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Found 251 results

  1. Purpose: This thread is about how I'm making an alternate start mod, avoiding the usual beginning in the cart, the execution scene and having to choose a side in the civil war. Permissions: This tutorial is just for your information, you are not allowed to use it to remake this mod and upload it to Bethesda.net or anywhere else. You can use this tutorial as a guide that will help you make your own alternate start; just don't forget to credit me and put a link to this place when you release your creation. Where to download the mod: Note: There is no way to create an alternate start mod without modifying the main quest (MQ101). Knowing this, the amount of modifications you'll make to MQ101 is irrelevant; modified is modified, whatever the number of things you change in this quest. Let's create the new start conditions Workflow: 1) Setting the start conditions: let's create the place(s) where the player will start. In the finished mod, there will be five possible places, for now I've created the gate to Cyrodiil one, in cell 6, -29, by adding a marker heading that I named "MOAS_CyrodiilGateMarker". This is where the player will be teleported when I choose that location at the start of the game. Once the player has been teleported, the character creation menu will pop up. let's modify the dummy player's inventory. In "Actors/Actor" open the "Player" generic form and modify the content of the inventory to your liking. I personally modified the player outfit so that it contains ordinary farm clothes and boots, a basic set of weapons, food, drinks and potions. The idea is that the player was forced to leave whatever province they were living in such a hurry that they kept only what they were wearing. let's modify the quick start global. In "Miscellaneous/Global, find "MQQuickstart" and set it to 5: 2) Setting the new start stage in MQ101: in "Character/Quest", let's find "MQ101", in stage 0, let's create a new empty log entry, let's add to it the condition "GetGlobalValue" | "MQQuickStart" | "== 5", In the Papyrus Fragment: in the kmyQuest drop down menu, let's choose "MQ101QuestScript"; this is required so that the start script can access the AddRaceSpells function it contains. let's save the quest now; this is needed otherwise the CK will spit error messages if we add the script directly, let's add the start script. Here is the script I'm adding; it contains the necessary so that the mod works: ;starting game ;setting the time to 8 am GameHour.SetValue(8) Actor PlayerRef = Game.GetPlayer() ;moving the player to the chosen start place PlayerRef.MoveTo(MOAS_CyrodiilGateMarker) ;fading the game out Game.FadeOutGame(False, true, 1.0, 1.0) ;removing prisoner outfit PlayerRef.RemoveItem(ClothesPrisoner, abSilent = true) PlayerRef.RemoveItem(ClothesPrisonerShoes, abSilent = true) PlayerRef.RemoveItem(PrisonerCuffsPlayer, abSilent = true) Utility.Wait(1) ;character creation ;popping up race menu Game.ShowRaceMenu() ;add spells based on race kmyQuest.AddRaceSpells() Utility.Wait(1) ;enabling save Game.SetInChargen(false, true, true) ;saving game once the character has been created Game.RequestSave() 3) Choosing where to start and how it looks like in game: First, all the locations where the player will be able to start the game must be created: chose a cell in the world (make sure the place is not outside the borders of Skyrim), add a "xmarkerheading" in that cell and give it a name. Second, the message that will pop up asking the player where they are from must be created: in Miscellaneous/Message, create a message like the one below Now the start script must be modified accordingly (I've added to it an option so that the weather is clear during character creation): ;starting game ;setting the time to 8 am GameHour.SetValue(8) Actor PlayerRef = Game.GetPlayer() ;choosing where the player comes from ;moving the player to a dummy location first so that the choice message can display ;moving the player to the chosen start place PlayerRef.moveto(MOAS_CyrodiilGateMarker) Int StartButton = MOAS_StartChoiceMessage.Show () if StartButton == 0 PlayerRef.MoveTo(MOAS_CyrodiilGateMarker) elseif StartButton == 1 PlayerRef.MoveTo(MOAS_HammerfellGateMarker) elseif StartButton == 2 PlayerRef.MoveTo(MOAS_HighRockBorderMarker) elseif StartButton == 3 PlayerRef.MoveTo(MOAS_MorrowindBorderNorthMarker) elseif StartButton == 4 PlayerRef.MoveTo(MOAS_MorrowindSouthGateMarker) Endif ;fading the game out Game.FadeOutGame(False, true, 1.0, 1.0) ;removing prisoner outfit PlayerRef.RemoveItem(ClothesPrisoner, abSilent = true) PlayerRef.RemoveItem(ClothesPrisonerShoes, abSilent = true) PlayerRef.RemoveItem(PrisonerCuffsPlayer, abSilent = true) Utility.Wait(1) ;setting weather SkyrimClear.ForceActive(true) ;character creation ;popping up race menu Game.ShowRaceMenu() ;adding spells based on race kmyQuest.AddRaceSpells() Utility.Wait(1) ;enabling save Game.SetInChargen(false, true, true) ;saving game once the character has been created Game.RequestSave() When you start the game, the message will pop up, asking you to choose a place for your player to start the game and you'll be able to create your character: -----oOo----- A bit of mod cleaning That's what I wrote earlier, but, it's actually not that a good idea. It's better if we do this by script. Before that, we need to remove the changes that were made to the player base form. In order to do that, launch the CK, select your plugin, set it active and then click on the button "Details": in the "Files Details" dialogue box that opens, select "Player", press the "DEL" key, the CK will ask confirmation that you want the modifications made to the player to be ignored, click on "Yes", load your plugin and save it immediately. Note: This is how you must proceed each time you make unwanted modifications to the game; you can select several records at the same time. When you accidentally modify references in a cell, you'll have to use this method to undo the changes you made to the references first and redo the whole operation to undo the modifications made to the cells themselves. It's good to use that same method when you want to remove objects you created, whatever the object, levelled list, form, package, quest and so on, instead of simply deleting them. Tips: when you add objects to a place, give them a recognisable name, when you accidentally modify an existing reference in a cell, give them a name too; a name like "Delete" or "Undo", so that you can spot them more easily in the "File Details" window. For example, I added a boat and two oars near the place where the player spawns when I choose "High Rock". I named them "MOAS_Boad" and "MOAS_Oar01" and "MOAS_Oar02" making them recognisable in the "Files Details". -----oOo----- Now that the changes made to the player base form have been undone, we need to remake them by script. 4) Let's modify the player by script: To do so, we need to remove all the clutter that are in its inventory and add the new stuff, by adding the lines: ;emptying player's inventory ;adding new outfit and stuff to the player PlayerRef.RemoveAllItems() PlayerRef.SetOutfit(MOAS_PlayerOutfit) PlayerRef.AddItem(MOAS_PlayerStartPackage, 1) MOAS_PlayerOutfit is an "outfit" form that contains levelled lists of the clothes, boots and gloves that will be randomly equipped to the player, MOAS_PlayerStartPackage is a levelled list that contains the rest: weapons, food, potions, money and so on, that will also be randomly added to the player's inventory. The new script looks now like that: ;starting game ;setting the time to 8 am GameHour.SetValue(8) Actor PlayerRef = Game.GetPlayer() ;moving the player to a dummy location (necessary so that the choice message displays correctly) PlayerRef.MoveTo(MOAS_DummyCellMarker) ;choosing where the player comes from Int StartButton = MOAS_StartChoiceMessage.Show () if StartButton == 0 PlayerRef.MoveTo(MOAS_CyrodiilGateMarker) ElseIf StartButton == 1 PlayerRef.MoveTo(MOAS_HammerfellGateMarker) ElseIf StartButton == 2 PlayerRef.MoveTo(MOAS_HighRockBorderMarker) ElseIf StartButton == 3 PlayerRef.MoveTo(MOAS_MorrowindBorderNorthMarker) ElseIf StartButton == 4 PlayerRef.MoveTo(MOAS_MorrowindSouthGateMarker) Endif ;fading the game out Game.FadeOutGame(False, true, 1.0, 1.0) ;emptying player's inventory ;adding new outfit and stuff to the player PlayerRef.RemoveAllItems() PlayerRef.SetOutfit(MOAS_PlayerOutfit) PlayerRef.AddItem(MOAS_PlayerStartPackage, 1) Utility.Wait(1) ;setting weather SkyrimClear.ForceActive(true) Utility.Wait(1) ;character creation ;popping up race menu Game.ShowRaceMenu() ;adding spells based on race kmyQuest.AddRaceSpells() Utility.Wait(1) ;enabling save Game.SetInChargen(false, true, true) ;saving game once the character has been created Game.RequestSave() MOAS_DummyCellMarker is a marker I added to an interior cell I created and named MOAS_DummyCell. This cell contains only the xmarkerheading because it's just used during the time the message "Where are you coming from?" displays. Teleporting the player to that cell is necessary; otherwise the message will not show correctly and selecting a destination will not be possible. (In the previous versions of the script, I had teleported the player to the Cyrodiil border but it's actually preferable to create a new cell.) fading the game out (Game.FadeOutGame(False, true, 1.0, 1.0)) is necessary; otherwise the screen will remain black. For now, the mod as it is is perfectly functional; the only problem is that Helgen has not been destroyed; it's something that must be done so that the mod is complete. Note: You'll find the definitive version of the script in the post below:
  2. Version

    0 downloads

    My Own Alternate Start for Skyrim and Skyrim Special Edition by ladyonthemoon -----oOo----- Requirements: Dawnguard, Hearthfires, Dragonborn. Incompatibilities: Use only one alternate start. Do not use with other mods that modify the following quests: MQ101 "Unbound", MQ102 "Before the Storm", CW03 "Message to Whiterun". Do not use with other mods that modify the following cells: HelgenKeep01, WindhelmPalaceOfTheKings, SolitudeCastleDour, Wilderness 6, -29, Wilderness 4, -20, Wilderness 42, 9, Wilderness 51, -28, Wilderness -41, 24, Wilderness -13, -25. Content: This mod, as its name suggests, is an alternate start. You will be able to start the game on five different places, at the border of Skyrim: border to Cyrodiil, border to Hammerfell, border to High Rock, border to Morrowind (South and North). -----oOo----- Notes: Hadvar has been moved to Castle Dour, near General Tullius, Ralof has been moved to the Palace of the Kings in Windhelm, near Ulfric Stormcloak. Starting the main and civil war quest lines: Your player will not witness the attack on Helgen but starting the main quest line and the civil war will always be possible. If you haven't visited Helgen yet, you'll have to bribe the guard so that he allows you to enter Whiterun and Jarl Balgruuf will not have proper lines for you. To start the main quest, you'll have to discover Helgen first. Once this done, go visit Jarl Balgruuf in Whiterun. The usual scene will not start, approach the Jarl and tell him that you want to help him dealing with the dragon problem. To start the Civil War quest line, simply go to Solitude or Windhelm and enlist there, as usual. If you start the Civil War quest line before the main quest line, you'll have to discover Helgen. A quest will launch to that effect when you bring the "Message to Whiterun" to Jarl Balgruuf. Installation and removal: if you are playing the original version of Skyrim, download "MyOwnAlternateStart.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "MyOwnAlternateStartSE.zip" and extract its content into your Data directory. Deinstalling this mod is probably not safe at all. How I made it: If you are curious, or willing to make your own alternate start, see here: Thanks: Great many thanks to Bethesda Softworks for creating this amazing game! Great many thanks to TES Alliance for allowing us to share our creations on their web site!
  3. Version 1.0.0

    4 downloads

    "This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine." - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. My Patreon Page: https://www.patreon.com/arthmoor
  4. Version 0-3-0

    0 downloads

    This is a WIP and a beta version. Please read the description carefully. This is a WIP in beta state. Please read the description carefully. Important: Before installing this mod make a safe so you can roll back to in case you want to uninstall. Otherwise you will get problems. Install with MO or NMM . I don't recommend to uninstall midgame. Go back to a safe before you have installed the mod. This is a standalone mod dependent only on Skyrim.esm FixLipSync is not needed but highly recommended. For this you need SKSE. Fix Lip Sync May I introduce to you Sherda Akkadim, chronist, the Breton from Cyrodiil Tomalik'r Torquesson, the farmer Redguard from Hammerfell Chiomara Northwind, smithing witch and pure Nord Ramgar of Stony Creek, true Nord, scout and hunter Ruby Trevelyen, Imperial of Cyrodiil and agent Eldrid Firerider, barmaiden in Whiterun, Breton witch. Playerhorse Vala. If you play alternate start mods you have to search for her and do a little fight if you want to achieve her. If you play Helgen Intro she's available after you are out of the dungeon. Features: custom AI and fully voiced, come with their own horses change clothes in player home and back to armor when outside. Different clothes in a week, split in two days, three days and weekends Different sandbox packages for different locations like Inn, Playerhome, Shop, and if player is in furniture state they loot once a day at clearable locations Chiomara and Eldrid can heal the player or the whole party Chiomara can collect things for you Chiomara and Eldrid will train magic if player sits outside in a camp or other clearable location (after clearing). They train for an hour each themselves before midday and together in the afternoon. Only once per day Tom and Ruby train melee if player sits outside in a clearable location, at afternoon for an hour Ramgar can lead the player to 19 different locations 15 banter scenes and several misc dialogue Sherda sings for you if you at home if you wish fast mount and dismount through a script they have the lightfoot perk and will not activate traps Followers: Take the spelltomes out of their inventory, you will need them. You can summon each follower and each horse. If you recruit them inside a shop or inn they will start following you after going outside because of their sandbox packages. If they are looting in clearable locations and dont follow you, draw your weapon or start sneaking. They stop looting and follow you quickly. Followers loot only once per day. Look from time to time in their inventory. You can let them stayput or wait and relax, then they start sandboxing and wander around. They wait until you come back - forever, if you forget them. Where to find: Sherda, Eldrid, Chiomara and Tom have their daily schedule in Whiterun. If you arrive on a sunday, you have to search for them. They could be on a ride or in the Bannered Mare or wander somewhere around. You will find them at late evenings together in the Bannered Mare. Weekdays they are working (Tom outside Whiterun). Look around to find them. Ramgar lives at Hunter's Rest and Ruby is in Helgen Keep. You can recruit her while playing Helgen Intro, than she has different dialogue as if you play alternate start mods. Follower Horses and Vala playerhorse: If you play alternate start, you have to look for a map marker in the tundra to find her. You can only talk to her if all enemies are dead. Look at first in the saddle bags. Take the ring out and don't loose it! If you equip her ring she is a horse that can be ridden. If you unequip the ring you can't ride her but talk to her and give her orders to wait or follow. You can put off the gear and you can open the saddlebags to let her carry your burdens. Storage is safe. You can enable the riding option also through dialogue. You can ride with or without saddle. If you want to enable the dialogue after that you need to equip and unequip the ring. Vala is a strong fighter if you have the dialogue activated. If the riding option is activated she will flee from enemies to get her out of the way while fighting. Vala will follow you as long as you are outside and not in cities. If you don't want it, just talk to her and let her stay. If you are using followers from Tasheni Followers their horses will follow Vala, except the follower is waiting. Then the horses start sandboxing where they are. If you have achieved Vala and ride another mount Vala will follow, except you've told her to wait. If you tell your followers to send their horses away, horses run home. They will be teleported to the followers if you are hop on a mount and if you unmount they will leave again. If you want to have them following again you need to tell every follower that he should call his horse. Included is now the Stony Creek Farm, where Ramgar's parents live. Don't use the mod Stony Creek Farm together with Tasheni Followers mod. The farm lies besides the Imperial Camp Eastmarch at the lake near Stony Creek Cave. It is part of a questline that's not implemented, because it's not ready yet. It's worth to visit. Included is also Shepherd Erk Thrymsson and his flock of sheep. He's at sundays in Whiterun but wanders over the week to different locations. It's pretty relaxing to accompany him and safe also. He will fight against everything that smells like an enemy. Mod is incompatible with mods that changes the area of Whiterun in front of the stables, where the cabbage field is besides Old Hroldan, the area under the great trees. I also added some clutter in front of Pelagia farm and some flowers in front of Drunken Huntsmen. The area of Imperial Camp Eastmarch. Mod is compatible with Convenient horses, but it overwrites the settings for Vala, so you have to set them in CH. Storage of CH is not the storage that Vala owns. If you change the saddle with CH it will changed back to original if you are using Vala's ring or the dialogue to change her to horse. I have not tested the mod with follower mods like AFT or UfO. Please report bugs – I have not the ability to test much and can't do anything if I don't know what bugs occured. Mod works for me but perhaps not for you. Further plans: Advance dialogue. It was planned for this release but my voice actors are not ready and so it will have to wait until the next update comes in hopefully March. Development of questlines. I started already. I have tons of ideas and no plan how to get this done. We will see what happens. Songs included (singing without instruments): Chim-El-Adabal: music by Tasheni, text from Imperial Library Sleeping Giant: music and text by Tasheni Anvil's Golden Shore: music Irish traditional, text adapted from Paddy's Green Shamrock Shore Ride On: Irish traditional Eldrids short songs written by Tasheni Credits: This mod would not be possible without some people who helped me a lot with different things: Very warm thanks to my boyfriend who got my back and gave me the time to work everyday on this mod. Thank you Dark Creations, TESAlliance and nexus for hosting my project and files. Thank you for my very special voice actors, you've done a fine job: kaomau for the voice of Ruby Trevelyen Joachim 'dojoe' Fenkes for the voice of Ramgar of Stoney Creek Roarbee for the voice of Tomalik'r Torquesson RoarBee on youtube Mona Bruemmer for the voice of Chiomara Northwind Eldrid Firerider and Sherda Akkadim are voiced by Tasheni I'm also very thankful for the help of IsharaMeradin and ReDragon2013 on nexus for helping me with scripting and other things. All assets are used with permissions except of the horse saddles by Sedryn. He's not available for me, perhaps inactive. So, dear Sedryn, I ask you right here for your permission for using these wonderful saddles and hope you will read this or someone has contact and will inform you. Look at the mod and decide if I can use your assets. If not, I will remove them from the mod immediately but this would be very sad. Credits go to apachii for her wonderful apachii skyhair Xerperious for Dark Souls Rings resoucre Dark Souls Rings Tamira for her new flowers resource Tamira New Flowers Resource Fierymarigold for her fantastic horse modder's resource Swift Steeds Modder's Resource Alien Slof for most beautiful horse Textures Slof's Lair LogRaam for the amazing Eyes of Beauty The Eyes of Beauty stormshallow for his lovely Sheep Modders resource Sheep Modder's Resource Nazenn and missjennabee for sparkling Improved Eyes textures Improved Eyes Sparky210 for his nice SparkyDogFollower mod Sparky Dog Follower Oarystis and Tony67 for great useful modder's resource packs Oaristys Modder's Resource Pack Sedryn for his unique great Ornate saddles Ornate Saddles Urshi for his amazing Fine Faces for men texture Fine Face Textures for Men tktk for the beautiful Pretty Face textures Pretty Face Geonox for High Res Face Maps for Men High Face Res Maps pikkatze for Smooth Faces for Ladies and Gents Smooth Faces For Ladies And Gents Skyla for her great tutorial Make any character a standalone follower Make any character a standalone follower InsanitySorrow for the fantastic Dragonbane Elinen for the amazing Hoddminir Retextured Sheep Mihail wolves of Cyrodiil https://www.nexusmods.com/skyrim/mods/87163/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D87163%26preview%3D&pUp=1 Stony Creek Farm: All meshes and textures were made by the modder's comunity from nexus, TESAlliance and Dark Creations. Thank you very much for your fantastic rich resources you have given to us. Credits go to: Kraeten: Stormcloak Cabin Resource https://www.nexusmods.com/skyrim/mods/66514/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D66514%26preview%3D&pUp=1 dailyplanet pretty animated potions https://www.nexusmods.com/skyrim/mods/75492/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D75492%26preview%3D&pUp=1 InsanitySorrow: clutter stuffs http://tesalliance.org/forums/index.php?/files/file/1319-insanitys-clutter-stuffs/& folded blankets http://tesalliance.org/forums/index.php?/files/file/1452-insanitys-folded-blankets/& Morrowind Potions http://tesalliance.org/forums/index.php?/files/file/1400-insanitys-morrowind-potions/& Bales and Furrows http://tesalliance.org/forums/index.php?/files/file/1403-insanitys-bales-furrows/& Curtains http://tesalliance.org/forums/index.php?/files/file/1437-insanitys-curtains/& Log Hut Resource http://tesalliance.org/forums/index.php?/files/file/1477-insanitys-log-hut-resource/& Washing Stuffs http://tesalliance.org/forums/index.php?/files/file/1325-insanitys-washing-stuffs/& Wall Charts http://tesalliance.org/forums/index.php?/files/file/1473-insanitys-wall-charts/& Window Boxes http://tesalliance.org/forums/index.php?/files/file/1497-insanitys-window-boxes/& Tamira: New Plants http://tesalliance.org/forums/index.php?/files/file/1305-new-plants/& New Flowers https://www.nexusmods.com/skyrim/mods/65335/? Static dishes and food https://www.nexusmods.com/skyrim/mods/63446/? Assorted Resources https://www.nexusmods.com/skyrim/mods/57394/? Tamira,Stroti and Mr Siika: Strotis Rustic Furniture Resource http://tesalliance.org/forums/index.php?/files/file/1339-strotis-rustic-furniture-resource/& Strotis Spinningwheels http://tesalliance.org/forums/index.php?/files/file/1359-strotis-spinningwheel-resource/& Strotis Old Cabin Resource http://tesalliance.org/forums/index.php?/files/file/1333-strotis-old-cabin-resource/ Strotis resource pack 2 https://www.nexusmods.com/skyrim/mods/64590/? Strotis Treehouse https://www.nexusmods.com/skyrim/mods/62787/? Mr Siika Tamira Ravens and Vultures https://www.nexusmods.com/skyrim/mods/59602/? Mr Siika Seagulls https://www.nexusmods.com/skyrim/mods/59578/? Strotis kitchen tools https://www.nexusmods.com/skyrim/mods/42690/? Strotis Old Mill resource https://www.nexusmods.com/skyrim/mods/37176/? Lilith: Weapon Plaque Resource http://tesalliance.org/forums/index.php?/files/file/1229-liliths-weapon-plaques-resource/& Clutter and Furnishings http://tesalliance.org/forums/index.php?/files/file/1300-ready-clutter-and-furnishings/& tesa modder's resource pack: https://www.nexusmods.com/skyrim/mods/16525/? Elinen: Hoddminir Flowers https://www.nexusmods.com/skyrim/mods/55158/? Blary and Pheo3309, Darkfox127, AlassinSane: Harvestable Ingredient Jars https://www.nexusmods.com/skyrim/mods/84199/? Potion Shelf resources https://www.nexusmods.com/skyrim/mods/14136/? Kelretu: Modders Resource: https://www.nexusmods.com/skyrim/mods/82985/? Cyphe: Hanging Satchel https://www.nexusmods.com/skyrim/mods/77694/? Scarla: Toybox https://www.nexusmods.com/skyrim/mods/69705/? Ps46183: Fully Functional Furniture https://www.nexusmods.com/skyrim/mods/69239/? Garnet: Orient Set https://www.nexusmods.com/skyrim/mods/62396/? Elianora: Extra Resources https://www.nexusmods.com/skyrim/mods/53192/? Jokerine: Misc Resources https://www.nexusmods.com/skyrim/mods/53022/? Oaristys and Tony 67: Modder's resource pack https://www.nexusmods.com/skyrim/mods/16525/? Pen's: Basket Texture Sets http://tesalliance.org/forums/index.php?/files/file/1776-pensbasketstexturesets/ Hanaisse: Witches Cauldron http://tesalliance.org/forums/index.php?/files/file/1599-witches-cauldron/ TESA: Skyrim Resource pack http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/ Berkian: Fossils for Skyrim https://www.darkcreations.org/files/file/1111-fossils-for-skyrim/ Thank you to all developers of the tools that are necessary to get such things working like niftools, BSAOpt and that of other ones. Thank you to the forum community on nexus that is always providing important informations and help. Thank you for downloading and testing. Greetings from Tasheni
  5. Purpose: This thread is about how I made a compass remover so that you can try and make similar mods of your own. Using this as a tutorial for your future mods will introduce you to: creating new objects from existing base objects (here the ring and the letter) creating new quests and manage their aliases, script and fragments, writing simple scripts that will extend an object. Permissions: This tutorial is just for your information, you are not allowed to use it to remake this mod and upload it to Bethesda.net or anywhere else. You can use this tutorial as a guide that will help you make mods of yours; just don't forget to credit me and put a link to this place when you release your creation. Mod download page: Ring of the Pathfinder What makes this mod: a custom ring, a custom letter, a custom quest, a script added to the ring so that the compass disappears when the player removes it and reappears when they put it on again, a script added to the quest so that the ring is automatically added and equipped to the player, explaining why the compass is visible. Ring of the Pathfinder speculates that the presence of the compass is due to the player wearing a ring, the Ring of the Pathfinder. Putting the ring off will make the compass disappear; putting the ring on will make the compass reappear. This is how it's been made. Workflow: 1) Preparation: if you make a mod for Skyrim Special Edition, launch the Creation Kit and load all the master files (when you play the special edition, you cannot choose not to start either of the expansions.): if you make a mod for the original edition of Skyrim, just loading Skyrim.esm and Update.esm should suffice. 2) Creating a custom ring: In "Items/Armor", choose an existing ring that you like, double-click on it to open its form, here "JewelryRingGoldDiamond": You must change the ID and Name of the form, in order to create a brand new ring: You can also modify the value and description of the ring. In the case of this mod, a script has been added to the ring so that the compass disappears when the player puts it off and reappears when the player puts it on. It's a very simple script that will be described later. Click on "OK" and then on "Yes" in the following pop up window: Your custom ring is now created. Save your mod. 3) Creating the custom letter: The process of creating a custom letter is basically the same as creating a new ring: in "Items/Book", choose an existing letter, open it, change its ID and Name, modify the existing text, save it and click on "Yes" in the "Create New Object" dialogue box. Your custom letter is now created. Save your mod. 4) Creating a custom quest (see here to learn more about quests): The process of creating a new quest is slightly different: In "Character/Quest" right click in the window containing the existing quests on the right and select "New". in the "Quest Data" tab, give an ID to your quest (mandatory) and make sure that "Start Game Enabled" and "Run Once" are selected: That quest not being playable by the player, there is no need to give it a name and choose a type for it. in the "Quest Aliases" tab, create a new "Reference Alias", name it "Player" and assign the specific reference "PlayerRef" to it. Save the alias, save the quest and save your mod. (Do that often, the CK has a knack for crashing at the worst times.) Open the Player reference alias and go down to the "Alias Inventory" dialogue box, right click in it, select "New" and in the drop down menu on the right find "RPF_Ring". Doing this will add the ring to the player's inventory at start of the game. Save the alias, quest and mod. Create a new reference alias in the quest and name it "Letter". In the "Fill type" data, select "Create Reference to Object" and in the drop down menu on the right, find "RPF_LetterFromAuntie". Then in "Create", select "in" and "Player" in the drop down menu. In the Reference alias flags, select "Stores Text" and "Uses Stored Text" (necessary since we use "My Dearest <Alias=Player> in the text. This is also why we put the letter into an alias instead of simply dropping it into the player's inventory like we did for the ring). This alias will create a reference of the letter in the player's inventory. Save the alias, quest and mod. Creating aliases will not create the script that will be attached to the quest. To do that you'll have to create stages for your quest and add "fragments" to these stages. in the "Quest Stages" tab, 1) create a new stage in the "Index" dialogue box, 2) select "Start up stage" and create a new empty "Log Entry". In the "Papyrus Fragment" dialogue box, just enter "; starting quest", click on "Compile" and then on "OK", in order to generate the script that will be attached to the quest: Note: Saving the quest at that point will take some time; do not panic, just wait until it's done. Now that the script has been generated, we can fill it with some code. In stage 0, we will reset the compass to "visible", just in case. In Papyrus Fragment, just under "; Starting quest", enter the following lines: ;putting the compass back, just in case Utility.SetINIBool("bShowCompass:Interface", true) SetStage (5) Compile, create the stage 5 and add an empty log entry to it. Save the quest. In stage 5, we will force the player to equip the ring; doing this will unequip whatever ring the player is wearing at that time. In Papyrus Fragment, add the following lines: ;make player wear the ring Actor PlayerRef = Game.GetPlayer() PlayerRef.EquipItem (RPF_Ring, 0, 1) Setstage (255) RPF_Ring is a property that we'll have to define before compiling the fragment. Click on "Properties": In the "Properties for script..." window that opens, click on "Add property". In the "Add Script Property" window, select "Armor" in the Type drop down menu and give the new property the exact ID of the ring, here "RPF_Ring", so that the CK fills the property automatically. Click on OK and wait for the CK to create the new property. Once the property has been created and filled, click on OK in the "Properties for script..." window and compile the fragment. Create the stage 255 and add an empty log entry to it. Save the quest and the mod. In the stage 255, we will stop the quest; it will no longer be active in your game because, in the case of this mod, it won't be necessary. Select "Shut down stage" (do not select "Complete Quest"; this option is for quests that are playable by the player) and add the following lines to the Papyrus fragment: ; stopping quest Stop () Now we can add the script to the ring. 5) Creating a script that will extend and object reference (here the ring): Open the RPF_Ring form, and at the bottom right find the "Scripts" dialogue box; click on "Add". Select "New Script", give the new script a name, here "RPF_EffectsScript. Do not modify 'Extends Object Reference"! Click on OK. Once the script has been created, right click on it and select "Edit source": and enter the following lines: Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() Utility.SetINIBool("bShowCompass:Interface", true) endIf endEvent Event OnUnequipped(Actor akActor) if akActor == Game.GetPlayer() Utility.SetINIBool("bShowCompass:Interface", false) endIf endEvent Save the ring and the mod is finished! Foot note: it took more time to write this than to actually make the mod!
  6. Dunno if my savior, Hana, is still around or if there's someone else that can feed me a clue here. I've become more adept with creating armors, or at least modifying them. But I've run into something I'm stumped by. As seen in the attached images, what I have seems to be a weight painting issue. Like, it seems the vertices in the wrists (and one in the chest) have attached themselves to some bone they ought not to have. In theory, an easy fix. But I've gone through the bones, one by one. The wrist vertices are only attached to the forearm bones. So... I don't know why the vertices are trying to travel towards the spine and pelvis. I tried removing the skeleton and re-weighting everything, with no change. Is there something else that causes this effect? EDIT: Nevermind, I figured out a way to bypass whatever insanity was taking place. By using the PrisonRags Nif, I was able to use a body that was already modified instead of modifying a body myself. Whew!
  7. Another one of those questions I'm trying to use the BoundCaptiveMarker, the thing used in the Abandoned Shack during the first DB quest. I've used it in the past and had some issues, but I overcame those. Now it is out and out refusing to work. I create the package and use the SitTarget (just as the packages are set up for the captives in the Abandoned Shack) and point the package to my BoundCaptiveMarker. The Actor will NOT use the marker. At all. I've gone around and around with extensive testing and here is what I have come up with: I know the Actor CAN use it. They will randomly use it in a Sandbox. I know the SitTarget works because testing it on a custom NPC results in the Actor kneeling. I know that the Actor has no animation they are trying to run elsewise (which is what I found can cause the BCM to barf). I know the package runs, because when I replace the BCM with TableLeanMarker, the actor executes the package without an issue. I know it is NOT the BoundCaptive Keyword in the marker, because I created a duplicate and removed that keyword and still the actor refused to use the marker. I cannot find a single common thread with my successes and failures and it's making me a little crazy. Why can they use the marker while sandboxing but not as part of a package? Why was I able to get a custom NPC to follow the package, but vanilla NPCs refuse? Hoping someone has run into this before and can give me a clue, because I have none.
  8. Cleaning the Official Master ESMs This guide assumes using TES5Edit v3.2 on Skyrim Nexus, Or SSEEdit v3.2 on Skyrim SE Nexus Due to this guide being dual purpose ( For Skyrim and Skyrim SE ) for the rest of this guide I will refer to both tools as xEdit. Screenshots of tools used may be one or the other, or older versions, which does not matter, the images are only to illustrate the method / options used. Why Clean the Master Files ? Firstly because the masters have entries that are identical to the same records in Skyrim.esm or other DLC esms'. They exist because Bethesda may have looked at something in the CK and an unneeded entry was auto included in the plugin even though the item was not altered in any way. The Official Creation Kits are notoriously buggy and randomly create dirty / wild edits, often when the author of the plugin is completely unaware. Wherever that plugin is placed in your load order its records overwrite all the conflicting records from plugins loaded before it ( the rule of one ) resetting the settings back to the values contained in the Official Bethesda DLC. It won't cause crashes, it just changes the values of plugins loaded before it. Which can alter mods that you have for Weapon Damage, Armor, Lighting, Food Effects and so on. The masters are very early in your load order but there is potential for a mod to be made as a fake.esm, and placed among them, and so ITMs in a later loading master may cause problems for that mods esm. Chance is remote that a master will affect another master, and this procedure is best used on all of your mods plugins, but cleaning everything of ITMs ( Identical to Master records ) causes no harm, is more optimal giving the game less to process in your load order, and so it is best to get rid of these completely unnecessary dirty edits. The Second reason is that Bethesda chose to delete some things that are in the Official DLC. Any mods loaded with references to deleted records from the Official Bethesda DLC will cause your game to crash. This problem particularly affects older mods ( especially mods that were made before newer official patches were released, with more deleted references the old mod did not anticipate - It will also become problematic for the Skyrim Special Edition community where old Original Skyrim mods are being converted to SSE, and Bethesda have deleted even more records from the plugins before they released the newer plugins for that version of the game ). xEdit can restore and properly assign values to these records that will disable them and still allow mods to access them. This is done using the "Undelete and Disable References" option. For further explanations of why it is still recommended to clean the games masters .. Read on from this post, Zilav and Arthmoor, most valued technical and vastly experienced modding authors, weigh in on the subject. The following mostly apply to mod authors, but worth knowing about for mod users too : xEdit will also report when a mod has Deleted NavMeshes as part of the report from Automatic cleaning. Like deleted references, any mod that references a deleted NavMesh will cause Skyrim to Crash. Properly optimizing your mods NavMeshes and checking your mod for Deleted Vanilla NavMeshes ( which can also be caused by a CK wild edit even if you did not do it yourself ) is important. Mods altering the same cell and the same NavMeshes when your mod is not optimized will cause Skyrim to Crash. Poorly optimized NavMeshes with errors reported by the CK will make Skyrim unstable. Instabilities like fast travelling to a location and Skyrim crashes. Note the ones found to be deleted in the games masters, cannot be undeleted. To fix deleted Navmeshes in your mods, Arthmoor has provided a walkthrough in Skyrim - Fixing Navmesh Deletion in TES5Edit Manually cleaning your mods is also important to remove wild edits. This is mostly down to the experience of Mod Authors to solve such problems, but there are a few noted later in this guide which are in the DLCs which everyone can easily Manually clean. Some mods can have accidental Wild Edits in them caused by the author looking at how Bethesda did something they wish their mod to do as well. These Wild Edits often prevent Skyrim from doing things like advancing quests, spawning NPCs, assigning dialogue to NPCs, preventing NPCs from patrol areas they are assigned to. They can also alter Vanilla Lighting and Triggers that the author wished to use. All of these things affect any plugin with conflicting records loaded before a mod with Wild Edits. Mod authors - Learn to use xEdit, and ensure the only records in your mod plugins are what you would expect to be in there, its the most important tool the community can make use of when used properly. Mod Users - Follow this guide... Before moving on to the Manual cleaning, something everyone should do prior to Manual Cleaning : Automatic cleaning of Bethesda's ESMs with xEdit With the games Original esm's installed ( You can use Steam to Verify Integrity of Game Cache of Skyrims files to ensure you have good error free copies of the original master files ), and in accordance with the following wiki article http://www.creationkit.com/index.php?title=Skyrim_Dirty_Plugins_List : Load up xEdit. 1. Right click the plugin selection screen and select "none" 2. Tick the relevant esm to edit, and click okay ( If you have not cleaned any of your Master files yet, the first one to tick will be Skyrims "Update.esm" ), then click Okay After each of the following actions, wait for a message in the message window that the previous operation has finished / Done : 3. Right click the plugin after you get the "Background Loader : Finished" message,and choose "Apply Filter for Cleaning" Wait until Filtering is finished then .. 4. Right click the plugin and choose Remove Identical to Master Records Wait until it finishes then .. 5. Right click the plugin and choose Undelete and Disable references Wait until it finishes then .. 6. Close xEdit, and it should check with you that you wish to save the plugin ( this only happens if you have made any changes to the plugin to save, if it just closes .. Then you have not cleaned anything ) Rinse and repeat the Automatic cleaning ( steps 1 - 6 above ) for each of the master files. Working from first to load, to last, not including Skyrim.esm or any unofficial patches ( No point doing Skyrim.esm, and the unofficial patches are already done and should not be cleaned ) So clean in this order Update.esm Dawnguard.esm Dawnguard.esm ( Yes it needs to be done twice ) Hearthfire.esm Dragonborn.esm Dawnguard.esm needs to be cleaned twice ( as of xEdit 3.1 onwards - After doing the automatic cleaning routine once on Dawnguard.esm, and saving it, load it up again in xEdit and you will be able to clean a further 6 ITMs ) : Skyrim Original Update.esm Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 1290, Removed Records: 96 [Undeleting and Disabling References done] Processed Records: 1194, Undeleted Records: 3 Dawnguard.esm ( First time around ) Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 98027, Removed Records: 630 [Undeleting and Disabling References done] Processed Records: 97397, Undeleted Records: 82 <Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted> Dawnguard.esm ( Second time around ) Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 97396, Removed Records: 6 [Undeleting and Disabling References done] Processed Records: 97390, Undeleted Records: 0 <Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted> Hearthfires.esm Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 17797, Removed Records: 184 [Undeleting and Disabling References done] Processed Records: 17613, Undeleted Records: 11 <Warning: Plugin contains 5 deleted NavMeshes which can not be undeleted> Dragonborn.esm Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 214386, Removed Records: 68 [Undeleting and Disabling References done] Processed Records: 214318, Undeleted Records: 8 <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted> Skyrim Special Edition Update.esm Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 17216, Removed Records: 233 [Undeleting and Disabling References done] Processed Records: 16983, Undeleted Records: 91 Dawnguard.esm ( First time around ) Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 98676, Removed Records: 628 [Undeleting and Disabling References done] Processed Records: 98048, Undeleted Records: 82 <Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted> Dawnguard.esm ( Second time around ) Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 98047, Removed Records: 6 [Undeleting and Disabling References done] Processed Records: 98041, Undeleted Records: 0 <Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted> Hearthfires.esm Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 17830, Removed Records: 178 [Undeleting and Disabling References done] Processed Records: 17652, Undeleted Records: 11 <Warning: Plugin contains 5 deleted NavMeshes which can not be undeleted> Dragonborn.esm Apply filter for cleaning [Removing "Identical to Master" records done] Processed Records: 214498, Removed Records: 69 [Undeleting and Disabling References done] Processed Records: 214429, Undeleted Records: 8 <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted> ------------------ Dawnguard.esm needs manual cleaning aswell as automatic cleaning After the automated cleaning is done, you can also now manually clean a few more Wild edits xEdit will not have touched ... Recently Arthmoor has brought to the attention of the community additional information regarding manual cleaning of Dawnguard.esm, which everyone needs to do for their own setup same as automatic cleaning ( because nobody can legally upload official master files anywhere, everyone needs to do their own ) First load up xEdit When the plugin selection comes up, right click and select None Then put a tick in the box just for Dawnguard.esm, click Okay After its finished loading, right click Dawnguard.esm and choose "Filter for Cleaning" 1. For "CELL 00016BCF: Remove XEZN subrecord referring to RiftenRatwayZone [ECZN:0009FBB9]. Otherwise it blocks the official fix in Update.esm." .... Expand the records as in the following screenshot, and right click the indicated sub-record, and choose Remove 2. For "CELL 0001FA4C: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove 3. For "CELL 0006C3B6: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove NOTE : This guide used to include cleaning instructions for "CELL 00039F67: Wild edit. Remove this record. It's a testing cell" ( The WICourier edit ) - But since the new version of TES5Edit 3.1+ now cleans that as part of the automated cleaning ( which you should have done prior to manual cleaning ), you no longer need to clean it manually afterwards. ----------------------------------------- CRCs of the various stages for comparison ( The following cleaned with xEdit 3.2 ) Skyrim Original Update.esm Original - CRC = E5B67BDA MD5 = 2476E42699D4D9236DDD2EA8B31F612D Update.esm Auto Clean - CRC = 18401373 MD5 = 27CF2C3E379BC853F4AC574BCEC7A0B9 Dawnguard.esm Original - CRC = BD72CCF3 MD5 = 5BD2F339925A5FB96F9F0DA7F96FD8CE Dawnguard.esm Auto Clean First time - CRC = 6391C6DC MD5 = 0602D8450CC51F8C9EF8AB531B6EDAEB Dawnguard.esm Auto Clean Second time - CRC = 94A47F31 MD5 = D3D38017BCDA07C1ABB1C343A9266634 Dawnguard.esm Auto plus Manual Clean - CRC = 50FB6A39 MD5 = 74561A2CF8644ACC8BE857E0705996D5 Hearthfire.esm Original - CRC = AF82CE6A MD5 = 71C3D20EA9F8510E29C36F2A426247C2 Hearthfire.esm Auto Clean - CRC = FBB4B8FA MD5 = E91E103C7F541C34F7CDD53AD68EDA3A Dragonborn.esm Original - CRC = A9F83BFF MD5 = 37D8CBFFCB460011CE2BF3AABD007A2D Dragonborn.esm Auto Clean - CRC = E0715431 MD5 = 7D78A3CA1E4D3700DB5D7F5DDAF5F7D2 Skyrim Special Edition Update.esm Original - CRC = 8a234131 MD5 = A6E4D668C8E297960D3CBB78104CA8E3 Update.esm Auto Clean - CRC = fde85196 MD5 = E1D557E74F585FDA253DA613DD53FD08 Dawnguard.esm Original - CRC = 051fcdc8 MD5 = E124FE26F161A722D52CCD2BC4CD1FA5 Dawnguard.esm Auto Clean First time - CRC = 09ff5624 MD5 = 6119377530847F5FBBC758FEDDA8512A Dawnguard.esm Auto Clean Second time - CRC = debdefee MD5 = 887FABC6396E285694A83F1DB407C209 Dawnguard.esm Auto plus Manual Clean - CRC = fa97d737 MD5 = C522A66C97596D3170EDB231A9B732E8 Hearthfire.esm Original - CRC = fbd3fb4c MD5 = C8D10DC5D674D63D4C8FAD04ACF3AFDC Hearthfire.esm Auto Clean - CRC = 6b0a76a3 MD5 = EB8E4BD7EAE01A3A87E2343B95BD2782 Dragonborn.esm Original - CRC = c7e30215 MD5 = AFCEC0A936DBF4A3C0CDA2ACBD4813ED Dragonborn.esm Auto Clean - CRC = ffe01cc5 MD5 = 5FB86435A02093A279D34DC305882519 ( Note : If there is only one file inside a folder within a zip, 7zip shows that files CRC alongside the folder - I checked each plugins within the folders individually to be sure the Screenshot CRCs above are all correct, and of course they also match the online CRC checks ) Now that the Master files are cleaned, you can go through the rest of your Load Order using Automatic cleaning of ITMs and UDRs on all your mods plugins. The sequence of cleaning mods plugins should be after you have your Load Order correct, clean them with the last to load being the last to clean. Mod authors should have done them already, so most will probably not need cleaning. Also look out for any mod specific cleaning instructions in the mods description. For example the Unofficial Patches will not need any cleaning, they are already done, and the remaining ITMs in those plugins should be left alone because they do have a purpose .. ( its a very rare occasion when this is true ). To check CRCs Drag and Drop resulting files here https://emn178.github.io/online-tools/crc32_checksum.html To Check MD5 checksums Drag and Drop resulting files here http://onlinemd5.com/ The xEdit Work In Progress Development topic is at the following link http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/page-20#entry152079
  9. skyrim

    This is my first post in this community, i hope some of the experienced people here may help me with something that i think is a simple mod. My idea is: When giving a command to a follower keeping pressed the "E" key and ordering him to sleep in a bed, he remain in the bed sleeping and wont get up for at least 7 hours in game. The question is: What do i need to achieve this? i need to make package? i need to make a quest? or i need a simple script?. I need to say that i am very newbie with the creation kit, i was reading the tutorials in the www.creationkit.com page about scripting and packages but i can't figure out how to do it, any help will be really appreciated.
  10. Preface: I am going to simplify my scripts to ease troubleshooting. I have script "A", which is used to declare properties that global functions in script "B" can use. Script "A": ScriptName rsAPI_Properties Extends Quest {Contains all the properties for rsAPI scripts} MiscObject Property myMiscObjectProperty Auto Script "B": ScriptName rsAPI_Functions Extends Quest Hidden {Contains all the functions for the rsAPI scripts} ;This function gets the forms from Script "A" rsAPI_Properties Function GetFrameworkProperties() Global return (Game.GetFormFromFile(0x294A97, "MyPlugin.esp") as Quest) as rsAPI_Properties EndFunction ;This function gets a specific form from Script "A" with the help of the above function. MiscObject Function GetMiscObject() Global return GetFrameworkProperties().myMiscObjectProperty EndFunction ;This function is an example of how I would like to handle the miscobject passed from Script "A" Function GivePlayerMiscObject(int howMany) Global Game.GetPlayer().AddItem((GetMiscObject()), howMany); I have tried declaring a MiscObject outside this command as well, but neither worked. EndFunction The second function in Script "B" is used to return a miscobject, but it only returns NONE. This way of obtaining a property from another script seems to only work for certain types of forms. The properties have been defined in the CK in Script "A". Any pointers papyrus wizards? p.s. The reason I am approaching it this way is because Script "A" and Script "B" are an API of sorts. I want to use a function in Script "B" that references properties in Script "A" after passing parameters directly from Script "C", which would utilize the third function in Script "B" like this: Script "C": ScriptName GivePlayerItem Extends Activator {Utilizes the rsAPI framework to give the player 2 MiscObjects} Event OnActivate(Actor akActionRef) rsAPI_Functions.GivePlayerMiscObject(2) EndEvent
  11. All right folks, here is what I found in my inbox on Bethesda.net this morning, while I was sipping my hot chocolate: I posted these screen shots on Bethesda.net; they were removed eventually, which was expected, and someone in the moderation team contacted me saying "We are currently looking into the matter. As of now, your mods are in good standing and we are keeping an eye on any reports coming in on them." My mods are still up there. Modding community, you said? Here maybe, no longer on Bethesda. Pity...
  12. Ok, so, I'm getting ready to add the final version for my mod, CWExtra Soldiers. I just recently got an idea to add in cavalry units, shock troopers I guess you could say. But obviously, cavalry isn't cavalry unless your on a horse. So, that brings me to this.... How do you make NPCs spawn on a horse? Any help would be appreciated. Whoever does help Ill credit for their help on my mod.
  13. Adam Adamowicz was the concept artist behind Fallout 3 and 4, Oblivion and Skyrim. We owe much to this artist, I wonder who has replaced him, although nobody can actually replace such a talented artist. Bethesda released the images of his work on Oblivion, Skyrim and Fallout. The images can be seen, and downloaded, here: Oblivion Concept Art Album Skyrim Concept Art Album Fallout 3 Concept Art Album
  14. All the screenshots threads I've seen so far look like advertising for graphics mods. The situation is such that I'm pretty sure that many people don't even know what Skyrim actually looks like, or do not remember. This is quite unfair; Skyrim doesn't deserve such a poor treatment. So, I'm going to post screenshots I've made along my travels, beginning with views of Bleak Falls Barrow taken at different times of the day:
  15. Hello all! I just finished creating my very first immersion mod! It can be used with or without other survival mods. I mainly created this mod for myself, to be used with iNeed and Be A Milk Drinker!, but my hope is that others might find it useful and fun as well. Feedback is very welcome! Download here on the TESAlliance: Download on the Nexus: http://www.nexusmods.com/skyrim/mods/83589/?
  16. Hello all! I'm looking for mod testers for my very first mod! Any and all play testers would be appreciated. I'm hoping to have a few eyes look at it before I publish it officially and of course more after that. Please message me or comment here if you are interested. Description follows: The Sober Soldier's Supply by AlenisKendra Lore-friendly Wine and Mead Smelting This mod is designed as a standalone or as an add-on for iNeed by isoku It was inspired as an expansion on the concept introduced by CaptainRC in Be A Milk Drinker! (Isoku & CaptainRC kindly granted me permission to make my mod compatible with theirs.) Don't want to be drunk while fighting a dragon? Sick of picking up all those alcoholic beverages and not having a good use for them? Well, here you go! This Mod Adds Crafting: Turn any alcoholic beverage into vinegar at a cooking pot! All you need to start the fermentation process is a sample of live vinegar, several bottles (of the same kind) of alcoholic beverage, and rainwater or boiled rainwater. Brew your own healthful posca in a variety of flavors at any cooking pot! All you need is water, vinegar, and your flavor ingredients of choice! Boil rain water at any cooking pot to sanitize it (adding a slight buff when you drink it!). Loot: Find vinegar, coriander seeds (new ingredient!), posca, boiled water, and rainwater scattered throughout Skyrim. Make sure you check bandit camps and farms for cooking pots and rainbarrels! Buyable items: Buy vinegar, coriander seeds, posca, rainwater, and more from a select number of vendors throughout Skyrim! (Note: coriander is a favorite of the caravans!) Also added honey to several merchants. Future Releases I plan to release a patch version in the near future, for both iNeed and Be A Milk Drinker, that will allow you to use the water assets from those mods in your vinegar making & posca creation. (The standalone version is fully compatible with both mods, but you can only use rainwater, not WATER from Be A Milk Drinker or Waterskin 3/3 from iNeed in it's recipes.)FAQ Is that really how you make vinegar? Yes! (Or, at least as close as I could easily do ingame.) It could be argued that a cooking pot isn't the most lore-friendly crafting station for fermentation, but it *is* the most easily accessible and workable option I have currently.Vinegar making sources: http://phickle.com/wine-vinegar-how-to/ http://www.motherearthnews.com/real-food/fermenting/make-vinegar-at-home-zmrz14fmzmathttp://healthywithhoney.com/honey-vinegar-what-is-honey-vinegar-and-what-is-it-good-for What the heck is posca? QUOTE "Posca was a popular drink in ancient Rome and Greece, made by mixing sour wine or vinegar with water and flavouring herbs. It originated in Greece as a medicinal mixture but became an everyday drink for the Roman army and the lower classes from around the 2nd century BC, continuing to be used throughout Roman history and into the Byzantine period. It was not usually drunk by the upper classes and was associated with the peasants. It was made by reusing wine spoiled by faulty storage and had important dietary advantages. As well as being a source of liquid, it provided calories and was an antiscorbutic, helping to prevent scurvy by providing vitamin C. Its acidity killed harmful bacteria and the flavouring helped to overcome the bad taste of local water supplies." - Soldiers' Lives Through History by Dennis E. Showalter (via Wikipedia) "...posca was the drink of the common people and the upper class looked down on it. It was also the standard drink in the army. Drinking quality wine was considered impertinent in the military and sometimes standard wine was totally banned from army camps in the provinces." -romae-vitam.com Posca history/recipe soures: http://www.romae-vitam.com/roman-posca.html http://pass-the-garum.blogspot.com/2013/09/posca.html https://en.wikipedia.org/wiki/Posca#cite_note-1 CreditsThanks to Bethesda for creating Skyrim.Thanks to the Nexus for being an awesome place to find and share mods.Thanks to InsanitySorrow for the ReadMe Generator my ReadMe is based on.Thanks to isoku for creating iNeed and encouraging me in creating my mod.This mod is designed as a standalone/add-on for iNeed by isokuIsoku kindly granted me permission to use whatever I needed from iNeed to make my mod compatible.(http://www.nexusmods.com/skyrim/mods/51473/?)Thanks to CaptainRC for creating Be A Milk Drinker!, which inspired this mod and for encouraging me in making my mod.CaptainRC kindly granted me permission to use whatever I needed from Be A Milk Drinker! to make my mod compatible.(http://www.nexusmods.com/skyrim/mods/17836/?)Thanks to icecreamassassin for the "havok disable script that actually works". (https://forums.nexusmods.com/index.php?/topic/3082689-havok-disable-scripts-that-actually-works-here-it-is/)Thanks to NexusComa for the Enable/Disable Script that makes all the things go.(https://forums.nexusmods.com/index.php?/topic/4701815-new-to-scripting-how-to-make-a-dwemer-pipe-valve-activate-running-water/)Thanks to Blary for the Alchemy Clutter Resource.(http://www.nexusmods.com/skyrim/mods/30599/?)Thanks to ChickenDownUnder for Harvestables, which I edited to create my Cilantro/Coriander plant.(http://www.nexusmods.com/skyrim/mods/15108/?)Thanks to Oaristys for the Modder's Resource Pack - The Witcher Extension(http://www.nexusmods.com/skyrim/mods/68755/?)Oaristys created this awesome modder's resource with asssets from The Witcher.The Witcher meshes and textures are owned and copyrighted by CD Projekt and used with permission.The Witcher is a trademark of CD Projekt. All rights reserved. http://www.cdprojekt.comThanks to LorSakyamuni for the Witcher 3 Mega Resource Pack.(http://www.nexusmods.com/skyrim/mods/77097/?)This pack contains items included in the game The Witcher 3: Wild Hunt.All the original assets belong to CD PROJEKT RED and are distributed with their permission.
  17. Hi All, I’m a long-time TES fan (but only a lurker here), and currently a PhD student at Bond University in Australia. I’m really amazed by how much TES fans do around the series, in terms of modding, compiling data in wikis, producing fan films and more. More broadly, my research is actually about what cultural heritage organisations can learn from commercial RPGs in order to produce great culture-oriented RPGs themselves. A part of that argument is looking at Skyrim and showing just how much world-building detail is involved in its world, but then I’m also arguing that it’s crucial to collaborate with fans – to give them the necessary means to produce mods and other works around a given game, in order to push it even further. To show this, I want to document who the TES fans are, and how they work. I’m limiting myself to two particular groups –the lore-oriented folks at the UESP and the modders (yes, yes, I know some people do both ), especially (but not exclusively) those who publish mods on Nexus Mods. Myself being a modder (not TES, though – Wing Commander) and game developer in past lives, I have a pretty good idea about how much work is involved in fan projects of any kind, and how much effort fans put into learning all the skills needed for these projects. Not to mention the time devoted to better understanding the lore of the TES universe! My anonymous survey asks you to help document this by answering a bunch of questions about your experience as a TES fan, particularly in regards to Skyrim. If you have fifteen minutes to spare, please, pretty please answer my survey, and let others know about it, too! The more responses I get, the more interesting the results will be. And to thank everyone for their efforts, I will later on write a report from the survey for the UESP, so that as the TES community, we all know a little bit more about what makes us tick. tl;dr – got 15-30 minutes to spare? Please answer an anonymous survey about what you as a TES fan do with the games, particularly in regards to modding (at Nexus) and lore-related activities (at the UESP). If you agree to take part in this survey, please click the link here. The survey page is mobile-friendly, so you can also do it on your phone - and actually, while it might take up to 30 minutes, most people get it done in under 15, so it's not so bad . Needless to say, should you change your mind, you can close the survey any time you like. Oh, and feel free to contact me at jmajewsk (at) bond.edu.au (or just post here) with any other questions or comments about the survey. Thanks in advance to everyone who decides to give it a go! Jakub Majewski P.S. Apologies in advance if you've already read about this at Nexus, Bethesda, or at another forum - I've already posted about this in a number of places, but I'm just trying to make sure I reach as many people as possible .
  18. It's not exactly clear if we are forced to upload our mods for Skyrim SE on Bethesda.net or if we can upload them here (or elsewhere), if the potential users can download them here, install them manually in their game and use them normally. I haven't installed Skyrim SE yet; maybe the answer would be obvious if I had but I'd like to know before actually bothering with that. Thanks for the enlightenment!
  19. Version 1.0.2

    9 downloads

    A small village expansion for Dragon Bridge. Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home! Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area.
  20. Version 1.0.1

    2 downloads

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.
  21. Version 1.0.2

    17 downloads

    A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is. * Two of the NPCs can be married and will optionally share their homes with you. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
  22. From the album fredlaus' lawless efforts

    Have come a little further on my YANATEH! mod. This is a new land based on "New World Modder Resource" by breti (nexusmods). It is an unnessarily large area, but once started I begin in one corner and work myself out where needed. The idea is no enemies - something like XANADU. Thought it could be good to have a territory to ease down on. Anyone interested in sharing this large territory are most welcome. Atm there are only some roads and woods. Just post me.
  23. From the album fredlaus' lawless efforts

    Have come a little further on my YANATEH! mod. This is a new land based on "New World Modder Resource" by breti (nexusmods). It is an unnessarily large area, but once started I begin in one corner and work myself out where needed. The idea is no enemies - something like XANADU. Thought it could be good to have a territory to ease down on. Anyone interested in sharing this large territory are most welcome. Atm there are only some roads and woods. Just post me.
  24. From the album fredlaus' lawless efforts

    Have come a little further on my YANATEH! mod. This is a new land based on "New World Modder Resource" by breti (nexusmods). It is an unnessarily large area, but once started I begin in one corner and work myself out where needed. The idea is no enemies - something like XANADU. Thought it could be good to have a territory to ease down on. Anyone interested in sharing this large territory are most welcome. Atm there are only some roads and woods. Just post me.
  25. From the album Skyrim, Leaking Towers

    Work in progress, too big, need help, I never learn to stop :)