Search the Community: Showing results for tags 'skyrim'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Boards
    • About TESA
    • TESA Community
  • Hosted Boards
    • The Enclave
    • Hosted Projects
    • Voice Actors Project
  • Gaming Boards
    • The Elder Scrolls
    • Fallout
    • Gaming Zone
    • Indie Games
  • RPG Boards
    • Roleplaying
    • Fan Fiction

Categories

  • Skyrim Mods
    • Houses
    • Towns
    • Castles
    • Misc Buildings
    • Dungeons
    • Quests
    • Worlds
    • Weapons
    • Armor
    • Clothing & Body
    • Companions
    • NPCs
    • Races
    • Environment
    • Resources
    • Game Mechanics
    • Overhauls
    • Utilities
    • Creatures
    • Animations
    • Cheats
    • Audio
    • Miscellaneous
  • Fallout Mods
    • Fallout 4
    • Fallout: New Vegas
    • Fallout 3
  • Oblivion Mods
    • Houses
    • Towns
    • Castles
    • Misc. Buildings
    • Dungeons
    • Quests
    • Worlds
    • Weapons
    • Armor
    • Clothing & Body
    • Companions
    • NPC's
    • Races
    • Environment
    • Resources
    • Game Mechanics
    • Overhauls
    • Utilities
    • Creatures
    • Animations
    • Cheats
    • Audio
    • Miscellaneous
    • Oblivion Game Saves
  • Morrowind Mods
    • Houses
    • Towns
    • Castles
    • Quests
    • Weapons
    • Armor
    • Dungeons
    • Clothing and Body
    • Companions
    • Environment
    • Utilities
    • Resources
    • Miscellaneous
    • Overhauls
    • Creatures
    • Animations
    • Audio
    • Cheats
    • Misc. Buildings
    • NPC's
    • Races

Categories

  • ESV: Skyrim Modding
    • Creation Kit Basics
    • Level Design
    • Character Design
    • Papyrus
    • Quest Design & Dialogue
    • Graphic Artistry
    • 3D Craftworks
  • ESIV: Oblivion Modding
    • Construction Set Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Story & Lore
    • Texturing
    • Modeling
    • Miscellaneous
  • ESIII: Morrowind Modding
    • Tool Set Basics
    • Worldbuilding
    • NPCs
    • Scripting
    • Questbuilding
    • Texturing
    • Modeling
  • Fallout 3 Modding
    • GECK Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Texturing
    • Modeling
  • Gaming Guides
    • Oblivion Gaming
    • Morrowind Gaming
    • Fallout 3 Gaming
  • Miscellaneous Tutorials
  • TES Alliance HowTo Guides

Calendars

  • Community Calendar

Found 243 results

  1. 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
  2. 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:
  3. 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/?
  4. Pale Pass, the secluded Outpost Pale Pass, the Secluded Outpost, is intended to add the Pale Pass we first met in Oblivion, to Skyrim. (If you didn't play Oblivion, obviously you don't know what I'm talking about but you don't need to either. ) Important: Pale Pass, the Secluded Outpost will be an addition to both Skyrim Original Edition and the Special Editon. Pale Pass, the Secluded Outpost will not be compatible with the project "Beyond Skyrim" because the team has probably already made their own Pale Pass; if they haven't yet, they most probably will. Content: - although the Pale Pass has been closed due to avalanches, a bored Cyrodiilic adventurer decided to set up on a trip to discover it, two hundred years after it had been located first. Unfortunately for her, and fortunately for the player, she died before attaining it. The player will find her body near the entrance of a cave that will end up being an underground forgotten Nordic tomb,, The Adventurer's Sorrow; this dungeon leading to a breach into the Serpent's Trail, - the Serpent's Trail leads inside the Pale Pass world, - there lie the ruins of Fort Pale Pass that contains five zones: Mouth of the Serpent Eyes of the Serpent Fangs of the Serpent Venom of the Serpent Scales of the Serpent - creatures, monsters, ghosts, and so on... Note: quests won't have quest markers or journal entries, not because I don't know how to make them but because I think getting back to old ways of playing won't harm. Date of release: Uhh...
  5. 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.
  6. 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 .
  7. 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!
  8. Version 1.0.1

    2 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.
  9. 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
  10. Progression: the access to The Adventurer's Sorrow in Cyrodiil, not started (will be made the last, as making the lod for the Pale Pass world will break the modifications made to the landscape of Skyrim; that's how I lost all the work I had done on this access, countless hours of effort...) The Adventurer's Sorrow: almost finished (will probably stay in an almost finished state, since there will always remain things to do, to refine, to improve, etc. ), the Serpent's Trail, started, the Pale Pass world, started, about 25 % finished, the Mouth of the Serpent, not started, the Eyes of the Serpent, not started, the Fangs of the Serpent, not started, the Venom of the Serpent, not started, the Scales of the Serpent, not started, main non player characters, all of them dead, done, quests, not started.
  11. Version 1.0.1

    0 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.
  12. Version 1.0.2

    8 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.
  13. 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.
  14. 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.
  15. 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.
  16. From the album Skyrim, Leaking Towers

    Work in progress, too big, need help, I never learn to stop :)
  17. It's my understanding that we never, ever, ever EVER change the base game. Like, we make a mod that changes a character's appearance, we don't change the character's appearance in Skyrim.Esm. (Don't think we even can. Bad example, sorry). With that in mind, I'm seeking the community's counsel on how truly bad it is to add to vanilla scripts. Not change the code in them, but add your own code to them. To my thinking, this is very very naughty. And can lead to one of Skyrim's little fits. Yet I just explored a mod (Moonlight Tales) that did that very thing. Since it's my general feeling every modder out there is wiser than me, this gave me pause. Is changing a vanilla script NOT the end of the world?
  18. Version 1.0.0

    5 downloads

    A simple starter house, a Whiterun-style shack located in Riverwood near Hod's mill.
  19. Riverwood Shack View File A simple starter house, a Whiterun-style shack located in Riverwood near Hod's mill. Submitter dolphin66th Submitted 07/02/2016 Category Houses Usage Permissions  
  20. i am finding that fov is the biggest immersion-breaker for me. i have had to use my full range of vision to stay alive, and fighting draugr while looking down a telescope makes it really, really feel like i'm just playing a game. i would love to have 2 sideways facing cams maybe rendering the world 1 lod down from the front cam and send the video to wing monitors on either side. can it be done in skyrim or does it need a new game engine? thanks!~
  21. Introduction: Greetings everyone. I have an issue that I am hoping would prove a simple resolution to the more experienced script writers among you. After searching, I have been unable to find the answer myself so here we are and I thank you in advance just for taking a look at my problem. Issue/Goal: I wanted a way to add an item to what a merchant sells without changing/affecting the rest of what they sell. Because I wanted to reduce the likelihood of mod conflict, I thought a script would be the best way to go. I do not wish to add the item to any level lists as I think/believe this would result in other vendors possibly having the items as well as enemies. And in my search for a solution, it would seem AddItem alone would not suffice due to the fact that a merchant's chest respawns/refreshes. Problems With What I Found: I am still pretty novice at several aspects of this so despite finding what I believe to be the answer, I am not sure how to specifically get it to work (such as do I need to set up the aliases in the quest or is it defined in the script or both... if I have to set them up in the quest, which settings/checkboxes are used... where exactly do I tell the script to add my item to the chest). The answer may be obvious, especially with what I found, but while I understand what I found much better than I would have a few months ago, I'm still pretty green with scripting and quest making. What I Found: Because of how the site looks when you're not a member (it doesn't show anyone's name and any code shown is smushed together without spaces so it has to be manually separated) I do not know who to credit for this (though it may have been Chesko) but this is basically what was said as an answer to someone else asking a similar question as what I am asking...
  22. Hi there! I was playing and I caught that sight. This cloud can be seen from the steps to High Hrothgar, close to the monastery. It's static when you see it from a distance but it "dilutes" when you come "closer": It looks pretty much like the head and neck of a dragon to me. How about you?
  23. Hello Everyone I need some help I went through google and it didn't have the answer (I almost died of shock :P) Anyways so I am working on a custom weapon set mod. The weapons are being modeled and texture from scratch. Now I got the weapon (first one being a sword) in the creation kit, I used Nifskope did all the node fixing minus the blood nodes and was able to pick up the weapon in my skyrim game. Now comes the problem, I have the blade with a sheathe and when I go to pull the weapon out for use it doesn't unsheathe the sheathe comes up with it. I have no clue where to start looking for the problem. In Nifskope I used the Imperial Sword as my "carrier" into Skyrim and I pickup an Imperial Sword in the game and it came unsheathe just fine. Please help.
  24. Version 18.0

    156 downloads

    IMPORTANT NOTICE: Good day, fellow gamer From now on this mod will include any weapon of any tier I make based on regular skyrim-in-game-stuff. Basically I will create the biggest and best weapon-collection based on in-game-gear ****************************************************************************************************************************************************************** UPDATE: 18.0 (190 weapons now in total, mixed tiers, 70 orcish, 21 iron, 19 steel, 15 elven, 25 glass, 40 daedric). Hey there and welcome to my mod This mod contains a couple of brutal orcish butcher goodies: 11 Greatswords 11 Swords 9 Battleaxes 9 Waraxes 8 Warhammers 8 Maces 10 Daggers 2 Uniques (Slugger, Chopper) 2 Bows This mod contains also a couple of brutal iron butcher goodies: 4 Greatswords 4 Swords 2 Battleaxes 2 Waraxes 4 Warhammers 4 Maces 1 Daggers This mod contains also a couple of brutal steel butcher goodies: 4 Greatswords 4 Swords 4 Battleaxes 4 Waraxes 3 Daggers This mod contains also a couple of brutal elven butcher goodies: 5 Greatswords 5 Swords 5 Daggers This mod contains also a couple of brutal glass butcher goodies: 4 Greatswords 4 Swords 8 Battleaxes 8 Waraxes 1 Uniques (Falcon) This mod contains also a couple of brutal daedric butcher goodies: 10 Greatswords 10 Swords 5 Warhammers 5 Maces 10 Daggers They are craftable at any forge, temperable and enchantable. Stats for now are those of the regular tiers equivalent weapons. Berserker-editions have +1 damage and +1 critical. No overpowered stuff. Levelled list entries will be made soon when more tiers got filled up. Compatible with any other mod in existence. (All as usual) Have some fun ********************************************************************************************************************************************************** Q: Will there be any updates? A: Yep. Most likely, I highly recommend following the mod to get notified when I updated it ********************************************************************************************************************************************************** Credits: Ragna_Rok from TESAlliance for creating this mod. All the creators of the countless Tutorials on TESA, thx for sharing and teaching your knowledge <3 The guys that made Blender, Gimp, DDS-Converter, FO3Archive, WinRar Bethesda for Skyrim and the CK Permissions: NO CHANGES, NO MODIFICATIONS, NO REUPLOAD! Mirrors: TESAlliance, DarkCreations. I advise strictly to not use my mods when you get them from another source. If anyone making a new-land-mod wants to use those weapons for their mod then ask for permission to use them by contacting the author (Ragna_Rok) on tesalliance.org, usually those kind of mods get supported with most of Ragna's gear, it's mainly about keeping track on what gets used where. Just ask, I don't bite... at least most of the times. Every permission given will be stated right here in perms on the mods main release page on TESAlliance. **********************************************************************************************************************************************************
  25. Create your own lore! I had to read Snorre again (only excerpts) to find some reasons to -whys, -wheres and -whens around our saga - the story of mankind:-) The most interesting aspect is the similarity between cultures. -We have developed in different directions. We seem to have a common affection to a tree - different species but a tree. We believed in the same inhabitants, caretakers, in or around the tree, only symbolized with different creatures. If one living creature didn't suffice a new one was created to match the beliefs. I urge you to do the same - or our phantasy stops here - stuck in someone's lore. This is not a hate message to offend anyone's lore but to clarify the richness around a new lore, a new consciousness, a new tribe, a new world, a new car....