[WIP] Levelers Tower

Post » Fri May 25, 2012 9:11 am

Been working on the garden area. I put in a watering system.
http://tesalliance.org/forums/uploads/1332610232/gallery_85_19_202941.jpg

I also retextured the throne room to look more cozy.
http://tesalliance.org/forums/uploads/1332610232/gallery_85_19_120046.jpg

In the throne room are 12 of the 13 stones (left one out, uneven :lol: ) that I made copies of. The magic effects are like the original, except I removed any 'negative' effects from these. And you can have them all if you want, no more 'only one' active stone. ;) If you click on a stone again, it will remove the effect.

I also fixed a couple of the reported bugs. Thanks Beta testers, I will try to get an update out soon with all the fixes.
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Logan Greenwood
 
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Post » Fri May 25, 2012 2:08 pm

Amazing pictures.
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Ilona Neumann
 
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Post » Fri May 25, 2012 3:39 pm

Been working on the garden area. I put in a watering system.
http://tesalliance.org/forums/uploads/1332610232/gallery_85_19_202941.jpg

I also retextured the throne room to look more cozy.
http://tesalliance.org/forums/uploads/1332610232/gallery_85_19_120046.jpg

In the throne room are 12 of the 13 stones (left one out, uneven :lol: ) that I made copies of. The magic effects are like the original, except I removed any 'negative' effects from these. And you can have them all if you want, no more 'only one' active stone. :wink: If you click on a stone again, it will remove the effect.

I also fixed a couple of the reported bugs. Thanks Beta testers, I will try to get an update out soon with all the fixes.

I haven't gotten around to testing all the stones yet. I love being able to teleport out of places and the travel map. That was one of my favorite features in Ancient Towers too.
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Gavin boyce
 
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Post » Fri May 25, 2012 2:17 pm

The doomstones are not fixed in the beta test version, its new functionality I added after. ;)
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Naughty not Nice
 
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Post » Sat May 26, 2012 1:16 am

OK, I won't look for that yet then. That will probably conflict with TK's Signs and Guardians and you might want to mention that in your readme.
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Monique Cameron
 
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Post » Fri May 25, 2012 10:07 am

Conflict? Shouldn't. I made new doomstones, with new spells. Now if that mod changes the effects attached to the spells, then those effects would take effect instead, but that would not conflict. You would just get the effects that you want that are in that mod.
I also have my own script on my version of the new doomstones.
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Paul Rice
 
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Post » Fri May 25, 2012 6:51 pm

Conflict? Shouldn't. I made new doomstones, with new spells. Now if that mod changes the effects attached to the spells, then those effects would take effect instead, but that would not conflict. You would just get the effects that you want that are in that mod.
I also have my own script on my version of the new doomstones.

Thanks for elaborating. There should not be a conflict then.
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kelly thomson
 
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Post » Fri May 25, 2012 12:22 pm

Yeah, been modding for many moons, and I try not to use any vanilla objects in my mods that would cause a conflict. I am a bit OCD that way.
But its good to check, just in case. :)
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Charlie Ramsden
 
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Post » Fri May 25, 2012 5:04 pm

Just saw this thread today, and will definately download when its ready - it looks and sounds amazing. I used your Leveler's Chamber for Fallout 3 as my main base.
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Lisa Robb
 
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Post » Fri May 25, 2012 10:33 pm

x
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neen
 
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Post » Fri May 25, 2012 6:44 pm

Ok, did I miss something here, in a number of your posts you state where the tower is, yet i haven't found any links
that I can download the mod from, so either your just stating where it is so when you do release it we know where to go
or I have read all your links a as being linked to screenshots and have missed the download link.
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Jason White
 
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Post » Fri May 25, 2012 10:02 pm

Glad you found this roachfex, this mod should be available within a month. :smile:

There is not a general download for the Beta test yet. I still have a few things to work out before its ready. Only a select few who have requested to be part of the beta test were given a link to the download. But hopefully, soon.
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Marguerite Dabrin
 
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Post » Fri May 25, 2012 6:07 pm

I finished up the Garden area, adding all the missing plants and mushrooms. I also added butterflys, bees, moths, dragonflys, fish and fireflys to the area.

While I was playing, I also noticed that I had not made a summon button for the dwarven constructs, so I added them to the arena.

Near the general storage chest wing, also added several chests with different locked levels, for practice. The chests automatically lock again when you unlock them. Its good for training. And next to them is a lockpick spawner in case you run out. :lol:

I was contemplating what the next room would be... Or just fix up all the loose ends and release version 1... hmmm
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Milagros Osorio
 
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Post » Fri May 25, 2012 11:39 pm

Ooooh. Can we vote? I vote for release! :D
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Vivien
 
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Post » Sat May 26, 2012 12:42 am

I finished up the Garden area, adding all the missing plants and mushrooms. I also added butterflys, bees, moths, dragonflys, fish and fireflys to the area.

While I was playing, I also noticed that I had not made a summon button for the dwarven constructs, so I added them to the arena.

Near the general storage chest wing, also added several chests with different locked levels, for practice. The chests automatically lock again when you unlock them. Its good for training. And next to them is a lockpick spawner in case you run out. :lol:

I was contemplating what the next room would be... Or just fix up all the loose ends and release version 1... hmmm

This just keeps getting better and better.
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Farrah Lee
 
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Post » Fri May 25, 2012 7:29 pm

ok, I want to add magic effects to the horse spawn and perhaps the teleporting.
And I am not sure, but I think the 'speedmult' perk may need to be removed. Apparently, frost spells use that actor value too and my perk seems to try and over-ride it...
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Ownie Zuliana
 
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Post » Fri May 25, 2012 8:27 pm

This mod seems ready to release, then as time goes on new updates can be made to it.
That or you could send out a few more Beta links, As I would love to beta test this for you
I have beta tested several real games including STO)Star Trek:Online/test Drive Unlimited/ NFS world
and a bunch of others.
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Heather M
 
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Post » Fri May 25, 2012 3:15 pm

I am looking forward to the release. Take as much time as you need ( and show more pictures :biggrin: ).
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Charles Mckinna
 
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Post » Fri May 25, 2012 9:25 pm

Added some special effects to the horse summons.

And finished off the garden. Here is one view of it.
http://tesalliance.org/forums/uploads/1332820049/gallery_85_19_95.jpg
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Melanie
 
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Post » Fri May 25, 2012 10:52 am

I was talking with some people on http://tesalliance.org/forums/, and the topic of Tomatoes came up, and that there are no tomato plants in Skyrim. So I decided to remedy that and here is my offering.
The tomato plant: http://tesalliance.org/forums/uploads/1332820049/gallery_85_19_178545.jpg

Yeah, it works just like the potato plant. (plant on the far right for reference)

I already harvested the center tomato plant, so you can see what that looks like.
I added a small green tomato (not visible in the screenie), a yellowish tomato that is almost ripe, and a ripe red tomato to each tomato plant.
I only added one ripe tomato because that is all you get from a harvest. :lol:
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Sophie Louise Edge
 
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Post » Fri May 25, 2012 11:35 pm

Awesome.
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My blood
 
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Post » Fri May 25, 2012 4:04 pm

I was talking with some people on http://tesalliance.org/forums/, and the topic of Tomatoes came up, and that there are no tomato plants in Skyrim. So I decided to remedy that and here is my offering.
The tomato plant: http://tesalliance.org/forums/uploads/1332820049/gallery_85_19_178545.jpg

Yeah, it works just like the potato plant. (plant on the far right for reference)

I already harvested the center tomato plant, so you can see what that looks like.
I added a small green tomato (not visible in the screenie), a yellowish tomato that is almost ripe, and a ripe red tomato to each tomato plant.
I only added one ripe tomato because that is all you get from a harvest. :lol:

Masterful work, Willie!

Looks awesome. Keep it up!
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dean Cutler
 
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Post » Fri May 25, 2012 7:37 pm

Thanks all, but I was displeased with 'ripping the entire plant down when you harvest it'.
So, I changed it so that when you havest the tomato, it just takes the ripe red tomato and leaves the rest of the plant alone. Including the unripe tomatoes on the plant.
Now I am happy with the tomato plant. :)
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Ronald
 
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Post » Fri May 25, 2012 12:47 pm

Awesome stuff Mr. WillieSea!

Ripping out the whole plant seems a bit like cutting one's nose off to spite their face, no?
I'm looking forward to harvesting a tomato! :D
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Lou
 
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Post » Fri May 25, 2012 12:23 pm

I also made a green and red apple tree...
http://tesalliance.org/forums/uploads/1332820049/gallery_85_19_38163.jpg

The texture actually looks a bit different than this now, I darkened it and made the apple more visible.
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Leticia Hernandez
 
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