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/tes/ - The Elder Scrolls Discussion

Lengthy, in depth discussions and arguments on The Elder Scrolls video games, texts and lore. Related art, character and tabletop threads are also encouraged.

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Seen any elves? HAHAHAHAHAHAHAHAHA

File: 1411517205751.bmp (2.25 MB, 1024x768, 4:3, ScreenShot42.bmp)

 No.465

Hey moderator. Are mod threads considered shilling? I'd really like to post one of my mods but I don't wanna get b&

Also
>I do it for free

 No.466

Showing off your own or others mods is fine by me - just post them in the related threads and there won't be any problem.

 No.474

File: 1411519783931.png (975.79 KB, 820x615, 4:3, Screenshot8351.png)

>>466
Thanks m8.

This one's mine (pic related)
>Port of Windstad
http://www.nexusmods.com/skyrim/mods/43161/?
(Requires Hearthfire)

Here are a few of my personal favorites. All of these mods are mutually compatible, including the combat and difficulty ones (Requiem, Duel Combat Realism, and Deadly Combat seem to run in relative cohesion; albeit with increased game-play difficulty)

I've tried to keep the list lore friendly/medieval

The flood detection is blocking links, so to get to the mod enter the following URL followed by the number listed below the mod's name:

http://www.nexusmods.com/skyrim/mods/<mod number here>
(example: http://www.nexusmods.com/skyrim/mods/141/)

Graphics

>Vurt's Flora Overhaul

/141/

>Climates of Tamriel

/17802/

>Skyrim HD Ultra

/35507/

>FXAA Post Process Injector

/131/

>Stable uGridsToLoad

/41592/

>Pure Waters

/1111/

>The Skyrim Distance Overhaul LOD Improvement

/19446/

>SkyFalls and SkyMills - Animated Distant Waterfalls and WindMills

/40564/

Gameplay

>Requiem - The Roleplaying Overhaul

/19281/

>Lightless Abandon Dungeons

/9859/

>Duel - Combat Realism

/2700/

>Deadly Combat

/5485/

>Frostfall - Hypothermia Camping Survival

/11163/

>Total Realism - Basic Needs

/10843/

>Ultimate Follower Overhaul

/14037/

Equipment

>Immersive Armor

/19733/

>Immersive Weapons

/21120/

>Heavy Armory

/27644/

>NorseViking Chainmail

/13462/

>Viking Weaponry

/16465/

>Crusaders Knights Templar Hospitaller Teutonic Chivalry Medieval Warfare Armors

/26983/

>Skyrim Knights

/28044/

Content

>Moonpaths to Elsweyr

/9782/

>Shadow of Morrowind

/35789/

>Immersive Settlements

/33162/

 No.476

File: 1411520153699-0.png (1.11 MB, 1024x768, 4:3, Screenshot5416.png)

File: 1411520153699-1.png (911.71 KB, 1024x768, 4:3, Screenshot15580.png)

>>474
Here's a few more screens. Credit to the ship models goes to Nexus user Runspect

 No.477

File: 1411520298325-0.png (1.47 MB, 1024x768, 4:3, Screenshot7361.png)

File: 1411520298325-1.png (1.52 MB, 1024x768, 4:3, Screenshot4692.png)


 No.481

>still haven't played Skyrim
I really need to upgrade my toaster. Shit looks pretty.

 No.488

We need to get some other modders in here. Someone go get trainwiz.

 No.490

File: 1411528929508.jpg (395.01 KB, 1600x900, 16:9, turkeyhead and longarms.jpg)

>>488
Some did go got trainwiz.
Also hi.

 No.493

>>490
It's great to see you here. We need more of the big contributors on board to keep /tes/ alive.

 No.494

File: 1411530005570.jpg (138.41 KB, 1600x900, 16:9, TESV.exe_DX9_20140702_0833….jpg)

>>493
Not too sure of most other big name TES-people who regularly browse/browsed TES threads. Sheogorath lurks, we know that, but I dunno who else.

 No.506

>>490
GRORIOUS MODDER TRAINWIZU

 No.564

File: 1411673660008.jpg (888.93 KB, 1600x868, 400:217, gallery_74_4_635905.jpg)

This mod would be sick if they ever end up finishing the damn thing.


http://forums.nexusmods.com/index.php?/topic/1017793-announcing-beyond-skyrim-cyrodiil/

 No.573

>>564
Don't count on it, Tamriel Rebuilt has taken ten years to make, and it's still not done and it's only doing a single province.

 No.574

File: 1411683142271.jpg (105.11 KB, 960x720, 4:3, 10653955_724194784320657_3….jpg)

>>573
I think its obvious they're not going to do the whole of Cyrodiil. I Just want to see Bruma finished

Then again Elsweyr: Deserts of Annequia got pretty far. It was never totally complete, but was definitely worth a play.

And I'm working on a little (or actually gigantic in terms of map scale) Pale Pass world space with a Tibet style biome (high altitude). It's making great progress so far, and I'm throwing in some ancient Akaviri ruin/monastery shit to keep up the "Tibetan" motif

 No.575

>>574

Elsweyr: Deserts of Anequina was glorious, it's a pity it was abandoned.

I mean, they actually bothered to make cities that looked and felt like real cities. Not to mention all the precise detail to lore: all the different Khajiit forms, lots of goblin-ken in Orcrest, and in Corinthe an Akaviri snake-vampire from Rimmen.

 No.578

>>575
EDoA wasn't all of the province either, and much of it felt incomplete. Either way, it's not too good of an indicator for province mods.

 No.579

>>578
Yeah, but it was one of the better ones. Shadow of Morrowind has potential, but still has a long way to go. Personally I want to see Bruma and Morrowind. And I'll finish my little pet project too

 No.580

>>490
Oh shit man, you made the crossover too? Good to see.

 No.596

File: 1411738322596.png (98.84 KB, 128x256, 1:2, scarab banner.png)

>>494
I lurk, but I'm not a big name - just in it for the lore and the UESRPG.

 No.599

>>578
Arent you banned from nexus? It seems like that place is becoming a circle jerk of NEET moderators posting pictures of their waifu-characters

 No.608

>>599
Yeah, banned, Doesn't stop my friends from uploading mods for me though.
Plus luckily they only circlejerk in the more popular sections, the Morrowind Nexus is pretty much run by the TR and OpenMW guys now

 No.610

>>608
>banned for calling waifus in a mod "aliens"
Top fucking lel m8
You're a hero the nexus deserves. Did you anticipate something like this could happen? Did it just slip out in a moment of bad judgement?

 No.614

>>610
Honestly, I'm surprised I wasn't banned for my behavior on the Aethernautics comment page. It was kind of funny to realize that Nexus will allow mod authors to be as awful as they want on their own pages

 No.661

>>614
yeah. some dude uploaded a mod that gave female characters more toned down breast plates instead of boob-plate (for the sake of realism), and all of these 800 lbs virgin neets started complaining that it was a Thalmor invasion or some shit. Nexus is kinda fucking pathetic sometimes

And that mod named Buddha is a fucking passive aggressive cunt.
>i'm a cool mod braaaah, but i banhammer anything that rubs me wrong

That said it's a good upload site. The community is just horse shit

 No.663

>>610
That too. You can't even make a tangential criticism, no matter how polite, of the horde of waifu mods on the site.

They basically see it in black-in-white: anyone who doesn't adore japanime waifu mods is just assumed to be a lace booted Thalmor. They refuse to accept that there's any gray area in the middle

 No.665

>>663
>>661
>word filter to thalmor
holy shit my sides.

 No.726

>>564

Am I imagining things or was Oblivion Bruma a little bigger than that?

Also, are the ruins of the Daedric siege engine still there?

>Quick reply box is now in Polish


Gdeh?

 No.736

>>474
Ohnshit, I love port of windstaad. You are awesome, man.

 No.746

>>736
Thanks m80. I'll be updating it soon, I'm just busy with classes and shit. I still got a lot of fleshing out to do with adding NPCs/interiors/etc

 No.752

>>474
You did moonpaths? You mah nigga son

 No.754

>>752
Nope, that's what he has installed.

 No.757

>>752
No, Windstad is the only one I did. This is just a list of mods i liked

 No.761

>>757
>>754
Oh. So does anyone else wish we could have an entire storyline of the Thalmor in Skyrim? I barely saw anything with them. I also wish we could actually go to Cyridil or at least see the empire.

 No.763

>>761
Weren't they there to try and deactivate the Throat of the World, possibly by taking it's stone?

http://elderscrolls.wikia.com/wiki/The_Towers#
Thalmor Endgame
>According to this text, in the Fourth Era the Third Aldmeri Dominion adopted a militant stance on the matter and sought to return to immortality at any cost.
>This harsh course of action was the result of the Altmer no longer having the knowledge of reaching divinity that Auri-El taught their ancestors. Because of this they see no need in the Towers. They are no longer gateways to Aetherius from their material prison, but rather the iron bars in their prison cell. The Aldmeri Dominion therefore wish to smash these bars and escape the mortal plane.

>Their method of achieving divinity first involves removing Talos, god-king of man, from the pantheon of worship. In a world where the beliefs of it's inhabitants has a direct influence on the Gods, stopping the worship of Talos would cause him to cease to exist and therefore no longer be an obstacle in the Thalmor's scheme. This part of the scheme was partially realized with the sack of the Imperial City during the Great War and the introduction of the White-Gold Concordat, the law that forbid Talos worship in the Empire.[7]


>The "Sons of Talos" or Men are also seen as an obstacle, so they seek to remove Man from the equation. Simply killing every human would not suffice, rather the very notion of man must be eliminated. This would be achieved by deactivating the aformentioned Towers that hold up Mundus.


>By the Fourth Era several Towers have already been deactivated or destroyed, namely Red Tower, Crystal Tower, Orichalc and Walk Brass. The White-Gold may have been reactivated with the intervention of Akatosh at the Temple of the One during the Oblivion Crisis and it's unknown if Green-Sap or Snow Throat are active or not.


>Once these two goals have been achieved, the Thalmor's master plan of achieving divinity would be complete. If all the Towers were deactivated, the eternal cycle of death would cease and Mundus would dissolve back into its original primordial state, unbound by the laws of physics and reality; time and space would have no meaning, neither would despair or discord.

 No.782

>>763
>wikia
>literally quoting disproven fan theories

how retarded can you get m8

 No.783

>>782
I'll be honest that sounds cooler than the Dragonborn storyline.

 No.806

>>763
Thalmor do not want to deactivate all towers because not all towers serve same purpose
Read about Crystal Like Law, it can let someone achieve Dracocrysalis like Auri-El
Or Ada-Manta the focal point of existence
What they really need to destroy is Talos and constructs/Towers that hold mortal plane make them unbound Ada again and freeing Akatosh

 No.818

>>782
>disproven
Citation needed

 No.823

>>818
he has no citation
remember, generally no one disproves anything ever
grand majority of old theories are still possible, though less likely as we get evidence that supports other more likely theories

 No.826

>>823
I've heard some people say Bethesda leaves room for conspiracy theories and ambiguity because they know fans have fun debating the more bizarre aspects of lore

 No.831

>>826
Yes sure and because collective hivemind of lorefetchers can often create more interesting lore than writers
This is true for many settings though, look at Planescape or any great Table Top setting really

 No.833


 No.1354

>>610
Why the fuck do people even get waifu mods? Just go to a porn site if you're that horny. But playing in the TES universe as a touhou doll is just weird. I imagine most of Nexus's waifufags being huge weebs

 No.1366

>>665
wait really? let me try
Thalmor

 No.1367

>>1366
fucking sweet. anyway, these mods look nice, but I sadly can't download them since my connection makes dial up seem like gigabit ethernet

 No.1498

File: 1413430234281.png (1.28 MB, 1024x768, 4:3, Screenshot10324.png)


 No.1534

File: 1413503649291.jpg (160.63 KB, 1920x1080, 16:9, TESV 2014-09-20 10-56-39-7….jpg)

>>661
>yeah. some dude uploaded a mod that gave female characters more toned down breast plates instead of boob-plate
This a recent mod or the same shitty ones that attempted that like a year ago?

 No.1729

File: 1413779017585.jpg (162.12 KB, 900x1186, 450:593, heroes journey by arankin.jpg)

http://www.nexusmods.com/skyrim/mods/50995/?

Bumping this thread with new version of UMSO. It has been upgraded to v1.40. The perk changes are no longer part of the main file, they are modular, and you can choose lite or heavy changes.

Download my mod + trainwiz's Morrowloot if you want a more unscaled, raw, exploration-rewarding game experience in Skyrim. And if you want to fight hard to kill dragons that can vaporize you with a single fire breath if you aren't ready.

 No.1794

>>1729
So do I need to use morrowloot for this to work or does it do fine on its own?

 No.1795

>>1794

You don't absolutely need Morrowloot for it to work, but it complements Morrowloot: it's highly recommended.

 No.1796

>>1795
I'll give it a go, but I've always had tons of issues weird with Morrowloot for whatever reason.

 No.1874

>>1796

Is the issue with textures not loading for certain weapons? I get that too. I just remove the items that crash the game via the editor before playing.

 No.2572

File: 1415484312120.png (1.23 MB, 1024x768, 4:3, Screenshot9528.png)

Updated, better looking boats this time
http://www.nexusmods.com/skyrim/mods/43161/

 No.2627

File: 1415567650923.jpg (124.86 KB, 1280x720, 16:9, maxresdefault.jpg)

Is ENB overrated? It seems like lush, Final Fantasy inspired ENB is the "in thing" with the modding community

 No.2681

>>2627
I do like the ENBs that make the world look more colorful and brighter, just cause I'm tired of dark and gritty. I want more bright-looking fantasy. If someone made an ENB (or if I bothered to tweak one myself) that made Skyrim look something like Skyward Sword (in terms of colors and all), I'd totally use it.

 No.2682

>>2627

I skip over ENB, and all graphics/lighting/coloring enhancements besides some basic snow and fog stuff. Graphics are ultimately less important than new content, and quality of gameplay, so I dedicate mods to those.

Anyone who played Morrowind back in the day and still enjoyed it knows this.

 No.2685

File: 1415667896879.png (1.45 MB, 1024x768, 4:3, Screenshot26463.png)

>>2681
>>2627
>>2682
I don't use ENB. I've overlaid this FXAA
http://www.nexusmods.com/skyrim/mods/131/
with RadeonPro's FXAA/Ambient Occlusion/Overclocking

Pic related is the result.

Some ENBs look good, but IMO a lot of them are too over-saturated or has to much DoF strength

 No.2686

>>2685
And to add to that, FXAA is performance efficient if you PC is a dying toaster (like mine is)

 No.2697

Tomorrow is the 3rd birthday of Skyrim.

Big things coming.

 No.2698

>>2697
A steam sale, maybe

 No.2711

Looking for a half shaved hairstyle for females, I remember there used to be one on the nexus, where all the screens were of dunmer but it seems to have disappeared. Any chance anyone knows which mod that was?

 No.2760

>>2698

No. Even better(unless you are poor and don't already have the game).

http://www.nexusmods.com/skyrim/mods/50995/?

New UMSO. All the cool stuff from Nord lore is referenced in new lore texts(some of which are actually MK texts), and new unique hunters, soldiers and bosses in different wilderness encounters are lore-friendly.

Weapons and armor are back too, specifically the ones that should have been in the game from the very beginning.

And I made an optional standalone tweak that makes most forts still occupied by soldiers, even if you decide not to do the Civil War questline.

It's hard to believe that Skyrim is three years old today: it's time for Skyrim's world to be as believable and immersive as Morrowind's, for Nords to be as cool as Dunmer.

It's happening.

 No.2778

>>2760
Does this play nicely with Balanced magic and Ult combat?

More specifically Im assuming UMSO is balanced against vanilla and it doesn't seem like it alters standard enemies other than encounter levels. Will warrior types end up fighting hp sponges that 1 hit everything while mages nuke everything?

 No.2780

>>2685
>>2686
I find FXAA to pretty shitty honestly, it generally just makes everything look fuzzy, which might be better than having super jagged models if you're PC is indeed a toaster

 No.2787

File: 1415809644882.jpg (1.19 MB, 1920x1080, 16:9, 23812-1-1383764916.jpg)

>>2780
It's much more realistic than most ENBs, which look like a clusterfuck. There's a handful of good ones and hundreds of terrible ones

 No.2794

>>2711
That was almost certainly created by nuska. I have no idea if its still on nexus or maybe her tumblr

 No.2796

>>2778

UMSO does alter standard enemies.

It won't have major conflicts with the mods you mentioned as long as you don't use the perk add-on. There will be a few references that both edit: load the mods you mentioned after UMSO to overwrite and get the features you prefer.

 No.2810

File: 1415843554036.jpg (201.01 KB, 1280x720, 16:9, 36925-1-1370852301.jpg)


 No.2814

>>2810
>>2794
Thanks anon, I will toast you with my heartiest wine.

>>2796
Id also like to know how the bandit changes compare to OBIS. Trying to downsize my mods list and UMSO seems like it could replace ERSO and OBIS.

 No.2816

>>2814

UMSO changes a bunch of bandits to be more flavorful, regional bandit types. The new bandit types and unique bandit bosses have fixed locations, with lore flavor based on region. Compared to OBIS it doesn't change as many bandit camps, lots of bandits will still be vanilla, it will really just depend on what Hold you're in.

Not all of ERSO conflicts. UMSO does a lot of the same things ERSO does, but there's also lots of differences: you will still be able to use many of the URSO modules without conflict.

 No.3505

File: 1417134140272-0.png (1.06 MB, 1024x768, 4:3, Screenshot10247.png)

File: 1417134140272-1.png (1.46 MB, 1024x768, 4:3, Screenshot11187.png)

File: 1417134140272-2.png (1.24 MB, 1024x768, 4:3, Screenshot14089.png)

>>574
Well progress is crawling along. The mountains are such a pain in the ass to do

 No.3517

>>3505
That's pretty cool. Are you going to do the entire length of the Jerall Mountains?

I always thought it was a missed opportunity to not have Nord-Tibetans living on the sides of all those mountains.

 No.3521

File: 1417187919447.jpg (238.23 KB, 1024x768, 4:3, map__books_and_lost_to_the….jpg)

>>578

Things like this are what makes me be fond of city recreation in form of travels from skyrim. Exploring new provinces is cool, but with the aesthetics and colors of Skyrim it's just not going to happen, or it's going to feel dull, or just incomplete and too long to build.

In Pit Fighter Faction you talk to a guy to make trips to other provinces, only to their fighting locations. Using this idea you could just go to the border and make a non-scenic trip (like in Travel by boat) but with text, to certain cities/locations. This way you could concentrate more on making a standalone, culturally accurate and lore rich, that feels interesting and you could concentrate on quests and things like that. It would feel as immersive and as good, also the fact that the cities are interiors it wouldn't be a pain in the ass for fps and problems.

Imagine recreating the IC alone with all the potential that has wasted Beyond Skyrim and Shadow of morrowind or even Skywind.

 No.3524

File: 1417195903817.png (738.74 KB, 1440x900, 8:5, Untitled.png)

>>3517
It's actually a North-South pass, and the ruins leftovers from the Akaviri conquest. Of course it'll have a few other generic things like a khajiit camp and Imperial outpost

And I plan on having it allude to the more Karmic/Eastern aspects of TES lore and cosmology. Notice how there are eight sides to that Stupa, I'll also probably add sixteen chalices or something.

So it'll be very "towers theory" inspired.

 No.3525

>>3524
And when Beyond Skyrim releases Bruma, I'll probably make a plug-in linking the southern end of the valley to cyrodiil (it would run parallel to Pale Pass to the East

 No.3567

File: 1417348062996.jpg (107.86 KB, 600x800, 3:4, TR-creature-Barilzar.jpg)

What Morrowind mods do you recommend that aren't in Trainwiz's list?

 No.3721

File: 1417782598079.jpg (22.68 KB, 500x165, 100:33, tumblr_nf8bet3uvR1rjx2rao1….jpg)

>>465

It's fucking happening

 No.3765

>>3567
Here's my personal must-haves:

>Hotfusion's Economy Adjuster

and
>BTB's Game Improvements
are two mods that I just can't play without anymore. All the right nerfs and tweaks in all the right places. While BTB's mod can seem like a "no fun allowed" take on Morrowind, the loopholes, exploits, and oversights he stitches shuts revitalize the game. I'll admit that I prefer to use the alternate Settings plugin (did I mention both mods are entirely modular in letting you choose what to change or not change?), but if you choose to pick it up try the "normal" Settings plugin – the REALLY CONTROVERSIAL change is that Misc skills DO NOT level up on their own (i.e. – you need a trainer). It really makes chargen and leveling up in general much more engaging.

As far as gameplay goes, I highly recommend
>Passive Healthy Wildlife
and
>Horatio's Spellcasting
for less-frustrating gameplay. I used to use
>Magicka-Based Skill Progression
but it has incompatibilities with the swift-casting in MCP, and the alternatives require either Morrowind Enhanced or GCD. If anyone knows any magic skill progression mods that work well, please post them!

For additional content, my favorites are
>Less Generic NPC Project
and
>Julan Ashlander Companion
Both add a wealth of dialogue and additional things to do in the game. Both do have issues: horrible writing. Some of it is really trashy and out-of-place. Julan adds a real Shoen Jump flavor to the main quest, so I don't use him in every playthrough, but he's pretty much the best companion out there. LGNPC's writing ranges from fantastic to downright cringe-worthy, but the good makes the bad worth it. And the good parts are in the locations and people you frequent most, while the stupid bullshit is usually in small villages like Pelagiad or Seyda Neen.

I also have had alot of fun with
>Chargen Revamped
as it helps in roleplaying. Being able to customize your skills, attributes, and starting equipment is a great addition, and I'm surprised it wasn't in the original game.

Two other mods I *sometimes* play with are
>Madd Leveler
and
>Morrowind Advanced
which actually go pretty well together. The first streamlines leveling in a way much less intrusive than GCD, while the latter adds content and ramps up the difficulty.

Morrowind Advanced, BTB's mod, and Hotfusion's mod are a sort of holy trinity of difficulty: they are all fully compatible (mostly thanks to BTB), and transform Morrowind from an Elder Scrolls game into something more like Stalker. Blighted creatures and Daedra rush you at insane speeds (scared the shit outta me at first), catching a disease pretty much cripples you until you get it cured (and ALMSIVI have mercy if you get a strain of the blight!), good loot is much harder to come by, the Ashlands is something to be avoided, and the various caves and ruins that litter Vvardenfell contain more ample amounts of CERTAIN DEATH. It's something I believe every Morrowind fan should at least experience, even if it doesn't end up being their cup of tea.

 No.3766

>>3765
>Morrowind Advanced
I'll admit that it adds a whole bunch, but isn't it horrendously broken? I remember this ridiculously OP black dragon in the ash wastes mid way through the main quest along with a bunch of broken and misjointed islands where Tamriel Rebuilt is meant to be.
Main thing I used it for was that part of the mod which added buff stones that hovered around your character.

 No.3777

File: 1417952407372.jpg (617.45 KB, 1920x1080, 16:9, 2014-10-13_00001.jpg)

>>614
I love your work trainwiz
I even laughed out loud during this swole troll thing, and unlike when typing lol i mean it

 No.3782

Can you guys recommend me any good mods for mages? Playing one in Skyrim always made me felt underpowered like fuck because the spells don't scale right.




>>614

Don't know whether you will read this, but - in the Wheels of Lull, what exactly are the dyes for which you can get from that little robot?

 No.3786

File: 1417983797475.jpg (219.26 KB, 1920x1080, 16:9, TESV 2013-12-27 14-34-43-9….jpg)

>>3782
new spells mods:
Apocalypse - Magic of Skyrim
http://www.nexusmods.com/skyrim/mods/16225/?
personally I think this one has reached the 'bloated and too buggy to use' stage, but a lot of people love it.

Dwemertech
http://www.nexusmods.com/skyrim/mods/56037/?
Has a questline of dubious quality included. Mostly technomagic themed stuff, but does has some interesting effects and combos. Had a non-quest version, but it got pulled from the nexus.

Colorful Magic
http://www.nexusmods.com/skyrim/mods/37440/?
A lot of stupid recolored spells, but it also has some genuinely unique spells that use elemental effects that Destruction doesn't normal have like earth, water, and nature. Only get the simple version of the mod though.

Magic rebalancing mods:
honestly, magic re-balancing mods tend to be buggy shit that conflict with everything. Just get a mod that adds +damage/effect enchantments for magic and layer your gear with that stuff until you feel powerful enough, just like what archers and melee do.

 No.3787

Embedding error.
>>3786
Dwemertech is basically Lore-rape.

 No.3788

>>3782
I like Mighty Magick so far. Lots of new spells, but I've heard it might cause crashes. I haven't noticed any increase in crashes since in installed it, though.

 No.3789

File: 1417987131520.jpg (98.06 KB, 1920x1080, 16:9, TESV 2014-08-21 20-00-41-5….jpg)

>>3787
a colony of crazed, daedra worshiping, heretic dwemer living on the moon isn't the *worst* lore rape I ever heard. (that would be the Oblivion quest mod that tried to retcon the 'mystic elves' into being the last surviving Ayleids) It does comes damn close though. Also, annoying as fuck final boss battle that has Mephala actually resurrect the fucker even stronger because she doesn't think you hurt him badly enough the first time.

 No.3795

You guys ever tried perkus maximus?

The changes seem nice, sadly i don't have skyrim with me right now so i can't test it… Im sort of doing a mod list for when i'm back home from college for vacations, so i can get to my good ol' computer and play some of it.

So, is it any good? Or are there any mods that do the same?

I know the guy who made that mod is sort of an ass and shit.

 No.3812

>>2627
Use ENB just for the performance boost. Cut down on my memory leaking significantly; there's one "use just the speedhack without graphical modifications" line in the config that needs to be set to true.

 No.3815

>>3795
No, but I think I'll try UMSO.

 No.3817

>>2780
>ENB
>less fuzzy than FXAA

Most ENB presets have absolutely heinous DoF

 No.3819

>>3817
>Shift + Enter
>enable DoF [ ]

 No.3834

All there any mods for Skyrim that add dialogue options or choices to existing quests?

 No.3840

>>3795
I've been using it and I like it a lot. Huge perk trees and the perks feel like they're worth taking or do something neat. There are some bugs though. Like thearchery perk that zooms in should also slow down time in perma and it doesn't. I've seen some reports of some of the spell changes behaving weirdly with the mage college quests too, but I haven't gotten in that far yet.

I think requiem is in the same "perk overhaul" mod family. Not aware of any other large scale ones (that aren't skyrim redone, which is beta perma essentially).

 No.3871

File: 1418249738150-0.jpg (140 KB, 960x720, 4:3, 10407528_775837365823065_7….jpg)

File: 1418249738150-1.jpg (142.75 KB, 960x720, 4:3, 15449_775837422489726_7742….jpg)

File: 1418249738150-2.jpg (145.31 KB, 960x720, 4:3, 10801892_775837252489743_4….jpg)

>>1498
Also adding a cliched as hell garden-in-a-cave under the well in the next update.

 No.3914

Wondering if anybody here could possibly help me, Children of Morrowind is giving me major headaches. Firstly, I had to mess with the .ini manually to get it to read the bsa, simple enough. Now the game is giving me major errors, and I can't find anything on it.

Here's what it says in the warnings.txt:
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Only one root object allowed on file "base_anim_female.1st.nif".
Make sure the object was exported without cameras.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_expensive_03.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_1.
Only one root object allowed on file "l\Light_De_Lantern_06.NIF".
Make sure the object was exported without cameras.
Only one root object allowed on file "l\Light_De_Lantern_06.NIF".
Make sure the object was exported without cameras.
Not able to find Ankle part in embc_p_c_g_01z_M_a.
Not able to find Knee part in embc_p_c_g_01z_M_k.
Not able to find Upper Leg part in embc_p_c_g_01z_M_ul.
Not able to find Ankle part in rtbc_p_c_gait_01a_M_a.
Not able to find Knee part in rtbc_p_c_gait_01a_M_k.
Not able to find Upper Leg part in rtbc_p_c_gait_01a_M_ul.
Not able to find Ankle part in rtbc_p_c_flar_01u_M_a.
Not able to find Knee part in rtbc_p_c_flar_01u_M_k.
Not able to find Upper Leg part in rtbc_p_c_flar_01u_M_ul.
Not able to find Ankle part in embc_p_c_g_03c_M_a.
Not able to find Knee part in embc_p_c_g_03c_M_k.
Not able to find Upper Leg part in embc_p_c_g_03c_M_ul.
Not able to find Knee part in rt_pants_Knee_M_k.
Not able to find Upper Leg part in rt_pants_Knee_M_ul.
Not able to find Knee part in rt_pants_Knee_M_k.
Not able to find Upper Leg part in rt_pants_Knee_M_ul.
Not able to find Knee part in emc_RTJEB_ninpants_br_k.
Not able to find Upper Leg part in emc_RTJEB_ninpants_br_ul.

The game will run, but (I think) anytime I try to go somewhere with children it crashes.

 No.3961

Anybody here played Darknut's Greater Dwemer Ruins? I'm currently stuck at Odrosal, Lava Core Extraction Facility. Any hints?

 No.3963

>>3961
Nevermind, found it.

 No.3972

>>3914
The bsas still may not be properly registered.

 No.3982

File: 1418665879269.jpg (686.85 KB, 1920x1080, 16:9, 2014-12-15_00001.jpg)

>Fifth Era
>not living innawoods

 No.3995

>>3982
>Fifth Era

But there are no woods left, just magma and gears.

 No.4000

>>3995
>not living innavolcano

 No.4001

>>4000
Dagoth Ur please.

 No.4002

>>3995
Sounds fine to me

 No.4003

So guys, I've never used an overhaul before.
What's the difference between the big ones?

 No.4004

>>3995
>There was fucking lava cave dungeon mods for Oblvion and no one has made lava flooded dwemer ruins in Oblvion even though the resources exist.


Fucks sakes, I just want Dwemer shit in cyrodill in dungeons hidden in vanilla dungeons that I have to kill Dwemer spiders to get keys for or find in loot.

 No.4007

>>4004
There were Dwemer in Cyrodiil?

 No.4008

>>4007
No reason for them not to be, They weren't 100% shut-ins and there's Dwemer Ruins all the bloody way over in Redguard, I'd guess a few Ayleid ruins mines or tunnels lead to a few complexes hidden away and their scavenger automatons probably are a rarity across the provinces.

It would explain why the armour in that game was so different.

Also, Isn't the orrey Dwemer tech?

 No.4011

>>4008
There's no dwemer ruins in Cyrodiil because the Ayleid were strong enough to keep the dwemer off their land, or at lest strong enough to make it not worth the effort of fighting the Ayleid over territory.

The Orrey was either taken apart and moved to the Imperial city or it was actually just an imperial construction retro engineered from an actual dwemer Orrey.

The Reman Empire was actually really fucking technologically advanced and could do crazy shit like that..

 No.4012

>>4008
Probably not, since the Ayleids were the dominate power in that region, and the Dwemer lived in what would latter become Morrowind ans Skyrim

 No.4015

>>4008
There were only Dwemer ruins in Hammerfell because Clan Rourken were all butthurt that Dumac was butt-buddies with Nerevar and trekked to the other side of the continent.

 No.4021

Might be ruins near the province borders/ DEEP underground further than how long ayleid ruins stretch

 No.4096

>>1729
Hey dude is your mod compatible with combat overhauls (like ultimate combat) and sutff that changes perks like ERSO and SPERG?

This is important.

 No.4097

>>4096
Also, could it be compatibe with Perkus Maximus?

 No.4137

File: 1419293830969.png (539.53 KB, 962x401, 962:401, Untitled.png)

>hot files is almost nothing but pedo weeb mods
WHY!!!!?????

Can't these fetchers just go to a bar and get laid? But nooooo, they have to be cringeworthy fetchers and come invade othe TES franchise

 No.4138

>>4137
> invade othe TES franchise
invade **the TES franchise

 No.4139

File: 1419295130810-0.png (498.34 KB, 966x389, 966:389, 2014-12-23 00_37_09-Oblivi….png)

File: 1419295130810-1.jpg (115.18 KB, 370x500, 37:50, 1377641880585.jpg)

>>4137
>>4137
>MFW Oblivion Hotfiles


SUCK IT SKYSHIT

 No.4141

File: 1419296464818.jpg (94.22 KB, 615x436, 615:436, genoa3.jpg)

But seriously, what kind of raging fetcher would rather play a game that looks japanime rather than real history?

I have nothing against japan or japanese people, but jesus christ, there's nothing special or magical about that place. I really don't understand the japan worship that's taken root in the past 15 or 20 years

 No.4143

>>4141
It's how degenerates operate, they've no attachments to culture or history, so they invest in whatever "in" and cool, and other cultures and history to fill the void, shunning their own history and culture and assuming they knew what it was to begin with.

That and there's a Large Japanese modding scene for these games, and this shit would have never gotten this horrid if not for Skyrim being on steam.

 No.4144

File: 1419298128702.jpg (83.57 KB, 680x227, 680:227, reverse-weeaboo.jpg)

>>4143
>That and there's a Large Japanese modding scene for these games, and this shit would have never gotten this horrid if not for Skyrim being on steam.

Interesting, from my understanding most japanese don't like western games, and their PC scene is largely limited to hentai games


Anyway, japan has it's share of interesting culture and history just like any other country. It's not so much that they like japan, it's that they have a really myopic view of the place. They base their opinion almost entirely on cartoons

Anime=/=japanese culture. Equating anime to japanese culture is like equating /co/ to be the entirety of western culture. It's fucking retarded



The part that rustles my jimmies is that they've shit up Nexus's reputation, so when i tell people i mod, i have to go out of my way to explain there's more to mods than just hentai

 No.4149

File: 1419333135036.png (756.05 KB, 1280x720, 16:9, rtrtrfr.png)

>>4144
>>4144
>they've shit up Nexus's reputation,

Nexus is and always has been a Leftist Thalmor Deviant art politically correct shithole which the userbase would abscond from if not for the fact that planet modding sites often close down, taking their mods with them, and the alternative is the most godawful forum imaginable.

So people are stuck with a site run by deviant-art tier drama whores liek Slof, Giskard, and everyone else who always treads lightly about peoples fucking feelings.

Seriously, you would not believe the shit that goes down there if you paid attention to the community like I did

>Plagerist londoner chavvy flat living hambeast who steals other content to redraw and place ingame because she likes it and freaks out when asked, and blames all complaints lodged against her and her work as homophobia and misogyny, going to out right present her content as if she is it's rightful owner, because she writes terrible fanfiction about xivlalli, drmeora and this vampire PC she's had since morrowind

>Site that enforces the cancer on free-content that is the credit system, the same shit found and forwarded across numerous formats, whether it be porn, fanart or ripped sprite and custom sprites from fucking sonic the hedgehog
>Outright banning and deleting non child-freindly content in a 18+ purge because he was worried about his families opinion of him, not even warning his users first and foremost
>Banning SDP for no reason
>Banning the guy who did the Zelda replica content, never to be saved or found again
>Forcing modders who had open modding pages for their content to place all of their work on single modding pages under obscure unlocatable names no one can find
>The collosal image registry fuckup that forced mod images to the fan-uploads section of the image gallery, meaning they don't display for people browsing the new site format
>Keeping popular plagiarist shitty unoptimized not lore mods that bring in traffic active, and thus ad revenue, active whilst purging other mods intended for use of other content in the games or worse, modsa that actually use copyrighted content, such as every fucking published Sound overhaul mod ever using sounds from ToME Neverwinter nights baldur's gate and other games like this
>Children mod removal and bans
>Pretty much responsible for the duigusting shitpit that is Loverslab, an even worse site run by subverted Thalmor cucks, but at least have the spine to use copyrighted or otherwise ported content
>Giskard, everything about this londoner cunt, holy fuck


Nexus a shit, 10/10 would gladly exodus from if It meant I could get a based non BS modding site in it's place.

 No.4155

>>4149
>>Outright banning and deleting non child-friendly content in a 18+ purge because he was worried about his families opinion of him, not even warning his users first and foremost

What the fuck are you even talking about? It's full of porn mods

>Keeping popular plagiarist shitty unoptimized not lore mods that bring in traffic active, and thus ad revenue, active whilst purging other mods intended for use of other content in the games or worse, modsa that actually use copyrighted content, such as every fucking published Sound overhaul mod ever using sounds from ToME Neverwinter nights baldur's gate and other games like this


>but at least have the spine to use copyrighted or otherwise ported content


So what's you're solution? Allow them to distribute vanilla assets and get sued into the ground?

 No.4157

>>4155
Actually, There were far more porn mods then they had previously.

They were against it, and still are, and have incompetant moderators up the ass, simple ass.

As for the suing option, that's correct, things like how they dealt with morroblivion and blatant things like rips are to be standard procedure, but they're two-faced about it if they receive no C&D's, or when the moderation staff themselves do it.

Like I said, Nexus a shit, Skyrim get's away with it due to the bulk of multiple vast communities being present and the staff dimply don't have the manpower to manage it all, and probably won't get C&D's because no lawyer is that dedicated.

They're pretty strict where vanilla Assets are concerned anyhow.

 No.4276

http://trainwiz.tumblr.com/post/106550375909/decided-im-gonna-redo-endusal-to-go-along-with

Looks like Trainwiz is doing another thing. I hope it is as good as Turenyulal.

 No.4277

>>4276
I plan to go back and redo Turenyulal up a little bit (I didn't like a few elements there, and re-release these together.

 No.4278

>>4277
>(I didn't like a few elements there
What didn't you like?

 No.4280

>>4278
Probably wanna redo the Bladder of Clovis and the ceiling in the library a little bit.

 No.4623

Any good mods that expand raven rock/tel mithryn and/or soltheim in general?

 No.4625

>>4623
Shadow of Morrowind isn't really playable yet, but it uses the Solstheim worldspace

It just updated recently too. It's got potential

 No.4626

>>4625
Definitely looking forward to see it released.

In the meantime, nid mor raven rock/tel mithryn shit to make them less shitty.

 No.4628

>>4626
Expanded Towns and Cities does improve Ravenrock a bit

Also creation kit is basically drag-and-drop mesh arrangement, you could always just make your own mod

 No.4629

File: 1421719267987.jpg (113.66 KB, 1920x1080, 16:9, TESV 2013-02-12 00-26-14-3….jpg)

>>4623
There's the TEG House Redoran Mod which expands Raven Rock and the Temple, but it's by Giskard who's a bit of a prat. In fact I'm not even sure how the fuck you download his mods now, he seemed to have abandoned the workshop.

 No.4634

>>4629
>>4629
A bit?

The guy's a fucking dipshit, you literally have to write your life's story as an introduction to get accepted into his "club".

Is that shit really worth the hassle? I just want to play fucking videogames.

 No.4635

>>4634
Also, from what it seems, you also have to post "from time to time" in their chat forum so your downloading rights are "unlocked".

Completely and utterly disgusting, i'm not falling for that shit, his mods CAN'T be THAT good.

 No.4643

File: 1421725950367.jpg (60.1 KB, 1280x800, 8:5, TESV 2012-09-04 02-38-23-2….jpg)

>>4635
>his mods CAN'T be THAT good.

It varies a lot. I think his Skyrim stuff has been lack luster compared to the mods he made for Oblivion, as he's crawled too far up own his self-important ass.

The Telvanni mod he made was dull as fuck, through it was pre-Dragonborn, so there wasn't that much lore and assets to work with. His Rebuild Helgan mod was all over the goddamn place and bugged the two times I tried it. The College of Winterhold mod was basically "fuck the actual setting and lore, I'm turning it into Arcane University 2.0!" (though I did like how the mage npcs could instakill that annoying dragon that always spawns near the college, all on their own) And I've had House Redoran installed since it was released, but aside from there being a lot more family tombs near Raven Rock, I couldn't tell you what the fuck new content that mod actually adds.

His current project is a questline about a remnant faction of the Mage Guild in Solitude trying to stop the Thalmor from trying to do… something, and I think the Morag Tong show up? I'm not really sure, because his blog posts about it are filled with too much bullshit about how much better his mods are compared to the vanilla quests.

 No.4644

>>4643
Ok, thanks for clarifying, gonna stick with what this guy >>4628 said.

 No.4645

>>4644
http://www.nexusmods.com/skyrim/mods/33927

So i found this shit, aside from the muh lore-breaking "telvanni" golem and the fucking dwemer dude, anyone tried this? kinda seems good…

 No.4646

>>4645
The Temple having Dremora guards wandering out in the open seems wrong.

 No.4647

>>4645
Downloaded only for cute baby strider.
It is, of course, a reskinned horse.

 No.4648

>>4646
I'm sure there's an autistic explanation for that.

 No.4660

>>4643
>>4635
>>4634
Wow, what a fucking retard

 No.4672

File: 1421779752489.jpg (562.37 KB, 1920x1080, 16:9, 2015-01-19_00001.jpg)

I can't even fit everything into one picture, but Solitude Expansion basically adds an extra city on the outer walls of Solitude as well as expanding on the docks.
It's great if you're a jew salesman like me and enjoy toting around a lot of shit to sell, not to mention it just looks nice.
There's a bridge across the river, too, which I definitely appreciate with Frostfall.

 No.4674

>>4672
FOR MORE SOLITUDE FUN:

>TRUE CITY - The Great Expansion of Solitude:

http://www.nexusmods.com/skyrim/mods/60430/?

>My Own Solitude Outskirts Improvement (NOT MINE, KEK):

http://www.nexusmods.com/skyrim/mods/37063/?

>And the mod this guy said, Solitude Expansion:

http://www.nexusmods.com/skyrim/mods/57833/?

They're all fucking compatible, go ahead, have fun.

 No.4677

File: 1421787760428-0.jpg (236.91 KB, 1920x1080, 16:9, shortcuts.jpg)

File: 1421787760428-1.jpg (232.6 KB, 1680x1050, 8:5, hideouts.jpg)

>>4674
FOR EVEN MORE FUN

>Hidden Hideouts of Skyrim

http://www.nexusmods.com/skyrim/mods/49723/?

Some of the hideouts are player houses that are also hidden entrances! I found a home in the sewers of Solitude that lets out by the docks, and a mead cellar in Riften with a hidden wall that goes underneath into the city.

>Shortcuts

http://www.nexusmods.com/skyrim/mods/27189/?
Adds EVEN MORE entrances to towns, especially Riften. Some of them are hidden, some not so much. The one in this picture lets out right next to the Blue Palace, which really helps travelling.

And yes, these are compatible, too.

 No.4682

>>4677
>>4672
Are these mods compatible with this?
http://www.nexusmods.com/skyrim/mods/14351/?

it's skyrim sewers 4, shit's radical.

 No.4687

>>4682
Install it and try it out for yourself.
Does it just add exits from the cities? If so, then it should be mostly compatible as long as there's not another mod putting something over the exit. If there is, just open the console, click whatever's blocking it, and type 'disable'.

 No.4696

>>4634
>>4635
sounds gay

>>4646
Honestly this gets me more than the mushroom golem. I wouldn't put it past Neloth to be able to create something like that

 No.4697

File: 1421856983158.jpg (320.09 KB, 1366x768, 683:384, 22821-1-1345715901.jpg)

>>4672
>>4674
It looks like a shittier version of Solitude Docks District

 No.4700

File: 1421860000727.gif (493.17 KB, 385x275, 7:5, 1386242829101.gif)

for armours with weight sliders enabled, can and how do you change the weight in game?

 No.4701

>>4697
That one doesn't seem so bad, i'll try and see which is better.

 No.4702

>>4701
Solitude Dock Distric does have some grass clipping issues (easy to fix in CK), but over all I think the design looks more natural

IMO a lot of settlement mods are just house meshes laid down in a grid and lack coherency

 No.4708

>>4702
Can i just disable the clipping grass thru the console instead of the CK?

I don't know how to use the CK, I don't even have it installed

 No.4712

>>4697
I dunno about that mod, but Solitude Expanded also adds a bunch of shit right outside the gate and going down the cliff. There's a bunch of houses and shops and shit. Even an inn. There's a whole lot, and I think there's a version that doesn't do much to the docks so you can still have Solitude Docks District.

 No.4714

File: 1421908926271-0.png (24.35 KB, 645x317, 645:317, 1.png)

File: 1421908926271-1.png (823.53 KB, 1172x646, 586:323, 2.png)

File: 1421908926271-2.png (821.17 KB, 1240x735, 248:147, 3.png)

>>4708
Not really, it requires you edit the landscape texture. I can show you how, it's fairly simple, you just have to go through some menu autism to find the location you want to edit



In CK, go to "file" (at the top left just like anything else in windows).


Picture 1
You'll get a pop-up window with list of masterfiles and plugins. They'll all have check boxes by them. Check the box by skyrim.esm (the main game), then scroll down to the desired mod, check the box, then select "set as active file" (the button for this is in plain site on the pop-up window).

Give it a moment to load (CK is painfully slow because it can only use one processing core. Go figure, Bethesda are retarded).

Click "Yes to all" or "Ignore" to the billion little pop ups and errors that will appear. Again, it's because Bethesda are fuckwits


Picture 2
One of the big windows that pops up should be called "cell view." At the drop down menu at the top go to "tamriel," and a list of cells will load. Go to the cell labeled SolitudeDocks02 (they're alphabetical)


Camera Navigation
To pan around in the cell view window, use your mouse wheel to zoom in and out. Clicking down on the mouse wheel and while moving the mouse will drag the camera through the cell. Clicking shift while moving the mouse will change your view angle

Picture 3
Got to the edit terrain button (circled in red in picture three, on the main window near the "character" menu), and open it.


This should give you a "brush" to paint terrain textures with. It's best if the edit radius is between 3 and 1. The left mouse button on the brush drags terrain up or down in elevation, and the right button paints it. Choose to paint a texture that doesn't include grass.

Don't forget to save your work :)


Protip
A cell quadrant can only use up to 6 terrain textures at a time. Adding a 7th texture will appear as black. To check how many textures are used in a given quadrant, click the ground WITH THE MOUSE WHEEL, then press "I" on your keyboard.

This consults a menu where you can view and even delete textures in a quadrant.

If you want to see quadrant boundaries on the ground, "B" is the hotkey to use

 No.4728

>>4714
ayyyyy thanks m8, i'll try it out when the download finished.

 No.4759

ALL HAIL TRAINWIZ!
GLORIOUS MODDER TRAINWIZ!

 No.4775

>>4759
SIEG HEIL

 No.4857

>>4141
>skyrim
>real history

 No.4870

I'm talking art style ya Dingus. I preffer spectacle helms and lamellar over naruto shit

 No.5131

File: 1423288322908-0.png (2.03 MB, 1901x1062, 1901:1062, skyrim dungeon.png)

File: 1423288322908-1.png (2.61 MB, 1901x1062, 1901:1062, skyrim dungeon 3.png)

File: 1423288322908-2.png (1.8 MB, 1901x1062, 1901:1062, skyrim dungeon 5.png)

Is it okay if we sort of shill our own mods here? I mean, I just started mine and I have no idea what the fuck I'm doing, but I wanna run it by you guys.

I'm making a mod that expands on the vanilla dungeons to make them not so goddamn linear and shitty. The main thing I want to do is connect some of the dungeons to other ones through new mini-dungeons. It's hard to see because I like making things dense, but I hope you can get the idea.

This is Bleak Falls Barrow, and the first picture shows an exit to one of the aforementioned mini-dungeons. I sort of made this part a bit bigger than I intended, but I'm not going to complain about getting too into it. In the second picture, the circled area is that first section of rubble in the hallway right by the entrance, and it spits you out right before the room with the giant spider.

It's slow going, but it's really fun stuff, and god knows somebody needs to do it.

 No.5132

File: 1423288346706-0.png (2.18 MB, 1901x1062, 1901:1062, skyrim dungeon 2.png)

File: 1423288346706-1.png (1.84 MB, 1901x1062, 1901:1062, skyrim dungeon 4.png)

>>5131
Here's a couple of other pictures to get a better idea of how much I added.

 No.5133


 No.5134

>>5133
Neat, thanks.
While I've got you here, what do you think of it?

 No.5135

File: 1423296122973.png (320.45 KB, 475x368, 475:368, blind god mantellan crux.png)

>>5131
>>5132
I honestly considered creating a mod like this, making dungeons like they were back in the Daggerfall days, but I'm too bored by the CK to get anything done in it. Thanks for getting this stuff done, this is a mod Skyrim needs.

On a side note, don't use the massive vertical-ellipsoid tomb too much. They say in the CoW questline that rooms like that are very rare.

 No.5136

>>5135
Ah, understood. It's buried relatively deep in there, but I'll keep that in mind for future ruin expansions.

What's that picture you posted from?

 No.5137

>>5134
It looks good, clean and expansive. More importantly, the idea of a revamp of skyrim's main dungeons to make them more like the older games is a great idea.

 No.5138

File: 1423298806146-0.jpg (6.53 KB, 255x220, 51:44, what the hell, man.jpg)

>>5137
>mfw finally done with the roombounds after 8 hours of work

I still have to clutter up the majority of it, navmesh it, throw in some lighting, and add enemies.

And then add more sections elsewhere in the temple.

It's a good thing that this is fun.

 No.5139

>>5136
Not that other anon, but I know it too
Last dungeon in TES II: Daggerfall. In the picture you see a various floating skull statues, which you need to turn in order to activate a place that is located inside the big floating skull statue

 No.5140

>>5139
Do you mean the Brass God Numidum?

 No.5141

File: 1423326693971.png (237.02 KB, 638x499, 638:499, BLINGBLINGTHEGREATER.png)

>>5140
No, the brass god Numidium is the object that the Emperor, who actually sent you to Daggerfall, wants. When you activate the Mantellan Stone at the end of the dungeon, the brass god gets reactivated, and will be used depending on whom you have given the Totem to

The big floating skull is just called Skull God or like that

 No.5142

>>5141
That's sick as shit.
Any cool dungeon ideas you want me to try out?

 No.5143

>>5136
>>5141
It's called the Blind God and is one of the most interesting yet strangely neglected pieces of lore in the entirety of TES (imo).
I consider it to be Proto-Talos.
>Ah, at last! I was beginning to think you wouldn't get this far. A dreary place, don't you agree? And guarded by a pompous upstart – he's no more a god than I am. Well, carry on. We will meet again soon, unless you are not as foolhardy as you appear.
-Sheogorath

 No.5144

>>5143
Is it any deeper than that?

 No.5145

>>5144
What do you mean, are you asking if there anymore lore on it?
Not, really. As I said, there isn't much lore on it beyond it residing within the Mantellan crux and that Sheogorath sits in its left eye.
I just find it interesting trying to find out what the hell it might be, and find it strange that I'm one of the only people who wonders this.

 No.5146

>>5145
It's probably irreverent. Sorry, anon.

 No.5152

>>5146
>irreverent
Not sure what you are trying to say, it's disrespectful?

 No.5153

>>5152
Irrelevant, sorry, I forgot how to type.

 No.5154

Guys, help, all I did was add some extra rooms to Ansilvund and when I go to the vanilla areas, everything starts popping in and out like I'm having a seizure.

What the fuck?

 No.5157

>>5153
I know it's irrelevant, but the glory of TES lore is that seemingly irrelevant things can be made awesome just by thinking about it.
>>5154
Are the resources turning invisible or actually disappearing?

 No.5158

>>5157
Just invisible.

 No.5159

>>5158
Are you using an ENB, or perhaps some sort of lighting mod?

 No.5160

>>5159
I use an ENB, but I test the mod on an almost totally vanilla save. I'll make a webm after I jerk off.

 No.5163

File: 1423536477946.webm (7.93 MB, 1198x674, 599:337, broken.webm)

Okay, I'm done jerking off.

So, turning my ENB off completely fixes this and everything works just as intended and it doubles my FPS but that's neither here nor there

How the fuck do I fix this?

 No.5164

>>5163
Maybe this will help?
http://forums.nexusmods.com/index.php?/topic/1267570-pls-help-objectstextures-missing-with-enb-installed/
Also, don't skeet onto the computer, that might help.

 No.5171

>>5164
Many thanks, anon, I'll give it a shot when I get home.

Would any of you fine anons like to help me out and test my dungeons out? I've made changes to two of them so far, but I wanna make sure there aren't any seams or that the flow doesn't feel weird.

 No.5349

Is there a torrent link for Shadow of Morrowind?

 No.5353

Why does ENB cause flashing?
>nb4 invidia crossfire

I'm using an xfx 7750. Is my card just to weak for ENB?

I'm not using any presets btw.

 No.5754

Is this the Skyrim modding thread?

Looking for a mod that will allow me to catch lycanthropy. I found one outdated mod that doesn't have DG support and another that's an overhaul. Any other mod?

 No.5970

/tes/, I was thinking about reinstalling Skyrim for the umpteenth time. What mods would you say are essential for the best experience?

 No.5971


 No.5977

>>5970
>>5971
If you're going to get RND I would heavily recommend
Living Takes Time http://www.nexusmods.com/skyrim/mods/44623/?
Also get a mod that lowers how fast time moves in Skyrim, otherwise RND is just a pain in the ass.
others
Loot and Degradation http://www.nexusmods.com/skyrim/mods/55677/?
Scarcity http://www.nexusmods.com/skyrim/mods/49496/?
Morrowloot 4E http://www.nexusmods.com/skyrim/mods/50740/?
Better Fast Travel http://www.nexusmods.com/skyrim/mods/15508/?
I'd recommend a lot more, but I'd rather be a lazy n'wah right now.

 No.5981

>>5971
>>5977
Sweet, thanks. I'm having an issue with SkyUI where the MCM keeps re-registering mods that use it, forcing me to reactivate and reconfigure settings every time I start the game. Anybody know a fix for this?

 No.6036

>>5971
>Frostfall and Realistic Needs at the same time
mah nigga

 No.6108

How well does frostfall work with pirated copies?

 No.6152

>>6108
No way to really know for certain. Just try it and find out, it's not like it's a huge investment of time and effort or anything.

 No.6517

>>6108
Fine. The Razor1911 version is as smooth as steam

 No.7714

How lore friendly is this mod?

http://www.nexusmods.com/skyrim/mods/48467/?


 No.7715

>>7714

Acceptable. Like it takes a few liberties but it's perfectly plausible given what we know. Should worry less about lorefriendliness and how good the mod actually is though.


 No.7807

>>7715

True. My main point by lore friendly is that the towns

>actually exist in the lore

>are placed on the map with relative accuracy

I'm fine with a few fictional licenses, what does not appeal to me is shit like Falskaar where they tack fanfic shit onto the world. I'm not saying Falskaar is a bad mod or anything, but it just doesn't appeal to my autism


 No.7808

Actually, now I feel likke a dumbass for not seeing it's associated with Beyond Skyrim. I should know that- being on one of their other teams


 No.7810

File: 1436315850564.png (184.96 KB, 5000x2500, 2:1, Dagmap.png)

>>>7807

>actually exist in the lore

I haven't played the mod, but, even so, you do realize the towns don't necessarily have to be on any maps, right?

Daggerfall had a shit ton of towns and cities that are never shown on the main maps because they are merely unimportant.

>pic very related

A map of locations in Daggerfall;

All the tan/brown dots are towns/cities

the whitish-blue ones are religious settlements

(The red/orange are dungeons)

So as you can imagine, a large amountof creative license can be taken when creating TES settlements.


 No.7811

>>7810

fuck for somehow I put an extra ">" in there

post is intended for >>7808


 No.7821

File: 1436392197160.gif (509.86 KB, 700x827, 700:827, 1435347147077.gif)

>>7810

>an RPG on that scale will never likely be made again


 No.7823

>>7821

I can't feel this feel anymore. I felt it for so long, but then it passed when I gave up on new video games entirely. Best of luck weathering the storm of garbage and casual pandering, anon. Hope to see you over here real soon.


 No.7824

>>7823

At least we have Bannerlord. I'm putting a lot of faith in that game not being shit. Especially seeing how some of my other favorite franchises are struggling (ie, Total War).

I do hear that Attila is decent, but I can't play it because the current crack is unstable and I'm way too broke to actually buy it


 No.7849

File: 1436840249547-0.png (1.99 MB, 1600x900, 16:9, 34hxd3o.png)

File: 1436840249604-1.jpg (430.48 KB, 1680x1050, 8:5, altai-mountains-russia-hd-….jpg)

Are there and mods that would make the mountains bigger and broader and less like little rocky needles?

I always thought they overshot their aspirations with the games size. Sure, it's bigger than most games, but the map is still way too small to truly depict mountain biomes. I hate how skyrim mountains are usually only about 150-200 feet rather than being many thousands of feet


 No.9614

File: 1448052601898.png (1.02 MB, 1024x768, 4:3, Screenshot11022.png)

Bamp. Some more of my Pale Pass project. Trying to keep it Tibet-ish looking

Also Dyndolod is a real life saver. I'd recommend it if you're into dicking around with LOD generation


 No.9672

>>7821

>It has no revamp re-release that's as moddable as TESIV without all the 3d bullshit because all you have to do is slap a few sprite animation cycles in and you have it in the game

>All dem modern spells you could add to the game, complete with party systems, lore, quests, etc.

If daggerfall were moddable, it'd probably be online by now even.


 No.9682

>>7849

You'd need to make the map like 3x-4x bigger to get this effect.




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