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Found 8 results

  1. Version 25

    988 downloads

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones) If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forum thread. Complete changelog
  2. Hearthfire Bethesda has announced it's next DLC for Skyrim, the DLC will be available on the Xbox 360 4th September, here is what was posted on Bethblog: Bethblog: Release Trailer: Content currently known about: Choose Your Land - Choose from property in the salt marshes of Hjaalmarch, the forests of Falkreath, or the vast tundra of The Pale. For the more ambitious landowner, purchase multiple plots and start building a real estate empire. Customize Your Home - Expand your home with a variety of room combinations including an armory, alchemy tower, kitchen, trophy room and more. Grow plants in your new greenhouse, cultivate slaughterfish in the fish hatchery, house your Arcane Enchanter in the enchanting tower, or display your latest conquest in the trophy room. Add additional features like stables, mills, smelters, gardens and more. New Objectives and Interactions - Guard your home from unwanted visitors like marauding kidnappers, armed bandits, and skeever infestations. Turn almost any follower into your personal steward to improve and protect your home. Or if you require more help, hire a personal bard or carriage driver to ease the burdens of home ownership. Adoption - Transform your house into a home with Hearthfire's all-new adoption system. Adopt children and discover new ways to interact with your family. Play games with the kids, allow them to have pets and gain new bonuses from having a family. Are you excited for the new DLC?, Anything in particular you'd love to see?, Well discuss it here
  3. Version 1.2.1

    454 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - High Resolution DLC, the goal of the Unofficial High Resolution Patch (aka UHRP) is to eventually fix every bug with the High Resolution DLC not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. The complete changelog is available here.
  4. Hello Everyone! This is Hannes821 from "Atmora calling" and i would like to introduce you to our project, we have been working with a bunch of people for months on! now we want to finalize and you got the chance to join in the last 10% of the making! it is going to be an immersive, lore friendly high-level, arctic and a bit horror-like survival game experience based on Frostfall and Ineed; also bringing in the lore of the Dragon wars and the ancient nords! the first video will show you what you can do, and what tools you would need; http://www.youtube.com/watch?v=hdmRl3m_q1A the second video will show you the idea a bit deeper; http://www.youtube.com/watch?v=jVTp_UuuOIo we also have a nexus page, http://www.nexusmods.com/skyrim/mods/68189? a big forum, http://atmora-calling.freeforums.net/ a steam group for instant group communication and a facebook profile for publicity!
  5. Unofficial Skyrim Legendary Edition Patch [uSLEEP] As many of you may remember, last year around this time we conducted a poll on whether or not it was the right time to consider unifying the unofficial patches into a single package. At the time, about 25% of those who responded to the poll were still in a position where they did not have all 3 DLCs for the game. So we decided against merging everything at that time. Fast forward to today, it's become quite clear that that 25% is far less than it was, and more and more people have been asking when we're going to be doing this. This post is your answer. Shortly after the release of USKP 2.1.3, we will begin the process of unification to merge the vanilla USKP plus all of the DLC patches into one all encompassing mod, which will be known as "Unofficial Skyrim Legendary Edition Patch", or USLEEP for short. A mouthful, but a catchy acronym. We have decided that the best course of action will be to rename the esp to match the mod's updated name. It will remain an ESP file flagged as an ESM as that makes the process of working on it less of a hassle for us and as has been proven, the game, CK, and existing mod management tools are completely fine with it. We have also verified that switching the ESP name will not cause any scripts modified by the project, or added new to the project, to throw Papyrus errors. The only side effect will be that the retroactive update scripts will all run again. That shouldn't cause any problems though and we'll make sure any scripts manipulating formlists are safeguarded against generating duplicate references in them. The hi-res DLC patch will remain a separate entity as many people do not use it for one reason or another and it's not considered part of the "Legendary Edition" of the game either. We estimate the time needed to do the work of merging everything together and then putting it through testing will take a few months. So we are not anticipating another release for the project between now and November while this work is done. Time commitments to other things are the main reason for this, so we figure giving ourselves enough time for that is prudent. Plus this also gives enough warning ahead of time that we're going forward with this. As many existing issues as we could resolve for the 2.1.3 release cycle have now been cleared from the tracker and any issues remaining that are not feasible to fix have been closed appropriately. Any new issues submitted after this point will need to wait until the unification process is complete before we will even begin to consider touching them. Please, DO report them, just don't expect action for awhile. If it should become necessary (God forbid) for a hotfix to be released before the unification is done, then that will be the ONLY issue that will be addressed and will be handled only in whatever patch it may affect. After the unification process is done, the existing separated patches will no longer receive updates. The files will remain up in their existing entries but will be frozen and the comment threads closed where possible. All future support will be handled on a single file entry for the unified project on each site it is hosted on. Mods which rely on using the USKP/UDGP/UHFP/UDBP are strongly urged to make plans to switch over to the new master file when it's ready. Other mods which import fixes from the unofficial patches are also strongly urged to make sure they are up to date before November. It would also be best if any translated versions of the patches out there get synced up with 2.1.3 so that as many people as possible will have access to them while the unification is underway. We will have a testing release at some point before the unified patch is ready to go live. The usual cautions against using beta copies on saves you intend to keep will apply. That step is going to last no less than a full month so that there's time enough to shake out any bugs that result from the process. ======================== Some of you may also be wondering what this means for my own projects that make use of the unofficial patches as masters. These will all be converted as needed to run using the unified patch file. Post-unification, I will not release mods that rely on the individual patch files. So things like Bring Out Your Dead, Cutting Room Floor, Ars Metallica, and other stuff, will all get taken care of on whatever schedule fits best as the process moves along. In the case of Cutting Room Floor, this will also open the door to adding cut DLC content that's been getting logged to the tracker. So it'll be worth it Once I make these transitions, any old copies relying on the old patch files will be frozen.
  6. 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
  7. I have an example of script below which assembles with no errors but doesn't work I am missing something but I want to test if dawnguard is installed. What do I need to modify to make this work ? Bool[] Property bDLCIsLoaded Auto ; Element 0 is bDawnguard, etc. Int[] Property iKnownFormID Auto ; Element 0 is 2048 for Dawnguard's DLC1AurielsBow "Auriel's Bow" [WEAP:02000800], etc. String[] Property sDLCName Auto ; Element 0 is Dawnguard.ESM, Element 1 is HearthFires.ESM, element 2 is Dragonborn.ESM, etc. Function CheckForDLC() Int iIndex = sDLCName.Length While iIndex iIndex -= 1 If bDLCIsLoaded[iIndex] != Game.GetFormFromFile(iKnownFormID[iIndex], sDLCName[iIndex]) bDLCIsLoaded[iIndex] = !bDLCIsLoaded[iIndex] If bDLCIsLoaded[iIndex] Debug.Trace(sDLCName[iIndex] + " is loaded") If iIndex == 0 ; Dawnguard ; Make any changes needed for Dawnguard ElseIf iIndex == 1 ; Hearthfire ; Make any changes needed for Hearthfire ElseIf iIndex == 2 ; Dragonborn ; Make any changes needed for Dragonborn EndIf Else Debug.Trace(sDLCName[iIndex] + " was loaded, but is no longer") If iIndex == 0 ; Dawnguard ; Revert any changes previously made for Dawnguard ElseIf iIndex == 1 ; Hearthfire ; Revert any changes previously made for Hearthfire ElseIf iIndex == 2 ; Dragonborn ; Revert any changes previously made for Dragonborn EndIf EndIf EndIf EndWhile EndFunction
  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!
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