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Found 13 results

  1. Version 1.0.1

    29 downloads

    A maze. Not some simple, paltry labyrinth. A real maze. A deadly maze. WARNING: This maze is not like any maze thus far in Skyrim. There are no clues, no sign posts, no guides. You can get irretrievably lost in this maze. If you are playing on survival mode, you may regret your choice. DO NOT Share the solution. The solution is mine to share, not yours. This mod is a Work In Progress. It is playable as it is, and works quite well. I am attempting to turn this into a quest, so bear with me. Find the journal in the Hall of Attainment in the room with the wine vat. Start your adventure from there. This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod has been verified clean with Xedit 4.0.4. If you wish to communicate with me about this mod, you may do so here, or you can find me on Discord at https://discord.gg/jW7m65uNW7 This mod has been uploaded to Bethesda net for Xbox (https://mods.bethesda.net/en/skyrim/mod-detail/4326105). This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. Q: Why is Shalidor's Maze so hard. A: It was deliberately built to be difficult and challenging. Lore wise, this maze was created by Shalidor, a genius and a extremely powerful mage. It is a very safe bet that each door is more magical portal than actual door; and thus, the doors and rooms do not connect linearly. It is also pretty much guaranteed that the left/right hand solving techniques used in labyrinths won't work in this maze. Now, consider further. Shalidor made every room identical to confuse and disorient anyone brave enough to enter his domain. Your challenge, figure out how to make every room unique. And for Talos' sake, make a map.
  2. Version 1.3

    23 downloads

    Modding Skyrim SE on Linux - A Headache Minimization Guide This is an extremely detailed guide to modding Skyrim SE on Linux. The guide is 60 pages long with step-by-step instructions, commands, and pictures detailing the process to set up the modding environment for SSE on Linux from start to finish. Modding Skyrim SE on Steam Deck My guide is specifically for Linux PC users, but you still might find some help for Steam Deck. I don't have a Steam Deck to test or help with. Thankfully, omnipherous has written a series of guides for Steam Deck and Wabbajack users on Linux here: https://github.com/Omni-guides/Wabbajack-Modlist-Linux/wiki In this guide you will learn: how to install Steam's Proton and SSE for the MO2 Linux Installer how to install and use Wine, Winetricks, Protontricks, Mod Organizer 2 on Linux for modding SSE how to install two major Windows dependencies, Microsoft Visual C++ Redistributable for Visual Studio 2022 and .Net 7, which are necessary for many mods and modding programs to run on Linux how to install ENB on Linux basic debugging help, Linux tips, and other various tips Once you complete the guide: You will be able to install and use almost any mod that has mesh replacers, texture replacers, BSAs, SKSE DLLs, ESP/ESPFE/ESL/ESM, scripts, audio, and more You will be able to install and use almost any mod or modding program that requires Windows dependencies like DynDOLOD, TexGen, LOOT, CAO, xEdit, Bodyslide and Outfit Studio, Creation Kit, Nifskope, Wrye Bash, zEdit, and more You will be able to use common programs used for modding Skyrim assets on Linux like Gimp, Blender with the Pynifly Blender Export, and more You will hopefully be able to get ENB working, but ENB is a special scenario and might be difficult to set up depending on your situation I originally had SSE on Linux with ENB and a mod list of over 3000+ mods on Linux Mint. Later, I had the same load order and more with ENB running on Ubuntu. While setting up my modding environment on Ubuntu, I took detailed notes in order to create this guide. All of the mods, tools, and programs listed in the guide I have used personally during my time modding and playing Skyrim SE. Currently, I have over 2000+ hours modding Skyrim SE specifically on Linux. Modding Skyrim SE on Linux - A Headache Minimization Guide Contents Permissions Brief Background About the Guide to Installing Skyrim SE on Linux Modding on Steam Deck Modding Other Bethesda Games Assumptions of this Guide Terminology to Know Convenient Linux Locations to Remmeber Program Versions Used in the Guide Convenient Resource List and Linux Tips Step 1: Install SSE on Steam Step 2: Install Wine Stable Step 3: Install Winetricks Step 4: Install and Setup Protontricks Step 5: Install Mod Organizer 2 Installer Step 6: Install Common Windows Dependencies Congratulations: Modding Environment Complete! ENB Compatibility on Linux Debugging: How to Make a Clean Prefix Debugging: How to Uninstall Wine/Winetricks/Protontricks Troubleshooting Credits If you need help while following the guide or have any questions, you can send me a message on here, message me on Nexus, or message me on Discord(dovahkiinbear164). (I'm not very active on here or Discord, so if you don't get a quick response from me, try messaging me on Nexus.) If I made any mistakes, please let me know and I will correct them as soon as possible. Disclaimer: This guide is provided free and "as is" for use at your own risk; the creator cannot be held responsible/liable for anything that happens while using it. This product is not created by, nor associated with, Bethesda Game Studios, Bethesda Softworks, Zenimax Media, nor any of their affiliates.
  3. Version 1.0.0

    148 downloads

    Tired of hacking at ore veins for precious little return? Meet the Stone Crusher. This Nordic Pick Axe quadruples the yield when mining ore. This mod was originally created by Unshod Cobbler as the Miners Advantage and later modified by Black Swan. I have been given permission to maintain and update this mod as necessary. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 The Stone Crusher is located in a small undercut above Etched Tablet VI on your way up to High Hrothgar, Look under the long dead miner. This Mod requires the Dragonborn DLC. This Mod has been cleaned with Xedit 4.0.3. This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod is available for Xbox: https://bethesda.net/en/mods/skyrim/mod-detail/4236920 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Version 1.0.0

    94 downloads

    This mod author resource removes the collision markers from the sides of the center floor tile dintrcenter01, making it usable when creating interiors. Mod Authors. To use this mod when creating an interior, include it as a master. You will also need to add "__Dawnguard Castle Center Floor Fix.bsa" to "sResourceArchiveList" (section Archive) in "CreationKitCustom.ini" to get access to the mesh when creating navmesh. When distributing your mod, tell your potential users that they will need this mod in their load order. Mod Users. Do not use this mod unless directed to by a mod author in conjunction with their mod. Using it otherwise will simply take up a bit of storage and a slot in your load order unnecessarily. When building your load order, make this the last Master file, or just before the Unofficial Patch. Please also be aware that the ESM file contains nothing more than a header. The ESM file exist only as a place to hook the repaired Mesh file into the game. This mod was originally created by Black Swan Unshod Cobbler. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.3. This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod is available for Xbox: https://bethesda.net/en/mods/skyrim/mod-detail/4237069 This mod may be downloaded for use during gameplay only, or as a MASTER when creating a mod. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  5. Version 2.0.0

    158 downloads

    Hidden beneath The Throat of The World Is a long forgotten sanctuary, build for the Dragonborn. Find the key in Sky Haven Temple, and journey to The Cut Across the Throat to enter the sanctuary. There you will find a complete smithy, apothecary, kitchen, and crafting center; a library capable of holding every book in Skyrim; ancient Dragon Slayer armor and weapons; and clothing enchanted to make smithing and alchemy more effective. Plenty of store safe chests, manikins, and weapon racks. Enjoy the courtyard with it's Shrine to Talos. In short, a home away from the stress of dealing with the drama of Skyrim. This mod was originally created by Unshod Cobbler. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.3. This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod is available for Xbox: https://bethesda.net/en/mods/skyrim/mod-detail/4237317 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. REQUIREMENT This mod requires the mod Dawnguard floor tile dintrcenter01 fix 1.0.0, download from the link below. For those who have a problem, here is a video of what happens if you don't install the Dawnguard floor tile fix documented above: Finally, for those who are ... ah ... unable ... yeah ... unable ... to find the front door: Dragonborn Sanctuary Remedial Map
  6. Version 1.0.0

    71 downloads

    Tired of having to buy your Potions of Well Being from a single vendor way out in Raven Rock. No longer. With this mod, you can now craft your own. This mod adds Werewolf Hearts to the game to provide the necessary combination of effects to allow one to craft a Potion of Well Being. I will assume you are familiar with how crafting works. A Potion of Well Being has three effects. Restore Magicka, Restore Health and Restore Stamina. To make this potion you need two ingredients with all these effects, or three ingredients with the proper combination of effects. There are ingredients with Restore Magicka and Restore Stamina, and Restore Health and Restore Stamina. What is missing is an ingredient with Restore Health and Restore Magicka to complete the trifecta. Thus, Werewolf Hearts. Finding Werewolf hearts is simple. They exists in Werewolves. They also exist in the possession of Werewolf Hunters. Alchemist Vendors will sell them. How to make the potion? Well, you already know one ingredient. Use your Alchemy Skill to discover the other two. Or, you can occasionally find an Alchemist Vendor with the recipe for sale. Like all crafted potions, the effectiveness of the potion will increase with the strength of your Alchemy Skill, and the added strength of the enchantments on your gloves and rings and necklaces. Now, there is a caveat. Because of the way the Alchemy interface works, you will never create a "Potion of Well Being". Your potion will be named "Potion of" one of the effects in the Potion of Well Being. So use caution when selling your excess potions or stashing your potions in storage. You will need to look at the effects and not the name. This Mod has been cleaned with Xedit 4.0.3. This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod is available for Xbox: https://bethesda.net/en/mods/skyrim/mod-detail/4236689 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. Scythe Bearer

    Feather Spells

    Version 2.1.0

    40 downloads

    A set of Feather Spells which can help the Dragonborn haul their loot out of a dungeon. A Novice Spell Tome can be found in the Torture Chamber when escaping Helgen. Otherwise, the Spell Tomes will show up in random loot, or can be purchased from the usual suspects. Novice (0): Carrying capacity increased by 50 points for 300 seconds (5 minutes). Apprentice (25): Carrying capacity increased by 75 points for 450 seconds (7.5 minutes). Adept (50): Carrying capacity increased by 100 points for 600 seconds (10 minutes). Expert (75): Carrying capacity increased by 150 points for 900 seconds (15 minutes). Master (100): Carrying capacity increased by 200 points for 1800 seconds (30 minutes). This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod has been verified clean with Xedit 4.0.4. If you wish to communicate with me about this mod, you may do so here, or you can find me on Discord at https://discord.gg/ewqkeBwF This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  8. I've spent actual days trying to figure out why my game is crashing and i just can't. (skyrim special edition). I look in papyrus every time and see this""Unable to bind script CustomINISettingsControllerScript to Active effect 4 on (00000014) because their base types do not match"" Always appears before a crash i've googled this every possible way and cant find anything. the active effect can be any number and usually appears multiple times. I've used loot, changed load order, everything, nothing works. If someone has spare time to look at the papyrus, plugins and mods I would be forever grateful because this is beyond my power at this point. Papyrus.0.log plugins.txt Skyrim.ini loadorder.txt
  9. [10:15:36.903159] [error]: Game-specific settings could not be initialised: Cannot set the current game: the game with folder "Skyrim Special Edition" is not installed. I'm new to modding and have been going through pages of google threads, youtube videos and now a step by step manual on MO2 setup at LoversLabs. I've been absorbing knowledge for 2 days now, but not all sources recommend the same Procedural steps or file save locations. I had installed my game before looking into anything that had to do with how to get the mods and found I needed to move my game out of Programx86 file. After I uninstalled and moved the game LOOT created the error above. One found suggestion was to launch the game at least once with MO2, MO2 could not find my game...I did just move it on it so I opened settings and changed the file location for the skryimse.exe and launched the game then closed it and the above message still continues to show each time I try to use LOOT. Is there a know fix for this? Please help if you can!
  10. Hello, lately I've been having a bit more time to invest in Skyrim modding for myself. While at it, I also tried to check my work for minor errors, and noticed a hairstyle for an NPC I borrowed from a mod no langer available called "SG Hair Pack 350" was set up kind of ... weird? Not only was it, as someone pointed out to me in an earlier thread, that two of three tri files that were supposed to go each with a model file of the complete hairstyle were entirely empty. But as it seems, one of three model files reffered to as "hairline" is exactly the same as the main "hair" model, as far as I can tell? I previously removed both the two empty tri files and the supposedly "secound hairline" model file due to ugly clipping in the lower neck area of the head, leaving only the model files of "hair" and "hairline" for the implementation of the hairstyle. I'm not too well-versed in NifSkope that I'd dare throw overboard the "hairline" model file without a secound examiner's judgement, though. So if anyone would be willing to quickly take a look at my two model files, I'd greatly appreciate that. As I said, they appear identical to me. Thanks in advance for any answer to this. Hair.7z
  11. alt3rn1ty

    SSE NIF Optimizer

    SSE NIF Optimizer by ousnius at Nexus https://www.nexusmods.com/skyrimspecialedition/mods/4089/? - a tool to optimize Skyrim NIFs for SSE - Description: This is a tool for mod authors to optimize old Skyrim meshes into the new SSE format and fix issues with them on the way. Make sure to create backups of your NIFs beforehand! Don't run it on your entire meshes folder at once either.Use the head parts option on ONLY head parts, without exception!So it's better to temporarily copy/paste all those heads, eyes, hairs to a separate folder for optimization. Things like helmets are regular meshes, not head parts.If a NIF is already in the SSE format, the tool optimizes them as well.Note that SSE-formatted NIF files do NOT work in the old Skyrim any longer.To view the new NIF format in NifSkope, you will need the very latest version currently found here:NifSkope releases by jonwd7Please let me know if there are any problems with a NIF and if possible, provide the files before and after optimization.If this tool helped you with your mod, it would be cool if you could give it credits, but that's not required of course. For the source code, you can check out the BodySlide and Outfit Studio repository on GitHub instead.They share the same functionality with the exception of the UI. What it does: Optimizes NIFs to the new SSE format (BSTriShape, changes to NiSkinPartition). Optimizes head parts to BSDynamicTriShape (separate checkbox). Triangulates the geometry and skin partitions. Cleans up the NiSkinData (source for vertex weights that are unused in-game). Calculates new bounding spheres for geometry and all of the bones. Adds tangents to all meshes that need them. Removes normals and tangents from all meshes that don't need them, such as body meshes. Removes all-white vertex colors from meshes. Renames all meshes that have the same name, since they need to be unique. Cleans up the header strings. Deletes all blocks that aren't referenced somewhere within the root node tree. All of this results in a hopefully working NIF that's cleaned up and smaller in file size. Works on NIFs that already are in the SSE format as well. Installation: This can't and doesn't need to be installed with a mod manager, as it is a utility for modders. Simply download the archive, extract the executable and run it, then follow on-screen instructions. Uninstallation: There's no uninstallation process, simply delete the executable from your computer. Credits: jonwd7 - For assistance with the format and general help.
  12. Hello everyone, Very recently you've been very helpful to me fixing errors in my companion mod and thus making it portable to Skyrim Special Edition. Being eager to continue development on my mod, there's one very last issue about my companion's appearance I haven't been able to fix myself so far, but I'd very much like to eliminate it first before moving forward. Therefore, I thought that I might find some more help with my troubles here again. As it says in the title, this one is about some rather strange neckseam issue I'm having with my companion on both old Skyrim and Skyrim Special Edition. I've already cut on this issue in my previous thread, though I thought it was reasonable to open a new one dedicated more to the point, since my initial issues in the last thread were entirely solved there already: Please understand I'm new to this site and I don't mean to spam or misuse this site's functions. Please take a look at the screenshots I've attached here, do you see this very slight seam? The first guess obviosuly is that the skin textures do not quite match, though I can assure that they do, and I've encountered this neckseam with several other skin mods installed on my companion. I was also told that this might be caused by normals on the body meshes being set to "yes" in NifSkope, so I went ahead and fixed that, with the same outcome. My best guess right now is that the warning the Creation Kit for Skyrim Special Edition threw might be related to this issue somehow, but if so I have absolutely no idea how to fix this. This is what it gave me when I loaded my plugin from old Skyrim and saved it for the very first time in Special Edition format: Maybe anyone would be willing to take a closer look at my mod, help identifying the problem and find a solution for it? My mod is attached to this post for both versions of Skyrim for you to get, there's also a third, "unfixed" version of it for old Skyrim from the time before I touched on the errors with my mod reported to me in this thread. Any help to wrap things up about her appearance by solving this issue would be greatly appreciated!
  13. Hello everyone, I've been trying to port a personal companion mod I'm currently working on from old Skyrim to Special Edition, where I'd like to continue my work having finalized her appearance. To do so I've tried several times now loading up my .esp plugin file in the new Creation Kit for Special Edition and simply save it so it becomes converted to the new format. Every time upon trying to save it, though, the Creation Kit immediately crashes. The only thing I noticed happens every time I do this is that a file with the extension ".tes" with the same name as my .esp plugin file is created in my Data folder. This issue is really beginning to give me a headache, so if anyone of you might be so kind to lend me a hand with it, I've attached my .esp file here and would greatly appreciate either any feedback on what to do or even the .esp file succesfully converted to the new format, in case someone actually manages to convert it. Greetings and a happy new year to everyone!
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