Friday, April 28, 2017

Modding Skyrim: Bad News

I have not updated this blog in a long time. Been busy with updating my mods (along with one new one published: Final Fantasy Noctis Outfit and Carbuncle Summon), along with taking a break here and there (mostly spending my spare time with Final Fantasy XV), and from a while ago, being sick.
Unfortunately do to my current financial situation updating my mods will be a here and there thing, since I no longer have internet at home. Quite frankly it is the least of my worries right now with everything on my mind. This will also mean interest in modding may not be there, or other priorities will have to come first for my time. Sorry for any inconvenience this may cause. However I do have quite a list of things I still intend on doing (if possible).

Sunday, November 20, 2016

Modding Skyrim: Skyrim Special Edition Update

So Skyrim Special Edition has been out for a bit now, and I've already got two mods for that ported over. I have many more that need brought over, which will take me time. I have been quite busy due to it. Testing out and updating my mods, along with testing out other mods that I would like to use in SE, as I had in the original Skyrim. Another important new thing is console modding. Mods are now able to be shared through bethesda.net on consoles, and I have no issue against it, and have already shared some of my mods through it. Though it will be much harder for console users to get a good stable game without the use of important tools such as LOOT and the _edit programs, as well as the lack of a bashed patch.

Load order is incredibly important to a stable modded game, and so is cleaning the master files to prevent dirty edits and deleted references from causing issues. Another disappointing issue is the restriction regarding PS4 mods and external assets currently. As no external assets can be shared with the mods for PS4, that leaves quite a bit of mods out, some very important such as USLEEP, and many others. If a mod requires new models, textures, animations, scripts, etc, it will not be able to be on PS4. This also means the majority of my mods cannot be shared with PS4 users as external assets make up the bulk of my many mods.

I will be discussing not just the mods I have brought over to the SE below, but my future plans, and another extremely important issue that I think needs mentioned (though it has been brought up a few times). This issue is the up-scaled textures for Skyrim SE and what this means for me, and others.


Saturday, April 23, 2016

Modding Skyrim: Modding Updates

Been a while since I've posted anything here again. Been busy with updating several of my mods for a while. My most recent updates were for my Wolf Knight Armor mod, my Simple Plant Color Tweak mod, Less Orange Textures mod, and some non Skyrim related stuff (some skins/textures for dinosaurs in JPOG, or Jurassic Park Operation Genesis). Today I worked on a major revision for the description, and minor updates for my Wearable Dragon Horns and Tails mod. Also did a major revision for my Wolf Knight Armor mod's description. As any visitors to this blog post can see, I've been quite busy with modding. I've also been busy with some real life things as well, but no need to get into detail about them here. While I was hoping to do more tutorials, at the very least on a monthly basis, that has not happened, since I've been busy maintaining my existing mods. I haven't had much inspiration for any new mods lately either, so its possible it may be some time before I do another tutorial. While it may be a while, even months before I do another blog post, its not being abandoned, more or less just on hold.

Monday, December 21, 2015

Modding Skyrim: Modder's Resources

This tutorial is a continuation of Modding Skyrim: Simple House. In this tutorial, modder's resources will be covered. First off what is a modder's resource? It is either an asset or assets, either modified from vanilla (original game) assets or created from scratch, that are shared for modder's to use in their mods. There are numerous sites to find them, nexusmods and tesalliance are two options, for example. After downloading your resources, you install them to the Data folder like with other mods, but unlike other mods, they will usually consist of meshes and/or textures, and not an esp.

Monday, December 14, 2015

Modding Skyrim: Simple House

Getting Started

I apologize for not having posted anything after my first post, but I haven't had any ideas or inspiration for modding tutorials since.

This tutorial is going to be about making a simple house mod. I suggest reading the Creation Kit Wiki's tutorials first before reading this tutorial. I'm going to cover how to use the DLC, how to search and replace, disable, and how to create custom containers. So first you'll need the Creation Kit, so get that installed if its not already. I would also recommend cleaning the master's (Update, and the DLC) with TES5Edit before getting started on a mod. 

Before one can mod with the DLC, they need to add the BSA's to the SResourceArchiveList2=Skyrim. If one doesn't, the CK will not be able to load the DLC assets and crash. Go into your Skyrim directory, open up SkyrimEditor.ini. Scroll down to SResourceArchiveList2=Skyrim and after Update.bsa (assuming you have all three DLC), add Dawnguard.bsa, Hearthfires.bsa, and Dragonborn.bsa. An additional step has to be made to load more then one DLC in a mod. Add bAllowMultipleMasterLoads=1 under the general section. Make sure to save it.

Saturday, October 24, 2015

Modding Skyrim: The Basics

For my first post I am going to go over some essential tips and tools for creating a stable modded Skyrim. Without learning and doing any of this first, creating mods might not be a good idea. Now I know there are multiple tutorials on these things out there that I will be covering, but I'm doing it here for convenience's sake. For starter's you'll obviously need Skyrim installed. Once your game is installed, the first thing you'll need is TES5Edit, LOOT, SKSE and possibly Wrye Bash (I'll get into that later). You can also choose to grab a mod manager, but I'll only be covering manual installation, since it is absolutely essential for anyone modding this game to know how to do that, before playing around with mod managers. Before beginning make sure to download TES5Edit, LOOT, and SKSE