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Walrus

Allies
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Everything posted by Walrus

  1. I finally just found one in willies tower mod and copied it over. CK still won't let me place new ones though. I can copy them, adjust them and move them. But not place any brand new ones. Anybody else have any ideas?
  2. I've tried all that. I must be missing some setting or toggle or something. And if it was just really small it would show up in the object list, which it isn't.
  3. Yep. I can see my door markers and coc marker. So those are on.
  4. Okay guys, I need your help. I can not get collision planes or cubes to work right.. Neither are room bounds or portals but that might be something else. I have loaded up my cell, clicked on the collision plane button, then clicked in the cell view and nothing happens. Same with the collision cube, and when I select a reference first. So what is it I'm missing? Anybody know?
  5. Version v 0.1.3

    69 downloads

    NOTICE: This mod has been put on hold for awhile. Until I can get into a place of my own. A run down house on a mountain. Mysterious dungeon who's master is sinister and dark. Riddles to be solved, areas to discover and mysteries to be unraveled. Who built this place? Why does it exist? And what could lie at the base of the mountain? Answer these questions and more with Walrus's Skyborn Mansion mod. Finished features will include: - A new upgradable player home with a glorious view - A multi layer dungeon with lots of dead ends, puzzles and traps - A new merchant who needs your help to clear his name - A marriage worthy nord with the knowledge to heal your wounds - A mysterious stranger who might not b what they claim. --------------------------------------------------------------------------------------------------------------------------------------------------- Skyborn Mansion is a my first public released mod and my first serious mod for Skyrim. I plan to add several things to the world of Nirn with this by the end. These include: - A new NPC merchant with his own backstory and related quests. - His marriageable daughter, also a merchant, with her own quests to complete - A grueling dungeon with 35 lvls. Complete with hidden areas, secrets to discover and rewards for completing sections - An upgradable house with many different features and areas - A mysterious stranger who asks you to complete various tasks - A main story line to explain why this house and dungeon is there in the first place Features Completed: -Lvls 1-2 of the dungeon Features Started: -Dungeon Entrance http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressGreen.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>50% -House http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressRed.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>5% -NPC Merchant http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressGreen.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>60% -Merchant Daughter http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressGreen.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>50% Exclusive TESA HINT!! -There are no health potions in the dungeon. Just remember that
  6. It's nice to finally meet you red! I've heard great things about you. Looking forward to seeing you around more
  7. Cookie showers are the best kind! Ice crem baths come close though. Welcome to TESA!! Where being different is normal.
  8. I guess I could give another twenty.. But that's all I can afford at this point. Sorry. I'll send it through the site.
  9. New person, welcome to the best Skyrim Forum on the web. Where cookies are currency and friendships are golden. . . . That was corny. Here's a cookie for you
  10. Walrus

    Hewwo (:

    Hey there! Welcome to the TESA forums. Where everybody's nuts and knows it!
  11. Model Train shows, not a good place to meet women.

    1. grond

      grond

      So 'HO scale' has no double meaning?

    2. WillieSea

      WillieSea

      I am guessing your right there.

  12. Model Train shows, not a good place to meet women.

  13. Climates of Tamerial makes Skyrim much better

  14. Favorite soup of all time for me Nine Bean Soup Ingredients: -1 cup Nine Bean Mix -Can be found at Bulk Barn and Costco if your in Canada -Onions -Garlic -Celery -Green peppers -4 cup Chicken Stock -2 cup Water -1 can diced tomatoes -Salt and Pepper to taste Optional (but advised) -1 Ham Bone Prep: -Soak Beans for 12 hrs -rip off chunks of ham Cooking: -Saute onions, garlic, celery and green peppers -Add beans -Mix the stock, water and tomatoes in a pot -Add the onions, peppers, celery and beans -Add the ham -Apply salt and pepper as you see fit -Bring to a boil -Transfer to a slow cooker. -Cook for at least 4 hrs -The longer the better but right after lunch to supper should be long enough Enjoy!
  15. Crisis Averted

    1. grond

      grond

      Then I'll holster the weapon.

  16. Thank you Will. I thought my work might be ruined for a bit there. I was trying to make water disappear and re-appear with your light switch script. But I will remember not to load more than one mod at a time.
  17. Will your mod broke mine!

    1. WillieSea

      WillieSea

      nah, your using it wrong. lol

    2. Khettienna

      Khettienna

      that's what she said

  18. Hey there guys, Quick question, how do you figure out why your mod requires another mod? I was playing around in Willieseas "Levelers Tower" mod trying to figure out his scripts. Now my mod requires his to load. I can't figure out what I did, and need some help!! Any info would be great, and thanks in advance
  19. I focus on Skyrim mostly because that's the game I remember the most. I have never played Morrowind. Do you guys remember Golden Eye for the N64? All of the levels were designed and made before they even made the whole story. That's why some rooms do nothing. They are just storage rooms. That's what TES needs. I think the forts just annoy everyone. I mean, destroyed forts, all occupied by bandits/skeles and built into the ground not up? That makes no sense in Tameral. Maybe a few in Skyrim and a few scattered on the farther reaches of Cyrodil. But in the middle? NO. Why did the orcs not take any over? But at the same time there is alot of dungeons in Skyrim. I imagine someone got very bored with making them in the CK and then filling them. And I doubt the guy with the control over the money really cared if the dungeons and forts made sense. I really think they should turn to the community for the next game. Let us design the levels, make the lore, and fill them. And then give a free copy of the game to all the Creators they pick. I for one would design a medium sized dungeon for that. Maybe when Rider gets the Level design up we can compare all the pros and cons to the TES dungeon design ideas.
  20. Nexus wiki: <--Best one for your needs http://wiki.tesnexus.com/index.php/Creating_a_custom_race_for_Skyrim Creation Kit: http://www.creationkit.com/Tutorial_Creating_a_Playable_Race Other site: http://skyrimcreationkit.com/create-your-own-character-race/ All of these require you to have the assets ready to put together. So if your using the bipedal Deamora races I believe you'd be good to go. But I do not believe your race would be able to use any armour and the hair/beard selections would be very strange indeed. just food for thought. Hope I helped at least slightly.
  21. Sry in advance if I'm hijacking this thread, but that's because the game uses some scripts from the last save right? The same reason you can save, attack an NPC merchant, reload the old save and have their inventory reset? So a follow script in the game for the skele isn't changing it's value/output and not releasing it isn't do what is supposed to do?
  22. Walrus

    Hey there!

    I knew I'd get to the bottom of this. If people only knew they were being lied to, they'd go nuts. Luckily Khettienna has solved the mystery and brought us all closer together Leaving only one question for our avid readers. How do you pronounce your name???
  23. If there is one thing I can't stand in games, it's things not making any sense at all. And since this is a Skyrim forum, guess which game I have a problem with? tl;dr Skyrim dungeons are bland and boring. It erks me. Now imagine this for a second; Your a Dwemer lord, planning his city. Do you; A) Make a city that Includes "houses" and shops, smithing areas and potion labs B) Make a fortress that is straightforward, and includes general areas to make items, store items and house troops C) Randomly dig into the ground with no plan or real propose Ok, you can stop pretending now. So which did you pick? Are you making a city? Are you on the border and housing troops? Or are you insane? To me, all of Skyrim's dungeons are the last option. They make no sense. Excluding all cave based dungeons (which I have other issues with), dungeons usually follow this format 1.Enter and go straight 2.Go from room to room, never any diverging paths 3.Kill all enemies and then boss 4.Collect loot and possible a th'um 5.Hit "secret" button/chain/lever to open "secret" door leading back to start/near start 6.Exit Almost EVERY dungeon follows that pattern. Think again to the Dwemer ruins. Where did they all sleep? Where did they make weapons? Armour? Potions? Where did they research/make all of there steam equipment? All of their minions? All of the ruins just follow a simple linear path. Sure there are some rooms off to the side, but think about it, what was IN these rooms? NOTHING. All of them were just a lockpick sink (D&D players think gold sink) and a holding area for a semi-important item. When I first picked up Skyrim, I made a sneaking character. Wanted to try and steal some items instead of killing everyone. It's not possible due to one thing only. The quest structure is there. The skills are there. The ability is there. but the LEVEL DESIGN prevents it. Level design is everything. i remember in Oblivion there were often two paths to get to the end, or at least a side tunnel to sneak passed enemies. Now some dungeons where designed to make you fight, but that's the point. They were DESIGNED. In Skyrim you can't sneak past enemies. They are placed at the end of a tunnel. Now granted, with all sneak perks, Muffle, Invisibility, and going REAL slow, you could sneak past. But really? Is that fun? Remember that quest in Oblivion where you had to deal with the mercenary leader? He was sick and needed a potion every night. You could either sneak in and switch the potion. OR you could run in and bash everyone over the head. Either way it was fun. There was enough stuff to hid behind that you could sneak. And straightforward enough to just run through. But there were SIDE rooms. Rooms with a point to NPCS but not to the story. It made it interesting, fun. Skyrim is missing this in my opinion. It is up to us, the modders, the fans, lovers of all things TES to fix this. One day, I plan on changing all the main quest dungeons. So more people can enjoy better dungeons. tl;dr Skyrim dungeons are bland and boring. It erks me.
  24. Things should make sense in games, biggest problem in Skyrim is the dungeons make no sense what so ever.

  25. In the item's alias screen there should be about 14 check boxes at the top right, above the scripts section there should be an option to select "Quest Object" you want to select that one. To be honest I have no idea how I got to that screen so.... I believe though that the object had to be already tied to a quest. Also Williesea, your also kinda right. On the majority of other Beth games it's on the object window from what I've been told. Hope this helps you out StrikeForceX
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