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Found 12 results

  1. Hello Everyone! This is Hannes821 from "Atmora calling" and i would like to introduce you to our project, we have been working with a bunch of people for months on! now we want to finalize and you got the chance to join in the last 10% of the making! it is going to be an immersive, lore friendly high-level, arctic and a bit horror-like survival game experience based on Frostfall and Ineed; also bringing in the lore of the Dragon wars and the ancient nords! the first video will show you what you can do, and what tools you would need; http://www.youtube.com/watch?v=hdmRl3m_q1A the second video will show you the idea a bit deeper; http://www.youtube.com/watch?v=jVTp_UuuOIo we also have a nexus page, http://www.nexusmods.com/skyrim/mods/68189? a big forum, http://atmora-calling.freeforums.net/ a steam group for instant group communication and a facebook profile for publicity!
  2. What is the shire mod? The shire mod offers a new worldspace to Skyrim, largely inspired by a location in J.R.R Tolkien's book series known as "The Shire." The original idea was rather simple actually, a few villages, some NPCs, and a tiny new land to discover was all that was needed, shouldn't have taken more than a few months. But from there we expanded our goals, striving to achieve the same level of excellence Tolkien himself poured into his own work . Now we're adding a buildable playerhome, customized enemies, new races, unique dungeons, a new food crafting system, a player-choice driven questline, and many more subtle things. The worldspace itself has also been vastly expanded as well, it now uses a 64x64 cell worldspace, which has been entirely designed by hand in order to optimize immersion and beauty. What isn't the shire mod? Pretty much everything except what was stated above. Aside from that, we are not another MERP or Middle Earth project in disguise. We've already established the shire's borders, and they are NOT to be expanded upon. Also, we are also not associated with Tolkien, The LOTR, Warner Brothers, New line Cinema, or any of their affiliates or licensees. More information will be added when I find a good place to move our disclaimer from the Nexus Thread. When will this be released? We have three versions of the mod currently planned, the Alpha, Beta, and final. The Alpha will include the playerhome, worldspace, enemies, (some) dungeons, races, and the crafting system. That was originally planned to be released openly by January 1st 2016, however we now suspect somewhere between March-June 2016. The Beta will include quests, and while it is a long shot to determine its release from now, I'd expect it no later than December 2017. The final will include all bug fixes for bugs that the beta will undoubtedly create, and unlike the beta, the final will be released openly. Estimated about a month or so after the beta's release. What will this mod require? Skyrim, and its latest update. Our goal from the beginning has been to keep those as our only requirements. We may make a heathfire add-on or similar optional files, but the main file will remain the same as originally planned. Will this be compatible with my other mods? We certainly hope so! Everything we've edited has either been in a custom cell, or is a custom item. I'm sure it will be incompatible with a few mods, but we'll try to keep that number to a minimal. How can I keep updated on this mod's progress? I have added a topic to the board that allows you to follow the mod's development. More (for different topics) may be added in the future, but as for now it will all be crammed into one thread Here What are the details of the main quest/storyline? I had always tossed around the idea of changing and expanding the shire mod into something a little more significant. Then when I met Gerben Grave, a professional game writer, scholar and enthusiast based in The Netherlands, I realized I also wanted to create a unique gaming experience that people would remember long after they’ve played. And thus, the questline was born. Since then, we’ve developed a story that combines the choice-making features of Skyrim, with similarities to the themes and atmosphere of Tolkien’s marvelous world. The storyline follows five overburdened Rangers tasked with keeping evil out of the shire's borders. As the forces of darkness continually grow stronger, each Ranger's loyalty and strength is tested to the limits. But the Evil at hand is far fiercer than five can hope to defeat. That, is where the player comes in. Given that the storyline changes drastically depending upon the player's choices, it is he that will decide shire's fate. As of now there is a Good Main quest, Evil Main quest, and both good and evil side quests planned. Along with fully developed Ranger personalities and backstories, a regard system for each (Very similar to Arissa's), and plenty of entertaining dialogue (both comical, and dramatic) to keep you enthralled. Why the shire? There are several large-scale mod ideas crawling around somewhere in my head (there's plenty of room for them after all :P) but out of all of them, this concept means the most to me. As a child growing up with the lotr movies, I often dreamed of life as a Hobbit. But reality struck every time I stepped out of my rectangle door and into a land with city lights, towering buildings, and angry taxi-drivers. I suppose when I realized other people shared the same dream as I, something had to be done about it. And while we cannot exactly create life as a "Hobbit" I believe we can design something just as magical. How can I help? There are two ways to assist us, you can "volunteer" your time and skills for perhaps a dungeon or a book. Or you can join us as a team member. While joining as a team member requires more time and commitment, it also offers a more rewarding experience. More information about recruitment and the team can be found Here Questions? I am more than willing to answer any questions you might have regarding this project, just PM me here, at the Nexus, Steam, or Dark Creations. I have the same name in all four locations. Or, out of simplicity, you could just leave a post below. Please keep in mind that as of now I haven't fully set up our board here, so chances are your questions will be answered in time through one of the threads.
  3. Unofficial Skyrim Legendary Edition Patch [uSLEEP] As many of you may remember, last year around this time we conducted a poll on whether or not it was the right time to consider unifying the unofficial patches into a single package. At the time, about 25% of those who responded to the poll were still in a position where they did not have all 3 DLCs for the game. So we decided against merging everything at that time. Fast forward to today, it's become quite clear that that 25% is far less than it was, and more and more people have been asking when we're going to be doing this. This post is your answer. Shortly after the release of USKP 2.1.3, we will begin the process of unification to merge the vanilla USKP plus all of the DLC patches into one all encompassing mod, which will be known as "Unofficial Skyrim Legendary Edition Patch", or USLEEP for short. A mouthful, but a catchy acronym. We have decided that the best course of action will be to rename the esp to match the mod's updated name. It will remain an ESP file flagged as an ESM as that makes the process of working on it less of a hassle for us and as has been proven, the game, CK, and existing mod management tools are completely fine with it. We have also verified that switching the ESP name will not cause any scripts modified by the project, or added new to the project, to throw Papyrus errors. The only side effect will be that the retroactive update scripts will all run again. That shouldn't cause any problems though and we'll make sure any scripts manipulating formlists are safeguarded against generating duplicate references in them. The hi-res DLC patch will remain a separate entity as many people do not use it for one reason or another and it's not considered part of the "Legendary Edition" of the game either. We estimate the time needed to do the work of merging everything together and then putting it through testing will take a few months. So we are not anticipating another release for the project between now and November while this work is done. Time commitments to other things are the main reason for this, so we figure giving ourselves enough time for that is prudent. Plus this also gives enough warning ahead of time that we're going forward with this. As many existing issues as we could resolve for the 2.1.3 release cycle have now been cleared from the tracker and any issues remaining that are not feasible to fix have been closed appropriately. Any new issues submitted after this point will need to wait until the unification process is complete before we will even begin to consider touching them. Please, DO report them, just don't expect action for awhile. If it should become necessary (God forbid) for a hotfix to be released before the unification is done, then that will be the ONLY issue that will be addressed and will be handled only in whatever patch it may affect. After the unification process is done, the existing separated patches will no longer receive updates. The files will remain up in their existing entries but will be frozen and the comment threads closed where possible. All future support will be handled on a single file entry for the unified project on each site it is hosted on. Mods which rely on using the USKP/UDGP/UHFP/UDBP are strongly urged to make plans to switch over to the new master file when it's ready. Other mods which import fixes from the unofficial patches are also strongly urged to make sure they are up to date before November. It would also be best if any translated versions of the patches out there get synced up with 2.1.3 so that as many people as possible will have access to them while the unification is underway. We will have a testing release at some point before the unified patch is ready to go live. The usual cautions against using beta copies on saves you intend to keep will apply. That step is going to last no less than a full month so that there's time enough to shake out any bugs that result from the process. ======================== Some of you may also be wondering what this means for my own projects that make use of the unofficial patches as masters. These will all be converted as needed to run using the unified patch file. Post-unification, I will not release mods that rely on the individual patch files. So things like Bring Out Your Dead, Cutting Room Floor, Ars Metallica, and other stuff, will all get taken care of on whatever schedule fits best as the process moves along. In the case of Cutting Room Floor, this will also open the door to adding cut DLC content that's been getting logged to the tracker. So it'll be worth it Once I make these transitions, any old copies relying on the old patch files will be frozen.
  4. Decided to finally post up over here to I am currently and have been working on a massive mod in homage to Sir Terry Pratchetts Discworld series for well over 7 months now. In the past seven months the team has grown and while no one works on it as religiously as I do we have some regulars contributing which is awesome Before the slew of videos, anyone who wants to help or contribute in any way is usually welcome. From armor to models to voice overs to helping write quests, dungeon making, interior house design etc My email is ddproductions83@gmail.com Teaser trailer (Will be updated in about a month, hopefully) Alpha intro credits with custom theme music for the mod (Updated regularly as more people are added) Not on this one, I have received a lot of flac because of what is toward the end. If you read what isn't there it is not my fault I in no way shape or form support or dedicate this mod to anything other than what was stated, men and women, who serve. IDK why I did this one but it's so awesome.. There are plenty of other videos on that youtube account with a slew of crap from the mod so far As it sits now we have 15+ hours of voiced content. I plan a alpha release around the 20 hour mark. The content is diverse and includes dozens of original dungeon designs and so far hundreds of custom scenes for the stories to play out Welcome to the back of the giant mudcrab Atuin, Please enjoy your stay
  5. I have an example of script below which assembles with no errors but doesn't work I am missing something but I want to test if dawnguard is installed. What do I need to modify to make this work ? Bool[] Property bDLCIsLoaded Auto ; Element 0 is bDawnguard, etc. Int[] Property iKnownFormID Auto ; Element 0 is 2048 for Dawnguard's DLC1AurielsBow "Auriel's Bow" [WEAP:02000800], etc. String[] Property sDLCName Auto ; Element 0 is Dawnguard.ESM, Element 1 is HearthFires.ESM, element 2 is Dragonborn.ESM, etc. Function CheckForDLC() Int iIndex = sDLCName.Length While iIndex iIndex -= 1 If bDLCIsLoaded[iIndex] != Game.GetFormFromFile(iKnownFormID[iIndex], sDLCName[iIndex]) bDLCIsLoaded[iIndex] = !bDLCIsLoaded[iIndex] If bDLCIsLoaded[iIndex] Debug.Trace(sDLCName[iIndex] + " is loaded") If iIndex == 0 ; Dawnguard ; Make any changes needed for Dawnguard ElseIf iIndex == 1 ; Hearthfire ; Make any changes needed for Hearthfire ElseIf iIndex == 2 ; Dragonborn ; Make any changes needed for Dragonborn EndIf Else Debug.Trace(sDLCName[iIndex] + " was loaded, but is no longer") If iIndex == 0 ; Dawnguard ; Revert any changes previously made for Dawnguard ElseIf iIndex == 1 ; Hearthfire ; Revert any changes previously made for Hearthfire ElseIf iIndex == 2 ; Dragonborn ; Revert any changes previously made for Dragonborn EndIf EndIf EndIf EndWhile EndFunction
  6. 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!
  7. Version V 1.0

    24 downloads

    Imperial Real Esatate - Vanguard Cabin REWORKED "This is a rework of the original and fantastic work of the Modder countercruel. Please visit the orginal Mod page and give him appropriate credit for this awsome work." Original Mod: Imperial Real Estate - Vanguard Cabin Description: For the moment you won't see fancy designs or so of the Description. As this mod originally was created by the awsome Modder countercruel. I am happy that he allowed me to upload my edited version of this house. He puts a lot of detail in his work and everything he does seems to be harmonic and like it has always been there from the beginning. I've tried to do my best to let the additional room fit into the style of the house. I included a additional room for collectors under the river and also slightly changed the Smithery and the Cabin itself. You will see that the room under the river has a fitting celling which looks really like you under the river. Features: Cabin: ------ original: -Your very own smithy building to store and smelt away! -A cabin set in the woodland and built by the Imperials -Rich diverse flora surrounding the cabin and smithy with hand placed objects from Vanilla and Dragonborn DLC's. -Completely performance friendly -Landscape built by scratch to house the home -A garden with a amazing view of the lakes of skyrim -Dwemer controlled Waterwheel -) Added a Mannequin -) Added more design elements to the workdesk -) Fixed some lightning Smithery: --------- -) Removed the Alchemy area and designed the Enchanting area more detailed -) Fixed some lightning issues -) fine tuned some objects Secret Treasure Room: --------------------- -) added large room under the river -) Mannequins for displaying stuff -) Weapon racks -) Weapon plagues -) Display cases -) detailed and harmonic design -) 2 waterfalls integrated into the room -) a connection between the main Cabin and the Smithery -) Alchemists Area (lots of details and Resources used) -) a lot more Installation: Use either the NMM to install this mod or just drop the .bsa and the .esp into your Data folder of Skyrim. Uninstallation: Use again either the NMM or manually delte the .bsa and the .esp from your Skyrim/Data folder. Troubleshooting: --> The mod should perfectly fit into the original style of the house. So I hope everything looks quit ajusted. --> The mod was cleaned with Tes5Edit --> You need Dragonborn DLC for it to work --> It's all incompatible with the original Cabin or other mods that alter that specific place Credits: BIG THANKS to the author of the original mod !!! GIVE HIM ENDORSES !!! Also big thanks to --> Blary for his/her resources --> Oaristys & Tony67 for his/her resources they do a fantastic work Legal: You are not allowed to upload this mod somewhere else. The only two sites where you can download it are: --> SkyrimNexus --> TES Alliance It's also not allowed to use any part of the mod except the resources I used. Please ask the original author first or me if you want to use parts he or I did. Now have fun with it . This Image can be copied and posted in your mod Description. It should help small mods (that are worth it) or mods that you think are underated, to get more attention. Just copy the following line to your mod description and embed it at the end or somewhere you want. Afterwards just write the mods or link you want to mention Image: ["img]http://www.fotos-hochladen.net/uploads/othermodshsn196alb4.jpg (without the quotes "\") My other mods: Nahkins mods Insanitys Work: JUST awsome! Insanitys mods countercruel Mod page: Awsome Modder. A lot of detail in his work. countercruel Mods
  8. Version 1.2.1

    417 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - High Resolution DLC, the goal of the Unofficial High Resolution Patch (aka UHRP) is to eventually fix every bug with the High Resolution DLC not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. The complete changelog is available here.
  9. Version 2.1.3b

    749 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Hearthfire, the goal of the Unofficial Hearthfire Patch (aka UHFP) is to eventually fix every bug with Hearthfire not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Hearthfire Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  10. Version 2.1.3b

    809 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Dawnguard. The goal of the Unofficial Dawnguard Patch (aka UDGP) is to eventually fix every bug with Dawnguard not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Dawnguard Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  11. Hearthfire Bethesda has announced it's next DLC for Skyrim, the DLC will be available on the Xbox 360 4th September, here is what was posted on Bethblog: Bethblog: Release Trailer: Content currently known about: Choose Your Land - Choose from property in the salt marshes of Hjaalmarch, the forests of Falkreath, or the vast tundra of The Pale. For the more ambitious landowner, purchase multiple plots and start building a real estate empire. Customize Your Home - Expand your home with a variety of room combinations including an armory, alchemy tower, kitchen, trophy room and more. Grow plants in your new greenhouse, cultivate slaughterfish in the fish hatchery, house your Arcane Enchanter in the enchanting tower, or display your latest conquest in the trophy room. Add additional features like stables, mills, smelters, gardens and more. New Objectives and Interactions - Guard your home from unwanted visitors like marauding kidnappers, armed bandits, and skeever infestations. Turn almost any follower into your personal steward to improve and protect your home. Or if you require more help, hire a personal bard or carriage driver to ease the burdens of home ownership. Adoption - Transform your house into a home with Hearthfire's all-new adoption system. Adopt children and discover new ways to interact with your family. Play games with the kids, allow them to have pets and gain new bonuses from having a family. Are you excited for the new DLC?, Anything in particular you'd love to see?, Well discuss it here
  12. Version 24

    693 downloads

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones) If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forum thread. Complete changelog