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Found 5 results

  1. Version 1.4.1

    11 downloads

    Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are only compatible with TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the SSE Creation Kit and may not load properly in the original Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Mhulchazn - Morrowind Dwemer Home Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors Nexus Mods
  2. Version 1.3.1

    77 downloads

    Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are compatible with both the original TES5 and TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the original Creation Kit, but will load just fine in the SSE Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors Assimilation Lab Nexus Mods TES Alliance
  3. Version 1.0.0

    32 downloads

    DovaTeddy - a Modders Resource ========================================= by Hana / Hanaisse 01/24/2017 v1.0 Description; ------------- This is a new Teddy Bear model, 100% made by me, for your decorating needs. The model comes in two styles - one just the teddy bear, and one with the Dovakiin's signature iron helmet. It also comes in two colours - blue and pink! As a modders resource, this bear is available to use in your mods. No need for permission, just a small credit is all I ask. The models have collision set as "clutter" (meaning you can pick the bears up in game). If you prefer a static model that won't move you'll have to change the collision settings. The custom textures are made at 1024x1024. The normal map can be used by both texture files. Feel free to make your own textures if these don't suit you. How to use; ------------- 1. Drop the meshes and textures folders into your Data folder. 2. Open the CK and create as new Misc Items. 3. Use as clutter decorations wherever you like. Note; I suggest once you place the bears in a cell you run the Havok simulator, as they do tend to rise slightly depending on what surface they are placed. Re-align them, then open their reference box and select Don't Havok Settle to prevent any more movement. Permissions; ------------ * Permission to use in your mod is not required. * Please do not upload these models as is to any other site.
  4. Version 1.0

    243 downloads

    Project: Blank Road and City Signs Resource Author: Hanaisse Version: 1.0 Release Date: 3/15/2013 Category: Resources ================== Description: ================== You've worked hard on your new village. Your NPC's are proud of their little corner of Skyrim. But why aren't people visiting? Perhaps they don't know how to get there? Direct traffic to your new village with a new roadsign! Simply paint your village name on the board and nail it up on any existing signpost. Or add your own signpost along any road. No longer will people wander aimlessly looking for your pub. This resource contains blank roadsigns and a blank city sign. The textures are new (well, because your village is new) and sized the same as the HiRes roadsigns. Use any graphics editor (Photoshop, GIMP, PaintNet) to add your village name, create the roadsign in the CK and either add to an existing signpost or add your very own signpost. ================== Details: ================== *This package contains 6 roadsigns in a small, medium and large size, pointing both left and right, plus 1 city sign. Each sign mesh has been re-uv-mapped for better quality and contains the necessary collision. *See the included RoadSignUV.jpg and CitySignUV.jpg pictures to position your text properly on the sign mesh. *The font used by vanilla signs can be found here. Or use any font of your choosing to be unique. *Feel free to modify the textures to your liking, or use your own. ============================= Instructions to Create your own Sign: ============================= 1. Decide what size sign you need. Open the appropriate .dds texture file in the graphics editor program of your choice. Add your text (using the screenshots RoadSignUV.jpg and CitySignUV.jpg as a guide). Save with a NEW filename as DXT1, no alpha. 2. Add the appropriate size .nif file to your mod's meshes folder (typically in a \clutter\ sub-folder) as well as your new texture to your mod's texture folder. Include the generic _n.dds file. 3. Open the .nif file in NifSkope and re-path to point to your new texture. 3. Create your sign in the CK as a static, and place in your mod. You do not need to add ALL the signs, just the ones you use. ================== Changelog: ================== 3/15/2013 - Initial Release ================== Contact Details: ================== I can be reached here or at tesalliance.org as Hanaisse. ================== Credits: ================== Thanks to Bethesda for creating Skyrim. Thanks to InsanitySorrow for the ReadMe Generator this ReadMe is based on. Arthmoor for the idea. ================== Tools Used: ================== ReadMe Generator Photoshop Nifskope ================== Licensing/Legal: ================== This is a resource. Use it freely in your mods and please give credit. Do not upload this resource package to any other site and claim it as your own. I have proof.
  5. Bodies of water. They're everywhere in the game. The most obvious of which are Lake Rumare and the Niben Bay. They're both visible in LOD all the time. But what about your big lake in the hills? Or the lake outside of Cheydinhal? Or any other body of water which is raised above sea level? No, those are not visible at all in LOD. There is apparently a limitation in the game engine which will simply not display it regardless of the water height assigned to the cells. This resource is meant to aid you in changing that. Provided in this package are two simple nif files. LODWaterPlane.nif is simply a large square editor object that you use within the CS to add to a cell where you have water. LODWaterPlane_far.nif is the LOD version of the same, which is a basic two triangle water plane with the Lava material added so that the game will treat it as water. It has all of the reflective properties expected, and even displays water ripples when passing over it with the free camera. My Patreon Page: https://www.patreon.com/arthmoor Downloads AFK Mods TES Alliance How To Use This Resource Copy the two mesh files into a folder of your choice under Data\Meshes. The specifics don't matter. Create a static in the CS using LODWaterPlane.nif. For best results, drag the mesh into the render window and use its upper right corner to place it as precisely as you can on the NE corner of the cell you want. Use the INNER border of the editor marker, not the outer. Do not rotate the piece. It helps if you turn on cell borders while editing, that way you can zoom in close on the border for an exact fit. It should be placed exactly at the Z coordinate of your cell's water level. To string multiple pieces together for larger bodies of water spanning several cells, simply add or subtract 4096 to the X or Y coordinates of the object. That will cause the piece to center into the next cell over. For this to be visible in-game, you will either need to generate LOD files for your mod, or instruct your users to download and run TES4LODGen (recommended). See the screenshots on the Nexus download page for visual aids. The type and coloring of the water will be dependent on whatever water mods the user has installed and what type of water is present in the cell. So it should adapt itself to things like green slimy water vs clear blue water. It is also for this reason that you should avoid overlapping a water plane past a cell boundary. Performance In Game In game performance impact from this should be negligible. I've used it in a fairly large area already an noticed absolutely no change in frame rates. The _far.nif is two triangles, so it's as low as the poly count can possibly get. There is no need to optimize it. I have not noticed any visual anomalies due to leaving the alpha channel in place on the LOD nif. I am fairly certain that is required or the water will not be transparent. How It Works This method works by essentially tricking the game into switching the _far.nif in for the editor object. The editor object and the _far.nif both came from the same source object. The nif was initially blown up to the exact size of one cell in the CS, then split into two parts. An LOD _far.nif file does not have to have the same contents as its close-up counterpart. TES4LODGen does not care, and the CS won't know the difference either. Credits Da Mage and Throttlekitty for the original Real Water Mesh resource. The original water plane resource is quite awesome in and of itself, check it out. You may have use for it too. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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