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  1. How could I edit the amount of time the attack input needs to be held for a power attack to happen I don't know if this is something that can be done in creation kit
  2. Hello, I was wondering if anyone has the mod called "John's Leveled List Overhaul." It adds many new armors and weapons to the game and it sounded very cool but I can't seem to find it anywhere online. If anyone has the mod stored on their drive and would be willing to share it with me I'd be very grateful! Thank you for considering.
  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. 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.
  5. Hi everyone, I've been making some mashups recently that I want to put into a standalone mod, but I've run into some doubts about my texture paths in NifSkope. Every mods texture path goes something like this Textures\armor\example.dds, yet my texture paths automatically sue the full path, something like C:\MO\Modding\SkyrimMods\Modname\armor\example you get the picture. My question is, will this prove to be a problem once I zip my mod? I would guess the texture paths would not be able to find the texture if the location of the mod or the name would differ. Am I worrying about nothing? Or is there a way to change this, preferably something other than simply removing the C:\MO\..... manually from every texture... Cheers.
  6. Just main quest for now Skygerfall: https://www.nexusmods.com/skyrim/mods/99469?tab=description
  7. Greetings, TES Alliance Community! I am the mod author behind some Oblivion epic quest and dungeon delving mods such as The Forgotten Dungeon, Archfiend, Voyage: Deserts of Oblivion and The Secrets of Angalayond Cey. I am currently in search of a voice actor who can narrate some monologue lines for the trailer for my next biggest modding project for Oblivion. Those looking to audition for the voice acting position must be eligible for the following Please read and review ALL of the following sections carefully for the voice acting position. Requirements: -Must be 18 years or older -Must be able to record audio files in Mono -Must save the files in either .mp3 or .wav format -Must be able to record with no background or extra vocal interference (Pop filter recommended) -This is an unpaid position. Story and Background My next project will be a horror mystery mod centered around an estate that is located up the road from Bruma in the Jerall Mountains. Long ago in Cyrodiil, a wealthy family purchased the land around Dragonclaw Rock and built their estate. For unknown reasons, the family slowly descended into a dark stupor. One day, investigators would search the estate because of a missing persons report and find nothing but blood staining the halls of the estate. All of the servants, groundskeepers and members of the wealthy family mysteriously disappeared without a trace. This event would become known as the Disappearances at Dragonclaw Rock. This is where you come in. You are going to play the part of the narrator of the trailer. The narrator is a person who was either directly or indirectly involved in the Disappearances at Dragonclaw Rock. The Character The character that will be narrating the trailer will be someone who is reminiscing and recounting the events that unfold during "The Jerall Mountain Disappearances". The character can be a male or a female. Their identity changes depending on the voice actor. Personality/description: The character will be reminiscing past and present events with a demeanor of fearful hesitation and reflective introspection. Think of the character as someone who is writing a journal and recounting past or even present events. The Audition If you decide to audition then record yourself saying the following lines and email the recordings to me at demonlord7654@gmail.com and I may or may not provide feedback. "A shroud looms over County Bruma. The residents of Stalrous Manor have vanished and the forests are eerily quiet." and "The Jerall Mountains have been barren since the disappearances. The animals are nowhere to be seen and the goblins have begun to flee their caves." and "I sometimes hear screams coming from deep in the woods and see figures running through the trees in the distance. I feel as though I am being watched." Deadline for the audition: AUDITIONS ARE CLOSED! You can contact me via email address: demonlord7654@gmail.com Or through Nexus Forums Looking forward to seeing your submissions! Thank you and best of luck! -DemonLord
  8. I have the following script that grabs an RGB array from a quest script and then pass it to a light to change its color. For some reason, the light does not appear ingame (even though it has a bright red default color) but it does show if I open the console or the inventory. I did use update3D but to no avail. Script :
  9. From the album: Programming-BATCH-TESV Dashboard

    Bstation=Backup Station. This item originally was assumed to be a server for example: \\TESVServer\BackupStation Alt= Any other location (like a personal folder). Flex=Only shows in menu for extra configuration files created beyond the scope of the task menu.
  10. From the album: Programming-BATCH-TESV Dashboard

    Main menu shows what it detected, including thumb drives. It will show a 'green' highlite if source and target are available and are 'allowed' to be written to. Elderscrolls items will be shown if they were found. Two backup locations can be created (Backupstation, Alternate) Stamping the creation will allow multiple copies of the lab to be made. Updating allows items to be copied on top of old items to allow accumulation of items. Phase creator can create many phases for the same project. User can press 'v' to open the folders Source, Target, and Backupstation. User can now load the configuration file and manually change any option without the menu. If the users' editor does not have permission to load, the optional 'h' will show current settings without loading notepad. User can extend the life of the program by pressing 'e' to create NEW configuration files (flex mode) and it recommended the names of the files reflect what they are created for.
  11. From the album: Programming-BATCH-TESV Dashboard

    Choose to mirror source and target or copy on top of target. Activate / deactivate thumbdrive detection.
  12. From the album: Programming-BATCH-TESV Dashboard

    Installed dashboard. Folders premade for project creation.
  13. From the album: Programming-BATCH-TESV Dashboard

    Search items are not assumed to be in any directory. The user can change drive then search for TESV.EXE, Oblivion.exe, CS.exe, CreationKit.exe. This method is good for more than one instance of an item. An alternative is that the user can place a marker in the folder and the search will assign that folder then quit searching.
  14. Greetings, Oblivion TES Alliance Community! I am the mod author behind some Oblivion epic quest and dungeon delving mods such as The Forgotten Dungeon, Archfiend and The Secrets of Angalayond Cey. I am currently in search of a voice actor who can narrate some dialogue lines for the trailer for my next biggest modding project for Oblivion. Those looking to audition for the voice acting position must be eligible for the following Please read and review ALL of the following sections carefully for the voice acting position. Requirements: -Must be 20 years or older -Must speak clear English (NO heavy accents) -Must be able to record audio files in Mono -Must save the files in either .mp3 or .wav format -Must be able to record with no background or extra vocal interference (Pop filter recommended) -This is an unpaid position. Story and Background My newest project will be centered around new world exploration and dungeon delving with some survival elements mixed in. The title of the mod will be Voyage: Deserts of Oblivion and will feature a new realm in the planes of Oblivion that consists of endless seas of sand and dunes. The only way to access this realm is through cursed artifacts that warp you there with no way out. Those that are teleported to the desert (Whether they are Daedra or mortals) end up lost forever exploring the dunes and looking for a way out. Bits and pieces of great ruins, fortresses and random junk also can be found drifting through the sands from locations all over the Elder Scrolls Universe. The inhabitants of the desert are forced to utilize what finds its way to the realm to survive. This project of mine draws some inspiration from Dark Souls. This is where you come in. You are going to play the part of the narrator of the trailer. He is an unfortunate victim that has been trapped in the desert and has lived there for years on a trek through the sand. The Character Name: Haldorian - MALE - (Name subject to change) Class: Fighter/wanderer/survivalist Personality/description: Haldorian is a man that has breathlessly wandered the desert in search of answers and a way home. He searches for a way out in hopes that he can get back to his family. After so many years of surviving the desert he has become cynical, jaded, impatient and blinded to the reality that what he is looking for may no longer exist. but nevertheless remains relentless and unbreakable in the face of being forgotten to the sands. He has a deep voice and a scratchy throat. You can use Eygon of Carim as a pretty good example of his tone of voice here: The Audition If you decide to audition then record yourself saying the following lines and email the recordings to me at demonlord7654@gmail.com and I may or may not provide feedback. "Far beyond the burning waters of Oblivion lies a place where the seas flow as sand and stretch on for what seems like eternity." and "Here in this arid hellscape, beings and structures far removed from their home of origin go to be forgotten and swallowed by the endless tide of dust and dirt." Auditions are CLOSED! You can contact me via email address: demonlord7654@gmail.com Or through Nexus Forums (Not on TES Alliance) Or at the bottom of this page... Looking forward to seeing your submissions! Thank you and best of luck! -DemonLord
  15. 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!
  16. I feel like I've looked everywhere and I'm still lost. I've been trying to make my own armor mods for Skyrim and have looked around and I can't seem to find not one good tutorial for it. If anyone has any suggestions or links I would be happy to look through them
  17. Welcome to a very small software programming club, where it is desired to be part of a larger imagined company. The company idea keeps falling through with no support, lack of knowledge of small business promotion and funding. ProjectAshenfire was designed to start awareness and recruitment for light-hearted and well meaning designers to program D.O.S, Powershell, and Elder Scrolls V scripts. Once it was established, it was meant to be turned into a small programming company called HomeChicken Software. This lifelong dream has been mutilated several times where the magic of the idea has waned considerably. Thus, the only programmer (me), has had to resort to community promotion on this site as a 'last ditch' effort to keep a presence. There are useful batch files for D.O.S five through D.O.S. emulations of Win 10, that I have written and mod files for TESV; that are planned to be published here.
  18. Hi everyone. I've been looking for help with a particular mod on various sites, and have emailed and messaged both the mod's original creator as well as a guy who updated the mod, but I haven't heard from them, so I'm giving this wonderful site a try. It's been 14 years since the mod was created and so I may not ever hear from them, but I am really stuck and it's a mod I've fallen in love with, so I'm hoping that maybe someone here has played it and may have an idea on how I can get past this area. The mod is Suran Underworld (version 3) and I'm doing the quest for the Overlord where you go to Sotha Sil's Workshop to get a dagger called Shard. In the first room, there are rising and lowering platforms, a force-field and fabricants that appear over and over. There are two levers high up that I think need to be clicked on, but I fall off of the platforms before I can get near them. I went ahead into the second room just to see what would happen, and there are many platforms with three control panels and you have to choose a number on each one. I'm not sure what the right numbers are, but as I click on them randomly, I "appear" on a different platform and a fabricant pops down for me to kill. I have no idea of what the right numbers are, or what is supposed to happen, and so I'm totally stuck. I've posted on many other sites and have found a short faq about this section of the mod, but it says something about killing a golem. There is no golem here for me to kill, and after using the console codes in this faq, nothing happens in the game world. I hate to give up on this because I honestly haven't fallen in love with a mod like this in years and would SO love to keep going and finish it. So, if anyone has played this and knows what I'm talking about, I would love to have your help. Hints, console codes, anything would be great at this point. Thanks so much in advance for your help, Tracy
  19. 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
  20. 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!
  21. Hello, Every time I get started with Skyrim I just can't keep cheesy vanilla combat up, or even mods which are usually just highly tweaked versions of same and need to install Duke Patrick's Combat Mod to make combat properly strategic and tactical. Immersive Citizens says this: My mod is the first and the only one to modify the root AI used by NPCs when they are in combat, therefore, it is compatible with any combat overhauls. Besides, my mod only affects friendly and unique NPCs, so there is no bad or good synergy with those mods. If you use a mod which edits combat styles, friendly and unique NPCs will use my combat styles whatever your load order. Duke Patrick says this: In general, any mod that makes any changes to the vanilla combat records including combat animation conditions, combat perks, combat game settings, projectile speeds, stamina regeneration, combat styles and any other record used to control the behavior of combat will not be compatible. So what are your thoughts? Incompatible? Now that I've posted this it seems kind of very likely, but I don't know if an installation of Duke will modify NPC actors combat styles to be compatible with his. It would make sense to me but Immersive Citizens modifies the root AI so I'm not sure. And I don't do mod programming so I'm REALLY not sure. I'd appreciate any help. Z. I posted about Duke Patrick's Combat Mod on REDDIT and you can find it here: https://www.reddit.com/r/skyrimmods/comments/43q1mw/holy_grail_of_combat_mods_duke_patricks_archery/ And you can find the MOD ITSELF here:
  22. I've recently started the CS Basics tutorial series here in TES Alliance. By now I've reached lesson #4 in which I'm supposed to clean a mod with the TES4Gecko tool, however, I've heard of another tool called TES4Edit which serves the same or a similar purpose. I went to the TES4Gecko Nexus page and noticed the file hasn't been updated since 2008 while the TES4Edit file was updated just recently(last month). So, I'm wondering if anyone knows of any reason why I shouldn't use the TES4Edit tool to clean my mod instead? Thanks!
  23. Hello, so I am having a large issue with a small tidbit to a player house I've been trying to do. It's A Journal that I am adding just to give a little story to the place and hint at something darker going on there. The issue is I'm having some trouble with the formatting. See, to allow for some elements I am making each of the book's pages as images vs just using the normal html and text stuff. This so I can add marks to the pages, blotted out words and some sketch's. The issue is I am having trouble getting each page to be on each page. I know [pagebreak] will split the pages. However it's not doing that for me. This here is the text for the book <img src='img://textures/EtherflowTower/kj001.png' height='450' width='300'> [pagebreak] <img src='img://textures/EtherflowTower/kj001.png' height='450' width='300'> [pagebreak] <img src='img://textures/EtherflowTower/kj001.png' height='450' width='300'> [pagebreak](same page for place holders+ testing) However in game http://i.imgur.com/hG6JkbF.jpg I get that. Each page image is indeed 450x300px in size (that was a rough size guess for the pages, it seems to fit in just fine). I dunno if I -need- the size in the html but everything I find says yes so... But right now I can't get the pages to 'break' properly. I even copied the [pagebreak] from another book to check if the formatting was wrong and got the same issue. I also know it's not working at all, as if I add in even more pages (I did a total of 12) the tops/bottoms clip into one another due to the pagebreak text. How do I fix this? http://i.imgur.com/srMP5QC.png
  24. 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
  25. TheBawb

    Not All Who Wander

    From the album: Bawb's Pics

    Myself and my follower walking through the Mru-Shuck Bog, a location in the shire mod. Decided to make up a short story about it just for fun.

    © TheBawb

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