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Fiore1300

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Everything posted by Fiore1300

  1. Reminds me instantly of the Dwemer bridge outside Arkngthand in Vvardenfell...
  2. Wow is that nice! This'll be perfect.
  3. Fiore1300

    Hunting Dragons

    Great shot! Taking advantage of the latest patch, eh?
  4. Well, I followed the tutorial to the "t" with a Colovian helm and this is the result... http://cloud.steampowered.com/ugc/540675791390576189/09A7F8287020CCE78B900967CC5936F9E458A476/ So, I suppose the best answer is (it mostly works). Let me know what you think is wrong... I'll try that.
  5. Great tutorial, this worked perfectly. I went through this with Helborne's Dwemer Battleaxe, and it was split into three pieces so I had to (successfully) adapt. Initially I strayed from the tutorial to try and put an original weapon in the game rather than use the replacer method, but that's when I figured out the immense importance of the "1stPerson" nifs, and discovering that the CK wouldn't recognize my nif when I named it "1stPersonDwemerBattleaxe". Frustrated, I went back to the replacer just to test it out, and I found that the short style of the Oblivion-era battleaxes caused my char's left hand to grip air, and the blood textures to be floating above the end of my axe's blade (though the blood textures didn't match anyway, since the Dwemer battleaxe I was using and the Steel battleaxe I was replacing are of very different shape). So, anyway, I have two questions probably beyond the scope of this thread, but 1) Will we be getting a tutorial of how to create brand new "1stPerson" nifs sometime? 2) Will the methods of this tutorial work for really simple armor and clothing as well (ie not requiring mesh edits)? I was hoping to import McMuffin's Colovian Fur Helm resource from Oblivion.
  6. I was just about to volunteer, but I think DarkRider is correct here. I'll make one for personal use, however.
  7. In the Market District, RST conflicts heavily with Thievery in the Imperial City. Not only does RST and Thievery put a door in the same location, but Thievery also puts a statue in front of the Apartment for Sale that's added by RST.
  8. So I've started work on a unique oblivion gate realm, and I've been doing the preliminary work of landscaping. However, I have one key element to conquer if this is going to fully realize itself. An element that I don't have any experience working with. A lift. The idea is this: A player enters the realm looking for a Sigil Keep. To the player's surprise, there isn't one anywhere. In the center of the level is a volcanic crater of sorts, its basin full of lava. As the player explores, they learn that the tower lies just beneath the surface and that, by throwing the right switches (the puzzle is a little more complicated than that), the tower will be raised from its ?watery? grave so that the player may enter. However, I don't have any experience working with lifts. Any advice or tutorial would be helpful. I dunno if a lift is even the best means of accomplishing something like this. Its simply my first thought.
  9. When I looked at the picture featuring the fishing nets, I actually gawked. Great stuff! I hope Arthmoor takes note...
  10. Okay, so I was moving through theTalkieToaster's tutorial that describes how to make playable creatures (included in his Playable and NPC Creatures mod). Although I don't expect it entirely to work, as I copy-pasted any needed animations from the _male folder to my playable creature file instead of making new animations (which I feel the rather vague tutorial alludes to), I am still pressing forward to complete all steps of his tutorial just to see if I can get things to work. So currently I find myself at the ESM/ESP part of the tutorial, and stuck on one of the final steps. In the mod he includes an Example Race ESM which you turn into an ESP and edit, taking advantage of a short script to equip the skeleton of your creature. Troublesome, since I've never touched scripts myself. All theTalkieToaster recommends I change in the script, however, is this: And here is the script, unedited: and post edited: But upon trying to save the script, I get this message... Any ideas as to what I've done wrong?
  11. This looks great. Though I do have a suggestion; you should look up the term "the Earth Bones" on the Imperial Library. Basically, they're the laws of nature, and because I've always liked the term, I think it would be cool to name this branch of magic after the Earth Bones. Or, at least, in your working title "Elemental Powers". Something I thought of was "Earth Bones Supplementation," basically meaning that you are extending or strengthening your own limits and abilities with those of the Earth Bones. Or something like that.
  12. Okay, so someone in the shoutbox a few months back was looking for a 'skimpy' Ayleid/Welkynd armor set. At the time, I remember recommending TrueAyleidArmor to them. Others present at the time recommended other mods, mostly on tes and pes, in an effort to find the mod the user was looking for. Everyone came up empty. Now, however, I think I may have found the mod this user was looking for. If they remember, and are still interested, or merely curious, please sent me a PM and I will hit you up with a link. There is no nudity, but the armor set is very skimpy. I remember the user describing the armor as having a welkynd stone bikini, just so you're aware of how skimpy things could get. I am certainly curious as to whether the mod I found is the correct one.
  13. snip. Posted in the wrong thread. Had too many dang windows up.
  14. It might be too soon to call it...but...I'd like to see a TES V: Skyrim: Return to Cyrodiil mod.....
  15. I'd like to see long arrows for Realswords completed! This is great otherwise. I am lucky to stumble upon it!
  16. You are amazing, Arthmoor. Great stuff, and thank you!
  17. Haven't heard anything in a while about this mod. Bumping to show there is still some interest!
  18. bumping this mod because I would like to see work on it continue!
  19. I think the UESP wiki has either got it backwards or wrong. Like they say, in Daggerfall Atronachs are contructs, not Daedra, as they are in Morrowind and Oblivion. They thus connect the Fire Daedra and Frost Daedra to the Flame and Frost Atronachs of the later games, since the Atronachs of later games are considered daedra. I think the real answer here, though, is that the Fire Daedra and Fire Atronach, and the Frost Daedra and Ice Atronach, were merged into one creature: the Flame Atronach and Frost Atronach respectively. I think the appearance of the Flesh Atronach, which is considered a Daedra in the Shivering Isles (or, at least by the Imperial Library) bears this out. And besides sharing the name of "Atronach", the daedra atronach of later games look more like the Daggerfall constructs then the Fire and Frost Daedra of Daggerfall. So, by the available current lore, I'd consider: Fire Atronach(II)+Fire Daedra(II)=Flame Atronach(III)=Flame Atronach(IV) Ice Atronach(II)+Frost Daedra(II)=Frost Atronach(III)=Frost Atronach(IV) Flesh Atronach(II)=Flesh Atronach(IV) Iron Atronach(II)=? Wind Atronach(II)=? Storm Atronach(III)=Storm Atronach(IV) Perhaps since Iron and Wind Atronachs haven't been seen since Daggerfall, the Storm Atronach is a merging of the two? I know you're speaking of the traditional magical elements (Fire-Earth-Water-Air) but just to correct you, scientifically iron is an element. Right there as number 26 on the Periodic Table. Designated as Fe. Actually, its the only truly element atronach. Fire is not an element, neither is lighting, they are both plasma---ice/water is not an element, its a compound----and wind is really just a phenomenon of planets with atmospheres..
  20. I really thought both parts of this tutorial were fantastic, Darkrder. Cheers!
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