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Found 6 results

  1. Version 4.02

    631 downloads

    GRUFFYDD'S SIGNS AND POSTERS New Signs and Posters for Your Settlements Tired of the same old vanilla signs? Want to add some color and variety to your settlements? Need to spice up that merchant district you made? Now you can! This mod adds HUNDREDS of new, custom signs and posters, plus a few extra goodies. These aren't vanilla imports. Each has been hand-crafted to add new and interesting variety and detail to your settlements. What's that? Too many, your Decorations menu is cluttered enough? Not to worry! This mod works with SMM´╗┐ (Settlement Menu Manger), which adds a separate, structured menu to Decorations. Big signs! Little signs! Different shapes! 100% custom work! Your settlement will never be bland again! Includes Settlement Name Signs Tired of Covenant being the only place with a big new sign out front? Signs with the names of almost all of the settlements are available for all three major factions (Brotherhood of Steel, Institute, Minutemen). Let everyone know your settlement is a step up from the usual shanty town! As seen in many YouTube videos! (Usually in the background while something else is being featured) Attention Mod Organizaer 2 Users: MO2 does not play well with this mod. You may end up with the menus showing up fine, but all the objects are invisible. If you have this issue, you will need to manually install the mod. Credits, Q&A and Links: Credits/Attributions: A big thanks to those real-life folks who have granted permission to use their likenesses and/or the names of their groups in this mod. Omnia (World of OMNIA) The Reduced Shakespeare Company (Home | Reduced Shakespeare Company) Sabaton (Sabaton | Official Website) I do not have the legal right to give these permissions to others, so please do not include this mod in any mod packs or otherwise redistribute it. These folks were all cool enough to kindly give their permissions to me when asked, so please let's not do anything to upset them. I found some nice graphics available for use on a site called Freepik.com. Their free license requires attribution, so here it is. Only a few items were used as presented, most were modified, or I only used a portion. Freepik * macrovector/Freepik * pch.vector/Freepik * macrovector_official/Freepik * dgim-studio/Freepik Another similar site is Vecteezy.com. Here's the attribution for them: Vecteezy A number of the fonts used in this mod are licensed to me by their creators for non-commercial use only. Most of these were found on fontspace.com or DaFont.com. This mod is entirely the work of Steven Sauer aka Gruffydd, with the exception of the "VegaOne" section, in which all textures are the work of VegaOne. This material is not made, guaranteed or supported by Zenimax or its affiliates. Q&A: Q: I know this mod, it's from NexusMods. Why has it shown up here? Has it been pirated? A: No, just moved. For reasons too complex to go into here, I have decided that NexusMods is no longer the best home for my mod. Since I know that this site respects modder's rights to their own work, I have decided that this will be the new home for this mod going forward. Q: It's not working right, the signs and posters are sinking into the walls. Why is it broken? A: Well, it's really not. The signs and posters are designed to be flush with the walls (in other words, attached to the walls, not floating in front of them) if you are using vanilla construction assets. Some mods add new construction assets, and not all of them have the collision in the same place. Some of them have it slightly further inside. This means that when it snaps, it snaps to a plane that is actually inside the wall, and that's why it looks like there's a problem. There are a few fixed structures in settlements (such as portions of the exterior house walls in Sanctuary) that also have this issue. If this is happening to you, there are a couple of ways around it. You can layer the object so that it's on something that sticks out from the wall slightly, but is hidden by the sign or poster. You can use one of the excellent mods out there that let you place objects in spots other than the normal snap points. Or you can choose a different wall, or different location for the poster or sign. Will this ever get "fixed"? No, because for those using vanilla assets, it's not broken, so there's nothing to fix. Q: Help! Something went wrong and now a menu is missing! A: For various reasons, this can sometimes happen. It shouldn't happen with just general use, but if you remove this mod, or add new mods, there's always the possibility of something glitching. If this happens to you, and you're using Settlement Menu Manager (SMM), there's a function on the holotape to recover lost menus. If you're not using SMM, then that's why it's not working. Or at least a reason why. Rumor is that installing this mod (or any mod that modifies menus) at the start of the game before you leave the vault can sometimes result in the menu being missing. If the SMM holotape does not fix it in these situations, uninstall the mod, save, then once you're outside the vault reinstall, and it should either appear automatically or be recoverable through the SMM holotape at that point. Q: Is this the same as the version on NexusMods? A: No. Or at least, it won't be after I post an update. This version will get updated. The old version will not. And this assumes that I don't take the "nuclear option" and remove my mods from the Nexus by August 4th. Q: Why is the X-Box version on Bethesda.net so much smaller than this one? A: When Bethesda.net first started hosting mods, I promptly ported mine over. I then got mostly negative feedback, mainly about the file size, with people demanding that I somehow magically reduce the file size without reducing the quality of the images. It quickly became apparent that 1) if I continued to add new stuff, the data cap would become more and more of an issue, and 2) the environment was toxic. The first made it difficult for me to update, the second made it undesirable. So, I have since focused on the PC version, which is the only one (that wasn't pirated) that has all of the assets in it. Q: Can you split out this list of assets into a separate, smaller mod? A: No. I barely have time to update this mod, much less spend many hours making subset mods. If for some reason you really don't want some of the assets, learn to use FO4Edit, and remove the static, material replacer, and constructible for the ones you don't want. Q: What does GruffyDD mean? A: Well, it's not GruffyDD, it's Gruffydd. It's a Welsh name, basically pronounced "Griffith". It was the first part of the name of my SCA (Society for Creative Anachronism) persona, and I've used it here as well. Why did I choose a Welsh name? It's a small part of my actual heritage, I was really into archery, and to annoy the heralds.
  2. Ever travel the roads and wonder how it is people find their way? Have you noticed that the roads in many places simply don't have signs that tell you where you can go while traveling them? If you were a foreign visitor to Skyrim, you've got no hope of being able to travel the intricate road network without stopping to read your map every so often, even when you're at a major intersection. Worry no more! While you weren't looking, The Empire sent out its trusty civil engineers (surely Skyrim has some) and they set about marking the roads to better assist travelers in finding their way. This mod's aim is fairly simple. Road signs have been placed at several major intersections that were either lacking signs, or didn't have enough signs to indicate the full extent of where you could travel on a road. In some cases, the smaller towns and villages aren't even mentioned - despite Bethesda having created signs for them! Others that were pointed the wrong way or had the wrong city being represented have been fixed as well. Download Locations AFK Mods Skyrim SE Nexus [This download is outdated and no longer being supported] Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.97 or greater. Unofficial Skyrim Special Edition Patch 4.2.5 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 Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Point The Way.esp, Point The Way.bsa, and Point The Way - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Remove the Point The Way.esp, Point The Way.bsa, and Point The Way - Textures.bsa files from your Data folder. No permanent changes are made by this mod. Load Order Load order should not matter terribly much as most of these are going to be away from anything important. Compatibility Works with any road sign mesh or texture replacers you're using. These are strictly vanilla road signs that have been placed, with the exception of the sign for Kynesgrove. Shares injected records for full compatibility with Cutting Room Floor and my village mods. Fully compatible with "Lanterns of Skyrim II" by WiZkiD and MannyGT. (https://www.nexusmods.com/skyrimspecialedition/mods/30817) Credits Hana - Road sign mesh and base texture for Kynesgrove. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. Version 2.0.7

    503 downloads

    Ever travel the roads and wonder how it is people find their way? Have you noticed that the roads in many places simply don't have signs that tell you where you can go while traveling them? If you were a foreign visitor to Skyrim, you've got no hope of being able to travel the intricate road network without stopping to read your map every so often, even when you're at a major intersection. Worry no more! While you weren't looking, The Empire sent out its trusty civil engineers (surely Skyrim has some) and they set about marking the roads to better assist travelers in finding their way. This mod's aim is fairly simple. Road signs have been placed at several major intersections that were either lacking signs, or didn't have enough signs to indicate the full extent of where you could travel on a road. In some cases, the smaller towns and villages aren't even mentioned - despite Bethesda having created signs for them! Others that were pointed the wrong way or had the wrong city being represented have been fixed as well.
  4. Ever travel the roads and wonder how it is people find their way? Have you noticed that the roads in many places simply don't have signs that tell you where you can go while traveling them? If you were a foreign visitor to Skyrim, you've got no hope of being able to travel the intricate road network without stopping to read your map every so often, even when you're at a major intersection. Worry no more! While you weren't looking, The Empire sent out its trusty civil engineers (surely Skyrim has some) and they set about marking the roads to better assist travelers in finding their way. This mod's aim is fairly simple. Road signs have been placed at several major intersections that were either lacking signs, or didn't have enough signs to indicate the full extent of where you could travel on a road. In some cases, the smaller towns and villages aren't even mentioned - despite Bethesda having created signs for them! Others that were pointed the wrong way or had the wrong city being represented have been fixed as well. Download Locations AFK Mods TES Alliance 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 .esp into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Remove the ESP file from your Data folder. No permanent changes are made by this mod. Load Order Load order should not matter terribly much as most of these are going to be away from anything important. Compatibility Works with any road sign texture replacers you're using. These are strictly vanilla road signs that have been placed. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  5. Version 1.0.9

    806 downloads

    Ever travel the roads and wonder how it is people find their way? Have you noticed that the roads in many places simply don't have signs that tell you where you can go while traveling them? If you were a foreign visitor to Skyrim, you've got no hope of being able to travel the intricate road network without stopping to read your map every so often, even when you're at a major intersection. Worry no more! While you weren't looking, The Empire sent out its trusty civil engineers (surely Skyrim has some) and they set about marking the roads to better assist travelers in finding their way. This mod's aim is fairly simple. Road signs have been placed at several major intersections that were either lacking signs, or didn't have enough signs to indicate the full extent of where you could travel on a road. In some cases, the smaller towns and villages aren't even mentioned - despite Bethesda having created signs for them! Others that were pointed the wrong way or had the wrong city being represented have been fixed as well.
  6. Version 1.0

    242 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.
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