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  1. Hello. Im trying to make new costum hair and i did everything, like weight painting in outfit studio then export to nif and tri. However when i tried to test it on creation kit, all the hair were gone except one part of it. All the parts can be seen only in Model Data from Head Parts section, but in the Actor Preview its only show one parts of it, which is confused me. I dont know what im doing wrong, can somone with experience tell me? Thank you.
  2. I'm using a cloak spell to detect npcs that are in proximity to the player, but the effects won't run on nonhostile npcs because cloak spells don't activate on nonhostile npcs. For the mod I'm making it has to run on every npc. How to fix. thank
  3. Is it possible to edit forms via script? I'm trying to add an ability to every race after a new game is started without editing them in the ck beforehand. Alternatively making changes to every race would work, or every npc period (without touching their form files in the ck). responses appreciated
  4. Hey guys, sorry to bother you. https://imgur.com/a/6xwZyLJ I have a creation kit mod I am making for the first time. I've been working on it for the last day and a half and I am not sure where I am going wrong. sqf shows the quest as stopped. setstage and startquest do not work. picking up the book does not start the quest. i dont know what im doign wrong or what to do. please help me
  5. I have the following script that grabs an RGB array from a quest script and then pass it to a light to change its color. For some reason, the light does not appear ingame (even though it has a bright red default color) but it does show if I open the console or the inventory. I did use update3D but to no avail. Script :
  6. Hi Elders Scrolls Fans and in particular Skyrim Modders, As part of a Ph.D. research study, we would like to invite individuals who are 18 or older, and who are active modders in either/both Stardew Valley or Skyrim to participate in an interview to understand your experiences of and motivations to mod. The interview will last between 45-60 minutes and will take place at a mutually agreed online format (either Discord, Skype, Zoom, or another). You will receive a random Steam key for a random game as an appreciation for your participation. If you are interested in taking part in this study or if you have any questions, please email me at n.tancred@qut.edu.au or follow this link https://app.acuityscheduling.com/schedule.php?owner=18891563. We can set up a meeting time online. You will be provided with further details before participating to ensure your decision and consent to participate is fully informed. Thank you so much! Please Note: If you could share this with others who mod Skyrim or Stardew Valley who might be interested it would be appreciated. Ethics Number: 1900001069
  7. 22,707 downloads

    This project is a community collaboration of free-to-use resources for your modding needs. Find out all about the TESA Skyrim Resource Kit Project here. Browse through the list of resources. All the files are here for convenience.
  8. Welcome to a very small software programming club, where it is desired to be part of a larger imagined company. The company idea keeps falling through with no support, lack of knowledge of small business promotion and funding. ProjectAshenfire was designed to start awareness and recruitment for light-hearted and well meaning designers to program D.O.S, Powershell, and Elder Scrolls V scripts. Once it was established, it was meant to be turned into a small programming company called HomeChicken Software. This lifelong dream has been mutilated several times where the magic of the idea has waned considerably. Thus, the only programmer (me), has had to resort to community promotion on this site as a 'last ditch' effort to keep a presence. There are useful batch files for D.O.S five through D.O.S. emulations of Win 10, that I have written and mod files for TESV; that are planned to be published here.
  9. An idea came through my mind this morning, while I was working (my work doesn't require that I use my brains to do it). It's been quite a while that I am wondering what Bethesda could do to prevent mod theft and people abusing their assets and making money with them; the more I think of it the more it seems to me that there is only one solution (aside from shutting down modding, of course): online modding. This would apply to the PC versions of the future games of course not to the existing ones: each buyer of the game would get free access to an online version of the editor, no download and installation on your computer ; the tool could be installed on a cloud that would be personal to the user in order to avoid site overload, mods made with the online tool would be stored on a cloud, no download and storing on your computer, once published on Bethesda.net pc mods, the players would subscribe to them as they already do, no download and installation on your computer either, mods would require being online to be installed and played. Okay, enough conjecturing; let's get back to modding.
  10. 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...
  11. 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 .
  12. I have been modding for Morrowind and Oblivion for quite some time, mostly involved in making armour in Morrrowind, Oblivion not so much. I use Blender and thus am now attempting to try and make a helmet in Skyrim but I have had no luck finding the specific versions of the programs I need to be able to import/export nif files into Blender. I have been able to find the correct versions seemingly. I have installed Blender 2.49b, Blender_nif_scripts-2.5.9.77b0815, PyFFI 2.1.11.cefd181.win32, Python-2.6.6. I am using the most recent version of NifSkope 2.0 Alpha and I have attempted to set the users 1 and to from 12 and 83 to 11 and 34 as well as removed the BSLightingShaderProperty. Upon saving the model in NifSkope for the process of importing into Blender I receive the Python script error stating that the array is too long in Blender when attempting to import. If anyone knows any links to more relevant versions of Blender, Python nif scripts, PyFFI, and NifSkope I would greatly appreciate it. Thank you.
  13. I just re created my mod for the 5th time, not to mention the 'mini' re creations. This means my mod is 2 years old with nothing to show for it because of these hideous errors that sneak attack me. This time, I want to open a dummy book and click on 'leveled items' tab so I can spawn a book I created. I can't. Why is my kit crashing when opening this tab? This does not happen if I only load the master files. It happens in my mod. I did not make any fancy item that would cause this. I have a faction mismatch, but I don't see how that comes anywhere close to being a problem for this. I don't know what to do in TESV edit other than create filters and press 'check for errors'. Sadly, with my bad luck, I somehow lost the 20 phases I saved, just to protect me from this dreadfulness. If I can't fix, I have to start over.
  14. Modding Workshop: My First Quest Welcome to the Modding Workshop: My First Quest. In this tutorial we will be discussing how to create a lore-friendly quest using existing NPC's and recorded dialogue and how to package it properly for upload. We will briefly discuss item creation, triggers, and scripting, but this workshop will not cover every aspect of these topics, only what is needed for this task. Coming into this tutorial, you should already be familiar with the basics of navigating the Creation Kit and some knowledge of Papyrus syntax. Part I: Tools You're going to need several tools for this job in addition to the Creation Kit. BAE - Allows you to view the contents and extract from Skyrim BSA and ESM files. Voice File Reference Tool - Allows you to view and search the voice files from Skyrim without needing to extract them and shows file name, dialogue, and voice type. Unfuzer CPP Edition - Allows you to decompress FUZ files from Skyrim to WAV and LIP and compress WAV and LIP files to FUZ. Wrye Bash - Takes care of most of the hoop jumping needed to get your mod packaged for release to Steam. Not necessary for other mod sites who allow uploads of loose files. TES5Edit - Shows you what files are included in your mod and how they are interacting with their respective masterfiles and/or other mods. Useful for finding mistakes and conflicts. Experimental. Clean Saves - make your own or use my resource. Probably both. You'll want saves made at key points around the area and time frame in game that you'll be modding. For example - if your quest doesn't start until after a certain event, make a clean save before and after that event. This way you will be able to test if your quest triggers properly even if a downloader installs it on a game that has already passed that checkpoint. Notepad ++ - Text documents on steroids. Infinitely helpful for scripting. It numbers lines, helps you line up indented code properly. Such nice, much syntax. 7 zip - File compressor and extractor. Skyrim scripts now come packaged in a .zip file and need to be decompressed to be edited Dialogue Length Extender - A quick guide for how to extend the 80 character limit on dialogue lines for the Creation Kit. Tools you should already have Skyrim - Downloaded from Steam or installed from a disc. I recommend making a shortcut to this directory. You'll be going here a lot. Creation Kit - Downloaded from Steam and installed into the same folder as Skyrim. Archive.exe - comes with the Creation Kit (I believe) and is also in the same folder as Skyrim. Used with Wrye Bash to package a mod for upload to Steam. Useful Console Commands - These are indispensable for testing a custom quest to ensure it is functioning properly since almost all of what a quest does is behind the scenes. Open the console with the tilde (~) Commands contained in <brackets> indicates a variable that must be specified. Page Up and Page Down keys can be used to scroll up or down the Console gui getstage <quest ID> - returns the current stage of the quest movetoqt <quest ID> - moves you to the location of the current target of the quest, eg. where the map marker is pointing. setstage <quest ID> <stage #> - manually sets the stage of a quest. Setting a quest stage will begin the quest if it has not already begun. sqs <quest ID> - Shows quest stages in a quest and if a stage has been achieved. sqo - Shows a human friendly list of active and completed quest objectives for currently active quests. resetquest <questid> - Sets all quest stages in a quest to 0. coc <cell ID> - teleports the player to the cell specified. player.moveto <reference ID> - teleports the player to the reference specified, eg. an NPC or unique item. Part II: Preparation Now that you have your tools there are a few things you will need know more about. Script Fragments - used by a quest to determine how it behaves, when objectives are displayed/completed, when dialogue occurs, quest completion and advancement, ect. The Creation Kit has a default prefix it attaches to all fragments. For convenience you will want to change this default to be able to tell your own script fragments apart from original ones. To do this go to File>Preferences>Scripts>Fragment File Prefix in the CK window and fill it in with something that makes it yours. Hit Apply. Smarty Says: Use the same prefix for any files you create inside your mod! This will help you locate them in the Object Window and elsewhere. You also need an outline for your quest. Each bullet in your outline will become a Quest Stage. Quest Begin Stage 0 The quest has started but the Player has not spoken with Archmage Savos Aren Quest Objective Assigned Stage 10 The Player has spoken with Savos Aren or is the Archmage Quest Completion Stage 20 The Player completed the previous Objective and ended the quest The beginning of a quest is always invisible to the player. Without the quest having already begun quest objectives cannot be assigned. Quest dependent dialogue, items, events, and anything else included in your quest will not be enabled and quest stages cannot be advanced. Part of quest creation will be determining how your quest will start. Will it start when the game starts (Unbound)? Will the player find a long forgotten tome that leads them to your quest (Rebel's Cairn)? Will they walk into a room ( The Golden Claw)? Will it be a combination of these things (Boethiah's Calling)? Quests that start when the game starts can be a strain on someone's save game and even corrupt it over time. Reading a book requires the creation and placement of said book and making sure the player knows how to find it in your mod description. Picking up an item has similar problems. Walking into a room, however... Can be done easily. I recommend using an interior cell to minimize conflicts with other mods and finding an interior cell your player will have to pass through during normal game play in order to complete your quest. Then you need to know how many objectives there will be - ours only has one objective. You can always add more and once you know how to manage one, adding more is simple. And lastly you need to end your quest which is more complex than it sounds. More on this later. Part III: Turning on the Creation Kit You thought I'd never let you. Well, now's your chance! We're finally ready. Turn on the Creation Kit and load the Skyrim.esm only. The default settings on the Creation Kit do not allow multiple master files to run simultaneously. It is possible, but not covered here. Starting the Quest: This tutorial quest involves only locations and NPC's from the Mage's College. There's no reason for this quest to begin running silently in the background until the player is there so we will put our quest's jump start in the Hall of Elements - the first interior cell in the Mage's College the player will enter. Find it in the Cell View window under Interior World Spaces and double click it to load it in the Render Window. We want the player to activate our quest as soon as they enter the room and the easiest way to do that is with a trigger. You'll need to be able to see Triggers to do this so enable them by hitting "M" on your keyboard. Your view should be of the main entryway of the Hall of Elements. Notice the big orange box taking up the entire room. This is a trigger. We're not going to use it though, except as a nice large object to create our own trigger around. Triggers when created will appear in the render window around an object that is selected so click on the big orange box. When you do you'll notice MG06SceneTrigger will now be highlighted in the Cell View window in the loaded cell's object list. Look for the Create Trigger button on the top bar of your Creation Kit Window and click it. A new window will pop up asking you to select a form. Double click NEW and name your new trigger. VainSQTrigger = My modder prefix, what my trigger is for (Sorcerer's Quest), and that it's a trigger. A good naming convention will be vital for what we're doing due to the sheer number of almost identical things involved in a quest. Once we reach dialogue creation you'll understand more. Hit okay and a nice friendly box will appear that is your new trigger! Looks complex but the only thing you do here is add a script to it. Just like with the trigger select [New Script] and name it something sensible. Since we're adding it directly to the trigger the CK has politely filled in what our script extends already for us. From Papyrus 101 you should know basic script construction. Declare Properties at the beginning, put in your events and conditionals, end everything properly and COMPILE. Now we get to use Notepad++! If this option is greyed out for you then you need to locate your Scripts folder in the Skyrim>Data folder. You should have a Skyrim>Data>Scripts>Source folder. The top folder Scripts will either be empty or contain .pex files (the scripts we are working on may be in here). Don't touch .pex files, they are generated when a script is compiled by the CK. They are what the game looks for when seeking out custom scripts. The scripts that you can look at, modify, extend, and otherwise mess with are in the Scripts>Source folder. If this option is greyed out for you and you already have a Scripts>Source folder then the scripts you are trying to modify is more than likely compressed in the Scripts.rar and you should extract the files with 7 zip to your existing folder. If prompted to overwrite any files, DO IT. As mentioned, the scripts in your Source folder are the untouched versions of the scripts and the game doesn't even use them - they are for documentation only. The Scripts.rar doesn't have any .pex files so all your mods will still work fine. Smarty Says: Never modify a source file script directly. As with all resources, duplicate and rename all the files you use, even scripts! Note* There are some cases where this will not work (changes in the shapeshifting mechanics for werewolves and vampries) - proceed with extreme caution and back everything up. This should open up your script in Notepad++. If it doesn't, you'll need to go and make Notepad++ the default editor for .psc files. The only line that should be visible is the first line. You'll have to fill in the rest. Here's a good example - Here's a rundown of what you're looking at with this script. AND SAVE! Once you have saved you can now compile it. In the main CK window there's a drop down menu for Gameplay. On it is the Papyrus Script Manager and this is where you compile. If your syntax is correct a box will pop up for a moment and then disappear. If you have any mistakes then the compiler will throw errors at you until you fix them. They are usually helpful errors such as "Missing L Paren at 31, 2" which means you forgot a left parenthesis on line 31 column 2. This will not tell you if your script does anything, it will only check to make sure that your syntax is correct. And that's all we'll do with this for now. Once our script has an actual quest to refer to we can come back and make sure the properties we set fill properly. The last bit of setup is placing the quest objective. The objective is an amulet in the Archmage's Quarters. In the Object Window under Items>Armor>AmuletsandRings find one you like the look of, duplicate it, and rename it to stick with your naming convention. Then load up the Archmage's Quarters in the Render Window and drag the amulet into the room. Edit it and select Don't Havok Settle (so it won't go flying or get shouted into a wall) and UNCHECK Respawn. What's the point of making a unique amulet you can only get with this quest if it keeps coming back?
  15. http://steamcommunity.com/workshop/aboutpaidcontent/
  16. demonange

    dearlove

    From the album: max things

    GGC companion Gill is really appreciated by my character.

    © m. kaufman

  17. From the album: max things

    isn't he adorable? Lovely ears and nose.

    © m. kaufman

  18. zwkdiv

    bogwaterStudy

    From the album: ZwKDiv's Album

    Screenshot from my attempt at CS Basics Lesson 1.

    © ZwKDiv

  19. zwkdiv

    bogwaterEntry

    From the album: ZwKDiv's Album

    Screenshot from my attempt at CS Basics Lesson 1.

    © ZwKDiv

  20. zwkdiv

    bogwaterDining

    From the album: ZwKDiv's Album

    Screenshot from my attempt at CS Basics Lesson 1.

    © ZwKDiv

  21. zwkdiv

    bogwaterBedroom

    From the album: ZwKDiv's Album

    Screenshot from my attempt at CS Basics Lesson 1.

    © ZwKDiv

  22. demonange

    Flan Art Gallery

    From the album: max things

    A bedroom in Flan's art gallery. The Art gallery itself can be seen in my blog. This is a private mod, a present I made for Dustin in winter 2013/14. His digital artworks are exposed in the gallery. Go and take a look.

    © m. kaufman

  23. From the album: max things

    My character Sheridan, I use the custom human race made in collaboration with my wonderful friend Dustin Flan. The hair is included in the race. http://tesalliance.org/forums/index.php?/files/file/1778-naturals-by-flan-and-max/

    © m. kaufman

  24. From the album: max things

    New posing 2 Sheridan - Naturals race: http://tesalliance.org/forums/index.php?/files/file/1778-naturals-by-flan-and-max/ Gill - the upcoming GGC partner. Needs some testing and I need to pick a hair for his release. Got too many hairs looking good on him, just can not choose.

    © m. kaufman

  25. From the album: max things

    New posing. Sheridan - Naturals race: http://tesalliance.org/forums/index.php?/files/file/1778-naturals-by-flan-and-max/ Gill - the upcoming GGC partner. Needs some testing and I need to pick a hair for his release. Got too many hairs looking good on him, just can not choose.

    © m. kaufman

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