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  1. BaconFlips

    Blue Steel

    From the album: Bacony Goodness

    Thanatos striking a pose, channeling his inner Derek Zoolander, after slicing a Gargoyle's throat. I don't know why, but I find this screenshot hilarious
  2. BaconFlips

    Curb Stomp

    From the album: Bacony Goodness

    Thanatos curb stomping a Gargoyle.
  3. I've noticed that some of the vanilla armor in Skyrim shows off too much skin for such a cold climate. Would someone be so kind as to create meshes/textures that would cover my character's entire chest? (I'm not sure which armors have this problem- but definitely the Forsworn, for instance.)
  4. CHARACTER CREATION OVERHAUL Races - Classes - Skills - Specializations - Attributes Current Version: 1.0 Author: Syclonix Download at Skyrim Nexus Screenshot #1 Screenshot #2 Screenshot #3 Screenshot #4 Screenshot #5 If you enjoy this mod please Endorse/Vote for it on Skyrim Nexus. DESCRIPTION: Character Creation Overhaul finally brings back classes, specializations, favored attributes, and major/minor skills to Skyrim. No more boring cookie-cutter characters--Choice matters again! Whereas vanilla Skyrim only provided you with 10 options for starting characters (excluding customizing their appearance), Character Creation Overhaul allows for 16,380 unique character combinations! Best of all, CCO is built for maximum compatibility with other mods (i.e. Skyrim Redone, ACE Comprehensive Enhancements, Alternate Start - Live Another Life) and works with new characters and existing characters alike. Here are the features of this mod: DIVERSE RACES AND GENDERS: Vanilla Skyrim allowed any starting character, regardless of race or gender, to excel at virtually anything, taking out the fun, strategy, and role-playing aspects of previous Elder Scrolls games from the overall Skyrim experience. CCO makes races and genders diverse again, each with their own strengths and weaknesses, so that each play through will be noticeably different. For example, a male Orc will have more starting health and carrying capacity than a female High Elf, but the High Elf will have significantly more magicka. Starting health, magicka, stamina, and carry weight have all been carefully and formulaically derived from each race/gender's traditional attributes (e.g. Strength, Endurance, Intelligence, etc.) and then adjusted for balance in Skyrim. Additionally, (like in the previous Elder Scrolls game) all races' skills will start at level 5 before racial bonuses are applied. See the CCO Races chart for specifics. See the CCO Races chart for specifics. TRADITIONAL CLASS SYSTEM: All 21 classes from Oblivion make a comeback in Skyrim--from the charming and stealthy Agent to the Heavy-Armor-wearing Sorcerer there's a class to suit every play style. You can even create your own custom class and choose your own specialization, favored attribute and major skills. Each choice effects your character's starting skills and (optionally) their skill progression rates. Very little liberty has been taken in translating the class system into Skyrim and only a few differences exist for the sake of continuity and balance:Oblivion had 21 unique skills and allowed players to choose 7 of them as major skills. Skyrim only has 18 unique skills and thus only 6 can be chosen as major skills. Oblivion allowed players to choose 2 favored attributes from Agility, Endurance, Intelligence, Luck, Personality, Speed, Strength, and Willpower. Since these base attributes no longer exist in Skyrim CCO allows you to choose 1 favored attribute from Health, Magicka, and Stamina. Preset classes have been carefully modified as faithfully as possible to compensate for the lessened amount of skills and attributes See the CCO Classes chart for full details. DYNAMIC SKILL PROGRESSION (OPTIONAL): Specialized skills in previous Elder Scrolls games progressed faster than non-specialized skills. In Skyrim, all skills progress at the same rate, making each character more adaptable, but also no different from any other character. CCO brings dynamic skill progression to Skyrim and improves upon it by having specialized skills, racial skills, and major skills all easier to learn (to varying degrees) while making untrained skills harder to learn. This feature is highly recommended but can be optionally disabled in-game. COMPATIBILITY: This mod is fully scripted and does not change any existing game records. As such, it is technically compatible with all other mods, even alternate start mods and mods that make changes to races, abilities, perks, skills, etc. CCO will simply add its changes on top of any other installed mods. The only changes that will not stack are racial starting skill bonuses (skill rate changes still stack). For compatbility, any mod that adjusts racial starting skills will take precedence over CCO's racial starting skills. (CCO does not work with custom races at the moment. This feature will be added in the next version.) INSTALLATION: Download using Nexus Mod Manager or download manually and copy all files in the 'Data' folder Skyrim's 'Data' folder then enable the .esp file and play. The load order for this mod does not matter. UNINSTALLATION: Delete all the files that came with this mod from your 'Data' folder. Note that the next time you launch your game your character will still have the same attributes and skill levels setup by CCO, but you will no longer have dynamic skill progression and your carry weight will be reset to its previous value plus any standard leveling bonuses. If you would like to reset your character's attributes and skill levels prior to using CCO please use the 'SetActorValue' (for skills) and 'SetBaseActorValue' (for attributes) console commands or load a save game prior to installing CCO. KNOWN ISSUES: CCO does not work with custom races at the moment. This feature will be added in the next version. Using CCO on existing characters may initially decrease some skills below the required level for perks that you have already obtained. These perks are still usable, but if you wish to remove them you will have to use a perk removal mod such as Ishs Respec Mod. If you have a mod that changes starting skills for races (i.e. Oblivionized Races), CCO's race descriptions may not be accurate. Also note that dynamic skill progression rates will be applied based on vanilla Skyrim races' starting skills, not based on your mod's. For example, if mod X gives Imperials a +10 starting skill bonus to Speech, you will not also receive a bonus to your skill progression rate since Imperials do not normally get a starting skill bonus in vanilla Skyrim. For existing characters using CCO, the 'CHOOSE YOUR RACE' screen will incorrectly display the race's starting carry weight instead of the modified carry weight for your character. This is just a superficial bug that will be fixed in the next version. CREDITS AND PERMISSIONS: The source code for this mod is included for personal use. Please do not publically modify or redistribute this mod without my permission. Credit goes to Bethesda, Kearsage's Classic Classes and Birthsigns, and icechamber's Natural Talents for inspiring the ideas behind this mod. Thanks to the Unofficial Elder SCrolls Pages for the data on races and classes. "For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life." -John 3:16
  5. RonRay33

    Overlook

    Version ver. 1.01

    73 downloads

    Under Overlook are caves, and action.Overlook itself is a farmhouse/shack. It is located up the mountain past Froki's Shack. It can only be reached by climbing the 115 steps up the mountain pass, and Tusmart, who now lives there, purports to be the caretaker of the Talos Shrine located above.... Have fun staying alive long enough to find out everything else about the location.
  6. Arthmoor

    Solitude Gate

    From the album: Arthmoor's Game Screens

    One of Hana's cool Oblivion gates in Solitude.
  7. deathknowz

    Amara - Ranger

    From the album: death knowz

  8. As of .... well, about 4:00 a.m. today ... I am pleased to announce BETA version 0.5 I am pleased to announce the first official release of the Humblespire player home mod. This is not my first Skyrim mod, but it is my first one being released to the public as my others have been tweaks for personal use. Many thanks to DarkRider for the Creation Kit Basics class that made this mod possible. The house is located on a steep hill overlooking Solitude, a site that quite frankly I found totally by accident while on my way further north to where I originally planned to site my house mod. I happened to turn around, saw the view, and knew this was where I wanted to build. The house is modest in size and exterior styling, but nice on the inside and very full-featured for player convenience. I created it as an alternative to Proudspire (hence the name). I like the look of Proudspire, but it's just so big that it's hard to use in-game from a practical standpoint. The update from 0.2 to 0.5 adds scripted in-game settings to the house, allowing the player to remove or reinstall two animated interior doors, an exterior smelter, and any one (or none) of the Nine Divines altars. Containers are custom-labeled with the word "Storage" used in the names of safe containers and the deliberately-respawning food containers clearly labeled with "(respawns)" suffixes to their names. The update from 0.5 to 1.0 fixes the Well Rested perk on the bed, adds two more labeled containers, and makes the fireplace player-controllable in game. Please see the extensive README for detailed documentation. Thanks not only to DarkRider for the class, but also to other members of the TESA community who answered questions along the way as this mod was being built, and to my lovely wife Vermicula for being willing to "alpha" test the mod with her favorite characters.
  9. When attempting to add custom meshes to objects in the CK, I've found that .nif files which have had their mesh data (NitriShapes) copied and pasted from other .nifs cause the CK to crash. Following Insanity Sorrow's excellent importing tutorial to the letter yeilds success; but seperately creating and importing .obj files for every piece of every mesh is time consuming compared to doing them all in one go and copy-pasting. Also, (afaik) .obj files don't contain vertex weight data, and can't be used for armour, clothing, creatures, etc. So my questions are: What is the difference between importing an .obj file over a nitrishape in nifskope, and simply copying and pasting a NiTriShape branch? What steps after copying and pasting a branch into the root node are required to make it work? Cheers in advance. (That doesn't sound as humble as I would like... if you don't know the answer, then just have an awesome day regardless. )
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