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Found 17 results

  1. Hi gang. Been quite a while since I was last active - life got busy. I'm currently working on getting a ton of new weapons into my Oblivion play install. Scimitars, war staves, broadswords, scythes and so on. Most of these are from pre-existing modder's resources. However, there is one I have a problem with: Sickles. A few years back I found a version of the vanilla OB sickle that someone had gotten working as a side-sheathing weapon in Oblivion. Worked great as a weapon when the player or an NPC used it. The problem came in when you dropped it from inventory. The item would just stay stuck in the air where it appeared, similar to a static. No dropping, bouncing or anything else. I monkeyed around with it in Nifskope and finally got the physics engine in the game to act on the object. However, I must have done something wrong - when dropped indoors, the weapon falls through floors and vanishes into the void. When dropped outdoors, the weapon falls though statics but stops when it hits the ground plane. (All my other weapons. vanilla or modded, work as expected, as a point of clarity.) So, what can I do to get this thing behaving like a proper weapon when dropped in-game? (No point in adding it to levelled lists on NPC's since they will just fall though the dungeon floors when dropped in combat... and I would love to go up against some necromancers armed with these things.) I know very little of how to finesse the physics in Nifskope. Hit some tutorials for it but they are way out of date. If anyone with more experience/expertise is interested, I've attached the weapon model (minus textures although the paths are intact). It's tiny - only about 48 kb in size. Hope that's enough to go on, and thanks to anyone who replies in advance. I've got in-game stats, textures and inventory icons corresponding to all the major in-game metals (including mithral and orcish) already set up. I just need sickle models that behave correctly. SickleEbony.nif
  2. 24 downloads

    Hey there, and welcome to my mod The Berserk-Mace features a modified orcish mace, craftable at any forge. Orcish smithing section. As usual it is craftable, temperable and enchantable. Lore friendly and ballanced. Also as usual, its compatible with absolute every other mod in existence. Since I change the mods I use regularly this was an absolute "must-be" for all I ever made. Have some fun
  3. Version 1.0

    97 downloads

    Hey there, and welcome to my mod Beowulf's Battleaxe 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. This is one of the heaviest biggest beasts I ever made, and tbh, I am pretty sure it looks ridiculous on female chars, but thats your choice. If you look at the screens here, my orc-char Ragna-Rok has got max muscles / weight... just to give you an idea about how huge it really is. Have some fun
  4. Hello Everyone I need some help I went through google and it didn't have the answer (I almost died of shock :P) Anyways so I am working on a custom weapon set mod. The weapons are being modeled and texture from scratch. Now I got the weapon (first one being a sword) in the creation kit, I used Nifskope did all the node fixing minus the blood nodes and was able to pick up the weapon in my skyrim game. Now comes the problem, I have the blade with a sheathe and when I go to pull the weapon out for use it doesn't unsheathe the sheathe comes up with it. I have no clue where to start looking for the problem. In Nifskope I used the Imperial Sword as my "carrier" into Skyrim and I pickup an Imperial Sword in the game and it came unsheathe just fine. Please help.
  5. Hey all, I'm pretty new to Papyrus, but I know my way around the Creation Kit and I'm an experienced programmer. I need some guidance on how to make a weapon that grants on kill bonuses that stack, and last for a time period before decaying by one. E.g. On kill, a variable increases by one, to a maximum of 5. A timer is started at 2 minutes, after which the level will decay by one and another timer will be started - repeat until the variable is 0. On kill, the user is granted a max health bonus, a speed bonus, and a damage bonus - these will obviously stack with the levels, similarly to the Ebony Blade's enchantment. I'm rather clueless and I have no idea where to start. The Ebony Blade uses a hidden quest with objectives to mark the kills, but the effects are not on a timer and are permanent.
  6. I'm trying to create a mod where the weapon i made fires 1-3 spells i made upon swinging. here's what ive got so far from the bethesda tutorial wiki: import Utility Actor Property PlayerREF Auto Float Property xOffset Auto Float Property yOffset Auto Float Property zOffset Auto Float Property RandomOffsetX Auto Float Property RandomOffsetY Auto Float Property RandomOffsetZ Auto Float Property PulseRate = 1.0 Auto Float Property RandomRate Auto Activator Property TargetType Auto ObjectReference Property CurrentTarget Auto Bool Property SpawnNode Auto Spell Property TierHarribelCortandoSpell Auto FormList Property TargetTypeList Auto Float Property SeekRange = 1000.0 Auto Event OnInit() if CurrentTarget elseIf SpawnNode float newXOffset = XOffSet + RandomFloat(-RandomOffsetX, RandomOffsetX) float newYOffset = YOffSet + RandomFloat(-RandomOffsetY, RandomOffsetY) float newZOffset = ZOffSet + RandomFloat(-RandomOffsetZ, RandomOffsetZ) CurrentTarget = PlaceAtme(TargetType) CurrentTarget.MoveTo(Self, newXOffSet, newYOffSet, newZOffSet) endif RegisterForSingleUpdate(PulseRate) EndEvent Event OnUpdate() if !SpawnNode && !TargetTypeList && GetDistance(PlayerREF) < SeekRange CurrentTarget = PlayerREF elseif TargetTypeList CurrentTarget = Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, Self, SeekRange) endif if CurrentTarget TierHarribelCortandoSpell.Cast(Self,CurrentTarget) endif RegisterForSingleUpdate(PulseRate + RandomFloat(0.0, RandomRate)) EndEvent it wont work,so can someone tell me whats wrong?TierHarribelCortandoSpell is the editor id of the spell
  7. Hello guys. I have some problems with creating a weapon (a battleaxe) for Skyrim. I use Blender 2.70a for modelling and 3D Coat for texturing. I absolutely new to modelling so it seems for me that i miss some important thing that i should know in modelling.. So i created an axe with blender. i set a material (actually, first question is should i set material for model?) I make UV mapping. and everything seems fine. As i said I use 3d Coat for texturing. So i made textures, export them to .dds format. When i tried to export my model to Nifscope, i have noticed that my model is absolutely dark grey, with no lighted parts, so it looks like i cant see any egde or face... Using your tutorial to import textures I had the main problem. When i apply textures in Nifscope model looks black with some "holes".. none of the textures (color, specular, normals) is show correctly. What is the problem? What did i do wrong? Here how it looks in Nifscope: http://s30.postimg.org/u3rmg6odt/1111111.jpg I'm sorry asking such stupid questions, but i m absolutely new to modelling, so i dont understand most of the things, so i hope maybe you could help me... Also another stupid question: should I bake my models to use them in games, Skyrim for instance...
  8. 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!
  9. So for those of you who may have seen my gallery uploads over the past couple of weeks, this topic will come as no surprise. I'm currently in a WIP phase of creating weapons and armor from the Wheel of Time novels. I decided to create this topic to get a little more feedback as to what I could do to improve my creations before I release the pack as a full mod. I don't plan on releasing it until I have at least six weapons and one armor set completed. Right now I'm at two and a half weapons, and about a quarter of an armor set. I'm trying to make everything as accurate as possible, but I'm also adding my own twists to certain areas. For example, Mah'Alleinir is supposed to be solid steel but I made part of the haft wood as I felt it looked more appealing. Completed Heron Mark Blade- Planning on making some adjustments to the sheath, but overall it's done. http://tesalliance.o..._361_228781.png Mah'Alleinir- http://tesalliance.o...8_361_59739.png Justice (Artur Hawkwing's Sword)- http://img526.images...viewjustice.png http://tesalliance.o...8_361_58279.png http://tesalliance.o..._361_253090.png http://tesalliance.o..._361_527270.png http://tesalliance.org/forums/uploads/gallery/album_361/gallery_19548_361_2161750.png (View my Gallery for more images of Justice!) In Progress Cadin'Sor- I'm a little iffy on this... it's the way they're drawn in the graphic novels for the series, but it's not how I pictured it at all when reading the novels :/ http://img843.images...sorpreview1.png Coming Soon Ashandarei Callandor Birgitte's Silver Bow and Arrows Tam Al'Thor's Sword Sword of Malkieri Kings Malkieri Armor
  10. From the album: Insane Creations

    Oblivion - W.I.P #6

    © ©InsanitySorrow 2013

  11. From the album: Insane Creations

    Oblivion - W.I.P #4

    © ©InsanitySorrow 2013

  12. From the album: Insane Creations

    Oblivion - W.I.P #3

    © ©InsanitySorrow 2013

  13. From the album: Insane Creations

    Oblivion - W.I.P #2

    © ©InsanitySorrow 2013

  14. Hello! I would like to ask for help. I'd like to use in my mod http://tesalliance.org/forums/index.php?/topic/5801-relz-unremarkable-cave-11/ quality weapon model for the final reward and some interesting armor for the final boss. I tried to create some myself but wasn's good enough - I need to learn a lot to do this properly. I wonder if some modder with art talent allow me to use his works in my mod? I won't of course claim it as my own And I would be most grateful! I guess I can try to directly contact modders but I think it wont hurt to ask here first Basically I need a single hand weapon (it is a scripted weapon, it deals magic damage, drains player's magicka instead of standard soul energy, gives damaging aura when unsheathed and replenishes player's magicka on blocks) and an armor that can be assosiated with dragons - for the final fight (scripted three phase encounter).
  15. This sword (with a stone that looks like the pommel of mehrunes' razor, only grand soul gem color) as a model and texture for both 1st and 3rd person, with something telling me how to get it to look like that ingame. At the moment when I load a new mesh onto an object in the world it works fine, but when I try to make a weapon, it just appears as a daedric sword, and I can only change the model for 3rd person too.
  16. Greetings. I'm attempting to port ".nif" from Oblivion to Skyrim. The mesh is modder-created. Has textures. I followed "3D Craftworks: Importing Weapons into Skyrim" to the point " File>Import>Import .OBJ" . After that Nifscope shows "Error: 988 invalid index(es) in block # 37 NiTriShapeData.Triangles" . "block # ** " depends and differ upon wich skyrim 1stperson mesh I'm using. As for the image in Nifskope - it shows sword handle only to the point where visible blade image should start. The tools at my disposal - Nifskope ( latest version ), Gimp ( latest ), Fomm ( bsa only use ), CK. I've no slightest idea what to do. I apologize beforehand - if there is solution allready somewhere on the forums and I started a new post. I browsed and searched forums before posting - seemed to find nothing of sort. Same goes for if I posted in wrong forum folder. If I missed the existing solution redirect me to it please. I'm a total beginner so I decided to port something I liked from Oblivion, when I was playing it, to Skyrim ( seemed a good thing to start to get a grasp of tools ). The port is for my private use only, if I'll have a wish to upload it to alliance, nexus, or somewhere else, I'll be contacting author ( 's ) and asking for permission of course. I very much respect creations of others. Any help, advice, information, knowledge, guides, tips, etc. is greatly appreciated and welcomed. ( And awaited too ) Best Regards and thank you for your work and dedication. Tem
  17. Ok so I am making a dungeon that has unique items in it. Among these items is a sword called Archona. This sword is a one-handed sword that uses the nord hero greatsword model. I edited the model in Nifskope and it worked in Skyrim for a long time without any problems whatsoever. Also when I coc'd to the cell and used the item, there wasn't a problem. Now, suddenly, as soon as I equip Archona, the game crashes. As soon as I coc to MODfortuneslossb2, the game crashes. However, when I loaded up a saved game that already had Archona in it, I could equip it without any trouble. I have all the files and would greatly appreciate it if someone who knows a lot about meshes could inspect the nifs for the sword please?
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