвинить Fenroo в усилении пробки.
& & Изменено: Диалоговый гаг Проклятые добычи теперь не должен мешать моему моду.
& & Изменено: При покупке ключей показывается их цена во всплывающем окне. Также теперь показывается, сколько золота у игрока сейчас.
& & Исправлено: Оригинальный navmesh, поставляемый с интерьером магазина, был немного плохого качества. Теперь должно быть лучше.
& & Исправлено: Некоторые скриптовые функции были перенесены в сценарий LauraLibs для централизации общих функций.
& & Исправлено: Глупая орфографическая ошибка в диалоговом окне. Благодаря SiegfreidZ за указание этого.
& & Добавлено: 2 пользовательские вагинальные пробки, Lauras Teaser и Lauras Pleasurer. Обе можно купить у Лауры, а также получить в качестве дополнительной пробки для задания Запертые.
& & Добавлено: Теперь на стойке и вокруг нее есть наручники. Раньше там было немного пусто. Благодаря MstrN за предложение.
& & Добавлено: Теперь в магазине есть тюремная камера для будущего использования.
Added: A fancy new MCM image. Thanks to CGI for showing me how to properly make a DDS file.
Fixed: Some bugs in the Jammed Lock Repair function.
Added: You can now have your jammed locks fixed in the shop. Price configurable in the MCM Thanks to glebbus13 for the suggestion.
Added: The "Please bind me like a helpless slave." option now has 6 random outcomes instead of just one. Thanks to _SpaceHamster_ for the suggestion.
Added: Laura now sells even more restraints. Including black leather, red leather, white leather, black ebonite, red ebonite and white ebonite restraints. Thanks to _SpaceHamster_ for the suggestion.
Changed: It should now be easier to buy multiple keys. Dialog now loops back after buying a key. Thanks to Krynn for the suggestion.
Fixed: My terrible comma usage in the dialogue. Big thanks to SiegfreidZ for helping me to english good.
These are some tweaks and additions i did on Ed86’s wonderful and indispensable mod: Sexlab Separate Orgasms
I don’t simply post it wildly into original thread so no one suffer bug report about this or things alike there.
Sexlab Separate Orgasms SE
Schlongs of Skyrim SE
Probably SL Aroused
Patch Available for:
Sexlab Utility Plus
The base goal of these additions is to make NPCs feel more proactive and some other things along the way, that I’ll list right there:
— Tweaked Automatic animation advance:
Both automatics animations advances have been changed to feel more organic;
Advance scene when no stamina: When Actor in penetration position run out of stamina,
the stage will advance and give him back some stamina, ensuring they can keep the animation going without just skipping stage after stage.
Advance scene when Male orgasm: will skip to last stage of current animation, and resume to normal progression if actor require more orgasms.
I personally use both at the same time.
— Tweaked Consensual Orgasms Conditions:
If "Require consensual orgasm" is checked, animation will change instead of ending until the conditions are satisfied.
Also added a separate percent chance that consensual act will require more than one orgasm.
— Multiples orgasms and requirement:
Males can now experience "multiples orgasms" like females could , you can edit chances of that happening in the MCM.
The way orgasms requirement work has changed a bit and will be calculated at the start of animation for each potential orgasms instead of every time actor orgasm,
which mean you may want "%chance to want more orgasm" lower than before.
Another option added is to set orgasm requirement based on arousal divided by arousal loss per orgasm.
Note: this wont go above "Max required orgasms"
— Mind Breaking, condition victim orgasm:
Aggressor will now try to mind break victim (lowering magicka bar) no matter what.
"If Mind Broken" & "If Mind Broken Or Lewd" have been added to victim orgasm/arousal condition.
Another option added to allow victim orgasm if aggressor is mind broken
Added two sliders to set efficiency of mind break on PC/NPC
at 0% they disable any damage so you probably don’t want them that low. 100% is normal damage.
— Temper, aggressive mind break:
Aggressor will now have "temper" a value that will augment or decrease Mindbreak power, aggressor increase their damage over time and when being edged by victim
and decrease their damage if victim pleasure them or is already mind broken.
If aggressor is mind broken their temper will be set frozen at default.
When temper is above base value and victim is not mind broken the aggressor will trigger an aggressive mind break upon advancing via "Automatic animation advance"
with a chance of damaging victim health (should never kill tho) and damaging victim magicka (mind) based on victim missing health.
Maximum temper and minimum temper can be set in the MCM (temper progress at the same speed no matter the value)
— Edge stack:
Edging an NPC when close to orgasm will accumulate "edge stack" increasing the effect of bonus enjoyment and dealing them magicka damage upon orgasm.
edge stack passively goes away and are consumed on orgasm.
— Schlongs of Skyrim:
Configurable Pleasure/Mindbreak based on schlong size
Set in MCM what schlong size is "base size", schlong above will increase pleasure ( and mindbreak if option enabled )
Set the base pleasure value for biggest schlong and the curve increase (pow() curve)
— New Input: Resist/Embrace:
This new input has for primary effect Resist, it will refund a part of last mindbreak magicka loss and reduce the damage of the next, costing stamina.
Resisting right after taking mindbreak damage will refund more and cost less stamina.
With utility hotkey pressed it become Embrace: giving up a lot of magicka to recover full stamina.
these value are affected by purity/lewdness, a pure non lewd character will recover more magicka and give up less.
Resisting also raise temper damage, so don’t forget to pleasure aggressor too!
And that’s it, i don’t think i forgot anything but i edited scripts as i felt it without a real plan so maybe some minor things have changed without me remembering about it, as you may guess from what i just wrote, my code is not really the most well organized, so if you think something is not working or not like it should,
you can let me know, and maybe I’ll say "that’s no longer a bug its a feature" or maybe I’ll fix it.
These edit may have slowed down the scripts but i would not know because i use the Papyrus Tweak NG main thread scripts thing, and you should too!
This mod now include Papyrus Message Box by Mrowpurr.
(used to display a box in case a creature is not recognized. The mod is unmodified you can overwrite it if you have another version)
This is not made to work with SL P+ and i wont bother making it so.
idk if this can work with LE edition I’m not going to test it. but its just script and MCM edit.
1.2.1 (October 13 2023)
— Updated SLU+ patch
— Added minor feature for external use
1.2 (september 26 2023)
— Added Creature support to the Schlong size feature
— Added a hotkey to display Partner/aggressor Magicka/Temper/EdgeStack
— Aggressor will now get more pleasure and less self damage if victim mind broken.
— Added a Configurable value to set minimum time in seconds between each automatic advance
— Aggressor/Partner can now end the animation by themselves when they are satisfied
File information
07 March 2024
Original upload
16 March 2023
Virus scan
Adds thousands (yes, I checked and it is actually in the thousands) of first person animations that overwrite the vanilla ones. Includes unique animations depending on weapon type (so axes, maces, and daggers are no longer used like swords). Does not require Nemesis or FNIS to work.
Previews can be found at the bottom of the description.
Permissions and credits

The long and short of it is this — this mod replaces almost every single vanilla animation from the first person perspective, and even adds some unique ones depending on what weapon or school of magic you’re using. I set out to create this mod in early March 2023, after I saw ShoryukenBruh’s mod and I thought, "huh, I kinda want to try doing that too." They gave me the necessary inspiration to get this started (and they, in turn, were inspired by 5poiler’s mod , which kind of makes them the grandparent of my own). And thus, here we are.

Before you do anything, make sure you install Dynamic Animation Replacer OR Open Animation Replacer
if you haven’t already. Definitely a hard requirement. If you don’t get it, this mod probably just won’t do anything.
1. Download with your mod manager of choice and run through the FOMOD installer.
1. Download the mod and extract the .zip file.2. Open up the extracted folder. Inside, you should see all the options the mod includes.3. Pick which options you want to install. Only pick one option per weapon.4. Open the folders for your chosen options. Inside each folder is a folder named meshes. Copy that to your Skyrim’s Data folder.5. If you ever want to install a different option, repeat steps 2-4. Allow your new choices to overwrite the old ones.
And you’re done. That’s all it takes. This mod doesn’t add any new animations, just replaces existing ones, so you don’t need to run Nemesis or FNIS or anything like that. Can be installed or uninstalled at any time with no consequences. It just works right out of the box.

1. Is this mod ever going to get updated?Yes. Eventually. 1.0.5 is likely a ways away (sorry in advance).
2. My FOV keeps getting reset every time I open the map/character menu!This isn’t a fault of my mod at all but I still see it getting asked here all the time, so I’ll address two fixes for it that I’ve seen.
3. Does this work with Open Animation Replacer?Yes. As OAR’s mod page states, it supports full backwards compatibility with all DAR mods. I have recently been enlightened to the power of OAR so I will be switching over soon.
4. Is this compatible with third person mods?Yes. My mod only affects first person animations.
5. Will you ever make a third person mod that matches up with these animations?Not likely. This mod actually did get its roots as a third person mod, but I was wildly unhappy with how the animations came out and so switched to first person.
6. How come I can see a certain update in the changelog but it’s not available to download?That’s just a preview of the next update to come. It’s partly so people will know what to expect from the next update, but mostly because I will definitely forget everything I added in by the time I’m ready to release the update and write the full changelog.
7. Does this mod work with Animated Armory / Heavy Armory, etc.?Yes. Pretty much every other first person animation mod that uses DAR should overwrite my animations when necessary.
8. My character’s wrists look really deformed when not wearing gloves/gauntlets!This is most noticeable with body mods like CBBE. It’s not really something I’m keen to fix because it’s such a niche condition to see it (not wearing gloves/gauntlets). I would probably have to change nigh-on every single animation to accommodate this and that would likely result in a bunch of very stiff-looking animations, which is not a worthy trade-off in my opinion.
9. Some of the animations look different than the previews in the description!This is because my laptop can barely run Skyrim anymore, and it gets a lot worse when I try to record something. I’m sure nobody wants to see 12 fps previews, so I just haven’t been able to update them yet. Most of them still look pretty similar to the original previews, though, so it’s not terrible.
10. Can I disable the camera movement?No. It’s baked into the animations, unfortunately, and there’s no way (that I know of) to get rid of them on your end. I added camera movement for attacks in 1.0.4 because so many people were asking me to implement it. If I tried to keep up with a second version that doesn’t have camera movement, it’d double my work load, which is big enough as is. So, the only thing you can do to ‘disable’ it is use an older version of the mod.
12. I don’t like the new greatsword power attack!That’s fine. Go into the mod’s files, find the folder labeled -781, and delete everything with "power" in the name. The old power attacks will return in 1.0.5.
13. I can’t see my shoulders when drawing a bow!You’re probably using a mod-added armor piece that doesn’t include the shoulders in the first-person viewmodel. There’s nothing you or I can do about it, unfortunately.
15. My arms teleport to the top of the screen when I get staggered!Thanks to another very helpful modder, I have some idea of what’s causing it, but it’s not a complete fix, so until I can 100% solve it, I’d suggest getting a mod that disables player stagger entirely .
16. Which version of Skyrim does this work with?All of them except Legendary Edition (Xtudo’s LE port is linked above). As long as you have the right version of DAR/OAR, this mod should work fine with any version of Skyrim.
But I’m not your dad, so just pick whatever ones you end up liking the most!

1. Some power attacks transition weirdly and my hands teleport around for a second before it starts.This is not my fault. This is part of Skyrim, and it’s noticeable even with the vanilla animations. My guess is the game detects the attack input, plays the attack animation, before it detects the input was held down and quickly switches to the power attack animation, causing the jank.
2. When using Precision — Accurate Melee Collisions, certain animations land twice.This is my fault. If an animation is too slow it’ll land a second hit as it recovers. This mainly affects a select few attacks like the bow bash and sword power bash, but since they’re bash attacks I’m not really worried about it. As far as I know, none of the light and power attacks are affected by this.
4. Certain mod-added spells don’t have the unique animations that they should.This mainly applies to shock, soul trap, fear, frenzy, and pacify spells. Because of the way I had to set these up, mod-added spells that use these spell effects very likely won’t get the unique animations. They’ll probably just revert to the default ones from this mod. I haven’t done any testing, but I’m sure this would be an issue for almost any major magic mods like Apocalypse or Odin.
5. Certain animations transition weirdly between left to right attacks.This is Skyrim’s fault, I think. As far as I know, it’s not possible to tell the game what stage the animation is at, and have it transition from that into the next attack without teleporting the weapon a bit. Right now, the biggest offenders are the greatsword, battleaxe, and warhammer. Believe me, it bothers me too, but I don’t think there’s much I can do about it, unfortunately. If I’m wrong, please let me know.
6. There are no sneak animations.I know, I know, not very ‘comprehensive’ anymore, is it? For the longest time, these were buggy and didn’t want to work. But finally, with the help of another kind modder, I’ve figured it out! Expect sneak animations at some point in the future.
7. There are no dual sword and dagger / sword and axe / sword and mace etc. animations.This probably won’t change for the time being. There’s just too many combinations. There’d have to be separate animation sets for a sword in the right hand and an axe in the left, a sword in the right and a mace in the left, a sword in the right and a dagger in the left, and the same thing for mace in the right and so on and so forth. Maybe one day, but not now.
8. There are no new first person killmove animations.And it will probably stay that way for a while. I just haven’t figured out how to do it yet. I’ve seen videos recently of custom killmoves, so I know it is possible.
10. When I equip or unequip dual magic while moving my arms teleport to the top of the screen for a second.
Okay, so I have absolutely ZERO idea what’s going on with this one. I figured I was missing a very specific animation (if this is the case I have yet to find out which one) or maybe the animations got exported weirdly. Was not the latter, as I went back and re-exported all of the equip and unequip animations and updated all instances of them, but no luck. If someone has an idea of why this is happening, please let me know, because it’s driving me crazy.
I still don’t get what’s happening with this. I did EXTENSIVE testing and trial and error trying to fix it, and it seems to be caused by having both the left hand and right walking/running animations being played at the same time. But when I export the right hand animations with both hands up and get rid of the left hand one, only the right hand gets animated properly. So for now, until I can properly fix it, I’m just getting rid of the custom walking/running animations. I don’t think the vanilla ones are that bad, so they should hold you over for now.
11. Hands teleport when getting staggered.For now, I’d suggest getting a mod that disables player stagger entirely .
12. Animation doesn’t play properly when sprinting with fists raised.
Probably just an animation I forgot to add/replace. Will be out for next update.
That was not the issue, not sure what’s going on here. Will do more digging.
13. Sheathed movement does not play when using Improved Camera or similar mods.I honestly have no idea how to fix this, so I guess you’ll have to deal with it. I’m sorry, I wish there was something I could do about it.
14. Wrists are deformed during certain animations when not wearing gloves/gauntlets, most notably the magic and unarmed idles.I’m sorry, but this would be much too tedious to fix right now. I would have to edit hundreds of animations, and it would probably end up causing an issue with something else. Simplest fix is just to wear gloves/gauntlets.
15. There are no new animations for running with magic equipped.See #10 please.
16. Dual maces and axes use dual sword left power attacks.
I just overwrote a few things by accident.
Left attack is fixed, I’m working on getting the power attacks back.
17. I have a mod that puts the shield on the back, but I still see it in first person.Those kinds of mods only work in third person, and as far as I know there’s no way of replicating it in first person. I’d recommend just disabling all the movement options if it bothers you that much.
18. Scoped bows aren’t lined up properly.And they probably never will be. The amount of work and tedium required to fix this is too much for me. I’d have to guess where the scope is, and keep fine tuning the hand positions until it looks perfect and I really don’t want to do that. Plus, I don’t like scoped bows anyways. Sorry.
20. I can’t see my torso armor/upper arms in first person.You’re probably running CBBE or some other body mod. Not sure about any other similar mods, but it’s been confirmed at least once that CBBE might be involved in making torso armor invisible in first person for whatever reason. If you’re experiencing this issue and have CBBE installed, try disabling it first.

XP32 Maximum Skeleton: According to the bug tracker, this mod causes a lot of weird issues with my mod, but the way to fix it seems to be reinstalling XP32 and only selecting the default options. I run it in my own load order with all the default options and it works fine.
Joy of Perspective: From what I’ve heard, this mod causes a lot of problems with mine, so I’d avoid it if you plan to download my mod. Even if you did have it, then removed it, there might be some lingering files so please make sure you do a clean uninstall of it!
CBBE (possibly other body mods as well): Apparently the deformation of the wrists is a LOT worse with CBBE than with the vanilla body. It’s only noticeable when your character isn’t wearing gloves/gauntlets so I don’t think it’s a huge deal. Also, CBBE supposedly (I think through editing the meshes) makes vanilla torso armors invisible in first person with this mod. No idea why.
SkySA’s first person addon: If you’re experiencing issues with the animations not working at all (besides the equip/unequip and idle animations), see if you’ve got this lurking somewhere in your load order and try getting rid of it.
Improved Camera: This one does work with CFPAO, but you just have to remember to enable the dedicated fix in Improved Camera’s in-game menu to get them to work together. If you’re having issues with CFPAO and have this mod installed, try checking if you have that fix enabled or not.
Vortex mod manager: Use of this mod manager seems to break the mod during installation for some people, resulting in things like missing data or simply no animations in game. Apparently this is a rare issue that can happen with any mod, so take this with a grain of salt.
Mod Organizer mod manager: Apparently using this mod manager can break the animations for some people, resulting in them being invisible or at the player’s feet. I’m unsure what exactly triggers this to break, as I use Mod Organizer 2 with no issues. If you have a similar issue, I’d recommend trying everything else first, but if all else fails try installing the mod manually (explained above).

Precision — Accurate Melee Collisions by Ersh: This mod will improve both first and third person combat, making it so your weapon actually has to hit your opponent rather than an arbitrary time marker being reached. I’ve been told that this mod works fine without it, though. So it’s up to you!
Verolevi’s third person animation mods: These animations are always a must-have in any of my load orders and will overhaul basically all of your third person animations. They’re really, really, talented and well-done. Another major inspiration.
Finally First Person Magic Animation for SSE by 5poiler: This mod is obviously not compatible with the full package, but if you want to use these animations with my mod, untick the magic animations in the FOMOD installer.
Also check out ShoryukenBruh’s mod: My mod comes with a FOMOD installer, so if you want to mix and match mine with his, you can disable the weapons you don’t want in mine and enable them in his!

-189: Argonian claws-289: Khajiit claws-393: Pickaxe-677: Sword and shield -678: Mace and shield-679: Axe and shield-680: Dagger and shield-707: Dual swords-708: Dual maces-709: Dual axes-710: Dual daggers-777: Sword-778: Mace-779: Axe-780: Dagger-781: Greatsword-782: Battleaxe-783: Warhammer-788: Bow-789: Fists-790: Crossbow-19000 to -19002: Shock spells-20000 to -20002: Destruction spells-29000 to -29002: Soul trap-30000 to -30002: Conjuration spells-30012 to -30017: Bound weapons-40000 to -40002: Alteration spells-47000 to -47002: Pacify spells-48000 to -48002: Frenzy spells-49000 to -49002: Fear spells-50000 to -50002: Illusion spells-60000 to -60002: Restoration spells98999 to -99002: Sprinting99992 to -100000: Jumping100001 to -10005: Swimming199998 to -200005: Sprint jumping/swimming with weapons unsheathed200011 to -200015: Swimming with bow unsheathed

These are listed in no particular order. Please don’t take this list to mean these things are guaranteed, as I have always had trouble committing to things and it’s a miracle I’ve even gotten this far.



"A versatile weapon good at slashing and stabbing, the sword sees use by soldiers, mercenaries, brigands, and now you. Nobody else ever knew how to properly use one of these, but you’ll show them."




"They all said it was too heavy, too large, too unwieldy. They’ll change their tune once they see it charging them down like an angry bull."

"They’ll laugh at you at first when you show up to the fight without a weapon. But you’ll have the advantage. You always have. The gods already gave you two."


Other Mod Related Stuff
I really love the wolves in Skyrim Graphic Overhaul. I’m sorry I don’t have the space for the mod, 380 Mb and wonder if anyone have found the wolves in this mod in a standalone mod?
Bellyache’s has the same or very similar looking wolves. Look for Bellyaches creature collections. Pretty sure this is where the skin in this old bundle came from. There are several versions available, but they retexture a lot of creatures in a vanilla friendly way Even if you had the space, you wouldn’t want to use Skyrim Graphics Overhaul ( SGO ) anyway. It’s very old and hasn’t been updated in years. It is also extremely poorly optimized, meaning it will cause performance and stability problems. Thanks, just wanted those wolves. But nice to know, if the temptation to reorder and download it comes to my mind 🙂 Of course, not just the wolf texture. Duh. I’m talking about Skyrim Graphics Overhaul, the full mod. How is that being pessimistic? I’m simply mentioned that even if he had the space or wanted to spend 380 mb that it’s not a good idea because SGO can cause performance issues. Then I mentioned Bellyaches has the same or similar looking wolves. That’s not being pessimistic, that’s trying to help. I would rather be straight up and honest than sugarcoat bullshit. Thanks everyone. Bellyaches wolves are very similar, and will go for them in the end. Just think the wolves in SGO is a bit more shaggy and sluggish, a bit cooler, but no big deal 🙂 divine creatures and one of the bellyro’s collections (if i’m remembering his name right). I think the wolves is in divine canine, separate from the divine creatures. And maybe your thinking of Bellyaches. They are similar, but not exactly what I’m looking for, but will try them out in the end 🙂 Bellyache has a wolf texture similar to this. Willohthewisp ported a 2k and 1k version of them. Link for 1k: https://mods.bethesda.net/en/skyrim/mod-detail/4267948 2k version: https://mods.bethesda.net/en/skyrim/mod-detail/4267942 I’m using Laro’s Creature Overhaul — Lite and the wolves look similar, maybe give that a shot? Quite a bit lighter on MBs as well It’s a old mod, it’s not going to get standalone ports, also this isn’t a very good mod to have, and would be redundant if you had Skyland, or clevercharfs, or srp,
18 November 2023
30 March 2020





