Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For making new armor/weapon models, the only one I've heard about is 3DSMax, which is $3500 for the full commercial version, but the academic version is only a couple hundred. Don't know where to get that though.
Several people have told me Photoshop is also useful, the Extended version is $1899, normal is $999 (again, there's probably an academic version for cheaper)
(Stuff you need as well)
Nifskope (free)
Niftools (free)
Nif.xml up to date (free)
Nvidia DDS plugin for Photoshop
That's the stuff I know about, but I don't make mods, so there might be better software out there that experienced mod makers could direct you towards.
3dcoat is not good for that on steam
If you however need a bit unique assets that aren't already available in the toolset, you need at the very least a 2D editing software to do retextures as well. Photoshop is what the pros use, but with an expensive price tag, you might prefer Gimp instead. Gimp is free, and is used by many modders.
If you want completely, from the scratch newly made items, like a completely new armor for example, you will also need, aside from the above, a 3D editing software. 3D studio max is what the pros use, but once again, expensive. Unless you are a student, which might allow you to get a free, temporary license. Check their website for more details if you are interested. Otherwise, a completely free alternative that many modders use, is Blender. I would say that 3Ds max is a lot more userfriendly, but at the same time there are a lot more tutorials for modders that use Blender (since most already-established modders use blender). A 3rd alternative is "gmax", which is pretty much a free, OLD version of 3ds max. Not sure how common that one is for skyrim modding though. I have only ever made mods for "Dragon Age: Origins" myself.
Tools i use the most ae
Photoshop 6 with Nividias DDS plugins
Context (a programmers editor for writing scripts in)
Goldwave (for audio such as voice actor files).
I am avoiding too many meshes and textures right now because of steams 100meg cap and the fact I refuse to use nexus after having the staff give my mods to a team that didnt make them without asking me first previously.
Goldwave is expecially good, when dealing with a large number of voice files as i do most days, it can batch convert the lot to the right format, which saves hours of work doing it manually. Remove noise automatically and a ton of other stuff.
Context is an editor i have used for over 10 years for scripting various mods including Freelancer, Dawn of War. Medieval total war, Dark reign 2, Supreme commander, Oblivion and Skyrim. Plug a dozen or so games i have forgotten about.
I even use it for notes on vars and commands I need to remember when making skyrim quests.