jedijas Posted February 18, 2013 Share Posted February 18, 2013 Currently doing a unmarked quest, translating notes in written in dragon to english and then solving riddles. Link to comment Share on other sites More sharing options...
littleork Posted February 25, 2013 Share Posted February 25, 2013 Small vid of my player castle, not great video quality but it is far from being finish so once I am done I will do better videos :) Link to comment Share on other sites More sharing options...
Urwy Posted February 25, 2013 Share Posted February 25, 2013 I'm about to start on a magic mod that makes restoration a bit more feasible in combat. Being inspired by the spells added by dawnguard, i thought the original restoration school lacked some punch.Currently i'm planning to follow the vanilla spell progression; Spray, bolt, blast, cloak and explosion. This mod will come in three flavors: Vanilla, Vanilla with dawnguard, SkyRe (since it already requires dawnguard). there's also an added possibility to expand this mod with more fleshed out ash spells added by Dragonborn. (Darn! i love the ash shell spell! =D) Summary:- 1 esm containing spells for vanilla, skyre and dawnguard (And dragonborn?)- 1 esp for each possible scenario (Vanilla, Vanilla+DLC, SkyRe) the difference between vanilla and vanilla+DLC will be limited to the effects used. Vanilla will use standard restoration/magelight effect whereas vanilla+DLC will use the "sun-spell" effects. That'll be all for now =) Link to comment Share on other sites More sharing options...
xeightballx Posted February 26, 2013 Share Posted February 26, 2013 (edited) This: <?xml version="1.0" encoding="UTF-16" ?> <config xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://qconsulting.ca/fo3/ModConfig5.0.xsd"> <moduleName>Artifact Disenchanting</moduleName> <installSteps> <installStep name="Options"> <optionalFileGroups order="Explicit"> <group name="Options" type="SelectAny"> <plugins> <plugin name="Artifact Disenchanting"> <description> <![CDATA[Skyrim - No DLC required]]> </description> <image path="fomod\images\basic.jpg"/> <files> <folder source="fomod\data\Artifact Disenchanting.esp" destination=""/> </files> <typeDescriptor> <type name="Optional"/> </typeDescriptor> </plugin> <plugin name="Artifact Disenchanting - Dawnguard"> <description> <![CDATA[Add-on for the Dawnguard expansion.]]> </description> <image path="fomod\images\dawnguard.jpg"/> <files> <folder source="fomod\data\Artifact Disenchanting - Dawnguard.esp" destination=""/> </files> <typeDescriptor> <type name="Optional"/> </typeDescriptor> </plugin> <plugin name="Artifact Disenchanting - Dragonborn"> <description> <![CDATA[Add-on for the Dragonborn expansion.]]> </description> <image path="fomod\images\Dragonborn.jpg"/> <files> <folder source="fomod\data\Artifact Disenchanting - Dragonborn.esp" destination=""/> </files> <typeDescriptor> <type name="Optional"/> </typeDescriptor> </plugin> <plugin name="Artifact Disenchanting - Remove Restrictions"> <description> <![CDATA[Add-on to remove the restrictions to armor enchantments. Place any normal apparel enchantment on any type of apparel.]]> </description> <image path="fomod\images\remove.jpg"/> <files> <folder source="fomod\data\FormsEdit.esp" destination=""/> </files> <typeDescriptor> <type name="Optional"/> </typeDescriptor> </plugin> </plugins> </group> </optionalFileGroups> </installStep> </installSteps> </config> It's part of an update for one of my current mods. But I can't get the fomod to actually install the files with NMM. Once that issue is figured out, it's getting uploaded. After that comes an update for the colored map markers & 3D camrea limits. Edited February 26, 2013 by xeightballx Link to comment Share on other sites More sharing options...
Seren4XX Posted February 28, 2013 Share Posted February 28, 2013 I have been working on a new custom race for about a month now. It required me to do a considerable amount of scripting to work out my ideas, but I'm finally done with all of them and they're pretty sturdy. The race uses 99% new assets, which means it will truly be very customized as opposed to the vanilla races and my previous race mod. It includes all new face morphs for both the men and women, and it comes with a whole new set of textures for everything from the faces to complexions, warpaint and tintmasks. It contains work of a lot of very talented and amazing modders, who have supported me throughout the process of creating the race. I'm very grateful for that! Sneak preview 1 MALE and FEMALE:http://img547.imageshack.us/img547/4029/2ndthumb.jpgSneak preview 2 FEMALE:http://70.38.64.76/d/1/d06b2d85-6cdf-447b-8886-1defd0c7ab93.jpgSneak preview 3 MALE plus Power:http://70.38.64.76/d/1/eb57ad66-c4a6-4995-a008-8365c8a32a1a.jpg Additional images (Click an image to enlarge it):All-new warpaint by TairenSoulhttp://70.38.64.76/e/1/a1e75f16-6385-4b59-bd95-2202e676071a.jpg http://70.38.64.76/e/1/92d401d1-ac74-422e-8ae5-ca0a124e996c.jpg http://70.38.64.76/e/1/32a2b3ff-2ba6-4025-8308-af7b72aeeeeb.jpg http://70.38.64.76/e/1/ab7648c8-e0a0-46f9-b257-d98a7f260f5b.jpg http://70.38.64.76/e/1/bea09a1c-0b37-42a3-a873-a4818a0417b1.jpg Later this week, I'll be posting the story reveal and a nice promovid that will show all the new features. Take a look at one of the previews for an overview of what's to come! :smile: Link to comment Share on other sites More sharing options...
ArronDominion Posted March 12, 2013 Share Posted March 12, 2013 I have slowly been working on expanding my Soul Cairn mod, Pneuma Manor. Adding new areas, and touching up the existing areas. Currently I have been populating a hybrid library/arcane workshop. Here is an early screenshot of one of the things I have worked on for this area (attached to the enchanting corner):http://cloud.steampowered.com/ugc/594744376251893419/CEEADCA32874C13C584AD3CA4C018BFA992867A5/ Link to comment Share on other sites More sharing options...
nuska Posted March 30, 2013 Share Posted March 30, 2013 (edited) I'm at around 85% completion with this so I might as well share: I'm working on my own envisioning of Ohmes-Raht Khajiit, based on the framework of my old Dagi-Raht racemod but with completely redone visual assets, better fleshed-out features and more lore-adherent name.They'll come with a total of 8 original hairstyles, an absolute ton of polished original custom assets and broad customization options. I've worked on this on and off for over 4 months. http://25.media.tumblr.com/4be54ed0febdc13fb91eac8e95ea4c5e/tumblr_mkh8jiu3XT1s8q3l4o1_1280.jpg http://24.media.tumblr.com/0f3206fa184eb6b9c66d8d01ceb51348/tumblr_mkfkkfLYIa1s8q3l4o1_1280.jpg http://24.media.tumblr.com/f9bbdc11d36a8ee1f77eeefd215a778b/tumblr_mkfz9bUZgm1s8q3l4o1_1280.jpghttp://25.media.tumblr.com/44eebd5eadd5b3457e041a9aa900990c/tumblr_mi0kzyEaKr1r3e7wgo1_1280.jpg http://24.media.tumblr.com/da703e29e7c59b046dd966dada072ea5/tumblr_mhz3wxu4bl1r3e7wgo1_1280.jpg Edited March 30, 2013 by nuska Link to comment Share on other sites More sharing options...
demidekidasu Posted April 6, 2013 Share Posted April 6, 2013 (edited) I'm now currently working on this: It's a non-ENB Series graphics mod for Skyrim. No complaints about the specific looks yet, please. I'm still working on it lol I've started making several optional colour styles that the user can choose from, so far including The Witcher 2, Battlefield 3, and Crysis. If you want to see some screenshots, have a look on my Skyrim Nexus profile page... Edited April 6, 2013 by demidekidasu Link to comment Share on other sites More sharing options...
Indigoblade Posted April 13, 2013 Share Posted April 13, 2013 I'm working on my bandit mod. Specifically, I am making more varieties and allowing them to assault holds. I really did not know why making bandits attack towns was not done earlier, but whatever I'm having fun deciding how hard each hold should be hit :P Link to comment Share on other sites More sharing options...
Korodic Posted April 13, 2013 Author Share Posted April 13, 2013 I'm working on my bandit mod. Specifically, I am making more varieties and allowing them to assault holds. I really did not know why making bandits attack towns was not done earlier, but whatever I'm having fun deciding how hard each hold should be hit :PI would implement a system similar to http://skyrim.nexusmods.com/mods/28235 so npcs do not die stupidly. Link to comment Share on other sites More sharing options...
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