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Found 9 results

  1. I have questions --- sooooo many questions --- on the topic of "custom voices" [dialogue] for NPCs & player's character as well. Here's a few just spit out from the tippy-top of my "head": ~ What the HECK is a FUZ? Where can I get said-"FUZ" tools, and a miracle that it'll be easy to figure out/learn to use correctly? ~ What's their line... lines... if I were wanting to re-voice the vanilla dialogue for some of the player-follower interaction lines. ~ If I wanted to take some recorded "WAV" files and alter the pitch/tone of the voice, which (free) tools would be easiest for making such adjustments? PS- I'm without a bit of know-how when it comes to all those sliders 'n knobs I've seen on some tools before! ~ What the fudge am I getting myself into now; Kratos' mods are haunting me apparently. With that last question (which I'm sure nobody will ever have the answer for) gives away the voice I'm hoping to capture and bring to the mod(s) to set our Kratos/Kratas apart from the knock-offs/others that are available. This is also assuming one of the authors from aforementioned "others" doesn't see/hear about this plan 'n beat me to it.... But --- I digress --- I'm sure I've got the CK portion pretty much figured out from the various forums & videos online. It's really everything else up to that point that I'm in the dark about. I'll greatly appreciate whatever info regarding this topic that's available; even if it may come with an asterisk/heads up! Any-n-all related miscellaneous info or unconventional little tips/tricks that may help me with this endeavor are equally appreciated!
  2. 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
  3. Hello and welcome to my little tutorial. We're going to be creating new WARPAINT tintmasks and adding them into Skyrim via the Creation Kit. For this tutorial you'll need; - a graphics editing program, either Photoshop or GIMP (I'm using Photoshop in this tutorial) and the proper .dds plugin for that program - the Skyrim Creation Kit - NifSkope - my warpaint templates (optional but helpful) - imagination Jump right to the tutorial. Introduction ------------- Warpaint was introduced for the first time in Skyrim. In its basic form, they are layers overlayed onto the face/head of NPC's and/or the player character called TintMasks. TintMasks also include the cosmetics and dirt layers used during character creation, but that's another tutorial. In general, a warpaint tintmask is a black and white layer texture file with a design on it. Colour is controlled in the CK. These textures can be added to any race to provide a preset option in the character creation menu. Vanilla warpaint tintmask textures are sized at 256x256px. The game understands this and this is the size we'll be creating for the purpose of this tutorial. You may have noticed many mods out there with HiRes warpaints at 2048x2048px for sharper detail. I'll discuss this method below. About my warpaint templates ----------------------------- The first thing I realized as I was creating my own warpaint mod was that I while I could follow the UV map of the head texture for general placement, there was nothing really detailed for specific placements. Thus, my warpaint templates were born. The templates are colour-coded for every part of the face and are intended to be used as a placement guide for all races. They look like trippy voodoo tribal masks. In order: femalehead, malehead, Argonian malehead, Argonian femalehead, Khajiit femalehead, Khajiit malehead http://tesalliance.org/forums/index.php?/gallery/image/30884-nifskope-full-view-female/ http://tesalliance.org/forums/index.php?/gallery/image/30887-nifskope-full-view-male/ http://tesalliance.org/forums/index.php?/gallery/image/30885-nifskope-full-view-male-arg/ http://tesalliance.org/forums/index.php?/gallery/image/30882-nifskope-full-view-female-arg/ http://tesalliance.org/forums/index.php?/gallery/image/30883-nifskope-full-view-female-kha/ http://tesalliance.org/forums/index.php?/gallery/image/30886-nifskope-full-view-male-kha/ In the CK as a properly converted warpaint, they look like this. http://tesalliance.org/forums/index.php?/gallery/image/30888-ck-full-view-female/ http://tesalliance.org/forums/index.php?/gallery/image/30889-ck-full-view-male/ The differences between Man and Mer and Orc races ---------------------------------------------------- Human or Man heads (as shown above) include the Breton, Imperial, Nord and Redguard races. You may be wondering where the Elf or Mer (Dark, High and Wood) and Orc races are. There isn't any. All the Mer races and the Orc race use the same basic human femalehead and malehead mesh and texture files. However, there are extra details and nuances between each that you need to understand. The different shapes of the heads come from .tri files rather than a new mesh like the Argonian and Khajiit races. Because Elf races are similar to Human races, this helps cut down on the number of files needed. The tri file contains "shape" information for each race, allowing for the differences. The pointy ears, elongated chins, sunken cheeks, exagerated jaws of the Orcs, all come from the tri shapes. This does pose an issue for us regarding placement of our warpaint. What appears on the cheek of a Human race might end up on the jaw of the Orc race, for example, but this can be worked around. The following pictures show the differences of each Mer (and Orc) race compared to the basic Human head. As long as you are aware of these differences you can work around it by creating individual warpaint textures per race, with adjustments. The tutorial will explain it more. Dark Elf Female; http://tesalliance.org/forums/index.php?/gallery/image/30890-racecomparedarkelf-f/ Dark Elf Male; http://tesalliance.org/forums/index.php?/gallery/image/30891-racecomparedarkelf-m/ High Elf Female; http://tesalliance.org/forums/index.php?/gallery/image/30892-racecomparehighelf-f/ High Elf Male; http://tesalliance.org/forums/index.php?/gallery/image/30893-racecomparehighelf-m/ Wood Elf Female; http://tesalliance.org/forums/index.php?/gallery/image/30896-racecomparewoodelf-f/ Wood Elf Male; http://tesalliance.org/forums/index.php?/gallery/image/30897-racecomparewoodelf-m/ Orc Female; http://tesalliance.org/forums/index.php?/gallery/image/30894-racecompareorc-f/ Orc Male; http://tesalliance.org/forums/index.php?/gallery/image/30895-racecompareorc-m/ I'm not forcing anyone to use these templates. Feel free to just use the head texture files as your guide if you wish, but they are helpful and I will be using them throughout this tutorial. How to use the texture templates --------------------------------- This will become clearer during the tutorial but I wanted to explain them first. Each .psd file contains the head textures and a coloured layer per face part. Some of the layers overlap (chin/jawline for example) so hide/unhide layers as you wish to see them fully. The file also contains a single UV map layer, if you prefer to just work with that. The files are the same size as the face textures. This is not the size we use for warpaint but it's like this for ease of use when creating. The final warpaint texture will be resized. More on that in the tutorial. As you've seen above, the overall template covers the face and partial neck areas. I highly suggest you do not go outside this overall area or your warpaint may be covered by hair or cut off by the UV map area. Determine where you want to place your warpaint design. For example; * If you want to place a design only on the nose, use the nose layer as your guide. * If you want to place a design only on the upper cheek, use the upper cheek layer as your guide. * If you want to place a design across the eyes and up into the brow area, use the eye and brow layers as your guide. You can go outside of each face part layer if you wish, nothing is stopping you. These templates are simply a guide. You can use the entire face area if you wish with one large design much like Bethesda did if you wish (again, I suggest not going outside the overall area). It's entirely up to you. You said there were no Elf or Orc head meshes - what are these then? --------------------------------------------------------------------- Included in the template package are new meshes for every Mer race and the Orc race. I created them in the CK and exported (much like you do when you create NPC's and export facegen). THESE ARE GENERAL MESHES (shown in the pics above), and are NOT DETAILED for every single shape that can be created in chargen but are exagerated enough to show the oddities. These are a guide only, like the texture templates. They are meant to be used in NifSkope only to show your progress as you adjust warpaints per race. For Human, Argonian and Khajiit, use their head meshes from the skyrim files. I do not guarantee that some configurations won't stretch or distort. More on how we'll use these mesh templates in the tutorial. Creating HiRes versions of warpaints -------------------------------------- As the trend seems to be, everyone wants HiRes 2048x2048px textures. The game, however, will not display tintmasks at this size. To use these textures SKSE is required. If you're not using it already, get the latest version here. When you release your HiRes mod, make sure to advise people of the same requirements. After installing, locate the SKSE.ini file in your Data\SKSE folder. Open in any text editor and copy/add the following; [Display] iTintTextureResolution=2048 This will only allow for better images in game. YOU WILL NOT BE ABLE TO SEE YOUR TINTMASKS IN THE CK. Follow the tutorial as is. I have not provided hires templates. You can still use them by copying the guide layers into a new 2048x2048 workspace and resizing. This will look bad as you test your creations but since it's only a guide and not used in the final product, it'll do. If you decide to create both a normal vanilla version and a HiRes version, then create your texture versions individually. Do not try to just downsize your 2048 version down to 256. It will look horrible. And whatever you do, never upsize that much. Support ---------- Please feel free to ask any questions in this thread. Now, on to the tutorial.
  4. Hey there! I'm new to the site/forums. New, as in, just finished my profile 5 minutes ago. I just wanted to introduce myself. I prefer to go by kiwi, since disclosing my real name is not in my best interests. (Yknow. Don't need to be stalked ) I'm pretty happy to be here. Despite the fact that both oblivion and skyrim have been out for years now, I'm just getting warmed up to the modding scene. I had some experience modding oblivion before moving onto skyrim just recently, and the kit seems to be fairly familiar, so it shouldn't be too bad. I don't think I'll be uploading any files, though. I'm too self conscious and fearful of negative feedback, not to mention at my level there will be hundreds of mods out there nearly identical to what I'm capable of producing. Scripting is way out of my range of abilities. I'm more of the, ohey look I added a summonable horse and a player home. If I may recommend a mod that I'm enjoying, however, it's a mod called Frostfall. Tons of immersion, hours upon hours of work, no bugs whatsoever due to thorough testing. It might as well be a new game, as the wonderful person who created it had a whole team. Anyways, I'm glad to be part of the community, and I look forward to seeing loads of amazing mods. My sincerest apologies if none of this makes any sense, it's too early to do the sense making thing.
  5. Hello! I just wanted to introduce myself. I've always been aware of TES games through friends, but my real introduction was by playing Skyrim back in January (and continues on hundreds of hours later.) Oblivion is next on the list, and it will be interesting to take a step back and catch all of the references made in Skyrim. I'm a little "late to the game" (har har), but having a long background in software development, product management, and design, I've become pretty obsessed with making mods. I came to TES Alliance for the community, but also to find more technical information, and learn more about the lore and histories. I've really fallen for the detailed universe of TES, especially since I can now interact more with it via modding (if that makes sense?) Anyhow, you can check out my first mod here, "Skygazer Moons - Masser & Secunda Ultra HD 4k", the first in a series of night sky upgrades for Skyrim. http://www.nexusmods.com/skyrim/mods/54349/? This is a beautiful website, and I am continually impressed with how deep the knowledge runs in the community. Cheers!
  6. Hello again. You may know me already. I am the little annoying one haha thats posting all day . Two problems came with me today or not 2 problems, more 2 questions and one of them includes a (I think) great idea. Soooo I hope someone is able to help me. Or will maybe work on my idea. 1) How do I darken a worldspace? If you look my last posted pics. You'll see a new worldspace I am working on. But the problem is that I would like to make it darker, simply change the lightning like it is in the interior cells. But also use the sky. I dunno if thats possible with worldspaces. 2) The real Necromancer Sadly I am not talented enough or capable atm to do such a scripting work. The idea would be more or less 2 spells which will in my opinion would greatly enhance the life of a Necromancer and would be definalty lore friendly. First spell would be a spell, which after you killed your target (like Soultrap) stores the body in a different dimension (just port it to a cell). Afterwards a variable or boolean goes to true or 1 so you can only store one body. Second spell would be more cooler. You would bring back the body with it but with cool effects like a coffin which is rising out of the ground and vanishing slightly and leaving the body behind. So you can resurrect him. During this summoning process a time stop bubble is casted, which will prevent the summoner from getting attacked. Afterwards he still has to resurrect the target with a spell The idea behind is that you as necromance can summon your bodies everytime you need them and don't have to look after dead bodies during a battle. Just like a saftey plan. Would definatly be cool to see such a spell combination. If anyone would like to get more detailed with that idea, feel free to ask me ^^ .
  7. Unique Locations ------------------------------------------------------------------------------------------------------------------- I thought I would open a thread for my current WiP Mod Unique Locations. You may know already my pics I post about the Mod. The intention of this thread is to get more ideas what exactly I should do with my locations or where to build new ones. And when it would be time to release it. I am working also on other Mods or Homes I try to refurnish or clutter up. Today I thought why not making a thread where people (who would like) could contribute their ideas. I just finished another unique location yesterday and today was comming the next one into my mind. The mod will feature new Unique Locations spread all over the map of Skyrim. This mod currently only depends on Skyrim.esm and also Update.esm. I think that I will also stay that way and not include the DLCs, as not everybody has them or likes them. At the time my mod was growing I asked myself a few questions about the sense and the direction. I have to say that I personally use the mod for claiming different artifacts I downloaded. Well now I would like to ask you some questions: Should it be just a mod which adds several places to explore ? Would it be good to leave some locations unmarked on the map ? (for example the Mammoth Ribcage) Should every location be ownable by the player ? (currently most locations hold inhabitants like Summoners or Thiefs you can kill) What should you get from the location ? (place there Weapons and armors from Modders ?) What ideas you got for new locations? Where would you like to see new locations ? (I always search fancy new locations to place my buildings; You can also just tell me a location and I think about what fits there) If you interested or would like to put in your ideas, feel free to do so. I would be happy . Thank you very much for your attention and the time you invested to read that post . Current Locations (game ready) ------------------------------------------------------------------------------------------------------------------- Note in this section I only will post the outside of the location. You can find more pics about the location in my Gallery. Or later on than in the game. Ofc not everything the mod offers is shown in the screen shots. You should also explore it . (Excuse the long post but Thumbinals don't work) Last Updated: 03.05.2013 Old Mage Tower Mammoth Ribs Goldbrands Grave Forestking Tower Fisher Hut Fairy Wood Cave The Chill Hidden Sewer Dwemer Cabin The Battlefield The Graveyard Journeyman's Camp The Well Eremits Cave Thanks for reading and don't forget to enjoy the game !! Nahkin
  8. With the TES Alliance website being moved to a new server, you may have heard things like "We're waiting for the DNS changes to propagate". You might also have noticed that the server move seems to happen faster for some people than others. What's going on? What on earth is a DNS? Doesn't moving a website to a new server happen instantly? Different Languages The root of the problem is that humans and computers prefer different languages. A human being would think of a web address as something like www.tesalliance.org. On the other hand, a computer sees a web address as something like 198.154.215.186 (known as an Internet Protocol, or IP address). So when you type www.tesalliance.org into your browser, something has to translate your instruction to 198.154.215.186. DNS - the Human:Computer Translator That something turns out to be a thing called a Domain Name Server, or DNS for short. Think of a DNS as being like a guy with an address book giving out directions. When you type www.tesalliance.org into your browser, your Internet provider will ask the local DNS for directions. The DNS will then reply "TES Alliance is at IP address 198.154.215.186! Go there now!" Sometimes the local DNS address book doesn't have an entry for the site you want to visit. So what it does is ask its neighbour. It keeps asking until it finds a DNS who knows where TES Alliance is located, and then copies the IP address into its own address book. All is well and good. We have a system where humans can type a web address into a browser, and the computer can translate it into an IP address, either by itself or with the help of some friends. Moving House When DarkRider moved TES Alliance to the new server today, an interesting thing happened. Not only was the website physically copied to a new location, the new location has a different IP address. All of a sudden, the address books of ALL the DNS's around the world have the wrong IP address for TESA! How does this correct itself? No problemo. TES Alliance has a primary DNS that tells the world "We've moved house! We are now at IP address 198.154.215.186!" Its new DNS neighbours will update their address books almost straight away and start spreading the word. Other DNS's will hear about the address change and start updating their address books as well. This process propagates around the world until every DNS that has TES Alliance in their address book has updated the IP address. This propagation process may take a few days to fully complete. And there you have it - that's the reason that moving a website doesn't happen as instantly as you would expect. And you can now sound like a geek any time you want by saying "TESA is waiting for the DNS changes to propagate."
  9. 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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