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Posted by throttlekitty on 23:21, 18 July 2008

hi, me again. I wrote up a guide for adding eye morphs to facegen files (.egm and .tri) for use in Oblivion. The actual guide is in the files section, but I figured it would be useful to have a link to it from this area to make it easy to find.

http://www.tesnexus.com/downloads/file.php?id=18566 ...

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Posted by Khet on 12:46, 20 July 2009

Note: If any part of this is confusing let me know and I'll be sure to update the guide to make it more clear.


This article explains one method on how to create a working world map for your worldspace in Oblivion. In this tutorial I assume you know your way around the CS, and how to use your chosen image editing program. The method used in the tutorial creates what I've come to call a 'satellite' image of your entire worldspace (or chosen cells within the worldspace) and it shows everything except for trees and actors. That includes rocks, buildings, and even Trigger boxes or Collision boxes. There's a few things that needs to be done before you can make a convincing in-game map.

Tools needed:
ICY Hexeditor< ...

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Posted by Gregbert on 03:42, 22 March 2009

Developing Successful Mods (An Introduction)

How to make successful mods and mods successful

In this page, I'll try to help with how to make mods more successful, playable, and hopefully get to completion. Just a short heads up; I'm not going to tolerate or answer flamers, or people who decide that this makes me big-headed or arrogant. I'm making this so we can see more mods of a better quality, and the completion of bigger projects. This isn't intended for it to look like I'm parading around, trying to convince people I'm a good modder; that's your decision to make, and whilst I may not have any recognized mods released, I do feel at home enough with the CS, NifSkope, Mod content and have played limitless mods to be a ...

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Posted by LHammonds on 20:44, 1 December 2008

Do you enjoy the sense of community and want to give something back but do not exactly know how?

Here are a few things that any Nexus member can do which will help everyone who visits this site.

1. Tag uploaded files using Search Tags. If you have downloaded a mod, examine the contents and go back to the mod page and select the search tags that describe the mod such as the language of origin used, what kind of mod it is (New Models, Textures, Savegame, etc.). This will make the Tag Search utility extremely powerful even when there are thousands of mods uploaded.

2. Upload screenshots for mods that have none or could use some more. Make sure the images help clarify the contents of the mod rather than intro ...

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Posted by Peregrine on 16:46, 6 March 2009

RULES FOR MAKING A SUCCESSFUL REQUEST:

1) Define your project: nothing is more important than this. Tell exactly what you're trying to make. Show that you've put some effort and thought into your project already. If you don't have this definition, you're going to have a hard time convincing anyone you're serious about it, and you probably won't ever get beyond the initial "hey, I could make a mod" thought.

2) Make your requests specific: don't just say "I need interior/exterior builders, scripters, modelers." Ask for specific things like "I need a sword model, and a script that does x." You've got a lot better chance of getting the help you want, and you're not wasting people's time by mak ...

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Posted by SickleYield on 17:27, 6 March 2009

Guess what I spent all of Sunday afternoon and into the evening doing. Hopefully others will profit by my experience.

Here is my load order:

http://i152.photobucket.com/albums/s197/sickleyield/loadorder1.jpg
http://i152.photobucket.com/albums/s197/sickleyield/loadorder2.jpg

I was at least smart enough to get backup copies of some things first, namely Wrye Bash and OBMM; the profile manager I prefer to use is just an exe so I cutpasted it elsewhere.

But then...

1. Attempted to install 1.204 patch. Got error refusing to overwrite, apparently indicating presence of shaders.

2. Uninstalled Kind Kin Inn, which is broken in all KINDS of ways and I should've known better th ...

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Posted by LHammonds on 15:58, 22 July 2007

NOTE: The article is no longer being maintained on TESNexus.

The current version can be found on the CS Wiki

With the release of the Construction Set 1.2, all .esp plugin files now require at least Oblivion 1.1.511 or higher. This is due to the internal version number of the plugin now being set to 1.0. The original version of the CS created plugins with an internal number of which 0.8 and did not require Oblivion to be patched for it to work.

If the mod that you created does not use the new functions offered in the official patch 1.1 or 1.2, then you can remove the requirement from your plugin before you release it to the general public.

Here is the list of reasons to keep the internal 1.0 vers ...

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Posted by LHammonds on 23:27, 25 June 2008

This guide will help you install Oblivion, the official expansions and DLCs, the official and unofficial patches.

Game of the Year Edition

You do not need to apply any patches to the GOTY Edition because it is already 1.2.0416.

Windows Vista or Windows 7

If your operating system is Windows Vista or Windows 7, be sure to install Oblivion to someplace other than the default location under "C:\Program Files" such as C:\Oblivion\ or D:\Games\Oblivion\

Install this way if you do not have Shivering Isles:

[list=1]
[*]Install Oblivion 1.0
[*]Install Official 1.1.511 Patch (only if you want the launcher to be fully functional)
[*]Install Official 1.2.416 Patc ...

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Posted by LHammonds on 23:35, 26 March 2008

This is my attempt to create a sort of "entry" location for those wanting to start modding but do not have a clue what to do, where to go or what to ask.

Here is another good place for intro information: Oblivion Mods FAQ (Frequently Asked Questions)

Modding for Oblivion can be done at multiple levels with multiple levels of skill and required knowledge.

[list=1]
[*]Creating savegame characters - This is the process of configuring a character at the start of Oblivion and saving your game.

[*]Creating plugin modifications - This requires a version of the Construction Set and a desire to change something in the game. With this, you can change the stats on weapons and armor, create ne ...

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Posted by mbass on 14:34, 31 October 2009

I used the programs Photoshop CS3, and DDS converter - http://www.tesnexus.com/downloads/file.php?id=8698.

-First, converted the files
footfemale.dds => footfemale.psd (the body texture)
Lattamer.dds => Lattamer.psd (the head texture - in my case, a Lattamer)

-Open both files in Photoshop


-Click on the femalefoot.psd file
-Use the eyedropper tool, and take a sample near the neck line. This will give you the RGB values. Write these down on a piece of paper.

-Click on the "face".psd file
-Image>Adjustment>Levels [or simply ctrl+L]
-Use the eyedropper tool, and take another sample at the base of the neck (from the face texture).
-Select ...

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