Showing posts with label Skyrim Publishing. Show all posts
Showing posts with label Skyrim Publishing. Show all posts

Tuesday, March 27, 2012

Skyrim Books Update



There a number of important updates regarding the progress of Skyrim Books.

The first is that one of our team member has disappeared and we have not heard from him for weeks. Since he was the one that was building the bookstore, we are going to have to figure something else out. nox.fox has offered to build a level, and I have an old level that we could use. Whichever possibility we decide on, the project will inevitably be delayed.

Because of the loss of our team member, we have also lost a number of stories and authors which we had decided would be added to the mod. He had gathered a list of stories from authors that he contacted and was going to send them to us. If you are an author that had their work accepted by John, please shoot us an e-mail and we will include your story in the mod.

We aren't sure what happened to him. If you do know, we'd appreciate it if you could let us know. And if you're reading this John, please let us know what's going on, buddy.

Saturday, March 10, 2012

News Update: 3-10-12

News Update:
3-10-12

Skyrim Books:

New team member:

We are lucky to have been joined by John Allan, a writer and level-builder. He is building the bookstore for us, along with a printing press that will allow you to make copies of books if you have the proper materials. His contact info will be added to the Contact soon. Welcome to the team, John! :-)

New authors/books:

Due to a few threads that John posted around the Elder scrolls forums, we have gathered quite a number of new stories and authors. They are quality stories that will fit into the Skyrim world well, and will excite you as you explore the wonderful world that Bethesda has created. Once we receive as many as we want for the first edition of Skyrim Publishing, then we will publish a list of the stories for your perusal.

SP Bookstore:

The development of the Skyrim Publishing bookstore is in progress. The structure has been made, and the printing press designed. Screenshots will be posted soon.

Voice Acting:

I am in the process of writing the lines for the bookstore owner. With the help of Giskard and the Engineering Guild, I hope to find a good Voice Actor for the character.

Timeline:

In order to aid you by letting you know our plans and when they should be completed, a timeline has been created. The ultimate goal of this schedule is to finish the entirety of the first edition by the end of the month. I expect that we will actually finish quite a bit before then, but since we are real people with busy lives, stuff occasionally gets in the way. This schedule is subject to change.

  1. March 17th: All books for 1st edition will be written, gathered, and added to the game.
  2. March 24th: Voice acting is totally complete and added to the game.
  3. March 31st: Bookstore, NPC's, will be complete, and the first edition of Skyrim Books will be released.

While I have not actually completed any more development, I have finally found a way to create an Unarmed skill! It will not show up in the image of the 'heavens' along with the other skills, but will rather be upgraded through a system of 'milestones'. These milestones could be in the form of quests, achievements, reading books, or more. This would allow me to totally get rid of the 'Unarmed Weapon', and not have to make any edits to the perk trees at all. I'm looking forward to making the next version!

Tuesday, March 6, 2012

Tutorial: Writing good TES books



Object:
 Tips to write a book that fits in the world of Skyrim

Difficulty: Medium

Time Needed: Quite some, depending on your skills

Things you will need:

  • Some skills in writing, preferably
  • A little time

What is a TES book?

1. A TES book is a piece of text designed to fit in a game and this is something you must remember. What this means is that writing a TES book is not about writing a real book that can be printed, carried all around, bookmarked, anotated, etc. It is about writing a book that will be:

  • Read on screen
  • Has no numbered pages
  • Can't be bookmarked
  • In which you can't skip pages 10 by 10 but only 1 by 1


2. This means your book can't be too long or reading it won't be the smoothest experience. Among the longest books of the original TES games are those of the Real Barenziah series. Back to Morrowind I would go to Jobasha's Rare Books and read the whole series, totally hooked by the story. Back then it was a great chance pages had numbers in case I had to quit the game for a while and then try to find out where I was in the book, scrolling longly until I hit the right page. Now in Skyrim there are no more numbers on the pages... figure out the mess if you need to find back the page where you stopped in the middle of a long story without spoiling yourself. So what should you do?

  • Limit your word count around 4000 words. 6000~8000 should really be a max for a stand-alone story.
  • If your story is longer than this, split it into several tomes and make it a series.



Write in Tamrielic

1. A TES book should fit in the ES games not only from its design but mostly from its content of course. You don't want to hang around Solitude's Bard's College, open a book there and read a story about an Italian mushroom-eater plumber named Mario trying to find a princess in various castles. If you were to write such a story, please, make it fit in the lore or change your mind!
In exemple you can write the story of Mario, the Breton, and his misadventures in Sadrith Mora, getting totally skooma-high and starting to eat the mushroom homes of the Telvanni. As a Daedra worshiper, Mario seeks for Azura in his delirium and tries to conjure her. Unfortunately only Sheogorath answers and here comes a dark seducer... A great tale among Khajiiti slaves needing to cheer up.

2. Use Tamrielic names. Be it for your characters or for yourself as an author. Mario is a correct name for a Breton or eventually for an Imperial (though Marius would surely be more fitting) but surely not for an Orc or a Khajiit. The ten different races of Tamriel each have their own features regarding naming, try to stick to them as much as possible. Look the names of existing characters of a same race to understand how to compose new ones.
You can look the UESP's name lists or you can also generate lists easily with Tamriel Rebuilt's name generator but beware: it uses names of existing NPCs.

Here goes a little list of facts:
  • Breton - Names often have a Latin origin, mostly (old) French and Italian (François Motierre, Vicente Valtieri). Sometimes it can also sound more English (Cassyr Whitley) or Latin (Socucius Ergala). Breton names feature a first and last name.
  • Imperial - Names have a Latin origin, often ending by "us" or "o" for men (Hieronymus, Crassius, Toutius, Gergio, Falco) and by "a" for women (Camilla, Vilena, Simplicia). Family names often end the same way with "us", "a", "o" (Sextius, Curio, Cosma). Latin words are often a base for most names. Imperial names feature a first and last name.
  • Redguard - Redguard names are a little more tricky as they look like a mix of Breton (Alonzo, Neville), Imperial (Demetrius, Varnado), sometimes almost elvish or sounding quite tribal (Phintias, Shenk, Domba, Karlirah). This reflects well the nomade aspect of Redguard as the race counts many sailors and adventurers. I suggest you to refer to name lists to check if your Redguard name would be fitting. Redguard names usually feature only a first name. In rare cases there is also a last name (Gor Felim, Jim 'gentleman' Stacey).
  • Nord - Names have a germanic or scandinavian origine so you can refer to naming lists found on the web to help you out. Names such as Hadvar, Brindolf or Onmir car fit for men, names such as Svenja, Mathilda or Olga can fit for women. Nords often bear a nickname (Olaf One-Eye, Hjalti Early-Beard, Talos Stormcrown), that reflects who they are in some way. These nicknames may also serve as family/clan names (Battle-Born, Grey-Mane).
  • Altmer - Names often end with "ril", "mil", "nil", "rion", "mo", etc. for men (Carelcalmo, Tusamircil, Sinderion) , and end with "inde", "wen", "we", "lin", etc. for women (Elenwen, Palonirya, Estirdalin). Altmeri names and Bosmeri names share similarities due to their common elvish origins but there are still slight differences. Don't hesitate to refer to name lists if you don't feel comfortable with name creation and combine parts of different existing names. Altmeri names usually feature only a first name. In rare cases there is also a birthplace (Lathenil of Sunhold, Ocato of Firsthold), or in very rare cases, a last name (Mankar Camoran) or eventually a nickname (Rynandor the Bold).
  • Bosmer - Names often end with "gor". "dor", "nor", "goth", "roth", "fin", "lem", etc. for men (Fargoth, Meldor, Thrangirfin), and end with "wen", "el", "il", "iel, etc. for women (Aranwen, Aredhel, Menelin).  Altmeri names and Bosmeri names share similarities due to their common elvish origins but there are still slight differences. Don't hesitate to refer to name lists if you don't feel comfortable with name creation and combine parts of different existing names. Altmeri names feature only a first name.
  • Dunmer - Both first and last names often contain no more than 2 or 3 syllables and are very recognizable by their redundance (Eno Hlaalu, Tholer Saryoni, Nelos Ondrano). I won't list them all here and rather advice you to refer to naming lists, pick syllables, mix them up and come up with a name you like. Male and female names sound different (Sevil, Tovas, Reler VS Dovesi, Arvena, Lathasa). Dunmer names feature a frist and last name.
  • Dunmer (Velothi) - These names often stand out by their complexity and great ammount of syllables and consonants (Ninirrasour, Mabarrabael). Some names though are shorter but the syllables are still recognizable (Hanssour, Maley, Sakin) and some are composed (Erur-Dan, Ulath-Pal). Just as modern Dunmer names, Velothi names are composed with a set of given syllables combined together. Family names are often quite long (Sashmassamsi, Assunbahanammu) and sometimes composed (Dun-Ahhe, Timsar-Dadisun) but share a similar pattern and set of given syllables. Velothi names feature a first and last name.
  • Orc - First names often end with "mul", "muk", "bul", "buk", "zol", "ash", "shum", "zur", etc. for men (Durbul, Morbash, Murzol) and end with "ob", "og", "a", etc. for women (Murob, Umog, Mazoga). Family names are composed with gro+name for males, and gra+name for females. "gro" means "son of" and "gra" means "daughter of", thus the name coming after is usually a first name as well. However, to help their integration in the Imperial society, modern day Orcs tend to use the name of a famous ancestor rather than the name or the genitor. Thus Nash gro-Shurakh will name his daughter Mogra gra-Shurakh in spite of Mogra gra-Nash.
  • Argonian - Names usually either count one word (Huzei, Milos) or are hyphenated (Haj-Ei, Jeelus-Tei) or are translated in Cyrodiilic (Nine-Toes, Only-He-Stands-There) when too hard to pronounce for non-Argonians. Argonian names are usually rather short, counting 2 or 3 syllables. I suggest you to refer to naming lists for inspiration. Argonian names feature only a first name or nickname. Note that the name they use is one received during a secret ritual of passage with the Hist, different from their birthname. We don't know how Argonians out of Black Marsh get their adult name.
  • Khajiit - Male names usually count 1 or 2 syllables and often feature a title, usually hyphenated, like (S'Rava, J'skar, Dro-Basha), etc. These titles have meanings that shouldn't be interpreted litteraly ("Dar" means "thief" but rather implies swift agility or a quick mind). Female names rarely feature a title except "S'" and count 2 or 3 syllables (Ahnassi, Ajira, Kisimba). I suggest you to refer to naming lists for inspiration. Khajiiti names feature only a first name.

3. Avoid using vocabulary unfitting to the world of Tamriel. We've never seen Vodka or Tequila in Tamriel but we've seen Shein, Mazte, Sujamma, Colovian Brandy. There is no cocaine or heroine but there's Moon Sugar. You get the idea. If you want to mention such elements, make sure they exist in the lore and find an equivalent at need.


More tips to come as this post will be updated
(don't hesitate to contribute with your own advice!)

Tuesday, February 28, 2012

News Update: 2-28-12

News Update:
2-28-12



Skyrim Books: The project has been planned and organized. There will be two main parts of the mod called Extended Book Mod and Skyrim Publishing, as well as two optional sub-parts. EBM will primarily be managed by nox.fox, while Skyrim Publishing will primarily be managed by Woverdude.
  • The Extended Books Mod will extend the amount of stories, poems, background data, and lore within the game by adding original books. 
  1. Readable Spell tomes is an optional add-on to EBM that will make Spell Tomes readable and add actual information to them
  • Skyrim Publishing will function as a magazine, accepting fanfic submissions to be added to the game on a regular basis. 
  1. Skyrim Publishing Bookstore will add a bookstore to the game world that will contain the latest and previous issues of Skyrim Publishing. It will also feature a unique character with an interesting background and (hopefully) original voice acting.
Better Books will also be available for download, but as a separate mod. It will add new and improved textures to books within the game.

Progress:

  • The Readable Spell Tomes script has been made and is available for download at the Nexus as a modder's resource. As a part of Skyrim Books, information will be added to the Spell Tomes that players can read ingame when they learn the spell.
  • A number of original books have been collected for EBM, and several submissions for SP have been received.
  • Woverdude has begun building the level for the Skyrim Publishing Bookstore.

Unarmed Warfare IS still in progress, but is a bit delayed. I reached the end of my familiarity with the Elder Scrolls system during my work on Unarmed Warfare, and even delved far deeper into the code of the construction set than I ever have before. Even then, though, there were so many features that an unarmed mod needs that are either impossible to do, I do not know how to do, or the CK is too buggy to do. I will pick the work back up at some point, but it will probably be a while. I am also much busier now than I was when I began Unarmed Warfare. The work on Skyrim Books meets my time constraints and experience far more than my coding and modding for UW.

When I DO manage to pick it back up, however, expect some brand-new features, such as new fist weapons, along with original models.

Sunday, February 26, 2012

Skyrim Publishing

Skyrim Publishing
or
SP

Description:

Skyrim Publishing is an e-zine that is published within the world of Bethesda's game Skyrim. Submissions are sent in and reviewed just as they are in any other magazine, but rather than being published online or on paper, they are put into the world of Skyrim for players to read, buy, find, and collect. Along with the Extended Books mod, it will be part of the larger mod called Skyrim Books.

Updates:

Skyrim Publishing will be updated on a monthly basis during its beginning. Realistically, I do not expect to receive enough submissions within the first couple of months to post an update every week. Hopefully, once we get enough publicity, we will receive enough stories to update the mod more than once a month.

Submission Process:

If you want to submit your work to Skyrim Publishing, then send an e-mail to us with your story. Make sure that you follow the Submission Guidelines. The contact page is linked to below:


Submission Guidelines:

  • Your e-mail must contain your real name, your username/Tamrielic-pen-name, your preferred e-mail address, and the word count of your story, along with the actual tale itself. Your real name will only be kept for our records of published stories, and will not be shared with anyone.
  • Your story MUST be original, and based in the lore of the Elder Scrolls game. Any unoriginal work will be deleted, and none of your work will ever be accepted by Skyrim Publishing. 
  • Both stories and poems are accepted, but preferably should fit the style of the ones that Bethesda written. A poem about Skyrim for instance, should fit the Nordic style. Stories can be written in a more complex, modern way, but stories written in the authentic Nordic style and mode will be more likely to be accepted. To read some real-life Nordic peoms and tales, you can try to get you hands on a copy of the Sagas of Icelanders. They are very expensive to buy, but you might be able to find them at a large library or find individual volumes online.
  • Try to find a pen name to use that fits the lore of the game. The Names article on the UESP.net Elder Scrolls wiki has a list of name that you can use to base your choice upon. You can also try Tamriel Rebuilt's name generator.
  • Word Limit: Stories must be under 5k words; preferably 1k-2k. If your story is longer than that, then it will need to be separated into a series. Series are not only accepted, but are preferred, because it allows us to add more books to the game, and lets players collect the volumes.
  • Preferably, your work should be submitted as a plain RTF or TXT file, formatted to the Creation Kit's style requirements. That is not required, but it is very much encouraged. Doing so will increase the chance of us wanting to use your story. To learn about the Creation Kit's formatting requirements, see this post.
  • Profanity, violence, and sexual content are allowed in your submissions. However, a gratuitous amount is not. Basically, PG-13 content is accepted, but R-rated content is not. If such content is necessary to tell the story, or to display the personality of the characters, then you may include it. But do not make it gratuitous. We have this rule mainly because, even though Skyrim is M-rated, quite a number of minors still play the game.
How to help:

There are a number of ways that you can help with Skyrim Publishing:
  • Write well and submit your work
  • Volunteer to be an editor for Skyrim Publishing (preferably with some previous experience in publishing)
  • Design and create new models and artwork for our stories
  • Tell your friends about Skyrim Publishing and suggest that they download the mod (once the first version is out)
Acception/Rejection:

Skyrim Publishing reserves the right to refuse to publish your writing. If we (the editors) do not believe that your story or poem is of the quality that we prefer, or that it does not follow the Submission Guidelines, then we may reject it. If we accept your writing, then we will notify you, ask you to make any changes if we believe they are necessary, and will add your story to the next version of the mod. If you do not receive any response from us within 3 weeks, or receive an e-mail in which we state that we will not publish your work, then consider your work to be rejected. A rejection does not mean, however, that we will not publish any of your writing. Feel free to submit something else. If we do choose to reject your story, then we will most likely tell you why we have chosen to do so, and suggest ways in which you could improve. If we make suggestions on how to improve a specific story, and you apply them to the best of your abilities, then feel free to submit the story again as long as you do not spam us with e-mails.

We look forward to hearing from you!

Saturday, February 25, 2012

Skyrim Books


What is Skryim Books?
Skryim Books will be a compilation of the different mod-related books we're working on. We intend to create several mods that work together perfectly but can be used as stand alone as well. This will let you more freedom in the way you mod your game as you can choose which features you want to instal in case you're not interested in all of them.

What's inside?
First of all, the two major mods we are working on will be included in the bundle: Extended Books Mod and Skryim Publishing.
Secondly, we'll also add Readable Spell Tomes, Skyrim Publishing Bookshop and Better Books.
More information about these mods will come in a near future so keep tuned!

Thursday, February 23, 2012

Tutorial: Readable Spell Tomes

Object: To make spell tomes readable, instead of losing them when the spell is learned.

Difficulty: Easy-Moderate (involves script editing)
[edit] It appears that modifying the spell tomes causes conflicts with the vendors lists with Crash To Desktop whenever the spell tomes are hovered in the lists. Hence another solution will have to be figured out but the tutorial is still interesting to approach the functions of spell tomes and scripting.

Time Needed: Less than 5 minutes

Things you will need:

  • Creation Kit. The Creation Kit is the modding tool for Skyrim and can be downloaded for free on Steam.
  • Some previous experience with item-editing, and (preferably) script editing
Note: The scripting part of this tutorial is a one-time ordeal. After the script has been made, you will simply need to add it to each book that you want to apply it to, rather than creating a new script for each item. For users of the Readable Spell Tomes mod on the Nexus and the Workshop, you can skip to step 8.

Download: To download the Readable Spell Tomes mod, visit the:
Steam Workshop at:  http://steamcommunity.com/sharedfiles/filedetails/?id=13474
Nexus at: http://skyrim.nexusmods.com/downloads/file.php?id=10954

1. Open the Creation Kit and load the appropriate Data Files.
2. Open the 'Gameplay' Menu and click 'Papyrus Script Manager.'

3. Right-click in the Script Manager, and click 'New.' This allows you to create a new script.
4. Name your new script "SpellTomeReadScript". This is not a required name, but it is simple and easy to find when you search for it later. Also, type "ObjectReference" into the Extends text box. It MUST be "ObjectReference" and NOTHING else.

5. Click OK, and type/copy the following into the editor that pops up:


Scriptname SpellTomeReadScript extends ObjectReference  
{Adds spell to player on equip}

Event OnEquipped(Actor reader)
if (Game.GetPlayer().HasSpell(SpellLearned))
Debug.Notification("You already know this spell.")
endIf
Game.GetPlayer().AddSpell(SpellLearned)
EndEvent

Note that the first time you open a script you may need to tell Windows which program it should use to open the script file. If so, choose a program like Notepad (or Notepad++ if you have it) in the list Windows proposes.

6. Don't worry about the last line that you see in the image above. That is added in automatically by the CK when you add the script to an item later in the tutorial. (nox.fox: personnaly I had to add this last line to compile the script successfully)
7. Save the script. Right click on the script in the Script Manager, and click 'Compile'. Click on your script in the box that pops up. If the box disappears, then the script was compiled successfully and no errors were found. If it says that there was an error, then something in the script was typed incorrectly.
8. In the Object Window, navigate to the Items > Books category, and find the Spell Tome that you want to modify.
9. Double-click on the book to edit it. The first thing you must do is to deactivate the standard option of teaching a spell. On the left side of the Book window, there should be a 'Teaches' section, and then two options. For a spell-tome, the 'Spell' option should be filled, and the appropriate spell should already be selected in the drop-down menu. Open the drop-done menu, scroll to the top, and click NONE. This deactivates the spell-teaching, so that we can use the SpellTomeReadScript instead.
10. Now click 'Add' in the Scripts section of the Book window. A window should pop up that lists all of the scripts. Find the 'SpellTomeReadScript' and click OK.

11. In the Scripts section of the Book Window, select the 'SpellTomeReadScript' and click 'Properties.'
12. Click Add Property in the window that pops up.
13. Select SPELL from the drop-down menu in the new window, and type "SpellLearned" in the 'Name' text box.
14. Click OK. Select your new property, and click 'Edit Value'.
15. Select the spell that you want to add to the player from the drop-down menu, and click 'OK.
16. The script should be added correctly to the item. Save the mod, and test the spell tome ingame.
17. To make other spell tomes readable, repeat steps 9-15 for the spell tome or book that you want to modify.

Notes/Possible Bugs:

1. Note: This process can be used on any book to have it teach a spell without being destroyed.
2. If you have tested your book out, and it is not working, then go back over the tutorial carefully and make sure that everything was typed in correctly and that you disabled the standard method of making books teach a spell.


Feedback:

If you have any comments/questions, or would like to request a tutorial, then please feel free to leave a comment. I will answer your question as quick as I can. If you request a tutorial, I'll let you know when/if you should expect your request to be fulfilled.

Wednesday, February 22, 2012

Tutorial: Adding Images to Skyrim Books


Object: To add an image to a Skyrim book through the Creation Kit.

Difficulty: Easy

Time Needed: 10 minutes at most; much less once you get used to the process

Things you will need:
  • The Creation Kit. The Creation Kit is the modding tool for Skyrim, and can be downloaded from Steam.
  • Some previous understanding of the Creation Kit (preferably).
  • The image you want to add (I would suggest that it be a simple image with a clear background).

1. Download or find the image that you want to add to the game.
2. Navigate to the Skyrim Data folder. This will be in the install directory for Skyrim, which usually is at Program Files > Steam > steamapps > common > skyrim > Data, and find the Textures folder.
3. Create/find folders in the following order: clutter > books > images.

4. Copy/move the image you want to use into this directory. I used a image named "Sakin_04.png" as an example.


5. Open the Creation Kit and load the appropriate data files.
6. In the Object Window, navigate to the Items > Books category.
7. If you want to add the image to an existing book, then find the one you want, and double-click on it. If you want to create a new book, then find a book with the world model you want to use, and change the info and model to what you want it to be. The reason for this is that simply creating a 'New' book will mean that you have to add a world model to it. This is a large hassle if you are just trying to create a book without a unique appearance.
8. Next, add the code:  <img src='img://Textures/clutter/books/images/your_picture.png'>  but replace "your_picture.png" with the filename of your image.
9. Click 'OK' to save, and click 'Yes' when a prompt asks you if you want to "create a new Form".
10. Save your mod.
11. Next, you will need to test your mod. Start Skyrim.exe, select your mod, and (preferably) deselect all others. Start the game.
12. Once you get to the Main menu, either load a clean save, or type the following into the console: coc QASmoke . This code places you into the Skyrim testing room with a default Nord character. To bring up the console, press the "tilde" (the ~ character) on your keyboard.
13. Type  help "Your Book Name" 4    into the console. Replace "Your Book Name" with the 'Name' of your book. Make sure to not use the ID, but the actual Name. Doing this will give you the code to add the book into your inventory.

14. Type player.additem itemcode 1 into the console, but replace "itemcode" with the code that you get from the console. This should add the book into your inventory
15. Open your inventory and find the book.
16. Open the book and turn to the page where the image should be. If all worked correctly, then you should see the image.


Notes/Possible Bugs:

If the image was not in the book, then there are a number of possible reasons.

1. The image type may be foreign to the CK. I do not know all of the filetypes that the CK recognizes, but all of the default images are .png images. I would suggest that you make sure your image is in the .png format.
2. The code in the book may have been input incorrectly. Make sure that it accurately details the address of the image. Also, make sure that the address starts from the Textures directory, rather than the Data directory or the hardrive's main directory.
4. The code could have been written in a format other than the one accepted by the CK. You must use
specific fonts in the CK. You must make sure and use:
['] and not [’] (the second one has a slight curve)
[" "] and not [“ ”] (the second ones are slightly curved as well)
[...] and not […] (the second one is only one character composed with the alt+0133 code in spite of 3 dots)

5. The image may not have been added into the mod's archive. The CK is supposed to automatically add any new files to the archive, but it may have failed. If the code was correct, then try adding the file manually to the archive. You can do this by going to the File menu in the CK and selecting 'Create Archive'. A window will pop up with horizontal slots in it. Drag-and-drop your image from its folder into this window and click 'Pack Files'. Save the mod, and test it again.

(next part added by nox.fox)

The image may appear scaled down. As you can see on the screenshot below, no matter the size of the picture, by default the image is scaled down (click the images to see their original sizes).

So in order to solve this out you must add height and width information in the image tag. These information are the size in pixels of your image. You can find these information either in the properties of your image file (right click>properties) or in any image editing software like Photoshop.
  • <img src='img://Textures/Interface/Books/Daedric Artifact book/Daedric Artifac00.png' height='471' width='296'> (replace the numbers by the right height and width size of your picture)
  • Note that the size of a picture in its properties is given like 296x471 where 296 is the width and 471 is the height. However in the tag the information make sure you indicate the height and width information in the appropriate field or the image will be distorted like on the second picture below (nox.fox: where I forgot to correct the image path after changing the size information).
  • Also note that 296x471 is the maximum size of a picture. A larger picture will still be displayed but all the pixels out of the 296x471 area will be hidden.
  • You can purposely input wrong numbers to scale your image. In example, if your picture is 40x60px large, you can input height='120' width='80' and it will appear 2 times bigger in the book. While this trick can allow the creation of smaller files with a smaller weight I don't suggest to do this in hope to reduce the weight of your files. It would be interesting if you had to make your files fit on a DVD with limited storage for a whole game but we don't have this problem as modders. Also since illustrations are only displayed when the book is opened it won't affect the performances. But I'm just saying that if you want to do something like this, it's possible!
  • Images cannot be centered with the <p align="center"> tag. If you want your image centered you should set the width to 296.



Packing your images in a .bsa

In order to share your mod you might have to manually create a .bsa. Normally the CK creates the .bsa automatically when you upload it on Steam, but sometimes it might not work. Or maybe you don't want to put your mod on Steam but still want to share it with friends or teamworkers.
In this case, here is a way to do it quickly in a few clicks. Click the image below to enlarge the tutorial.





Feedback:

If you have any comments/questions, or would like to request a tutorial, then please feel free to leave a comment. I will answer your question as quick as I can. If you request a tutorial, I'll let you know when/if you should expect your request to be fulfilled.