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Modding Skyrim at The Enclave

Filed Under: Blog-Main by Blogith — Leave a comment
May 12, 2012

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!

Congratulations to all the recent and future Enclave graduates!

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Behind the Creation Kit: Insanity Sorrow

Filed Under: Interviews by Blogith — Leave a comment
May 5, 2012

InsanitySorrow

Creative Crafter

It has been a few years since we’ve spoken with InsanitySorrow and IS has become quite the fixture at TES Alliance. We’ve asked for an encore interview amongst the flourish of activity surrounding Skyrim and active InsanitySorrow is, with recent releases gracing download pages and weekly mod review roundups!

You’re a staff member for TESA which speaks volumes of dedication; can you tell us how TES Alliance affects you? In that I mean, it’s a two way street, what do you get from TESA?

Headaches :lol:

Apart from the headaches and all the cookies, I think the thing I get from TESA most is inspiration. A lot of what I’ve made, especially recently has been because of the members we have here on TESA.

Both of my texture packs (Oblivion and Skyrim) and some of my stranger creations like my Lollipop hammer for Oblivion were created because of things that I’d had mentioned to me or seen around TESA. The Lollipop hammer was inspired by one of Khettienna’s signatures :lol:

Refresh our memories and tell us why and you got into modding?

I came looking for mods and stayed :lol:

I had experienced modding other games, primarily the Command and Conquer games so I knew there were modding communities out there and after doing everything I felt like doing with Oblivion I went looking for a community on the off chance there was one. After seeing there was an active and pretty large modding community there for Oblivion I had a big smile on my face :lol: .

I spent a lot of time playing mods, but then after a while I started to wonder how people made them, heard about the CS and things went from there.

Now you’ve more time under your belt (and cookies too!) can you tell us if you’ve changed what your favorite aspect of modding is? (It was scripting).

I used to like scripting as I enjoyed programming, but then I found out about texturing and a little later on modeling and now they have become the two things I love to do most.

Do you have a favorite platform for gaming?

I’d have to say the Xbox is my favourite platform, it being a closed platform means I can’t mod, so I actually play my games instead of spending most of my time modding them. It’s also home to some of my favourite games like Mass Effect and Gears of War.

And yes you did read that correctly, I DO play some games XD

Out of all the mods you’ve made do you have a favorite and can you tell us what gave you the inspiration for it?

Stop making me think :dizzy:

Hmmmm that’s a hard one, I’ve never thought about any of my mods being my favourite before. If I had to decide on one as my favourite I’d have to say The Arsenal for Oblivion. The reason for that being it set me off down my modeling/texturing path and since I was still learning Blender it allowed me to practice and improve my skills, especially my UV mapping as I had StarX doing the texturing for most of the weapons I created and if something was wrong he wasn’t afraid to kick me :lol:

The inspiration for The Arsenal came from a sword I was working on which was a Falcata. At the time I couldn’t make new textures at all, luckily for me StarX had shown interest in using the sword for his mod, I’d seen some of his previous work and knew he had the skill to give the sword a proper texture. We agreed that he’d texture it and save me a headache and he’d get to use it in the mod he was working on.

Not long after that sword was finished StarX mentioned the idea of us making a few more weapons, I’d model them, he’d texture them and that small idea is what grew and quickly became The Arsenal.

Favorite game of all time?

Final Fantasy IX (PSOne)

First role-playing game I had ever played, loved every second of that game, it’s also one of a few games that I can repeatedly play and still enjoy it as much as I did the very first time I played it.

The other games in case you were wondering are the Uncharted games (PS3), must haves in my opinion.

Favorite Bethesda game?

Morrowind.

I remember when a friend was first talking about Morrowind, I had no idea what he was talking about :lol: , the more he talked about it the more interested I became, I decided to buy it had give it a try. My first copy was on the original Xbox console, I remember sitting there playing pretty much non-stop over the weekend, loved every second of it.

I eventually got it for the PC, though didn’t enjoy it with mods until after I’d started playing Oblivion with mods, I know I was late XD

Most modders have projects they made exclusively for themselves, do you have one and would you tell us a bit about it?

I don’t have any projects that are made for just me, pretty much all my projects do start out as things I want for my game, but they always either end up with a full release or shared privately with those who want it. The only projects I can say are exclusively mine at the moment are scrapped projects and an update I made to my texture pack a little while ago.

How much time do you spend modding vs playing?

I spend far too much time modding now instead of playing. I did play Skyrim for a good while after its release, but now I’m waiting for the DLC before returning to play so I spend my time modding it instead.

Every now and then I’ll take a day or two to play games :dance:

Any words of wisdom for up and coming modders?

Modding takes a lot time and effort to learn, even longer to get good at. You’ll find yourself getting stuck and you’ll want to give up, but don’t.

When you do find yourself wanting to give up or just have no idea how to make one of your ideas work, ask for help. TESA is full of modders that are willing to help, all you have to do is let someone know :D

When you’re away from the computer how do you spend your time?

The rare times I put Blender and Photoshop away I like to spend reading, catching up on my favourite TV shows, watching movies and playing games. I’ve just started playing the Witcher 2 which was recently released on the Xbox, really enjoying it so far.

When I’m not spending time sat in front of the PC screen or the TV screen I do try and spend a good amount of time with family and friends, I’m sure they’d complain I don’t spend enough time with them though :lol:

Fill in the blank, is there anything you’d like to share with our readers?

If you want to keep your fingers, keep your hands off my cookies!

~*~

We’d like to thank InsanitySorrow for taking the time out of his busy schedule and many projects to answer our questions with frankness and wit. To find out more on InsanitySorrow follow these handy links!

InsanitySorrow’s Mods at TES Alliance

Insanity at Skyrim Nexus

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Tools and Toys, Oh My!

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April 28, 2012

Tools and Toys, Oh My!

The fine folks over at TES Alliance are at it once again! It has been noted there is a distinct lack of materials for modders; the call for clutter has gone out! Now this causes a bit of a bind, the modelers have no way of creating new collisions. Has this halted work or dampened the creative minds? Certainly, it tosses a wrench in for good measure; however, modelers can not stay still and they have found ways to work around this temporary inconvenience.

The items being created and suggestions for such are a hot running topic. So many items are lacking in which to transform our Elder Scrolls Skyrim into our very own persona, but it seems modders are attempting to keep up at an astounding pace.

Several items have made the scene and many more are on the way. It’s the little touches which transform our houses into homes and castles into kingdoms, the items born of creative minds to enrich and enhance an outstanding game to the status we’ve all come to expect.

The suggestions are many, quite a few are standard such as more varied fences and cutlery for sure, but some of the more unique suggestions caught my eye. A Dwemer style nutcracker, an outdoor privy and picture frames. I hadn’t quite noticed Skyrim was devoid of paintings and pictures, but it most certainly is. The list also includes hand tools, bridges and more varied Tilesets; along with pillows, cushions, aquariums and soap.

The beginnings of a clutterer and house builders dream has begun, when browsing resources becomes a labor of love and their creations when released espouse the nature of the beast. In a short time the enjoyment of unique and fun items will come full circle; it’s one of those fantastic win-win situations that gamers love. Modelers are the beginning, the cornerstone if you will, of this progress towards modding our games into our own visions of heaven.

The transformation in my little hovel has been pleasant to see; the warming of home by surrounding oneself with familiar items bringing realism and comfort to an already outstanding game has to be the apex of modding. Creating items and releasing mods for others to enjoy is a satisfaction all in itself, but to me, bringing them home is the utmost enjoyment. Combining works of many artists increases this joie de vivre to wonderful immersive levels.

Bethesda gave modders many jumping off points, there are many aspects of daily living the game offers stock vanilla, however, there are several obvious missing items and there is always room for more variation and completely new items. Missing objects previously mentioned include paintings with children’s toys topping the list, add some various hand tools and homebuilders and clutterer’s are well on their way to releasing some of the finest creations the Elder Scrolls community has to offer.

If you’re a modeler and would like to get involved, a clutterer at heart or anyone who loves to collect wonderfully and lovingly crafted items, stop by TES Alliance and check out the current happenings in the hot topic Skyrim Modders Resources: What would you like to see and get involved with beautifying and personalizing Skyrim.

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Latest Mod Review: Simple Portable Tent

Filed Under: Mod Reviews by Blogith — Leave a comment
April 21, 2012

Oblivion: Latest Mod Review
Simple Portable Tent By Khettienna

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!

To enjoy your own traveling home, download Simple Portable Tent at

TES Alliance
or
TESNexus

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Modding Skyrim at The Enclave

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April 7, 2012

Modding Skyrim at The Enclave
Course: Graphic Artistry

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.


Much the same as any class work; I am using the same files and performing the same actions as my classmates in following along with the instructions of the Scholar. The first lesson is designed to get us familiar with our tools and the procedures to follow to make our new texture files Skyrim Ready. The key steps taught in this lesson are very important, understanding and practicing them will ensure future creative endeavors aren’t thwarted by improper file preparation.

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.


After making my way through the Introduction and the first lesson I have a new understanding on how textures work in game. It also made me well aware it will take much more than an Introduction and one lesson to learn the skills to compare to the works I have seen, so we will be visiting again soon as I attempt to learn more 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!

Congratulations to all the recent and future Enclave graduates!

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Behind the Creation Kit: WillieSea

Filed Under: Interviews by Blogith — 1 Comment
March 31, 2012

WillieSea

Scripter Extraordinaire

WillieSea, one of the most popular Modders known to the Elder Scrolls and Fallout communities has agreed to answer some questions for us. WillieSea had previously been interviewed by Bethesda, but so much has changed since that time we felt compelled to ask him for an encore.

First as a member and student of TESA, can you tell me what brought you to TESA, enticed you to stay around as a regular and lend your hand as a Scholar in The Enclave?

I frequented the Bethesda forum a lot, answering CS questions for Oblivion and I remember when Rider first started posting questions. We had some discussions on a few topics and I think Rider saw that I was a helpful person. When he started up the TESAlliance he extended an invitation to me to join up. Being busy with mods and invitations to join many sites, it took me a while before I checked out the TESAlliance site. When I saw what Rider had built and that it would be a learning site, I was hooked since I like to help others when and where I can. The premise of the site just fit me and what I like to do, so I have been here ever since.

You’ve been in computers for a long time; do you have an all time favorite?

I have been using computers since 1982, and out of the many I have owned over the years, my favorite would have to be the Atari 1040 STFM. That would bring us back to early 1990′s. The reason is that I had a game making program called STOS that allowed you to create many types of games very easily. Playing games is fun, but I always enjoyed making them more. Perhaps that is why I like modding so much!

And do you have a favored platform for gaming?

My fondest memories are of my first game machine, the Atari 2600. I saved up money for a long time, working at the street corner store as a janitor when I was 14. Back in those days, all you could do was ‘watch’ what you received on your TV antenna. There were no tapes or discs or computers where you could watch what you wanted when you wanted. So being able to play a game on the TV was just so cool and exciting!

You have modded a lot of Bethesda Games; do you have an all time favorite to work with and why?

With each release of a game, the construction tool gets better and I wonder how I did without the new functionality in previous releases. So, the only answer I could give here is that my favorite is the current tool! And today that would be the Skyrim Construction Kit. It allows me to more fully construct a believable world in my mods.

There have been some rather drastic changes in modding for those of us who did not venture into Fallout territory; can you say modding for Skyrim is easier because you did?

Oh yes, very much so! There are so many new ways of doing things that it has prepared me for hitting the ground running with Skyrim’s CK. Navmeshes, room bounds, texture sets, object properties settings, the list goes on for all the new things you can do. Since I did not need to learn all of that, I knew right away how to create a quality mod. The only thing that surprised me was that the scripting system had been totally overhauled and I had to learn that from scratch.

Papyrus is an entirely new scripting system, are you finding it easier to work with? Does it seem to be more flexible than Oblivions script system?

Papyrus is a lot more dynamic and functional than the Oblivion scripting system. With Oblivion you were very limited on what you could and could not do, and sometimes the work around’s took a lot of time to pull off. With Papyrus, it’s difficult to figure out the first time, but once you get the basics of attaching properties in the CK to the script, it’s really not too hard to pick up. It also has many more functions you can work with to accomplish your set tasks. Overall, I am glad Bethesda has migrated to Papyrus instead of using the in-game scripting like from past games.

Out of all the mods you’ve created so far, do you have a favorite and can you tell us what gave you the inspiration to create it?

I have made many different mods for all the Bethesda games, but my most favorite mod I ever created has to be the ‘Nightmare Realm’ that I made for Fallout 3. I think this is the only quest mod with a story line that I have ever created and I found it a blast to make and to play. I replayed that mod dozens of times and never got tired of it. The premise is that you’re captured by an evil scientist and experimented on. During your time on the operating table, you have these strange and vivid dreams that you live out. You explore an island with a haunted house on it (with the only ghosts and rain you will see in Fallout3). You even take a trip in the TARDIS to another place and destroy the Cybermen! As you make it through each operation, in your dream you get closer and closer to the evil scientist until you finally slay him. That is when an accident in the real world releases you from your prison and you fight the evil boss and his minions for your freedom from his lair.

You’re currently working on a leveler mod for Skyrim, would you mind discussing how the project is going and what types of problems (if any) you encountering during the build?

I have made a ‘Levelers’ mod for all of the Bethesda games since Morrowind. I find that it helps with the replayability of the game, to be able to make any kind of player you want, right at the start of a new game. I am pretty close to releasing it for limited Beta testing. Most all of my ideas have been created and now I am cleaning it up and putting in those finishing touches. But as with all my Levelers mods, as I play the game, I start adding more to the mod. Its those, ‘man I wish I could do this’ type things I think of while playing the game. Really, that is where the idea for the Levelers mods came from in the first place. I have had my share of problems, especially since it’s a new Constrution Kit and learning how things work or don’t work can be time consuming. Making the clock took some time since the scripting language does not allow GameMode blocks. So I had to delve into making a constantly running quest that would update the clocks for me. And recently, I wanted to be able to clear the ownership of inventory items, but the commands don’t work as advertised, so I had to work around that and item by item, go through the players inventory. And of course, there are my own bumbling errors that seem to go in and take some detective work to figure out. And then the inevitable slap your forehead and yell out, “Doh!”

Q: A bit of trivia, what is the one special thing every Levelers mod has in it, from Morrowind up to Skyrim?
A: That would be a working clock that shows the current in-game time!

Do you have any words of wisdom for up and coming modders?

If you enjoy it, stick with it! It may seem insurmountable all the things you need to know in order to make a mod, but if you really enjoy it, keep at it. And remember, you can’t do ‘everything’ you may want, so don’t have too high of expectations that you will make a whole new game. Start small and build on that knowledge. I see so many potential modders quit because something they want to do, they can’t because it’s out of the scope of the game engine. When I make mods, I know what ‘I can do’ in the CK, and I keep my ideas and goals realistic to that knowledge. And sometimes I surprise myself in learning something new and rejoice when something complex or has been plaguing me actually works! Patience and creativity will get you far in modding.

Is there anything else you’d like to share with us?

I was never good with ‘general’ questions, I have been programming computers since ’82 and my brain has rewired itself to think logically. This type of question reminds me of the movies about robots when asked a general question, they say, “Unable to respond, please rephrase the question”. Perhaps that is why I like to add clocks and other time keeping devices to my game, because I like to see order in a random world. It gives me perspective. And with that, I say thank you for reading and I hope you enjoyed the time spent doing so.

~*~

We would like to thank WillieSea for his candor, sense of humor and taking the time from his busy schedule to speak with us! To find out more about WillieSea follow these links!

Fallout and WillieSea
WillieSea’s mods at TESNexus

WillieSeas scripting class at The Enclave

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Modding Skyrim at The Enclave

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March 24, 2012

Modding Skyrim at The Enclave
Course: Creation Kit, Basics
The Finals

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!
Chill Recluse Home by Muffiny
Pinewatch Smithy by Old Grizz
and
Skyhold Lodge by CrisG9
Be sure to check The Enclave often as new students enroll and participants graduate daily!


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!

Congratulations to all the recent and future Enclave graduates!

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Latest Mod Review: The Grytewake Legend

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March 17, 2012

Skyrim: Latest Mod Review
The Grytewake Legend By Wallice

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.


My character has explored Skyrim quite extensively and opted for the more direct route; sleuthing in the Winking Skeever. Clue in hand, the quest began and I was ready to explore in earnest. Through the map I knew the name and general vicinity of my destination, gaining my bearings I headed off trekking along the frozen wastes of shoreline. Gazing in its direction I realized this would be no walk in the park, no easy stroll, there appeared between me and my goal, a treacherous expanse of water.

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.


These small areas were not in abundance; however I found the overall feel of the dungeon to be equally balanced between enemies and respites, struggles and rewards. There were chests behind locked doors, rewards armed with traps and it seemed each step was well earned. Yrvolsund is an excellent crawl for any type of player, whichever skills you possess will be tested.

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.

Enjoy Grytewake for yourself;
Come sail away with me!

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Modding Skyrim at The Enclave

Filed Under: Blog-Main by Blogith — Leave a comment
March 10, 2012

Modding Skyrim at The Enclave
Course: Creation Kit, Basics
Part 2

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.

In the meantime, we have more recent Final Exam submissions available for download and enjoyment! Arie Farms by Arion, The Lost Manor by Vouivre and Ragnar’s Rock by DangerManzo.

Congratulations to all the recent Enclave graduates!

Would you like to learn how to mod or brush up on skills? Join me at The Enclave! Do you already have working knowledge of the Creation Kit or the Construction Set and would like to help out? TES Alliance has Scholar positions available, read about them here!

 

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Latest Mod Review: Live Another Life

Filed Under: Mod Reviews by Blogith — Leave a comment
March 3, 2012

Skyrim: Latest Mod Review
Live Another Life By Arthmoor

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.

Download Live Another Life to find your perfect start choice lifestyle!

TES Alliance
Skyrim Nexus
Holds of Skyrim
Steam Workshop

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