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  1. SHADOW OF THE NECROPOLIS NAXXRAMAS IN SKYRIM RECRUITING SCRIPTERS! "I was cast out by my comrades, exiled, forced to wander the frozen wastes. But I was not alone... not entirely. The voice, now my only companion, guided me to my destination. Strange nightmarish creatures awaited me at the entrance..." Link to screenshots: http://imgur.com/a/oTCt4 Link to sample video (OLD VERSION BUT SHOWCASES AUDIO): For a while now I have been working on re-creating the famous World of Warcraft dungeon, Naxxramas, in Skyrim. Renowned for its unique atmosphere, significance in story and difficulty in the old days of vanilla World of Warcraft, Naxxramas was the ultimate challenge a player in Vanilla WoW could face, and even today its reputation has not faded. A floating necropolis, a giant tomb, Naxxramas was repurposed as an undead fortress and headquarters, commanded by the Arch-Lich Kel'Thuzad. If you ever played World of Warcraft you should also know how the dungeon was removed from the game and re-made as an arguably inferior version in Wrath of the Lich King, which today is a complete pushover and is almost forgotten. Goals "I felt my blood run cold, as cold as Icecrown itself. Inside, I bore witness to horrific acts, demonstrations of power. Power that could be mine for the asking. Terrified, I ran, but did not get far..." With this mod I aim to accomplish a few things by adding Naxxramas into Skyrim. First of all, I wish to honour the greatness of the dungeon in its original form, and pay respect to its legacy and the legacy of Blizzard's excellent work on the dungeon. Secondly, I wish to add an extremely challenging dungeon into a game that severely lacks challenging encounters and dungeons, especially considering Legendary leveling and the infamous Necromage/Vampire combo and blacksmithing / alchemy / enchanting. I hope to add a dungeon that will be a challenge to players that have already played the game a lot and have leveled their character to, say, 200 or 300+ and provide a "final level" to the game, a sort of "ultimate challenge" that will test the patience, determination and wits of all those who dare to enter Naxxramas' decrepit halls. Through scripting I hope to also add WoW-accurate encounters and boss-fights, and randomised loot drops, and to make the dungeon relevant to the world by implementing a minor quest and world-encounters, as the Scourge invades Tamriel... So far I have built about 3/4 of the Military Quarter / Death Knight Wing, but am progressing very quickly, and soon I will move on to other sections of the raid. However there are limits to what I alone can do. This is why I have come here, to ask for help in recreating one of the best dungeons from WoW in Skyrim. You can help! "All too soon, my choice was made. Too late did I realise that such power does not come without a price. Now the world will pay a far greater toll, for I have returned! I am Kel'Thuzad... Your curiosity will be the death of you!" What I need help with: Scripting. As much as I would love to script this dungeon myself, doing it would be extremely time consuming and almost impossible as I have no prior experience with scripting, and this, shamefully, is my first mod. Furthermore, scripting, like complex mathematics, goes way over my head and I can't understand it as much as I try. Therefore, I am requesting the help of any scripters that are willing to make this dungeon a reality. If no one helps then I'll just have to struggle on my own and it probably won't get released for years. Modelling / Texturing. Though not absolutely top-priority, this is still an important part of making Naxxramas stand out in the world of Skyrim, since I want the mod to encapsulate what is essentially an alien (undead) invasion where strange creatures from another world arrive in Tamriel with one purpose... extermination. So anyone willing to help in this department is more than welcome. I myself will handle building the dungeon, navmeshing, implementation, writing books for the dungeon, doing some voice acting etc, so I'll still be doing a lot of work - but I can't do everything since this is a rather complex dungeon to say the least. Even if you can't help, please leave a comment and feedback, and keep this thread alive. Share the link with your friends and spread the word: The Scourge is coming to Skyrim!
  2. Hello, this thread will describe my WIP mod. For years I have wanted one thing - first in Oblivion and now in Skyrim - a dungeon mod for Naxxramas, the legendary raid from World of Warcraft. It is a dungeon that I have obsessed over for quite some time, admiring the layout of the dungeon, the atmosphere, the music, the style and the theme of the dungeon - a giant crypt that floats in the sky as a citadel for the undead. Yet in all those years I saw only a few World of Warcraft dungeons made, including the excellent Shadowfang Keep and Scarlet Monastery dungeons for Oblivion, and the Molten Core mod for Skyrim. Many people talked of wanting a Naxxramas mod, but no one could be bothered making it themselves, including me. I waited and waited and kept discouraging myself saying "oh it would be too hard to learn CK". Anyway, after a long period of deliberation I decided that I would build Naxxramas myself if no one else would do it. And so, but a few days ago, I started work on the mod, and am currently building the Military Quarter of the raid making very good progress, and will follow this with the Frostwyrm Lair and central hub sections. I will not be basing this dungeon on the WOTLK version but on the original VANILLA version of the raid, including all enemies from that original, pure incarnation of the greatest dungeon ever designed. I have created a little backstory for why the undead scourge has invaded Tamriel, and that will be included in the mod in books scattered around the dungeon. This is a massive undertaking, because Naxxramas is a vast dungeon - a veritable city in fact. I'm not deterred though, and I'll keep going, simply because I am completely obsessed with Naxxramas, the Undead Scourge, undead in general and recreating it in Skyrim. Here's a list of things I'm going to include in the mod: World of Warcraft-accurate dungeon layout, structure, decoration and colouration. Music and ambient sounds from World of Warcraft to create an authentic atmosphere. Books, written by myself and also taken from World of Warcraft, to give the dungeon backstory and depth rather than making a quest line to reduce work (including gems like On Undeath) Voice files from the game to make the bosses feel closer to World of Warcraft. Accurate enemy names and abilities, including, but not limited to, massive health pools and devastating attacks. Incredibly difficult battles against bosses and standard enemies - it is Naxxramas after all - to the point where you will be pulling your hair out in frustration and wanting to rage quit from the game. Unless you cheat, but that doesn't count. Authenticity is my main goal with this mod - my first mod - because in my opinion if it doesn't look, sound and play like the original then there's no point doing it. As such my mod will be of the highest quality and may well take a long time to complete but it will be worth it in the end. I'm not trying to create something new with this mod, only to recreate a dungeon from another game using Skyrim's assets and some assets from World of Warcraft, giving credit of course. I don't want to be too ambitious and end up failing and so I probably won't put a questline in or any new meshes etc. because it's too much work. Of course, I really could do with some help. I can easily handle building the dungeon, navmeshing it, writing books, adding sounds and music and voice files, scripting etc. but I can't do everything. I really need someone that is fairly good at either importing or creating from scratch certain pieces of armour and also models for enemies, because while I could use Skyrim's, it would look stupid. I really need models for the following bosses: GLUTH (May use a Death Hound as a placeholder) LOATHEB (may resort to using a Troll as a placeholder) THADDIUS (Giant placeholder? Frost Giant?) KEL'THUZAD (although I may resort to using a Dragon Priest for him) GROBBULUS (no placeholder really available for this guy...) ...and the following enemies: ABOMINATIONS (might use Ash Spawn as a placeholder) WIGHTS (Draugr placeholder) SLIMES/ SLUDGES (Netch placeholder?) FUNGAL MONSTROSITIES (Troll placeholder probably) ...and the following weapons / pieces of armour: Level 60 Frost Resistance gear (such as Icebane Plate) Tier 3 armour sets. Shields The importance of including these weapon / armour models is paramount - if the loot and enemy appearances don't fit the bill then it will look half-baked. Maybe I'll have to learn how to do it myself if no one helps me, but then it will a) take more time and b) result in a higher chance I give up out of exhaustion. If you are willing to help but don't know what the above items / enemies look like I recommend looking them up. So, if you are good at modding and can help me, please let me know!
  3. Scarletpox

    Naxxramas Book

    From the album: WIP Naxxramas Mod for Skyrim

    An excerpt of a book in my WIP Naxxramas mod.

    © ScarletPox

  4. Scarletpox

    Naxxramas Book

    From the album: WIP Naxxramas Mod for Skyrim

    An excerpt of a book in my WIP Naxxramas mod.

    © ScarletPox

  5. Scarletpox

    Naxxramas Book

    From the album: WIP Naxxramas Mod for Skyrim

    An excerpt of a book in my WIP Naxxramas mod.

    © ScarletPox

  6. Hi everyone, I'm new here, so I apologise if ive posted this in the wrong section. I'm looking to start a new mod project on a stand alone transformation... but im all hung up over the animation aspect... SO the idea it's self is simple, I want to make a mod that transforms the player into the grim reaper... I can put a model together no problem and i have an idea of how to make a basic transformation spell... the problem is I'd like the "grim reaper form" to levitate much like the vampire lord does but also be able to use melee attacks not magic (because he uses a scythe always) So the first thing i thought was... 'thats a question of animations!" but obviously we cant add new animations... only overwrite existing ones So id like to ask anyone kind enough to offer in sight into this, what would be the best way to achieve my goal of getting a scythe wielding levitating grim reaper into the game? Should I take a levitating creature like the vampire lord, replace all the anims and give them all a 2h weapon just so this can work... or is there another way?? Also, even if i did this would it work or would the weapon have its own animation requirements (animations in skyrim are not my strongest point as you can see) Help pls!
  7. delta19

    New blades dunmer

    From the album: mods by delta19

  8. I have an example of script below which assembles with no errors but doesn't work I am missing something but I want to test if dawnguard is installed. What do I need to modify to make this work ? Bool[] Property bDLCIsLoaded Auto ; Element 0 is bDawnguard, etc. Int[] Property iKnownFormID Auto ; Element 0 is 2048 for Dawnguard's DLC1AurielsBow "Auriel's Bow" [WEAP:02000800], etc. String[] Property sDLCName Auto ; Element 0 is Dawnguard.ESM, Element 1 is HearthFires.ESM, element 2 is Dragonborn.ESM, etc. Function CheckForDLC() Int iIndex = sDLCName.Length While iIndex iIndex -= 1 If bDLCIsLoaded[iIndex] != Game.GetFormFromFile(iKnownFormID[iIndex], sDLCName[iIndex]) bDLCIsLoaded[iIndex] = !bDLCIsLoaded[iIndex] If bDLCIsLoaded[iIndex] Debug.Trace(sDLCName[iIndex] + " is loaded") If iIndex == 0 ; Dawnguard ; Make any changes needed for Dawnguard ElseIf iIndex == 1 ; Hearthfire ; Make any changes needed for Hearthfire ElseIf iIndex == 2 ; Dragonborn ; Make any changes needed for Dragonborn EndIf Else Debug.Trace(sDLCName[iIndex] + " was loaded, but is no longer") If iIndex == 0 ; Dawnguard ; Revert any changes previously made for Dawnguard ElseIf iIndex == 1 ; Hearthfire ; Revert any changes previously made for Hearthfire ElseIf iIndex == 2 ; Dragonborn ; Revert any changes previously made for Dragonborn EndIf EndIf EndIf EndWhile EndFunction
  9. Hello, so I've decided to start the trek that is creating a new piece of armor, in my case a new helmet. My journey only started today so I still need loads of help. What I have completed so far: created a mesh for the helmet with textures and collision and imported it into the Creation Kit. What I need help with: getting the textures to actually work (Says I'm missing Texture Sets and is light purple instead of my texture), creating a biped version, and physics (?) (in-game, when I walk into it it doesn't react to me, it just sits there) My words cannot describe how extraordinarily grateful I'd be to everyone that helps me achieve this. I want to learn how to create new things like this but I can't start if there's no one to teach me. Thank you.
  10. Nexus link: http://www.nexusmods.com/skyrim/mods/52613/? Skyrim Interior Lighting and Clutter Overhaul removes the excess and unrealistic lighting and clutter from many of Skyrim's interior locations. I set out to make this mod after spending years annoyed by the lit torches and honed swords found in supposedly ancient and undisturbed ruins. Going through each cell in the Creation Kit, I removed individual lights and clutter objects by hand to create a more realistic and immersive experience. I removed or occasionally added clutter to reflect the situation of the ruins more realistically. Going into a Draugr infested ruin undisturbed for years? All lights and organic clutter have been removed. Bandits living in an old ruins? Bedrolls have been added if none existed to make the ruins look more lived in. Currently I have gone through about half of the Nordic Ruins locations. I plan to finish the Nordic Ruins by the end of the month, but if this gets a positive response I will try to release faster than that. I am releasing early to gauge the response and see if it will be worth continuing this project. My general approach to removing light sources was to remove them unless an NPC that needs light actively inhabited the cell. Clutter was done to match the lighting, with a lot of gear being removed unless the game provided a signal that it had been there recently. I removed about half the potions I came across. This is help with game balance, while still reflecting that not all potions were sealed properly and went bad after years of sitting in ruins. Any organic clutter was removed unless a living person lived in the cell to put in there. Traps were left alone for game balance.
  11. From the album: Sephirothic tree`s Album

    This is the album in my Skyrim. ENB makes blending yet. Therefore, the location is a little funny.

    © TES Ⅴ Skyrim

  12. I am beginning construction of a new mod I thought sounded like fun, but I am completely aware this mod will be a huge pain in the ass. I recently came across a game title that I have owned since its release. "dungeon keeper" remembering how much fun that game was I began thinking about how to rekindle it and maybe even improve upon it. knowing that the original dungeon keeper game was preset maps made of squares I began searching through other games I had and thought about skyrim. since skyrim builds its self around squares as well it may not be that hard to change the map, in fact I think the hardest part about creating this mod would be the changing terrain. specifically the mining prosses its self. for the base mod I intend to start off by creating a dungeon built out of cross shaped halls each one has 4 doors all rooms will be the same size. the second part is to put something in each section that may let me customize that section furniture wise at least. the next part will be the little more difficult part of scripting enemy npc to attach specific location or unit "aka dungeon heart" if I can manage to get all that working then we move on to step to making the game more complex by adding unit types that attack and respond differently add in spawning rooms for enemy's as well as allies. third part create an enemy npc that can issue orders to its units and change terrain as its units pass through like the player can give rooms size requirements for spawning perposes and looks give each room its own scripts "such as training room" "lair" "hatchery" fourth part if I can get this far is finalize everything unique models and changes terrain "hopfully be able to "mine" walls to open up rooms
  13. I just released Nagaia Molag, a relatively simple quest that leads the player through a medium-sized Ayleid Ruin. The mod was designed to be extremely lore friendly (to the point of making some very obscure TES historical references and littering the place with translatable Ayleid text), and to fit seemlessly into Cyrodiil. Description: The call has gone out for experienced mercenaries looking to make some coin. An untouched ayleid ruin has just been uncovered at the mouth of the Brenna River, and the expedition set to explore it is in dire need of sellswords to defend workers and scholars from the unknown dangers of this long buried tomb. But while the expedition toils away, another force is at work in the long-lost depths of the Fire King's tomb. TESA: http://tesalliance.org/forums/index.php?/files/file/1716-nagaia-molag/ Nexus: http://www.nexusmods.com/oblivion/mods/44936/?
  14. Hey so having some weird ass glitches I am running skyrim following this mod guide http://www.somethingfornobody.com/blog/skyrim-modding-guide/ with a bunch of mods like Skyre running ontop of it Now I've gotten morrowloot and all my armour mods working together with skyre but the issue is that there are creatures being spawned in areas around whiterun that I assume are part of the mods Infernos End and Bhruce Hammar legacy. There are several patrols of Dwemer Centurion Giants with sphere things and dwemer spiders even at lvl 1 and a seemingly invincible dragon from the mod Inferno envoys of the end (Wahdir) who seems to have a long distance move that saps health like a poison and his dragon breath is jsut an endless stream of dead imperial corpses. Do I just delete the mods? anyway to get them working with skyre?
  15. OK so here's my idea of creating a mod that let's you spy for the imperials or stormcloaks. Once you've joined a faction, you can also go to to the people on the opposing faction and ask to spy for them. Once you did that you'd be able to complete the normal missions for the faction your in but in every fort capture mission you would have to kill the people who are on your team. and on every other mission for the civil war you'd have to give information back to the leader let me know if you want this in the poll
  16. This a wallpaper posted as KOTN2 in www.nexusmods.com on 14/5/2007, and the axe is awesome ,but I can't find the axe in familiar sites! Plz ,anybody knows about it?
  17. Tiger here, looking for sage advice. If you know any interesting quest mods, this one would be pleased to look at them. He's become tired of the usual humdrum quests and doesn't particularly feel the need to join the Dark Brotherhood.
  18. So, I like the dragons in skyrim, but I feel like something is lacking. I mean, sure there are the agile, streamlined, graceful killing machines, but where are our huge, lumbering, earthshaking monstrosities? What I'm hoping for, essentially, is a new form of dragon, akin to the Lao Shan Lung from Monster Hunter, or some of the bigger dragons in World of Warcraft. Tamriel needs some behemoths, and I feel that someone here has the means to make them.
  19. Current progress - Got the front door down and a rudimentary floorplan completed! After entering you will go down a cave-like hallway to a large central cavern. The central cavern will feature a huge table, roaring fireplace, and plenty of glorious reminders of your dragonborn heritage. There will also be nine doors, two of which lead to different cells. Proceeding clockwise from the entrance hall will be the family quarters a kitchen with storage trophies from your conquests an armory a very amazing library which will include enchanting and teleportation circles to all player homes (if they have been purchased) an alchemy room with storage a different cell for an underground garden area (so that it will respawn without endangering your home storage and in a reasonable amount of time) and a blacksmith and stables added outside. I've noticed a minor bandit encampment just outside Whiterun, complete with a carriage and horse and I'm thinking of making the stables an addition you can purchase after clearing out the vagrants. Not sure what I'm going to do to add the blacksmith in, maybe you can hire Haedrig from D3 or something Housecarls for now I'm thinking I will just leave so that they default go home to the city in which you are Thane (makes sense to me). But it'd be awesome if I could get the barracks so that any mercenaries you hire that would rejoin you for free (some do, I've heard) will instead move in with you in addition to your personal bard, chef, blacksmith, ect. This is gonna be pretty big mod if I ever finish it D:
  20. JURGHOLM About the mod Jurgholm is a content mod, adding a late game multi-cell dungeon with a questline. The aim of the mod is to add gameplay hours without conflicting with any other mods while being loyal to the base game. Characteristics: Designed for players starting a new game and/or expanding the game by installing other content mods. Installing the mod does not force or guide the player towards the questline or other content of the mod, as it is meant to be a natural part of the game. It's even possible to access most of the content without any clue of the quest, though it might be hard without knowing the details. Parts of the mod are darker than average, since Skyrim offers very little use for light spells and abilities. The mod is meant for late game (level 50+ is recommended and level 25 is REQUIRED to start the quest). It is also more challenging than base Skyrim and includes elements that might "break the rules" of the usual level design, save often! Some features: - A fully voiced new questline - About a dozen new detailed cells - New spells - New items - Scripted battles Dependencies and installation The mod requires the following master files: - Skyrim.esm - Update.esm (Version 1.9.32.0.8) Any DLC or other mods are not required. Install by placing the two files (Jurgholm.esp and Jurgholm.bsa) into the folder: Skyrim\Data (or by subscribing via Steam Workshop) About the author I started working on this mod in March 2012. The idea was to make a simple small dungeon to see a bit how the Creation Kit works. I was planning on using a month to make the mod at most. Things got out of hand pretty fast, as the first cell's initial design got way too big. The mod got larger and larger and finally took somewhere around 700 hours and over a year to make. I was planning on going without a voice actor or a quest giver since the beginning, but eventually thought the mod had enough content to make it worth the trouble. This is my first time modding any TES game or using TES Construction Set or the Creation Kit. Mod by Sierain Voice acting by Natenator77 Downloads and additional information Steam Workshop Skyrim Nexus TES Alliance
  21. BlackRL

    BlackLand

    Version 1.6

    661 downloads

    Installation -First use WinRAR (free) to unzip, right mouse button->extract here -Download: http://www.win-rar.com/download.html?&L=0 -Open the folder and copy the contents to your Skyrim Data folder (BlackLand.bsa and BlackLand.esp) -Normally: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data -Start the game, choose DATA FILES, check BlackLand -Done! ~MENU~ ====== -DONATE -HOW TO START -VERSION -LANGUAGE -COMPATIBILITY -TITLE -SMALL DESCRIPTION -LONG DESCRIPTION -INSTALLATION -TES5EDIT -PERFORMANCE -MOTIVATION -THANKS -CREDITS -SPOILERS ~DONATE~ ======== You like the mod and want to share some coin with me? No problem, here's my paypal account: vaniacpsoares@hotmail.com Nop, I'm not a girl, it's my wife account ~HOW TO START~ ============== When you start this mod a new spell tome (book) is added to your inventory, "Teleport to BlackLand", read it to learn the new "Teleport to BlackLand" spell, then use the spell to teleport! ~VERSION~ ========= 1.0-Release 1.1-Papyrus log clean up, additional cleaning 1.2-Added voice to Abda ----Added voice to Vampire ----Added voice to Sarah ----Added voice to Andreia ----Added voice to Tarea ----Added voice to Candido ----Added voice to Solid ----Added voice to Nadab ----Added voice to Daniel ----Added voice to Obal ----Added voice to Kro ----Added voice to Sadoc ----Added voice to bandits ----Added voice to Patrobas ----Added voice to King Kyros ----Added voice to Skeleton King ----Added voice to Valkiria ----Added voice to Lazarus ----Added voice to Jack ----Replaced Infestation Chaurus with stronger ones ----README now explains how to start all quests ----Converted all .wav files to .xwm and all dialogue (.wav + .lip) to .fuz ----Racer doesn't stay indefinitely at home after his quest is completed ----Racer will gladly receive you in his house after his quest is completed ----Racer, you now receive a key to his house when his quest is completed ----It's now easier to trigger the Golem Stone with the Patroba's Rock Staff ----Necromancer ritual scene now starts faster ----Removed the helmet from the arena guard, it's now called Andreia ----Changed the name Jemima to Gemina ----Woodcutter axe now is able to cut trees ----Fixed a room portal in the Mines ----Fixed a script that would remove Thunderbolt from the player ----Fixed the initial BlackLand papers referring to the Dovahkiin as a male ----Editor warnings clean up ----Papyrus log clean up, script optimization ----Additional minor bug correction 1.3-Earthquake shout CTD problem that some people had is now solved ----Earthquake shout, female sound added ----Added voice to Laish ----Added voice to Vajezatha ----Added voice to Ur ----Added voice to Albina ----Added voice to Raca ----Added voice to Leonor ----The first encounter scene with Kro now ends even if the player has high resistance ----Tower of Doom trigger that triggers first scene with Sadoc is now bigger ----BlackLand first scene trigger is now bigger ----Survival Sleepy and Starving now have visual and sound effects when the bad effects hit ----The coffin of unique dead actors will appear properly in the Hall Of The Dead ----Gemina name now appears properly ----When talking to Patrobas player shout is enabled if the player doesn't has it yet ----Objectives on the Broken Pact quest corrected ----Golem armor can now immediately be obtained after Brothers To The End quest is completed ----Jose store is now fixed, all Necromancer spells will be available ----Jose now will open his store immediately after the Necromancer ritual ----It's now possible to hit both torso and head of Golem inside FDDilon ----Fixed a problem caused by V1.2 that prevented Childhood quest from running properly ----BlackLand Market, guarden and cemetery optimization ----Editor warnings clean up ----Script optimization ----Additional minor bug correction 1.4-Debris sections now warn the player if the shout is too weak 1.5-Removed unintended additional Argonian race from the player menu ----README, added language section ----README, added TES5Edit section ----README, added shout help to installation section 1.6-Gemina now charges the right ammount of money for the different rooms ----Water temple magical stones now removes the powers properly ~LANGUAGE~ ========== The mod is made in English, other ones: Chinese: http://goo.gl/xs0a99 ~COMPATIBILITY~ =============== Skyrim version: Steam, 1.9.32.0.8 Creation Kit version: Steam, 1.9.32.0 This mod doesn't change any vanilla stuff, it should be compatible with all mods that are equal in scope. Note that I don't have ANY mods installed, so I really don't know wich ones are compatible or not. Mods that shouldn't cause problems ---------------------------------- -Adding or changing UI -Adding or changing locations -Adding or changing textures -Adding dialogues -Adding quests -Adding spells -Adding all kinds of stuff Mods that might cause problems ------------------------------ -Changing quests (for example companion specific) -Changing actors (specially the lvl ones) -Changing spells -Changing meshes -Changing names of objects -Changing statics, misc or any other object in general In sum, adding should not cause any compatibility issue, but changing might, so pay attention to changes. Not all types of changes are "bad", but adding is better than changing, changing stuff causes massive compatibility and stability problems. Known problematic mods ---------------------- -UFO - Ultimate Follower Overhaul (causes CTD because it changes vanilla companion stuff) -Dawnguard Vampire Lord reverse Transforming Face fix - Vanilla (if you are a Vampire Lord you will CTD when using the EarthquakeShout) Load order ---------- Since this mod doesn't change anything vanilla I advise to load it first then other mods. ~TITLE~ ====== BlackLand - A new (is)land to explore! ~SMALL DESCRIPTION~ =================== V1.6 -10 to 20+ hours of new gameplay -New (is)land -New village -New dungeons -New quests -New NPC's -New spells -Mini games -Survival modes -Secrets/Easter eggs ~LONG DESCRIPTION~ ================== Adds a new island called BlackLand with a new village, you will meet new NPC's that need your help to solve some of their problems. You will find new unique dungeons in your adventures presenting new challenges. New powerful unique spells and powers to use and discover. Mini games with replay value to entertain you when you aren't exploring (if needed, see spoilers below). Survival modes for the brave ---------------------------- -Destructible weapon: Your weapon will degrade with use -Destructible armor (slow scrit): Your armor will degrade with use -Destructible shield: Your shield will degrade with use -Sleepy: Sleep depravation will cause bad effects -Starving: Food depravation will cause bad effects Hidden secrets/easter eggs to enrich your exploration (if needed, see spoilers below). ~INSTALLATION~ ============== Should be simple, use Nexus Mod Manager, or... -First unzip -Open the folder and copy the contents to your Skyrim Data folder (BlackLand.bsa and BlackLand.esp) -Normally: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data -Start the game, choose DATA FILES, check BlackLand -Done! If you enter an interior and you appear in "space" you might need to: -Go to C:\My Documents\My Games\Skyrim -Search for file Skyrim.ini -Open with notepad, under [General] add iLargeIntRefCount=999999 If you don't have grass please check this link: http://goo.gl/aZdhRa If you have shout problems it seems installing the mod with NMM shrinks the size of your BlackLand.bsa, please check to see if it's +- 400 mb, if it's smaller than that ( < 200 mb) you should uninstall the mod with NMM and install it manually. ~TES5EDIT~ ========== When cleaning you may encounter a lot of items (825 last time I checked), this is what the creator of TES5Edit had to say about them: "That's some special case handling for removing cells which were defined but are not actually used for anything. If you go to those forms manually you'll note that they're likely just cell records with nothing attached, or cell records with empty "Temporary" blocks on them. It's harmless to let it remove those, though it'll probably get annoying since the CK will insist on resaving them - unlike the behavior in Oblivion." So, no point removing them. ~PERFORMANCE~ ============= If you have performance issues and are using destructible survival modes, try to deactivate them, the slowest script is the destructible armor, start by it then deactivate the others if needed. ~MOTIVATION~ ============ I love games, I love playing them and I love "making" them, this mod is an opportunity to show my skills and at the same time "work" in the industry, and maybe, who knows, work for real in this area? Prior to this mod I only modded PES - Pro Evolution Soccer, I had no clue how to script or use CK, it has been a long road with lots of bumps, and I mean lots, but I've enjoyed all hours (3500+ CK, 390+ Skyrim) that I've spent editing this game (almost all of them anyways). I hope you can enjoy it too ~THANKS~ ======== Thanks to my wife for understanding me, I love you. Thanks to Keld, your beta testing is awesome! Thanks to the guys at http://forums.bethsoft.com/forum/184-the-creation-kit/ they are amazing! Thanks to all VAs (Voice Actors), your work makes this mod better. Thanks to the guys at Steam chat group Skyrim Creation Kit, my first helpers. Thanks to Bethesda for providing such a great game and tools, thanks to all that read this and thanks to the ones that enjoy the mod. ~CREDITS~ ========= By Black aka Black RL aka BlackRL TESTER ------ Keld aka KeldRL aka Keld RL VOICE ACTING ------------ Voice Actor: Aranas NPC(s): Mannimarco, Golem Site: www.tesalliance.org Voice Actor: Black RL NPC(s): Vajezatha Site: http://skyrim.nexusmods.com/mods/38635 Voice Actor: bmw4acting NPC(s): Leah, Maria Site: www.forums.nexusmods.com Voice Actor: DylanBrettMa NPC(s): Lazarus Site: www.forums.nexusmods.com Voice Actor: Edouard NPC(s): Jose, Mukrah, Skeleton King, King Kyros, Player (EarthQuake Shout) Site: www.tesalliance.org Voice Actor: jackattack91 NPC(s): Jack, Patrobas, bandits Site: www.forums.nexusmods.com Voice Actor: Jazzy Long NPC(s): Tarea Site: www.steamcommunity.com Voice Actor: JudeRodney NPC(s): Aplestormy Site: www.tesalliance.org Voice Actor: Kan NPC(s): Valkiria, Andreia, Sarah, Bandit, Vampire, Laish, Ur, Player (EarthQuake Shout) Site: www.steamcommunity.com Voice Actor: Kittygineer Belle NPC(s): Albina, Raca, Leonor Site: www.steamcommunity.com Voice Actor: madonecfn NPC(s): Sadoc, Kro, Obal, Daniel Site: www.steamcommunity.com Voice Actor: Nextmastermind NPC(s): Judas Site: www.tesalliance.org Voice Actor: Styrophone NPC(s): Racer Site: www.tesalliance.org Voice Actor: thera_ca NPC(s): Abda Site: www.steamcommunity.com Voice Actor: XenocideSoldier NPC(s): Black, Keld Site: www.tesalliance.org Voice Actor: xybrisva NPC(s): Julius Site: www.tesalliance.org Voice Actor: Y A R! NPC(s): Nadab, Solid, Candido Site: www.steamcommunity.com IMAGES ------ Dragon priest by blenderisedmind MODS ---- Oblivion Gates in Skyrim - Modders Resource by Hanaisse SITES ----- http://www.bethsoft.com http://www.elderscrolls.com/skyrim http://www.creationkit.com http://www.uesp.net http://elderscrolls.wikia.com http://skyrim.nexusmods.com http://en.wikipedia.org http://steamcommunity.com/workshop http://www.tesalliance.org http://www.moddb.com ~SPOILERS~ ========== Golem Armor (power) ------------------- -Complete The Old Stone Giants and Brothers To The End quests -Go to the village garden -Sit in front of the Golem for 180 seconds when not in combat Sun and Eclipse (spells) ------------------------ -Go to the highest place in the map (mountain near the golems) -It can't be rainning -Hour must be >7am and <5pm -Go to the top, you will see a new NPC -Look at the sun long enough so he talks to you Inferno staff (MISSABLE!) ------------------------- -Location: Oblivion -In the top of the mountain, before the stairs, there's a small "arena" with a body, in front of him is the staff and book Cold Staff ---------- -Location: Faal Daanik Dilon -Before the first temple go to your left and climb the rocks, go to the sharp edge pointing to the abyss -You'll find a treasure corpse, burn it and wait for the staff to appear Namira Gauntlets (spell) ------------------------ -Complete Doomed quest -Recover the coin purse from Sadoc -Traverse the lake in Faal Daanik Dilon -Climb the sand and rocks at your right, you will find a skeleton, in front of him is a heavy hammer -Go to the Tower Of Doom, reach the last floor, hit the Skyrim flag with the heavy hammer -The gauntlets are on the altar Namira Necklace (power) ----------------------- -Same place as Namira Gauntlets -Offer 10 humanoid hearts to Namira -DON'T remove the necklace after equip or you will loose the necklace and power -If you remove the neckalce you have to make the offer again Immolation (spell) ------------------ -Go to the market while Raca is working -A new book appears in the bottom shelf called "Immolation, v1", read it -Raca will talk to you and a new dialogue option appears -(a)Go to the Golem place, climb the mountain and go down to the other side, you will find some Sabre cats -They are "guarding" the entrance to the Fire Altar -Complete the puzzle using the book -Complete the quest -You can start at (a), good luck Childhood quest --------------- -Hire Goliath -Go to the old tree and sit in the bench during 60 seconds (no combat!) -The quest starts Cow wave -------- -This is a special wave in the arena that might appear Mini games ---------- -Arena- -Complete Blood, Honor And Glory quest -You unlock the arena at the coliseum -You have 6 ranks, each has 11 waves -Bow training- -Same place as arena -Before you enter the arena there's a bow on top of the table -Pick it up to start the training -Every time you repeat your objective changes -Random dungeon- -Complete the quest Old Secrets -You can go back to the temple catacombs and play them again -Every time you enter doors and enemies change -Doors might or might not lead to the end, can you survive the maze? -Stealth challenge- -Talk to Keld at the market, he offers the chance to go in a special hunt -Accept and meet with him, he will present the challenge and rules to you -Every time you repeat the challenge changes You can play the mini games every time you want. Quests ------ -Abaddon- -How to start: see Immolation (spell) explanation above -Secret: yes/semi -A Friend In Need- -How to start: talk to Racer near the market -Blood, Honor And Glory- -How to start: talk to Abda, the village Jarl -Mini-game: arena and bow training mini games, for more see explanation above -Bungalow In The Water- -How to start: complete A Friend In Need quest -Burning Of The Witch- -How to start: complete Missing Corpses, go to where the guards train and talk to Julius -Broken Pact- -How to start: choose to help Albina in the Burning Of The Witch -Brothers To The End- -How to start: complete The Old Stone Giants, then talk to the stone again -Childhood- -How to start: see Childhood quest explanation above -Secret: yes -Dragon Age- -How to start: complete Burning Of The Witch and Brothers To The End quests, you might need to wait a little bit for this quests to complete because of cleaning up, go to any interior in the village, when you get out the quest starts -Dignity- -How to start: when you meet Valkiria de first time (in Faal Daanik Dilon) she asks you to carry her body, if you accept and pick up her remainings the quest starts -Doomed- -How to start: just enter the Doomed tower (in Ruins) -Fire From The Deep- -How to start: while in Faal Daanik Dilon entrance and not in combat approach the corpse in the ground, the quest starts -Infestation- -How to start: just talk to Jack when you meet him -Missing Corpses- -How to start: just talk to Leah when you meet her -Memories- -How to start: go to the market, Laish approaches you, just talk to her -Old Secrets- -How to start: go to the village temple and talk to Lazarus -Mini-game: random dungeon, for more see explanation above -Rarity- -How to start: go to the market and talk to Leonor -Rest In Peace- -How to start: go to the Hall Of The Dead and talk to King Kyros -The Blood Of Innocents- -How to start: go to the market and talk to Obal OR enter the Destroyed Fort, go deep and when a new Vampire scene starts the quest starts -The Old Stone Giants- -How to start: go to the Goat inn and talk to Patrobas, he gives you a "Rock Staff", equip the staff and travel to the Old Stone Gods Resting Place, approach the blue stone, she will talk to you, activate her -Thrill Of The Hunt- -How to start: go to the market and talk to Keld -Mini-game: stealth mini game, for more see explanation above -Welcome To BlackLand- -How to start: just teleport to BlackLand -Water Temple Challenge- -How to start: find the Water Temple and talk to Ur, Vajezatha in the market knows the location
  22. Hi guys , I just wanted to ask if somebody knows what happend to TES5 Gecko because im using about 240 mods now and i found out theres a limit of 255 wich can be installed at the same time.so i googled few hours to find out the only way to pass this limit is merging mods but wyre bash just wanted to merge 4 of 240~ mods ..... then i read about TES4 Gecko and its working on TES5 so i finaly found this forum which was pretty hard and found out that the latest version of it is Beta Version 0.2.0 which was released 02 October 2012 is it dead ? or do they still working on it? link to the original post: http://tesalliance.org/forums/index.php?/topic/5028-wipz-tesvgecko/page-2
  23. I'm making this thread to be more in depth non-selling information then the mod download page. If you haven't seen it yet here's the link: http://tesalliance.org/forums/index.php?/files/file/1526-skyborn-mansion/ I apologize in advance for the messiness of this post. I've been working on the plot and dialogue and am a little drained on the creative writing front. Quick rundown of planned features and their progress: Stranger: http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressRed.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>0% Quests: http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressRed.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>0% Custom Dialogue: http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressRed.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>0% Custom Voices: http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressRed.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>0% Now some be asking: "Walrus, with so little done why did you release this?" Well I need feedback. With a planned 35 lvls of dungeon to make, I'd rather know now if no one likes my lvl design then when I'm done. "AHHH" you say. "I see why you did that. What can we do to help?" Why that was nice of to ask. Right now I need rough plans of dungeons. Just squiggles on a piece of paper is enough. i'm going to run out of level plans eventually. After that if someone loves building houses send me a PM if you want to work together. I seem to be hitting a roadblock on designing a good house. "What a lovely idea." "How else can we help?" My what a nice bunch of people you are. I need some testers to go through and make sure everything lines up. Notes for potential testers: Cells Included so far: Oh, and anybody who feels like they may want to play this when it's more done, DO NOT open it in the CK. There going to be hidden areas and secrets and some of those are already implemented. Any and ALL feedback would be nice.
  24. Tigersong

    At last!

    This one is very excited about something- namely, finding a journal mod for Skyrim. It can be found here.
  25. I personally was tired of seeing other "arena" mod coming fourth receiving so much positive attention for what I thought was awful. I was told "so what, you think you can do better?" Actually yes, I can... and did. Pulling chains is so primitive. Take a step into the shoes of a real gladiator and engage in completely dynamic fights involving both classic and new match types. +New Quests +Fully voice acted +New player home +As dynamic as possible! (crowds, opponents, everything I could!) So what are you waiting for? Give it a try! See videos and get more information on the mod page: http://skyrim.nexusmods.com/mods/33385
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