Skyrim

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The Fuzzy Physics Institute

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BrettM

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27 comments

  1. pndr
    pndr
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    May I use this in SSE?
  2. LegendLegacy
    LegendLegacy
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    These are awesome, thank you and well done!
  3. AndreeaA
    AndreeaA
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    Many thanks for making these available. I’ve used some of them here Lakeview. Manor - as it should be.
    1. AndreeaA
      AndreeaA
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  4. Tarshana
    Tarshana
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    Hey there I'm late to the party. I got Skyrim as a gift and found out you can mod the crap out of it and I found this resource file so I've read every bit of info I can find but I'm still lost on some of the dds file extensions. On your AfricanEbony texture there is a 01.dds,_n and then AfrcanEbony01b.dds- (also same for the other woods I noticed) is this a separate texture or does it go somewhere on my texture path area? Gosh I hope I'm explaining myself properly. I haven't actually touched Skyrim since finding out I can create my own house somewhere and I've been running around finding all the nice things to decorate it.

    By the way - this has been the most fun of all the modders resource pack I've found. I love how detailed the customization is. Thank you!!
    1. BrettM
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      Again I'm way late to the party, but, for what it's worth ...

      As you probably found out by now, most textures have both a texture (.dds) and a normal map for the texture (.dds_n), both of which are necessary. Some other texture maps you may encounter include .dds_m, .dds_e, and .dds_em. These are various environment maps used by some textures and are generally required when found. There are a few tutorials out there that explain how these files are used (and created, if you choose to try your own hand at making textures).

      I recommend joining the TES Alliance, which is a fantastic group of modders who are kind to newbies and patient in answering questions. They certainly helped ME get a good start as a modder and you will find many great tutorials on their site.

      And, though you may never see this, I greatly appreciate your kind words. Fun and inspiration were exactly what I was aiming at and I'm glad you found them here.

    2. Tarshana
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      Oh jeez I forgot I ever had this here, but I definitely figured it out all lol

      There's not some sort of modification I make to a home that doesn't include your resources : )
  5. Bear62
    Bear62
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    Hello BrettM
    I downloaded your FPI Gallery and was so impressed with it, that it got me started learning the CK. However I don't seem to be able to use those resources in the CK, which I do understand at least half way.
    My question is pretty simple, before I download the experiential pack 1, could you please tell me if the smelter with the chimney w/o the coal pile, Tapestries, and the display tables you used in the Gallery ect... are in this pack as well, I don't see them in the images. I placed them in my house from the Gallery with the console but I am going to redo all that and use the CK. So I would like to replace the items i have used from the gallery with the same items from your Ex. Pack 1 if they are in it.
    I just wanna take this time to thank you for all your hard work, on this and the Gallery, which is awesome, its like going to the mall OH NO!!!
    Anyway Thank you
    Peace!!!
    Bear
    1. BrettM
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      I know this replay is well over a day late (life happens), but perhaps it will help someone else.

      1. The Experiment Pack does not contain any Gallery assets == meshes or textures -- that were created by other modders, such as Arie Manor furniture, InsanitySorrow's lanterns, Morrowind Clutter textures, etc. For those you will have to download the resources provided by those authors, as listed in the credits for the Gallery mod. Many of those are must-haves for any modder anyhow, such as the resources from Blary and Oarestys, which are used in almost every player home mod in existence.

      In a few cases the Gallery uses derivatives made from their assets with the permission of the authors. For example, I had Arion's permission to use his wood textures on the vanilla Bethesda trays. If you want to use any of these derivatives, you will need the permission of those authors to extract them from the Gallery for your own use.

      2. The Experiment pack DOES contain all assets created or modified from vanilla Bethesda assets by me. This included the banners the smelting pots, and everything else in the pack. The chimneys in the Gallery are simply standard Windhelm round fireplaces that can be found in the CK. They aren't part of the smelting pots, which can be placed with any fireplace you choose. I just chose those particular fireplaces for the Gallery to display the use and placement of the pots.

      3. It's BETTER than going to the mall because you won't be jostled by other shoppers and the staff will never bother you while you browse.
  6. NexBeth
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    It looks like this modder is no longer active. Does anyone know how to put together the meshes and textures for the banner?
  7. Nadimos
    Nadimos
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    quite an impressive collection of ressources you have there. thanks alot.
  8. Nanial
    Nanial
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    Is there a ingame room for this all?
  9. aussie500
    aussie500
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    Great resource, although I am not experienced enough yet to use some items. I wanted to use that baking table in a mod, can see the textures in the furniture folder, have hunted every where and cannot find the mesh. Was it left out?
    1. BrettM
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      Ummm, yes. Ouch. I'll fix that ASAP. I can hardly believe that the mod has been up all this time and no one has pointed out my error before this! I was so proud of that mesh that I figured it was going to be very popular.
    2. aussie500
      aussie500
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      Thanks for the super fast update BrettM. The table might be popular yet, great addition to any kitchen it is, especially a small kitchen.
  10. BrettM
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    There is a document file in the download named "FPI ExperimentPack1 Item Notes.txt" that may help. The lack of textures on the tableware and other items is deliberate, since there are so many choices, including both the vanilla textures and alternates such as "Morrowind Style Clutter" (http://www.nexusmods.com/skyrim/mods/24883/?). I provide a single copy of the mesh, and you get to choose the texture or textures you prefer for your mod. I didn't think it was useful to bloat the file with a static Dwemer plate, a static Glazed A plate, a static Glazed B plate, etc. which all use the exact same mesh with different names and textures. A neat way to use the untextured versions is to use texture sets in the CK so the game can apply the textures dynamically after loading only one copy of the mesh, saving memory. Otherwise you need to make multiple copies of the file under different names and add the appropriate texture to each using NifSkope.
    1. Ihmislehma
      Ihmislehma
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      Thank you for this info, it really helps!