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  1. NifUtils-Suite Anything and everything NifUtils related goes here, have fun! Latest Beta - Release Topic Feedback & Issues Topic Wiki Tutorial - Currently being updated
  2. I've been searching all over the place to find an answer to this question, but I cannot locate a solid answer on any website. How do I create a completely new weapon class for Skyrim in the Creation Kit? Every tutorial I see says to duplicate an existing weapon and change it, but nothing says how to create a new type of weapon. For instance, instead of Daedric, Steel, Ebony, etc.... in the list, put a new type of weapon there kind of like is done with the artifacts. I know it is possible, as I have seen it done in many mods, but I cannot seem to get a straight answer from anywhere. Please help!
  3. Si-Shen

    Night Watch

    From the album: Shen's Screenshots

    Fang wearing a new helmet. If you want to know the mod it is http://skyrim.nexusmods.com/mods/43293/? Ghosu - Skull Helmets Spartan Helmet Bone Shield and Tribal Staff

    © Si-Shen

  4. Si-Shen

    Lone Night Watch

    From the album: Shen's Screenshots

    © Si-Shen

  5. From the album: Shen's Screenshots

    After 3 failed new characters (every time I saw a Khajiit I felt like I was cheating), Fang has joined my family of characters. She actually started out as a Breton (I could upload pics as I do have some). She is wielding her trustworthy Cyrodilic iron sword, I am loving Insanities mod, I missed the Oblivion-styled weapons more then I thought I did.

    © Si-Shen

  6. Si-Shen

    Iron Shadows

    From the album: Shen's Screenshots

    Early on in the game, I always liked how the light plays out in this room. No mods effecting the light however.

    © Si-Shen

  7. From the album: RonRay33-etc

    I think I have gotten my money's worth
  8. I have a question about uploading meshes that have sensitive data regarding the DLC, mainly the ingredients. In the middle to late last month I finished doing a static mashup of ingredients in jars. All ingredients other than Salmon Roe. The idea was based off of a resource package on the Nexus, however I didn't use his models and decided to make all of them that I could on my own. This includes ingredients from Dawnguard, Hearthfire, and Dragonborn. My question is, if I only upload the meshes (not the textures), would this be okay since the textures give the mesh it's color and wouldn't display correctly in either the game or NifSkope? Or would I need a plugin file with it? The reason why I ask that is not only for clarification, but mostly for the fact that I would much rather allow modders to use these jars than to have a mod depending on mine. =/ Being that it's for the modding community, or rather giving BACK to the modding community that has given me so many things to play with since Morrowind, I wouldn't want to step on toes and whatnot. Especially here! Thank you for any clarification and any advice regarding to this!
  9. This is a script I wrote that mimics the effect of the Gray Cowl in Oblivion, when attached to an article of clothing. I wanted to share this with the TESA Community, so use it as you see fit, but I do request that you never repost the source on another website (preferrably just link them to this page) and to give credit if you use this in a published mod. When equipped by the player (it does not function on NPCs), the player will have a separate list of bounties for each hold (and any other vanilla crime factions). They will not stop fighting you, if you are already resisting arrest (I could probably tweak it to do that if someone would like though). I'll try to add a demonstration video when time allows. To use this script: Attach it to an Article of clothing Open the Properties Window and use the Auto-Fill button Click "Edit" on each of the Integers (you can just leave them at 0, but if you want the Gray fox to start out with a bounty like he did in oblivion, modify the "Fake" integers (the "Real" ones are the ones that store your regular bounties). You do not need to do anything else; all variables are stored internally and factions already exist, so there's no need to define any external variables.
  10. Greetings all! I'm pleased to announce the first in a line of mods dedicated to improving the player experience of Skyrim through improved Artificial Intelligence. The Nexus download page can be found here: http://skyrim.nexusm...om/mods/41364/? For a preview of the new features, and a general review of gaming AI, please refer to the following video: This mod file contains a small combat-test dungeon with a handful of opponents. Players are encouraged to try it out and share their reflections and experiences. Note that there is no map-based entry point -- to enter the arena, open the Console menu (using the ~ key) and type: coc NewAITestDungeon03 Also note that enemies will auto-resurrect after 45 seconds, so there is no need to re-load. Feedback on the AI changes is welcome as I prepare a set of full dungeons. I look forward to hearing from you!
  11. Version 01

    87 downloads

    Elfmoose Farm is the place to go for storage, ingredient picking and growing and all your crafting needs. Exterior: From the main road to the river you'll find all sorts of unexpected plants for harvesting (look carefully!) as well as a garden for food, chicken nests and sheaves of wheat. The house is decorated with mounted animal heads including an extra large slaugherfish. A full blacksmithing area is on the side porch with a smelter and woodchopping area nearby. Also on the porch are 2 respawning fish barrels (don't store stuff in those) Interior 1st floor: You'll find an achemy table, enchanting table, cooking spit and oven along with lots of storage, table and chairs and sleeping area with double bed and more storage. The sleeping area is separated from the main room by dividers designed by InsanitySorry. Many thanks to Insanity for designing them! [The divider file can be downloaded here: /index.php?/files/file/1394-%20%20insanitys-room-dividers/">http://tesalliance.org/forums/index.php?/files/file/1394- insanitys-room-dividers/ Weapon plaques (the kind that hold a shield and 2 weapons) are scattered throughout. Interior basement: Here you'll find a lockpicking practice area just like the thieves guild has with 5 different locked containers that respawn (don't store stuff in those). Theoretically they'll re-lock eventually as well as respawn. There is are also 4 large planters for growing mushrooms, deathbells and nightshade only. (You can't expect to grow flowers in a basement, afterall). And there's also an archery target area. Interior 2nd floor: Massive amount of assorted mannequins and weapon racks. The walls are covered with pale yellow wallpaper so the weapons show up better, which was one of my main reasons for embarking on modding inthe first place. Many thanks to Lilith for creating the wallpapers which can be downloaded here: /index.php?/files/file/1253-%20%20liliths-wallpaper-panels-modders-resource/">http://tesalliance.org/forums/index.php?/files/file/1253- liliths-wallpaper-panels-modders-resource/ Also on this floor is more storage and 3 planters in which you can plant anything that can normally be planted. at the far end is another bedroom with 2 twin beds and a little more storage. All containers contain little goodies. A HUGE thank you to DarkRider for teaching the modding class which was incredibly thorough and challenging. This mod is the final exam for the modding class. My goal was to create a compact house with lots of storage and a place to display keen weapons and armor so I could actually SEE it. I am immensely grateful to the folks at Bethesda for creating Skyrim and for giving us the tools to tweak it. Last but not least, I thank my husband for getting me to play Skyrim. He's been a gamer forever. Skyrim was my first game.
  12. So, I'm new to papyrus scripting. This is the third script I've wrote. I'm having a problem, though. As it only fires one firebolt when it should be firing more than one. I'll use the spell, and it will fire only one firebolt. However, I want to fire multiple firebolts. This is my code: Scriptname a0BarrageTest extends activemagiceffect {Missle barrage test} int Property Count auto SPELL Property Missle auto Event OnEffectStart(Actor Target, Actor Caster) int i = 0 while i < Count Missle.Cast(Target) Utility.Wait(0.2) i = i + 1 endwhile EndEvent Count is set to 2 and Missle is set to Firebolt. It's my understanding that this should make it fire 3 firebolts. But it only fires one. What can I do to fix this and make it fire 3 firebolts?
  13. I was wondering how I could make some glass sheets to build structures such as aquariums, greenhouses, or sealing off a cabinet, but using only CK.
  14. Ok, to start out I have been tracking this request thread for quite a while. I have .obj files to the scepter (long and short versions). Now, I made the mod and the esp has all the weapon stats, world placement, etc. but seem to be having trouble getting the objects exported/textured for Skyrim. I have been trying to UV map the models and it's driving me nuts. I follow tutorials, but it seems like once I fix one issue, three new issues arise. Is it something relating to the materials? Is the obj just not Skyrim compatible I'm so confused, I try to use NiConvert and it freezes as soon as I click convert. The times I am able to export a successful nif, errors such as the one above happen. Could anyone take a look for me? The Loki's Armory request thread has been open since May 5, 2012 with over 6,800 views and 58 replies, I feel the mod would do the community good, I want to contribute so bad and all these problems keep holding me back. I even talked to a modder who had finished spear/helm models but never published because he ran into a few issues. This was at least December 2012. I am using Blender 2.49a(?) and have Nifscripts working and have exported fine before, I have very little experience in 3D modeling though and may be doing it wrong. My question is, will someone take their time out to collaborate with me and release the mod? I will renounce rights to publish the mod to whoever decides to be so kind as to help me (Unless you do not want the burden) and the others who have wanted this for so long! Here are my source files, I'm not sure if they have proper UV maps or not. Another thing I would like to do is take the spear-head from the shorter model I have and put them on the long version, but it didn't work right when I tried it myself (I know, I suck) Thank you to whoever takes time out to help! http://www.4shared.com/rar/XYMuE7ib/LokiScepterBOTHWIP.html
  15. Manure ( http://skyrim.nexusmods.com/mods/35670 ), as described furthers the immersion by allowing in-game animals to dump. The problem is, with all animals allowed to dump, this runaway cowchip production literally creates a mess of accumulated chips that it's impossible to keep up by picking them up or waiting for a respawn, and in some places there's a terrible pileup at livestock pens. So, until the jonx0r readjusts the mod to a more manageable level of chip production and limit the production to a few animals, and a more proper system of uninstallation, what I did was the following removal procedure: 1.) teleport over to QAsmoke (open the console and then coc qasmoke) 2.) wait for 30 days to clear all the poo 3.) save the game (must be new) 4.) exit 5.) disable and remove the mod 6.) load the game, then coc back to say, whiterun (coc whiterun) 7.) save the game again, then exit. Examine your log file; Papyrus/SKSE would then dump and destroy the unused scripts. 8.) Run the game again and load the hard save. Do a few things before exiting. This time recheck your log file, there should be no traces of the script. This process removes about 1mb of unused glop from the gamesave.
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