Mod Spotlight & Interview - The Blades Mansion

Posted by Xenius01 Apr 18, 2012 at 21:21 UTC

In today's Mod Spotlight we will be featuring "The Blades Mansion", a mod created by SgtFlexxx, who kindly agreed to participate in our interview as well.

This mod will give you access to a huge mansion, located at the Sky Haven Temple. The mansion has been in the possession of the Blades for generations, now that you are the Dragonborn it will be yours!

Once inside you'll find the main hall, containing a dining table, doors to various smaller rooms and a throne at the end. You will even get your own guards, walking around to protect the place. These guards are not the only people residing in your home. Besides them a few traders are at your service, who will buy and sell supplies, such as magic goods, jewellery and more.

(Click the image to take a closer look)

As previously mentioned the mansion holds a number of rooms that serve a certain purpose, of which a few are shown on the image above. Crafting facilities are situated in their own room, where you can also store your crafting materials in the corresponding chests. A large bedroom is available as well, containing a bed, two big chests placed next to it and a closet. Surprisingly the closet actually serves as an entrance to a hidden cave, though there is not much to see there unfortunately.

Last but certainly not least a sizeable display room is at your disposal, here you can show off all your precious weapons and armour using the many mannequins and display cases.

Find out more about the creation process of this mod in the interview below.

What was your inspiration for creating this mod?
Well, my inspiration for the mod was just seeing all of these player created homes. One that I liked most of all was Dovahkiin Hideout.

How much time went into developing it?
I've been working on the mod every now and then. Sometimes I get stumped on what to do. I like to take a lot of suggestions from the community and I'm expecting to get everyone's suggestions (mostly) about what to put into it.

What kind of problems did you come across while working on your mod, if any?
The only problem I actually got when I was creating the mod was creating all the blades and allowing them to follow each other, but it was eventually fixed with the help of Mill3rb0y on youtube.

How was your experience working with the Creation Kit?
My experience with the Creation Kit was pretty easy and fun to see it work. I just had a few bugs in game that wouldn't show up in the creation kit.

What did you enjoy most about the creation process of your mod?
The thing I enjoyed the most was allowing the group of ranked blades to follow each other, and creating their own faction so they helped each other instead of just running away and not helping (stupid whiterun guards, lol)

Are you planning to add more features to your mod?
I'm still planning on adding much more to the mod, seeing that I created 5 floors, I have plenty of space for more things to add in, and looking for suggestions from the community.

Could you tell us about any other mods you currently have in progress?
Currently, I'm not working on any other mods right now, but I may work on some in the future.

Do you have any advice for others who would like to start modding?
If you would like to start modding, I would suggest to go to for tutorials. You can also find many creation kit tutorials on Also, check out MILL3RB0Y's channel if you will, he helped me a lot.

 Thanks to SgtFlexxx for creating this mod and for participating in the interview.

Upcoming site maintenance at 2pm CST / 19:00 UTC (completed)

Posted by prencher Apr 26, 2012 at 17:03 UTC

We will be performing site maintenance today at 2pm CST / 19:00 UTC. We expect the maintenance to last no more than 30 minutes.

UPDATE 2:15pm CST / 19:15 UTC: The maintenance has been completed.

Curse Author Reward Premium Improvements!

Posted by wishfire Apr 26, 2012 at 20:45 UTC

Curse is happy to announce that our complimentary author reward Premium program is once again properly giving free Premium!  With this change also comes a few new parameters.

As of today, if you are a contributor of any sort to a currently active project within an upper bounds of monthly popularity percentage, you will receive a free monthly subscription!  This service is now extended to all authors, as even more games are eligible!  Currently, all games supported on the various CurseForge sites are eligible, provided  you meet the requirements.  As such, the following sites are currently included:

If you believe you should be receiving your complimentary Premium but have yet to, please wait 24 hours to make sure that the email and complimentary subscription have had time to be granted.  Also please remember that you will need to log out and back in to both the Client and to receive your benefits.  If after a 24 hour period you are not receiving your complimentary subscription, please either make a report or ticket on CurseForge, or leave a forum post.

We sincerely apologize for any inconvenience the lack of Premium may have caused our authors!  Thank you for your patience!

Mod Spotlight & Interview - The Dragon's Curse

Posted by Xenius01 Apr 27, 2012 at 13:44 UTC

In this week’s Mod Spotlight we take a closer look at "The Dragon's Curse", a mod created by edunad, who kindly agreed to participate in an interview as well.

Have you always wanted to play as a dragon? If so, the wait is over! This mod will allow you to transform into a playable dragon, using a new power called "Dragon's Curse".

Much attention has been paid to the transformation process - after using the 'Dragon's Curse' shout, rather than instantly turning into a dragon, your character will be covered in an intense veil of fire and black smoke for a short time, and soon after will re-emerge, transformed.

Once transformed, you can decide to walk or to fly. While on the ground, controlling the dragon is similar to using a horse, but due to the larger size it can be difficult to navigate. Flying is a little different however, where forward acceleration happens automatically and the mouse is used to determine direction. It's a work in progress, but the flight aspect of this mod is still in its alpha stage, and is thus still an unrefined experience. 

Of course, you'll be able to do more than just walking and flying! As a dragon, various special abilities are available to you in the form of both physical attacks and shouts. Of these, the most powerful and exciting is most likely the "Dragon Storm Call", a shout that will abruptly change the weather into a fiery storm of meteors.

While the mod is not yet finished (it's currently in beta), the concept is a promising one, proving that a playable dragon is indeed possible. Once all of the issues have been ironed out, this may become one of the most popular mods out there!

What inspired you to create this mod?
Before creation kit was out, i've always wondered if it was possible to turn into a dragon and being able to fully control it. The idea started when i saw a video on youtube (machinima) with a player being able to control dragons, chickens and other monsters on skyrim.

Approximately how much time went into development so far?
The mod development started around 2 months ago, not quite sure. Since then i've been working on it at the weekends, since i've been working and coding a game (along with 3 other people). I've got more hours at creation kit than the actual skyrim.

What kind of problems did you come across while working on your mod, if any?
The only problem that i've encounter is the flying. Creation kit is VERY limited. Doen't allow you to fully control the game classes or the engine. (for example, being able to assign any keys to actions. Your forced to use the pre-made keys, like space, mouse1,mouse2,ctrl,alt,etc..). Creation kit doen't allow you to control the actions by code. Only by animations. So its really hard recode the flying.

How was your experience working with the Creation Kit?
I enjoyed working with it, but its too limited. Not allowing you to fully control the game / classes / etc.

Have you used any other tools in addition to the Creation Kit?
Nope :).

What did you enjoy most about the creation process of your mod?
I enjoyed creating the transformation effects and creating a dungeon for the mod (got removed on remake version).

Your mod is currently in beta stage, can you tell us more about what you want the final result to look like?
The mod is really close to the full version. The only thing that isn't allowing me to is the flying. On the description of the mod i've got a To do list for any user to check what im currently working on.

Could you tell us about any other mods you have planned for the future?
Well at steam workshop i've got a secret mod that i worked on, but got abandoned. It made me laught while creating it. Basicaly its a shout that transforms people into random animals for a short period. I call it Circe's Shout. Perhaps i will continue working on it after the main mod (Dragon's Curse).

Do you have any advice for others who would like to start modding?
Before you start modding, practice C / C a bit. It will help you understand papyrus (the codding language on skyrim) since the compilator doen't really help understanding whats causing the error. I also advice you to watch some tutorials at youtube. There are tons of them.

Thanks to edunad for creating this mod and for participating in the interview.

On Markup Languages and Security

Posted by prencher Jun 01, 2012 at 19:16 UTC

As many of you noticed, a couple of weeks ago we changed up the formatting on the site. This was done for security - A severe XSS vulnerability was found in our Markdown parser as well as a potential security issue in our Safe HTML parser, and we moved fast to disable them when it was discovered.

At the same time, we decided to go ahead and actually deprecate parsers that were considered deprecated internally for quite some time - Textile, Curse Wiki and Safe HTML.

In retrospect, this was shortsighted, and we should not have deprecated Safe HTML. Since we made the determination internally to deprecate it, it has seen a huge rise in popularity, primarily in the Bukkit Dev community, and we had not factored in this new usage. We moved fast on the security, and made a rash decision in the heat of the moment to deprecate it without re-evaluating usage. For that we apologize.

With that out of the way, I'm happy to announce that Safe HTML is back, and the same HTML subset is available if you use markdown.

The new and improved Safe HTML (and Markdown) supports the following tags:

a, abbr, b, big, blockquote, br, caption, code, dd,
del, dl, dt, em, h1, h2, h3, h4, h5, h6, hr, i,
img, li, ol, p, pre, s, small, strike, strong, sub,
sup, table, tbody, td, tfoot, th, thead, tr, ul

And attributes:

alt, colspan, href, rowspan, src, title

Note that both tags and attributes must be lowercase. Uppercase is no longer supported.

If you have any tags and attributes you'd like to see supported, let us know in the comments below, and we will consider adding them.

Have a good weekend.