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  1. Akavir Guys, I have a plan that I need a large amount of modders to help me with. I personally have no experience with modding or coding so I won't be much help apart from ideas but we're all familiarwith Akavir yes? The Continent East of Tamriel? There is Bare minimum lore on this place which means there is not much we could do wrong with this but my plan is to Create Akavir in a Skyrim Mod, Similiar to Falskaar and Skywind this is a project of Extremely large undertaking and it would take god knows how long but If we could possibly create, or spark the idea for the Akavir Mod,we could create something revolutionary for The Elder Scrolls Universe. Verse yourselves with the small amount of lore on Akavir here http://www.uesp.net/wiki/Lore:Akavir and if you're interested in making this idea become a reality, Get this out there,spread the word and get it to Modders of Falskaar, Skywind and Creators of new meshes for race Mods and Enviromental Artists and Everything. I need you guys to help with this, please if this could become reality, it would be amazing and revolutionary for The Elder Scrolls Universe.
  2. Decided to finally post up over here to I am currently and have been working on a massive mod in homage to Sir Terry Pratchetts Discworld series for well over 7 months now. In the past seven months the team has grown and while no one works on it as religiously as I do we have some regulars contributing which is awesome Before the slew of videos, anyone who wants to help or contribute in any way is usually welcome. From armor to models to voice overs to helping write quests, dungeon making, interior house design etc My email is ddproductions83@gmail.com Teaser trailer (Will be updated in about a month, hopefully) Alpha intro credits with custom theme music for the mod (Updated regularly as more people are added) Not on this one, I have received a lot of flac because of what is toward the end. If you read what isn't there it is not my fault I in no way shape or form support or dedicate this mod to anything other than what was stated, men and women, who serve. IDK why I did this one but it's so awesome.. There are plenty of other videos on that youtube account with a slew of crap from the mod so far As it sits now we have 15+ hours of voiced content. I plan a alpha release around the 20 hour mark. The content is diverse and includes dozens of original dungeon designs and so far hundreds of custom scenes for the stories to play out Welcome to the back of the giant mudcrab Atuin, Please enjoy your stay
  3. Hello I am trying to figure out how to script a spell effect in Papyrus. I want a spell that when it hits a door or lock will unlock it using the "Unlock" command, so I can unlock any door in Skyrim. I was sucessfull at doing this for Oblivion, but I just cant seem to get it to work for Skyrim and I am very new to Papyrus. But what I have so far is: Scriptname NATureSkeleton extends activemagiceffect {Event OnEffectStart(Actor akTarget, Actor akCaster) Unlock EndEvent} This is the script I used for the new spell effect I created and clearly its not right so I would appreciat any Help I can get. Thank you
  4. Hello, so I've decided to start the trek that is creating a new piece of armor, in my case a new helmet. My journey only started today so I still need loads of help. What I have completed so far: created a mesh for the helmet with textures and collision and imported it into the Creation Kit. What I need help with: getting the textures to actually work (Says I'm missing Texture Sets and is light purple instead of my texture), creating a biped version, and physics (?) (in-game, when I walk into it it doesn't react to me, it just sits there) My words cannot describe how extraordinarily grateful I'd be to everyone that helps me achieve this. I want to learn how to create new things like this but I can't start if there's no one to teach me. Thank you.
  5. Hello! I just wanted to introduce myself. I've always been aware of TES games through friends, but my real introduction was by playing Skyrim back in January (and continues on hundreds of hours later.) Oblivion is next on the list, and it will be interesting to take a step back and catch all of the references made in Skyrim. I'm a little "late to the game" (har har), but having a long background in software development, product management, and design, I've become pretty obsessed with making mods. I came to TES Alliance for the community, but also to find more technical information, and learn more about the lore and histories. I've really fallen for the detailed universe of TES, especially since I can now interact more with it via modding (if that makes sense?) Anyhow, you can check out my first mod here, "Skygazer Moons - Masser & Secunda Ultra HD 4k", the first in a series of night sky upgrades for Skyrim. http://www.nexusmods.com/skyrim/mods/54349/? This is a beautiful website, and I am continually impressed with how deep the knowledge runs in the community. Cheers!
  6. We have a tutorial for creating bows in 3DS Max courtesy of Artisanix, but we don't have one for Blender .. Well we didn't until now. This tutorial will show you how to take your newly created bow model, do a little and get the bow into Skyrim. This workshop won't be too long and it does require basic working knowledge of Blender. Do you have that?, Good let's get started! Blender 2.49b - Download from Blender.org Nifskope - Nifskope 1.1.1 Blender Nifscripts - Nifscripts 2.5.8 Pyffi - Pyffi Importing Blender Magic Exporting NIF Preparation
  7. Hello everyone! This is my first question post, so please forgive me if there is any sort of protocol that I may have missed. I used the search function in the hopes to find an existing topic, but alas, found nothing. I recently finished and released a texture mod for the moons in Skyrim (http://www.nexusmods.com/skyrim/mods/54349/?), but want to experiment a bit more, and am having trouble finding anything related to them in the Creation Kit. They don't have meshes, and are just flat planes with static images rendered onto them, but I want to find whatever those objects are in CK to study them. There are several mods I'd like to make related to the moons, their movement, appearance, etc. but am limited to re-texturing at the moment (as all mods available apparently are.) Are they part of the skybox or some other environmental object? Any help would be greatly appreciated. Thank you!
  8. Hi there. I am kinda new to modding Skyrim, but am able to get simple quests done, and read the creation kit tutorial on how to do simple actions. 1. Question: So, I am making a mod where if I complete it, it adds the player to a faction. Now, I know the code is: Game.GetPlayer().AddToFaction(NameHereFaction) I have placed it at the last quest stage which ends with: CompleteQuest() So the whole last stage looks like this (Stage 41 is the last): Now, everything works just fine when I test it, the journal is taken from my character, the letter is also added to my inventory and the quest completes. However, if I attempt to add the addtofaction code after the line of the additem, it gives me an error that compiling failed. I have written the faction name correctly, I am 100% sure. Have I missed something? Am I supposed to add the faction as an alias? But I have looked at other quests as reference and each just used this simple line to put characters into a faction. Why doesnt it work with mine then? o.O Well, it IS a custom faction, but one cannot do it wrong... too easy to set it up... Or should it be placed in a completely different stage? I really dont know what the problem is. 2. Question: I want another quest to start after this finishes, but no matter what code I use, it wont compile it, so perhaps I am using the wrong codes. Can someone tell me how to do this as well? 3. Question: At one point at an existing place, I want an archer and a soldier to practice, like the guards at Solitude. The dummies and targets are already at place by default in Skyrim. But it just wouldnt work... I tried the Thieves guild way by placing markers and linked them to it, but nope... Nothing. So, how could I make them practice? Thank you.
  9. From the album: Sephirothic tree`s Album

    This is the album in my Skyrim. ENB makes blending yet. Therefore, the location is a little funny.

    © TES Ⅴ Skyrim

  10. Hello and thank you for reading, I am new to scripting and I can't for the love of me figure out how to make a script to accomplish a simple feature. Pretty much all I am trying to do is attach a script to an activator - ImpButton01 and make it so that when the player interacts with it, a message box will pop-up and it asks if the player would want to either refill bottles or cancel. I am trying to make a compatibility patch with a mod iNeed. If the player chooses to refill bottles, the script checks how many empty bottles the player has and replaces them with filled bottles with the exact same amount. Second script, is it possible to make light fade adjustable by messagebox from interacting an activator? Am I doing it right or at least close? lol, the compiler keeps failing to save and I have no clue how to properly write this script, any help will be appreciated.
  11. Version 1.0

    44 downloads

    Hey there, and welcome to my mod Lockpicks are now craftable, to be found under the iron section at any forge. 1 Iron Ingot = 5 Lockpicks. Have some fun
  12. Hello everyone. I've come here looking for help with a very annoying bug I've run into concerning the water lod visible from inside Whiterun. I've posted on the Nexus forums and haven't found any help as of yet, so I thought I'd try my luck here. Basically, the water that's in the streams outside Whiterun doesn't show up from inside the city unless I TCL myself behind and above Dragonsreach. Whenever I'm close to where the lod should be, there's nothing but an empty ditch. I'll leave some pictures below demonstrating what it is I'm talking about, and if anyone can help at all, it'd be greatly appreciated. This image shows the problem, visible when standing on one of the towers of Whiterun's wall. This image shows the way things look from far back and above the city, with the lod working correctly.
  13. I created a sandbox package to unlock a door when going to breakfast. I created a sandbox package to lock a door when going to sleep. I tested the sleep package and it works. The door unlocked when I use the command 'unlock' in the game. 5 minutes later the sleep package is activated and the NPC will go inside his house and lock his door. So why is it, that I reversed the process by duplicating a successful package; switched locations and it won't work for UNLOCKING? The NPC will walk outside and sandbox at the time I tell him to. This is how I know the AI package has activated. He is supposed to unlock the door when he comes outside. I have tried many 'location' types; editor location, package, ref location; etc. Does it matter, that I tell him to transition and THEN unlock?
  14. LOL, sorry for being a bother, but i'm completely stuck, i've looked it up, but I cant seem to find a tutorial on making music mods for Skyrim. (That replace Skyrim's music.)
  15. BlackRL

    BlackLand

    Version 1.6

    661 downloads

    Installation -First use WinRAR (free) to unzip, right mouse button->extract here -Download: http://www.win-rar.com/download.html?&L=0 -Open the folder and copy the contents to your Skyrim Data folder (BlackLand.bsa and BlackLand.esp) -Normally: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data -Start the game, choose DATA FILES, check BlackLand -Done! ~MENU~ ====== -DONATE -HOW TO START -VERSION -LANGUAGE -COMPATIBILITY -TITLE -SMALL DESCRIPTION -LONG DESCRIPTION -INSTALLATION -TES5EDIT -PERFORMANCE -MOTIVATION -THANKS -CREDITS -SPOILERS ~DONATE~ ======== You like the mod and want to share some coin with me? No problem, here's my paypal account: vaniacpsoares@hotmail.com Nop, I'm not a girl, it's my wife account ~HOW TO START~ ============== When you start this mod a new spell tome (book) is added to your inventory, "Teleport to BlackLand", read it to learn the new "Teleport to BlackLand" spell, then use the spell to teleport! ~VERSION~ ========= 1.0-Release 1.1-Papyrus log clean up, additional cleaning 1.2-Added voice to Abda ----Added voice to Vampire ----Added voice to Sarah ----Added voice to Andreia ----Added voice to Tarea ----Added voice to Candido ----Added voice to Solid ----Added voice to Nadab ----Added voice to Daniel ----Added voice to Obal ----Added voice to Kro ----Added voice to Sadoc ----Added voice to bandits ----Added voice to Patrobas ----Added voice to King Kyros ----Added voice to Skeleton King ----Added voice to Valkiria ----Added voice to Lazarus ----Added voice to Jack ----Replaced Infestation Chaurus with stronger ones ----README now explains how to start all quests ----Converted all .wav files to .xwm and all dialogue (.wav + .lip) to .fuz ----Racer doesn't stay indefinitely at home after his quest is completed ----Racer will gladly receive you in his house after his quest is completed ----Racer, you now receive a key to his house when his quest is completed ----It's now easier to trigger the Golem Stone with the Patroba's Rock Staff ----Necromancer ritual scene now starts faster ----Removed the helmet from the arena guard, it's now called Andreia ----Changed the name Jemima to Gemina ----Woodcutter axe now is able to cut trees ----Fixed a room portal in the Mines ----Fixed a script that would remove Thunderbolt from the player ----Fixed the initial BlackLand papers referring to the Dovahkiin as a male ----Editor warnings clean up ----Papyrus log clean up, script optimization ----Additional minor bug correction 1.3-Earthquake shout CTD problem that some people had is now solved ----Earthquake shout, female sound added ----Added voice to Laish ----Added voice to Vajezatha ----Added voice to Ur ----Added voice to Albina ----Added voice to Raca ----Added voice to Leonor ----The first encounter scene with Kro now ends even if the player has high resistance ----Tower of Doom trigger that triggers first scene with Sadoc is now bigger ----BlackLand first scene trigger is now bigger ----Survival Sleepy and Starving now have visual and sound effects when the bad effects hit ----The coffin of unique dead actors will appear properly in the Hall Of The Dead ----Gemina name now appears properly ----When talking to Patrobas player shout is enabled if the player doesn't has it yet ----Objectives on the Broken Pact quest corrected ----Golem armor can now immediately be obtained after Brothers To The End quest is completed ----Jose store is now fixed, all Necromancer spells will be available ----Jose now will open his store immediately after the Necromancer ritual ----It's now possible to hit both torso and head of Golem inside FDDilon ----Fixed a problem caused by V1.2 that prevented Childhood quest from running properly ----BlackLand Market, guarden and cemetery optimization ----Editor warnings clean up ----Script optimization ----Additional minor bug correction 1.4-Debris sections now warn the player if the shout is too weak 1.5-Removed unintended additional Argonian race from the player menu ----README, added language section ----README, added TES5Edit section ----README, added shout help to installation section 1.6-Gemina now charges the right ammount of money for the different rooms ----Water temple magical stones now removes the powers properly ~LANGUAGE~ ========== The mod is made in English, other ones: Chinese: http://goo.gl/xs0a99 ~COMPATIBILITY~ =============== Skyrim version: Steam, 1.9.32.0.8 Creation Kit version: Steam, 1.9.32.0 This mod doesn't change any vanilla stuff, it should be compatible with all mods that are equal in scope. Note that I don't have ANY mods installed, so I really don't know wich ones are compatible or not. Mods that shouldn't cause problems ---------------------------------- -Adding or changing UI -Adding or changing locations -Adding or changing textures -Adding dialogues -Adding quests -Adding spells -Adding all kinds of stuff Mods that might cause problems ------------------------------ -Changing quests (for example companion specific) -Changing actors (specially the lvl ones) -Changing spells -Changing meshes -Changing names of objects -Changing statics, misc or any other object in general In sum, adding should not cause any compatibility issue, but changing might, so pay attention to changes. Not all types of changes are "bad", but adding is better than changing, changing stuff causes massive compatibility and stability problems. Known problematic mods ---------------------- -UFO - Ultimate Follower Overhaul (causes CTD because it changes vanilla companion stuff) -Dawnguard Vampire Lord reverse Transforming Face fix - Vanilla (if you are a Vampire Lord you will CTD when using the EarthquakeShout) Load order ---------- Since this mod doesn't change anything vanilla I advise to load it first then other mods. ~TITLE~ ====== BlackLand - A new (is)land to explore! ~SMALL DESCRIPTION~ =================== V1.6 -10 to 20+ hours of new gameplay -New (is)land -New village -New dungeons -New quests -New NPC's -New spells -Mini games -Survival modes -Secrets/Easter eggs ~LONG DESCRIPTION~ ================== Adds a new island called BlackLand with a new village, you will meet new NPC's that need your help to solve some of their problems. You will find new unique dungeons in your adventures presenting new challenges. New powerful unique spells and powers to use and discover. Mini games with replay value to entertain you when you aren't exploring (if needed, see spoilers below). Survival modes for the brave ---------------------------- -Destructible weapon: Your weapon will degrade with use -Destructible armor (slow scrit): Your armor will degrade with use -Destructible shield: Your shield will degrade with use -Sleepy: Sleep depravation will cause bad effects -Starving: Food depravation will cause bad effects Hidden secrets/easter eggs to enrich your exploration (if needed, see spoilers below). ~INSTALLATION~ ============== Should be simple, use Nexus Mod Manager, or... -First unzip -Open the folder and copy the contents to your Skyrim Data folder (BlackLand.bsa and BlackLand.esp) -Normally: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data -Start the game, choose DATA FILES, check BlackLand -Done! If you enter an interior and you appear in "space" you might need to: -Go to C:\My Documents\My Games\Skyrim -Search for file Skyrim.ini -Open with notepad, under [General] add iLargeIntRefCount=999999 If you don't have grass please check this link: http://goo.gl/aZdhRa If you have shout problems it seems installing the mod with NMM shrinks the size of your BlackLand.bsa, please check to see if it's +- 400 mb, if it's smaller than that ( < 200 mb) you should uninstall the mod with NMM and install it manually. ~TES5EDIT~ ========== When cleaning you may encounter a lot of items (825 last time I checked), this is what the creator of TES5Edit had to say about them: "That's some special case handling for removing cells which were defined but are not actually used for anything. If you go to those forms manually you'll note that they're likely just cell records with nothing attached, or cell records with empty "Temporary" blocks on them. It's harmless to let it remove those, though it'll probably get annoying since the CK will insist on resaving them - unlike the behavior in Oblivion." So, no point removing them. ~PERFORMANCE~ ============= If you have performance issues and are using destructible survival modes, try to deactivate them, the slowest script is the destructible armor, start by it then deactivate the others if needed. ~MOTIVATION~ ============ I love games, I love playing them and I love "making" them, this mod is an opportunity to show my skills and at the same time "work" in the industry, and maybe, who knows, work for real in this area? Prior to this mod I only modded PES - Pro Evolution Soccer, I had no clue how to script or use CK, it has been a long road with lots of bumps, and I mean lots, but I've enjoyed all hours (3500+ CK, 390+ Skyrim) that I've spent editing this game (almost all of them anyways). I hope you can enjoy it too ~THANKS~ ======== Thanks to my wife for understanding me, I love you. Thanks to Keld, your beta testing is awesome! Thanks to the guys at http://forums.bethsoft.com/forum/184-the-creation-kit/ they are amazing! Thanks to all VAs (Voice Actors), your work makes this mod better. Thanks to the guys at Steam chat group Skyrim Creation Kit, my first helpers. Thanks to Bethesda for providing such a great game and tools, thanks to all that read this and thanks to the ones that enjoy the mod. ~CREDITS~ ========= By Black aka Black RL aka BlackRL TESTER ------ Keld aka KeldRL aka Keld RL VOICE ACTING ------------ Voice Actor: Aranas NPC(s): Mannimarco, Golem Site: www.tesalliance.org Voice Actor: Black RL NPC(s): Vajezatha Site: http://skyrim.nexusmods.com/mods/38635 Voice Actor: bmw4acting NPC(s): Leah, Maria Site: www.forums.nexusmods.com Voice Actor: DylanBrettMa NPC(s): Lazarus Site: www.forums.nexusmods.com Voice Actor: Edouard NPC(s): Jose, Mukrah, Skeleton King, King Kyros, Player (EarthQuake Shout) Site: www.tesalliance.org Voice Actor: jackattack91 NPC(s): Jack, Patrobas, bandits Site: www.forums.nexusmods.com Voice Actor: Jazzy Long NPC(s): Tarea Site: www.steamcommunity.com Voice Actor: JudeRodney NPC(s): Aplestormy Site: www.tesalliance.org Voice Actor: Kan NPC(s): Valkiria, Andreia, Sarah, Bandit, Vampire, Laish, Ur, Player (EarthQuake Shout) Site: www.steamcommunity.com Voice Actor: Kittygineer Belle NPC(s): Albina, Raca, Leonor Site: www.steamcommunity.com Voice Actor: madonecfn NPC(s): Sadoc, Kro, Obal, Daniel Site: www.steamcommunity.com Voice Actor: Nextmastermind NPC(s): Judas Site: www.tesalliance.org Voice Actor: Styrophone NPC(s): Racer Site: www.tesalliance.org Voice Actor: thera_ca NPC(s): Abda Site: www.steamcommunity.com Voice Actor: XenocideSoldier NPC(s): Black, Keld Site: www.tesalliance.org Voice Actor: xybrisva NPC(s): Julius Site: www.tesalliance.org Voice Actor: Y A R! NPC(s): Nadab, Solid, Candido Site: www.steamcommunity.com IMAGES ------ Dragon priest by blenderisedmind MODS ---- Oblivion Gates in Skyrim - Modders Resource by Hanaisse SITES ----- http://www.bethsoft.com http://www.elderscrolls.com/skyrim http://www.creationkit.com http://www.uesp.net http://elderscrolls.wikia.com http://skyrim.nexusmods.com http://en.wikipedia.org http://steamcommunity.com/workshop http://www.tesalliance.org http://www.moddb.com ~SPOILERS~ ========== Golem Armor (power) ------------------- -Complete The Old Stone Giants and Brothers To The End quests -Go to the village garden -Sit in front of the Golem for 180 seconds when not in combat Sun and Eclipse (spells) ------------------------ -Go to the highest place in the map (mountain near the golems) -It can't be rainning -Hour must be >7am and <5pm -Go to the top, you will see a new NPC -Look at the sun long enough so he talks to you Inferno staff (MISSABLE!) ------------------------- -Location: Oblivion -In the top of the mountain, before the stairs, there's a small "arena" with a body, in front of him is the staff and book Cold Staff ---------- -Location: Faal Daanik Dilon -Before the first temple go to your left and climb the rocks, go to the sharp edge pointing to the abyss -You'll find a treasure corpse, burn it and wait for the staff to appear Namira Gauntlets (spell) ------------------------ -Complete Doomed quest -Recover the coin purse from Sadoc -Traverse the lake in Faal Daanik Dilon -Climb the sand and rocks at your right, you will find a skeleton, in front of him is a heavy hammer -Go to the Tower Of Doom, reach the last floor, hit the Skyrim flag with the heavy hammer -The gauntlets are on the altar Namira Necklace (power) ----------------------- -Same place as Namira Gauntlets -Offer 10 humanoid hearts to Namira -DON'T remove the necklace after equip or you will loose the necklace and power -If you remove the neckalce you have to make the offer again Immolation (spell) ------------------ -Go to the market while Raca is working -A new book appears in the bottom shelf called "Immolation, v1", read it -Raca will talk to you and a new dialogue option appears -(a)Go to the Golem place, climb the mountain and go down to the other side, you will find some Sabre cats -They are "guarding" the entrance to the Fire Altar -Complete the puzzle using the book -Complete the quest -You can start at (a), good luck Childhood quest --------------- -Hire Goliath -Go to the old tree and sit in the bench during 60 seconds (no combat!) -The quest starts Cow wave -------- -This is a special wave in the arena that might appear Mini games ---------- -Arena- -Complete Blood, Honor And Glory quest -You unlock the arena at the coliseum -You have 6 ranks, each has 11 waves -Bow training- -Same place as arena -Before you enter the arena there's a bow on top of the table -Pick it up to start the training -Every time you repeat your objective changes -Random dungeon- -Complete the quest Old Secrets -You can go back to the temple catacombs and play them again -Every time you enter doors and enemies change -Doors might or might not lead to the end, can you survive the maze? -Stealth challenge- -Talk to Keld at the market, he offers the chance to go in a special hunt -Accept and meet with him, he will present the challenge and rules to you -Every time you repeat the challenge changes You can play the mini games every time you want. Quests ------ -Abaddon- -How to start: see Immolation (spell) explanation above -Secret: yes/semi -A Friend In Need- -How to start: talk to Racer near the market -Blood, Honor And Glory- -How to start: talk to Abda, the village Jarl -Mini-game: arena and bow training mini games, for more see explanation above -Bungalow In The Water- -How to start: complete A Friend In Need quest -Burning Of The Witch- -How to start: complete Missing Corpses, go to where the guards train and talk to Julius -Broken Pact- -How to start: choose to help Albina in the Burning Of The Witch -Brothers To The End- -How to start: complete The Old Stone Giants, then talk to the stone again -Childhood- -How to start: see Childhood quest explanation above -Secret: yes -Dragon Age- -How to start: complete Burning Of The Witch and Brothers To The End quests, you might need to wait a little bit for this quests to complete because of cleaning up, go to any interior in the village, when you get out the quest starts -Dignity- -How to start: when you meet Valkiria de first time (in Faal Daanik Dilon) she asks you to carry her body, if you accept and pick up her remainings the quest starts -Doomed- -How to start: just enter the Doomed tower (in Ruins) -Fire From The Deep- -How to start: while in Faal Daanik Dilon entrance and not in combat approach the corpse in the ground, the quest starts -Infestation- -How to start: just talk to Jack when you meet him -Missing Corpses- -How to start: just talk to Leah when you meet her -Memories- -How to start: go to the market, Laish approaches you, just talk to her -Old Secrets- -How to start: go to the village temple and talk to Lazarus -Mini-game: random dungeon, for more see explanation above -Rarity- -How to start: go to the market and talk to Leonor -Rest In Peace- -How to start: go to the Hall Of The Dead and talk to King Kyros -The Blood Of Innocents- -How to start: go to the market and talk to Obal OR enter the Destroyed Fort, go deep and when a new Vampire scene starts the quest starts -The Old Stone Giants- -How to start: go to the Goat inn and talk to Patrobas, he gives you a "Rock Staff", equip the staff and travel to the Old Stone Gods Resting Place, approach the blue stone, she will talk to you, activate her -Thrill Of The Hunt- -How to start: go to the market and talk to Keld -Mini-game: stealth mini game, for more see explanation above -Welcome To BlackLand- -How to start: just teleport to BlackLand -Water Temple Challenge- -How to start: find the Water Temple and talk to Ur, Vajezatha in the market knows the location
  16. This one has finally come out of his funk and started modding again. So now he has a question. In the mod I'm making, the player is tasked with saving a woman from bandits. I'd like to know if it's possible to make the lower-ranking members stop combat when their leader is killed. What functions should be called? Can other actors be affected by his death? Naturally I couldn't reward you with coin, but whoever provides a solution will be given a cookie.
  17. There is a certain phenomenon that has me perplexed. Why does Skyrim activate mods as soon as I download them? Is there any way of telling it not to?
  18. All right, so my question is twofold. First- if I want to create an animal follower, where do I look in the Creation Kit? Second- what data needs to be edited to add children for adoption in Hearthfire? Clarification- by "add children" I was thinking of making new characters, not allowing the player to adopt more. Eventually I'd like to have a mod that lets one adopt elf or beastfolk children.
  19. Version .02a

    1,388 downloads

    BEFORE YOU DOWNLOAD: If you don't have the DLC that corresponds with one of the packs, then that pack will NOT work for you. There are no textures with these downloads and if you don't have the DLC a pack is for, you won't be able to see the ingredients! Use them ONLY if you have the DLC. The vanilla version is exempt to this, as well... Those are for the Vanilla version of Skyrim. This is a modder's resource for a very nostalgic purpose. While Oaristys did a few alchemy jars that are being used all over the internet for Skyrim mods, I had noticed that she didn't have a full set. So instead of using hers, I had created my own that were less filled for immersion on how things are displayed. I had tried to get them looking more like how gravity would fall within NifSkope, however that's a feat in of itself. I will also be updating these as people report problems within the meshes themselves. There are a few things that you can add to these jars as well. One main one is IsharaMeridan's Individual Item Sorter which can be found here: Individual Item Auto Sorter. It's based on arrays and they work fantastic for those not wanting to use General Stores for alchemy storage. Personally, this was the inspiration for this resource. It was visually immersive and it had individual containers for Skyrim's ingredients. Not to mention the feel of General Stores to me, felt that everything ingredients wise was all in one container. As an herbalist myself, knowing such things can be very VERY dangerous thing to do. Mainly being that when you mix toxic and wet ingredients with dry ingredients, the toxins from the other ingredients can leech out to your non-toxics as well as if there's wet ingredients. Not to mention wet ingredients will mold dry ingredients, etc, etc. Don't get me wrong! The system is magnificent and I use it when revamping a player home to my liking, but I never used it for Alchemy ingredients. But you can use these for General Stores too! In fact, I encourage you to use these meshes as you see fit! There's also another system that IsharaMeridan has, though it's in testing. It's a multi-container auto-accessing system while crafting. Meaning that when you've followed her instructions found in the following link, you can register these containers for easily accessing before you start crafting! Though this is in a testing phase at the moment, and I will update this section when it's gone through the testing phases and I can link it as a proper player resource. [Testers needed] Multi-container auto-access when crafting: http://forums.nexusmods.com/index.php?/topic/1094820-testers-needed-multi-container-auto-access-when-crafting/ Incompatibilities so far are none unless you make them that way. They should work with any retexture mods as well, but I'm quite sure they'll ignore any mesh changes to the default meshes. Meaning if you have a mod that changes the way an ingredient is shaped, this will still look like the vanilla ingredients aside from retexture. There could be an incompatibility if the textures for the changed meshes are different than the basic retextures I was talking about or the vanilla textures. There's no way around that part if that does happen as I don't like uploading textures if I don't need to. Also please make sure you make the jars a different name or file path if you plan on changing the meshes Installation: Install the meshes into your Data folder. Open the Creation Kit, create new container objects or static objects (your preference), and import the meshes that way. Uninstallation: Delete references in the Creation Kit, clean the mod that was using them, and delete the Pheo3309/Alchemy/Version sub-directory folder. If no longer wish to keep any of the Alchemy Jars, then go ahead and delete the whole Pheo3309 folder. Version being Vanilla, Dawnguard, Hearthfire, or Dragonborn. You'll see exactly what I'm talking about after you unpack them. Known Issues: Since Tamira went ahead and changed all of these for us, there isn't any need for collision primitives anymore! Frequently Asked Questions: Q) What is the difference between these jars and Oaristys's Jars in her modding resource pack? A) Well, firstly you'll notice that the jars aren't as full as hers are. As an herbalist, even with dry ingredients, I chose to keep my jars under or over half full. The reason being is that if you have too full of dry herbs in a jar, the air isn't allowing the dry herb to breathe. While it's still dead and dried, sometimes it's the air used in medicinal properties. For instance Spearmint has a natrual menthol like scent. If my sinus cavities are filled up, I'll just open the jar cap, smell, and then it's better. If it was too full, it wouldn't be as potent. So for me less filled jars are more immersive. Another reason is that wet ingredients would spoil faster. This is based on my many years working with herbs and herbology in terms of medicine. Another way that they're different, some of her ingredients are upside down, while all of mine are rightside up. In fact the only similar jar mesh is the Canis Root Jar, to my knowledge. Q) Can I use this for my housing mod? A) Of course! You can use this for any mod as long as proper credit is given to me for the creation of the jars. Q) There isn't a Salmon Roe Jar mesh! What gives?! A) Due to some unfortunate circumstances with my current capabilities with Static Mashups, Salmon Roe wouldn't transfer correctly. Everything I did to try and fix this either led me into dead ends, laggy meshes, and meshes that just didn't do it justice. I prefer quality over quantity. However! You can make a static model of Salmon Roe by finding it's mesh under _byoh\clutter\ingredients in the meshes folder and phase it through an empty jar. Oaristys and Blary both have empty jars that you can do this with. Q) I don't like the way one jar looks. Can you change it? A) If there's enough demand for a change, I'll change them accordingly. However if you know how to change them you can! Just don't upload it as your own resource without permission. That's the only "ask for permission" there is. If it's for personal use though, it's totally fine and dandy! Q) These meshes don't work! A) If they don't work, try extracting the textures of the ingredients from the Textures BSA that comes with Skyrim. This is the only thing that I could think that would affect how it would work. (It should work regardless however). Q) I use modified ingredient meshes and it comes along with textures and now the meshes look terrible! A) That means that this mod is incompatible with the new meshes and textures packed with those meshes. Do let me know and I'll update the file and ReadMe to match to the according. If the mod author of these new meshes allow me, I'll try to make a compatible version. Q) Do you plan on doing the DLC ingredients? A) I actually did them all at the same time. Though instead of packing them all together, I packed them separately so that people that didn't have the DLC didn't have to gnash their teeth in frustration about why things aren't appearing correctly in the game. Q) Can I add these to my resource mods? A) As long as you've asked for my permission to do so and credit me for the meshes I've created. Thanks To: Oaristys for coming up with the idea first. Without your modder's resource package, I'd have never driven myself to do my own from scratch. Mine aren't as pretty as yours, but now we all have a full set of vanilla ingredient jars to work with. IsharaMeridan for listening to my constant psychobabble on the Nexus and putting up with my neverending questions on modding Skyrim, as well as creating the system that sparked this idea in my head indirectly. Not to mention all the other systems you've been creating, especially for crafting. Without these, I think that my Skyrim experience would be less immersive than what it is now. LisnPuppy for being not only the Goddess of the Nexus, but being the source of information and supported me with advice and criticisms when I needed it most. Even though these are uploaded only on TESAlliance, you're still one of the greatest sources of do's and don'ts on the Nexus. Bantari for Ravenloft back in Morrowind's day. I know he's no longer modding for any game to my knowledge, but without his inspirational mod for player housing, I'd have never jumped in head first into modding at all. Tamira for optimizing the collision of all of these jars along with getting them to not bounce!
  20. deathknowz

    The Ranger

    From the album: death knowz

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