Modding Skyrim at The Enclave
Course: Graphic Artistry
Lesson #2 presents an entire new challenge for students and a good understanding of files and file structure from the previous lesson is mandatory. I am certain for many even this lesson is rudimentary, however for me it was not. So with the knowledge I gained from Graphic Artistry’s Lesson #1 safely tucked under my belt, I headed off to Lesson #2 with a better understanding of how textures work from drawing board to in game.

In this lesson we learned how to alter the in-game appearance of a texture by changing a specific portion to a different material. Using a stock armor texture we replaced the fur portions with Chainmail, doing this is much more complex than I could have imagined. My knowledge level of the various programs to manipulate textures comprises what has been taught in the GA course. Having at least a slight understanding of one of the programs would probably be helpful; however it is not mandatory as I can attest.
The lesson material is straightforward with the Scholar at the ready to lend a hand to answer any questions or to help with difficulties. Reading the instructions carefully and asking for assistance when needed allowed me to complete the project in Lesson #2 to course specification. The lesson work looks daunting and working with layers can be both confusing and rewarding at the same time, however everything that is needed for completion of the project is encapsulated within the materials. The lesson also covers learning how to achieve quality textures by the use of normal, alpha and environment maps, including discussing the appropriate ways of saving the individual file types.

Learning how to use the photo manipulation program of your choice is a must, there are many steps in the course material which expose the key elements of customizing any texture. I would recommend taking extra time to explore some of the myriad of tutorials available on the abilities of your chosen program. Not everything is applicable to working with .dds files, but any tutorial which facilitates mastery of the program itself is beneficial.
The acquired skills from completing the first lessons in Graphic Artistry teach basic texturing so effectually that many students begin delving into coloring and decorating Skyrim to their own visions upon completion of Lesson #2. In some cases this has led to the creation and release of wonderfully crafted resources to be shared with the modding community. There is course material remaining and much more for me to learn, so we’ll meet again in Graphic Artistry!

Would you like to learn how to make your own user content or brush up on modding skills of all types? Join one of the courses available at The Enclave! Do you already have an established working knowledge of Skyrim’s Creation Kit or Oblivion’s Construction Set and would like to help out? TES Alliance has Scholar positions available, read about them here!




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After spending a long cold winter in the northern reaches of Tamriel bearing witness to heroic dragon fights, I felt drawn to return to the warmth of my Elder Scrolls youth, running upon beaches devouring the setting sun. I’ve spent countless hours in Oblivion and while my individual characters have never completed all of the quests, I have. The quests and stories were not the appeal; spending time in the vivid colors, sunny warmth and familiar territory of Cyrodiil was. Khettienna’s Simple Portable Tent brought my ideal trip to fruition and the warm sun of Cyrodiil graced my face once more.
There’s something to be said about the convenience of a portable home, quite truthfully many excellent things can be said about Simple Portable Tent. First and foremost would be the simplicity and ease of use, but most importantly to me was the fact Portable Tent allowed me to return to Cyrodiil fully prepared and without need of completing quests to purchase costly homes I had no intention in using. All I needed was 100 gold and a trip into the Imperial City to visit Jensine’s Good As New Merchandise.
Prepared to travel far and wide Cyrodiil was now laid out in front of me, I flipped a coin for my starting destination and without looking back I set off to make full use of my newly acquired travel home. There is no better satisfaction than dropping your home at your feet and with a simple tug have the conveniences of a firmly rooted home at your fingertips. Not to mention the absolute boon for adventurers who have little want for city life. Wherever I was found to be, my tent was there; unhindered by constraints I have enjoyed some of the most enchanting views in the most comfortable fashion.
The interior of the tent appears larger than one would think and the creative use of the space by Khettienna is astounding. The personal touches carefully arranged in the space lend the tent a sense of home much grander than I expected. The tent is companion friendly and has room for two, includes ample safe storage and a rubbish bin to be rid of useless items gleaned from pillage and plunder. Two bedrolls, a few pieces of furniture and a repair anvil complete the scene. Pitching and dismantling the tent could not be easier and it sets up spot on each and every time.
And did I mention the views? Being able to use the tent and place it in any spot guarantees the most spectacular sunrises and sunsets to be found, the greenery and vivid colors of Cyrodiil enhancing and enchanting every view right outside my very own front door. My adventurers wish has been sated, there’s no need for a complex home with display cases and mannequins galore, I’ve my trusty weapons at my side and favored armor upon my back accompanying me in my travels.
Khettienna has ensured the best compatibility possible; the mod is squeaky clean and as a minimalist contains a BSA, an esp and a well written Readme. The uncomplicated beauty of the well planned Simple Portable Tent guarantees it a permanent spot in my load order. I’ll never again be forced to walk on through the night in search of comfort while I have my trusty tent materials!
After completing the Creation Kit Basics Course I was rather excited to think I could beautify my game and add unique touches to just about anything imaginable by enrolling in more courses at The Enclave. I certainly can see a lot of works to inspire me in trying my hand. The opportunity to learn how to add unique textures to the home I created during the CK Basics course was the clincher and knowing the Scholars at The Enclave are fantastic teachers with patience and guidance galore, I trotted right over to Graphic Artistry to get my feet wet.
One of the nice things about Graphic Artistry is we are not limited to a specific tool; there are several graphics applications to choose from and as long as it can manipulate dds files Skyrim can be textured to personal tastes. Both Gimp and Paint.net are free programs with dds plugins and seem to be quite popular in the modding community. Since I am a complete novice to texturing, I am experimenting with several different programs to find which is easiest and most comfortable for me to work with.
As with all the courses in The Enclave there are students who already have a working knowledge and ones who do not, but we are all there for the same reason, to learn how to apply our personal visions to Skyrim. The Introduction and the first lesson in Graphic Artistry might be redundant information to many, but they are absolutely invaluable to beginners. The introduction is pivotal to getting started with in-depth explanations of the various file types; what they mean, what they do and tools needed for their manipulation.
During these first steps I began to discover how well I worked with the different applications, although they all accomplish the same task, they do so somewhat differently. I still can’t say I have a favorite or one is better than the other and I suspect that will remain the same throughout the course. However, I was certainly appreciative of the lesson and the repetition it provided to secure my knowledge in the proper steps to take to prepare a file regardless of the application I used.
The lesson covered all the steps needed to make a basic change to an existing game texture and see our results in game. For the class work we used the Thalmor Robes giving them a different color; a lovely shade of green, followed by the homework and extra credit in which we applied the same color to the boots and gloves. Although the work was a basic re-coloring, the lesson itself thoroughly ingrains the framework and knowledge needed to take texturing to the next level. And as with all the courses in The Enclave, Graphic Artistry also has plenty of tips and tricks scattered throughout along with an attentive Scholar to answer our texturing questions.




Wow, I can’t believe we are here already, the Final Exam! I have learned so much in such a short time even at my relaxed learning pace. The lessons have led us through all the steps of building a mod from bare-bones beginning to preparing a companion friendly home for release. The Final Exam encompasses using all of the knowledge gained throughout the course and is the apex of the class culminating in graduation and receiving at least one forum medal dependent upon the exam selected.
Although I was quite familiar with the Construction Set which might have given me an advantage in learning the basics of the Creation Kit, I fully believe one of the reasons we learn to get a handle on the CK so easily is because of the hands-on style of teaching by the Scholars of TESA’s Enclave. Over all the lessons of the CK Basics Course the Scholar is consistent, responsive and extremely helpful, ready to respond to questions by the students as they move along the lessons. But we are here today to discuss the Final Exam options, so let’s take a look!
There are two options available to all the students who have made it this far, Non-Release and Release. At first glance these choices might make the exam appear heavily unbalanced; however with each option there are plusses and minuses leaving the decision to the individual student for what they are most comfortable with. Either way, both options require starting a new build; students are not allowed to use any portion of their homework from the lessons. Both options also provide the opportunity to show off our newly acquired and brushed up skills.
The Non-Release option is a bit more restrictive in that the kit pieces and location are predetermined, however this effectively removes the extra responsibility that is involved with the alternative exam option. There is also a substantial list of required items to include in the build, but beyond that individual creativity is free to blossom, and bloom it has! The creative touches are indeed varied and unique amongst the students who chose this exam route. Every result posted by the students has shone brightly in style and quality with each rightfully earning their CK Forum Medals.
The Release option also provides its own list of required items and steps to follow, namely the added work involved when releasing a mod for download. Students selecting this route must actually upload their mod with an included readme, provide a link for its download and screenshots in their post on the Final Exam thread. This option also deems the release must be a house mod only for the exam release and may not include villages or settlements. However, the benefits in this option are increased flexibility in kit pieces used allowing much more room for creativity and an additional CK Forum Medal.
In conclusion I must say the course was wonderful and extremely helpful, especially with the many tricks and tidbits freely distributed within the lessons. I gained confidence in my use of the Creation Kit much quicker than I anticipated after cracking it open the first time, a sentiment shared by many of my classmates. One aspect of the course I really enjoyed was learning how to thoroughly immerse my home in the Skyrim world environment; it’s rather exciting in a terrifying way to think of one’s rooftop being visited by a dragon to wreak havoc on the surrounding countryside!
Once again, we have more recent Final Exam submissions available for download and enjoyment!
Everyone loves a good dungeon crawl and unique player homes; they’re all the more popular if they contain story quests. The Grytewake Legend by Wallice fills the bill nicely, containing all of the desired elements making the mod very enjoyable to play. The quest is designed so it can be stumbled upon while exploring or by directive in Solitude. 
After arriving on the opposite shore locating Yrvolsund was not difficult and its simple façade beckoned me forward to seek the treasure within. The dungeon crawl is nicely laid out with deliciously wicked traps, perplexing puzzles and deadly enemies. The enemies themselves are not extremely overpowered, what makes this a great dungeon crawl is the placement and timing of their onslaughts which seem almost perfectly choreographed to traps and puzzles.
The rewards are not easy wins, as innocuous as a setting may appear the chances of a hazard lying in wait between you and the object of your eye is overwhelming. I found the battles and rewards nicely balanced allowing me to thoroughly enjoy the “edge of the seat” feeling I maintained throughout the majority of the crawl. Around what seemed to be every corner brought new surprises, all visually appealing and everything one would expect in a Nordic ruin.
The entire dungeon crawl is well thought out, the enemy engagement areas are wonderfully crafted with Wallice making full use of traps and pillar puzzles. The complexity and length of the crawl interspersed by areas in which, once cleared of enemies, one could take time to prepare potions and poisons, perhaps resting a bit to regain strength. 
The ultimate prize is the The Grytewake, an unusual player home with unique traveling abilities. It’s perfect for seafarers or anyone who appreciates lots of storage with displays to show off all the loot we’ve acquired from our journeys across Skyrim. The home has many amenities in an unpretentious surrounding; the simplicity of the ship beautifully accentuates the nicely appointed areas.
Overall I found The Grytewake Legend to fit the flavor and environment of Skyrim wonderfully, blending seamlessly into place. I thoroughly enjoyed the quest story, the battles and the home, one which I will continue to enjoy for quite some time to come.
In the previous CK Basics Course lessons we learned how to start a mod, build our basic interior structure and start placing objects within our newly created cell. In these next lessons we will learn landscaping, lighting, connecting with the world and finalizing our builds in preparation for the Final Exam. We will also take a look at other credit challenges, so with that let’s crack open the Creation Kit, load up our lesson build and take a look at the Exterior Mechanics course materials.
The first step in Lesson #3 teaches us how the external world is a series of grids and the importance of selecting and preparing a location for our structures. The basic concept of cell claiming is explained including information on naming a wilderness cell for easier navigation of the CK later on. This is one of the places where the many tips and tricks scattered throughout the lessons are quite helpful in avoiding over ambitious pitfalls that can lead to trouble later on.
Luckily for students the lesson gets our feet wet by supplying a specific exterior cell to learn about landscaping and joining the external world in. This allows following along to be simple as the lesson material is identical making comparisons between our work and the Scholars’ easy to make. The landscaping tools are fairly simple to learn and texture painting can be fun once the understanding of quads has been made. The lessons are nicely designed to promote consistent improvement of existing skills while gaining new ones.
Once we learned and acquired some skills in landscaping the ground around our newly placed exterior buildings, we learned how to create pathways, blend with our surroundings and the process of making our homes visible to world. Linking doors, map and horse markers are explained in depth allowing for a clear understanding of how game references work. Again many of these steps seem rudimentary to experienced Modders, but the lessons always contain valuable information for everyone as we are introduced into additional goodies the Creation Kit has to offer.
After completing the lengthy landscaping lesson I was eager to learn one of new tools explored in the next lesson, Dynamic Lighting. Another new feature of the CK is Lighting Templates; these templates set a basic light level in the buildings based on type and location. While the templates can be used alone with no additional lighting they are not so restrictive to not also allow room for customization. When learning to work with the templates and dynamic lighting, we were reminded that while all the lit candles might look nice in the Render Window, too much lighting kills frame rates. With the CK we have the ability to see our lighting schemes rendered in color shades making over-lighting easy to detect and rectify without losing the personalized ambiance of the space.
Even though Lesson #4 is the last chapter of the Basics Course prior to the Finals it covers many important aspects of finalizing a build, fine-tuning our skills and completing our homework assignments. Another interesting feature of the CK covered in the lesson is the addition of Location Environments which allows for personalization of your world space while maintaining harmony and balance with existing surroundings. Blending with the game is an important aspect for immersion and as such we learn how to ensure our homes are not magically immune from the wrath of the famous creatures of Skyrim, the Dragons!
The final lesson also covers cleaning of completed mods and the importance of not releasing a mod which contains dirty edits. At such an early stage in the modding community tools the steps taken are very basic, but as the tools progress in development and become available the lesson will expand to include the additional information. However, I found it fairly easy to avoid dirty edits by following the directives and tips of the lessons closely.
Once Lesson #4 is completed there is only one more assignment to accomplish prior to beginning the final exam, another Credit Challenge. There are two options and each one successfully tests our learned skills differently making a nice opportunity for the students to choose the one of their own preference. One choice is the Crafted Side Bar and encompasses cluttering the side porch of our farmhouses and the other, The Outbound House which challenges students to build a small shack and pier complete with a row boat.
Next up are the Final Exams and we’ll be taking a closer look at our options on the two types to choose from and checking on more of my classmates who have graduated from the CK Basics Course.
Arthmoor has once again sated players by providing us with an alternate start option to the beginning of Skyrim. The speed and ease at which the game can be begun anew with Live Another Life is a boon to all repeat players. There is a multitude of beginning start choices and each one slips the player into the game as seamlessly as possible while enhancing the famous open play style of The Elder Scrolls games.
Live Another Life is streamlined and easy to use, after starting a new game from the main menu the player is whisked directly into character creation. For most players creating their characters is the most time consuming aspect to the game and it is nice to start in the creation mode from the onset. Once the character is selected and the appearance modified to personal satisfaction, the players choose their names, confirm their selections and the creation process is finished.
The next step is to select the start option of ones choosing by activating the statue of Mara. It’s a good idea to have a fair estimate of what each choice entails before accessing the statue as the descriptions are somewhat limited in the selection menu. Most all choices are obvious, but a few options come complete with risks and therefore it is well advised to know this beforehand. However, if the spirit of adventuring runs strong and deep, “surprise me” might be the choice for you!
There are a number of choices for all types of players and several which could fit my stealthy character quite well. My Wood Elf character found the Guild choice irresistible, more specifically the Thieves Guild, although meeting up with Astrid in the Dark Brotherhood was extremely tempting as well. In any case, it appears staying where you’re at is not an option, there are no supplies, no potions, nothing for sustenance, just a bed, a statute and a cell mate who apparently hesitated a bit too long.
After making the start choice selection with Mara, sleeping in the bed will transport the player to the chosen destination complete with appropriate supplies. From there, the world of Skyrim is wide open and a life of struggle or comfort results dependent upon the start choice made. For Woodie, arriving at the Ragged Flagon she was immediately immersed in her chosen lifestyle with one last step remaining to really kick things off, talking to Brynjolf.
Following in the Elder Scrolls tradition starting Skyrim’s main quest is optional, however Live Another Life provides choices for roleplayers that nicely segue into engaging the main quest if initiation is desirable in that characters future. Live Another Life also offers a modified original start, known as the Helgen start, which skips the opening sequence to start in Character Creation and removes the tutorial prompts during the destruction of Helgen. There are several main quest events which are left intact in all other choices, notably the destruction of Helgen and its associated rumors; however my Nord landowner found those pesky rumors easily brushed off as mistaken identity and my Breton who began life as a camper easily avoided the topic of Helgen for quite some time.
Having an option to skip the tutorial in an Elder Scrolls game and begin life as your dream character is priceless. The sheer number of ways offered to begin life is fantastic; from being shipwrecked off the coast to a Necromancer in a hidden lair and all points in between, Live Another Life is a great solution for testers such as myself, or anyone who enjoys roleplaying to its maximum potential.