Posted by wishfire Dec 14, 2011 at 23:31 UTC<div>
Curse Client Support for Skyrim Mods
This means that now you can use all of the excellent Curse Client features such as automatic one-click installations, update checks, and in-client addon discovery!
Managing Existing .ESP Files
Note that these features only apply to files installed via the Client; if you would like to manage existing .ESP files in the Client, it can do that, too! Just click on the "Tools" icon, and then select "Plugin Load Order". The following screen will show below, letting you manage your pre-existing addons (and re-arrange load order!) in this window.
Just open the client and click “Get More Addons”, make sure either Skyrim or Oblivion is set in the drop down box, and all the great mods that are up on Curse.com and packaged for the Client are at your fingertips!
We know that mod installation for these games can seem daunting, especially uninstallation, and made sure to develop a solution that should ease any worries. The Curse Client keeps multiple backups of installed and uninstalled files to prevent users from ever having to completely reinstall the game. The goal of the client has always been to simplify your addon and modding needs, and our goal is to make the integration of these new games just as simple.
Mod Packaging and Feedback
For the mod authors themselves, feel free to start packaging your mods so that they can be integrated into the Client! Note that you must do this for your mods to be in the client. Be sure to download our packager to get started and to get your files into our client for even more exposure! For any bug reports, oddities, feedback, or even general discussion regarding these new features, please post in our SkyrimForge forums dedicated to this to bring it to our attention!</div>
Posted by wishfire Dec 09, 2011 at 01:40 UTC<center>
Whiterun HQ Texture Pack Video</center>
The video, embedded below, was submitted by the mod author himself and features choice screenshots which showcase just how much of a difference this mod can make. Some of the retextures were redrawn up to four times their normal resolution as DeckardCain85 worked to make Whiterun more vivid and realistic.<center></center>
Thanks so much for taking the time to make the video, DeckardCain85! Be sure to keep an eye out for even more Skyrim related videos on the CurseNetwork youtube channel, as there will be more to come soon! As always, if you would like your mod to be featured, please contact me -- Wishfire -- for more information.
Posted by Kaelten Dec 08, 2011 at 02:53 UTC
On Thursday December the 8th at 12:30PM CST we'll be taking the site off line for a maintenance window. During this time the website and is related services will be offline. We expect the downtime to last for less than two hours.
Thank you for your patience during this inconvenience.
UPDATE 1:30 PM CST: The maintenance has been completed.
Posted by wishfire Dec 07, 2011 at 23:47 UTC
For the last day of our three day mod feature, we take a look at a texture mod that seeks to make Skyrim an even more beautiful place by improving one of the most important aspects of the game – the people of Skyrim themselves. Just like the previous days, we were lucky enough to get an interview with this author to understand the process behind its creation.
Be sure to click the above image for a higher resolution one, as it’s difficult to see just how much of a difference it makes in the thumbnail!
Xenius01 – normally known as just ‘Xenius’ – is no stranger to the modding community, having created quite a number of well-respected character and race mods for Oblivion. Skyrim is no exception for this author, as he has already pushed out texture replacements for just about all features of the various races of Tamriel. Even more impressive is that they are all meant to work together, making truly seamless and complete textures become a reality.
Detailed Bodies takes all non-beast races (although he’s got a mod for that, too!) and their vanilla textures, and then goes and doubles them. Specular maps got a rework too, making these textures look as high-res as they actually are. This means that bodies are smoother, more detailed, and all the blockiness (and most of the artifacts) have been removed.
Below are Xenius01’s thoughts on the creation process and the ideas behind his work.
That does it for this week’s mod feature extravaganza!
Posted by wishfire Dec 06, 2011 at 21:37 UTC
In this second day of mod feature highlights for Skyrim, we’ll be featuring a wonderful compilation package of mods from a hard-working author who truly loves what she does. Just like yesterday, we also managed to snag a rather informative interview to gain further insight into just what work goes into these sorts of mods.
If you missed yesterday’s feature highlight and interview, you can catch up here!
Cooking Recipe Bundle
Skyrimforge author Wolferoo decided that while the new food recipes and cooking skill in Skyrim were a wonderful additions, they just weren't refined enough. In fact, the idea for the mod came to her as she was forced to use console commands to obtain items like Baked Potatoes, which were oddly enough in the game, but had no cooking recipe.
Enter the gigantic, often-updated mod by the name of Cooking Recipe Bundle – a compilation of all the cooking mods Wolferoo had released at that point – adding over 60 new recipes, almost 50 entirely new items, and a super refined cooking experience. Skills and short-term food buffs were added, allowing for even more food options. Taking this customization even further is the existence of four separate files, so users can get exactly what they want.
Below, Wolferoo shares her thoughts and goals with the project from creation to execution.
Be sure to keep an eye out for updates from this author, as well as our next and final mod feature highlight and interview for this week tomorrow!