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  1. kamikazegrunt2

    Arboretum

    From the album: Oblivion Pictures

  2. kamikazegrunt2

    Woman

    From the album: Oblivion Pictures

  3. Sat'hayaa Asnatanaa (Shimmering Palace II) DOWNLOAD Lodgers of Shimmering Palace hate their lord. Learn mystery of old palace lord, discover Shinning Dark pocket sphere. Rule Shimmering palace, build new chambers, rent (or summon) guards, travel with companions, customise your new home, be pried with your achievements in Private Room and more! To start find Altmer named Sillmallirion in The Flowers of Gold in Vivec. Have fun!
  4. Hello all! I just finished creating my very first immersion mod! It can be used with or without other survival mods. I mainly created this mod for myself, to be used with iNeed and Be A Milk Drinker!, but my hope is that others might find it useful and fun as well. Feedback is very welcome! Download here on the TESAlliance: Download on the Nexus: http://www.nexusmods.com/skyrim/mods/83589/?
  5. Hello all! I'm looking for mod testers for my very first mod! Any and all play testers would be appreciated. I'm hoping to have a few eyes look at it before I publish it officially and of course more after that. Please message me or comment here if you are interested. Description follows: The Sober Soldier's Supply by AlenisKendra Lore-friendly Wine and Mead Smelting This mod is designed as a standalone or as an add-on for iNeed by isoku It was inspired as an expansion on the concept introduced by CaptainRC in Be A Milk Drinker! (Isoku & CaptainRC kindly granted me permission to make my mod compatible with theirs.) Don't want to be drunk while fighting a dragon? Sick of picking up all those alcoholic beverages and not having a good use for them? Well, here you go! This Mod Adds Crafting: Turn any alcoholic beverage into vinegar at a cooking pot! All you need to start the fermentation process is a sample of live vinegar, several bottles (of the same kind) of alcoholic beverage, and rainwater or boiled rainwater. Brew your own healthful posca in a variety of flavors at any cooking pot! All you need is water, vinegar, and your flavor ingredients of choice! Boil rain water at any cooking pot to sanitize it (adding a slight buff when you drink it!). Loot: Find vinegar, coriander seeds (new ingredient!), posca, boiled water, and rainwater scattered throughout Skyrim. Make sure you check bandit camps and farms for cooking pots and rainbarrels! Buyable items: Buy vinegar, coriander seeds, posca, rainwater, and more from a select number of vendors throughout Skyrim! (Note: coriander is a favorite of the caravans!) Also added honey to several merchants. Future Releases I plan to release a patch version in the near future, for both iNeed and Be A Milk Drinker, that will allow you to use the water assets from those mods in your vinegar making & posca creation. (The standalone version is fully compatible with both mods, but you can only use rainwater, not WATER from Be A Milk Drinker or Waterskin 3/3 from iNeed in it's recipes.)FAQ Is that really how you make vinegar? Yes! (Or, at least as close as I could easily do ingame.) It could be argued that a cooking pot isn't the most lore-friendly crafting station for fermentation, but it *is* the most easily accessible and workable option I have currently.Vinegar making sources: http://phickle.com/wine-vinegar-how-to/ http://www.motherearthnews.com/real-food/fermenting/make-vinegar-at-home-zmrz14fmzmathttp://healthywithhoney.com/honey-vinegar-what-is-honey-vinegar-and-what-is-it-good-for What the heck is posca? QUOTE "Posca was a popular drink in ancient Rome and Greece, made by mixing sour wine or vinegar with water and flavouring herbs. It originated in Greece as a medicinal mixture but became an everyday drink for the Roman army and the lower classes from around the 2nd century BC, continuing to be used throughout Roman history and into the Byzantine period. It was not usually drunk by the upper classes and was associated with the peasants. It was made by reusing wine spoiled by faulty storage and had important dietary advantages. As well as being a source of liquid, it provided calories and was an antiscorbutic, helping to prevent scurvy by providing vitamin C. Its acidity killed harmful bacteria and the flavouring helped to overcome the bad taste of local water supplies." - Soldiers' Lives Through History by Dennis E. Showalter (via Wikipedia) "...posca was the drink of the common people and the upper class looked down on it. It was also the standard drink in the army. Drinking quality wine was considered impertinent in the military and sometimes standard wine was totally banned from army camps in the provinces." -romae-vitam.com Posca history/recipe soures: http://www.romae-vitam.com/roman-posca.html http://pass-the-garum.blogspot.com/2013/09/posca.html https://en.wikipedia.org/wiki/Posca#cite_note-1 CreditsThanks to Bethesda for creating Skyrim.Thanks to the Nexus for being an awesome place to find and share mods.Thanks to InsanitySorrow for the ReadMe Generator my ReadMe is based on.Thanks to isoku for creating iNeed and encouraging me in creating my mod.This mod is designed as a standalone/add-on for iNeed by isokuIsoku kindly granted me permission to use whatever I needed from iNeed to make my mod compatible.(http://www.nexusmods.com/skyrim/mods/51473/?)Thanks to CaptainRC for creating Be A Milk Drinker!, which inspired this mod and for encouraging me in making my mod.CaptainRC kindly granted me permission to use whatever I needed from Be A Milk Drinker! to make my mod compatible.(http://www.nexusmods.com/skyrim/mods/17836/?)Thanks to icecreamassassin for the "havok disable script that actually works". (https://forums.nexusmods.com/index.php?/topic/3082689-havok-disable-scripts-that-actually-works-here-it-is/)Thanks to NexusComa for the Enable/Disable Script that makes all the things go.(https://forums.nexusmods.com/index.php?/topic/4701815-new-to-scripting-how-to-make-a-dwemer-pipe-valve-activate-running-water/)Thanks to Blary for the Alchemy Clutter Resource.(http://www.nexusmods.com/skyrim/mods/30599/?)Thanks to ChickenDownUnder for Harvestables, which I edited to create my Cilantro/Coriander plant.(http://www.nexusmods.com/skyrim/mods/15108/?)Thanks to Oaristys for the Modder's Resource Pack - The Witcher Extension(http://www.nexusmods.com/skyrim/mods/68755/?)Oaristys created this awesome modder's resource with asssets from The Witcher.The Witcher meshes and textures are owned and copyrighted by CD Projekt and used with permission.The Witcher is a trademark of CD Projekt. All rights reserved. http://www.cdprojekt.comThanks to LorSakyamuni for the Witcher 3 Mega Resource Pack.(http://www.nexusmods.com/skyrim/mods/77097/?)This pack contains items included in the game The Witcher 3: Wild Hunt.All the original assets belong to CD PROJEKT RED and are distributed with their permission.
  6. Hi All, I’m a long-time TES fan (but only a lurker here), and currently a PhD student at Bond University in Australia. I’m really amazed by how much TES fans do around the series, in terms of modding, compiling data in wikis, producing fan films and more. More broadly, my research is actually about what cultural heritage organisations can learn from commercial RPGs in order to produce great culture-oriented RPGs themselves. A part of that argument is looking at Skyrim and showing just how much world-building detail is involved in its world, but then I’m also arguing that it’s crucial to collaborate with fans – to give them the necessary means to produce mods and other works around a given game, in order to push it even further. To show this, I want to document who the TES fans are, and how they work. I’m limiting myself to two particular groups –the lore-oriented folks at the UESP and the modders (yes, yes, I know some people do both ), especially (but not exclusively) those who publish mods on Nexus Mods. Myself being a modder (not TES, though – Wing Commander) and game developer in past lives, I have a pretty good idea about how much work is involved in fan projects of any kind, and how much effort fans put into learning all the skills needed for these projects. Not to mention the time devoted to better understanding the lore of the TES universe! My anonymous survey asks you to help document this by answering a bunch of questions about your experience as a TES fan, particularly in regards to Skyrim. If you have fifteen minutes to spare, please, pretty please answer my survey, and let others know about it, too! The more responses I get, the more interesting the results will be. And to thank everyone for their efforts, I will later on write a report from the survey for the UESP, so that as the TES community, we all know a little bit more about what makes us tick. tl;dr – got 15-30 minutes to spare? Please answer an anonymous survey about what you as a TES fan do with the games, particularly in regards to modding (at Nexus) and lore-related activities (at the UESP). If you agree to take part in this survey, please click the link here. The survey page is mobile-friendly, so you can also do it on your phone - and actually, while it might take up to 30 minutes, most people get it done in under 15, so it's not so bad . Needless to say, should you change your mind, you can close the survey any time you like. Oh, and feel free to contact me at jmajewsk (at) bond.edu.au (or just post here) with any other questions or comments about the survey. Thanks in advance to everyone who decides to give it a go! Jakub Majewski P.S. Apologies in advance if you've already read about this at Nexus, Bethesda, or at another forum - I've already posted about this in a number of places, but I'm just trying to make sure I reach as many people as possible .
  7. It's not exactly clear if we are forced to upload our mods for Skyrim SE on Bethesda.net or if we can upload them here (or elsewhere), if the potential users can download them here, install them manually in their game and use them normally. I haven't installed Skyrim SE yet; maybe the answer would be obvious if I had but I'd like to know before actually bothering with that. Thanks for the enlightenment!
  8. Well, the title says it all. I'd like to give stars to this mod: http://tesalliance.org/forums/index.php?/files/file/1881-marnya-my-hobbit-home/ but I really don't see how I can do that...
  9. Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them.Specific Features Adds a quartermaster to the following camps:Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak CampAdds tables and other surfaces for placement of weapons and armor to the following camps:Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak CampDownload Locations AFK ModsDark CreationsSkyrim NexusTES AllianceThe Assimilation LabInstallation Requirements Official Skyrim patch 1.9.32.0.8 or greater.Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Legendary Edition Patch [USLEEP] since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches.Installation Place the .esp file into your Data folder.Make sure to activate the mod by using whatever management tool you prefer.LOOT is recommended for optimal placement.Uninstalling Due to the way Skyrim mods work (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game.This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen.If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder.Compatibility Tested to be compatible with:Unofficial Skyrim Patch [USKP] and Unofficial Skyrim Legendary Edition Patch [USLEEP] (both by Arthmoor and the Unoffical Patch Project Team)Legionettes (by MadCat221)Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though.FAQs Why isn't this included in USLEEP (Unofficial Skyrim Legendary Edition Patch)?Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested.Will the Quartermasters respawn if killed?No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that.Why is there a Quartermaster with the same exact appearance at a different military camp?The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it is just the way the game mechanics work since these are not unique actors.Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something.Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums.Version History 1.0a (12/11/2015)Added a file description in the Creation Kit under "Summary"LOOT will now display the mod's version numberMade some minor edits to the main description page and the ReadMe regarding USLEEP (Unofficial Skyrim Legendary Edition Patch)1.0 (05/17/2015): Initial release
  10. I just installed FCOM today. Since it's been years since I've last played/installed mods for oblivion I went for a basic install using nUbees guide ( https://docs.google.com/file/d/0B8BTIQGFFmHPWmNCbVdSUXFDRXc/edit?pli=1 ) word to word. However, like that, the game CTDs on the IC waterfront, near the anvil lighthouse and at several other places too. I fiddled around with deactivating the mods one by one and it turned out that the MMM mod is causing the crashes. How is FCOM installed correctly? I'd really like to play it, it's one of the big modpacks I can't enjoy oblivion half as much without. The game is a clean install with all possible DLC's and the mods/patches mentioned in the nUbee install guide.
  11. Alright, so after discussing it a bit with the few other people on my team we've decided to actually announce the project we have been working on! The City of Thieves: The City of Thieves is a large immersive and interactive City we are adding to Skyrim. You can walk to it like any other city but its size is around that of Blackreach OR 3-4 of the other cities combined. Its split into many sections and provides plenty for the player to do. The City of Thieves is a free port city with no real government and thus the ebb and flow of the city is based around business. It is "ruled" by several large crime organizations and trade associations that live in relative peace with one another for the sake of profit. More about the City -Lots of Lore ~Probably one of the worst things in skyrim for roleplayers is the lack of lore and we have correct this through the use of: *Legends within the city and of some of which you will get to see take place before your very eyes! *Unique history of the city which is as colorful a tale as any *Lots of books of both fiction and non-fiction(for skyrim) *Lots of real political and economic theories thrown in, if you watch closely enough you will feel educated by the time this is all done! -Interactive, creative, and interesting characters *Realistic and charming characters who will pull on your heart strings with their stories and humanity *Lots of cool scenes and dialogue as well as wacky moments *Fully developed story arcs no rushed stories like with the Companions You'll feel really involved before the stories are done *Many different voices, you will notice very little repetition of voices and certainly none in the main characters! *A great variety of personalities and view points that will leave you WANTING to meet new people *Companions with actual personalities that you can bring to the rest of Skyrim! -Tons of new places to explore *The city is underground allowing us to really go all out on what we want to add with a large variety of dungeons. *New types of dungeons *New enemies as well as much more challenging enemies(don't worry we have companions ready if you're not strong enough) *lots of easter eggs hidden throughout to encourage you to explore! -Many meaningful sidequests *No more Fetch-and-Go quests *No Quest Markers but lots of hints and directions(possibly not sure if we want to do this or not) *Interesting quests that really leave you thinking and make you feel like you're making an impact *Lots of comedy as well as seriousness -Several different main-storylines that you can choose to follow *Their are several factions within the city and you can only be in one at any time! *Each of these has a very interesting and interactive storyline that lets YOU choose how things will go *Very large and immersive stories you'll be thinking that this is really happening! *Each story has a large impact on the city and we hope it will have one on you as well! -Choices, choices and MORE choices! *Many moral choices to really make you think! *The storyline will change based on your choices; your friends playthrough might be ENTIRELY different then yours! *How you outfit yourself can also impact the story and how it goes! *Possible romance options(still deciding this one) *No more immortal characters, if you choose to go on a killing rampage you inherit the consequences! -Challening bosses *No more easy kill bosses, you will be challenged to your fullest in these fights(unless you cheat) *Fight alone or fight with the friends you make along the way either way you will find the fights to be much different based upon your play-style-choices *Long and multi-staged boss fights that will be able to maintain your interest the entire way through -Lots of laughs *The seriousness of the main story is interrupted by fun side-quests as well as laughable and sweet moments with other characters. What you can contribute! -Side Quests: We have a lot of side quests ideas but we want more! No fetch-and-go Quests. Interactive as well as interesting quests! -Feedback: I don't know about the others but I really want you to enjoy our Mod as much as possible without butchering our original idea. So tell us what you think and what you want! -Voice Actors(closed at the moment): Right now we don't need voice actors(we will advertise in that forum when we are) we want to get as much of the actual city done as possible before we start adding in all the character dialogue. -A formal name for the city: The City is called the City of Thieves its a title as well as an insult, but their needs to be a formal name for the City. I'll be posting updates of how the project is going soon, but I need to leave at the moment so God bless guys!
  12. Hello fellow TES gamers! Has anyone ever thought about creating a mod or overhaul for adding double wielding in Oblivion? I can't count how many times I have wished I could wield two daggers, or a short sword and an axe. I think it would be way cool with some sort of animation attached to it (possibly). I love it in Skyrim and have done it in ESO; but can't in TES4. I suppose it would take quite a large mod to pull it off. I'm interested in learning to mod, and might be willing to put time and effort into a project of this sort; although I would definitely need a mentor to do something like this. Any ideas, or thoughts? Idoldissr
  13. From the album: max things

    here's the finished Lighthouse, it's an abode for James character.

    © m. kaufman

  14. There is a certain phenomenon that has me perplexed. Why does Skyrim activate mods as soon as I download them? Is there any way of telling it not to?
  15. Without adding any mods, making any changes to my computer, changing my load order, or anything, i suddenly crash in a cell, and then can't load any of my saves, all of which were in other cells. It gets to the loading screen when i tell it to load, and then it quits. Does anyone have experience with this issue? I just got through the main questline with my character, and i'd rather quit playing altogether than start another character. I've had to start over several times, but the previous times were because of mod issues, and now i'm so sick of it that if i can't find a solution, i'll just quit playing.
  16. demonange

    the lonely house

    From the album: max things

    Gill posing in the Lonely Home. if you want to look at the home's showcase, plz visit our blog.

    © m. kaufman

  17. Hello guys/girls I am wondering if you men/mer know of any mods that give you armor that is skimpy but not too skimpy please help thanks see you guys later I will be waiting
  18. Alright, i'm making a small magic mod for personal use, and so far, i have a summonable set of armor and weapon for the pc when he/she reaches level 2, permenant bound until sword is unequipped (not sheathed). What i would like to do next is a little beyond my capability at the moment. I want to make a summonable dagger that gives you a spell that leaves a marker you can teleport too, . Furthermore, when the dagger is uneqquiped (not sheathed, removed from player, only shown in inventory) you lose the dagger and the teleport spell, but not the summon spell. Can anyone give me a few pointers or a good link? If you want in on the mod (not that you couldn't make it yourself if you intend to help), i can upload the esp, but i use a few models/textures that aren't my own, so i couldn't include them.
  19. Manure ( http://skyrim.nexusmods.com/mods/35670 ), as described furthers the immersion by allowing in-game animals to dump. The problem is, with all animals allowed to dump, this runaway cowchip production literally creates a mess of accumulated chips that it's impossible to keep up by picking them up or waiting for a respawn, and in some places there's a terrible pileup at livestock pens. So, until the jonx0r readjusts the mod to a more manageable level of chip production and limit the production to a few animals, and a more proper system of uninstallation, what I did was the following removal procedure: 1.) teleport over to QAsmoke (open the console and then coc qasmoke) 2.) wait for 30 days to clear all the poo 3.) save the game (must be new) 4.) exit 5.) disable and remove the mod 6.) load the game, then coc back to say, whiterun (coc whiterun) 7.) save the game again, then exit. Examine your log file; Papyrus/SKSE would then dump and destroy the unused scripts. 8.) Run the game again and load the hard save. Do a few things before exiting. This time recheck your log file, there should be no traces of the script. This process removes about 1mb of unused glop from the gamesave.
  20. demonange

    sunday

    From the album: max things

    new race and new hair

    © m. kaufman

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