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Found 3 results

  1. Oblivion Modding Interviews Confirmed Interviews: Zaldiir, Project Lead on Kvatch Rebuilt, Author of Creature Diversity, Viking Village, and Populated Prisons - Episode Online ShadeMe, Author of Blockhead, Put it in its Place - Enhanced Grabbing, and Construction Set Extender - Episode Online AndalayBay of the Assimilation Lab and Team Lead behind Dark Brotherhood Chronicles and many other Assimilation projects - Episode Not Yet Scheduled Emma, Author of Companion Vilja, Red Rose Manor, and Children of Cyrodiil - Episode Pending (Airs after August 10th, pending Modder Availability) Possibly DarkRider of TES Alliance and Reclaiming Sancre Tor at some point in the future - Episode Not Yet Scheduled Alenet, Author of Oblivion Reloaded - OBGE v4 and Enhanced Grass - Episode Online Saebel, Author of SDR - Sneaking Detection Recalibrated - Episode Not Yet Scheduled Description: No doubt many of you are already familiar with the interviews that Gstaff has been doing on the Bethesda blog with modders for the past few years, and this is basically a continuation of that, only these interviews are spoken and not written, and each interview is aired on the Morrowind Modding Showcases YouTube channel with a montage of video-footage of each author's mods in the background. Think of it like a podcast with a visual element. We originally started this interview series back in November with Morrowind Modding Interviews, and to date, we've done some 17 interviews with Morrowind modders (and have many more scheduled for the future). However, I thought it was time to start branching out our series to cover more modders from the rest of the Elder Scrolls modding community, starting with Oblivion. Now technically, we have interviewed Oblivion modders in the past, but we focused more on their Morrowind mods rather than their works for Oblivion, so this series will be primarily focused on Oblivion modders and their Oblivion mods. The format will basically be identical to our Morrowind Modding Interviews series, where you, the community, can recommend modders to interview and submit questions you'd like modders to answer. Each time we announce a new interview, you'll have about one or two weeks to submit questions for each modder to be asked, and so long as those questions are appropriate, they'll be included in the final spoken interview. Our first confirmed interview for Oblivion Modding Interviews is with one of the staff at Nexus Mods, Zaldiir. He's also the author behind such mods as Creature Diversity, Populated Prisons, Viking Village, Gold Horse Carrier, and the Project Lead on Kvatch Rebuilt. We've already submitted the interview questions for Zaldiir, and with any luck, that episode will air on July 31st! We're also taking questions for AndalayBay of the Assimilation Lab and ShadeMe, the author behind Blockhead, who have both agreed to do an interview for Oblivion Modding Interviews as well! If you have any questions for AndalayBay or ShadeMe please post them below! Once enough questions have been submitted, we'll send a complete list to each interviewee to review and set a schedule for the actual interview recording. Keep in mind that, due to the nature of these interviews, they can sometimes take a while, occasionally up to a month or more, to schedule, but we'll update this thread once an interview goes live! Also, please post suggestions for modders you'd like to be interviewed in the future! My hope is that Oblivion Modding Interviews can become a regular show on par with Morrowind Modding Interviews in due time. Thanks for reading, and if you have any suggestions at all for the interview series, feel free to post them below!
  2. Version 2

    124 downloads

    Version 2. *All racks work independently now* Create them all at once. Who should use it: Modders This is for modders that want to make potion racks available for their decorations. These racks are totally functional, drag & droppable, with NO SETUP! Setup: 1. Extract the file to the skyrim DATA directory where all the .esp files are located. 2. Extract the file to a permanent backup location where you can copy from at any time. This backup location will NOT BE EDITED. This is the ORIGINAL. 3. Once the file is copied to your skyrim DATA directory, RENAME it to the name of the mod that you are creating. 4. You can now edit your mod in step 3 and drag and drop potions anywhere in Tamriel. 5. Thats it, you are done. Example: You want to create a mod called Avenging Angel House Mod Rename WarehouseContainersAsh.esp to avengingangelshouse.esp then edit it in the creation kit. EXTRA: If you want to create potion racks for your mod that you already created, a tutorial was placed in the zip file. NOTE: COC warehousecontainersash It is not ncecessary to coc to this location in the game, but it is there if you want. You can NOT import this file into a mod that you have already created. Forms, scripts & other components are not importable, that I know of. So the only way to make this work is to rename .esp file to whatever you want to, then start creating your house. The warehouse for potion racks can be dragged and dropped, with the properties already chosen. NO SETUP!
  3. Hi, I am a new modder, trying to get started with modding, so please forgive me if any questions are bad ones. I am planning on going small on my first mod and plan on getting bigger, starting by adding a new player home outside of Whiterun, but the are a few issued. So i downloaded a few of the resources found here on the TESA and I am having a hard time getting to new resource items on the creation kit. i downloaded and put in in my data folder, is there something i am doing wrong. Again, sorry if this is common knowledge, but i wouldn't even know were to search to find the answer. Oh, and one more thing I see that the members of the TESA love 's so i think (and hope) to get along quite well with all of you. Thank you.
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