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  1. demonange

    new studio

    From the album: max things

    i stumbled upon this little studio on the shore, i think it's some Chinese mod, but it was all messed up due to my previous attempts on recluttering it. I made another overhaul of this house. it's still a wip work though.

    © m. kaufman

  2. From the album: max things

    Ddeath is a follower you can download in my blog. The hair is not included still.

    © m. kaufman

  3. Hello everyone, I have been modding for a while on Skyrim Nexus. I hope to learn more about scripting from your community. Reading the forum entries, I know I am surrounded by a knowledgeable group of people. Thank you for letting me take part. Richard
  4. demonange

    cazy hairpack 12

    From the album: max things

    i added 2 more hairs to the Cazy hairpack that i am working on atm. so there are 12 of them to be released soon in my blog

    © m. kaufman

  5. demonange

    ddeath adventure

    From the album: max things

    Ddeath the companion one can download in my blog. In my version he's using lighter eyelashes.

    © m. kaufman

  6. ***Most certainly NOT your standard "dark texture" issue... I've spent a lot of time learning how to properly import and export .nif files from Blender, and dancing around all the little caveats that go with using old, outdated codding, because there is nothing up to date to use. Imported the head I wanted to work with, set up the vertex maps (skin partitions), weighing, bones, etc., exported back out as a .nif, made the proper adjustments in nifskope, and everything's looking fine... until I put it in the creation kit. It shows up in Creation Kit with a darkened texture, and if I check "SLSF1_Facegen_Detail_Map," then Creation Kit crashes when loading the .nif . I've done all the standard checks for fixing darkened textures: Has Vertex Colors = yes (also checked off in the shader properties) BS Num UV Sets = 1 Has Normals = no (I've tried it with "SLSF1_Model_Space_Normals" both on and off) And very large number of variations and combinations in between, including, but not limited to, playing with the alpha values, import/export settings on blender, the emissive color/multiplier tags, setting vertex colors to no, setting uv sets to 4079, etc. I've also tried copying the NiTriShapeData and dismemberment data into and over the same data sets inside the .nif file of a working head, but this (not surprisingly) results in other complications. Although, there are a few more variations on this I could try as well... From what I can gather, this almost certainly relates to the facegen data, or absence thereof, since it's a custom face mesh (everything else works, it will even load in game without issue). The only solutions I've found for facegen data not running correctly involve custom actors, and not custom races (which doesn't have any actors). My knowledge on facegen data is extremely limited. Is this something that's supposed to be baked into the head mesh .nif file? Is there some special extra set of steps, specific to editing/creating head/face meshes, which involves special data sets that are embedded into the mesh? The settings for a mesh in nifskope, and the fact that having it turned on crashes creation kit, certainly seems to imply this... Side note: what would you guys recommend using to post images (screenshots) and download options for the related files?
  7. eqlipse

    banishedseems

    From the album: Modded Skyrim

    Re-uploading, with some censorship for the naughty bits I've banished the seems for the character model! Decent bit of texture work, if I do say so myself ^_^ Said seems should remain banished for any body type within the UNP family, but I'm currently working with the UNPBB, UNPC, and UNPCM models (the last one being accessible at http://mod.dysintropi.me/unpc-modest/), which means it will probably work best with those.
  8. eqlipse

    SOLUTIONS

    From the album: Modded Skyrim

    I fixed both the head mesh (removed the ears via a simple mesh relaxation/smoothing), and the texture for it. FYI, this was far more a pain in the ass to do than it should have been, simply because of the dated nature of all the tools used to deal with .nif files. And the terribly kludgy way in which Bethesda has the Skyrim engine working.
  9. eqlipse

    SOLUTIONS2

    From the album: Modded Skyrim

    I also redid the ears, giving them a unique UV map, and their own texture file. I haven't gotten around to making the normal, specular, or detail maps yet; need to re-learn Zbrush, because it's been forever since I last used it. The UVs for the ears are the highlighted overlay.
  10. eqlipse

    PROBLEMS2

    From the album: Modded Skyrim

    The "ears" (included in the original pack as a wearable nekomimmi headband) make use of the original Khajiit skin textures... which is horribly inefficient, loading a texture file for which the mesh only uses a tiny portion. This means that, if you want to cram any more detail/resolution into the ears (for example, a 1-2k diffuse), then you would have to blow-up the texture to almost 10x its original size, just to get that resolution into that tiny little corner >_< The UVs for the ears are the highlighted overlay.
  11. eqlipse

    PROBLEMS

    From the album: Modded Skyrim

    The original head mesh, and the way the original texture maps around it. Note that it has texturing for ears... which isn't used, and in fact wraps around the head in areas the ears wouldn't cover.
  12. Alright, i'm making a small magic mod for personal use, and so far, i have a summonable set of armor and weapon for the pc when he/she reaches level 2, permenant bound until sword is unequipped (not sheathed). What i would like to do next is a little beyond my capability at the moment. I want to make a summonable dagger that gives you a spell that leaves a marker you can teleport too, . Furthermore, when the dagger is uneqquiped (not sheathed, removed from player, only shown in inventory) you lose the dagger and the teleport spell, but not the summon spell. Can anyone give me a few pointers or a good link? If you want in on the mod (not that you couldn't make it yourself if you intend to help), i can upload the esp, but i use a few models/textures that aren't my own, so i couldn't include them.
  13. Hey guys! So I am new here, both to TESA and to modding in general; I've never made a mod before but I have been reading up on it on here and other sites and decided to try my hand at it! What I am unsure of is this: I want to start small and get into larger projects, and I wanted to start using Oblivion and the CS. But I don't want to make a mod that nobody is interested in! So I was wondering if there are still mods being made/played in Oblivion, or would it be better for me to just start off with Skyrim? I eventually want to do at least little things with all three games, but I just really don't know where to start. So this is a formal invocation to the gods of TES modding! Please help! All suggestions will be appreciated -deathbyfire34
  14. Hello all, I am working on a Skybrary project amongst actual mods for Skyrim. I am out of touch with programming. I am from the 'old' school, not mainframe, but from GWbasic, D.O.S,TurboPascal, Apple ][ e. The new school confuses me and is giving me such a headache. I am in this forum to hopefully, change my luck for the better. I have 5 mods published on Nexxus, but they were more for adding functionality and familiarizing the kit; except for the 5th project which is the Skybrary. I have a sixth project {not put in WIPz yet} with story lines, history, action, immersion friendly dialogue, marriable, faction friendly. I want to make sure I can advance my WIPz in the Alliance but also get participation with my library. It is a collection of my work and other peoples, put into ONE place. I have been on the internet falling asleep and getting a little upset that I have to wait between 20 minutes to 40 minutes to get 5 minutes worth of information. I would do the work and notate it in Clipmate and .odt, doc form. I am asking if this seems feasable to anyone here, to share information based on Short Version and in depth LONG Version methods on modding? I am also wondering whether or not the modding school format with lessons and homework was a one year only project. Is it still being offerend? Thanks in advance. Ashenfire
  15. Really sorry if this is not in the right spot, but their appears to be no tutorial for audio so I can't seek help there. I either need someone to help teach me how to make both normal audio and quest audio OR Someone to handle the audio on a project we are making. Theirs tons of audio involved, we have many many characters, and we hope to have many many voice actors(were gonna start advertising for VA's a bit later on) I myself had tried to just do Audio myself, but literally spent a entire day just trying to make the audio for one character! If you can help I'd really appreciate it! Wanna learn how to make normal audio/dialogue and Quest Dialogue, as well as events and event audio. Thanks again!
  16. This is just a quick message to request assistance for the impending release of Black Marsh beta. If you wish to find out more, please go check out our Facebook page here. We also have a TesNexus and Bethesda forums page and our trailer on youtube As some may already know, we have been trying to get a release over this year but sadly the small numbers of people in the team keeps pushing back the release date. We currently have over half a worldspace almost totally complete with around 98% interiors, 96% towns, 90% dungeons and a truly vast collection of new items that are completely unique to the mod, including creatures etc. Most of what remains of the physical modding I can handle myself but we are short or overworked in some crucial areas. As yet, we are most in need of quest modders, scripters and modellers to finalise plans besides needing someone to help out a little with establishing the in-game map. All scripts and models requiring completion are listed on our own forums and I am in the process of finishing the writing of the quest ideas already developed. If you can help or know of anyone who can assist, please send me a PM or get in touch via Facebook (preferred method) but please: no timewasters! We've had enough of them but even if your contribution is small, it WILL be credited and greatly appreciated.
  17. I know Oblivion is older but I would still like to mod it since I don't own Skyrim. Here's my problem I installed the CS on the computer Oblivion is on. I got the file off of The Elder Scrolls Construction Set Wiki. Every time I open the construction set it immediately crashes and says TES construction set has stopped working windows is searching for a solution. Then it gives me the option to close the window. This happens for version 1 and 1.2.404. The computer specs needed are -Minimum System Requirements: * Windows XP * 512MB System RAM * 2 Ghz Intel Pentium 4 or equivalent processor * 8x DVD-ROM Drive * 4.6 GB free hard disk space * DirectX 9.0c (included) * 128MB Direct3D Compatible Video card and DirectX 9.0 compatible driver * DirectX 8.1 Compatible Sound Card * Keyboard, Mouse My system has * Windows 7 * 3.0 Gb ram * Intel core 2 quad CPU with 2.4 GHz * Not sure about DVD-ROM drive but I have one. * I have plenty of hard drive * I have the Intel g33/g31 express chipset family * Not sure about sound card but I don't think it would affect the boot up Any help you could give would be great because I'm stumped.
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