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  1. I imported an obj and exported it to a nif through blender, got it textured. Everything looked good, then I tried it out in the CK. The nif is a new creature i found the model off a blender site i got a fitting race made it a armor set, etc, and it shows up in the little preview window just fine, as i show in the pics, but when I dragged the enemy into the Render Window, he is invisible. he's there and everything but just cant be seen. Not sure why, can anyone take a look at it for me? If someone would like, this is all the files < : SmilingTitan1.nif a5mi4-ieig1.dds a5mi41-ieig1.dds
  2. Here I have a screenshot that I grabbed while watching a tutorial on YouTube... There are [2] "things" here that I'm totally JELLY that I do not have available in my own editor; several attempts to locate the aforementioned (in-vid) download have ended in failure. I don't even want to THINK about how many [ini] files I've read thru over the last 24 hours! So far, I'm near certain that I've either been (a) unable to locate the line as I'm not sure exactly what it would include to begin with... or (b) attempted to locate this "fix" too late, and it's no longer included with the ini files available to download. Anybody know what lines these beauties would require, and their placement within [ck/ckprefs] the ini? In case it's too small for some to see, here's the 2 features I'm chasing down: [1] Stacked Tabs in Editor Boxes/Dialogs [2] Show..."*"...Only Option
  3. I have questions --- sooooo many questions --- on the topic of "custom voices" [dialogue] for NPCs & player's character as well. Here's a few just spit out from the tippy-top of my "head": ~ What the HECK is a FUZ? Where can I get said-"FUZ" tools, and a miracle that it'll be easy to figure out/learn to use correctly? ~ What's their line... lines... if I were wanting to re-voice the vanilla dialogue for some of the player-follower interaction lines. ~ If I wanted to take some recorded "WAV" files and alter the pitch/tone of the voice, which (free) tools would be easiest for making such adjustments? PS- I'm without a bit of know-how when it comes to all those sliders 'n knobs I've seen on some tools before! ~ What the fudge am I getting myself into now; Kratos' mods are haunting me apparently. With that last question (which I'm sure nobody will ever have the answer for) gives away the voice I'm hoping to capture and bring to the mod(s) to set our Kratos/Kratas apart from the knock-offs/others that are available. This is also assuming one of the authors from aforementioned "others" doesn't see/hear about this plan 'n beat me to it.... But --- I digress --- I'm sure I've got the CK portion pretty much figured out from the various forums & videos online. It's really everything else up to that point that I'm in the dark about. I'll greatly appreciate whatever info regarding this topic that's available; even if it may come with an asterisk/heads up! Any-n-all related miscellaneous info or unconventional little tips/tricks that may help me with this endeavor are equally appreciated!
  4. I just re created my mod for the 5th time, not to mention the 'mini' re creations. This means my mod is 2 years old with nothing to show for it because of these hideous errors that sneak attack me. This time, I want to open a dummy book and click on 'leveled items' tab so I can spawn a book I created. I can't. Why is my kit crashing when opening this tab? This does not happen if I only load the master files. It happens in my mod. I did not make any fancy item that would cause this. I have a faction mismatch, but I don't see how that comes anywhere close to being a problem for this. I don't know what to do in TESV edit other than create filters and press 'check for errors'. Sadly, with my bad luck, I somehow lost the 20 phases I saved, just to protect me from this dreadfulness. If I can't fix, I have to start over.
  5. For anyone who has played or seen a Warhammer tabletop battle...I just wanted to see what it'd be like to make one in Skyrim. I've seen chess boards and pool tables...thinking this is at least unique Need to clean it up and reduce the textures/meshes (at 750MB now!)...just finally downloded Nifscope and Gimp...now to learn to use them. Plz let me know any feedback/ideas. Thanks, http://tesalliance.org/forums/index.php?/gallery/album/513-warhammer-fantasy-battle-in-skyrimwip/
  6. PROBLEM: However, this does not fix the problem for me! I can load any other mod or no mod and the markers are shown fine. As soon as I load my mod, they are gone! I dont have any backup and I just worked about 2-3h non stop on it and I really dont want to redo everything! I also look through it with TES5Edit, but I couldnt find anything!But then again, what am I even looking for? Please, anyone who knows how to fix that, please let me know! -W. PS: hitting M repeatedly and desperately does not help.... HOW TO FIX IT: After playing around quite a while with CK and TES5Edit, I was able to fix the problem by deleting the Navigation Mesh Info Map with TES5Edit, then create an empty new esp with CK and merging the the esp where the dots arent shown with the empty esp. Opening the merged esp and the dots are there again! Maybe someone else has this problem in the future
  7. Hey All! I am quite new to Skyrim modding, I am following this tutorial: () wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 I have finished everything stated in it - carefully - , but there was a difference that occured: in the step when exporting the things from blender to .nif, after I opened the new .nif I got this way, there wasn't any "Scene Root node", instead there were everything else normally, just how they should look like inside the "Scene Root node". So I continued, leaving out the step: deleting the "Scene Root node". Everything seemed normal, but when I tried using my .nif file in the Creation Kit, it crashed... And every single time afterwards too. You should also know, that I made some extra steps while working in blender: - After importing the basic .nif file into Blender 2.49b, I saved that .blend file, then opened it up in Blender 2.7a. - I made changes on the mesh, assigned a material, made my UV map, then made a new .dds texture (plus its friends: n&m ). - I exported what I made to .obj. - Then I imported the .obj into Blender 2.49b, and continued the process normally, as in the tutorial. I am using Blender since a year now, and like it much much, so I really don't want going off to 3ds Max. Please help me if you can, I am open to a nice explanation BTW, here is my file: https://docs.google.com/file/d/0B2mg8nscLY4rXzdoTHVtMTRSbUE Thanks for Your time and help!
  8. 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.
  9. 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.
  10. From the album: CK Homework

    Alchemy corner in the cellar .
  11. From the album: CK Homework

    The wood chopping block and piles of wood as well as an axe embedded in the wood chopping bloxk. Serana demonstrates that she is good for chopping wood if nothing else.
  12. From the album: CK Homework

    A well with buckets for drawing fresh water as well as a lantern.
  13. From the album: CK Homework

    A farm bench on the end of the porch near the door with animal skins, some raw meat, leather strips, a lantern, and a hammer. An animal pelt also hangs on the wall.
  14. From the album: CK Homework

    More fencing, another lantern on a post, and a cart filled with cabbages and gourds. They were artistically placed, then Serana decided to take a stroll through the cart and scattered them everywhere.
  15. From the album: CK Homework

    A stable for a single horse, a lantern on a post to guide weary travelers along the road at night, and some fencing.
  16. From the album: CK Homework

    An overview of the outside of my inn.
  17. From the album: CK Homework

    A closer look at the small stable as demonstrated by Arvak and Barbas.
  18. From the album: CK Homework

    The working bench on the front porch as demonstrated by my Khajitt Sylrisson and Serana along with a hanging pelt.
  19. From the album: CK Homework

    A closer look at the barrels by the stairs with a small sack, saw, bottle of mead, and a large pile of firewood underneath the porch. The barrels are respawning barrels, one spawning fish, one spawning food, and one spawning alchemy ingredients. The small sack spawns food.
  20. From the album: CK Homework

    A closer shot of the crates around the stairs and underneath the porch along with a large sack.
  21. From the album: CK Homework

    The front door marker of my inn linking the inside and outside doors, now adjusted to be closer to the door.
  22. From the album: CK Homework

    The well along with some buckets for drawing water and a lantern.
  23. From the album: CK Homework

    A small stable for a single horse with loose hay in the stall, a bale of hay nearby, a bucket for water, another fence, and another lantern post.
  24. From the album: CK Homework

    Some fencing along the road along with a lantern hanging on a post to light the way for travelers. A cart full of cabbages and gourds sits by as well.
  25. From the album: CK Homework

    The door marker inside my inn linking the outside and inside doors, positioned where the player and NPC's will appear when they enter the inn.
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