Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Search the Community

Showing results for tags 'skyrim'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Boards
    • About TESA
    • TESA Community
  • Hosted Boards
    • The Enclave
    • Hosted Projects
  • Gaming Boards
    • The Elder Scrolls
    • Fallout
    • Indie Games
  • RPG Boards
    • Roleplaying

Categories

  • Showcase
    • Skyrim
    • Fallout
    • Oblivion
    • Misc
  • Exclusives
    • Skyrim
    • Fallout
    • Oblivion
    • Morrowind
    • Misc
  • Community Works
    • Skyrim
    • Oblivion
    • Fallout
    • Misc
    • Student Projects

Categories

  • ESV: Skyrim Modding
    • Creation Kit Basics
    • Level Design
    • Character Design
    • Papyrus
    • Quest Design & Dialogue
    • Graphic Artistry
    • 3D Craftworks
  • ESIV: Oblivion Modding
    • Construction Set Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Story & Lore
    • Texturing
    • Modeling
    • Miscellaneous
  • ESIII: Morrowind Modding
    • Tool Set Basics
    • Worldbuilding
    • NPCs
    • Scripting
    • Questbuilding
    • Texturing
    • Modeling
  • Fallout 3 Modding
    • GECK Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Texturing
    • Modeling
  • Gaming Guides
    • Oblivion Gaming
    • Morrowind Gaming
    • Fallout 3 Gaming
  • Miscellaneous Tutorials
  • TES Alliance HowTo Guides

Product Groups

  • VIP Memberships
  • Subscriptions

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Steam


XBox Live ID


MSN


Skype


Location


Interests

  1. I have a question about uploading meshes that have sensitive data regarding the DLC, mainly the ingredients. In the middle to late last month I finished doing a static mashup of ingredients in jars. All ingredients other than Salmon Roe. The idea was based off of a resource package on the Nexus, however I didn't use his models and decided to make all of them that I could on my own. This includes ingredients from Dawnguard, Hearthfire, and Dragonborn. My question is, if I only upload the meshes (not the textures), would this be okay since the textures give the mesh it's color and wouldn't display correctly in either the game or NifSkope? Or would I need a plugin file with it? The reason why I ask that is not only for clarification, but mostly for the fact that I would much rather allow modders to use these jars than to have a mod depending on mine. =/ Being that it's for the modding community, or rather giving BACK to the modding community that has given me so many things to play with since Morrowind, I wouldn't want to step on toes and whatnot. Especially here! Thank you for any clarification and any advice regarding to this!
  2. This is a script I wrote that mimics the effect of the Gray Cowl in Oblivion, when attached to an article of clothing. I wanted to share this with the TESA Community, so use it as you see fit, but I do request that you never repost the source on another website (preferrably just link them to this page) and to give credit if you use this in a published mod. When equipped by the player (it does not function on NPCs), the player will have a separate list of bounties for each hold (and any other vanilla crime factions). They will not stop fighting you, if you are already resisting arrest (I could probably tweak it to do that if someone would like though). I'll try to add a demonstration video when time allows. To use this script: Attach it to an Article of clothing Open the Properties Window and use the Auto-Fill button Click "Edit" on each of the Integers (you can just leave them at 0, but if you want the Gray fox to start out with a bounty like he did in oblivion, modify the "Fake" integers (the "Real" ones are the ones that store your regular bounties). You do not need to do anything else; all variables are stored internally and factions already exist, so there's no need to define any external variables.
  3. I created a sandbox package to unlock a door when going to breakfast. I created a sandbox package to lock a door when going to sleep. I tested the sleep package and it works. The door unlocked when I use the command 'unlock' in the game. 5 minutes later the sleep package is activated and the NPC will go inside his house and lock his door. So why is it, that I reversed the process by duplicating a successful package; switched locations and it won't work for UNLOCKING? The NPC will walk outside and sandbox at the time I tell him to. This is how I know the AI package has activated. He is supposed to unlock the door when he comes outside. I have tried many 'location' types; editor location, package, ref location; etc. Does it matter, that I tell him to transition and THEN unlock?
  4. Greetings all! I'm pleased to announce the first in a line of mods dedicated to improving the player experience of Skyrim through improved Artificial Intelligence. The Nexus download page can be found here: http://skyrim.nexusm...om/mods/41364/? For a preview of the new features, and a general review of gaming AI, please refer to the following video: This mod file contains a small combat-test dungeon with a handful of opponents. Players are encouraged to try it out and share their reflections and experiences. Note that there is no map-based entry point -- to enter the arena, open the Console menu (using the ~ key) and type: coc NewAITestDungeon03 Also note that enemies will auto-resurrect after 45 seconds, so there is no need to re-load. Feedback on the AI changes is welcome as I prepare a set of full dungeons. I look forward to hearing from you!
  5. Version 01

    87 downloads

    Elfmoose Farm is the place to go for storage, ingredient picking and growing and all your crafting needs. Exterior: From the main road to the river you'll find all sorts of unexpected plants for harvesting (look carefully!) as well as a garden for food, chicken nests and sheaves of wheat. The house is decorated with mounted animal heads including an extra large slaugherfish. A full blacksmithing area is on the side porch with a smelter and woodchopping area nearby. Also on the porch are 2 respawning fish barrels (don't store stuff in those) Interior 1st floor: You'll find an achemy table, enchanting table, cooking spit and oven along with lots of storage, table and chairs and sleeping area with double bed and more storage. The sleeping area is separated from the main room by dividers designed by InsanitySorry. Many thanks to Insanity for designing them! [The divider file can be downloaded here: /index.php?/files/file/1394-%20%20insanitys-room-dividers/">http://tesalliance.org/forums/index.php?/files/file/1394- insanitys-room-dividers/ Weapon plaques (the kind that hold a shield and 2 weapons) are scattered throughout. Interior basement: Here you'll find a lockpicking practice area just like the thieves guild has with 5 different locked containers that respawn (don't store stuff in those). Theoretically they'll re-lock eventually as well as respawn. There is are also 4 large planters for growing mushrooms, deathbells and nightshade only. (You can't expect to grow flowers in a basement, afterall). And there's also an archery target area. Interior 2nd floor: Massive amount of assorted mannequins and weapon racks. The walls are covered with pale yellow wallpaper so the weapons show up better, which was one of my main reasons for embarking on modding inthe first place. Many thanks to Lilith for creating the wallpapers which can be downloaded here: /index.php?/files/file/1253-%20%20liliths-wallpaper-panels-modders-resource/">http://tesalliance.org/forums/index.php?/files/file/1253- liliths-wallpaper-panels-modders-resource/ Also on this floor is more storage and 3 planters in which you can plant anything that can normally be planted. at the far end is another bedroom with 2 twin beds and a little more storage. All containers contain little goodies. A HUGE thank you to DarkRider for teaching the modding class which was incredibly thorough and challenging. This mod is the final exam for the modding class. My goal was to create a compact house with lots of storage and a place to display keen weapons and armor so I could actually SEE it. I am immensely grateful to the folks at Bethesda for creating Skyrim and for giving us the tools to tweak it. Last but not least, I thank my husband for getting me to play Skyrim. He's been a gamer forever. Skyrim was my first game.
  6. BlackRL

    BlackLand

    Version 1.6

    661 downloads

    Installation -First use WinRAR (free) to unzip, right mouse button->extract here -Download: http://www.win-rar.com/download.html?&L=0 -Open the folder and copy the contents to your Skyrim Data folder (BlackLand.bsa and BlackLand.esp) -Normally: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data -Start the game, choose DATA FILES, check BlackLand -Done! ~MENU~ ====== -DONATE -HOW TO START -VERSION -LANGUAGE -COMPATIBILITY -TITLE -SMALL DESCRIPTION -LONG DESCRIPTION -INSTALLATION -TES5EDIT -PERFORMANCE -MOTIVATION -THANKS -CREDITS -SPOILERS ~DONATE~ ======== You like the mod and want to share some coin with me? No problem, here's my paypal account: vaniacpsoares@hotmail.com Nop, I'm not a girl, it's my wife account ~HOW TO START~ ============== When you start this mod a new spell tome (book) is added to your inventory, "Teleport to BlackLand", read it to learn the new "Teleport to BlackLand" spell, then use the spell to teleport! ~VERSION~ ========= 1.0-Release 1.1-Papyrus log clean up, additional cleaning 1.2-Added voice to Abda ----Added voice to Vampire ----Added voice to Sarah ----Added voice to Andreia ----Added voice to Tarea ----Added voice to Candido ----Added voice to Solid ----Added voice to Nadab ----Added voice to Daniel ----Added voice to Obal ----Added voice to Kro ----Added voice to Sadoc ----Added voice to bandits ----Added voice to Patrobas ----Added voice to King Kyros ----Added voice to Skeleton King ----Added voice to Valkiria ----Added voice to Lazarus ----Added voice to Jack ----Replaced Infestation Chaurus with stronger ones ----README now explains how to start all quests ----Converted all .wav files to .xwm and all dialogue (.wav + .lip) to .fuz ----Racer doesn't stay indefinitely at home after his quest is completed ----Racer will gladly receive you in his house after his quest is completed ----Racer, you now receive a key to his house when his quest is completed ----It's now easier to trigger the Golem Stone with the Patroba's Rock Staff ----Necromancer ritual scene now starts faster ----Removed the helmet from the arena guard, it's now called Andreia ----Changed the name Jemima to Gemina ----Woodcutter axe now is able to cut trees ----Fixed a room portal in the Mines ----Fixed a script that would remove Thunderbolt from the player ----Fixed the initial BlackLand papers referring to the Dovahkiin as a male ----Editor warnings clean up ----Papyrus log clean up, script optimization ----Additional minor bug correction 1.3-Earthquake shout CTD problem that some people had is now solved ----Earthquake shout, female sound added ----Added voice to Laish ----Added voice to Vajezatha ----Added voice to Ur ----Added voice to Albina ----Added voice to Raca ----Added voice to Leonor ----The first encounter scene with Kro now ends even if the player has high resistance ----Tower of Doom trigger that triggers first scene with Sadoc is now bigger ----BlackLand first scene trigger is now bigger ----Survival Sleepy and Starving now have visual and sound effects when the bad effects hit ----The coffin of unique dead actors will appear properly in the Hall Of The Dead ----Gemina name now appears properly ----When talking to Patrobas player shout is enabled if the player doesn't has it yet ----Objectives on the Broken Pact quest corrected ----Golem armor can now immediately be obtained after Brothers To The End quest is completed ----Jose store is now fixed, all Necromancer spells will be available ----Jose now will open his store immediately after the Necromancer ritual ----It's now possible to hit both torso and head of Golem inside FDDilon ----Fixed a problem caused by V1.2 that prevented Childhood quest from running properly ----BlackLand Market, guarden and cemetery optimization ----Editor warnings clean up ----Script optimization ----Additional minor bug correction 1.4-Debris sections now warn the player if the shout is too weak 1.5-Removed unintended additional Argonian race from the player menu ----README, added language section ----README, added TES5Edit section ----README, added shout help to installation section 1.6-Gemina now charges the right ammount of money for the different rooms ----Water temple magical stones now removes the powers properly ~LANGUAGE~ ========== The mod is made in English, other ones: Chinese: http://goo.gl/xs0a99 ~COMPATIBILITY~ =============== Skyrim version: Steam, 1.9.32.0.8 Creation Kit version: Steam, 1.9.32.0 This mod doesn't change any vanilla stuff, it should be compatible with all mods that are equal in scope. Note that I don't have ANY mods installed, so I really don't know wich ones are compatible or not. Mods that shouldn't cause problems ---------------------------------- -Adding or changing UI -Adding or changing locations -Adding or changing textures -Adding dialogues -Adding quests -Adding spells -Adding all kinds of stuff Mods that might cause problems ------------------------------ -Changing quests (for example companion specific) -Changing actors (specially the lvl ones) -Changing spells -Changing meshes -Changing names of objects -Changing statics, misc or any other object in general In sum, adding should not cause any compatibility issue, but changing might, so pay attention to changes. Not all types of changes are "bad", but adding is better than changing, changing stuff causes massive compatibility and stability problems. Known problematic mods ---------------------- -UFO - Ultimate Follower Overhaul (causes CTD because it changes vanilla companion stuff) -Dawnguard Vampire Lord reverse Transforming Face fix - Vanilla (if you are a Vampire Lord you will CTD when using the EarthquakeShout) Load order ---------- Since this mod doesn't change anything vanilla I advise to load it first then other mods. ~TITLE~ ====== BlackLand - A new (is)land to explore! ~SMALL DESCRIPTION~ =================== V1.6 -10 to 20+ hours of new gameplay -New (is)land -New village -New dungeons -New quests -New NPC's -New spells -Mini games -Survival modes -Secrets/Easter eggs ~LONG DESCRIPTION~ ================== Adds a new island called BlackLand with a new village, you will meet new NPC's that need your help to solve some of their problems. You will find new unique dungeons in your adventures presenting new challenges. New powerful unique spells and powers to use and discover. Mini games with replay value to entertain you when you aren't exploring (if needed, see spoilers below). Survival modes for the brave ---------------------------- -Destructible weapon: Your weapon will degrade with use -Destructible armor (slow scrit): Your armor will degrade with use -Destructible shield: Your shield will degrade with use -Sleepy: Sleep depravation will cause bad effects -Starving: Food depravation will cause bad effects Hidden secrets/easter eggs to enrich your exploration (if needed, see spoilers below). ~INSTALLATION~ ============== Should be simple, use Nexus Mod Manager, or... -First unzip -Open the folder and copy the contents to your Skyrim Data folder (BlackLand.bsa and BlackLand.esp) -Normally: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data -Start the game, choose DATA FILES, check BlackLand -Done! If you enter an interior and you appear in "space" you might need to: -Go to C:\My Documents\My Games\Skyrim -Search for file Skyrim.ini -Open with notepad, under [General] add iLargeIntRefCount=999999 If you don't have grass please check this link: http://goo.gl/aZdhRa If you have shout problems it seems installing the mod with NMM shrinks the size of your BlackLand.bsa, please check to see if it's +- 400 mb, if it's smaller than that ( < 200 mb) you should uninstall the mod with NMM and install it manually. ~TES5EDIT~ ========== When cleaning you may encounter a lot of items (825 last time I checked), this is what the creator of TES5Edit had to say about them: "That's some special case handling for removing cells which were defined but are not actually used for anything. If you go to those forms manually you'll note that they're likely just cell records with nothing attached, or cell records with empty "Temporary" blocks on them. It's harmless to let it remove those, though it'll probably get annoying since the CK will insist on resaving them - unlike the behavior in Oblivion." So, no point removing them. ~PERFORMANCE~ ============= If you have performance issues and are using destructible survival modes, try to deactivate them, the slowest script is the destructible armor, start by it then deactivate the others if needed. ~MOTIVATION~ ============ I love games, I love playing them and I love "making" them, this mod is an opportunity to show my skills and at the same time "work" in the industry, and maybe, who knows, work for real in this area? Prior to this mod I only modded PES - Pro Evolution Soccer, I had no clue how to script or use CK, it has been a long road with lots of bumps, and I mean lots, but I've enjoyed all hours (3500+ CK, 390+ Skyrim) that I've spent editing this game (almost all of them anyways). I hope you can enjoy it too ~THANKS~ ======== Thanks to my wife for understanding me, I love you. Thanks to Keld, your beta testing is awesome! Thanks to the guys at http://forums.bethsoft.com/forum/184-the-creation-kit/ they are amazing! Thanks to all VAs (Voice Actors), your work makes this mod better. Thanks to the guys at Steam chat group Skyrim Creation Kit, my first helpers. Thanks to Bethesda for providing such a great game and tools, thanks to all that read this and thanks to the ones that enjoy the mod. ~CREDITS~ ========= By Black aka Black RL aka BlackRL TESTER ------ Keld aka KeldRL aka Keld RL VOICE ACTING ------------ Voice Actor: Aranas NPC(s): Mannimarco, Golem Site: www.tesalliance.org Voice Actor: Black RL NPC(s): Vajezatha Site: http://skyrim.nexusmods.com/mods/38635 Voice Actor: bmw4acting NPC(s): Leah, Maria Site: www.forums.nexusmods.com Voice Actor: DylanBrettMa NPC(s): Lazarus Site: www.forums.nexusmods.com Voice Actor: Edouard NPC(s): Jose, Mukrah, Skeleton King, King Kyros, Player (EarthQuake Shout) Site: www.tesalliance.org Voice Actor: jackattack91 NPC(s): Jack, Patrobas, bandits Site: www.forums.nexusmods.com Voice Actor: Jazzy Long NPC(s): Tarea Site: www.steamcommunity.com Voice Actor: JudeRodney NPC(s): Aplestormy Site: www.tesalliance.org Voice Actor: Kan NPC(s): Valkiria, Andreia, Sarah, Bandit, Vampire, Laish, Ur, Player (EarthQuake Shout) Site: www.steamcommunity.com Voice Actor: Kittygineer Belle NPC(s): Albina, Raca, Leonor Site: www.steamcommunity.com Voice Actor: madonecfn NPC(s): Sadoc, Kro, Obal, Daniel Site: www.steamcommunity.com Voice Actor: Nextmastermind NPC(s): Judas Site: www.tesalliance.org Voice Actor: Styrophone NPC(s): Racer Site: www.tesalliance.org Voice Actor: thera_ca NPC(s): Abda Site: www.steamcommunity.com Voice Actor: XenocideSoldier NPC(s): Black, Keld Site: www.tesalliance.org Voice Actor: xybrisva NPC(s): Julius Site: www.tesalliance.org Voice Actor: Y A R! NPC(s): Nadab, Solid, Candido Site: www.steamcommunity.com IMAGES ------ Dragon priest by blenderisedmind MODS ---- Oblivion Gates in Skyrim - Modders Resource by Hanaisse SITES ----- http://www.bethsoft.com http://www.elderscrolls.com/skyrim http://www.creationkit.com http://www.uesp.net http://elderscrolls.wikia.com http://skyrim.nexusmods.com http://en.wikipedia.org http://steamcommunity.com/workshop http://www.tesalliance.org http://www.moddb.com ~SPOILERS~ ========== Golem Armor (power) ------------------- -Complete The Old Stone Giants and Brothers To The End quests -Go to the village garden -Sit in front of the Golem for 180 seconds when not in combat Sun and Eclipse (spells) ------------------------ -Go to the highest place in the map (mountain near the golems) -It can't be rainning -Hour must be >7am and <5pm -Go to the top, you will see a new NPC -Look at the sun long enough so he talks to you Inferno staff (MISSABLE!) ------------------------- -Location: Oblivion -In the top of the mountain, before the stairs, there's a small "arena" with a body, in front of him is the staff and book Cold Staff ---------- -Location: Faal Daanik Dilon -Before the first temple go to your left and climb the rocks, go to the sharp edge pointing to the abyss -You'll find a treasure corpse, burn it and wait for the staff to appear Namira Gauntlets (spell) ------------------------ -Complete Doomed quest -Recover the coin purse from Sadoc -Traverse the lake in Faal Daanik Dilon -Climb the sand and rocks at your right, you will find a skeleton, in front of him is a heavy hammer -Go to the Tower Of Doom, reach the last floor, hit the Skyrim flag with the heavy hammer -The gauntlets are on the altar Namira Necklace (power) ----------------------- -Same place as Namira Gauntlets -Offer 10 humanoid hearts to Namira -DON'T remove the necklace after equip or you will loose the necklace and power -If you remove the neckalce you have to make the offer again Immolation (spell) ------------------ -Go to the market while Raca is working -A new book appears in the bottom shelf called "Immolation, v1", read it -Raca will talk to you and a new dialogue option appears -(a)Go to the Golem place, climb the mountain and go down to the other side, you will find some Sabre cats -They are "guarding" the entrance to the Fire Altar -Complete the puzzle using the book -Complete the quest -You can start at (a), good luck Childhood quest --------------- -Hire Goliath -Go to the old tree and sit in the bench during 60 seconds (no combat!) -The quest starts Cow wave -------- -This is a special wave in the arena that might appear Mini games ---------- -Arena- -Complete Blood, Honor And Glory quest -You unlock the arena at the coliseum -You have 6 ranks, each has 11 waves -Bow training- -Same place as arena -Before you enter the arena there's a bow on top of the table -Pick it up to start the training -Every time you repeat your objective changes -Random dungeon- -Complete the quest Old Secrets -You can go back to the temple catacombs and play them again -Every time you enter doors and enemies change -Doors might or might not lead to the end, can you survive the maze? -Stealth challenge- -Talk to Keld at the market, he offers the chance to go in a special hunt -Accept and meet with him, he will present the challenge and rules to you -Every time you repeat the challenge changes You can play the mini games every time you want. Quests ------ -Abaddon- -How to start: see Immolation (spell) explanation above -Secret: yes/semi -A Friend In Need- -How to start: talk to Racer near the market -Blood, Honor And Glory- -How to start: talk to Abda, the village Jarl -Mini-game: arena and bow training mini games, for more see explanation above -Bungalow In The Water- -How to start: complete A Friend In Need quest -Burning Of The Witch- -How to start: complete Missing Corpses, go to where the guards train and talk to Julius -Broken Pact- -How to start: choose to help Albina in the Burning Of The Witch -Brothers To The End- -How to start: complete The Old Stone Giants, then talk to the stone again -Childhood- -How to start: see Childhood quest explanation above -Secret: yes -Dragon Age- -How to start: complete Burning Of The Witch and Brothers To The End quests, you might need to wait a little bit for this quests to complete because of cleaning up, go to any interior in the village, when you get out the quest starts -Dignity- -How to start: when you meet Valkiria de first time (in Faal Daanik Dilon) she asks you to carry her body, if you accept and pick up her remainings the quest starts -Doomed- -How to start: just enter the Doomed tower (in Ruins) -Fire From The Deep- -How to start: while in Faal Daanik Dilon entrance and not in combat approach the corpse in the ground, the quest starts -Infestation- -How to start: just talk to Jack when you meet him -Missing Corpses- -How to start: just talk to Leah when you meet her -Memories- -How to start: go to the market, Laish approaches you, just talk to her -Old Secrets- -How to start: go to the village temple and talk to Lazarus -Mini-game: random dungeon, for more see explanation above -Rarity- -How to start: go to the market and talk to Leonor -Rest In Peace- -How to start: go to the Hall Of The Dead and talk to King Kyros -The Blood Of Innocents- -How to start: go to the market and talk to Obal OR enter the Destroyed Fort, go deep and when a new Vampire scene starts the quest starts -The Old Stone Giants- -How to start: go to the Goat inn and talk to Patrobas, he gives you a "Rock Staff", equip the staff and travel to the Old Stone Gods Resting Place, approach the blue stone, she will talk to you, activate her -Thrill Of The Hunt- -How to start: go to the market and talk to Keld -Mini-game: stealth mini game, for more see explanation above -Welcome To BlackLand- -How to start: just teleport to BlackLand -Water Temple Challenge- -How to start: find the Water Temple and talk to Ur, Vajezatha in the market knows the location
  7. I was wondering how I could make some glass sheets to build structures such as aquariums, greenhouses, or sealing off a cabinet, but using only CK.
  8. Hello - my first post here, so please be forgiving if I have missed some obvious link or explanation. I'm trying to understand how BSEffectShaderProperty flags SLSF1_Greyscale_to_PaletteAlpha and SLSF1_Greyscale_to_PaletteColor work. I understand the general idea - Greyscale Texture is used as palette and it is being indexed on u,v based on some transformation of original pixels. What I'm trying to understand is how this works exactly. From my tests so far, closest I was able to get is that for alpha, horizonal coordinate equals to Source texture alpha and vertical coordinate equals to falloff computed from falloff angles. It works almost ok (I use Dungeons\AzurasStar\AzuraEpicCrystal05.nif as my test object, with base mesh removed, so only two decal meshes with palettes are visible). For PaletteColor I'm at loss. It looks a bit like greyscale average of source texture.rgb is used as vertical coordinate, but thats not fully accurate (could be issue of (r+g+b)/3 versus more accurate greyscale conversion) - and what with horizontal coordinate? Does anybody know how exactly these things are used? In particular PaletteAlpha.
  9. So, I'm new to papyrus scripting. This is the third script I've wrote. I'm having a problem, though. As it only fires one firebolt when it should be firing more than one. I'll use the spell, and it will fire only one firebolt. However, I want to fire multiple firebolts. This is my code: Scriptname a0BarrageTest extends activemagiceffect {Missle barrage test} int Property Count auto SPELL Property Missle auto Event OnEffectStart(Actor Target, Actor Caster) int i = 0 while i < Count Missle.Cast(Target) Utility.Wait(0.2) i = i + 1 endwhile EndEvent Count is set to 2 and Missle is set to Firebolt. It's my understanding that this should make it fire 3 firebolts. But it only fires one. What can I do to fix this and make it fire 3 firebolts?
  10. 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.
  11. Ok, to start out I have been tracking this request thread for quite a while. I have .obj files to the scepter (long and short versions). Now, I made the mod and the esp has all the weapon stats, world placement, etc. but seem to be having trouble getting the objects exported/textured for Skyrim. I have been trying to UV map the models and it's driving me nuts. I follow tutorials, but it seems like once I fix one issue, three new issues arise. Is it something relating to the materials? Is the obj just not Skyrim compatible I'm so confused, I try to use NiConvert and it freezes as soon as I click convert. The times I am able to export a successful nif, errors such as the one above happen. Could anyone take a look for me? The Loki's Armory request thread has been open since May 5, 2012 with over 6,800 views and 58 replies, I feel the mod would do the community good, I want to contribute so bad and all these problems keep holding me back. I even talked to a modder who had finished spear/helm models but never published because he ran into a few issues. This was at least December 2012. I am using Blender 2.49a(?) and have Nifscripts working and have exported fine before, I have very little experience in 3D modeling though and may be doing it wrong. My question is, will someone take their time out to collaborate with me and release the mod? I will renounce rights to publish the mod to whoever decides to be so kind as to help me (Unless you do not want the burden) and the others who have wanted this for so long! Here are my source files, I'm not sure if they have proper UV maps or not. Another thing I would like to do is take the spear-head from the shorter model I have and put them on the long version, but it didn't work right when I tried it myself (I know, I suck) Thank you to whoever takes time out to help! http://www.4shared.com/rar/XYMuE7ib/LokiScepterBOTHWIP.html
  12. It has only been 1.5 years for players to play many different characters to get the full 'feel' of the game. It took me a good 5 months to explore every nook and cranny; only to find out on the next character that I missed a spot; or forgot already what I did. Is it worth continuing modding at this rate? Sad. http://www.sidhtech.com/news/skyrim-dlc-redguard-3/1006650/
  13. Si-Shen

    Old Towers

    From the album: Shen's Screenshots

    A ruined tower I came across at just the right time of night. PS - I really don't mind if my shots get used or displayed elsewhere so long as credit is given although I have not been as happy with some of my own Skyrim shots, last time I tried to use a posing mod, FINS (or whatever its called) screwed up the AI somehow and created ultra fast enemy attacks. Anyway, I can do well enough without.

    © Si-Shen

×
×
  • Create New...