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  1. Hello. Im trying to make new costum hair and i did everything, like weight painting in outfit studio then export to nif and tri. However when i tried to test it on creation kit, all the hair were gone except one part of it. All the parts can be seen only in Model Data from Head Parts section, but in the Actor Preview its only show one parts of it, which is confused me. I dont know what im doing wrong, can somone with experience tell me? Thank you.
  2. Hello all, i'm really new to modding and I thought id try my hand at mashing up armor sets for skyrim se. I've been working on it for the past week and i'm driving myself nuts. i've looked through a few online tutorials but most of them are for creating assets from scratch or slightly editing existing models to fit body mods. My goal is to splice three existing armor sets to create a new chest piece. Description of the process so far: I used 3ds max 2018 to import nif's of exisitng armor sets. I spliced them together and make sure nothing clips and linked them so they are one mesh. I created the two bodyweight variants. But when i tested the armor by replacing an existing armor, it was all messed up. I have nifscope but dont know how to use it. I also have the creation kit installed
  3. I'm using a cloak spell to detect npcs that are in proximity to the player, but the effects won't run on nonhostile npcs because cloak spells don't activate on nonhostile npcs. For the mod I'm making it has to run on every npc. How to fix. thank
  4. I have gotten no answers from Bethesda on this, so I thought I would try here: I play Skrim SE in Windows 10 with Vortex. I recently downloaded the Skyrim Creation Kit from Bethesda and installed it according to instructions: http://tesalliance.org/forums/index.php?/tutorials/article/161-skyrim-se-creation-kit-installation-updated-may-2020/ The first time I tried to use it, I got a mysterious error message: Experimental::RunOptimizations: (2460 + 59 + 330 + 532244) = 535093 patches applied in 673ms. Terrain build dispatcher created. DEFAULT: Setting key 'sControlsDefinitionFile' already used in list. Setting keys must be unique. DEFAULT: Setting key 'fMaxDistanceMoved:Pathfinding' already used in list. Setting keys must be unique. Creation Kit SE User Name: XXXXX BSBizIntEventHelper: GenerateUuid: 5eb3d04d-3ad5-4230-9300-1a08dd42b967 (5eb3d04d, 3ad54230, 93001a08, dd42b967) BSBizIntEventHelper: GetPersistentUuid: eb6559c7-a372-488b-97cb-f7094e650cae (eb6559c7, a372488b, 97cbf709, 4e650cae) LogEventToBNet: Event logging disabled. Skipping event send. FaceFXWrapper could not be started (2). LIP generation will be disabled. MODELS: Could not find model Meshes\Sky\Atmosphere.nif MODELS: Could not find model Meshes\Sky\Clouds.nif MODELS: Could not find model Meshes\Water\DefaultProceduralWater.NIF MODELS: Could not find model Meshes\TranslateGizmo.NIF MODELS: Could not find model Meshes\RotateGizmo.NIF MODELS: Could not find model Meshes\ScaleGizmo.NIF MODELS: Could not find model Meshes\PrimitiveGizmo.NIF I don't know what it means, and no one seems able to explain it. The Creation Kit seems to be looking for .NIF files that are not on my machine, as so far as I can tell, not in the game at all. (Maybe from Oldrim?) My data did not load. When I click "Data", I just got an empty window. Following advice from another forum, I introduced exceptions to the virus checker, ransomware and the firewall, then ran the kit as Administrator. This made no difference. I also added a couple bug fixes from Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/20061/?tab=forum&topic_id=7197106 https://www.nexusmods.com/skyrimspecialedition/mods/2786?tab=description These did not help. I tried running the kit from different folders, which did nothing. I tried uninstalling and reinstalling, and then it wouldn't run at all. So, I am out of ideas and hope someone here knows what's going on.
  5. Hello, I am making a mod, that requires a custom worldspace. This worldspace is big enough to require it to have LOD not to stare into the void. I figured out the process, thanks to a brilliant video by AlexanderJVelicky (Can be found HERE), And This Thread here, which is for the Original game, but contains useful info as well. Alas, I ran into a problem on the object and tree generation part. The LOD generator window tells me this line: LOD diffuse texture '..\Source\TGATextures\lod\MtnCliff02LOD.tga' and normal texture '..\Source\TGATextures\lod\MtnCliff02LOD_n.tga' are not the same size (but should be). I have read that the number of the texture might be a different one in other people's cases. Yet no solution to this problem. Regenerating them, even editing manually and re-exporting from GIMP, gives no result. Might there be something i am doing wrong? Or maybe there is another way of doing it? After all, it has been a lot of time since those tutorials went up. Any advice is very welcome.
  6. Hey guys, sorry to bother you. https://imgur.com/a/6xwZyLJ I have a creation kit mod I am making for the first time. I've been working on it for the last day and a half and I am not sure where I am going wrong. sqf shows the quest as stopped. setstage and startquest do not work. picking up the book does not start the quest. i dont know what im doign wrong or what to do. please help me
  7. Hello TES Alliance. Im new as in just joined today to begin exploring Creation Kit. Right now I was hoping to start with something easy. I just want to use a modders resource designed by NordWarUA to replace the look of the vanilla armors. However I have absolutely no idea how to do this and am hoping someone can render unto me some much needed assistance. Thanks, Swords
  8. Hello Everyone I need some help I went through google and it didn't have the answer (I almost died of shock :P) Anyways so I am working on a custom weapon set mod. The weapons are being modeled and texture from scratch. Now I got the weapon (first one being a sword) in the creation kit, I used Nifskope did all the node fixing minus the blood nodes and was able to pick up the weapon in my skyrim game. Now comes the problem, I have the blade with a sheathe and when I go to pull the weapon out for use it doesn't unsheathe the sheathe comes up with it. I have no clue where to start looking for the problem. In Nifskope I used the Imperial Sword as my "carrier" into Skyrim and I pickup an Imperial Sword in the game and it came unsheathe just fine. Please help.
  9. So I've successfully secured permissions from a mods original author on Nexus (at request of at least 6 other XB1 users) for the main mod itself plus 3 patches he created for his mod to work with others, like JK's... I'm having trouble understanding the only instructions I've been able to find so far on how to port mods over from Nexus tho. Does anyone know how to do this that could put it a little more plainly? lol Thanks everyone!
  10. Greetings. I 've noticed that the item Ahzidal's ring of necromancy doesn't work with followers because it adds a perk to the player that can not be added to npc, that is a limitation of how the AddPerk - Actor script works. And also it conflicts with the perk Dark souls, so if you have that perk the effect doesn't work either. Then i wanted to make this item work well for the player and followers, getting rid of the perk, but i don't know how can i replace it. I have been looking at the CK and was thinking if i add a script to every reanimation spell in the game that add the magic effect to a reanimated creature to explode for 50 points of ice damage on hit but i don't know how to do this. So, i need help to find a way to add the magic effect to the summoned creatures by the followers and the player without using the perk, the magic effect is already done, so i only need to find how to add it to the summoned creatures.
  11. I’m trying to build a lightweight, highly compatible, stamina cost plugin. I want to add a small stamina cost to running (not sprinting) and I’ve searched for guides but can’t find anything along these lines. Help me Obi-Wan!
  12. Hello there I am just starting to mod Skyrim and I have a question. Please answer as best as you can. I've been trying to figure out how to take a weapon mesh and scale it up a bit somehow, but I can't figure it out! can someone please help? these are the tools I have for mesh stuff: Skyrim CK NifSkope Blender 2.45b Blender Nif Scripts Python Pyffi 2.1.11
  13. Hello, I have created a custom race in the Construction set. Everything is working fine except 2 issues. 1) Im not taking any damage. Like, as if there is no hit box. The weapons just pass right through me. 2). Im walking on water. I cannot dive down into it. I dont know if its because Im missing a collision box or something. How do you even put one back in if its gone?? Or is it something else, like a box I need to check or a script to load in the Construction set somewhere? Thank you everyone, -Jason
  14. Hello I made an account on this website in hopes of getting some help So long story short Im not very good at modding and I have been working on a mod for a while now but I want to add a custom animal follower that I want to be able to breath fire just like the dragons do when the animal is outside in combat. I dont have the slightest clue on how to script so I was hoping someone here can help me figure that out. I have already tried simply coipying the dragons spelllist to my follower race/actor and giving him enough magicka to cast them as well as changing hiss combat style to one that favors spells. But he doesnt use them im assuming because he doesnt have the animations to use them. In the long run I'd like for him to simply use the "abdragonfirespell" very rarely while in combat. Otherwise I pretty much have him set up the way I want. Can someone here give me either an example script that would do this for me or perhaps walk me through it. Thanks in advance, ZeroEscape
  15. Hello! I'm relatively new to these forums. I've read (every single one) the modding tutorials because quite frankly I'm tired of making mods that nobody actually needs- i.e; a mod that adds a weapon that looks like cringe. Nevertheless, I've been working on a mod that allows the player to travel to Coldharbour the realm of Molag Bal. I need help, basically. I can't script if Molag Bal's life depended on it, and modeling? HA! I take meshes from the base game, and texture them to look blue or purple. The recurring theme in textures is soul. So everything is supposed to look ethereal. I have taken some thousand meshes and textured them with fitting textures that look purple or blue. I have created a few landscapes, but I'm considering scrapping them to create a mega worldspace similar to that of the Shivering Isles. I can't make meshes. I can't script. Quest are too hard to make. Dialogue never works. What I can do? Write quest- not like that matters, texture, make terrain, and design levels. I want two or three people that I can Skype call, or email back and forth to work on this mega-mod. And by people, I want modders with genuine experience. So if you're interested in this, comment below. I'll post my Skype in the comments if anyone replies. Have a great day, happy modding!
  16. I want to create a barbers wild in Skyrim that allow the player to change between a few beard options without the need of oppenning the race menu. Y had all the code for the menú options, that will include 9 different tipe of beards, 2 new items, 1 new NPC and a new wild. Please, I need help to find witch script can allow me to change the facial hair of the player. I left here the unfinished script. Thanks for helping! Scriptname hairstylescript extends ObjectReference {script de prueba} Message Property Hairstylemenu1 Auto Message Property Hairstylemenu2 Auto Message Property Hairstylemenu3 Auto Message Property Hairstylemenu4 Auto Event OnActivate(ObjectReference akActionRef) Game.DisablePlayerControls(False, False, False, False, False, True) Game.EnablePlayerControls(False, False, False, False, False, True) Menu() EndEvent Function Menu(Bool abMenu = True, Int aiButton = 0) While abMenu If aiButton != -1 aiButton = Hairstylemenu1.Show() abMenu = False If aiButton == 0 aiButton = Hairstylemenu2.Show() If aiButton == 0 ElseIf aiButton == 1 ElseIf aiButton == 2 ElseIf aiButton == 3 ElseIf aiButton == 4 EndIf ElseIf aiButton == 1 aiButton = Hairstylemenu3.Show() If aiButton == 0 ElseIf aiButton == 1 ElseIf aiButton == 2 EndIf ElseIf aiButton == 2 aiButton = Hairstylemenu4.Show() If aiButton == 0 ElseIf aiButton == 1 ElseIf aiButton == 2 EndIf EndIf EndIf EndWhile EndFunction
  17. You know in a player home mod, when you have plaques that only accept a unique weapon, like a daedric item? Would it be possible for someone to explain how to make that, or just do the script for me? Thanks in advance
  18. So, I'm making my first mod and I have the exterior finished and there's just one small npc script I need to finished it off. Literally all I need is for an NPC to die after their last line of dialogue. I've never coded, for memory reasons, and I don't really plan to add anything more than this. The situation is a torture victim dying after giving you some information. I would really love if you could make this as dumbed down as possible >.< and, I know it's stupid, but screenshots of such code where it goes in the creation kit (images mesh more with my brain better than text even if it's just an image of the text... I know, I'm weird). ANYWHO.... Thank you http://imgur.com/a/mN8Eb
  19. hi there, i'm adding new models for a new mod but when i load the nifs in the CK all my textures looks flat and no normal map effects are showing in the light/shadow cast rendering.. i took this screen as an example: as written in the screen both models are using the same texture set but mine (the one on the right) seems that is not loading the normal map! is there any way to let this model load normal maps as the vanilla one on the left? i was looking in the nif chunks if there were any different values but seems all the identical. please help i'm getting mad!
  20. Hello, people. I'm Cris Spiegel. Nice to meet you all. I've followed tutorials here for quite some time and decided now to ask for help. I'm asking the same thing in the Nexus forums, in case you think you're having deja vu. I'm trying to add a new body part / armor as a skin for a custom monster, but it doesn't show in CK (only as Armor Addon). When I preview the actor, it doesn't render. Body part numbers and race in Nifskope, Armor Addon and Armor are alright, I think. It's not the first time I add body parts, but I can't figure out what goes wrong when this happens. It renders fine as a static. Here the fellow I'm trying to make: http://www.mediafire.com/download/w1qciw4cz98t84s/WanderingBeholderByCrisSpiegel.zip Please, please, help me.
  21. Hello everyone. After spending an admittedly long time lurking in the shadows of these forums and reading the fine tutorials here at the TES Alliance 3D Craftworks, I have finally managed to get my first mesh exported from Blender to Skyrim (My thanks in particular to InsanitySorrow for some particularly excellent resources and tutorials that I have studied over the last year). However, I have hit something of a snag; the mesh in question (an exploding arrow inspired by the water/fire/gas arrows found in the fourth Thief game) shows up with full textures in Nifscope, but will not do the same in Creation Kit or Skyrim: instead it simply presents as a glossy black mesh with no textures. I can find no discernible difference between my nifs and the ones used for the game's original arrows (I patterned my texture and material loadouts off of Bethesda's own Iron arrows). Does anybody here have any idea of what could be causing this, and how I might fix it? Below I have posted screenshots of the project thus far, with images 1-3 showing renders of the three versions of the arrow in blender (baked w/textures, rendered using my limited knowledge of blender's Cycles engine), 4-6 showing how the arrow currently shows in game, and 7 showing the arrow in Nifscope (the normal map on the phial stored in the arrowhead denotes a refraction mesh). Thanks for your time, - Oriius.
  22. A question, if you would. Which compression setting is used for New Vegas textures- in particular, architecture?
  23. Hello and thank you for reading, I am new to scripting and I can't for the love of me figure out how to make a script to accomplish a simple feature. Pretty much all I am trying to do is attach a script to an activator - ImpButton01 and make it so that when the player interacts with it, a message box will pop-up and it asks if the player would want to either refill bottles or cancel. I am trying to make a compatibility patch with a mod iNeed. If the player chooses to refill bottles, the script checks how many empty bottles the player has and replaces them with filled bottles with the exact same amount. Second script, is it possible to make light fade adjustable by messagebox from interacting an activator? Am I doing it right or at least close? lol, the compiler keeps failing to save and I have no clue how to properly write this script, any help will be appreciated.
  24. I appologize if I posted this in the wrong place, but like so many others I am no longer able to use the Nexus. So, I cannot find another rought to obtain the Automatic Variants mod to run all my texture packages. The links I have are dated and no longer lead to an available download. Does anyone know where I can obtain it? Thanks again.
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