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  1. Ladies and Gentlemen, Girls and Boys, I had some time and was crazy enough to create small web application (portal) to store and share Skyrim presets (Yes, only for presets, at least for now!) This website is kind of training for me, but I release it now and share with you guys. I know you may ask obvious question: what is it for, we have N...s, this forum, other places? I partially answered this question on the beginning. The other reason would be that I was not able to find satisfying place for such thing like Skyrim preset I also enjoyed creating it. You can access and start using this site under http://skypreset-warehouse.eu/ Kindly please let me know if you find any bugs. Contact email is provided on the main page. You can also send me comments or ideas This is still under development but in quite good form. regards, DaXmAn
  2. aussie500

    Tamira's Marnya

    From the album: Aussie500

    Checking out Tamira's new hobbit house Marnya. Aussie my character there is cooking up some food.
  3. For anyone who has played or seen a Warhammer tabletop battle...I just wanted to see what it'd be like to make one in Skyrim. I've seen chess boards and pool tables...thinking this is at least unique Need to clean it up and reduce the textures/meshes (at 750MB now!)...just finally downloded Nifscope and Gimp...now to learn to use them. Plz let me know any feedback/ideas. Thanks, http://tesalliance.org/forums/index.php?/gallery/album/513-warhammer-fantasy-battle-in-skyrimwip/
  4. Hello all, I know that there are detailed tutorials here and I am sure they answer my exact issue and/or explain why I am having this issue and I have read the tutorials here and in other places when it comes to scripting as well as followed along doing different things and I don't get it. My head isn't made for scripting. It's like I am reading a foreign language I don't understand (which is exactly what it is really) and so something that is plain as day to a native speaker is impossible for me to comprehend. So regardless as to the simplicity of this issue, please trust and believe I have really tried to figure this out on my own before coming here and failed. I used this tutorial: Making a Custom Follower but discovered an issue where the game isn't truly dismissing a follower that uses this framework when it auto dismisses. This is especially true for when the person you are marrying is an active follower at the time the ceremony starts. So what I wanted to do, since my Follower Dialogue Quest incorporated stages already, was simply add a script fragment to the stage it uses when a follower is dismissed/not following that dismisses the follower. So of course, I thought it would be easy to simply do what worked for the dialogue: (GetOwningQuest() as ARCTESTDialogQuestScript).DismissFollower(0,0) Then GetOwningQuest() errors because it isn't a function or something. To overcome this in the past, I would just declare the quest as a property for the fragment, but that doesn't work here because it is a script I need as a property and I don't know how to do that since I tried and that failed. My plan was to then try this function: ARCTESTDialogQuestScript.DismissFollower(0,0) or this: ARCTESTDialogQuestScript.DismissFollower() But somehow I think that even if I could declare the property, this wouldn't be right. I even tried declaring ARCTESTDialogQuestScript as the kmyQuest but that didn't allow me to use the above fragment either. So I am lost. All I am trying to do is make it to where when my follower's dialogue quest stage is set to 100, the follower is dismissed as if you dismissed them with the dialogue choice. Any help to resolve this would be majorly appreciated as this is tormenting the Oblivion out of me. Thank you. Sincerely, Tons
  5. Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them.Specific Features Adds a quartermaster to the following camps:Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak CampAdds tables and other surfaces for placement of weapons and armor to the following camps:Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak CampDownload Locations AFK ModsDark CreationsSkyrim NexusTES AllianceThe Assimilation LabInstallation Requirements Official Skyrim patch 1.9.32.0.8 or greater.Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Legendary Edition Patch [USLEEP] since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches.Installation Place the .esp file into your Data folder.Make sure to activate the mod by using whatever management tool you prefer.LOOT is recommended for optimal placement.Uninstalling Due to the way Skyrim mods work (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game.This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen.If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder.Compatibility Tested to be compatible with:Unofficial Skyrim Patch [USKP] and Unofficial Skyrim Legendary Edition Patch [USLEEP] (both by Arthmoor and the Unoffical Patch Project Team)Legionettes (by MadCat221)Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though.FAQs Why isn't this included in USLEEP (Unofficial Skyrim Legendary Edition Patch)?Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested.Will the Quartermasters respawn if killed?No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that.Why is there a Quartermaster with the same exact appearance at a different military camp?The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it is just the way the game mechanics work since these are not unique actors.Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something.Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums.Version History 1.0a (12/11/2015)Added a file description in the Creation Kit under "Summary"LOOT will now display the mod's version numberMade some minor edits to the main description page and the ReadMe regarding USLEEP (Unofficial Skyrim Legendary Edition Patch)1.0 (05/17/2015): Initial release
  6. Hey, I am using this thread to post my TES audio books. I try to voice act soewhat well, and give the carachters in the books somewhat creative voices. Listen, and enjoy... A Tragedy in black:
  7. Hello everyone, I'm not a great modeler or anything, but for sometime I was modifying armors for personal use by importing a .nif into Blender 2.49 then saving it as a .blend, then opening the blend in 2.62, editing it and then saving. Then opening it in 2.49 adding materials, copying bone weights, parenting skeleton and then exporting it as a nif. This worked fine for me. So I had some misfortune with my PO recently and the end result was me losing all my programs and having to redownload all of them. I go to do what I've always done and get int he game and my character looks all distorted when she puts the item on and so I know it must be the bones. I look and notice that even though right before export, the clothes had 21 bones and the body had 11, when I exported them, they both only had 4. I've tried uninstalling everything that had to do with Blender 2.49 and switching to the older version of supporting software (PyFFi, Python, Nifscripts) thinking maybe that was what I had originally before the PC problems, I tried updating to the very latest of each that was Skyrim useable. Nothing works. I saw someone mention needing to change min and max values for Bonepartitions or something like that which I thought was weird since I never had to do that before, still tried it and that didn't work. I am following the same tutorial I always have and making sure that my export settings are identical to the screenshots given. I'm at the end of my rope with this. I have no idea what could be the problem so I am posting here in hopes someone will know what is wrong and or what I am doing wrong. Thank you sincerely, Tons
  8. http://steamcommunity.com/workshop/aboutpaidcontent/
  9. Version 1.0

    197 downloads

    This file is currently for non-profit use only, do not use any part of this resource in mods that you intend to sell on Steam Workshop. I can and will take action if these terms are violated. This restriction includes "timed exclusive" schemes that promise to release a mod for free after a certain period of time - you are only allowed to include my assets if and when your mod is available for free. I have not yet decided what to make of this new development by Valve or whether I want to take advantage of it at some point, but until I've made up my mind I will not allow others to make money off my work. If you've ever played Morrowind, you might remember the pretty little chimes that used to decorate the Yurts of the Ashland tribes, gently swaying in the breeze and making that soft, soothing sound. I never noticed how much I missed them until I came across this wonderful resource. I wasn't quite happy with the textures though, so I decided to touch them up a bit. It turned into a complete overhaul of Tueffel's meshes to add more detail and bring it closer to the original Morrowind look. The final design features dark bamboo pipes and patinated copper. I also added two brand new variations, a bright yellowish bamboo with an ebony bone inlay trim, and a warm reddish wood with oxidized brass decorations. The meshes are not animated as their MW counterparts were, but Tueffel rigged them with very convincing havok constraints so they will swing back and forth when hit or bumped into. They don't make any sound currently when colliding with themselves, but they will issue a soft clattering when they hit another solid object, like a wall. If you were so inclined, I imagine it would be very easy to hook up a generic wind chime sound (or even the original audio from MW, if you own it) as a looping sound to the objects in the CK. One slight problem with the havok simulation is that it is not quite precise enough, the solver tends to end movement mid-swing so the chimes will end up sticking out at slightly unnatural angles instead of returning to their proper resting positions. If this annoys you, try one of the following things: a) Make the chimes static items in the CK and do without the movement entirely or b) Have the chimes be activators (make sure to give them a name) and attach the script located in the scripts folder of the archive to each of them. It will cause them to automatically respawn after a short period of simulation each time they are grabbed (Z key) or hit by weapons or projectiles. They will also immediately reset whenever they are activated. Unfortunately my scripts cannot detect collisions, such as NPCs bumping into the chimes, so I cannot make them recover from those simulations automatically. The player will have to reset them manually. You can minimise the need to do this by placing them high up or away from NavMeshed areas, so NPCs don't bump into them so often. Don't forget to tick "Don't Havok Settle" on each chime you place in the world, to prevent them from weirding out the moment the game loads.
  10. I can't be the only one bothered by this. Why certain holds (I'm looking at you, Whiterun and Solitude) tell you to purchase a house, when they only have one house for sale? Doesn't that make you want to mod more houses into those holds?
  11. So I've been puttering around in the CK for a couple of weeks now (to the detriment of my few responsibilities and also my sleep) to try and make my ideal house. I'm working towards scary things like custom NPCs and scripting, but for now I'm just trying to assemble a building I'm happy with. I just got into retexturing tonight after getting frustrated with how different kits really don't work together very well, and I've run into some problems. The new textures themselves are fine, and look fantastic in NifSkope on the models. My problem is with getting the retextured models into the CK without being big marker errors. I've done everything right for file locations (data\meshes\etc and data\textures\etc respectively). All my textures and retextured meshes have distinct names that are different from the base versions. But I go into the CK, into Static, either make a new item or edit a duplicate, edit the model, navigate to my altered one saved from NifSkope, and then: If it's editing a duplicate, it just shows up as the marker error with no available alternate textures listed, or any textures at all, in fact. If I'm making a new item, it gives me a warning about how it couldn't find the model (that I just directed it to), and then the same issue with the marker error image. I got an altered model to show up once, but then as soon as I'd closed the preview and then navigated around and previewed it again, it had become an error. As far as I know I hadn't done anything differently. I appreciate any help anyone can provide, and I can provide whatever further details would help.
  12. Tamira

    Onions

    From the album: Tamiras Skyrim Album

    Finally found a good looking onion mesh. Why aren't there any onions in the vanilla game?
  13. SHADOW OF THE NECROPOLIS NAXXRAMAS IN SKYRIM RECRUITING SCRIPTERS! "I was cast out by my comrades, exiled, forced to wander the frozen wastes. But I was not alone... not entirely. The voice, now my only companion, guided me to my destination. Strange nightmarish creatures awaited me at the entrance..." Link to screenshots: http://imgur.com/a/oTCt4 Link to sample video (OLD VERSION BUT SHOWCASES AUDIO): For a while now I have been working on re-creating the famous World of Warcraft dungeon, Naxxramas, in Skyrim. Renowned for its unique atmosphere, significance in story and difficulty in the old days of vanilla World of Warcraft, Naxxramas was the ultimate challenge a player in Vanilla WoW could face, and even today its reputation has not faded. A floating necropolis, a giant tomb, Naxxramas was repurposed as an undead fortress and headquarters, commanded by the Arch-Lich Kel'Thuzad. If you ever played World of Warcraft you should also know how the dungeon was removed from the game and re-made as an arguably inferior version in Wrath of the Lich King, which today is a complete pushover and is almost forgotten. Goals "I felt my blood run cold, as cold as Icecrown itself. Inside, I bore witness to horrific acts, demonstrations of power. Power that could be mine for the asking. Terrified, I ran, but did not get far..." With this mod I aim to accomplish a few things by adding Naxxramas into Skyrim. First of all, I wish to honour the greatness of the dungeon in its original form, and pay respect to its legacy and the legacy of Blizzard's excellent work on the dungeon. Secondly, I wish to add an extremely challenging dungeon into a game that severely lacks challenging encounters and dungeons, especially considering Legendary leveling and the infamous Necromage/Vampire combo and blacksmithing / alchemy / enchanting. I hope to add a dungeon that will be a challenge to players that have already played the game a lot and have leveled their character to, say, 200 or 300+ and provide a "final level" to the game, a sort of "ultimate challenge" that will test the patience, determination and wits of all those who dare to enter Naxxramas' decrepit halls. Through scripting I hope to also add WoW-accurate encounters and boss-fights, and randomised loot drops, and to make the dungeon relevant to the world by implementing a minor quest and world-encounters, as the Scourge invades Tamriel... So far I have built about 3/4 of the Military Quarter / Death Knight Wing, but am progressing very quickly, and soon I will move on to other sections of the raid. However there are limits to what I alone can do. This is why I have come here, to ask for help in recreating one of the best dungeons from WoW in Skyrim. You can help! "All too soon, my choice was made. Too late did I realise that such power does not come without a price. Now the world will pay a far greater toll, for I have returned! I am Kel'Thuzad... Your curiosity will be the death of you!" What I need help with: Scripting. As much as I would love to script this dungeon myself, doing it would be extremely time consuming and almost impossible as I have no prior experience with scripting, and this, shamefully, is my first mod. Furthermore, scripting, like complex mathematics, goes way over my head and I can't understand it as much as I try. Therefore, I am requesting the help of any scripters that are willing to make this dungeon a reality. If no one helps then I'll just have to struggle on my own and it probably won't get released for years. Modelling / Texturing. Though not absolutely top-priority, this is still an important part of making Naxxramas stand out in the world of Skyrim, since I want the mod to encapsulate what is essentially an alien (undead) invasion where strange creatures from another world arrive in Tamriel with one purpose... extermination. So anyone willing to help in this department is more than welcome. I myself will handle building the dungeon, navmeshing, implementation, writing books for the dungeon, doing some voice acting etc, so I'll still be doing a lot of work - but I can't do everything since this is a rather complex dungeon to say the least. Even if you can't help, please leave a comment and feedback, and keep this thread alive. Share the link with your friends and spread the word: The Scourge is coming to Skyrim!
  14. Hey friends, the question is pretty simple: Can I write a script that adds an AIPackage to an certain NPC? Havent found anything usefull so far. Thanks!
  15. Version 1.0

    42 downloads

    Hey there, and welcome to my mod This mod features 4 new dwarven battleaxes that can be crafted at any forge. Obviously they are to be found under the dwarven section. All are craftable, temperable and enchantable. Lore friendly and ballanced. At first one of the axes was a support for a mod called "Dragon Break 2". Now also here as standalone, with more weapons in the mod, and a couple of tweaks done. Have some fun
  16. Version 10.666

    273 downloads

    EDIT: I just added the missing optional retextures. Enjoy ********* Hey there, and welcome to my mod "Ragna-Rok's Stuff for real Berserkers" features 60 standalone weapons packed into a single mod. All are craftable, temperable and enchantable, to be found under the orcish smithing section. Lore friendly and balanced, no god stuff here. The weapons are a little heavier and need slightly more / different ingredients than regular orcish gear, but for that deal damage close to the ebony tier. Have some fun How to install: well, I am pretty sure you folks know that... anyhow. Open the rar-file, and simply put the stuff in the rar-file in your skyrim directory, so that the stuff I put in "Data" goes in your "Skyrim / Data" folder. Then go to the launcher, "Data Files", and check "Ragna-Rok Stuff". Custom meshes and textures ensure this mod works with any other mod you might run, so basically... changed your regular orcish textures? Works. Modified any regular orc-stuff in your game? Works. You even went so far to erase all your orc-stuff from your game? How could you! ... still, works. PS: I used to publish this mod on another web-site, well... it belongs simply here. Actually I kinda owe the tesalliance one, because the tutorials here helped me figuring out lots of those billions of problems that drive rookie-modder insane
  17. Version 6.666

    57 downloads

    Hey there, and welcome to my mod Røvhul's Carnage features 5 new custom battleaxes, to be crafted at any forge. There is one version under the iron-section, another under the steel-section, the black and silver versions are both found under the ebony section, and the last one is found under the daedric section. All are craftable, temperable and enchantable. Lore friendly and ballanced. Have some fun
  18. If there is one thing I can't stand in games, it's things not making any sense at all. And since this is a Skyrim forum, guess which game I have a problem with? tl;dr Skyrim dungeons are bland and boring. It erks me. Now imagine this for a second; Your a Dwemer lord, planning his city. Do you; A) Make a city that Includes "houses" and shops, smithing areas and potion labs B) Make a fortress that is straightforward, and includes general areas to make items, store items and house troops C) Randomly dig into the ground with no plan or real propose Ok, you can stop pretending now. So which did you pick? Are you making a city? Are you on the border and housing troops? Or are you insane? To me, all of Skyrim's dungeons are the last option. They make no sense. Excluding all cave based dungeons (which I have other issues with), dungeons usually follow this format 1.Enter and go straight 2.Go from room to room, never any diverging paths 3.Kill all enemies and then boss 4.Collect loot and possible a th'um 5.Hit "secret" button/chain/lever to open "secret" door leading back to start/near start 6.Exit Almost EVERY dungeon follows that pattern. Think again to the Dwemer ruins. Where did they all sleep? Where did they make weapons? Armour? Potions? Where did they research/make all of there steam equipment? All of their minions? All of the ruins just follow a simple linear path. Sure there are some rooms off to the side, but think about it, what was IN these rooms? NOTHING. All of them were just a lockpick sink (D&D players think gold sink) and a holding area for a semi-important item. When I first picked up Skyrim, I made a sneaking character. Wanted to try and steal some items instead of killing everyone. It's not possible due to one thing only. The quest structure is there. The skills are there. The ability is there. but the LEVEL DESIGN prevents it. Level design is everything. i remember in Oblivion there were often two paths to get to the end, or at least a side tunnel to sneak passed enemies. Now some dungeons where designed to make you fight, but that's the point. They were DESIGNED. In Skyrim you can't sneak past enemies. They are placed at the end of a tunnel. Now granted, with all sneak perks, Muffle, Invisibility, and going REAL slow, you could sneak past. But really? Is that fun? Remember that quest in Oblivion where you had to deal with the mercenary leader? He was sick and needed a potion every night. You could either sneak in and switch the potion. OR you could run in and bash everyone over the head. Either way it was fun. There was enough stuff to hid behind that you could sneak. And straightforward enough to just run through. But there were SIDE rooms. Rooms with a point to NPCS but not to the story. It made it interesting, fun. Skyrim is missing this in my opinion. It is up to us, the modders, the fans, lovers of all things TES to fix this. One day, I plan on changing all the main quest dungeons. So more people can enjoy better dungeons. tl;dr Skyrim dungeons are bland and boring. It erks me.
  19. GENERAL INFORMATIONS: Fort Elianor is my newest project. Thanks to DarkFox127 and all the tutorials on TESA I decided to push myself once again! After making a few player homes and shop overhauls, I thought it is time for something bigger, better! I love hearthfire! The concept of building your own home, haveing to gather the materials you need, then hire bards, get a steward and move in with your children, it is something I really enjoyed. So do a lot of other people I guess (yeah, there are also a lot of other people who dont own hearthfire, srsly, just buy it already!). So, while building a house was cool, it was not enough for me. Not even quite! I wanted walls, guards. Hire NPCs and stuff. While there are some mods on the Nexus and the Steam Workshop which gives you these options, it felt to easy and it was just not enough for me again! I also love Skyhold from Dragon Age. But honestly, in Skyrim it would be far to much work and probably end up being one of these empty looking, to big places. I dont want that. So, after a long time of planing I finally have the skills and the time AND the will to make what I always wanted: A fort with a player home you can build hearthfire style with hireable NPCs and Economy! Maybe even more in the future! So, what is my plan? Well basically you will be able to buy a piece of land from a NPC (maybe that changes). The piece of land will turn out to be a valley with a hill, on which the fort ruin is that you will be able to rebuild, a lake, woods and a old mine. You can then rebuild the fort (you need a realistic amound of materials you can buy or harvest in the valley or outside!), build a player home, houses for your NPCs and later hire them (Look at the feature list for more informations about that!) After the basic rebuild the NPCs will have an Economy purpose. Hunter will be able to get hides, pelts, meat, etc. Miner will mine and you get the idea. So, here is a list of features and the current state of them: General things: Worldspace (100% done) Lake (100% done) Forest (100% done) PARTLY CUT! LOD (100% done) Layout of the Fort (100% done) Layout of the Home (100% done) Basic Crafting System (100% done) NPC and Enemy (15% done) Economy System (0% done) Crafting/Building: New Features planed! Main Gate with Upgardes (100& done) Guard House (100& done) Forge (100% done) Smelter Area (100% done) NPC Training area (100% done) Stabels (100% done) Hunter Shack (100% done) Yard (100% done) Fire Place (100% done) Backyard (100% done) Mine (only planed so far) Jail (only planed so far) Player Home Outside (0% done) Player Home Inside (0% done) Tavern/Pub (only planed so far) CUT Storage Area (20% done) CUT (has been reworked into the whole fort) Tavern/Pub (only planed so far) CUT (for now) Guards: Basic Guards (0% done) (have to be reworked!) Dwemer Guards (0% done) Wood Elves Archer (0% done) Sellswords (0% done) maybe more, no plans so far! Blacksmiths: COMPLETE! New Features planed! Blacksmith Faction (100% done) Blacksmith Merchant Faction (100% done) Basic AIPackage (Day/night) (100% done) Orcish Blacksmith (100% done) Nord Blacksmith (100% done) Nord Female Blacksmith (100% done) Royal (Imperial) Blacksmith(0% done) CUT Hig Elf Blacksmith(0% done) CUT Wood Elf Blacksmith(0% done) CUT Argonian Blacksmith (100% done) Dark Elf Blacksmith (100% done) Hunters: (currently worked one! Like, right now!) Nord Dog (0% done) Husky Dog (0% done) Hunter Leader (0% done) Hunter Female (0% done) Hunter Male (0% done) Other NPCS: Miners (0% done) Merchant (0% done) Staff (0% done) Steward (only planed so far!) Khajiit Caravans (only planed so far!) maybe more! AI Packages: Guard Package (50% done) others (0% done) Economy: still in planing! I can not promise any dates or so since I work on it mostly alone (DarkFox127 helps me with scripts). I will however keep you up up-to-date! Also, if you want to help me test the mod for bugs, please let me know via pm! Used Ressources/Content so far: Screenshots: AND I would love to hear ideas and input from you guys!
  20. PROBLEM: However, this does not fix the problem for me! I can load any other mod or no mod and the markers are shown fine. As soon as I load my mod, they are gone! I dont have any backup and I just worked about 2-3h non stop on it and I really dont want to redo everything! I also look through it with TES5Edit, but I couldnt find anything!But then again, what am I even looking for? Please, anyone who knows how to fix that, please let me know! -W. PS: hitting M repeatedly and desperately does not help.... HOW TO FIX IT: After playing around quite a while with CK and TES5Edit, I was able to fix the problem by deleting the Navigation Mesh Info Map with TES5Edit, then create an empty new esp with CK and merging the the esp where the dots arent shown with the empty esp. Opening the merged esp and the dots are there again! Maybe someone else has this problem in the future
  21. Download from TESA! Current Build 3.0 What It Is Ever accept the gift of Lycanthropy from the Companions? Love running around as a wolf? Hate using the Wait function? Now you can be the ALPHA Werewolf! All other werewolves are just childish puppies in comparison to your glorious might! This mod enables you to leave Beast Form at will! It also continues the vanilla Werewolf leveling progression to Claw Damage up to level 100 (up from 50). The Ring of Hircine will also grant you the Blessing of Hircine - a constant buff that allows unlimited transformations regardless if the ring is equipped or not! You must equip the Ring at least once to gain this ability. How it Works After you turn into a Werewolf, change back at any time by holding the F key (by default your Point of View key). Recommend only using after you have completed the Deadric quest for Hircine and obtaining his ring as a reward. This ring removes the cooldown on Beast Form allowing unlimited transformations to the still-wet-behind-the-ears pup. Optional Files Dawnguard version continues leveling not only the claw damage but the damage resistance to level 100 (up from 50). Manual Installation Extract the file to your Steam>steamapps>common>Skyrim>Data folder. Manual Uninstallation Remove the .esp and the .bsa file. Bugs Report possible bugs via PM or comment. Future Development Possible upgrade to damage/damage resistance/feed healing depending on popular opinion. Functionality for the removal of the Blessing of Hircine if Lycanthropy is cured. Xbox 360 controller compatible. Tester Needed! Compatibility and Requirements Will not be compatible with any mods that modify these files - PlayerWerewolfQuest DA05HircinesRing Requires the following programs to run - The Skyrim Script Extender Also available on Steam and The Nexus and AFK Mods Thread for detailed script/quest discussion HERE.
  22. I'm working on a crafting mod that will utilize Game Setting sGenericCraftKeywordName09. As some may know 1-7 are used by Hearthfire while 10 is used by Dawnguard. Immersive Armors by Hothtrooper44 is a current mod I have, that utilizes 8. I followed this tutorial but found it to be rather vague - http://www.creationkit.com/Customizing_Crafting_Categories. I set up a keyword attached it to my items, added the keyword to the correct Object Id, and set the Label for the Game Setting. The items have crafting recipes in the Constructible Object tab of Creation Kit. In game when crafting all items appear under the Misc. category. In one case the item set doesn't even appear but I believe this to be a mistake on my part. The new category I created does not appear. I've tried other methods such as example 1 in the tutorial, but in that case the modded crafting category no longer appears. I've read several forum posts with other modders having the same problem but no solution. I have not found one such post on TESA. If there is one, a link will be appreciated. Further information will be provided as necessary.
  23. Rewrite: original post deleted. Hard to ask question when I am unfamiliar with the territory. I need to know about the pros and cons of making [.ESM] or master files. I want to do tedious 'warehouse' tasks that involve keywords, forms, lists, etc. This means making a resource mod that is available for drag and drop for ALL mods I create. I don't want to edit the resources one by one and choose a model. I just want to drag & drop and it is already filled out ready to use. So how do I do this? Am I MERGING two [.ESP] files into a larger [.ESP] file? Or Am I making a master warehouse file that all mods rely on and I have to tell the users to download two files, both the .esm and the .esp file?
  24. Edit SOLVED Hello I need an function that enables (or disables or reset) and object reference which is placed by my mod. Activator of it is an MCM toggle button. I already did that for single objects - its working exactly as i wanted - problem is i did that by adding those objects as properties one by one. I got like 40 of those already - and by the time this mod reaches final stage it would be 100+. So doing it one by one doesn't sound like good idea. Can i group those objects somehow? Like for example parent-child link that disabling one object (parent) in some location would disable all others (childs) in the same location? Or some Alias? Keyword? Functions refuse to compile when i try to use these - says enable (for example) function not found even if my script extends objectreference. Please help a rookie modder in need This is how it looks in MCM script atm
  25. I am working on a script to activate a dwarven automaton then choose a target for it to attack. I got the activation to work. I added an option to disable it as well. The only thing left is to choose a target for it to attack. I am doing this via FACTIONS. I can not get the lever to change the actor's faction. I managed to change the players faction with a lever but that is not what I want. Script so far compiles but does not have the necessary command in the function (it changes the players faction, not the automaton). What am I missing? CreationKit.com does not explain the relationship well as it mostly gives raw code to use.
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