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Found 22 results

  1. Version 1.0.0

    1,131 downloads

    Versión española: http://tesalliance.org/forums/index.php?/files/file/1957-falmeroon-legacy-of-the-snow-elves-spanish-version/ FALMEROON Legacy of the Snow Elves By Mr. C. Racer Since Bethesda released Dawnguard, it felt wrong that there was no snow elf ruins anywhere in the province, and that's why I made this mod. The logic I've followed is that the nords and their dragon masters burnt everything falmer-related they found to the ground; thus, you'll find most of my ruins in snowy places (they were the snow elves, after all), and very out of the way. If you can't (or lack the patience to) find them, you can spoil yourself their locations with the included text file. But ruins is not the only thing adventurers live off. The mod also includes: - New dungeons, some of them configured for radiant quests. - New lore books, written by yours truly. - New loot. - New enemies. - One simple quest. ------------- COMPATIBILITY ------------- 1. The mod is compatible with all my other mods but one: A Fitting Throne for Vyrthur. If you're using it, you can deactivate it because the throne is already included in Falmeroon. 2. The new books are included in the vanilla leveled lists so you can find them while playing. Which means, if you're using other mods that change the same lists, you'll need Wrye Bash to make them work together through a bashed patch. 3. I don't have Hearthfire so I can't test for incompatibilities, but considering how out of the way my ruins are, I expect very few, or none. 4. Other incompatibilites may arise (like other mods using the same exterior spaces). I'll deal wit them as they come. ------------ REQUIREMENTS ------------ - Dawnguard DLC. - Dragonborn DLC. - Fuz Ro D-oh - Silent Voice by shadeMe, if you want to be able to read the new dialogue. ------------ INSTALLATION ------------ Unzip all the files and drop them on your Skyrim/Data folder, overwriting if asked, and activate the plugin in the Skyrim launcher. The file has been fully cleaned with TES5Edit 3.0.32. ---------------------------- BUGS / THINGS TO BE AWARE OF ---------------------------- 1. Some exterior cells lack a navmesh because Bethesda didn't build it. As touching it is very dangerous, I've made only minimum changes, so you will find some locations where your companions can't follow you. It doesn't bother me because I never use companions, but if you do, just tell them to wait. 2. Likewise, although all dungeons are completely navmeshed, there're some very simple platforming parts where your companions will get stuck. Sometimes a little force push will help, sometimes it won't. ------- HISTORY ------- Version 1.0: First version. ------- CREDITS ------- - New snow elf pieces and furniture: original models and textures by Bethesda; retextured by Mr. C. Racer. - Welkynd stone planter model and textures: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/). - Auriel medallion model and textures: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?). - Gehenoth model and textures: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?). --------- THANKS TO --------- - All the people whose free models I've used. - The people at the official Elder Scrolls forums (CDM_, cdcooley, s7o) for helping with scripting. - The TES5Edit team. - Bethesda.
  2. Version 2.1.0

    224 downloads

    A small mod that makes citizens in a village or city run indoors during a random vampire attack. This includes eclipse attacks as well. This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking master vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of the undead. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead. This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine. Guards, members of The Companions, Vigilants of Stendaar, the Dawnguard, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC.
  3. Version 1.0.0

    22 downloads

    English version: http://tesalliance.org/forums/index.php?/files/file/1956-falmeroon-legacy-of-the-snow-elves/ FALMEROON Legacy of the Snow Elves Por Mr. C. Racer Desde que Bethesda publicó Guardia del Amanecer, se me ha hecho raro que no hubiera ruinas de los elfos de la nieve en ninguna parte de la provincia, y por eso he hecho ésta modificación. La lógica que he seguido es que los nórdicos y sus amos dragones quemaron hasta los cimientos todo aquello que encontraron relacionado con los falmer; por tanto, encontrarás la mayoría de mis ruinas en lugares nevados (al fin y al cabo eran elfos de la nieve), y muy apartados. Si no puedes encontrarlas (o te falta la paciencia para ello) puedes arruinarte la sorpresa y mirar sus localizaciones en el archivo de texto incluído. Pero no sólo de riunas viven los aventureros. La mod también incluye: - Nueva mazmorras, algunas de ellas configuradas para ser usadas por las misiones radiant. - Nuevos libros, escritos por un servidor. - Nuevo botín. - Nuevos enemigos. - Una misión simple. -------------- COMPATIBILIDAD -------------- 1. La mod es compatible con todas mis otras mods excepto una: A Fitting Throne for Vyrthur. Si la estás usando, puedes desactivarla porque el trono ya está incluído en Falmeroon. 2.Los nuevos libros están incluídos en las listas niveladas vanilla para que puedas encontrarlos mientras juegas. Lo que significa que, si estás usando otra mod que cambie las misma listas, necesitarás Wrye Bash para hacerlas funcionar juntas con un bashed patch. 3. No tengo Fuego del Hogar así que no puedo probar si hay incompatibilidades, pero considerando lo apartadas que están mis ruinas, espero que haya muy pocas o ninguna. 4. Puede que salgan otras incompatibilidades (por ejemplo, otras mods usando los mismo espacios exteriores). Me ocuparé de ellas según aparezcan. -------------- REQUERIMIENTOS -------------- - Dawnguard DLC. - Dragonborn DLC. - Fuz Ro D-oh - Silent Voice por shadeMe, si quieres poder leer los nuevos diálogos. ----------- INSTALACIÓN ----------- Descomprime todos los archivos en la carpeta Skyrim/Data, sobreescribelos si te lo pide, y activa el plugin en el lanzador de Skyrim. El archivo ha sido limpiado completamente con TES5Edit 3.0.32. ------------------------------ BUGS / COSAS A TENER EN CUENTA ------------------------------ 1. Algunas celdas exteriores no tiene navmesh porque Bethesda no la creó. Como tocarla es muy peligroso, sólo he hecho cambios mínimos, así que encontrarás algunas localizaciones en las que tus compañeros no podrán seguirte. A mí no me molesta porque no uso compañeros, pero si tú sí lo haces, diles que esperen y ya está. 2. Igualmente, aunque todas las mazmorras tienen navmesh, hay algunas partes con plataformeo muy simple en las que tus compañeros se quedarán atascados. Algunas veces ayudará un pequeño empujón con la fuerza, otras no. -------- HISTORIA -------- Versión 1.0: Primera versión. -------- CREDITOS -------- - Nuevas piezas y muebles de los elfos de la nieve: modelos y texturas originales por Bethesda; retexturizadas por Mr. C. Racer. - Modelo y texuras de la piedra Welkynd: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/). - Modelo y texturas del medallón de Auriel: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?). - Modelo y texturas del Gehenoth: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?). --------------- AGRADECIMIENTOS --------------- - Toda la gente cuyos modelos gratuítos he utilizado. - La gente de los foros oficiales de Elder Scrolls (CDM_, cdcooley, s7o) por su ayuda con los scripts. - El equipo de TES5Edit. - Bethesda.
  4. Version 2.17

    513 downloads

    These files contain a variety of clean saves for Skyrim. All saves were created only with the Skyrim and Update files and specified DLC. No quests/quest lines were completed except those named, the bare minimum of prerequisites, and Way of the Voice where applicable. Random encounter quests are in the journal but no progress towards their completion has been made. Klimmek may have had his quest completed because... why not. PM or Comment with requests. You will most likely be over-encumbered when you load these saves. I picked up just about everything of value (most non-crafting supplies were sold). No skill books have been read on any of these saves due to the Dragonborn DLC ability which grants two skill points from every skill book. All saves contain only level 1 characters and will be compatible with the showracemenu command. See Support section for How To. Clean saves will only work with Skyrim and are not compatible with any DLC's except for the texture packs. Dawn saves will only work with Dawnguard and are not compatible with vanilla or any other DLC's except for the texture packs. Total saves will only work with all DLCs installed and active and are not compatible with vanilla or only partial DLCs except for the texture packs. The texture packs are only compatible with a 64-bit OS. Starter Packs - Files are separated into a Vampire or non-Vampire starter pack. Vampires become infected at the "Unbound" save. Standing stone choices may vary depending on the active DLC's. Lycanthropy - These saves were made immediately after the Way of the Voice was completed and only involve the Companions up to your induction as a member of the Circle. Arvak - These saves get you to the most important point in the game... ARVAK! No more lost horses, dying horses (he's already dead), stupid horses, buying horses, ect. Files are separated into Vampire or non-Vampire selections. Vampires are aligned with the Volkihar, non-Vampires are aligned with the Dawnguard. Vampire saves have two extra checkpoint quests. Civil War - Civil War quest line complete for both Imperial and Stormcloak. Stormcloak saves done as a vampire/Vampire Lord as appropriate. These saves were made after Arvak is acquired for Dawnguard and All DLCs. Main Quest - Main quest line complete after Reunifying/Liberating Skyrim. Imperial Skyrim will be non-vampire and Stormcloak Skyrim will be vampire/Vampire Lord as appropriate. Dawnguard - Dawnguard quest line complete after defeating Alduin. All Paragon Crystals have been obtained but not all portals have been visited. Your destination directory should be something along the lines of - C:\Documents and Settings\<User Name>\My Documents\My Games\Skyrim\Saves or C:\Users\<User Name>\Documents\My Games\Skyrim\Saves List of Saves Requested Dragon Rising completed Completed for Vanilla, Dawnguard, and All DLCs. War storyline completed for both Stormcloak and Imperial Completed for All DLCs. Battle for Whiterun Completed for Stormcloak and Imperial for All DLCs. A completionist save with little to no dungeon crawling. See Support section for how to make your own! Support How to Change your Race/Appearance at Level 1 (See the Face Sculptor in Riften for past level 1 changes) First Open Console with the tilde (~) key. Type showracemenu and hit enter. Close the console by hitting the tilde key again. Change your race, name, and any other settings like you would when normally starting a fresh game. Any saves where the character is still level 1 will be able to do this but bad things happen if done on saves if you are not level 1. ShowRaceMenu user WARNING Changing your race through this menu will RESET all your skills to the new race's default. If changing your race from the default Nord be sure to use Player.SetRace <race ID> console command to change it and DO NOT use the ShowRaceMenu to change it. The available races ID codes are actually very simple and you won't even have to look it up! You may use the ShowRaceMenu to alter your appearance before or after using the SetRace command with no adverse effects. If you use SetRace after, you will retain the facial features of the previous race/gender. There are actually whole web pages dedicated to making hybrids in Skyrim this way - especially in enabling male/female features on female/male models (Argonian males have all the cool colors/spikes SO LET'S STICK EM ON A GIRL!) If you are having trouble with this, see bugs section for solution. An example - Player.SetRace BretonRace You are now a Breton with all your skills unchanged and the proper racial bonuses. or if you are a vampire - Player.SetRace BretonRaceVampire There are two codes for setting your proper race - use the other one and unpleasantness will occur. How to reset entered/cleared cells (miscellaneous .bat file available) Do not be in the cell you wish to reset (recommend finding an interior cell to sit in) Using the console - type pcb (this purges the cell buffer in case you entered the cell) then enter ResetInterior <Cell ID> where the Cell ID is either the Editor or Form ID (eg WhiterunUnderforge or 165A6 will both work) To set a location cleared find the Form ID and enter (only 165A6 will work) SetLocationCleared <Form ID> into the console. The miscellaneous .bat file if ran as is may crash Skyrim. It contains a list of all interiors including test cells, player homes, inns, guild halls, cells never accessible by the player, cells only visited once, ect. If it's an interior, it is in the file - all 728 of them. Cells are listed with their Editor ID alphabetically for the name of the location, eg. the cell TestTony has an Editor ID of AAADeleteWhenDoneTestJeremy so it is on line 615, instead of 1. I suggest using it as a reference to locate the cells you wish to reset. Modder Information To create a clean save you must have no loose script files and no .esp/.bsa files loaded (unless specific to your mod such as the Dragonborn DLC for a Solstheim mod). Textures and meshes are not saved in the game data but are loaded on demand and so will not effect creating a clean save. Loose script files (and possibly .bsa files in the main Data folder) should be contained in the Data>Scripts folder in the form of .pex files (not the Source folder - .psc files contained therein should not effect gameplay and are for reference by the Creation Kit and Modders). If you do not wish to delete your .pex files simply get them out of the way while you create your clean save - hide them in another folder, move them to another folder outside the Data folder, compress them, make it so that the game won't see them when it loads a save. To restore a corrupted/modified/removed Scripts folder simply verify the game files for the Creation Kit (listed in Steam under Tools). Bugs Serana has no "Follow me" option when she should. This is not from save game corruption but rather an oversight in the DLC's follower AI for Serana. It is fixed by entering setpqv DLC1NPCMentalModel LockedIn_var False into the console and speaking to Serana again. There is a miscellaneous file that contains a .txt file for this if you so desire. This file also contains a .txt to reset Serana's desire (or lack thereof) to cure her vampirism. Extract the .txt files to your Skyrim folder (not your Saves folder like the Clean Saves or the Data folder like with other mods) To execute these fixes simply load the save game you desire that has Serana in it and enter bat Follow and/or bat Cure into the console. During the Stormcloak side of the Civil War quests when Galmar first speaks to you, you will not be able to respond as a Nord if you are a Nord who is also a vampire/Vampire Lord. Choosing the second option "Skyrim is home to more than just Nords." will advance the dialogue in the same direction as it would have had you been recognized as a Nord and been able to respond accordingly. Changing your race to Nord and back to a Nord vampire may work but has not been fully tested. It appears to work and does not seem to break any vampiric abilities, positive or negative. Stage 3 vampires/Vampire Lords will experience some health/magicka/stamina regeneration (25%) instead of none with Dawnguard installed. This was fixed for vanilla vampires in an official patch which Dawnguard reverted. Feed or wait a day to reduce your stage below 3 or increase it to stage 4. Also available on The Nexus and AFK Mods.
  5. Download from TESA! Current Build 3.0 What It Is Ever accept the gift of Lycanthropy from the Companions? Love running around as a wolf? Hate using the Wait function? Now you can be the ALPHA Werewolf! All other werewolves are just childish puppies in comparison to your glorious might! This mod enables you to leave Beast Form at will! It also continues the vanilla Werewolf leveling progression to Claw Damage up to level 100 (up from 50). The Ring of Hircine will also grant you the Blessing of Hircine - a constant buff that allows unlimited transformations regardless if the ring is equipped or not! You must equip the Ring at least once to gain this ability. How it Works After you turn into a Werewolf, change back at any time by holding the F key (by default your Point of View key). Recommend only using after you have completed the Deadric quest for Hircine and obtaining his ring as a reward. This ring removes the cooldown on Beast Form allowing unlimited transformations to the still-wet-behind-the-ears pup. Optional Files Dawnguard version continues leveling not only the claw damage but the damage resistance to level 100 (up from 50). Manual Installation Extract the file to your Steam>steamapps>common>Skyrim>Data folder. Manual Uninstallation Remove the .esp and the .bsa file. Bugs Report possible bugs via PM or comment. Future Development Possible upgrade to damage/damage resistance/feed healing depending on popular opinion. Functionality for the removal of the Blessing of Hircine if Lycanthropy is cured. Xbox 360 controller compatible. Tester Needed! Compatibility and Requirements Will not be compatible with any mods that modify these files - PlayerWerewolfQuest DA05HircinesRing Requires the following programs to run - The Skyrim Script Extender Also available on Steam and The Nexus and AFK Mods Thread for detailed script/quest discussion HERE.
  6. aussie500

    The stray returns

    From the album: Aussie500

    Braggen had to go all the way back to an unmodded save in my quest to finish the house, which was ages ago when Dawnguard came out. Being a magnet for trouble he had to fight his way into the new house, and the horse vanished. The horse eventually came back down the road, must have run all the way to the mill. Thought Braggen had got him killed yet again. I am going to start fresh, and restore enough of my mods so playing as Braggen is not so exciting. He had retired from all that work, was ready for a nice peaceful life, fighting the occasional dragon or bandit.
  7. It just sounds so simple when you write it out like this. Enable Papyrus Logging - add to SkyrimEditor.ini Papyrus section Enable the use of the Dawnguard master file by the Creation Kit - add to the SkyrimEditor.ini General section Also add all the masters you want to be using ordered by release date in the Archive section. This line should already exist, we are simply elaborating on what is already there. You may need to add the DLC bsa files to the sArchiveList as well - I did. Add the player to a custom faction on equip - remove from faction on unequip. Remove the vampiric weakness to sunlight if it exists - reapply on unequip. I don't know about that faction one, but I definitely think the sunlight one is doable. Partially because the nexus has a mod that does that exact thing if you are wearing any kind of head gear. For normal vampires it turned out to be very simple - no scripts necessary. Simply find the Sun Weakness spells in the CK and add a condition to them in the same place where it checks to see if you're indoors, or if it's daylight or any of a number of things to see if you will be weakened by the sun. The condition to add is WornHasKeyword <your item(s) keyword here> == 0 This way if you aren't wearing the item (and the check = 0 because it's not on) then the sun will continue its relentless assault. But if it =/= 0 like when you ARE wearing it, sun weakness will not take effect. This condition must be added to all of the effects on VampireSunDamage01-04 spells. For Dawnguard Vampire Lords this begins to be more complex. The transformation sequence into Vampire Lord removes all of your armor and uses multiple scripts all of which are complex and not entirely perfect (go Bethesda). This will use the same concept as the condition check we did for regular vampiric Sun Weakness only instead of a WornHasKeyword check it will be GetGlobalValue <your global(s) here> == 0. This condition must be added to all of the effects on the DLC1VampireLordSunDamage spell. There are three items that continue to give their bonuses to the Vampire Lord while transformed and it does this using a global set by the transformation script. If you were wearing it when you transformed the global will be set to 1 - if you weren't it will not change from its default 0. There are several scripts involving the Vampire Lord transformation. The least risky and simplest way we could find was editing two of the smaller ones. We duplicated the DLC1VampireChangeEffectScript and the DLC1RevertEffectScript. We edited a little, added our code... and they wouldn't compile. The reason for this is that this game was made by Bethesda. The problem was a really tiny script named VampireQuestScript. It is missing properties for the LastPower and LastLeftHandSpell. But if you edit the VampireQuestScript in the CK - it will compile and quite possibly permanently break the vampirism scripts in your installation. So you have to find the script outside the CK - edit it (recommend using Notepad++), and add the missing properties before you can even start going anywhere with ANY Dawnguard vampirism script changes. To access scripts from the Creation Kit you must first move them out of their respective subfolders and into the main Source folder. Then from within the CK you go to Gameplay>Papyrus Script Manager> and just search for any script you like from there. So we start by declaring the following properties in VampireQuestScript OUTSIDE the Creation Kit. Add them at the end of the script to be safe. Then we need to create a global to use - Vampire Lords don't actually wear any of their items, they use globals to keep track of what abilities and bonuses they should be getting from those items. Now we need to declare the relevant properties in the two scripts which should be renamed copies, never the original scripts. BoethiahsVampireChangeEffectScript needs both the Armor Property (which should be the unique keyword we used in the vanilla vampire solution) and the GlobalVariable Property with a p in front if it (which is the global we just made - don't ask me what the p means, it just works). Declare these properties at the top with the other properties, any order. BoethiahsRevertEffectScript only needs the GlobalVariable Property. There is only one event in each of these scripts. For the Change script we will add the following code before the final endif. For the Revert script we will again add the following code - this one's a bit easier because you can see where the Globals are reset from the other items the Vampire Lord can wear, just tack yours on the end of it. Don't forget to compile - this catches most typos and other minor errors and means your script will show up when you want to add it to anything.. Now we will look at the original Revert and Change scripts to see where we need to put our reworked scripts. Right click>Use Info in the Papyrus Script Manager. The Change script is being used by DLC1VampireChangeEffect, a magic effect. Open it up and Add our new script to it. Select our script's properties and Auto-Fill them - if any don't fill be sure to compare it with the still present unmodified script and when you are satisfied Remove the old script. Don't forget to hit OK before closing the window. The Revert script is being used by DLC1RevertEffect, another magic effect. Again, Add our new script, Auto-Fill properties, Remove the old script, and hit OK. Save your mod and you now have working vampirism protection with full Dawnguard compatibility!
  8. deathknowz

    Ruin

    From the album: death knowz

  9. 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!
  10. I'm currently trying to get the mesh seen below into the game, it's a modification of the death hound mesh (VampireDog.nif is the file) and i'm having trouble getting it to work with the animations, i've been trying to get it to work the past week and i'm right on the brink of given up and start on something else. at first i wanted to make the death hound a mount, when i succeeded doing so, i thought of messing alittle with the mesh to make it look more unique, that took me little under 2 hours and now i've used several days just on getting it to work, i got the skin in the game, which was way harder than it should and now the animations are the only problem. i'm new to 3d modeling, so please before you go and say something like "oh, then you should try to do some basic tutorials and then come back" that right there is absolutely not encouraging and i'll rather be free of that, i just want some help on figuring out what is missing or what i have done wrong, since it doesn't work.. so hope i'll get some help, if there is anyone here that knows how to do meshes as that seems to be a rarity ^^' http://tesalliance.org/forums/index.php?/gallery/image/24138-demonhorse1/ Download mirror for the nif file>> http://skyrim.nexusm...download/108165 (i couldn't figure out how to attach files on this site)
  11. From the album: RonRay33-etc

    Master of Volkihar Keep after killing Lord Harkon.
  12. Si-Shen

    Oooo Shiny

    From the album: Shen's Screenshots

    Sakura and her new shiny... it sparkles... seriously the gem has an animated effect. Sakura loves her new shiny

    © Si-Shen

  13. Si-Shen

    Admiring the View

    From the album: Shen's Screenshots

    Sakura admiring the hot view... and avoiding going for a swim.

    © Si-Shen

  14. Si-Shen

    Bubble and Boil

    From the album: Shen's Screenshots

    Bit too hot for a swim I think.

    © Si-Shen

  15. BaconFlips

    Slice

    From the album: Bacony Goodness

    Cutting down the Gargoyle
  16. BaconFlips

    Blue Steel

    From the album: Bacony Goodness

    Thanatos striking a pose, channeling his inner Derek Zoolander, after slicing a Gargoyle's throat. I don't know why, but I find this screenshot hilarious
  17. BaconFlips

    Curb Stomp

    From the album: Bacony Goodness

    Thanatos curb stomping a Gargoyle.
  18. From the album: Shen's Screenshots

    It's already dead so I can't kill it right? No it's not a mod, it is in game (Dawnguard).
  19. From the album: Shen's Screenshots

    Just a cave... I apparently have a thing for caves...
  20. Si-Shen

    Winter Wonderland!

    From the album: Shen's Screenshots

    Someplace much cooler and more comfortable then where I am right now.
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