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  1. Version 2.666

    140 downloads

    Hey there, and welcome to my mod "Ragna-Rok's Shredder Armor" features my first released armor. Helmets, Gauntlets, Cuirass, Boots, Shield, all for male and female characters, customized for regular skyrim bodies. All things are craftable, temperable and enchantable, to be found under the orcish smithing section. Lore friendly and balanced, no god stuff here. The armor pieces are a little heavier and need slightly more / different ingredients than regular orcish gear, but for that have increased protection 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 Shredder Armor". 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.
  2. Version 1.crabby

    63 downloads

    Hey there, and welcome to my mod "Ragna-Rok's Mudcrab Armor" features my third released armor. Helmets, Gauntlets, Cuirass, Boots, Shield, all for male and female characters, customized for regular skyrim bodies. All things are craftable, temperable and enchantable, to be found under the orcish smithing section. Lore friendly and balanced, no god stuff here. The armor pieces are a little heavier and need slightly more / different ingredients than regular orcish gear, but for that have increased protection close to the ebony tier. Though... this piece here does have a little less than my other orcish armors... for obvious reasons. When dropped on the ground it looks like regular orcish armor... I couldve changed that, but simply didnt give a crab 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 Mudcrab Armor". 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.
  3. Version 1.2.5

    342 downloads

    The crafting system is one of Skyrim's better features, but for thieves and archers, there's not much use for the system. Light armor is dead easy to come by in already finished forms, but arrows can sometimes be scarce in the types you may want. Lockpicks have been known to be somewhat scarce too, yet are relatively basic to construct. Ars Metallica aims to fill in some of the basic issues I had with the crafting system by doing the following: For vanilla Skyrim: Allow archers to forge their own arrows out of the various ore materials, wood, leather strips, and feathers. Indirectly making it somewhat useful to chop wood too. Allow thieves to make their own lockpicks out of iron or steel. Provide skill advancement for the use of the smelter to melt down ore. After all, that's as important as knowing how to shape it once refined. Provide skill advancement for the use of the tanning rack to make leather. That's far more important in my mind than the skill advances from using the leather to make stuff. Provide for a small amount of skill advancement from mining the ore itself out of ore veins. Provide the ability to melt down existing pieces of armor and some clutter items into ingots so that you can then use those ingots to make missing pieces of a set if you want. Allow members of factions to forge equipment appropriate to their guild. Thieves can make guild armor. Assassins can make Brotherhood armor. Legionnaires can make Imperial armor, and so on. For Dawnguard: Modifies the dragonbone arrow recipes and the crossbow bolt recipes to conform to the same formulas as vanilla. Disabled Dawnguard's native recipes. For Hearthfire: Provides smithing experience for using the various workbenches used to construct your homes. The drafting table does not count since nothing is actually built using it. For Dragonborn: Modifies the stalhrim and nordic arrow recipes to conform to the same formulas as the vanilla arrows. Adds smelting formulas to recover ore from stalhrim and nordic carved equipment. Adds crafting feathers to the Felsaad Tern. Note that all smelting of metals requires that you know the perk associated with that metal. For example, if you wish to smelt Dwemer scrap, you need to know the Dwemer Smithing perk first. This applies not just to smelting existing goods but also to smelting raw ore. This isn't a bug, it's a feature. My Patreon Page: https://www.patreon.com/arthmoor
  4. Hi everyone, I've been making some mashups recently that I want to put into a standalone mod, but I've run into some doubts about my texture paths in NifSkope. Every mods texture path goes something like this Textures\armor\example.dds, yet my texture paths automatically sue the full path, something like C:\MO\Modding\SkyrimMods\Modname\armor\example you get the picture. My question is, will this prove to be a problem once I zip my mod? I would guess the texture paths would not be able to find the texture if the location of the mod or the name would differ. Am I worrying about nothing? Or is there a way to change this, preferably something other than simply removing the C:\MO\..... manually from every texture... Cheers.
  5. Hi y'all, So i've been having a fairly unique problem with the weight slider of a mashup, I couldn't seem to find anything like this at least.. Basically, the _0 and _1 meshes work fine when the weight is 0 or 100 respectively, but anything in between only shows the _0 mesh, without any changes. The weapon position does change, and whenever the weight reaches 100, it instantly changes into the _1 mesh. As far as I'm concerned, the vertex counts and order are all completely fine, since I just adjusted the _0 meshes to fit the _1 body, and there isn't a single vertice 'explosion'. The ArmorAddon also seems fine, I simply pointed it to the _1 mesh like every vanilla armour. I've also tried to use a vanilla armour and ArmorAddon as base in case something went wrong there, but no luck. I have run out of ideas to fix this, so does anyone have a clue? If needed I can also attach the armour meshes. Cheers
  6. Hi, this is my first post here since I can't seem to find any straight answers anywhere else. I'm creating an armour mashup for Skyrim, and I've almost got everything working, except for the helm. I used the hands from Meridia's statue on the helm, and they ofcourse don't have a BSdismemberskininstance, so they don't show up in game. I've tried adding them with Nifskope but I don't really know how I would do this. Could anyone give me an explanation as to how to add it?
  7. The Elder Scrolls V: The Yokudan Ascendancy. Plot: The Yokudan Ascendency is a large-scale Quest mod for the Elder Scrolls V with releases planned for Legendary (regular) and Special edition. In this story, the player is promised 11 action-packed carefully crafted & interesting main-story quests as well as a shorter and less-extensive lore based storyline. Main questline: In this questline, the player discovers the mystery behind a dragon seeking to end all of Nirn – and this time not even the dragonborn can stop him. Discover the secrets behind Kronolyia – the realm of Akatosh and the final resting place of all deceased dragons. Become his champion, serve him loyally and discover true meaning of what it means to be “The last Dragonborn” and uncover the lost lore and secrets of the Aedra. Grow your power as dragonborn, unlocking raw, untapped power gifted to you by your creator and become the strongest mortal who ever lived. Lore Questline: After the events of the Dragon/Main Questline, the dragonborn faces a new threat. The Yokudan Ascendency’s oldest enemies – The true Descendants, a group of warriors from Hammerfell that arrived in the second Era in search of mythical Aedric Artefact said to be crafted by the divines. Both groups searched for it, but the stubborn and isolated ways of the Ascendency and the relaxed ways of the warriors clashed. The Yokudans eventually retreated back to their home in Oaksmere and the warriors assimilated into Skyrim culture and settled in the province, running Skyrim in the shadows from behind the scenes. Now, they have returned, and attempt to put an end to the Ascendency for the last time. In this questline, the tense history between the two groups are revealed as the dragonborn seeks to eradicate the latest threat to the Ascendency. Other details: The story attempts to explore the history of Yokuda and the migration to Tamriel that led to the Redguards of Hammerfell. Shedding light on their ways of life, their religion and everything that makes the redguards one of the most distinctive races of TES lore in terms of culture and history. Every character in the mod will be fully-voiced, each having their own unique character and personalities and can be interacted with or ignored if the player chooses. The mod uses a huge advanced radiant system to generate a large amount of radiant quests with some shared between characters and some character-unique – in total around 50 radiant side quests only available at certain points throughout the story. There are also non-radiant 1-time only side quests for minor characters throughout the mod. Each individual radiant quest has 5 randomly generated emotions that influence the outcome and dialogue of each character for a quest. In rare event the player gets the same quest multiple times, the chance of them hearing the same lines are rare. The same radiant quest to generate scenes and greetings between characters using relationships and factions to determine a group of randomly-selected lines to be said at any point during a conversation. For example, when a high-ranking member speaks to a low-ranking member they’re dialogue will be different if they speak to someone within the same rank, but these will both be different if the two characters happen to be friends. The mod attempts to add an attempt of spontaneity, escaping from the sometimes fixed environment vanilla Skyrim can sometimes unintentionally create – characters’ decision will often be influenced by certain actions the player makes during the story, for example, whether Alduin has been defeated yet or not. The mod also comes with marriage opportunities, follower opportunities, trainers and more, creating an overall interesting and fun gameplay. Features: § Custom Weapons and Armor (meshes and textures) § Custom Archetecture & interior meshes § Well-designed dungeons to explore throught the story line § Over 30 fully voiced NPCs § New worlds/ realms § New, unique and powerful spells and shouts § (Tries to be) Lore-friendly § New followers, spouses, and trainers § A brand new faction to join with a handful of characters and history to be uncovered § Well-designed and fitting rewards for quests How can you help? (Any skill level/experience welcome!) Due to the large nature of the mod, I have decided to keep this page as short as possible. Therefore I have decided to include this short list below and all other enquiries can be posted in this forum or I’ll be accepting DMs. PRIORITY: WRITING. As previously stated, the mod is very large and although possible, it can be very tedious and time-consuming for a single person to write scripts for all the characters with different emotions and tones. Therefore we ask for assistance in order to allow us to write such complex scripts in a reasonable amount of time. Currently writing remains the top priority in the project. Level designing: Assistance in creating interesting and creative levels to clear and uncover throughout the mod. Voice acting: Please DM me or Post in the topic as we have yet to set up the required links and audition pages. Also, due to the large number of characters, we decided it best to not post them individually and instead allow people to tell us what type of voices they can perform. Modelling & Texturing: Assistance needed in creating custom assets for mod. If you think you can add anything to the mod, even if not listed please do not hesitate to DM or post! ALL help is wanted! Thanks!
  8. The Elder Scrolls V: The Yokudan Ascendancy. Plot: The Yokudan Ascendency is a large-scale Quest mod for the Elder Scrolls V with releases planned for Legendary (regular) and Special edition. In this story, the player is promised 11 action-packed carefully crafted & interesting main-story quests as well as a shorter and less-extensive lore based storyline. Main questline: In this questline, the player discovers the mystery behind a dragon seeking to end all of Nirn – and this time not even the dragonborn can stop him. Discover the secrets behind Kronolyia – the realm of Akatosh and the final resting place of all deceased dragons. Become his champion, serve him loyally and discover true meaning of what it means to be “The last Dragonborn” and uncover the lost lore and secrets of the Aedra. Grow your power as dragonborn, unlocking raw, untapped power gifted to you by your creator and become the strongest mortal who ever lived. Lore Questline: After the events of the Dragon/Main Questline, the dragonborn faces a new threat. The Yokudan Ascendency’s oldest enemies – The true Descendants, a group of warriors from Hammerfell that arrived in the second Era in search of mythical Aedric Artefact said to be crafted by the divines. Both groups searched for it, but the stubborn and isolated ways of the Ascendency and the relaxed ways of the warriors clashed. The Yokudans eventually retreated back to their home in Oaksmere and the warriors assimilated into Skyrim culture and settled in the province, running Skyrim in the shadows from behind the scenes. Now, they have returned, and attempt to put an end to the Ascendency for the last time. In this questline, the tense history between the two groups are revealed as the dragonborn seeks to eradicate the latest threat to the Ascendency. Other details: The story attempts to explore the history of Yokuda and the migration to Tamriel that led to the Redguards of Hammerfell. Shedding light on their ways of life, their religion and everything that makes the redguards one of the most distinctive races of TES lore in terms of culture and history. Every character in the mod will be fully-voiced, each having their own unique character and personalities and can be interacted with or ignored if the player chooses. The mod uses a huge advanced radiant system to generate a large amount of radiant quests with some shared between characters and some character-unique – in total around 50 radiant side quests only available at certain points throughout the story. There are also non-radiant 1-time only side quests for minor characters throughout the mod. Each individual radiant quest has 5 randomly generated emotions that influence the outcome and dialogue of each character for a quest. In rare event the player gets the same quest multiple times, the chance of them hearing the same lines are rare. The same radiant quest to generate scenes and greetings between characters using relationships and factions to determine a group of randomly-selected lines to be said at any point during a conversation. For example, when a high-ranking member speaks to a low-ranking member they’re dialogue will be different if they speak to someone within the same rank, but these will both be different if the two characters happen to be friends. The mod attempts to add an attempt of spontaneity, escaping from the sometimes fixed environment vanilla Skyrim can sometimes unintentionally create – characters’ decision will often be influenced by certain actions the player makes during the story, for example, whether Alduin has been defeated yet or not. The mod also comes with marriage opportunities, follower opportunities, trainers and more, creating an overall interesting and fun gameplay. Features: § Custom Weapons and Armor (meshes and textures) § Custom Archetecture & interior meshes § Well-designed dungeons to explore throught the story line § Over 30 fully voiced NPCs § New worlds/ realms § New, unique and powerful spells and shouts § (Tries to be) Lore-friendly § New followers, spouses, and trainers § A brand new faction to join with a handful of characters and history to be uncovered § Well-designed and fitting rewards for quests How can you help? (Any skill level/experience welcome!) Due to the large nature of the mod, I have decided to keep this page as short as possible. Therefore I have decided to include this short list below and all other enquiries can be posted in this forum or I’ll be accepting DMs. PRIORITY: WRITING. As previously stated, the mod is very large and although possible, it can be very tedious and time-consuming for a single person to write scripts for all the characters with different emotions and tones. Therefore we ask for assistance in order to allow us to write such complex scripts in a reasonable amount of time. Currently writing remains the top priority in the project. Level designing: Assistance in creating interesting and creative levels to clear and uncover throughout the mod. Voice acting: Please DM me or Post in the topic as we have yet to set up the required links and audition pages. Also, due to the large number of characters, we decided it best to not post them individually and instead allow people to tell us what type of voices they can perform. Modelling & Texturing: Assistance needed in creating custom assets for mod. If you think you can add anything to the mod, even if not listed please do not hesitate to DM or post! ALL help is wanted! Thanks!
  9. Hope someone knows what's happening here, because I'm at a loss. I'm trying to mod daedric armor, but the daedric glow is giving me fits. It seems to be something in the import/export process but I have no idea what. To clear out as many variables as possible, I import the vanilla daedric armor into 3dsMax. Then without making any changes whatsoever I export it again. The "glow" then looks like this
  10. Hello everyone, Quick and simple: We're looking for a 3D artist familiar with the process of skinning, exporting, and implementing new armors into Skyrim/Enderal. To be more precise, we received access to a couple of wonderful armors (mainly mashups from Witcher 2) and would love to get them in-game and have them replace some of our rather generic-looking sets. Right now, however, the meshes are missing a weight slider and female versions - in that state, we cannot use them at all. Since the armors look so great (http://www.nexusmods.com/skyrim/users/1749261/?tb=images&pUp=1) , we would love to somehow get them in-game, but lack both the time and the resources to do it ourselves (release is in two months and we're working our butts off to get the English voice acting done and all the bugs - 5000 fixed so far, and countaing - fixed. We know that, since it's a job which involves so little creativity, it's rather unlikely we will find someone to help us with it, but we thought we might try nonetheless. Of course, you'd be listed in Enderal's credits in return. In any case, should you be interested, please shoot us an eMail to sureaiteam@googlemail.com. All the best and many thanks, Nic
  11. Index: Part 1: Understanding Skin Partitions - NifSkope Part 2: Understanding Skin Partitions - Blender Part 3: Preparing an Existing Nif for Blender Part 4: Modifying an Existing Nif in Blender Part 5: Clean up the Nif in NifSkope Part 6: Adding Armor to the Creation Kit Part 7: Creating NEW Armor in Blender Addendum: Skin Partitions / Body Parts / Biped Objects Reference Sheet In my bid to understand why none of my modified armors worked in game, I've delved deep into the steaming underbelly of Nifskope to dissect every miniscule part of how the Skyrim body works. I've discovered some very interesting facts that I hope will help any others who decide to try their hand at new armors/clothing for Skyrim. Thus is born this series of tutorials that describe the process of creating/modifying armor and/or clothing for Skyrim in detail with plenty of pictures. Each tutorial is written in a 'classroom' way for you to follow along in the tools yourself. Don't be afraid, get in there and try it. Make a cup of tea, grab some cookies and take your time, there's a lot of information here. Each part is also available in a Word document version for those who prefer to have a printed copy. Download here (soon). Tools required: * Blender 2.49b (not tested on higher versions, but do not use 2.6x versions - the Nifscripts aren't up to the task yet) * NifScripts 2.5.9 * PYFFI 2.1.11 * NifSkope 1.1.0 Knowledge required: These are advanced tutorials that assume the reader knows and understands NifSkope and their way around in Blender. They also assume basic knowledge of the Creation Kit. Disclaimer: Please be patient. While most of the tutorials are written in rough draft, adding them to this forum and uploading the pictures takes time.
  12. I'm hoping for some help with a scripting issue. I have a bunch of different armors that all have the same script attached to them -- ArmorEquipScript. That script has a bunch of properties that are used to customize the armor. These armors all have the same enchantment assigned to them, with a scripted magic effect -- ArmorToggleEffectScript. What I would like to do is have ArmorToggleEffectScript access ArmorEquipScript's properties for the armor it is associated with. That way I can customize the behaviour of ArmorToggleEffectScript based on the properties that have been assigned to the armor. Does anyone know how to do this? Is it even possible in Papyrus? If I could even just access the keywords attached to the armor, that would be good enough. But I'm just not sure how to access the specific armor that is supplying the effect.
  13. Version 2.666

    114 downloads

    Hey there, and welcome to my mod "Ragna-Rok's Warlock Armor" features my second released armor. Helmets, Gauntlets, Cuirass, Boots, Shield, all for male and female characters, customized for regular skyrim bodies. All things are craftable, temperable and enchantable, to be found under the orcish smithing section. Lore friendly and balanced, no god stuff here. The armor pieces are a little heavier and need slightly more / different ingredients than regular orcish gear, but for that have increased protection 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 Warlock Armor". 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.
  14. Version 1.crusty

    44 downloads

    Hey there, and welcome to my mod "Ragna-Rok's Redcrab Armor" features my third released armor in an once requested retex. Helmets, Gauntlets, Cuirass, Boots, Shield, all for male and female characters, customized for regular skyrim bodies. All things are craftable, temperable and enchantable, to be found under the orcish smithing section. Lore friendly and balanced, no god stuff here. The armor pieces are a little heavier and need slightly more / different ingredients than regular orcish gear, but for that have increased protection close to the ebony tier. Though... this piece here does have a little less than my other orcish armors... for obvious reasons. When dropped on the ground it looks like regular orcish armor... I couldve changed that, but simply didnt give a crab 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 Redcrab Armor". 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.
  15. Version 1.0

    60 downloads

    Hey there, and welcome to my mod "Thalmor Armor".... Helmets, Gauntlets, Cuirass, Boots, Shield, all for male and female characters, customized for regular skyrim bodies. All things are craftable, temperable and enchantable, to be found under the elven smithing section. Lore friendly and balanced, no god stuff here. The textures included are not mine originally, but anyone can use them without permission or credits given, I only upload this because it was needed for a new-land-mod that I support and the helmets didnt work correct anymore. I fixed those and a couple of other things in this mod here. After all the original files were like 2 years old and the thingy was to awesome to be abandoned. Have some fun
  16. Version 1.0

    260 downloads

    Hey there, and welcome to my mod I proudly present my latest set of orcish armors: my "Horde Armor". For another mod I'm working on, focusing on orcs, I needed more gear to diversify the looks of planned strongholds. The first result are those armors here, 4 lines with each armor, gauntlets and boots. The sets are interchangeable and offer a variety of looks that blend in with the regular orcish in-game armor. For now there are only male sets. On female chars it looks like regular orcish armor, also when dropped on ground. The female version and the go-files (appearance when dropped) will come at another time. There is also a chance that further armor variations and / or clothes will be added, so stay tuned. This mod was tested on max-muscular weight male chars only, due to lack of spare-time. The armor pieces can be crafted under the orcish section of any forge. All are craftable, temperable and enchantable. Lore friendly and ballanced, as usual. Have some fun ************************************************************************************************ Q: Will there be any updates? A: Yep. Quite some planned. ************************************************************************************************ Credits: Ragna_Rok from TESAlliance for creating this mod. All the creators of the countless Tutorials on TESA, thx for sharing and teaching your knowledge <3 The guys that made Blender, Gimp, DDS-Converter, FO3Archive, WinRar Bethesda for Skyrim and the CK Permissions: NO CHANGES, NO MODIFICATIONS, NO REUPLOAD! Mirrors: TESAlliance, DarkCreations (and in case the issue with SniffoTheKhajiit gets sorted out, Nexus). I advise strictly to not use my mods when you get them from another source. Only one exception for now: I allow the Nexus-Member named "SniffoTheKhajiit" to reupload this mod to nexusmods.com. If anyone making a new-land-mod wants to use those weapons for their mod then ask for permission to use them by contacting the author (Ragna_Rok) on tesalliance.org, usually those kind of mods get supported with most of Ragna's gear, it's mainly about keeping track on what gets used where. Every permission given will be stated right here in perms on the mods main release page on TESAlliance. ********************************************************************************************* CHANGELOG: 1.0 -- first release, 4 armors, 4 boots, 4 gauntlets
  17. Hello good people of TES Alliance! I've created an armor mesh from scratch, imported into Skyrim, and have come across a particular problem that I've yet to find a solution for. Q: Why is the entire character mesh darkening and flickering whenever I equip my custom built armor? The following is a list of information that might help you provide an answer: The armor occupies three parts of the character: the body (SBP_32_BODY), the forearms (SBP_34_FOREARMS) and the calves (SBP_38_CALVES).The entire armor mesh is comprised of three chunks named body, body-armor and limbs.The body and body-armor chunks are hand made and share the same BSLightingShaderProperty values as the orcish armor (cuirassm_1.nif).Custom textures were created for the body and body-armor chunks in the .DDS format (diffuse/opacity & normal/specular).The limbs chunk has been taken from the male body mesh (malebody_1.nif ) and uses the approriate BSLightingShaderProperty and textures.In NifSkope the NiTriShapeData has normals and the BS Num UV Sets are set to 4097 (save for the limbs which have no normals and are set to 1).Updating the Tanget Space for each chunk in NifSkope did not resolve the issue.Each piece of the mesh shared the same smoothing group when exported from 3ds Max.When uploaded to another engine and using the same maps the armor displays correctly.One note of particular interest is that darkening and flickering of the character mesh vanished after I removed the body and body-chunks from the .nif (essentially equipping just the limbs chunk). Any help towards resolving this issue will be much appreciated!
  18. Hello! As a learning test, I made a modified necklace by simply replacing the amulet circle with a different shape. I followed the armor tutorial closely, since they are so close. For amulets there is only 1 skin partition block in the NIF (SBP_35_AMULET), which is the whole object, and 3 bones. I created a vertex group, and named it BP_BRAIN per the Fallout > Skyrim chart, but it never ends up in the NIF. All of the bones / weight copies from the original instance of the object and makes its way into the NIF just fine, but it's missing the BSDismemberSkinInstance block to tie it all together, so it just ends up being invisible in game. I cannot for the life of me figure out what to do, and I scoured Google / forums trying to find a specific amulet tutorial for Skyrim, to no avail. I spent 6 hours going in circles, it feels like such a ridiculous thing to be stuck on, but I don't want to quit trying to make mesh mods yet (though I'm getting quite close ) Thanks!
  19. Ok I know there are tutorials out there on creating and setting up weapon plaques and racks. But my question is some of the mods out there have a shield and swords mounted on wall but they are scaled. So I have a daedric sword and shield that I want to mount on the wall. I have scaled them so they are huge. They are not meant to be items that can be picked up for inventory. I want them fixed to the wall as a display item. But when I go in game they fall to the ground. How do I get them to stay on the wall perminenty as just ornaments. Like a painting? Thanx in advance Racerx240sx No worries I figured it out.
  20. I've got an annoying little problem - I'm trying to edit a mesh for the Bone Hawk Amulet from Dawnguard to sit up a little higher on the character than it does normally - currently most of the amulet is clipping through the armor mesh so only the skull is visible. The only problem is I can't find for the life of me which setting changes its height - logically it's the Z-axis, because when I open the mesh in Nifskope and tweak a Z-axis connected to the mesh's shape, it pops up higher; but when I look at it in-game it remains in its usual place. Is there something I'm missing?
  21. SCARCITY - Less Loot Mod - From the Maker of Character Creation Overhaul and Random Alternate Start Author: Syclonix Current Version: 1.0.0 Download at Skyrim Nexus If you enjoy this mod please Endorse it! DESCRIPTION: It's no secret that Skyrim's economy is broken--Worse yet, the more weapon/armor/creature mods you add to your game the more disproportionate Skyrim's economy becomes. Scarcity fixes this problem by reducing the amount of loot in-game and making finding rare items rewarding once again. There are less weapons and armors lying around, potions and gems are scarce, and enchanted items and magic staves are now genuine treasures. Moreover, it reduces loot so you don't have to keep making trips to the same cleared dungeon again and again just to haul everything back. Overall, Scarcity makes loot 4x less likely to find inside containers, dead creatures, and dead NPCs, and affects everything from arrows to lockpicks to scrolls. It will not touch quest-related items or items equipped by NPCs (as opposed to unequipped loot) so that fights will still be tough. It also does not touch gold (use kuertee's Gold adjustment mod for that). Best of all Scarcity is fully compatible and will integrate well with all other mods, even those altering levelled lists (see "Compatibility" section). In the future versions I will make the rarity of loot adjustable either by separate esps or MCM menu and also add Dawnguard and Dragonborn support. COMPATIBILITY: Scarcity is fully compatible with all other mods that add items to the game or alter existing levelled lists. All you need to do is include it in your Bashed Patch (see "Installation"). Scarcity will apply to all mod-added items that utilize Skyrim's vanilla levelled loot lists. Scarcity will not touch mod-added items that are outside of loot lists; for example Scarcity will not affect NPCs equipped weapons and armor, only the additional weapons and armor they might drop upon death. RECOMMENDED MODS:Gold adjustment by kuertee - The inspiration for this mod! Scarcity affects all item types but you can use kuertee's mod to further tweak occurrences of certain items as well as gold.Trade and Barter by kryptopyr - Essential mod for balancing Skyrim's economy and adjusting it to your liking. I use fBarterMin 3.5, fBarterMax 7.5, and -40% Buying Price Adjustment to make it worthwhile to only sell items above a 10:1 Value/Weight ratio, while keeping buying prices close to vanilla, and making Speech skill more valuable.Reduced Gold Rewards for Quests by mjharper - Can work alongside kuertee's mod if you don't want gold from quests removed dynamically because of the immersion-breaking "Gold Removed" messages.Morrowloot by Trainwiz - Highly recommended. Removes high level armor/weapons/items from levelled lists and places them physically in the world where they make sense. Unfortunately, it also removes crafting recipes for high level armors, but you can edit the mod yourself to add them back in or use the Morrowloot - Nwah Edition below.Morrowloot - Nwah Edition by Kotep - Same as above with the ability to craft high level armors, but not up to date.Morrowloot - Unofficial Dawnguard Patch by Scyantific - Removes Daedric weapons/armor from Dawnguard Dragons in Dawngaurd.Skyrim Scaling Stopper by David Brasher - Highly Recommended. Enemies and loot don't level with you, instead you have a chance to encounter all levels of enemies/loot. More difficult. More rewarding. Use a Bashed Patch to make it work with Morrowloot.INSTALLATION:Download using Nexus Mod Manager or download manually and copy all files in the 'Data' folder to Skyrim's 'Data' folder then enable the 'Scarcity - Less Loot Mod.esp' file.(OPTIONAL) If you use Wrye Bash, include this mod when creating your Bashed Patch, but DO NOT use any Bashed Tags. LOAD THE MOD RIGHT BEFORE THE BASHED PATCH.(OPTIONAL) If you are also using TES5Edit DO NOT include this mod in your Merged Patch.If you do not use a Bashed Patch I suggest loading this mod close to the top of your load order, before mods that add items to the game otherwise you may not see those items show up. Note, however, that without the Bashed Patch you may not get all the changes from both mods. UNINSTALLATION: Disable the mod manually or uninstall using Nexus Mod Manager. Any containers you have already encountered will respawn their contents regularly after the default cell reset period (usually 10 game days). UPDATE HISTORY: Version 1.0.0 - Released January 2nd, 2014Initial Release CREDITS & PERMISSIONS:The source code for this mod is included for personal use. Please do not publicly modify or redistribute this mod without my permission.Thank you Bethesda for making my all time favorite games and providing us with the tools to mod them.Credit goes to kuertee's Gold adjustment, and theNiceOne's Enhanced Economy mod for Oblivion for inspiring the ideas behind this mod. "This is real love—not that we loved God, but that he loved us and sent his Son as a sacrifice to take away our sins." -1 John 4:10
  22. Hello all, Holy moly, I ran across this site and became supremely happy. Great site, looks like it has a very active community as well. I will try to be active as well! That being said.... Sigh*....I'd like to preface my question by saying I've looked all over for answers. I have found none. These days, lots of folks tend to ask questions first before doing any investigating on their own. Just wanted to say, I've made a legitment research attempt. You can flame me if I've missed something obvious. I had an ambitious mod idea in early 2012 and it has sparked my interest again. I failed to get anywhere with it due to confusion and feeling overwhelmed. I'm reaching out to you folks for guidance. SAD - Skyrim Armor Dyes....was the mod I invested a lot of time in designing, planning, working out the logistics, etc etc. Skryim needs an armor dye system. That being said, its obviously going to have to be a 'faux-dye system', if you will. Colors cannot be applied to specific sections on armor because the game engine isn't designed to do so. The textures themselves have to be recolored/edited and a new item must be inserted into the worldspace, whether it is through crafting, loot, or a replacer version. I'd like to reach out and start with a fresh state of mind. Perhaps I missed something long ago and maybe my idea can be done, via scripting. I don't expect anyone to hold my hand and write out a script for me. I'm prepared to do my homework again and learn the necessary skills to make this happen, if its possible. Its the feasibility that I'm questioning. I have two scripting questions: 1. Via scripting, is it possible to swap out a texture with another one in-game on the same, one model? The logistics of having some sort of activator, etc etc, I can learn. But is it even possible to swap textures in-game? Forgive my ignorance, but at 'run-time' upon starting the program, doesn't this sort of block any alterations like that? Does that question even make sense? >> (This would inevitably save so much time versus using Creation Kit to create each and EVERY single new item with a recolored texture variant...think of it, 4 pieces of armor to a set, multiplied by the number of color variations, multiplied by the number of vanilla AND custom/new armor sets from modders!!!) If you could simply switch out the texture on a model...that'd be awesome. 2. If I must actually create new items...with different color variants/designs, then so be it. Is it possible, at this point, to switch out armor pieces via scripting? Can you design a script to remove a piece of armor from your body and replace it with another one...all in one instant? Would it have to be in your inventory, or could it be while its equipped? Say, the scenario is, (and I haven't worked out the logistics of "applying the dye" yet) you consume a Dye Kit, or Red Dye...whatever the hell it is...and upon consumption, I will have desigend a dialog box to pop up and allow you to select which equipped armor piece to "apply the dye" to...sort of like the enchantment process. When you select an armor piece...YOUR armor is removed from your body, and is instantly replaced with the colored variant...thus, in-game, it feels and looks like you have "applied dye" to your armor. Some of details were worked out over a year ago...I was going to have dyes, paints, plans, etc etc, which could all be found in loot throughout the world, and even allow you to craft the dyes by harvesting the appropriate ingredients throughout the world. This was all being done in a lore-friendly manner by steering clear of ridiculous, brightly colored armors (neon green for example) and adding immersion to the process of obtaining colored variants rather than just click a button or two in the crafting table. Before I embark on this mind-numbing endeavor, I'd like some friendly input. Realize I'm talking about creating multiple color designs for like 20 armor sets, so if I do, say...only 6 colored variants of each armor set...that's 480 textures and 480 new freaking items I have to create by hand in the Creation Kit. Hopefully I can learn something about scripting to improve the workflow of this project. Thanks for your time and I apologize for the length of my inquiry. Dustin
  23. 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
  24. 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).
  25. Hi guys After surfing the web for a while I stumbled upon this: http://www.turbosqui...mour-obj/722076 It is the perfect gothic plate armor ever made it into 3d. I am determined to obtain it and share with the community. Ininitally I wanted to put my paypal account on here but I do not know wether or not it is ok to do so. If any admins happen to come accross this thread please contact me to see what we can do. I'm fine with someone with more credibility handle the money. I will put down 45$ for it. All we need to raise 200$ and this gorgeous model would be ours. If you are not and admin please try spreading the word. Thank you and have a great day ededed117
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