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This is the voodoo that I do! From 1980 to Present Day! Too many games to mention There is always a next project.

featurediconToday, on TEGs 6th Birthday I am going to show you what TEG has to offer. I am going take you on a video tour of TEGs history as a modding site and show you some of the fun things I have done here, often just for laughs. You have seen a lot of the more recent work this week. So lets look at some of the other things TEG has done.

So lets get started. 

Sometimes a modder can get a little bored and when a modder gets a little bored, this happens :)

All the videos used here today and more are available on my Youtube Channel HERE. My history as a modder is written in my Modders Bio, a featured document on TEG that explains what I have done and when I did it. Truth is though, modding is a hobby I can pick up and put down quickly which is handy given my job.

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skyrimiconWith 1 day to go before TEGs 6th Birthay I finish off this peak at the work done here recently with a look at my most successful Skyrim mod "Return to Helgen". Less known than "Helgen Reborn" due to my support of a private community instead of the whole of the TES community but even so, those who try Return to Helgen never seem to back to Helgen Reborn. They usually become life time converts to "Return to Helgen". Or at least that is what they tell me.

Return to Helgen was made at the tail end of my eductation in the many ways Skyrim bugs, so was a major source of bug info and workarounds. Some features could be done better today and I often consider redoing entire quest lines for that reason, but all mods made since Return to Helgen have benefited from what I learned whilst making it.

The creation kit corrupts large mods made in it and a corrupt mod can basically throw the rule book out of the window allowing anything to happen from street lights turning in to crates to Mammoths turning in to Bandits to gravity turning yellow and tasting of cabages. Corruption is actually an issue I am working on fixing for TEG windhelm right now that seems to have corrupted the start of the game, Until I solve it I am recommending people start TEG Windhelm AFTER they leave Helgen at the start of the game.

Back Return to Helgen.

Return to Helgen was originally a town mod that supported both the Empire and Stormcloaks. Supporting both in what I wanted to do would have been too much work. So I made the next 30 or 40 quests about the Empire and left the stormcloak features in so Helgen would switch sides in the Civil War depending on the side the player choose. A good decision my part, though the stormcloak fans did not like it because only Part 1 of 4 parts supported them after that.

Early use of timers in Skyrim appeared to work but did not, the timers kept on running the same code over and over every few game days regardless of any controls i used. So i just deleted half a dozen quests that used the timers and made new ones that did not nee timers. This was when I made entering Solitude a requirement to start Return to Helgen. The theory was the time it took the player to walk there was long enough for Helgen to be rebuilt.

Lots and lots of work arounds where designed for this mod, some successful, some not successful, all very useful.  My modding improved greatly as a result of these work arounds and what I learned back then. Today I am far better at modding Beth games than I used to be because of it.

These are videos showing Return Helgen in various stages of developement, from newest to oldest. I also wrote a guide about Return to Helgen HERE.


Return to Helgen is a lore heavy mod, not one of those "Skyrim has swords so this sword is lore too" lore mods but actual, TES lore used in my quests to help tell a story. Without spoiling it for you, Lorkhan and how man and elf seem him different is a big topic of the mod.

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 skyrimiconWith 2 days to go before TEGs 6th birthday we look at TEG Solstheim today. This mod started life as TEG House Redoran and originally focused just on House Redoran but eventually it became my primary Solstheim mod so the name was changed to TEG Solstheim. I would have included the House Telvanni additions in TEG Solstheim except I wanted Darklore Grimoire spells to be part of House Telvanni so House Telvanni became part of DLG instead of TEG Solstheim.

One of the biggest differences between my Solstheim features in TEG Solstheim and DLG is the skill requirement tests before being allowed to join anything. Morrowind featured these heavily so I did too.

A guide to TEG Solsthiem was written earlier this month and can be read HERE.

One of the later features on TEG Solstheim is the addition of the Morag Tong order of assassins. TEG Solstheim handles this in a very immersive and unique way. Drawing on the lore to create a style of gameplay that makes the Morah Tong a very special guild in TEG Solstheim.

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skyrimicon3 more days to Teg's 6th birthat and today we look at the monster quest mod known as DarkLore Grimoire. Every mages wet dream, Nexus has absolutely nothing that can touch this mod.

It adds so much that I must consider what not to tell you in this celebration of work here at TEG. As you can see from the 4 videos below, it covers a lot of ground. Even the guide for it had to break up the quests in to Guilds to keep them in order.

So lets stick to the basics and skim over its features and allow the videos to tell the story.

Darklore Grimoire was created because my Wizards of winterhold mod had become a mass of unwanted edits to keep players happy and I had serious doubts as to whether it would even be compatible with my future work at the rate it was going. It was stupid of me, I behaved like most Beth and Nexus modders do and just edited what I wanted to edit without thought of conflicts. When I woke up from that madness, Darklore Grimoire was my solution. 

Darklore Grimoire is my second attempt at a good College of Winterhold mod, it then expanded in to a spell overhaul mod and then added lots and lots of missing magic guilds and orders and today it is my defacto mage mod. Any magic feature I need goes in to Darklore Grimoire. Its scope is massive and its lore solid.

Despite the epic design, it is actually extremely compatible with other mage mods because of how i make my mods. 

I wrote guide to the mod HERE not so long ago and also made the V3 video below too.

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