Hello peeps, this is the second promised post of this month!
Changes:
Fixed background NPCs standing on furniture
Fixed background NPCs misaligned with furniture
Fixed background NPCs not having hair physics
Fixed CTD when attacking background NPCs
Tentative fix for background NPCs freezing.
This is the first regular post for the month! Check out Skeleton Auto Patch for a bonus post.
Changes:
Fixed Foot IK turning off randomly and never turning back on.
Improved human extra raycast to be more precise.
Added precise Foot IK (extra raycast) to falmers.
Added precise Foot IK to giants.
Added precise Foot IK to cows.
This is a SKSE plugin that patches the behavior at runtime to match whatever skeleton mod you have installed, e.g XPMSE.
Without any form of behavior patches, skeleton mods like XPMSE won't play the proper blending animations when moving. E.g your hands will be at your sides if you cast while moving, blocking animations straight up won't play when moving, and more.
You may be wondering why this was made when Animation Runtime Fixes already has a skeleton patch; that's because ARF ...
2026-01-16 00:09:11 +0000 UTC
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A small mod that fixes the bug of furniture alignment being wrong (sitting/sleeping on thin air) on dynamically placed NPCs (FF actors). With this SKSE plugin they should snap into place automatically, no more invisible chair woes.
This does not fix the bug of exit animations making dynamic NPCs stand on furniture... yet.
Required for my other mod, Background Characters.
2026-01-01 02:09:48 +0000 UTC
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Hey peeps! Happy New Year!
This is what I've been banging my head against for the past few days, apologies for the delay. I wanted it to get it out by the 28th but there were a lot of issues to iron out and I spent a lot of long nights getting it across the functional line. This will be a big post (I've been drafting it for a while) so if you want a TL;DR just read the first section.
Gist
This SKSE plugin adds procedural crowds to Skyrim. When I say <...
2026-01-01 01:22:47 +0000 UTC
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If you want a detailed description about this mod, read the announcement post.
This SKSE plugin adds procedural crowds to Skyrim.
I named this mod "Background Characters" because of the flavor this procedural generation system provides.
Every background NPC uses procedural generation for the following:
Face
Outfit
Voice
Race*
2026-01-01 01:22:22 +0000 UTC
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Hello peeps,
I had the opportunity to focus on what I really wanted over the past few days, so I updated Asset Doctor on Nexus! Truth be told, I had a half-baked update in the works for a while but today it finally made it out of the backlog!
The goal behind this update is ease of use, convenience, and quality of life.
The following changes were made:
Hello peeps,
This is the first of your monthly releases. I apologize for the delay, mid terms cooked my sleep and I ended up falling ill for a bit :(
There's no announcement post yet so here's a short gist:
This mod adds a soft cover system to the game; if you've played any AC game you'll understand what that means: walking into a wall or some waist high cover while sneaking will soft-lock you into moving along the surface, keeping you concealed.
There are plans to ad...
2025-12-20 00:09:57 +0000 UTC
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Hello peeps,
Unfortunately I caught the flu so the first of this month's release will be delayed a few days, but there will be no overall change to the posting system (still getting a minimum of two content posts per week).
Fortunately, my midterms are over which means I get 5 weeks of break to chill and have more time to mod.
So yes, I will probably be updating Book of Creed. There will also be at least 1 new project drop and a couple of public releases. And of course a ...
2025-12-16 23:45:08 +0000 UTC
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I forgot to upload yesterday, sorry!
Changes:
Fixed crashing on some creatures
Restored extra raycast for humanoids that was accidentally turned off last version (whoops)
Added Ostim Standalone support - switches off foot IK during adult scenes
Added mannequin exclusions (mannequins will have no foot IK)
Thank you for support!
We're so close...
Hey do you like drinking games? Every time you read the word "circling" in this post, take a shot.
And yes, this is your first of the bimonthly release, earlier than usual! Hopefully this is the last WYTR update and I can finally put this baby on Nexus, provided no more issues.
Changes:
This is the 2nd of your bimonthly release. Usually it would go on the 28th but it was slightly late this time because of MCM London.
Changes:
Fixed crash from missing esp in v0.6.1-beta (whoops)
Fixed headtracking crashes
Added circling support for ranged/magic NPCs
Added projectile slowdown; within a set radius of the player, all projectile spee...
2025-10-31 16:49:39 +0000 UTC
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Hey all! I'm feeling somewhat better, so here are this month's updates. As usual the 28th regular post is still coming, it might be delayed a bit (still within this month though) as I'm going to London for the next weekend - MCM Comic Con :)
Wait Your Turn Redux:
Hello all,
I didn't forget about the monthly post! I am currently very sick from catching the freshers' flu (bedridden pretty much most of the day). Updates/releases will be delayed until I feel better (in a few days hopefully)
Thank you for your understanding.
2025-10-16 00:31:01 +0000 UTC
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Requirements:
SKSE
Address Library for SKSE plugins
Features:
- The following factors affect the buying and selling price every item:
elationship between customer and vendor (enemies, friends, lovers)
he size of the civilized settlement you're in. Villages will have cheaper goods to compensate for having less goods, towns will have averagely priced goods...
2025-09-28 19:10:24 +0000 UTC
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I confess: my 100% favorite thing to do in games like Mount and Blade Bannerlord, Battle Brothers, and Starsector is to be a filthy little loot gremlin that goes around buying low and selling high, instead of ya know, playing the actual game. Something about seeing small number turn big on the screen satiates my primitive ape brain.
So it's understandable that I've always felt let down by Skyrim's economy. It has NPC schedules, jobs, civilizations, simplified and nailed pretty well, but...
2025-09-28 19:08:29 +0000 UTC
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Second half of the first bimonthly post, thank you for the patience.
Changes:
Download here.
2025-09-16 20:14:43 +0000 UTC
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This is the first half of the first bimonthly update (15th) for this month.
Wait Your Turn:
Foot IK:
The next half of this update will be tomorrow (a...
2025-09-15 21:10:54 +0000 UTC
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Second half of the regular 28th update.
Changes:
Fixed creatures being affected by permanent foot IK (this was not intended, although I will look into specialized solutions for creatures later)
Fixed creatures having double cast foot IK. Creatures don't have the same foot size or shape so this caused clipping.
2025-08-28 18:49:21 +0000 UTC
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This is the first half of the release on the 28th. For the other half, see the changelog for Foot IK Fixes.
Changes:
- Fixed head-tracking not being cleared on stopping circling.
- Fixed NPCs going from Combat to Search state being included in the circling system.
- Fixed NPCs going from Default to Search state being included in the circling system (for real this time).
This is the mod I've been banging my head against for the past week, and the first monthly post (for the 10th-15th).
TL;DR this mod makes legs and feet look nicer in animations by changing the position of the foot to prevent clipping. Long explanation below.
What is foot IK?
Foot IK is dynamic leg position and angle adjustment for terrain collision. It stops legs from clipping through uneven ground like hills, mountai...
2025-08-15 22:37:47 +0000 UTC
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Requirements: SKSE Address Library Install: Install with mod manager, enable mod. Quick Notes: This is a very very alpha release; some stuff
Requirements:
SKSE
Address Library
Install:
Install with mod manager, enable mod.
Quick Notes:
This is a very very alpha release; some stuff might not look right. I think in general the foot IK looks very nice though.
Yes this works with EVG's Clamber. It m...
2025-08-15 22:37:18 +0000 UTC
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The thumbnail may be a bit off, I haven't transferred the images from my old drive yet so I had to make do.
Changes:
Fixed a bug where searching NPCs would be roped into circling even when unaware of their target.
Fixed rare crash on game load.
New! NPC circling support (reworked package targeting)
Hey all,
First of all; good news: I got a summer internship as a back-end developer. As someone who just finished their first year of their degree this is a significant boost for my work experience. This wouldn't have been possible without all the support I have received from both my patrons and the wider community. If you've signed up for a membership at any point, a heartfelt thank you for providing me with the freedom to pursue this career path. And thank you to everyone who supporte...
2025-07-25 22:32:34 +0000 UTC
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Vanilla Mechanics:
Upon a witnessed crime:
The bounty is immediately added to the crime faction.
A hivemind-like crime response is set in the immediate area depending on specific game settings like iCrimeAlarmRecDistance and iCrimeAlarmLowRecDistance.
Modified Mechanics:
Upon a witnessed crime:
This is the first of your regular bimonthly posts! Slightly late on the 16th sorry about that!
Features:
Upon a witnessed crime:
Hey all!
So I was going to post the completed release for this new project but I just realized I forgot to find the AE addresses. And there are about 7 hooks and 2 RE-ed functions being called in this new (!) mod, so it's gonna take about half a day longer and I need to sleep (1:30 am here) as I just spent all day prepping and then attending an interview.
Just to let you know that I haven't forgotten about or neglected the regular release originally for the 15th. It will be posted...
2025-07-16 00:33:32 +0000 UTC
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This is your regular post on the 25th for the month.
Changes:
Changes:
Circling system now excludes non humanoid creatures.
Circling system now excludes NPCs in non-interruptible quest scenes.
Fixed sporadic crash while NPCs circling
Fixed crash when too many NPCs die at once (rewor...
2025-06-15 19:50:03 +0000 UTC
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For a general description of this mod, see the original post.
Fixes:
Fixed enemies not circling after loading a save where player was in combat.
Fixed enemies attacking dead targets.
Fixed circling enemies leaving themselves open (they now attempt to block).
Fixed circling enemies picked as attackers when dead.
Install:
2025-05-27 18:12:47 +0000 UTC
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