Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Leaderboard

Popular Content

Showing content with the highest reputation since 03/29/2023 in all areas

  1. Version 1.4.6

    2,365 downloads

    Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they.... Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around! Requires OBSE 0020 or higher.
    2 points
  2. Good to know. I am trying to get back online with this. It took three years, however, I am trying to get back with scripting for games. I will of course start with this as a warm up.
    1 point
  3. 1 point
  4. You can proceed with any of the tutorial courses, you do t have to wait for grading in other courses. I’m not here every day, but I will catch up with you
    1 point
  5. Hello. I would like to be added to the Worldbuilding Roster, please. I like your work, & I think you're a great instructor, btw. Thanks for making it so easy to follow along.
    1 point
  6. Alright. I'm using MO2, so I had to rebuild my First House, because I couldn't figure out where the file.esp was stored. It took a while to even search my Local HDD for a "PathTest.esp" file, though I finally figured out it's stored in the "overwrite" folder, which bummed me out, because I was in a habit of deleting that content to get rid of the notification. I actually was able to rebuild my house considerably quickly, & I built it a little differently. Rebuild & then the Lesson #2 content: First Image Second Image Third Image Fourth Image Fifth Image Sixth Image Seventh Image
    1 point
  7. Half-Moon Village captivates with its quaint charm and serene atmosphere. Nestled amidst nature's embrace, it's a haven of tranquility. The picturesque surroundings and friendly community create an idyllic retreat. A hidden gem where simplicity meets beauty, making it a perfect escape.
    1 point
  8. Hey, I'm here because of the The TESA Skyrim Resource Kit Project, and there's a snag: I can't view the documentation for it. I've been able to download the files, but I don't want to use them without being sure I'm giving proper credit and abiding by the terms and conditions, which I need to see the documentation to do. Can someone help? Thanks!
    1 point
  9. From the Kit page: All that's asked in return is credit to the TESA Skyrim Resource Kit. So, specific credits aren't required.
    1 point
  10. Hi! My introduction to using mods was Dragon Age Origins back around 2015. That had a relatively small modding community and later Dragon Age games were less friendly to modding. Someone on one of the message boards I was frequenting mentioned Skyrim as being even better for modding and I've been here ever since! I currently follow Lexy's LOTD mod list. It was on Lexy's Discord that someone posted about having taken a modding class here some years ago, so here I am. I'd like to learn how mods work, how to make multiple mods work together (particularly when there are conflicts), and finally how to make mods myself! Cheers!
    1 point
  11. Greetings! I wanted to take a moment to express my sincere appreciation for the time I spent reading your post. I found the informative content to be incredibly engaging and I am grateful for the effort you put into writing it. Your willingness to share your knowledge and insights is truly commendable and I am thankful for the valuable information that you have provided. Thank you again for your outstanding contribution.
    1 point
  12. Hail Allies, We are updating and repairing the community sitewide. The board may go offline at times, features may appear/disappear, there may be some weird skin issues. We are working to correct the issues that have been plaguing the site for most of the year, long overdue. Please excuse our dust and thank you for your gracious patience this year, hoping to give you a smoother experience for the new year. DarkRider
    1 point
  13. The "Donations" in the "More" drop down menu does not work, its chokes after you enter information and press to continue. The LINK to paypal in the first post in the Donations Needed thread does work. The paypal receipt using that link is for Druid Gameworks/TESAlliance
    1 point
  14. Version 1.6.0

    1,359 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 200 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls\objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
    1 point
  15. Version 3.5.7

    5,735 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0416, fixing over 2,500 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
    1 point
  16. Version 3.0.0

    168 downloads

    Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead. Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it. NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Official Hearthfire DLC. Official Dragonborn DLC. Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater. No exceptions!
    1 point
  17. Version 1.0.0

    4 downloads

    Small no-frills starter home in the sewers beneath Whiterun. LE version. No non-vanilla resources were used creating this home. Minor conflict with JK's Whiterun; there is a tree growing out of the well, but it's still useable. May also conflict with other mods that make changes to the Whiterun exterior.
    1 point
  18. Version 1.0.0

    1,131 downloads

    Versión española: http://tesalliance.org/forums/index.php?/files/file/1957-falmeroon-legacy-of-the-snow-elves-spanish-version/ FALMEROON Legacy of the Snow Elves By Mr. C. Racer Since Bethesda released Dawnguard, it felt wrong that there was no snow elf ruins anywhere in the province, and that's why I made this mod. The logic I've followed is that the nords and their dragon masters burnt everything falmer-related they found to the ground; thus, you'll find most of my ruins in snowy places (they were the snow elves, after all), and very out of the way. If you can't (or lack the patience to) find them, you can spoil yourself their locations with the included text file. But ruins is not the only thing adventurers live off. The mod also includes: - New dungeons, some of them configured for radiant quests. - New lore books, written by yours truly. - New loot. - New enemies. - One simple quest. ------------- COMPATIBILITY ------------- 1. The mod is compatible with all my other mods but one: A Fitting Throne for Vyrthur. If you're using it, you can deactivate it because the throne is already included in Falmeroon. 2. The new books are included in the vanilla leveled lists so you can find them while playing. Which means, if you're using other mods that change the same lists, you'll need Wrye Bash to make them work together through a bashed patch. 3. I don't have Hearthfire so I can't test for incompatibilities, but considering how out of the way my ruins are, I expect very few, or none. 4. Other incompatibilites may arise (like other mods using the same exterior spaces). I'll deal wit them as they come. ------------ REQUIREMENTS ------------ - Dawnguard DLC. - Dragonborn DLC. - Fuz Ro D-oh - Silent Voice by shadeMe, if you want to be able to read the new dialogue. ------------ INSTALLATION ------------ Unzip all the files and drop them on your Skyrim/Data folder, overwriting if asked, and activate the plugin in the Skyrim launcher. The file has been fully cleaned with TES5Edit 3.0.32. ---------------------------- BUGS / THINGS TO BE AWARE OF ---------------------------- 1. Some exterior cells lack a navmesh because Bethesda didn't build it. As touching it is very dangerous, I've made only minimum changes, so you will find some locations where your companions can't follow you. It doesn't bother me because I never use companions, but if you do, just tell them to wait. 2. Likewise, although all dungeons are completely navmeshed, there're some very simple platforming parts where your companions will get stuck. Sometimes a little force push will help, sometimes it won't. ------- HISTORY ------- Version 1.0: First version. ------- CREDITS ------- - New snow elf pieces and furniture: original models and textures by Bethesda; retextured by Mr. C. Racer. - Welkynd stone planter model and textures: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/). - Auriel medallion model and textures: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?). - Gehenoth model and textures: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?). --------- THANKS TO --------- - All the people whose free models I've used. - The people at the official Elder Scrolls forums (CDM_, cdcooley, s7o) for helping with scripting. - The TES5Edit team. - Bethesda.
    1 point
  19. Kinda surprised that after a year of mostly lockdown, wherever we are, there aren't more pictures; this topic definitely needs more love! I mean speaking as someone who's just doing the occasional drive-by these days (my modding isn't what it was; in recent years it's just been some conversion of stuff I did a decade ago to what little is amenable nowadays, currently Baldur's Gate 3). And this isn't it either. I've found to my surprise that I don't hate webcams quite as much as phones but I'm still not a fan. Still, it makes me actually bother to brush my hair and put on some make-up. So here is a sequence of me not being able to force myself to smile for the camera, a lifelong problem, so I made faces at it instead. Also a lifelong problem. Hopefully I was perceived as being a bit more sensible during the actual video call in question! Oh, talking of hair, I have just joined the chamber of horrors that is The Lockdown Haircut™. Years ago the drunken octopus coat hook thing was a meme. Fast forward to today: I trimmed off some loose ends yesterday afternoon and promptly forgot about it. Until I washed my hair this morning, caught myself in the mirror and wondered why I seemed to have a drunken octopus sitting rather askew on my head. Sigh. Well if it doesn't polish out I guess at least it'll grow back. Eventually.
    1 point
  20. Version 1.0

    462 downloads

    Name: Desert Texture Resource Version: 1.0 Date: 22/08/2012 Category: Resources Author: InsanitySorrow Source: TES Alliance ================= Requirements: ================= Skyrim 1.5.24.0 ================= Description: ================= This is a small resource that contains a few desert textures I made that I'm no longer using. THe resource contains: 4 Red Rock Textures 7 Desert Sand Textures Each texture is seamless(tileable) and high resolution (2048x2048) ================= Installation ================= 1. Extract the contents of the ZIP folder into your Data folder 2. Make use of them in your project ================= Un-Installation: ================= 1. Take them out of your ESP 2. Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission.
    1 point
  21. Version 1.0

    530 downloads

    ================= Description: ================= This is a small resource containing 14 Collectible Action Figures (Why not? ), there are two different sized boxes, a larger box for the likes of Alduin and a standard smaller box for the likes of Ulfric. Contains: Alduin Brown Bear Cave Bear Dragon Priest Draugr Dwarven Spider Dwarven Warrior Skeleton Snow Bear Steam Centurion Storm Atronach Werewolf A pair of Wolves Ulfric Stormcloak The figures are setup as clutter items. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission.
    1 point
  22. Version 1.0

    1,386 downloads

    1 point
  23. Version 1.0

    1,061 downloads

    ================= Description: ================= This is a resource that contains 20 new Tapestries for Skyrim. Skyrim is seriously lacking in anything to clutter up fancy homes ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. Thanks to Beana for the idea. ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission. ================== Modder's Will: ================== If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.
    1 point
  24. Version 2.17

    513 downloads

    These files contain a variety of clean saves for Skyrim. All saves were created only with the Skyrim and Update files and specified DLC. No quests/quest lines were completed except those named, the bare minimum of prerequisites, and Way of the Voice where applicable. Random encounter quests are in the journal but no progress towards their completion has been made. Klimmek may have had his quest completed because... why not. PM or Comment with requests. You will most likely be over-encumbered when you load these saves. I picked up just about everything of value (most non-crafting supplies were sold). No skill books have been read on any of these saves due to the Dragonborn DLC ability which grants two skill points from every skill book. All saves contain only level 1 characters and will be compatible with the showracemenu command. See Support section for How To. Clean saves will only work with Skyrim and are not compatible with any DLC's except for the texture packs. Dawn saves will only work with Dawnguard and are not compatible with vanilla or any other DLC's except for the texture packs. Total saves will only work with all DLCs installed and active and are not compatible with vanilla or only partial DLCs except for the texture packs. The texture packs are only compatible with a 64-bit OS. Starter Packs - Files are separated into a Vampire or non-Vampire starter pack. Vampires become infected at the "Unbound" save. Standing stone choices may vary depending on the active DLC's. Lycanthropy - These saves were made immediately after the Way of the Voice was completed and only involve the Companions up to your induction as a member of the Circle. Arvak - These saves get you to the most important point in the game... ARVAK! No more lost horses, dying horses (he's already dead), stupid horses, buying horses, ect. Files are separated into Vampire or non-Vampire selections. Vampires are aligned with the Volkihar, non-Vampires are aligned with the Dawnguard. Vampire saves have two extra checkpoint quests. Civil War - Civil War quest line complete for both Imperial and Stormcloak. Stormcloak saves done as a vampire/Vampire Lord as appropriate. These saves were made after Arvak is acquired for Dawnguard and All DLCs. Main Quest - Main quest line complete after Reunifying/Liberating Skyrim. Imperial Skyrim will be non-vampire and Stormcloak Skyrim will be vampire/Vampire Lord as appropriate. Dawnguard - Dawnguard quest line complete after defeating Alduin. All Paragon Crystals have been obtained but not all portals have been visited. Your destination directory should be something along the lines of - C:\Documents and Settings\<User Name>\My Documents\My Games\Skyrim\Saves or C:\Users\<User Name>\Documents\My Games\Skyrim\Saves List of Saves Requested Dragon Rising completed Completed for Vanilla, Dawnguard, and All DLCs. War storyline completed for both Stormcloak and Imperial Completed for All DLCs. Battle for Whiterun Completed for Stormcloak and Imperial for All DLCs. A completionist save with little to no dungeon crawling. See Support section for how to make your own! Support How to Change your Race/Appearance at Level 1 (See the Face Sculptor in Riften for past level 1 changes) First Open Console with the tilde (~) key. Type showracemenu and hit enter. Close the console by hitting the tilde key again. Change your race, name, and any other settings like you would when normally starting a fresh game. Any saves where the character is still level 1 will be able to do this but bad things happen if done on saves if you are not level 1. ShowRaceMenu user WARNING Changing your race through this menu will RESET all your skills to the new race's default. If changing your race from the default Nord be sure to use Player.SetRace <race ID> console command to change it and DO NOT use the ShowRaceMenu to change it. The available races ID codes are actually very simple and you won't even have to look it up! You may use the ShowRaceMenu to alter your appearance before or after using the SetRace command with no adverse effects. If you use SetRace after, you will retain the facial features of the previous race/gender. There are actually whole web pages dedicated to making hybrids in Skyrim this way - especially in enabling male/female features on female/male models (Argonian males have all the cool colors/spikes SO LET'S STICK EM ON A GIRL!) If you are having trouble with this, see bugs section for solution. An example - Player.SetRace BretonRace You are now a Breton with all your skills unchanged and the proper racial bonuses. or if you are a vampire - Player.SetRace BretonRaceVampire There are two codes for setting your proper race - use the other one and unpleasantness will occur. How to reset entered/cleared cells (miscellaneous .bat file available) Do not be in the cell you wish to reset (recommend finding an interior cell to sit in) Using the console - type pcb (this purges the cell buffer in case you entered the cell) then enter ResetInterior <Cell ID> where the Cell ID is either the Editor or Form ID (eg WhiterunUnderforge or 165A6 will both work) To set a location cleared find the Form ID and enter (only 165A6 will work) SetLocationCleared <Form ID> into the console. The miscellaneous .bat file if ran as is may crash Skyrim. It contains a list of all interiors including test cells, player homes, inns, guild halls, cells never accessible by the player, cells only visited once, ect. If it's an interior, it is in the file - all 728 of them. Cells are listed with their Editor ID alphabetically for the name of the location, eg. the cell TestTony has an Editor ID of AAADeleteWhenDoneTestJeremy so it is on line 615, instead of 1. I suggest using it as a reference to locate the cells you wish to reset. Modder Information To create a clean save you must have no loose script files and no .esp/.bsa files loaded (unless specific to your mod such as the Dragonborn DLC for a Solstheim mod). Textures and meshes are not saved in the game data but are loaded on demand and so will not effect creating a clean save. Loose script files (and possibly .bsa files in the main Data folder) should be contained in the Data>Scripts folder in the form of .pex files (not the Source folder - .psc files contained therein should not effect gameplay and are for reference by the Creation Kit and Modders). If you do not wish to delete your .pex files simply get them out of the way while you create your clean save - hide them in another folder, move them to another folder outside the Data folder, compress them, make it so that the game won't see them when it loads a save. To restore a corrupted/modified/removed Scripts folder simply verify the game files for the Creation Kit (listed in Steam under Tools). Bugs Serana has no "Follow me" option when she should. This is not from save game corruption but rather an oversight in the DLC's follower AI for Serana. It is fixed by entering setpqv DLC1NPCMentalModel LockedIn_var False into the console and speaking to Serana again. There is a miscellaneous file that contains a .txt file for this if you so desire. This file also contains a .txt to reset Serana's desire (or lack thereof) to cure her vampirism. Extract the .txt files to your Skyrim folder (not your Saves folder like the Clean Saves or the Data folder like with other mods) To execute these fixes simply load the save game you desire that has Serana in it and enter bat Follow and/or bat Cure into the console. During the Stormcloak side of the Civil War quests when Galmar first speaks to you, you will not be able to respond as a Nord if you are a Nord who is also a vampire/Vampire Lord. Choosing the second option "Skyrim is home to more than just Nords." will advance the dialogue in the same direction as it would have had you been recognized as a Nord and been able to respond accordingly. Changing your race to Nord and back to a Nord vampire may work but has not been fully tested. It appears to work and does not seem to break any vampiric abilities, positive or negative. Stage 3 vampires/Vampire Lords will experience some health/magicka/stamina regeneration (25%) instead of none with Dawnguard installed. This was fixed for vanilla vampires in an official patch which Dawnguard reverted. Feed or wait a day to reduce your stage below 3 or increase it to stage 4. Also available on The Nexus and AFK Mods.
    1 point
  25. The spirit of modding is sharing. In order to grow in quality rather than in quantity, modding has to be a labour of love, not a labour for money.
    1 point
  26. Version Alpha

    177 downloads

    The Skyrim Branch of the Spinners, Weavers and Dyers Guild were very proud of their achievements. Using only natural plants, ingredients and a range of mordants including salt, fire salts and frost salts they had come up with the brightest and most beautiful colours. They had achieved a deep dark purple by using Fire Salts and Frost Salts together. Some of these colours had been tested for them by the Basket Weavers Guild bringing to the people of Skyrim a beautiful range of new baskets using nine different colour-ways. Readme: PensBasketTextureSets This mod has been tested by me, if you find any issues please let me know. You can contact me via Bethesda Forums, Nexus or TesAlliance I have memberships with these forums and you can contact me via pm. I have set up the files on the esp provided. If used in your mod you will need to merge this with your plug-in see the instructions for merging mods here: Merging plug-ins: http://wiki.step-project.com/Guide:Merging_Plugins For those Lore Friendly People who are concerned about the colours used I refer you to this page https://www.google.com.au/search?q=medieval+natural+plant+dyes&safe=active&source=lnms&tbm=isch&sa=X&ei=dXC8U7qrAo68kAWJ84HQCA&ved=0CAYQ_AUoAQ&biw=2021&bih=919&dpr=0.95 You will notice that there are many different colours from Natural Plant dyes. Given the range of plants and ingredients in the Elder Scroll universe I very much doubt they had any trouble creating the colours I've used. The only one I have any concerns about is the really dark purple colour and I believe that could be achieved by leaving the item in the dye to steep or repeated applications being painted on to an item. Credits: Bethesda for creating Skyrim, TESAlliance and TESNexus for their tutorial sections on using texture sets. The tutorials I used can be found here: http://wiki.tesnexus.com/index.php/Using_Texture_sets_for_Skyrim and http://tesalliance.org/forums/index.php?/topic/6866-guest-workshop-texture-sets/ written by Hanaisse Please note: the brighter screenshots were taken using the candlelight spell as I put them in a duplicate cell created from the abandoned shack for testing and it was too dark to see them properly. Please note I haven't included the esp with the test cell if you want it please contact me.
    1 point
  27. 2. Create a new crafting keyword, such as CraftingSpecialPotion. Sorry, I assumed that you already knew how to do this, so I didn't spell out the details. Keywords must be defined before you can use them in other forms, which is why I put this step before the step where you create the furniture form that will use this keyword. All keywords are in the Miscellaneous - Keyword section of the Object Window. Right-click on that window, select New, and enter CraftingSpecialPotion as the ID. That's the only attribute you need to enter. 4. Remove the CraftingCookpot keyword from the list for your new furniture and add the CraftingSpecialPotion keyword. After you copy the cooking pot furniture as your new special cauldron, open the edit window for the furniture. There is a list of keywords on the left side of the window, including things such as FurnitureSpecial, RaceToScale, etc. Right-click on the line that says CraftingCookpot and choose Delete. Right-click on a blank line, choose Add, and pick the CraftingSpecialPotion keyword from the list. The pick list isn't just a list of keywords predefined by Bethesda. Every keyword in the Miscellaneous - Keyword window will be in that pick list, including any keywords that you create.
    1 point
  28. You may be over complicating the situation. If I understand right, you want a special crafting station for creating your special potion. The recipe should show in the menu only for the special station, and no other recipes should show. I think you can do this as follows: 1. Pick the general type of workbench you want to use. Say a cooking pot. 2. Create a new crafting keyword, such as CraftingSpecialPotion. 3. In the Furniture list, copy a cooking pot and give it the ID and name you want, such as SpecialPotionCauldron. 4. Remove the CraftingCookpot keyword from the list for your new furniture and add the CraftingSpecialPotion keyword. 5. Create the recipe for your potion and enter CraftingSpecialPotion as the Workbench Keyword. Now your special cooking pot should show the recipe, no other food recipes should show in the menu for your special pot, and your special potion will not show in the menu for regular cooking pots. If you want your special crafting station to look like an alchemy workbench and use the same animation, this can be done as well. Just copy the alchemy workbench, set the skill type to None, set the Bench Type to Create Object, remove the WICraftingAlchemy keyword, and add the CraftingSpecialPotion keyword. Leave the IsAlchemy keyword alone, because that is the keyword that determines what type of animation to use. The special potion will appear under the MISC category in either case, but it will be the only item shown. If that isn't satisfactory, then you'll have to put it under an existing crafting category or create a custom one, but I don't know much about that. I suspect, however, that there will be a conflict with any other mod that uses the same category keyword for a different purpose. It doesn't seem worth the effort to me, though, for a single item like this.
    1 point
  29. 163 downloads

    A usable cauldron ready for all witches and warlocks to brew their special recipes. Create in CK as WorldObjects > Furniture. I made a copy of CraftingCookingPotLG, renamed it and changed the model to point to this one. For extra realism, add any effect under MovableStatic such as smoke or steam. ver 1.1 - 07/10: Sorry folks, seems something was wrong with the mesh. Fixed.
    1 point
  30. Version 1.1

    1,332 downloads

    ================= Description: ================= This is a medium sized Dwemer themed Clutter resource. The clutter is a recreation of the Dwemer clutter found in Morrowind. I always like the look of it myself and thought it'd fit into Skyrim nicely. Contents: 10 Clutter Items (Bowl, Goblet, Mug etc) All new Meshes and textures too! ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission. ================== Modder's Will: ================== If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.
    1 point
  31. Version 1.0

    2,047 downloads

    ================= Description: ================= This is a resource that contains 30 new rugs for Skyrim. There are 15 new rectangle rugs and 15 round rugs. The rugs are using new meshes as I wasn't fond of the vanilla ones and the textures are high resolution - rectangle 1024x2048 and round 2048x2048. An optional lower resolution texture pack is also available. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission. ================== Modder's Will: ================== If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.
    1 point
  32. Version 1.0

    605 downloads

    ================= Description: ================= This is a small resource containing 30 Collectible trading Cards (Why not? ). Contents: ========== Bone Hawk Chaurus Chaurus Hunter Chaurus Reaper Dragon Ancient Dragon Blood Dragon Elder Dragon Frost Dragon Legendary Dragon Revered Dragon Skeletal Dragon Falmer Frostbite Spider Frost Giant Giant Hagraven Draugr Deathlord Dragon Priest Dwarven Spider Dragonsreach Jorrvaskr Markarth Riverwood Sleeping Tree Solitude Warrior Stone Whiterun Windhelm Winderhold ========== The cards are setup as clutter items. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission. ================== Modder's Will: ================== If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.
    1 point
  33. Version 1.0

    1,079 downloads

    ================= Description: ================= I've seen a few requests here and there for the soul gems from Morrowind, I decided to fill that request with this small resource. The resource contains new Soul Gem models and textures based on the designs from Morrowind, they're not exact replicas but are very close to those found in that game. The gems included are: Grand, Greater, Common, Petty, Lesser. The textures included are higher resolution ones (2048x2048), an optional lower resolution set is also available. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission.
    1 point
  34. Version 1.0

    662 downloads

    A large selection of Christmas themed items for use in those Christmas projects you know are coming soon . Every year the community creates a selection of Christmas themed mods, the only difference this year is we currently don't have any resources that are suitable for such projects, I'm aiming to change that. Architecture: Igloo (Exterior, Interior, Door) Clutter: Crackers Snowball Food: Candy Canes Ribbon Candy Christmas Pudding Gingerbread Men Fruit Cake Statics: Snowman Holly (Small decoration) Baubles Christmas Cards Stockings Gift Boxes Snow Globe Christmas Candles Decoration Arrangements Decorated Wreaths Christmas Rugs Filled Stockings Yule Log Snowball Pile Christmas Wallpaper Thanks to Bethesda for creating Skyrim. Thanks to Lilith for her contributions: Christmas Candles Decoration Arrangements Decorated Wreaths Christmas Rugs Filled Stockings Yule Log Wallpaper Gift Arrangements Additional Thanks: Teddy Bear: Tamira and Arbitor Teddy Bears http://tesalliance.o...232-teddybears/ used by permission from Tamira and Arion. (Credit to original author Abitor from thefree3dmodels.com for the original model and texture http://thefree3dmode...ear/21-1-0-2215 )
    1 point
  35. Version 1.0

    1,439 downloads

    ================= Description: ================= This is a modders resource that contains a few clocks and sundials for decorating one's home. They are all static items, the clocks don't function and are meant for decoration, but each clock does come with an alternate model that has no clock hands and there are a set of separate clock hands included for those that want to script the clocks to work. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission.
    1 point
  36. Version 1.0

    1,246 downloads

    ================= Description: ================= This is a very small modder's resource that contains two static Chessboards, they come complete with pieces. The boards are: Royal Board - Mixture of red wood, gold and black pieces and a red and silver checkerboard Standard Board - Brown Wood, silver and black pieces and a brown and silver checkerboard The pieces on both are the same. For those wondering the pieces are: King Alduin Queen Dragon Priest Bishop Frost Atronach Knight Argonian Rook Falmer Pawn Churus ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission.
    1 point
  37. Version 1.0

    280 downloads

    Go camping in style without being associated with the Imperials. Or give your Imperial tent new colors. Installation Extract to your skyrim\data directory and add in the Creative Kit as statics. Also, make use of Texture Sets instead of packaging multiple nifs in your release. Optional high resolution textures included, just extract over the others. Enjoy, Meo.
    1 point
  38. Floating Grass Fix: CK v1.4.23 In this version of the creation kit, 3D grass does not properly update when landscape editing. While this bug will likely be resolved in later versions of the CK, modders using this version (1.4.23) can resolve floating grass with a series of ini tweak (thanks to Somnyus on Bethesda forums for posting the solution publicly)
    1 point
  39. Part III: Landscaping Skyrim We can get a good look at the house now that we have that clutter cleared out of the way and while it's off to a great start, there's still a bit of work to be done in the exterior. We have some grass cropping up through our stepways, the uneven ground around our foundation is sloped on one side, and the pathway up to our steps is overgrown. Landscaping can be very intimidating to new modders, just remember the most important part of the Newbie Mantra: modding Skyrim is fun, not scary. With a little practice you'll be landscaping like a pro in no time, so let's get started. Tap H or the landscape toggle on the toolbar to open the landscape editor. You'll notice your cursor has been replaced by a red circle, which is the visual guide for our edit radius. This illustration will outline the primary parts of the landscape editor so you can understand the basics of what this tool can do. To be a better landscaper it helps to understand how the landscape works. Just like the exterior is made up of a grid of cells, those cells are made up of nodes or vertices that are placed together like a huge patchwork quilt. By moving vertices higher and lower we can create hills and valleys. Great big hills can become mountains, and deep low valleys can become lakes. What we're going to do now for our tavern/house is on a much smaller scale, and much simpler. The first landscaping job we want to sort out is the grass under the steps. Grass is the modder's bane, it gets into everything, and while 3D grass renders in the CK, it doesn't adjust real time as we make changes. Think of the CK grass as a reflection of what's in game because it's going to be different as we go. Let's start with the grass around the main steps, zoom in for a closer look. With a good angle and the landscape editor open, HOLD ctrl and right click on the grassy area. This will make your active texture (displayed in the window) one of the primary grass textures in the area you clicked. There are five textures at play here so you might have gotten something different than the example, that's okay, the rest still applies. For the example, the CK brought up LFieldGrass02 as the selected texture. The point of this is to see what texture you are looking at. Once you know that, you will be able to replace it with a NoGrass version while maintaining the overall look of your landscape. Just below your grassy version you will see an identical NoGrass version; you may need to expand the Editor ID column to see the NoGrass suffix on the ID. Click on that version to make it the actively selected texture. This is what you are going to paint with now to eliminate grass. For such a small area make sure your Edit Radius, or brush size, to 1, and set your Max Opacity to 100. Full opacity is what prevents grass from other textures in the area from invading our NoGrass territory. Once you have your texture selected, and your brush and opacity set you're ready to paint. The best thing to do is make one click strokes with your right mouse button and paint your texture carefully over the areas under our steps that have grass. Oblivion modders had the luxury of being able to undo numerous bad strokes, the creation kit will only undo the last couple so don't get carried away and expect to undo it easily. Smarty Says: When you painted your texture what did you see? A grassy texture? Or just black paint?! A texture that paints black means you may have too many textures in that quadrant. In Skyrim, each exterior cell is made up of four quadrants and each quadrant can have no more than six unique texture types painted in it. If you try to add a seventh, the texture will simply paint as a matte black color; it will turn black in game as well. Not to fear, this isn't like the black texture bug of Oblivion infamy, this black paint can be undone, or painted over, just like every other landscape texture. If this happens you'll need to consolidate your textures. Part III.a: Consolidating Textures While positioned over the full texture quad with the landscape editor, tap i to open the Land info dialog box. This window will show you the four quads for that cell and the textures contained in each. To find the trouble making quad, look for the list with more than 6 textures. Right click on one of the lesser used grass textures and choose REPLACE. Swap this grass texture with one of the NoGrass textures you've been painting with to consolidate them into one. To be cautious, use replace to consolidate rather than delete which does more damage. Also, leave the top textures alone. Their use percentage tends to be high and the outcome of replacing or deleting the primary texture could be unpredictable. Once you have a NoGrass texture that's painting effectively, finish painting under both sets of steps to clear a walkway for players. Your changes won't reflect in the CK, but you'll be able to double check your work in game. Save! Our next task is to create a path from the road to our structure so players aren't wading through grass to get to the steps. On the toolbar find the Grass Toggle and toggle off the grass to make it easier to see where our path is. [Note: There is a bug in the toggles that may render some features on even when the toggles are off. If your grass toggle is off, click it on and back off to shut off your grass.] When the grass is off, select a new dirt texture from those already in the cell like LDirt02 and paint a narrow path from the steps to the road. This will clear the grass out for us in game and prep the path for cobbling. The next landscaping technique we're going to explore is raising and lowering the landscape mesh. Let's start by setting the Edit Radius to 2. A size 1 radius is excellent for painting textures with more precision, but for moving the terrain you can get better results with a slightly wider brush. Position that red circle over the footpath we drew near the base of our steps. Then left click+hold and ever so gently push your mouse down to create a subtle indention in your path. Then release your hold. You're going to repeat this process all the way down the path to the road to create the effect of wear. Repeat this landscaping in little sections, lower the terrain a bit, rotate your camera, and then lower a little more. Terrain can trick the eye, it can look absolutely beautiful from one angle, and then hideous from another, so by rotating your camera you can be certain it looks good from all sides. Save! Road stones in Oblivion were painted textures, but in Skyrim, road stones are made up of placed static cobblestones. The road stones are listed under Statics in the object window beginning with the prefix "Road". There are different types for different locations. If you're near a road like we are in this cell, try to use the same type of road chunks, in this case use RoadChunkM03, RoadChunkM04, and RoadChunkL03 to plot a broken path up to our tavern on the dirt path we just molded. Sink them in up to the top edge of the static, even if you need to adjust the landscape to suit the mesh; these look displaced if they sit too high on the terrain. Now that our footpath is complete and leads out to the road let's have a look at the foundation of our house. The one side of our cell slopes rather dramatically. While the landscape around your house doesn't need to be perfectly even, you don't want half the foundation exposed either. Next we're going to lift the terrain around our foundation wall, same technique as lowering our path only in reverse. Just use one click movements so you don't overdo it. When you're finished you should have something like this. Lastly we're going to smooth a few rough edges! Change your Edit Radius back to 1 and check the flag next to "Soften Verticles". Using one click at a time, click the terrain where our changes may have made any jagged edges or points. This will soften the rough edges slightly to blend the old terrain into our changes. Smarty Says: Doing one-click actions with the powerful flatten and soften tools can save you big headaches! If you make a mistake, simply hit ctrl+z to undo and try again! Save! Part IV: Map Markings The next thing we need to do in our exterior in this lesson is add a map marker. MapMarkers are the CK object that creates a point on the in game map for this location. It's also what makes those cool titles appear when you find a location the first time. Under WorldObjects>Statics find the Object called MapMarker and drag it into the Render window. This green tablet marker is where the player will land when they teleport into that area by fast traveling. Place the marker with our cell, but a bit toward the start of our path out by the road. Once placed, double click on it to open its reference box. Click on the tab called "Marker Data" this is where we will set the details for our marker. For this tutorial, name your house to match your interior name, select settlement under type, and check the visible flag so you can find it in game! Smarty Says: Everything you add to the render window becomes a reference, that's why when you double click on it, it has a reference box! Each reference box contains information (data) for ONLY that object, so it's okay to change reference data like, scale and ownership for example or in this case MapMarker Data, since it will only apply to this specific instance of that object. Part V: Linking Doors One more step left for our classwork this lesson. Time to get a door on this tavern and link it up with the interior we made earlier. Under WorldObjects>Door, find FarmHouseDoor01, drag/drop it in the render window and position it in front of the faux door on our house exterior. Make sure the door handle is facing outward for realism sake. Once it's in place, double click on the door to open its reference window. Select the Teleport Tab and there you'll find two drop down slots. Cell is where you choose the destination cell. In this case our house interior aaDRTutorialInt01. In the drop down box called Reference, you will select which door you want to link to from the available doors inside; another farmhouse door should be your only option at this point, so once your teleport tab looks like this click Ok. Smarty Says: Oh no! When you chose the Cell there were no doors to choose under Reference!! Did you forget to add a door to your interior cell? You'll have to go there now. In the cell view window, change your worldspace to Interiors, select our interior house and double click to load it. Add a FarmHouseDooor01 to your interior. Once in place, double click on the door to open the reference box and select the teleport link. The rest of the instructions are the same except you are going inside out, same results though, promise. When the Reference box closes you will see a translucent yellow block merged with the front of your door now. This is the actual door marker. With your mouse, click on the door and drag that block out of the door. You will see it has a yellow/orange beak on it. Imagine that block is a person, and the beak is that person's nose. Set the block in front of the door with the beak pointing AWAY from the door. That will be where the player appears when they come out from that door. Once in place, double click on the marker and a message will appear saying "View Door reference for this Door Marker?" Say Yes! This action will teleport you to the other door inside our house where the yellow block is still in the door. Pull it out and position it as well, with the beak pointing toward the interior and away from the door. Smarty Says: Keep your door marker close to their doors where a person would be standing when they enter. A door marker several feet from the door would be an unnatural landing point. Great job, you have now completed the longest lesson so far, Lesson #3! You now know how to claim and edit an exterior cell, do some landscaping, add doors, and mapmarkers! Well done, I'm very proud of you and you should be proud of yourself! For your homework this go around you will be sprucing up our exterior. Use some creativity and find some unique statics to get your assignments done. This Main Assignment is worth 10pts, Extra Credit is worth 5pts. Post a screenshot here when your assignment is complete. In Lesson #4 we will be refining the skills you have learned so far and explore the value of testing and tweaking. Also, now is a good time to start browsing the Credit Challenges, these are small modding tasks that are worth big points. Most of you will be required to do at least two to finish the class. Keep up the great work, students! When you've finished with this class visit Lesson #4: Design Refinement
    1 point
  40. Modular Beautiful People 2ch-Edition (Unofficial English Translated Version) (This mod will be un-lore-friendly compilation pack of various cosmetic mods.) Previous BP 2ch-Ed (Latest version is 1.8.0 no English translation) became too big (281MB compressed, 1.3GB uncompressed lol), so I've decided to make Modular BP 2ch-Ed. It will consist of core and modules as I mentioned below. I aim to reduce the core file size to 600~700MB uncompressed or smaller and I also plan to provide English version. Please note, however, that I can't assure you that I will finish this project because I'm very busy IRL recently. =/ ***** Edit ***** There's a similar project and it already contains large variation of hairs and eyes and is obviously well-developed than mine. So I recommend using it, though I keep working on this project at a slow pase. =) - Cobl Readme - Cobl Races *** End Edit *** Well, here's a blueprint of Modular BP 2ch-Ed. * If you have any problem with this project, please feel free to let me know. Main Feature: -Esm & Esp Plugins Structure: You can easily create your own race, companion and npcs which use resources in Modular BP 2ch-Ed with TESCS loading Beautiful People 2ch-Ed.esm. -Core & Modules File Structure: You can choose and install your favorite modules. -Omod compressed modules with scripts to provide semi-automated installation. -Massive amount of eyes, hairs and races: In previous BP 2ch-Ed 1.8.0, 328 variation of hairs, 836 variation of eyes and 21+ races are included. -Custom Race Fix: You can safely begin MQ with custom races. -English Translation Additional Notes: 1. All hairs, eyes and races splitted into modules are Non-Playable in BP 2ch-Ed.esm itself. These're kind of tricky dummy data. 2. You have to install modules which contains data files and plugins to enable hairs, eyes and races splitted. 3. I'l provide a compatible patch with Beautiful People 2.7 which's size will be approximately 70~190MB uncompressed. Core (Full): - Races: Ainmhi, Carrier, Dremora, Elves of Lineage II, Horkew(Normal?Black?White), Human, Ice Elf, Lolita, LongEars Elf, Lycanthrope Elf, Mystic Dark Elf, Mystic Elf, Mystic High Elf, Orog, Robo Elf, Skyrim Khajiit, Tabaxi, Tang Mo, Wiera, White Tabaxi, Wolf Elf - Hairs: 2ch Hair, 2ch Legend Hair, 2ch Ren? Hair, AGS Hair, APPageBoy Hair, Babe Hair, Capucine Hair, Corean Hair, CTarg Hair, Bald, HS-Hair, Pr-ttyCure Hair, Ren's Hair, Saram Hair, Soya Hair - Eyes: Flonne's Ren Eye Recolored, Nequam Eye, Ren's Eye -------------------------------------------------------------------------------------------------- Total File Size 1.35GB (301.7MB compressed) Beta Testing! Core (Lite): - Races: Ainmhi, Carrier, Dremora, Elves of Lineage II, Horkew(Normal?Black?White), Human, Ice Elf, Lolita, LongEars Elf, Lycanthrope Elf, Mystic Dark Elf, Mystic Elf, Mystic High Elf, Orog, Robo Elf, Skyrim Khajiit, Tabaxi, Tang Mo, Wiera, White Tabaxi, Wolf Elf... - Hairs: 2ch Hair, 2ch Legend Hair, 2ch RenKai Hair, APPageBoy Hair, Capucine Hair, CTarg Hair, Bald, Ren's Hair, Soya Hair - Eyes: Nequam Eye as vanilla replacer, Ren's Eye -------------------------------------------------------------------------------------------------- Total File Size 542MB (135.5MB compressed) Beta Testing! Modules: /Misc/ - Compatible Patch with BP 2.7 to solve the issues due to the different file structures Beta Testing! /Hairs/ - AGS Hair Beta Testing! - BabeHair Beta Testing! - Corean Hair Beta Testing! - HS-Hair Beta Testing! - Pr-ttyCureHair Beta Testing! - Saram Hair Beta Testing! /Eyes/ - Flonne's Ren Eye Recolored Beta Testing! - NeqEyeAi~ (Ainmhi Nequam Eye) Beta Testing! - NeqEyeAr~ (Argonian Nequam Eye) Beta Testing! - NeqEyeD~ (Dark Elf Nequam Eye) Beta Testing! - NeqEyeH~ (Humanoid Nequam Eye) Beta Testing! - NeqEyeK~ (Khajiit Nequam Eye) Beta Testing! - NeqEyeO~ (Orc Nequam Eye) Beta Testing! /Races/ - Nec High Elf Remake Beta Testing! - Chocolate Elf Beta Testing! - Chingari and Ismelda Demon Race (due credit will be included before release.) WIP! - Cute Elves Beta Testing! - Asharas Sirens and Tritons (due credit will be included before release.) WIP! Module Type: - Hair Module Type1: Includes all files Beta Testing! - Hair Module Type2: Includes only mesh, no Egm files (This feature is still under consideration.) - Eye Type1: Includes all files Beta Testing! - Eye Type2: No glow-eye Beta Testing! - Eye Type3: No one-eyed (=single blind) Beta Testing! - Eye Type4: No glow-eye and one-eyed Beta Testing! English Translation: - 0% Completed WIP! Credits: **This list isn't completed yet and will be updated before release. If, by any chance, you're not listed and you should be listed, please PM me. I gave my full attention to this. But if you don't want your mod used in this compilation pack, I'm sorry to trouble you but please PM me. Special thanks to: * Bethesda Softworks * Acidoangel for Cute Elves * AGS for AGS Hairs * Ahiru for AhiruMouth (????) * APmod for APPageboy Hairs * Babe for Babe Hairs * BlueBack5150 for Horkew(Black)'s tail texture * Capucine for Capucine Hairs for Argonians and Khajiits * Comit for CTarg Hairs for Argonians * David Moyer for Orog * Flonne for Flonne's Ren Eye Recolours * Grimdeath & Syko Fox for Tang Mo * Gunman for 2ch Gunman Hairs * HISSSSA for HS-Hairs * idkrrr for Corean Hairs & Saram Hairs * Kikaimegami & Slig for Improved Playable Dremora * Kozaburo for original meshes and textures of Babe Hairs * KyneTarse for the Vampire Hunter's Sight and Khajiit Night Eye toggles script & Custom Race Fix * kz for various 2ch Hairs * Lejardo & Treetop Smoker for Human Races and Face Texture * Luchaire for Tabaxi Cat Races & White Tabaxi * Nec for Nec Elves * Nequam for Nequam Eyes & Ainmhi * MidnightVoyager for the inspiration of Beautiful People 2ch-Ed * Miss Onatopp for Elves of Lineage II * Ozmo for Ren's Eyes for BP-2ch * Ren, Daeger & Ranma-chan for Ren's Hairs and Eyes & Mystic Elves * SM for Sm Cassandra & HighKingHair & Pr-ttyCure Hairs and more * Soya for Soya 4 Hairs Pack * tad for Wiera Race * Theodic Marthil for Skyrim Khajiit * Trigger190 for Bald hairstyle * XiNAVRO for Chocolate Elves * BP 2ch-Ed Developers (Hakaishin, Henkyo, RR?vI4I8.Yi2I) * 2ch Modders & People BP 2ch-Ed's just a compilation pack of great mods. Thanks to all original mod authors. Special respect.
    1 point
  41. Joined to download WACv_1beta.7z Hours later I have still not managed to download it without "incomplete" errors. Free Download Manager is just giving me 403 forbidden errors. These pretzels are making me thirsty.
    0 points
  42. Version v1.0 Additional Files

    24,776 downloads

    About WAC on TES Alliance: Currently Waalx is off in the real world crossing the globe and experiencing the grand adventure that is life! He managed to stop in to grant permission for his project to be hosted away from his forum which is now closed to new registrations so that WAC, in it's current unfinished state, could still be enjoyed by players. Somewhere down the traveled road, he may pop in to update the mod with the work he has stored on his PC, but until that time if and when, we will be hosting the beta version here with all the same documentation provided by Waalx himself. Currently, WAC may NOT be used as resource material. Waalx has stated his desire that any derivative works must require/be dependant on WAC. Anyone wishing to use resource material from WAC without dependancy, must contact Waalx and ask permission; no contact made means no permission. This is his latest statement on Resource use as of 26 Aug 2012
    -1 points
×
×
  • Create New...