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  1. Version 1.0.0

    42 downloads

    Tropical Wessel Interior - Just needed an interior for my 'Tropical Queen of Solitude'. This is a modders resource - an interior you can connect to with the Creation Kit. No dependancies within Skyrim. Thanks to Bethesda Softworks for creating wonderous games Thanks to my friends on the nexusmods Thanks to my "new" friends here on TESA
  2. Riften Player's Warehouse View File This is a home for the Player to stack his/her loot. There is also a pool and a basement that is equipped with a dining table and chairs and 2 beds and a Talos Shrine so you can clean yourself after whatever you do in Skyrim. There are 3 choises: Riften Player's Warehouse (with female NPCs) -Riften Player's Warehouse No NPC -Riften Player's Warehouse Male NPC Thanks again to Bethesda, my friends on nexusmods and my friends here on TESAlliance. Submitter fredlaus Submitted 03/10/2016 Category Houses Usage Permissions
  3. I'm trying to help another author out by helping them figure out to get the CWCatapults to work. We need them to fire at a specific time and targets. Tried following the instructions attached to the CWCatapultScript, but not having much luck. I can get the catapults to fire, by activating them in game, and can also get the CWCatapultStrike to fire where I place a CWCatapultStrikeSpawner, but they activate on cell load which is no good. If anyone has used them before or can offer some advice it would be greatly appreciated. Thanks in advance, Aragorn58
  4. Hello Everyone! This is Hannes821 from "Atmora calling" and i would like to introduce you to our project, we have been working with a bunch of people for months on! now we want to finalize and you got the chance to join in the last 10% of the making! it is going to be an immersive, lore friendly high-level, arctic and a bit horror-like survival game experience based on Frostfall and Ineed; also bringing in the lore of the Dragon wars and the ancient nords! the first video will show you what you can do, and what tools you would need; http://www.youtube.com/watch?v=hdmRl3m_q1A the second video will show you the idea a bit deeper; http://www.youtube.com/watch?v=jVTp_UuuOIo we also have a nexus page, http://www.nexusmods.com/skyrim/mods/68189? a big forum, http://atmora-calling.freeforums.net/ a steam group for instant group communication and a facebook profile for publicity!
  5. Version 3.0.15

    663 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  6. (Sorry if this isn't the place for this, didn't really see anywhere else it fit) Decorating Ideas: Using items not as intended. So one of the big thing's about Modding Skyrim; rather you're working on a player home, or the next big dungeon; is decorating the place up, filling it with furniture and clutter. But what if you have an idea for something but the game don't have such an item? You could look through resource packs, but what about using what the game gives you to create something by mixing and mashing objects in a way they were not intended? I thought it be nice to put together some object ideas that Modders could take inspiration from, rather they don't know how/don't want to use outside resources, just want to make something different, or just get a good idea to fill a dull space. So how about we all get together and share some of our fun Item combo's and creations? ------------------------------------------------------------------------------ A fun Kitchen Counter + Storage: http://i.imgur.com/zep3fRq.png The table it's self is made up of 2 CommonCounter01 stacked on top of one another, with the bottom one turned backwards to form a solid base as well as pushed up into the top one to control the height of the shelf for the rest of the stuff to scale and fit into.The drawers on the left are made of a EndTable01 scaled down to fit on the end.The door beside it is a RTNarketStallDoor01 scaled to fit, that makes for a nice sliding door.On top of the counter, I have another EndTable01 scaled down to about half size and pushed down so only the top drawer shows.The shelf is a CommonBench01STATIC scaled down to fit the thickness of the End tables top with one end sunk into it.
  7. How does one go about changing the behavior of animals in Skyrim (besides using Kyne's Peace, naturally)? I ask because to my mind it seems ridiculous for every wolf in the land to stop what it's doing, come after you and fight you to the death (usually the wolf's). To that end I started a mod called Calmer Critters, but I'm uncertain on how to proceed. Editing WolfFaction doesn't seem to help; wolves still attack as normal. Should I edit the animal's aggression setting as well?
  8. Having looked at the General Stats menu, I know the game keeps track of values such as number of books read and places discovered. What I'd like to know is, can those values be called in scripts? So, for instance, would it be possible to add a perk when the player discovers a certain number of locations?
  9. To avoid my mod being stolen and redistributed on Steam, I decided to upload it out there myself. Before my mod is published though, I have to accept these terms: - screen capture 1 - screen capture 2 - screen capture 3 It's not finished then?
  10. Ladies and Gentlemen, Girls and Boys, I had some time and was crazy enough to create small web application (portal) to store and share Skyrim presets (Yes, only for presets, at least for now!) This website is kind of training for me, but I release it now and share with you guys. I know you may ask obvious question: what is it for, we have N...s, this forum, other places? I partially answered this question on the beginning. The other reason would be that I was not able to find satisfying place for such thing like Skyrim preset I also enjoyed creating it. You can access and start using this site under http://skypreset-warehouse.eu/ Kindly please let me know if you find any bugs. Contact email is provided on the main page. You can also send me comments or ideas This is still under development but in quite good form. regards, DaXmAn
  11. aussie500

    Tamira's Marnya

    From the album: Aussie500

    Checking out Tamira's new hobbit house Marnya. Aussie my character there is cooking up some food.
  12. Hello all, I know that there are detailed tutorials here and I am sure they answer my exact issue and/or explain why I am having this issue and I have read the tutorials here and in other places when it comes to scripting as well as followed along doing different things and I don't get it. My head isn't made for scripting. It's like I am reading a foreign language I don't understand (which is exactly what it is really) and so something that is plain as day to a native speaker is impossible for me to comprehend. So regardless as to the simplicity of this issue, please trust and believe I have really tried to figure this out on my own before coming here and failed. I used this tutorial: Making a Custom Follower but discovered an issue where the game isn't truly dismissing a follower that uses this framework when it auto dismisses. This is especially true for when the person you are marrying is an active follower at the time the ceremony starts. So what I wanted to do, since my Follower Dialogue Quest incorporated stages already, was simply add a script fragment to the stage it uses when a follower is dismissed/not following that dismisses the follower. So of course, I thought it would be easy to simply do what worked for the dialogue: (GetOwningQuest() as ARCTESTDialogQuestScript).DismissFollower(0,0) Then GetOwningQuest() errors because it isn't a function or something. To overcome this in the past, I would just declare the quest as a property for the fragment, but that doesn't work here because it is a script I need as a property and I don't know how to do that since I tried and that failed. My plan was to then try this function: ARCTESTDialogQuestScript.DismissFollower(0,0) or this: ARCTESTDialogQuestScript.DismissFollower() But somehow I think that even if I could declare the property, this wouldn't be right. I even tried declaring ARCTESTDialogQuestScript as the kmyQuest but that didn't allow me to use the above fragment either. So I am lost. All I am trying to do is make it to where when my follower's dialogue quest stage is set to 100, the follower is dismissed as if you dismissed them with the dialogue choice. Any help to resolve this would be majorly appreciated as this is tormenting the Oblivion out of me. Thank you. Sincerely, Tons
  13. 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
  14. Hey, I am using this thread to post my TES audio books. I try to voice act soewhat well, and give the carachters in the books somewhat creative voices. Listen, and enjoy... A Tragedy in black:
  15. Hello everyone, I'm not a great modeler or anything, but for sometime I was modifying armors for personal use by importing a .nif into Blender 2.49 then saving it as a .blend, then opening the blend in 2.62, editing it and then saving. Then opening it in 2.49 adding materials, copying bone weights, parenting skeleton and then exporting it as a nif. This worked fine for me. So I had some misfortune with my PO recently and the end result was me losing all my programs and having to redownload all of them. I go to do what I've always done and get int he game and my character looks all distorted when she puts the item on and so I know it must be the bones. I look and notice that even though right before export, the clothes had 21 bones and the body had 11, when I exported them, they both only had 4. I've tried uninstalling everything that had to do with Blender 2.49 and switching to the older version of supporting software (PyFFi, Python, Nifscripts) thinking maybe that was what I had originally before the PC problems, I tried updating to the very latest of each that was Skyrim useable. Nothing works. I saw someone mention needing to change min and max values for Bonepartitions or something like that which I thought was weird since I never had to do that before, still tried it and that didn't work. I am following the same tutorial I always have and making sure that my export settings are identical to the screenshots given. I'm at the end of my rope with this. I have no idea what could be the problem so I am posting here in hopes someone will know what is wrong and or what I am doing wrong. Thank you sincerely, Tons
  16. Cleaning the Official Master ESMs This guide assumes using TES5Edit on Skyrim Nexus, Or SSEEdit on Skyrim SE Nexus Due to this guide being dual purpose ( For Skyrim and Skyrim SE ) for the rest of this guide I will refer to both tools as xEdit. Screenshots of tools used may be one or the other, or older versions, which does not matter, the images are only to illustrate the method / options used. Why Clean the Master Files ? Firstly because the masters have entries that are identical to the same records in Skyrim.esm or other DLC esms'. They exist because Bethesda may have looked at something in the CK and an unneeded entry was auto included in the plugin even though the item was not altered in any way. The Official Creation Kits are notoriously buggy and randomly create dirty / wild edits, often when the author of the plugin is completely unaware. Wherever that plugin is placed in your load order its records overwrite all the conflicting records from plugins loaded before it ( the rule of one ) resetting the settings back to the values contained in the Official Bethesda DLC. It won't cause crashes, it just changes the values of plugins loaded before it. Which can alter mods that you have for Weapon Damage, Armor, Lighting, Food Effects and so on. The masters are very early in your load order but there is potential for a mod to be made as a fake.esm, and placed among them, and so ITMs in a later loading master may cause problems for that mods esm. Chance is remote that a master will affect another master, and this procedure is best used on all of your mods plugins, but cleaning everything of ITMs ( Identical to Master records ) causes no harm, is more optimal giving the game less to process in your load order, and so it is best to get rid of these completely unnecessary dirty edits. The Second reason is that Bethesda chose to delete some things that are in the Official DLC. Any mods loaded with references to deleted records from the Official Bethesda DLC will cause your game to crash. This problem particularly affects older mods ( especially mods that were made before newer official patches were released, with more deleted references the old mod did not anticipate - It will also become problematic for the Skyrim Special Edition community where old Original Skyrim mods are being converted to SSE, and Bethesda have deleted even more records from the plugins before they released the newer plugins for that version of the game ). xEdit can restore and properly assign values to these records that will disable them and still allow mods to access them. This is done using the "Undelete and Disable References" option. For further explanations of why it is still recommended to clean the games masters .. Read on from this post, Zilav and Arthmoor, most valued technical and vastly experienced modding authors, weigh in on the subject. The following mostly apply to mod authors, but worth knowing about for mod users too : xEdit will also report when a mod has Deleted NavMeshes as part of the report from Automatic cleaning. Like deleted references, any mod that references a deleted NavMesh will cause Skyrim to Crash. Properly optimizing your mods NavMeshes and checking your mod for Deleted Vanilla NavMeshes ( which can also be caused by a CK wild edit even if you did not do it yourself ) is important. Mods altering the same cell and the same NavMeshes when your mod is not optimized will cause Skyrim to Crash. Poorly optimized NavMeshes with errors reported by the CK will make Skyrim unstable. Instabilities like fast travelling to a location and Skyrim crashes. Note the ones found to be deleted in the games masters, cannot be undeleted. To fix deleted Navmeshes in your mods, Arthmoor has provided a walkthrough in Skyrim - Fixing Navmesh Deletion in TES5Edit Manually cleaning your mods is also important to remove wild edits. This is mostly down to the experience of Mod Authors to solve such problems, but there are a few noted later in this guide which are in the DLCs which everyone can easily Manually clean. Some mods can have accidental Wild Edits in them caused by the author looking at how Bethesda did something they wish their mod to do as well. These Wild Edits often prevent Skyrim from doing things like advancing quests, spawning NPCs, assigning dialogue to NPCs, preventing NPCs from patrol areas they are assigned to. They can also alter Vanilla Lighting and Triggers that the author wished to use. All of these things affect any plugin with conflicting records loaded before a mod with Wild Edits. Mod authors - Learn to use xEdit, and ensure the only records in your mod plugins are what you would expect to be in there, its the most important tool the community can make use of when used properly. Mod Users - Follow this guide... Before moving on to the Manual cleaning, something everyone should do prior to Manual Cleaning : Automatic cleaning of Bethesda's ESMs with xEdit With the games Original esm's installed ( You can use Steam to Verify Integrity of Game Cache of Skyrims files to ensure you have good error free copies of the original master files ), and in accordance with the following wiki article http://www.creationk...ty_Plugins_List : Load up xEdit. 1. Right click the plugin selection screen and select "none" 2. Tick the relevant esm to edit, and click okay ( If you have not cleaned any of your Master files yet, the first one to tick will be Skyrims "Update.esm" ), then click Okay After each of the following actions, wait for a message in the message window that the previous operation has finished / Done : 3. Right click the plugin after you get the "Background Loader : Finished" message,and choose "Apply Filter for Cleaning" Wait until Filtering is finished then .. 4. Right click the plugin and choose Remove Identical to Master Records Wait until it finishes then .. 5. Right click the plugin and choose Undelete and Disable references Wait until it finishes then .. 6. Close xEdit, and it should check with you that you wish to save the plugin ( this only happens if you have made any changes to the plugin to save, if it just closes .. Then you have not cleaned anything ) Rinse and repeat the Automatic cleaning ( steps 1 - 6 above ) for each of the master files. Working from first to load, to last, not including Skyrim.esm or any unofficial patches ( No point doing Skyrim.esm, and the unofficial patches are already done and should not be cleaned ) So clean in this order Update.esm Dawnguard.esm Dawnguard.esm ( Yes it needs to be done twice ) Hearthfire.esm Dragonborn.esm Dawnguard.esm needs to be cleaned twice ( as of xEdit 3.1 onwards - After doing the automatic cleaning routine once on Dawnguard.esm, and saving it, load it up again in xEdit and you will be able to clean a further 6 ITMs ) ------------------ Dawnguard.esm needs manual cleaning aswell as automatic cleaning After the automated cleaning is done, you can also now manually clean a few more Wild edits xEdit will not have touched ... Recently Arthmoor has brought to the attention of the community additional information regarding manual cleaning of Dawnguard.esm, which everyone needs to do for their own setup same as automatic cleaning ( because nobody can legally upload official master files anywhere, everyone needs to do their own ) First load up xEdit When the plugin selection comes up, right click and select None Then put a tick in the box just for Dawnguard.esm, click Okay After its finished loading, right click Dawnguard.esm and choose "Filter for Cleaning" 1. For "CELL 00016BCF: Remove XEZN subrecord referring to RiftenRatwayZone [ECZN:0009FBB9]. Otherwise it blocks the official fix in Update.esm." .... Expand the records as in the following screenshot, and right click the indicated sub-record, and choose Remove 2. For "CELL 0001FA4C: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove 3. For "CELL 0006C3B6: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove NOTE : This guide used to include cleaning instructions for "CELL 00039F67: Wild edit. Remove this record. It's a testing cell" ( The WICourier edit ) - But since the new version of TES5Edit 3.1+ now cleans that as part of the automated cleaning ( which you should have done prior to manual cleaning ), you no longer need to clean it manually afterwards. ----------------------------------------- Now that the Master files are cleaned, you could put them in a zip, and get your mod manager to install them - Maybe at a future date you want to do a refresh of steam cache and it redownloads the masters which are not the same as the originals anymore (because you cleaned them), so then you would need to reclean them again. But beware, Bethesda have started redoing some masters due to Creation Club mods compatability, so make sure any redownloaded masters are not newer than your previously cleaned ones, because in that case you will need to reclean and rezip them again anyway. You can go through the rest of your Load Order using Automatic cleaning of ITMs and UDRs on all your mods plugins. The sequence of cleaning mods plugins should be after you have your Load Order correct, masters are cleaned, then clean them with the last to load being the last to clean. Mod authors should have done them already, so most will probably not need cleaning. Also look out for any mod specific cleaning instructions in the mods description. Prime example = The Unofficial Patches will not need any cleaning, they are already done, and any remaining ITMs in those plugins should be left alone because they do have a purpose .. ( its a very rare occasion when this is true ). The xEdit Work In Progress Development topic is at the following link https://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/ Development project is at GitHub https://github.com/TES5Edit/TES5Edit And newer versions of xEdit (3.2.7 +) have a link to Discord top right of xEdit window.
  17. i am finding that fov is the biggest immersion-breaker for me. i have had to use my full range of vision to stay alive, and fighting draugr while looking down a telescope makes it really, really feel like i'm just playing a game. i would love to have 2 sideways facing cams maybe rendering the world 1 lod down from the front cam and send the video to wing monitors on either side. can it be done in skyrim or does it need a new game engine? thanks!~
  18. http://steamcommunity.com/workshop/aboutpaidcontent/
  19. For anyone who has played or seen a Warhammer tabletop battle...I just wanted to see what it'd be like to make one in Skyrim. I've seen chess boards and pool tables...thinking this is at least unique Need to clean it up and reduce the textures/meshes (at 750MB now!)...just finally downloded Nifscope and Gimp...now to learn to use them. Plz let me know any feedback/ideas. Thanks, http://tesalliance.org/forums/index.php?/gallery/album/513-warhammer-fantasy-battle-in-skyrimwip/
  20. So I've been puttering around in the CK for a couple of weeks now (to the detriment of my few responsibilities and also my sleep) to try and make my ideal house. I'm working towards scary things like custom NPCs and scripting, but for now I'm just trying to assemble a building I'm happy with. I just got into retexturing tonight after getting frustrated with how different kits really don't work together very well, and I've run into some problems. The new textures themselves are fine, and look fantastic in NifSkope on the models. My problem is with getting the retextured models into the CK without being big marker errors. I've done everything right for file locations (data\meshes\etc and data\textures\etc respectively). All my textures and retextured meshes have distinct names that are different from the base versions. But I go into the CK, into Static, either make a new item or edit a duplicate, edit the model, navigate to my altered one saved from NifSkope, and then: If it's editing a duplicate, it just shows up as the marker error with no available alternate textures listed, or any textures at all, in fact. If I'm making a new item, it gives me a warning about how it couldn't find the model (that I just directed it to), and then the same issue with the marker error image. I got an altered model to show up once, but then as soon as I'd closed the preview and then navigated around and previewed it again, it had become an error. As far as I know I hadn't done anything differently. I appreciate any help anyone can provide, and I can provide whatever further details would help.
  21. Tamira

    Onions

    From the album: Tamiras Skyrim Album

    Finally found a good looking onion mesh. Why aren't there any onions in the vanilla game?
  22. 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.
  23. SHADOW OF THE NECROPOLIS NAXXRAMAS IN SKYRIM RECRUITING SCRIPTERS! "I was cast out by my comrades, exiled, forced to wander the frozen wastes. But I was not alone... not entirely. The voice, now my only companion, guided me to my destination. Strange nightmarish creatures awaited me at the entrance..." Link to screenshots: http://imgur.com/a/oTCt4 Link to sample video (OLD VERSION BUT SHOWCASES AUDIO): For a while now I have been working on re-creating the famous World of Warcraft dungeon, Naxxramas, in Skyrim. Renowned for its unique atmosphere, significance in story and difficulty in the old days of vanilla World of Warcraft, Naxxramas was the ultimate challenge a player in Vanilla WoW could face, and even today its reputation has not faded. A floating necropolis, a giant tomb, Naxxramas was repurposed as an undead fortress and headquarters, commanded by the Arch-Lich Kel'Thuzad. If you ever played World of Warcraft you should also know how the dungeon was removed from the game and re-made as an arguably inferior version in Wrath of the Lich King, which today is a complete pushover and is almost forgotten. Goals "I felt my blood run cold, as cold as Icecrown itself. Inside, I bore witness to horrific acts, demonstrations of power. Power that could be mine for the asking. Terrified, I ran, but did not get far..." With this mod I aim to accomplish a few things by adding Naxxramas into Skyrim. First of all, I wish to honour the greatness of the dungeon in its original form, and pay respect to its legacy and the legacy of Blizzard's excellent work on the dungeon. Secondly, I wish to add an extremely challenging dungeon into a game that severely lacks challenging encounters and dungeons, especially considering Legendary leveling and the infamous Necromage/Vampire combo and blacksmithing / alchemy / enchanting. I hope to add a dungeon that will be a challenge to players that have already played the game a lot and have leveled their character to, say, 200 or 300+ and provide a "final level" to the game, a sort of "ultimate challenge" that will test the patience, determination and wits of all those who dare to enter Naxxramas' decrepit halls. Through scripting I hope to also add WoW-accurate encounters and boss-fights, and randomised loot drops, and to make the dungeon relevant to the world by implementing a minor quest and world-encounters, as the Scourge invades Tamriel... So far I have built about 3/4 of the Military Quarter / Death Knight Wing, but am progressing very quickly, and soon I will move on to other sections of the raid. However there are limits to what I alone can do. This is why I have come here, to ask for help in recreating one of the best dungeons from WoW in Skyrim. You can help! "All too soon, my choice was made. Too late did I realise that such power does not come without a price. Now the world will pay a far greater toll, for I have returned! I am Kel'Thuzad... Your curiosity will be the death of you!" What I need help with: Scripting. As much as I would love to script this dungeon myself, doing it would be extremely time consuming and almost impossible as I have no prior experience with scripting, and this, shamefully, is my first mod. Furthermore, scripting, like complex mathematics, goes way over my head and I can't understand it as much as I try. Therefore, I am requesting the help of any scripters that are willing to make this dungeon a reality. If no one helps then I'll just have to struggle on my own and it probably won't get released for years. Modelling / Texturing. Though not absolutely top-priority, this is still an important part of making Naxxramas stand out in the world of Skyrim, since I want the mod to encapsulate what is essentially an alien (undead) invasion where strange creatures from another world arrive in Tamriel with one purpose... extermination. So anyone willing to help in this department is more than welcome. I myself will handle building the dungeon, navmeshing, implementation, writing books for the dungeon, doing some voice acting etc, so I'll still be doing a lot of work - but I can't do everything since this is a rather complex dungeon to say the least. Even if you can't help, please leave a comment and feedback, and keep this thread alive. Share the link with your friends and spread the word: The Scourge is coming to Skyrim!
  24. Version 1.0

    160 downloads

    If you like this mod, FOLLOW MY FACEBOOK PAGE: https://www.facebook.com/iwilliblecha TO STAY IN TOUCH WITH MY WORK! _____________________________________________________________________________________________________________________________________ Banners of Tamriel This is a collection of all banners I made for my mods! Keep in mind I am far away from being good at making/editing textures so they are real basic work! They do look good, in my humble opinion, but you may or may not disagree! Also, they are all made with the wallpapers okiir created! http://okiir.deviantart.com/ I did ask him and he was okay with making them into banners for Skyrim as well as me uploading them as a ressource for other people to use! Please do not forget to credit him and me if you use these banners in your mod! Created with Gimp 2 and NifScope! Permissions: You are allow to use the banners in your Skyrim mod (or port them to Oblivion/Morrowind) as long as you fully credit: - okiir (also link to his page): http://okiir.deviantart.com/ - iWilliBlecha (me) for makeing the banners from his wallpaper! Credits: - To Bethesda for creating Skyrim and all the other amazing games! - To Okiir for the ground design of the banners! _____________________________________________________________________________________________________________________________________ Do not upload to other sites or use without giving credits!
  25. Hey friends, the question is pretty simple: Can I write a script that adds an AIPackage to an certain NPC? Havent found anything usefull so far. Thanks!
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