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  1. Arthmoor

    [RELz] Soljund's Sinkhole

    A simple village expansion for Soljund's Sinkhole. Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to relieve the crowding problem. * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry * Perth can now share his house with you if you marry him. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Soljund's Sinkhole exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  2. Read: A quest is buged in Skyrim special edition called Destroying the dawnguard because Iran is essential, he can't be killed so completing the quest is impossible. You can't kill him even with cheat spells Please fix this Platform : Xbox one DlC: DawnGuard
  3. 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 ;).
  4. julius_007_3

    Noemi

    From the album: My photograph collection

  5. Im starting a new Skyrim ("oldrim") build with Wrye Bash as my main (only?) mod manager. Are there any configurations and/or procedures specific for skyrim? I've been unable to find anything specific on nexus, step, bethesda, steam or here. Here's what I've done so far: i. removed old skyrim installation (uninstalled from steam and deleted steamapps/common/skyrim folder, my documents/my games/skyrim and users/appdata/local/skyrim) ii. fresh install of skyrim in dedicated steam ssd iii. installed wrye bash standalone (manually copied mopy folder into skyrim main folder) iv. ran wrye bash one to let it create its default folders in steam/steamapps/common/skyrim mods v. moved the entire skyrim mods folder to another ssd drive (to save space on the steam drive, I have my downloaded mods and bash installers placed in another ssd, might make take a bit longer to refresh/install/anneal but with 40Gb worth of mods it compensates) vi. copied bash_default.ini and renamed the copied file bash.ini, opened in notepad and directed the bash files, bash installers and bash mod data to the new location in other ssd drive vii. copied skse, skse plugin preloader, enb organizer to main skyrim folder viii. copied champollion, ddsopt, merge plugins, tes5edit, relinker, bethini to their own folders inside the skyrim main folder ix. added mxpf, kajiit ears show, hishy remove land records to "edit scripts" folder inside tes5edt x. ran papyrus compiler patch xi. created app shortcuts in the mopy/apps folder, including LOOT 10.3 which I had already installed for skyrim se xii. extracted scripts.rar inside skyrim/data folder xiii. ran loot and applied fixed load order xiv. now I'm cleaning the game's .esm files accorting to the manual cleaning guide here. (https://www.afkmods.com/index.php?/topic/4110-manual-cleaning-skyrim-and-skyrim-se-master-files/) And here I hit my first brick wall: in Oblivion I added the cleaned esm's to wrye bash as a project and installed them without a problem. With Skyrim they get skipped... I saw the option to skip bethsoft files and tried to uncheck it but it says it needs to recalculate CRC every time I run BAIN. Should I do it anyway? Should I skip this step and just leave the cleaned esms in the data folder without managing them with wrye bash? Edit: I did uncheck the option to skip beth content. The crc calculation takes 45 second on my computer, I hope it won't be happening too often... Then I added the cleaned esm's as a mod to wrye bash. Hish's guide for Oblivion also suggests you first add the contents of the data folder without its .bsa files as a mod in wrye bash, which should be the first in the installers tab. I suppose it helps wrye bash restore things when you uninstall mods. Should I do anything of the sort with skyrim? Edit: I did so, but not having archived the data folder previously I had to perform a couple of extra steps: exit wrye bash, rename the tes5edit backups and copy them to the data folder and then archive the data folder without the esm's, tes5edit backups folder and the scripts.rar file. I did include the dialogue views and scripts folders that were unpacked from scripts.rar. After all this I re-ran loot and everything seems ok in the mods tab.
  6. Arthmoor

    [RELz] Helarchen Creek

    A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is. * Two of the NPCs can be married and will optionally share their homes with you. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Helarchen Creek.esp and Helarchen Creek.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Helarchen Creek.esp and Helarchen Creek.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. anbeegod

    [WIP] Follower Caesia

    Name: Caesia (Kai-sia) Race: Breton Fight style: Mage Age: Older than what you would expect. Personality: Jerky girl - perfect spouse for me. Body type: Whichever body type you're using, even the vanilla body. Romance: Yes Marriage: No, she dislikes the idea (it looks this way, but it's in truth for a deeper reason). Hearthfire: No. Caesia likes children, but given the circumstances in Tamriel, it's not a good time to have children. Content related to DG, DB events and locations: Maybe in the future. Compatibility: No incompatiblities except mods that touch Moorside Inn. Should be easy to fix though. Lore-friendliness: No conflict with existing official lore. Personal quest: Maybe, but not now. Lines: 500 custom lines, still expanding. Voice actress: abtaph; a gifted voice actress Background story: Caesia's background is a mystery. She just appeared from nowhere, and offered to come with you. As your relationship progress, you will find out more about her, which would turn out to be a big reveal and huge plot twist - if you are smart enough to put the pieces together. Additional info: Caesia is a prelude to my big project, Shezzarine, which would bring a significant amount of new lore and characters. No new lands though. Caesia's appearance (Breton, no sexy clothes) My tumblr (which includes info about both Caesia and Shezzarine mods; search Skyrim in my blog for them): http://anbeegod.tumblr.com/
  8. julius_007_3

    Short Rest

    From the album: My photograph collection

  9. majormodder

    Ebony Glass Cuirass WIP

  10. majormodder

    style4.jpg

  11. majormodder

    style3.jpg

  12. majormodder

    style2.jpg

  13. majormodder

    style1.jpg

  14. Whenever I attempt to complete "Trinity Restored" in the Thieves Guild quest line, after Karliah gives us our outfits and talks to the group she walks towards the gate and then turns around and walks all the way back to the Ragged Flagon is there any way that this could be added to the ussep patch or in any other patch mod. Thank you!
  15. Arthmoor

    [RELz] ESO Skyshards

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks. Downloads AFK Mods TES Alliance Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Skyshards.esp and Skyshards.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Skyshards.esp and Skyshards.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Credits MadCat221: Mesh and texture assets provided for the Skyshards. JayCrane: Static collision for the model since the Havok variety would not have worked. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  16. this post is a year old but it really got me thinking about SE retex potential. i have tried poking around on google, steam, nexuswiki, actual wikipedia... i'm having a hard time getting any hard technical details about the SE engine. i even popped in to ask the experts, but i suspect they are busy with holidays. at school all of the shaders we make are geared for pre-render, not live render so words like brdf, fresnel, gloss, smoothness, and anisotropy are familiar now. UE4 already supports using physics based rendering shaders and i'm really curious how much of that we can implement in SE. i asked on chatty and the SE engine treats normal maps as bump maps which just means ignoring the colour information so it's a greyscale map? i know that UE4 [and therefore the bears] can support displacement maps, but i'm wondering if the upgrade to the SE engine means allows that too.
  17. Hello, I am a PC user of Skyrim that has been using mods for quite some time. This however does not concern me directly. I have a friend who recently purchased the Special Edition on Xbox One to play with mods. The issue is with the Dark Brotherhood quest "Mourning Never Comes" wherein it tells hi mto talk to Muiri (for the second time) after she tells him to kill some people. It says she is in Markarth but the quest marker puts her far into the ocean past the mountains to the north on the map. He has walked around in Markarth for hours looking for her but it seems like the game genuinely dropped her in the ocean. He is using -USSEP -Relationship Dialogue Overhaul -Adventurer's Chest -Populated Forts/ Towers As I said I have been using mods for Skyrim and Bethesda in general and it seems like it couldn't be an issue with the mods he is using. I am reporting this with hopes that either you would be able to replicate and find a fix, or tell me a solution. Either way your mod said to report special edition bugs so here I am. Much thanks
  18. Hi! I'm working on the bugs in SureAI's Enderal, and here's one that's beyond my grasp (as well as that of the rest of team). Maybe anyone here wants to take a chance at it, or just knows the issue from their experience? There is a certain NPC, called "Novizin Elia" (ID _00E_NQ28_NoviceElia), who hangs around the graveyard of Ark kneeling at a grave, until one talks to her and does her quest (NQ32). (Yeah, the NQ numbers don't match, for historical reasons. Oops.) As I approach her, she is kneeling: https://www.dropbox.com/s/k1h67b301a2c10w/nq32desc-001.jpg?dl=0 . Meanwhile, a triggerbox I've entered has set the stage of NQ32 to 5; this is to ensure that her dialogue has any chance to start. Now I talk to her: https://www.dropbox.com/s/aqdk7nt2racsfar/nq32desc-002.jpg?dl=0 . Her greeting, "(Schluchzen)" ("(sighs)") is actually not from NQ32, but from a different quest (ArkGenericDialogue), because it's an Idle and we want it to happen even before the player enters the triggerbox. Here's it in the CK: https://www.dropbox.com/s/8ibq3fqk5fs2mwx/nq32desc-003.png?dl=0 . It has a Papyrus fragment attached to its End: If NQ28.GetStage() < 5 NQ28.SetStage(5) NQ28.SetObjectiveDisplayed(7) Endif (the NQ28 property is set to NQ32, don't wonder). But since NQ28.GetStage() is already 5, this should do nothing. And don't worry about this script too much; if I remove it, the bug persists. However, the "Alles in Ordnung?" topic is actually from quest NQ32: https://www.dropbox.com/s/mym07oouq1anyok/nq32desc-004.png?dl=0 . For all I know, the conditions are satisfied (the stage is 5, the alias is set). Nevertheless, (ingame) I click on the topic and nothing happens! The "(Schluchzen)" stays. (And this is happening to many players, not just me.) Clicking again doesn't help either; nor does tabbing out and talking to her again immediately afterwards. The only thing that does help is wandering around for a few minutes and returning to Elia again; at some point the topic just randomly starts working. This is a Heisenbug; it sometimes just doesn't happen. Yet it appears to happen about 2 in 3 attempts. We have a few other occasionally unclickable topics in other quests, which we suspect to be of similar origin, but which are harder to reproduce. Anyone a guess? Could it really be the script fragment, somehow persisting through its removal? Could it be the "Random" flag on the Idle greeting? Does her kneeling AI prevent her from talking properly? Could the voice for "(Schluchzen)" be somehow messed up? Have you seen anything like this? (Note: I've been told that "start game enabled" quests have some issues with dialogue; but NQ32 isn't such a quest.)
  19. For a long time I was forced to look at the inventory models of skyrim and the many armor mods that have come out since then, but most armor mods dont come with their own GND models, but rather copies of those found in vanilla skyrim. So for the longest of times most of us had to accept the laziness of modders and bethesda, but not any more (for the most part). This tutorial will cover the conversion of a "skinned" model, or a model that is rigged to a skeleton, into a GND/GO nif. (Collision mesh is in another tutorial) Q: What is a GND/GO nif and what does it do? A: The GrouND/ Ground Object is the model that the player sees when viewing an item in their inventory or when dropped onto the ground such as food, clutter, potions, weapons etc, etc. TOOLS NEEDED: The latest Blender, or Blender 2.77a as that is what i'm using right now for this tutorial, you heard me right, we wont be using 2.49b anymore! LINK Nifskope 2.0, or 1.2.0 Alpha 2 LINK Nif importer/exporter dev plugin v4, download here just in case you cant find the latest version on the nifskope forums LINK Nif importer/exporter dev plugin v5, 20 June 2016 LINK Possibly GIMP 2.0 in case you want to manually edit textures LINK A BSA extractor tool, go search online for one, there are many, I will be using B.A.E. LINK Preparation: If you haven't already done so, extract your archives since this tutorial is going to be using the bethesda GND nifs as a form template, but more importantly their collision shapes are what we are needing since this tutorial utilizes. Disclaimer! This tutorial is meant to teach you how to convert a RIGGED MESH into a GND nif, or even tweak a GND nif as there really isnt a reason to convert other objects into GND nifs, and as it stands the nif plugin for blender is not entirely functional and is still in development, which means that the collision export is bugged, so you may have to play around with your export/import options and even your file afterwards in nifskope, collisions are to be covered in a later tutorial. Make back-up copies just in case your custom GNDs cause your game to crash, and make sure you have done everything with your knowledge to troubleshoot issues that could be caused by you and not the plugin/blender. This plugin can actually be used to make/edit armor and export just fine for the most part, but you may run into the vertex->weight issue, and I may release another tutorial covering that as well. I also assume that you know how to operate blender, as this tutorial teaches you how to convert a nif and not use blender itself. If you dont know much about operating blender or what i am doing in blender, please go watch some tutorials on creating things in blender on youtube as they are a great way for a person to learn and get used to the layout since 2.49b is vastly different from 2.77a. STEP 1) Download and install blender 2.77a, nifskope, and then install the dev plugin by File>User Preferences>Add-Ons>Install From File. STEP 2) Import your nif file(s) into blender, if you are going to use my method of converting a mesh and then replacing a bethesda nif that already comes with a working collision layer, I suggest you choose something from your extracted archive that would fit the mesh you are currently converting. Sidenote: Unless you have a custom default scene that is empty, make sure you have first cleared your scene by pressing A twice and then press the delete button when your cursor is in the 3d render window, and hit enter or click on the option that asks for you to delete. STEP 3) Link your textures in the material section, and that means all of them that blender asks you to, otherwise blender wont let you export your mesh. Sidenote: Click and hold your mouse wheel while your cursor is over the Properties Bar and scroll to the left in order to get to the materials and textures tabs. Your textures may not be automatically linked by blender even if all of your meshes are in the extracted archive which is why they appear to be black, so you will have to link them yourself, make sure your Viewport Display in your 3D view is set to Texture or Material in order to prevent confusion of whether or not your textures have been linked by blender. Make sure that you have linked the Diffuse and Normal maps, and any other "maps" blender recognizes a texture link to. Find the textures that your model needs, such as the diffuse and normal maps, and link them, they should appear automatically if you have set your display settings accordingly. WARNING SOME TEXTURE LINK DATA MAY BE LOST SUCH AS ENVIRONMENT MAPS BUT CAN BE RESTORED FULLY IN NIFSKOPE SO DON'T SWEAT IT IF IT DOESN'T KEEP THE TEXTURE DATA! STEP 4) Import your reference GND nif, and then repeat step 3 STEP 5) Align your rigged mesh to the reference GND, use the pose mode from the skeleton, rather than manually moving the vertices to save time and keep the ability to further manipulate and move around the mesh without having to manually edit the vertices. STEP 6) After you are satisfied with the posed position of your rigged mesh, apply the armature modifier to set the pose of the model. STEP 7) Delete all vertex groups after you have applied the armature modifier, or else your mesh will go back to its default T-pose state STEP 8) Delete the reference GND vertices, but do not delete the entire node, you will need that unless you want to go through the trouble of altering the new mesh's data to be exported as a GND object, instead of a skinned one. STEP 9) Merge the new mesh to the empty reference node, do this in object mode and use Ctrl+J, DO NOT MERGE THE EMPTY NODE TO THE NEW MESH OR IT WILL NOT WORK. STEP 10) Go back to your materials and delete the old material data, so that only your new mesh's material data exists. STEP 11) In object mode, select your mesh and collision layer, however since the blender plugin doesn't fully support collision export, you can delete it if you want to, but you can keep it if you want to generate an entirely new collision shape in Nifskope later on. STEP 12) Export your selection by going to File>Export>NetImmerse/Gamebryo (.nif), make sure your export selection is set to Skyrim, the default for the plugin is for Oblivion, you may get an error message that says your version number does not match the selected export option, which means you did not set your file version correctly, or you did not set your export version to Skyrim. You aren't exporting a rigged mesh, so don't change any of the settings anywhere else, just make sure your export game setting is set to Skyrim. STEP 13) Name and export your file whatever you wish, just be warned that your nif's exported name, will be the same name as your BSFadeNode, in other words if you export your nif as Scene Root.nif, the name value of the nif will be Scene Root. STEP 14) Open up your new GND nif, and open up your reference GND nif, you are going to remove the mesh of the reference GND and copy/paste in your own, that way you can keep the old collision data without having to generate a new collision mesh. Delete the reference mesh by right clicking on it in the display window, and click on Block>Remove Branch. STEP 15) Now go into your new GND nif and do the same, except copy your mesh for the reference by right clicking on your mesh in the 3d render window, and clicking on Block>Copy Branch. STEP 16) Paste your new mesh into the reference by right clicking on the BSFadeNode name, and clicking on Block>Paste Branch. Sidenote: Make sure you right click somewhere in the value of the name, for example from the Txt to the [0], otherwise Nifskope may end up pasting your mesh outside of the node, which would be bad news for you because the nif may not save and will not work and may cause your game to crash. STEP 17) Your new mesh may not have the same string name, as it so happens, all pasted data will assume the name of a pre-existing string name, so you must rename your string, I suggest the name of the mesh that was already deleted. If you want to give it a custom name, just remember that nifskope will literally make a new string name for each new letter or symbol entered into the table, which can lead to a stair-step string name list effect, it wont harm the nif, but it makes you look sloppy in your editing, go ahead and look at some old Skyrim armor mods, you may find some unused or old string names such as Material.001 for example. My node's name was assumed to be BSX, just click on whatever the deleted node's string name was, mine was helmet01:0, then press okay. STEP 18) Save your new nif as something other than the reference nif and your exported nif. STEP 19) If your nif file had more than two texture references other than the diffuse and normal, you will have to manually repath them in Nifskope. Expand the node by right clicking on the arrow to reveal the data within the node, expand NiTriShape>BSLightingShaderProperty and then select BSShaderTextureSet, then expand the textures menu in your block details, it should look like my reference image and you should see your two dds textures linked, and if you want to manually relink or change textures, just right click on the texture path and click choose, a menu should pop up and you will have to select the textures you want. Make sure you reduce your texture path by double clicking on the texture path, and deleting any text that comes before "textures\.......", as it may cause odd rendering issues as the game will be looking for textures that the user may not have, or the directory of the player using your mod may not be the same as yours is, which is why you should always reduce your linked texture paths. STEP 20) You are now done with your GND nif, if you are replacing a pre-existing nif, such as I am, I can copy and paste and rename the helmet nif accordingly in the right file location, use your extracted archive for reference. If you are wanting to make an entirely new GND nif for a custom armor, then you will have to put it where your armor is, make sure the file is named properly such as Helmet_GND.nif. If you are making an entirely new GND nif and want it in your game, you will have to manually link it in the Creation Kit, but there are tutorials elsewhere for stuff like that, as this tutorial was strictly meant to help you create a GND nif, not make a mod that uses it. Here is an example of the old GND nif that was low-poly, and here is the new nif that uses the same model that you wear. OLD version DOWNLOAD NEW higher-poly version DOWNLOAD If you think that this tutorial/method doesn't work, then please take a look at what I have made below by using this method.
  20. Here's a pre-built archive containing all ressources files required to build terrains, objects and trees LOD for Skyrim, Dawnguard and Dragonborn from within the CK and Oscape. The included readme file already has all the useful informations about that, so nothing more here. -Terrains LOD : Tested for Skyrim and Solstheim - No issue -Objects LOD : Tested for all worldspaces from Skyrim, Dawnguard and Dragonborn - No issue -Trees LOD : Not tested This archive is meant to make your life easier in these tasks. It contains about 100 fixed meshes, but it may be updated according to your reports if you find an issue or a missing file. Enjoy ! Download from AFK Mods I need your reports to fix the remaining bugs. Actual version : 2.5 Basically, what you have to do to find bugs is : -generating objects LOD for a given worldspace. -having the generated files properly placed in your data folder (this includes your new generated atlas that you have to move from your source folder to your data folder). -going physicaly in the worldspace in game. -waiting for daylight/good weather view conditions (or setting this in the console : fw 81a). -entering the 'tfc' command in console. -taking height and wandering with the camera, looking for oddities.
  21. I noticed that the two skeletons that self reanimated at the Ritual Stone sometimes turn into ash piles, sometimes they don't. If they didn't turn into ash pile, they respawn. But once they turned into ash pile, they won't go away nor respawn after >30 days. I was rebuilding my mods from the ground up so only USLEEP was in my load order. I also have OneTweak and SKSE installed just for the borderless window mode. I hate ash pile and would like to just disable those two skeletons to not spawn in game to begin with. Is there a way to disable vanilla NPC with TES5Edit? Or would it be possible to attach some sort of clear script just to clear the ash pile out? I don't know much about script, TES5Edit would be easy enough for me. Those skeleton IDs are: 000d9652 & 000d9653 Thanks
  22. Recently I posted a thread on the Bethsoft forum about phantom Steam Workshop downloads that were sometimes listing as updates for Skyrim itself. The problem has been reported elsewhere too, including the Steam Workshop forum in the Skyrim discussion section. A partial solution to the issue was raised in the 8th post of the thread. What I've since found should be a permanent solution to the issue for those who have it. In brief, the issue is being caused by a mod that you were subscribed to that has since been pulled off of the Workshop for some reason. It doesn't matter why, just that it no longer exists and the Steam client didn't properly dispose of the entry in your cache files. This is NOT the fault of the mod's author, nor is it the fault of Bethesda. This is entirely an issue caused by Valve so if anyone should get yelled at for this one it's them. Close your Steam client. You don't want to try modifying these files while it's running. Go to the Steam website using your usual web browser. Click to the Skyrim Workshop. There is a drop down menu for "Your Files", select "Subscribed Items". You'll want to be sure that any invalid items on this list are unsubscribed. To find the entry causing you problems, you need to determine the mod ID. Your subscribed mods will be listed in the following file: <Wherever you installed Steam>\steamapps\workshop\appworkshop_72850.acf Open it with any standard text editor. Mods will be listed in blocks that look like this: "87340753" { "manifest" "-1" "timeupdated" "1344126308" "timetouched" "0" "subscribedby" "<Your User Profile Number>" "ugchandle" "595851880384234733" } You will need that first number for each mod. The one in quotes by itself. So for this first entry, it would be 87340753. The URL then becomes this: http://steamcommunity.com/sharedfiles/filedetails/?id=87340753<--- Change that ID number for each mod in the list. When you get to a bad one, you'll be told the entry no longer exists, like this one: http://steamcommunity.com/sharedfiles/filedetails/?id=78419036You can plug the bad URL into Google and sometimes pull up a result for what it was. In my case, 78419036 leads back to a mod Chesko did for the 7000 Steps to High Hrothgar called The 418th Step, which he has apparently removed. With that knowledge in hand, find this block: "78419036" { "manifest" "-1" "timeupdated" "0" "timetouched" "0" "subscribedby" "<My User Profile ID>" } and remove it. Save the file. That's part of the problem solved. If you load the Steam client right now, you'll just get this entry dropped back in. You need to go one more step further and remove it from the following file: <Wherever you installed Steam>\userdata\<Your User Profile Number>\ugc\72850_subscriptions.vdf Open it with any standard text editor. You'll find an entry that looks something like this: "5" { "publishedfileid" "78419036" "time_subscribed" "1427494489" } Remove the whole block. Save the file. Load your Steam client. It should no longer be trying to download phantom Workshop entries. If you are still getting that happening, go back over the steps and check for more bad mods. You may have several that need this done. Fortunately I only had one bad one to deal with.
  23. InsanePlumber

    Insane Armory - Shields

    Version 1.6

    57 downloads

    Insane Armory - Shields Description This would not be possible without NifSkope and 3ds Max Nif Plugin. Insane Armory - Shields changing "thickness" of shields by 25 or 50 percent. (depending on the options selected during installation) Does not contain any plugin (*.esp *.esm) replaces only meshes (*.nif) files. Is compatible with any modification which edits shields and replaces textures but does not change meshes. Compatibility Unofficial Skyrim Legendary Edition Patch Unofficial High Resolution Patch Dual Sheath Redux Cloaks of Skyrim Winter is Coming Installation It can be installed and uninstalled with Wrye Bash or Nexus Mod Manager at any time without any complications. Wrye Bash and Nexus Mod Manager after uninstalling restores previously replaced files. Dual Sheath Redux Users. First install Dual Sheath Redux then Insane Armory - Shields. During installation agree to replace all files. Updating Since modification contains Only Meshes it can be updated without any problems. (Remember to first uninstall older version) Uninstall Uninstal and that's it. Additional changes Fixed some meshes errors Fixed UV errors Removed some polygons that are not visible All meshes have smooth face normals Changed layout of some Meshes (Spellbreaker, Blooded Shield, Stalhrim) I tried to do everything as best I can. If you notice any mistakes, errors please let me know. Comments, suggestions, pictures appreciated. Modification is complete, and there will be no more updates. Unless, they will be found any errors or will I do some extra meshes for other modifications. Have fun. Recommended complementary modifications Insane Armory - Archery Bows and Crossbows Better Shaped Weapons - BSW by LeanWolf and masterofshadow (This modifications inspired me to create Insane Armory - Shields) My other modifications Insane Armory - Archery Bows and Crossbows Scoia'tael Bows Insane Alchemy - Potions Poisons and Others High Polygons Bottles Helm of Oreyn Bearclaw - Light Cloth Enchanting Disenchant Conan Sword Fix Change Log Credits Bethesda for creating games that can be modified. Thank you Nico coiN for allowing me to use repaired Meshes from USLEEP for Dragon Born Shield. Thank you criswolf09 for help with DSR Patch. NifSkope 2.0 by jonwd7 3ds Max Plugin 3DMAX 2016 Notepad++ 7zip
  24. Version 1.4

    119 downloads

    Insane Armory - Archery Bows and Crossbows Click image to see the whole album. Description This would not be possible without NifSkope and 3ds Max Nif Plugin. Modification changing thickness of bows and crossbows by 25 or 50 percent. (depending on the options selected during installation) Does not contain any plugin (*.esp *.esm) replaces only meshes (*.nif) files. Is compatible with any modification which edits bows and replaces textures but does not change meshes. I play Skyrim using first-person view 90 percent of time. In skyrim there is no possibility of effectively shooting and hitting target other than view from first person.(personal opinion) And just for view from first-person I created this modification. Install It can be installed and uninstalled with Wrye Bash or Nexus Mod Manager at any time without any complications. (WB and NMM after uninstalling restores previously replaced files) I tried to do everything as best I can. If you notice any mistakes, errors please let me know. Comments, suggestions, pictures, any feedback etc... greatly appreciated. Recommended complementary modifications Insane Armory - Shields Better Shaped Weapons - BSW by LeanWolf and masterofshadow (This modifications inspired me to create Insane Archery) Skyrim - Enhanced Camera XP32 Maximum Skeleton -XPMS by xp32 Belt-Fastened Quivers by Chesko and Ninivekha Work In Progress 2015-12-23 A small sample of what awaits us in the future. Arrows and Quiver Dragonbone. Click image to enlarge. >>> Also next update will include something that nobody has done for bows so far <<< Patches for: (Patches are delayed by something that nobody has done for bows so far) Skyrim Redone by T3nd0 WIP ~60% Perkus Maximus by T3nd0 WIP ~60% Longbows by Grantiz WIP ~60% Scoped Bows by OutLaw666 WIP ~40% Credits Bethesda for creating games that can be modified. Team and community AFK Mods NifSkope 3ds Max Nif Plugin 3DMAX 2012 Notepad++ Longbows by Grantiz jet4571 for help. Trueno33 for finding and reporting bug that caused disappearance of bows after dropping them.
  25. Drakemasta

    texture modder

    hello yall. im looking for a person to work on textures for some armor im making. armor style is primarily robe/mage bottom with armored top and arms/boots/helm (basicly im putting a robe type bottom on some armors and cutting out a good chunk of the armor, like bodysuits and leaving the main armor {bit around the groin and breast area aswell}) planning on creating some mage robes with armored parts added on like adding daedric paudrons to archmages robes etc. note dont expect much along design im still learning and im not working on it fast, and im mostly just mix and matching parts of already existing armors with as said earlier massive chunks removed. image is from my first attempt (yes i know big first step starting with endgame armor lol)
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