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  1. Ok, so, I'm getting ready to add the final version for my mod, CWExtra Soldiers. I just recently got an idea to add in cavalry units, shock troopers I guess you could say. But obviously, cavalry isn't cavalry unless your on a horse. So, that brings me to this.... How do you make NPCs spawn on a horse? Any help would be appreciated. Whoever does help Ill credit for their help on my mod.
  2. 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/?
  3. 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.
  4. 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 .
  5. 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!
  6. fredlaus

    YANATEH!17.jpg

    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.
  7. fredlaus

    YANATEH!Map.jpg

    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.
  8. fredlaus

    YANATEH!02.jpg

    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.
  9. From the album: Skyrim, Leaking Towers

    Work in progress, too big, need help, I never learn to stop :)
  10. 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?
  11. 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  
  12. 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!~
  13. 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...
  14. Version 18.0

    234 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. **********************************************************************************************************************************************************
  15. 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....
  16. Version 1.0.0

    42 downloads

    Tropical Wessel Interior - Just needed an interior for my 'Tropical Queen of Solitude'. This is a modders resource - an interior you can connect to with the Creation Kit. No dependancies within Skyrim. Thanks to Bethesda Softworks for creating wonderous games Thanks to my friends on the nexusmods Thanks to my "new" friends here on TESA
  17. Riften Player's Warehouse View File This is a home for the Player to stack his/her loot. There is also a pool and a basement that is equipped with a dining table and chairs and 2 beds and a Talos Shrine so you can clean yourself after whatever you do in Skyrim. There are 3 choises: Riften Player's Warehouse (with female NPCs) -Riften Player's Warehouse No NPC -Riften Player's Warehouse Male NPC Thanks again to Bethesda, my friends on nexusmods and my friends here on TESAlliance. Submitter fredlaus Submitted 03/10/2016 Category Houses Usage Permissions
  18. I'm trying to help another author out by helping them figure out to get the CWCatapults to work. We need them to fire at a specific time and targets. Tried following the instructions attached to the CWCatapultScript, but not having much luck. I can get the catapults to fire, by activating them in game, and can also get the CWCatapultStrike to fire where I place a CWCatapultStrikeSpawner, but they activate on cell load which is no good. If anyone has used them before or can offer some advice it would be greatly appreciated. Thanks in advance, Aragorn58
  19. How does one go about changing the behavior of animals in Skyrim (besides using Kyne's Peace, naturally)? I ask because to my mind it seems ridiculous for every wolf in the land to stop what it's doing, come after you and fight you to the death (usually the wolf's). To that end I started a mod called Calmer Critters, but I'm uncertain on how to proceed. Editing WolfFaction doesn't seem to help; wolves still attack as normal. Should I edit the animal's aggression setting as well?
  20. (Sorry if this isn't the place for this, didn't really see anywhere else it fit) Decorating Ideas: Using items not as intended. So one of the big thing's about Modding Skyrim; rather you're working on a player home, or the next big dungeon; is decorating the place up, filling it with furniture and clutter. But what if you have an idea for something but the game don't have such an item? You could look through resource packs, but what about using what the game gives you to create something by mixing and mashing objects in a way they were not intended? I thought it be nice to put together some object ideas that Modders could take inspiration from, rather they don't know how/don't want to use outside resources, just want to make something different, or just get a good idea to fill a dull space. So how about we all get together and share some of our fun Item combo's and creations? ------------------------------------------------------------------------------ A fun Kitchen Counter + Storage: http://i.imgur.com/zep3fRq.png The table it's self is made up of 2 CommonCounter01 stacked on top of one another, with the bottom one turned backwards to form a solid base as well as pushed up into the top one to control the height of the shelf for the rest of the stuff to scale and fit into.The drawers on the left are made of a EndTable01 scaled down to fit on the end.The door beside it is a RTNarketStallDoor01 scaled to fit, that makes for a nice sliding door.On top of the counter, I have another EndTable01 scaled down to about half size and pushed down so only the top drawer shows.The shelf is a CommonBench01STATIC scaled down to fit the thickness of the End tables top with one end sunk into it.
  21. Hello, everyone. A request if you would. I have a lovely leopard texture for female Khajiit characters. Problem is, it didn't come with a facial texture or a male variant. If anyone could point me to a mod that fixes this, I'd give them cookies.
  22. Having looked at the General Stats menu, I know the game keeps track of values such as number of books read and places discovered. What I'd like to know is, can those values be called in scripts? So, for instance, would it be possible to add a perk when the player discovers a certain number of locations?
  23. Hello and welcome to my little tutorial. We're going to be creating new WARPAINT tintmasks and adding them into Skyrim via the Creation Kit. For this tutorial you'll need; - a graphics editing program, either Photoshop or GIMP (I'm using Photoshop in this tutorial) and the proper .dds plugin for that program - the Skyrim Creation Kit - NifSkope - my warpaint templates (optional but helpful) - imagination Jump right to the tutorial. Introduction ------------- Warpaint was introduced for the first time in Skyrim. In its basic form, they are layers overlayed onto the face/head of NPC's and/or the player character called TintMasks. TintMasks also include the cosmetics and dirt layers used during character creation, but that's another tutorial. In general, a warpaint tintmask is a black and white layer texture file with a design on it. Colour is controlled in the CK. These textures can be added to any race to provide a preset option in the character creation menu. Vanilla warpaint tintmask textures are sized at 256x256px. The game understands this and this is the size we'll be creating for the purpose of this tutorial. You may have noticed many mods out there with HiRes warpaints at 2048x2048px for sharper detail. I'll discuss this method below. About my warpaint templates ----------------------------- The first thing I realized as I was creating my own warpaint mod was that I while I could follow the UV map of the head texture for general placement, there was nothing really detailed for specific placements. Thus, my warpaint templates were born. The templates are colour-coded for every part of the face and are intended to be used as a placement guide for all races. They look like trippy voodoo tribal masks. In order: femalehead, malehead, Argonian malehead, Argonian femalehead, Khajiit femalehead, Khajiit malehead http://tesalliance.org/forums/index.php?/gallery/image/30884-nifskope-full-view-female/ http://tesalliance.org/forums/index.php?/gallery/image/30887-nifskope-full-view-male/ http://tesalliance.org/forums/index.php?/gallery/image/30885-nifskope-full-view-male-arg/ http://tesalliance.org/forums/index.php?/gallery/image/30882-nifskope-full-view-female-arg/ http://tesalliance.org/forums/index.php?/gallery/image/30883-nifskope-full-view-female-kha/ http://tesalliance.org/forums/index.php?/gallery/image/30886-nifskope-full-view-male-kha/ In the CK as a properly converted warpaint, they look like this. http://tesalliance.org/forums/index.php?/gallery/image/30888-ck-full-view-female/ http://tesalliance.org/forums/index.php?/gallery/image/30889-ck-full-view-male/ The differences between Man and Mer and Orc races ---------------------------------------------------- Human or Man heads (as shown above) include the Breton, Imperial, Nord and Redguard races. You may be wondering where the Elf or Mer (Dark, High and Wood) and Orc races are. There isn't any. All the Mer races and the Orc race use the same basic human femalehead and malehead mesh and texture files. However, there are extra details and nuances between each that you need to understand. The different shapes of the heads come from .tri files rather than a new mesh like the Argonian and Khajiit races. Because Elf races are similar to Human races, this helps cut down on the number of files needed. The tri file contains "shape" information for each race, allowing for the differences. The pointy ears, elongated chins, sunken cheeks, exagerated jaws of the Orcs, all come from the tri shapes. This does pose an issue for us regarding placement of our warpaint. What appears on the cheek of a Human race might end up on the jaw of the Orc race, for example, but this can be worked around. The following pictures show the differences of each Mer (and Orc) race compared to the basic Human head. As long as you are aware of these differences you can work around it by creating individual warpaint textures per race, with adjustments. The tutorial will explain it more. Dark Elf Female; http://tesalliance.org/forums/index.php?/gallery/image/30890-racecomparedarkelf-f/ Dark Elf Male; http://tesalliance.org/forums/index.php?/gallery/image/30891-racecomparedarkelf-m/ High Elf Female; http://tesalliance.org/forums/index.php?/gallery/image/30892-racecomparehighelf-f/ High Elf Male; http://tesalliance.org/forums/index.php?/gallery/image/30893-racecomparehighelf-m/ Wood Elf Female; http://tesalliance.org/forums/index.php?/gallery/image/30896-racecomparewoodelf-f/ Wood Elf Male; http://tesalliance.org/forums/index.php?/gallery/image/30897-racecomparewoodelf-m/ Orc Female; http://tesalliance.org/forums/index.php?/gallery/image/30894-racecompareorc-f/ Orc Male; http://tesalliance.org/forums/index.php?/gallery/image/30895-racecompareorc-m/ I'm not forcing anyone to use these templates. Feel free to just use the head texture files as your guide if you wish, but they are helpful and I will be using them throughout this tutorial. How to use the texture templates --------------------------------- This will become clearer during the tutorial but I wanted to explain them first. Each .psd file contains the head textures and a coloured layer per face part. Some of the layers overlap (chin/jawline for example) so hide/unhide layers as you wish to see them fully. The file also contains a single UV map layer, if you prefer to just work with that. The files are the same size as the face textures. This is not the size we use for warpaint but it's like this for ease of use when creating. The final warpaint texture will be resized. More on that in the tutorial. As you've seen above, the overall template covers the face and partial neck areas. I highly suggest you do not go outside this overall area or your warpaint may be covered by hair or cut off by the UV map area. Determine where you want to place your warpaint design. For example; * If you want to place a design only on the nose, use the nose layer as your guide. * If you want to place a design only on the upper cheek, use the upper cheek layer as your guide. * If you want to place a design across the eyes and up into the brow area, use the eye and brow layers as your guide. You can go outside of each face part layer if you wish, nothing is stopping you. These templates are simply a guide. You can use the entire face area if you wish with one large design much like Bethesda did if you wish (again, I suggest not going outside the overall area). It's entirely up to you. You said there were no Elf or Orc head meshes - what are these then? --------------------------------------------------------------------- Included in the template package are new meshes for every Mer race and the Orc race. I created them in the CK and exported (much like you do when you create NPC's and export facegen). THESE ARE GENERAL MESHES (shown in the pics above), and are NOT DETAILED for every single shape that can be created in chargen but are exagerated enough to show the oddities. These are a guide only, like the texture templates. They are meant to be used in NifSkope only to show your progress as you adjust warpaints per race. For Human, Argonian and Khajiit, use their head meshes from the skyrim files. I do not guarantee that some configurations won't stretch or distort. More on how we'll use these mesh templates in the tutorial. Creating HiRes versions of warpaints -------------------------------------- As the trend seems to be, everyone wants HiRes 2048x2048px textures. The game, however, will not display tintmasks at this size. To use these textures SKSE is required. If you're not using it already, get the latest version here. When you release your HiRes mod, make sure to advise people of the same requirements. After installing, locate the SKSE.ini file in your Data\SKSE folder. Open in any text editor and copy/add the following; [Display] iTintTextureResolution=2048 This will only allow for better images in game. YOU WILL NOT BE ABLE TO SEE YOUR TINTMASKS IN THE CK. Follow the tutorial as is. I have not provided hires templates. You can still use them by copying the guide layers into a new 2048x2048 workspace and resizing. This will look bad as you test your creations but since it's only a guide and not used in the final product, it'll do. If you decide to create both a normal vanilla version and a HiRes version, then create your texture versions individually. Do not try to just downsize your 2048 version down to 256. It will look horrible. And whatever you do, never upsize that much. Support ---------- Please feel free to ask any questions in this thread. Now, on to the tutorial.
  24. To avoid my mod being stolen and redistributed on Steam, I decided to upload it out there myself. Before my mod is published though, I have to accept these terms: - screen capture 1 - screen capture 2 - screen capture 3 It's not finished then?
  25. I've been racking my brain trying to get the ForceToRef function to fill a quest alias through papyrus script. My goal is to track the specific instance of an item as a quest object (so it can't be dropped) while it is equipped by the player. The Quest does not start game enabled and has repeatable stages checked. The Quest contains one empty stage. The Quest Alias starts empty, has a fill type of "specific reference" and has "optional" and "quest object" flagged. I've tried all sorts of scripts, placing the ForceRefTo function on ObjectReference script, Quest script, and ReferenceAlias script; None of them filled the alias.
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