Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Search the Community

Showing results for tags 'first mod'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Boards
    • About TESA
    • TESA Community
  • Hosted Boards
    • The Enclave
    • Hosted Projects
  • Gaming Boards
    • The Elder Scrolls
    • Fallout
    • Indie Games
  • RPG Boards
    • Roleplaying

Categories

  • Showcase
    • Skyrim
    • Fallout
    • Oblivion
    • Misc
  • Exclusives
    • Skyrim
    • Fallout
    • Oblivion
    • Morrowind
    • Misc
  • Community Works
    • Skyrim
    • Oblivion
    • Fallout
    • Misc
    • Student Projects

Categories

  • ESV: Skyrim Modding
    • Creation Kit Basics
    • Level Design
    • Character Design
    • Papyrus
    • Quest Design & Dialogue
    • Graphic Artistry
    • 3D Craftworks
  • ESIV: Oblivion Modding
    • Construction Set Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Story & Lore
    • Texturing
    • Modeling
    • Miscellaneous
  • ESIII: Morrowind Modding
    • Tool Set Basics
    • Worldbuilding
    • NPCs
    • Scripting
    • Questbuilding
    • Texturing
    • Modeling
  • Fallout 3 Modding
    • GECK Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Texturing
    • Modeling
  • Gaming Guides
    • Oblivion Gaming
    • Morrowind Gaming
    • Fallout 3 Gaming
  • Miscellaneous Tutorials
  • TES Alliance HowTo Guides

Product Groups

  • VIP Memberships
  • Subscriptions

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Steam


XBox Live ID


MSN


Skype


Location


Interests

Found 3 results

  1. Hello all! I'm looking for mod testers for my very first mod! Any and all play testers would be appreciated. I'm hoping to have a few eyes look at it before I publish it officially and of course more after that. Please message me or comment here if you are interested. Description follows: The Sober Soldier's Supply by AlenisKendra Lore-friendly Wine and Mead Smelting This mod is designed as a standalone or as an add-on for iNeed by isoku It was inspired as an expansion on the concept introduced by CaptainRC in Be A Milk Drinker! (Isoku & CaptainRC kindly granted me permission to make my mod compatible with theirs.) Don't want to be drunk while fighting a dragon? Sick of picking up all those alcoholic beverages and not having a good use for them? Well, here you go! This Mod Adds Crafting: Turn any alcoholic beverage into vinegar at a cooking pot! All you need to start the fermentation process is a sample of live vinegar, several bottles (of the same kind) of alcoholic beverage, and rainwater or boiled rainwater. Brew your own healthful posca in a variety of flavors at any cooking pot! All you need is water, vinegar, and your flavor ingredients of choice! Boil rain water at any cooking pot to sanitize it (adding a slight buff when you drink it!). Loot: Find vinegar, coriander seeds (new ingredient!), posca, boiled water, and rainwater scattered throughout Skyrim. Make sure you check bandit camps and farms for cooking pots and rainbarrels! Buyable items: Buy vinegar, coriander seeds, posca, rainwater, and more from a select number of vendors throughout Skyrim! (Note: coriander is a favorite of the caravans!) Also added honey to several merchants. Future Releases I plan to release a patch version in the near future, for both iNeed and Be A Milk Drinker, that will allow you to use the water assets from those mods in your vinegar making & posca creation. (The standalone version is fully compatible with both mods, but you can only use rainwater, not WATER from Be A Milk Drinker or Waterskin 3/3 from iNeed in it's recipes.)FAQ Is that really how you make vinegar? Yes! (Or, at least as close as I could easily do ingame.) It could be argued that a cooking pot isn't the most lore-friendly crafting station for fermentation, but it *is* the most easily accessible and workable option I have currently.Vinegar making sources: http://phickle.com/wine-vinegar-how-to/ http://www.motherearthnews.com/real-food/fermenting/make-vinegar-at-home-zmrz14fmzmathttp://healthywithhoney.com/honey-vinegar-what-is-honey-vinegar-and-what-is-it-good-for What the heck is posca? QUOTE "Posca was a popular drink in ancient Rome and Greece, made by mixing sour wine or vinegar with water and flavouring herbs. It originated in Greece as a medicinal mixture but became an everyday drink for the Roman army and the lower classes from around the 2nd century BC, continuing to be used throughout Roman history and into the Byzantine period. It was not usually drunk by the upper classes and was associated with the peasants. It was made by reusing wine spoiled by faulty storage and had important dietary advantages. As well as being a source of liquid, it provided calories and was an antiscorbutic, helping to prevent scurvy by providing vitamin C. Its acidity killed harmful bacteria and the flavouring helped to overcome the bad taste of local water supplies." - Soldiers' Lives Through History by Dennis E. Showalter (via Wikipedia) "...posca was the drink of the common people and the upper class looked down on it. It was also the standard drink in the army. Drinking quality wine was considered impertinent in the military and sometimes standard wine was totally banned from army camps in the provinces." -romae-vitam.com Posca history/recipe soures: http://www.romae-vitam.com/roman-posca.html http://pass-the-garum.blogspot.com/2013/09/posca.html https://en.wikipedia.org/wiki/Posca#cite_note-1 CreditsThanks to Bethesda for creating Skyrim.Thanks to the Nexus for being an awesome place to find and share mods.Thanks to InsanitySorrow for the ReadMe Generator my ReadMe is based on.Thanks to isoku for creating iNeed and encouraging me in creating my mod.This mod is designed as a standalone/add-on for iNeed by isokuIsoku kindly granted me permission to use whatever I needed from iNeed to make my mod compatible.(http://www.nexusmods.com/skyrim/mods/51473/?)Thanks to CaptainRC for creating Be A Milk Drinker!, which inspired this mod and for encouraging me in making my mod.CaptainRC kindly granted me permission to use whatever I needed from Be A Milk Drinker! to make my mod compatible.(http://www.nexusmods.com/skyrim/mods/17836/?)Thanks to icecreamassassin for the "havok disable script that actually works". (https://forums.nexusmods.com/index.php?/topic/3082689-havok-disable-scripts-that-actually-works-here-it-is/)Thanks to NexusComa for the Enable/Disable Script that makes all the things go.(https://forums.nexusmods.com/index.php?/topic/4701815-new-to-scripting-how-to-make-a-dwemer-pipe-valve-activate-running-water/)Thanks to Blary for the Alchemy Clutter Resource.(http://www.nexusmods.com/skyrim/mods/30599/?)Thanks to ChickenDownUnder for Harvestables, which I edited to create my Cilantro/Coriander plant.(http://www.nexusmods.com/skyrim/mods/15108/?)Thanks to Oaristys for the Modder's Resource Pack - The Witcher Extension(http://www.nexusmods.com/skyrim/mods/68755/?)Oaristys created this awesome modder's resource with asssets from The Witcher.The Witcher meshes and textures are owned and copyrighted by CD Projekt and used with permission.The Witcher is a trademark of CD Projekt. All rights reserved. http://www.cdprojekt.comThanks to LorSakyamuni for the Witcher 3 Mega Resource Pack.(http://www.nexusmods.com/skyrim/mods/77097/?)This pack contains items included in the game The Witcher 3: Wild Hunt.All the original assets belong to CD PROJEKT RED and are distributed with their permission.
  2. Hi, I'm new in Skyrim modding and I decided for my first mod, to be a follower mod. I want my follower to do a little patrol wherever it is told to in a dialogue, but I don't really know how to make it move to points not adjusted to the cell but to a dynamic point. I could place down markers and join them with linked references (that much I learnt from tutorials) but I don't want it to return to those markers again if I ask it in another cell. Thanks for any help!
  3. Greetings everyone, I am currently working on a Mod which turned out to become very complex in the end. I know I know... I should start small. But that mod is nothing I want to do overnight (well, I want to, but know better and won't try) and it contains all I need to learn how to Mod ^^ in short - learning the hard way right on the project. And, since I do not want to start over and over again because I messed up my esp file... I have a few basic questions in the hope to avoid severe mistakes. So it would be great if some of the more experienced Modders could share some of their insights. (I do not expect brain-feeding here how I do what - just hope to get some pointers or suggestions. I prefer to look tutorials up myself and really learn how to use the CK.) I certainly will make use of the "Tutorials" and look into the class room it's just that some of my questions or "ideas" never have been really adressed or "answered" before in the WWW. So - if you have an pointers which Tutorial or Compendium might just be what I am looking for - that would be sweet and grand! (Already started my Mod over twice (two weeks/evenings of work) - because I messed up some sandboxes and NPCs in a way that it wasn't repairable without messing it up any further - but well, I count those mistakes toward experience) I also noticed that my mod does weird crap with NPCs eyes, no matter which race. As soon as I enter the cell/zone where the Mod is located - the eyes either turn invisible (depending which direction my NPC looks). You see the eye sockets... as if you have taken out the eyes. It's like - if the NPC looks north and I face him/her - the eyes are gone. Does he/she look south and I face them the eyes are there. And I haven't changed the races (except that dremora can wear normal clothes and use two different Nord hair-styles additionally to their hair styles) Another eye bug I noticed - the texture goes bonkers. Looks weird, as if using the wrong texture map or half of the texture becomes weirdly transparent. I even think I saw a slight whitish "bee comb" pattern in the eyes where they went slightly transparent. Important: I want my Mod to be "compatible" with other mods that contain scripts... For example the "Dance of Death" Mod, all Lover's Lab Mods basing on the Lover's Lab Framework, popular Follower Mods, Better Horses Mods, Marriage Mods and such... So even if someone uses SKSE, FNIS and any of the aforementioned Mods/Scripts they should be able to use my Mod and even have the "luxury" of having more fun with my Mod. What is my Mod about: I am currently working on a huge Daedric Shrine Mod (want to add some more Daedric Shrines - but for now I only start with one) It consists of an outdoor cell/area in Tamriel - heavily modified by me. Various custom NPCs (eventually also a custom race provided by a friend who wants to release it as Player Race.) Various Custom Items Tons of items and objects in general Tons of Idles / Markers and if I can manage it - scripts and custom sandboxes, critter spawner... And various interior cells connected by portals to one Main Hall Many custom dialogues And maybe maybe maybe - quests if I find out how that works And some sort of "Summoning Day" Easter Egg and Summoning Goodie Custom Factions (Friend & Foe - serving a daedric prince will make you an official enemy of the Vigil of Stendarr and Ebonarm) Modding inside of the CK So, are there any general "Dos and Don'ts" when starting a compex mod to make it work without crashing, lagging and messing up vanilla content? 1) For example - how much modification/modding can one cell take without becoming laggy? How many NPCs, Critters and how many Items, how many Idle markers, scripts? Do scripts added to item properties (e.g. DefaultDisableHavocOnLoad) also slow down the cell? Or only markers/idles? How much light sources and how to use them best (shadows, not shadows, FX or nomal) ? (I noticed that as soon as my Followers use torches, the vanilla zone already becomes laggy as hell - and I have a good Geforce 480 GTX... In my modded cells it became even worse.) Stacking Sandboxes and Scripts in one NPC - is there a limit, can this cause lagg or crashes? Limit of Sounds, Insect/Critter Spawners? 2) I am desperately looking for a detailed Compendium or detailed List that contains all Idle Markers and Vanilla Scrips for Skyrim. The Wiki does not really go that deep and detailed. For what exactly is XYZ Script or IdleMarker meant? (Item, Animal, NPC, Action...) What does XYZ Script or IdleMarker do? (not all really explain well what they exactly do - best example DefaultDisableHavocOnLoad sounds like - making an non-static item temporary static until the PC picks it up - well, doesn't work like that! It doesn't disable physics on that item - stuff doesn't remain in the air floating... or stuff like plates, platters, books or food go invisible when the script is used on it) Which Idles and Scripts do not mix well, and which mix well (Compatibility and Rendudancy Check) Also, I would love to know if there is a detailed List which contains all Factions and what they exactly mean - who is friend and who is foe - which factions are not compatible and which factions are needed for custom NPCs. 3) NPC Dialogues & Step by Step Tutorials for bloody beginner I am looking for five things regarding dialogues on Custom NPCs and existing NPCs. For 3 - 5 I haven't found any tutorials at all. Most tuts I found only dealt with "absolute" custom dialogues Creating a custom NPC (or copying it off an existingt NPC as template) and adding/creating custom dialogue (not voiced in this case, unless there are existing ready to use resources for that) Creating a custom NPC (or copying it off an existingt NPC as template) and cannibalzing vanilla dialogue scraps - the various voice types have many different lines in response to Player-Choices. Custom NPCs, if you are lucky, reply at least to your "Follow me" request but usually have not much more to say. Using an existing NPC - for example Farkas or Lydia .Both use a shared voice type - but their dialogues lack. I would love to add existing ovanilla lines of their voice types as responses to their overall dialogues. Making NPCs comment more often outside of dialogues (Idle Chatter?) - creating some additional responses during combat, or when moving through the city, walking in on a dungeon/cave and all that. (I love Cicero so much for that - even if he is sometimes a bit toooooooo chatty ^^) Maybe... if that is even possible - making NPCs able to chat and greet each other. 4) Creating spell effects & Actions/Scripts for Static Items (Shrines, Portals and such) 1. I need to create various Portals for my Mod. Each Portal is supposed to teleport the Player and his Followers into an "Interior" Cell and the Counter-Part Portal brings them always back to the Main-Hall Cell. You could picture the "Linked" Portals like a Star... I have 9 Cells - which means I have 18 Teleporters. One Teleporter is located at the Outside Cell in Tamriel - leads into an Interior Cell (Main Hall). That Main Hall again has 9 Teleporters - 8 of those lead to other different interior cells - and one sends people back to Tamriel. And in each of the 8 cells also there is a teleporter, leading back to the Main Hall. (Hope I did not explain it too complicated) I haven't really found any reference to check on. I tried to check on the Teleporter for Sanguine's quest A Night To Remember. But can't find that one under "DA14"... or simply as Gate or Portal or Teleporter :-/ 2. I intend to use "custom" meshes for my Mod (Statues and such) and those are supposed to become clickable. It will either execute a spell or an "action" (like summoning something or NPCs that do/say something) I think the last part (actions) will probably require some heavy scripting? 5) Creatures turned into NPCs with Dialogues I want to bring in various non "humanoid" creatures - two Dragons, one mean Bunny, a cynical Horse and so on... Also I want to bring in non-hostile Falmer, Dwemer Characters and Undeads (Skeletons, Mummies and such) Is that even possible? Anything I need to keep in Mind besides changing/removing Factions? Last Goat NPC I created was not "targetable" and couldn't have a dialogue (I made it unique and essential, added a voice type... did not work because I couldn't click the goat) 6) Creating Custom Meshes & Textures (I work with Carrara 8 Pro for 3D and Photoshop for the Textures) I mostly will do simple models - props... maybe a weapon or two. (tried once to create a simple rose bush but NifSkope crashed when I imported it) Most of what I do, will get along with simple square textures (I hope - I suck at doing UV Maps) Carrara 8 also allows me to create so called Shading Domains/Zones for an object - it's sort of a "UV Map" you define for the object/model directly so not a "template image". It even allows me to manipulate existing shading domains and take away or adding more to enhance the details. Are there any polygon limits? How complex can a mesh be as long as I use triangle polys? Can Skyrim CK handle "spline objects" or do I always have to turn them into Vertex Meshes? Do the textures have to be DDS, or can they be jpgs or pngs? What to do I need to do or keep in mind when doing crystals (transparency or at least faking it), and the shiny effect of metal or mirrors for an object?) I want to create custom "animated" water planes - in various shapes (circles, triangles...) I haven't found any vanilla waterplane I could use for example for a round fountain or a round pool.... I most likely will need some help here with the UV Maps and Normal Maps... and maybe some help with NifSkope to join Mesh with Textures and adding shader effects. I know there is an NVidea Plugin for Photoshop - but that one doesn't work with my PS version (CS4) crashes. Any free alternative anyone can recommend? Wow... loads of text for my first Mod And yes, I also made my own List of what I will need for my Mod. Question is - can I pack it all into one ESP... or do I have to make more ESPs? (And is it important to turn them into esms or are esp files ok?) PS: Could be that I cannot answer today, should someone have first hints and pointers for me (working all day and school in the evening). Just you know, I am not being rude or so ;-)
×
×
  • Create New...