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Showing content with the highest reputation on 05/18/2017 in all areas

  1. 71 downloads

    Miscarcand Inn is an inn situated near the Ayleid ruins of Miscarcand, on the Gold Road. -----oOo----- Permissions: No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -----oOo----- The garden: A place for the player's horse: The cellar: The inn belongs to Ojah and Ajah, two Argonian siblings. It's well frequented and offers a large and luxurious room for the player to rent: The price is quite expensive (40 Septims) but all the food and wine that are stored in the room are also available for the player to take. Ojah also sells food and drinks. Installation: Whatever your choice, loose files or BSA (only one of them must be installed), after downloading the archive, extract its content into the Data directory that you'll find in the main Oblivion folder. If you are using the Steam version of the game, it would be "C:\Steam\steamapps\common\Oblivion\Data". Launch the game and make sure the plugin is enabled, by clicking on "Data Files" and selecting the plugin in the list: Deinstallation: The archive contents: an esp (Elder Scrolls plugin), named lotmMiscarcandInn.esp, a sound directory containing the necessary sound and lip files Ojah will need to say her lines. If you want to remove this mod, if you chose the loose files, remove both the lotmMiscarcandInn.esp and the sound folder. (Make sure you do not destroy other content present in this sound folder that could belong to other mods!), if you chose the BSA, remove both the lotmMiscarcandInn.esp and the lotmMiscarcandInn.bsa files. Thanks: To Bethesda Game Studio for their marvellous games!
    1 point
  2. You're getting pulled into some serious modding. For the purple theme ( ) you should do it yourself with Rider's tutorials here For mod compatibility questions you should check the mod's read me, or the page where you downloaded it. Usually you can only use one mod that adds/changes similar things. For folder structure I'm a perfect slob so someone else needs to answer that one. Most likely the answer can be found in the texturing tutorials I linked above. Good luck and show me your purple bedroom when it's done.
    1 point
  3. Hi everyone! A few months ago, my husband decided to randomly dig through his old games and started playing TES5 SE. I watched the intro and was hooked, so he installed the original TES5 on my laptop for me. I had previously modded outfits in the SIMS 4, so once I'd gotten bored with the ingame clothing, I set out in search of mods and way thrilled to see the vibrant modding community. The ability to create quests is something I always loved about Star Trek Online's Foundry (a MMORG with user generated content) and I have previously created several Foundry Missions and been an active member of that community, but had recently decided to take a break for a while. TES5 is great, but I soon found it's a million times more awesome with mods and thanks to Campfire/Frostfall/iNeed/Bathing in Skyrim and others, I was soon able to find the perfect balance between RP, Simming, and action/adventure. Right now, I'm finishing up my first real mod, a lore friendly bath house. I was super excited last night, as I finally got all my scripts to work, making it fully functional and interactive. More to come soon!
    1 point
  4. I'm just ridiculously excited to have a 3D map editor... I'm sort of an organic builder... I drag and drop to make things look the way I want and then I worry about lining up coordinates and such later on. I know some people who can see the grid and the math of it all in their head and build solely from xyz. Star Trek Online's Foundry has a flat (2D, top view only) grid map and in order to preview when building, you have to load the map (which you can't edit while previewing), then go back into the editor... plus if building multiple stories on a house or something, you are literally putting objects on top of objects and can't see what the heck you are doing. VERY frustrating. The CK is like a dream come true... .bugs and all! :-D OH! AND we can rotate and resize objects in CK! ALSO VERY AWESOME!!! Also, the HUGE fact that we can import new meshes and textures and aren't just stuck with having to somehow repurpose vanilla objects in a way that seems original.... yeah, kinda addicted. I was totally thinking about coming home and getting elbows deep in my mod all day today while I was at work! :-D
    1 point
  5. Version 2

    124 downloads

    Version 2. *All racks work independently now* Create them all at once. Who should use it: Modders This is for modders that want to make potion racks available for their decorations. These racks are totally functional, drag & droppable, with NO SETUP! Setup: 1. Extract the file to the skyrim DATA directory where all the .esp files are located. 2. Extract the file to a permanent backup location where you can copy from at any time. This backup location will NOT BE EDITED. This is the ORIGINAL. 3. Once the file is copied to your skyrim DATA directory, RENAME it to the name of the mod that you are creating. 4. You can now edit your mod in step 3 and drag and drop potions anywhere in Tamriel. 5. Thats it, you are done. Example: You want to create a mod called Avenging Angel House Mod Rename WarehouseContainersAsh.esp to avengingangelshouse.esp then edit it in the creation kit. EXTRA: If you want to create potion racks for your mod that you already created, a tutorial was placed in the zip file. NOTE: COC warehousecontainersash It is not ncecessary to coc to this location in the game, but it is there if you want. You can NOT import this file into a mod that you have already created. Forms, scripts & other components are not importable, that I know of. So the only way to make this work is to rename .esp file to whatever you want to, then start creating your house. The warehouse for potion racks can be dragged and dropped, with the properties already chosen. NO SETUP!
    1 point
  6. From the album: FPI Research

    Darned overlapping UVs fooled me, so the ward text around the base of the writing stand came out upside down. Not that many people would be able to tell.
    1 point
  7. From the album: FPI Research

    Compare the pictures carefully. Note that the stars have moved and glowing symbols of the magic schools have appeared. That's right! This one has an animated UV map and an animated glow shader, thanks to a lot of head banging trying to figure out the Target Variable numbers for the BSLightingShaderFloatController. (The NifSkope help is all wrong on that one.) It was all done in NifSkope, and quite easy once I knew how to point the controller to the right variable.
    1 point
  8. From the album: FPI Research

    I didn't have to give up the scrimshaw for the noble version after all. I just needed to ditch the scenery part that was making the whole handle muddy. I got my new Celtic horsie knot finished, and it looks fine on the end cap. By some bizarre accident while making the normal map for the new symbol, the surface of the castle on the sleeve came out with sort of a rough texture that looks like the silversmith was mimicking stonework. I like it! I shouldn't have to redo this one again, so I don't have to worry about having the same accident, whatever it was.
    1 point
  9. From the album: FPI Research

    Obviously this noble is seriously into horses. I got some additional mileage out of the work I put into the Celtic horsie by turning him into a carving, and I'm rather pleased with how well it worked. Next up, the Deskset of the Archmage and the Deskset of the Dark Brotherhood. Might do one for alchemists and one for a priest of the Nine Divines, as well. (I wonder what fizzy ink would look like, and how to pull it off? Hmmm. )
    1 point
  10. From the album: FPI Research

    After taking another look at my main inspiration pic, it suddenly occurred to me that perhaps I should try ivory rather than wood for the handle, since ivory can be scrimshawed. Here is my first try. Unfortunately the scrimshaw loses a LOT of crispness when resized to fit the handle. Is it still recognizable as being scrimshaw? The scrimshaw on the left will probably need to shrink a touch more and move up away from the sleeve a little. I will probably replace the one on the right entirely, as it seems too dark and does not fill enough vertical space. Note: credit to Victoria, from whose gallery I obtained the first two images for scrimshaw-izing!
    1 point
  11. From the album: FPI Research

    Image for a scripting tutorial on script communications.
    1 point
  12. Dont worry, you will get the hang of it the more you use scripts. Should you be interested, the mod 'Levelers Tower' is full of scripts that you can look over and if you see something you like, your welcome to them. My mods are all free to copy and use.
    1 point
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