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  1. Hi i have a serious problem with constructing a working bookshelf. Since the moderator for CK Basics is not active for around 4 days there im asking here if anyone has experience with this. I hope its just a little issue. My problem is that i have "floating" or "flying" books. I have a working activator, my books are placed like intended and everything, but they are floating over the board. I checked like 20 times the bookdummies, the collition markers, the L_Collition properties over and over. I moved them down, so they should be placed INSIDE the bookshelf boards... they are hovering above it.... can anyone give me some hints?
  2. When loading into some areas in the game (always outside) thing get a little... weird. I'm not sure what is messing up (textures ,meshes, colors or whatever.) I'm beginning to suspect it may be the lighting not loading or a fog issue. The colors are dull and it literally looks like everything is made of clay. This is becoming really annoying and if anyone has a fix it would be greatly appreciated! Here's some examples: http://oi41.tinypic.com/4vpkcy.jpg http://oi42.tinypic.com/4i1vsw.jpg http://oi43.tinypic.com/207s5z5.jpg
  3. Hi, I'm new in Skyrim modding and I decided for my first mod, to be a follower mod. I want my follower to do a little patrol wherever it is told to in a dialogue, but I don't really know how to make it move to points not adjusted to the cell but to a dynamic point. I could place down markers and join them with linked references (that much I learnt from tutorials) but I don't want it to return to those markers again if I ask it in another cell. Thanks for any help!
  4. I am trying to make a series of spells focused around sun damage. I have taken the fireball spell and duplicated it. I took it's visual spell (FireDamageFFAimedArea) and changed the casting sounds to those of restoration and the projectile has been changed to the turn undead one. Originally i never touched the explosion itself or the impact data, so the explosion should be working fine. i had applied a powerful turn undead effect to it, which took priority visuals, so i removed it. when it was there it looked like the wave form of turn undead, and now it is just the bolt, but i changed the explosion to the turn undead explosion. no explosion happened when i tested it. I changed it back and i dont get an explosion now either. Can anyone help me with getting the explosion visual to work? preferably i would like the turn undead one, but fireball will do fine too...
  5. So I'm working on a script that is supposed to resemble the bound armor in TESIV. The variant that I'm having trouble with is one designed solely for NPCs. The goal is to have the spell trigger when the NPC goes into combat, and have it automatically dispel when he dies or leaves combat. I have just about everything sorted out, but I don't know how to have the "EquipItem" function reference the actor that the script is attached to. Here's what I have so far: Scriptname VHBoundArmorMythicDawnDeathDispel extends ObjectReference ;Begin Bound Armour list Armor Property Helmet Auto Armor Property chest Auto Armor Property boots Auto Armor Property Hands Auto ;End Bound Armour list ;Begin Regular Clothes list Armor Property Robe Auto Armor Property RobeBoots Auto Armor Property RobeHands Auto ;End Bound Armor list Message Property FailedEquip Auto Int Property Worked Auto SPELL Property ThisSpell Auto Event OnCombatStateChanged(Actor akTarget, int aeCombatState) if (aeCombatState == 1) SELF.AddItem(Helmet) ;SELF.EquipItem(Helmet) SELF.AddItem(chest) ;SELF.EquipItem(chest) SELF.AddItem(boots) ;SELF.EquipItem(boots) SELF.AddItem(Hands) ;SELF.EquipItem(Hands) SELF.RemoveItem(Robe) elseif (aeCombatState == 0) ;Put the same things as in "OnDying" in this area once bugs worked out else endif endEvent ;====================================================== ;The functions that have the semicolons are the ones that aren't working. Since they couldn't work, I nulled them for the time being ;so that the script could compile as-is. I'm wanting the person that this script is attached to to equip the items in those ;circumstances. ;====================================================== Event OnDying(Actor akTarget, Actor akCaster) SELF.RemoveItem(Helmet) SELF.RemoveItem(chest) SELF.RemoveItem(boots) SELF.RemoveItem(Hands) SELF.AddItem(Robe) ;EquipItem(Robe) ;EquipItem(RobeHands) ;EquipItem(RobeBoots) endEvent
  6. Hi, moderate time lurker, first time poster, looking for some advice regarding two mods i've been working on. First one is this; I've basicly made a house mod, would like to release to general public but hit a significant problem. I don't know where to put it! No joke, I can't find anywhere I feel would feel right and i'm a bit scared with altering existing terrain for fear of breaking something in the game. Second is, i've basicly made a rather large collection of followers, a mod which adds about two or three in each tavern in the entire of Skyrim. While there is another one out there somewhere which did it by big numbers, I decided to go a step further and mess with perks etc so each ones combat style differs a fair bit. Would it be worth releasing, and would the public be interested do you think? Heres some screens of both if your interested; Apparently steam images aren't allowed on forum so images may have to wait till I find my image bucket account.
  7. 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 ^^ .
  8. hello there are here any great scripters or coders that would like to help me to make my dawnguard dragon races fly and land?? plz add me on steam or skype thnx for understand it
  9. Ok so here is the deal, I have my race created all I need to do is add my custom texture and figure out how to make face presets. The problem I am having is when I change the skin of the race, it doesn't actually change. I don't know why. My skin has a custom tattoo on the lower back of the skin, which is why I believe it to not have changed sense the render window doesn't show the tattoo. Any ideas what is going on? and how can i make a preset face(s)?
  10. Hello! I would like to ask for help. I'd like to use in my mod http://tesalliance.org/forums/index.php?/topic/5801-relz-unremarkable-cave-11/ quality weapon model for the final reward and some interesting armor for the final boss. I tried to create some myself but wasn's good enough - I need to learn a lot to do this properly. I wonder if some modder with art talent allow me to use his works in my mod? I won't of course claim it as my own And I would be most grateful! I guess I can try to directly contact modders but I think it wont hurt to ask here first Basically I need a single hand weapon (it is a scripted weapon, it deals magic damage, drains player's magicka instead of standard soul energy, gives damaging aura when unsheathed and replenishes player's magicka on blocks) and an armor that can be assosiated with dragons - for the final fight (scripted three phase encounter).
  11. This sword (with a stone that looks like the pommel of mehrunes' razor, only grand soul gem color) as a model and texture for both 1st and 3rd person, with something telling me how to get it to look like that ingame. At the moment when I load a new mesh onto an object in the world it works fine, but when I try to make a weapon, it just appears as a daedric sword, and I can only change the model for 3rd person too.
  12. Hi all, I found this script in another mod and used psaopt to pull it out and PEXD to read it. When I try to recompile the script it won't work. Any help is appreciated. Here it is: .FLAGS hidden 0 conditional 1 .OBJECTS OBJECT CleanerAlchemyPerkBoxScript : ObjectReference {0} VARS perk ::AlchemyPerk_var = null {0} actor ::PlayerREF_var = null {0} ENDVARS PROPS PROP actor PlayerREF rw {0} AUTOVAR ::PlayerREF_var ENDPROP PROP perk AlchemyPerk rw {0} AUTOVAR ::AlchemyPerk_var ENDPROP ENDPROPS STATES STATE DEFAULT String FUNCTION GetState() {0} @doc Function that returns the current state FLAGS 0 return ::State ENDFUNCTION None FUNCTION AddPerk(perk akPerk) {0} FLAGS 2 ENDFUNCTION None FUNCTION OnTriggerLeave(ObjectReference akActionRef) {0} FLAGS 0 VARS actor ::temp3 None ::NoneVar ENDVARS callstatic game, GetPlayer, ::temp3 callmethod RemovePerk, ::temp3, ::NoneVar, ::AlchemyPerk_var callstatic debug, notification, ::NoneVar, "Your alchemy skill has returned to normal" ENDFUNCTION None FUNCTION GotoState(String newState) {0} @doc Function that switches this object to the specified state FLAGS 0 VARS None ::NoneVar ENDVARS callmethod onEndState, self, ::NoneVar assign ::State, newState callmethod onBeginState, self, ::NoneVar ENDFUNCTION None FUNCTION OnTriggerEnter(ObjectReference akActionRef) {0} FLAGS 0 VARS ObjectReference ::temp0 Bool ::temp1 actor ::temp2 None ::NoneVar ENDVARS cast ::temp0, ::PlayerREF_var cmp_eq ::temp1, akActionRef, ::temp0 jmpf ::temp1, 5 callstatic game, GetPlayer, ::temp2 callmethod AddPerk, ::temp2, ::NoneVar, ::AlchemyPerk_var callstatic debug, notification, ::NoneVar, "Alchemical Brilliance added" jmp 1 ENDFUNCTION None FUNCTION RemovePerk(perk akPerk) {0} FLAGS 2 ENDFUNCTION ENDSTATE ENDSTATES ENDOBJECT
  13. Ok so here is whats going down, my model is officialy complete. Next Apparently is uv mapping the model (Whatever that is) and then creating my texture so yeah. Im totaly confused and my model is finished (aside from the UV mapping). http://i300.photobucket.com/albums/nn4/Larnada/Swordnew_zpse2586640.jpg
  14. Hello people, i don't know if this is the right place to post these kind of stuff, but i need some help! I recently downloaded the Centaur mod for Oblivion. I also downloaded the Oblivion Unofficial patch, and some Custom Races fix. I got Oblivion Mod Manager and this is my "Setup": -TOCP .esm - Oblivion .esm -Unofficial Oblivion Patch .esp -KT_CustomRacesFix .esp -TOCP - Playable Centaur .esp -UOPS Additional Changes .esp The Centaur mod contains TOCP .esm, TOCP - Playable Centaur .esp and a Meshes folder. I copy pasted them into my BethesdaSoftworks/Oblivion/Data But when i try to begin a new game i cannot find the Centaur race. I only get the default ones. I don't know if i did something wrong, because in the Meshes folder there is a folder named 'DMCentaur' with in all the Armour, characters, clothing, Creatures. I don't know if i need to put the DMCentaur folder in the Meshes folder or the content of the DMCentaur. If this is a little bit confusing, i understand. I was never that good at modding... If someone could explain this to make, make a tutorial video or something...THAT WOULD BE GREAT! Deems (And again, i don't know if this is the right place to post it, i already posted it on the author's mod page (Da Mage) But i don't get a respond, which i understand because his last post on the mod was in like 2009/2011 [sadface])
  15. 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.
  16. I am trying to have the option of adding Armour sets to leveled lists via a separate esp so that users can decide if they want them to turn up on npc's by esmifying the base file to make it work as a master, but I cant get any sort of consistent result. Sometimes the items just don't show up in any of the leveled lists, sometimes actors show up naked when they should be wearing it, and sometimes it works but generally stops working the next time I edit the file. I can't isolate a reason for any of this, it all seems to happen completely randomly. This is probably something really stupid that I've overlooked, but i would greatly appreciate any help you can offer.
  17. Ok so I am making a dungeon that has unique items in it. Among these items is a sword called Archona. This sword is a one-handed sword that uses the nord hero greatsword model. I edited the model in Nifskope and it worked in Skyrim for a long time without any problems whatsoever. Also when I coc'd to the cell and used the item, there wasn't a problem. Now, suddenly, as soon as I equip Archona, the game crashes. As soon as I coc to MODfortuneslossb2, the game crashes. However, when I loaded up a saved game that already had Archona in it, I could equip it without any trouble. I have all the files and would greatly appreciate it if someone who knows a lot about meshes could inspect the nifs for the sword please?
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