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Arthmoor

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Everything posted by Arthmoor

  1. Arthmoor

    Arthmoor's Game Screens

    A random collection of whatever happens to strike me as a good scene to shoot.
  2. Arthmoor

    Keld-Nar Sign

    From the album: Arthmoor's Game Screens

    Teaser time again Using Hana's new road signs resource.
  3. Version 1.0.9

    129 downloads

    Ever travel the roads and wonder how it is people find their way? Have you noticed that the roads in many places simply don't have signs that tell you where you can go while traveling them? If you were a foreign visitor to Skyrim, you've got no hope of being able to travel the intricate road network without stopping to read your map every so often, even when you're at a major intersection. Worry no more! While you weren't looking, The Empire sent out its trusty civil engineers (surely Skyrim has some) and they set about marking the roads to better assist travelers in finding their way. This mod's aim is fairly simple. Road signs have been placed at several major intersections that were either lacking signs, or didn't have enough signs to indicate the full extent of where you could travel on a road. In some cases, the smaller towns and villages aren't even mentioned - despite Bethesda having created signs for them! Others that were pointed the wrong way or had the wrong city being represented have been fixed as well.
  4. Version 1.2.1

    454 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - High Resolution DLC, the goal of the Unofficial High Resolution Patch (aka UHRP) is to eventually fix every bug with the High Resolution DLC not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. The complete changelog is available here.
  5. Technically true, but unless you're analyzing the file ahead of time most people aren't going to know which ones have and haven't been touched by it. For modding purposes it's best to include it from the outset. Well they could, but that isn't very likely. Update.esm has included a few new things that weren't distributed as DLC, like mounted combat and the updated underwater shaders. They told us these were coming though so they weren't sprung without notice. Unlike a certain DLC they seem to be dangling like a carrot, telling us "not this week".
  6. Yes, Update.esm is required. That's where all of the official patch fixes go. What do you mean by updated past all recognition?
  7. Run the official Skyrim launcher. Anytime you do a cache validation on the game, Steam wipes out the registry setting things like BOSS need to find the game with.
  8. For the record, Bash 295 is no longer supported for Skyrim *OR* Oblivion. Always use what's being offered on Nexus Update.esm doesn't show up in 295 because 295 wasn't aware of the updated record formats that began showing up with Skyrim's patches.
  9. Actually the Bosmer went along with this of their own will as well. Once the Thalmor have Valenwood and Elsewyr, it's a whole new ball game as far as invading Tamriel. Morrowind is too weak after all that happened post-Oblivion. The Elves are not foolish enough to attempt to invade Argonia, which had seceded by this point. Which doesn't leave a whole lot to stop the Elves from marching right into Cyrodiil, which is basically what caught everyone off guard. By the time Skyrim starts, the Empire is already in shambles and there's no likely hope of that ever getting fixed. You aren't going to win a war with High Rock and Cyrodiil vs the new Aldmeri Dominion. Stranger things have happened though and we don't really know where Bethesda intends to take this.
  10. Given all the information you can soak up in the game, I'm pretty sure Skyrim and Hammerfell forming an alliance would be the end of the Thalmor. Why? Hammerfell fought the Thalmor off ALL BY THEMSELVES after the Empire abandoned them. Redguards and Nords in an army, marching on the Elves, it will be glorious. The Cyrodiilic softies can choke on it
  11. Same here, though I was spared most of the grief because the attacks don't seem to work as well with Open Cities. The one time a conflict actually does some good
  12. Version 2.1.0

    227 downloads

    A small mod that makes citizens in a village or city run indoors during a random vampire attack. This includes eclipse attacks as well. This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking master vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of the undead. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead. This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine. Guards, members of The Companions, Vigilants of Stendaar, the Dawnguard, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC.
  13. Another possibility. The game hasn't been fully patched and the mods you're trying to use require the latest patches in order to work in game.
  14. There are in fact beta testers for Dragonborn. Those people involved with the Dawnguard beta on XBox got invites, but they are all under NDA and not allowed to even disclose if they are participating this time around. GStaff confirmed this and made it pretty clear they'd not be happy about anyone who let their cat out of the bag.
  15. Not getting the answer you didn't want does not equate to ignoring you. So I'll say it one more time. The unofficial patch releases will support the current version of Skyrim, and only the current version. Old versions will not be provided. There is too much potential for support issues to be caused by those who refuse to update their games, and as time goes by and more official patches come out, more and more modders will move on.
  16. Arthmoor

    Keld Nar

    From the album: Arthmoor's Game Screens

    A preview of things to come
  17. Just a reminder - Entries are due in by 11:59 EST tonight. It's time to finalize whatever is left to do and get those sent over for integration.
  18. There's already a working patch included with the Roads of Cyrodiil Patches download on the RoC page.
  19. Arthmoor

    Chateau Ekletic

    That island is hotly contested territory among several mods - be prepared for an onslaught of compatibility patch requests.
  20. I've played it, and yes, the DRM-free claim is correct. Although that's only true for an updated copy. The original copies (the one I bought) has DRM on it, but it's not Steam. It's their own thing that Atari made them attach at first. They had that stripped during one of the first major patch updates - and nearly got themselves sued over it. I would expect the enhanced versions on sale now to be entirely DRM free. Buy retail obviously, because if you get it on Steam, Valve will force you to use the Steam client anyway. It's an excellent game. Well worth the money. CD Projekt Red is one of the good guys who deserve to be supported.
  21. So I probably don't need to tell everyone that since Patch 1.6 there have been some problems with creating quests that contain dialogue. We all refer to it as the "dialogue bug" and it's been a pretty big thorn in everyone's sides if you're making quest mods. The gist of the problem is this: You have quests with dialogue. These quests are marked as "start game enabled". Your quests start, but the dialogue is not properly initialized. Your dialogue therefore fails, any attached script fragments MAY fail, and your scenes don't play. We've been waiting for a fix for it for some time now. That wait is over. Recently, I was approached in private by one of the Bethesda developers (if they wish to identify themselves, they can, I won't out them) to test a potential workaround for this issue. After some initial testing, and seeing that it appeared to work, I asked them to contact Alexander J. Velicky, the author of the Falskaar mod, for another opinion since I knew he has a ton of dialogue related issues as a result of all this. He too has since confirmed the workaround fixes the problem. Fortunately, it's actually fairly simple to do. The process, using Steam: 1. Go to Steam. Switch to the tools view. 2. Find the Creation Kit, open its properties. 3. Click "set launch options" 4. Enter a command like this: -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file) 5. Save the changes. 6. Launch the CK and DO NOT disturb it while it processes. 7. Once it closes, remove the launch options you entered so you can use the CK normally again. 8. Move the file to your Data\SEQ folder. You can also do this from the Windows command line: 1. Open CMD. 2. Navigate your way to where Skyrim is installed. (By default: C:\Program Files\Steam\steamapps\common\skyrim) 3. Type in the following command: creationkit.exe -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file) 4. The CK will launch and perform some processing. 5. Move the file to your Data\SEQ folder. Note that the command line process may only work once. I've never been able to get it to work again since the first try. So I had to switch to the Steam method, which Alexander suggested. The SEQ file will need to be regenerated any time you add a new start-enabled quest to your mod, delete one from the mod, or toggle the "start game enabled" flag on a quest in your mod. So it's important to remember this. When I tested this, the command line option only worked once and has failed to ever work again. The Steam method works without fail each time, but it's a pain. Good news is, once the developers cleared Alexander and I to share this knowledge, I contacted Zilav (TES5Edit) and he'll be including support to generate this file through TES5Edit as well. The file itself is nothing more than a series of form IDs for each quest in your mod that's been flagged as start-enabled. It's encoded though, so you can't just type it out by hand. TES5Edit will be the easiest method for generating this file since it will place it in the proper folder for you, rather than the CK simply dropping it in the same place as creationkit.exe. Distribute the generated .SEQ file with your mod in the usual fashion. At this time, we have not been told whether or not this will be included as an official menu option within the CK. So for now just proceed as though it won't be added to the UI. Modders should be the one to generate this for distribution, but in a pinch, users can also follow the steps until modders can get around to generating it.
  22. Dawnguard has actually been pretty well received on PC, it's just too recent so probably wouldn't have been fair to create dependencies on it. Also, some good news on the tools front if nobody is aware yet - TES5Edit is out.
  23. Newspaper may not be a good choice. Mine decided it was edible, which isn't a good thing considering all that ink. If you don't want to deal with the wood chips (and who could blame you) then you should look into getting some washable green felt or something. The pet shop ought to know what you want if you ask them about it. Looks better, easy to clean, and he won't try to eat it.
  24. Heh. You'll get hissed at and puffed at long before the tail starts swinging. If he's not doing any of that he's a pretty well adjusted lizard. Mine took a bit of breaking in before they stopped doing that with me.
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