[WIP] Levelers Tower

Post » Fri May 25, 2012 5:32 pm

whoa!!! auto sorter? and did i see a huge amount of plaques to hang my weapons?

Pics look great. Will patiently wait as I know what quality your mods are.

I believe you did.
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JR Cash
 
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Post » Fri May 25, 2012 2:10 pm

Curious, see below. :lol:
Yeah, auto-sorter, mannequins, weapon racks and weapon mounts. There are also auto display cases and book shelves.

The treasure alter. Click the button and you get treasure from heaven! (or at least the grating above you)
http://tesalliance.org/forums/index.php?app=gallery&module=images&img=18992

Enchanting table tapestry
http://tesalliance.org/forums/index.php?app=gallery&module=images&img=18967

I will probably be adding some more light switches for different areas.
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Noraima Vega
 
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Post » Fri May 25, 2012 11:19 am

How about a pic of the very first working in-game clock in Skyrim?

It gives the correct in-game time, no matter what you have your timescale set to.
And if you change the time, it will 'catch up' and display the correct time as well.

Screenie: http://tesalliance.org/forums/index.php?app=gallery&module=images&img=19028
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NAtIVe GOddess
 
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Post » Sat May 26, 2012 1:03 am

How about a pic of the very first working in-game clock in Skyrim?

It gives the correct in-game time, no matter what you have your timescale set to.
And if you change the time, it will 'catch up' and display the correct time as well.

Screenie: http://tesalliance.org/forums/index.php?app=gallery&module=images&img=19028

Very nice, I love the swords . Looks good. :smile:
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carrie roche
 
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Post » Fri May 25, 2012 12:42 pm

I don't have any 'converted' clock hands to use, so I had to go with what is available in the game. So, the elven weapons will work for now (dagger and sword). I did dampen the interia and mass on them so they would not just fall to the ground.

I have clock hands from Oblivion, (check first thread) if anyone knows how to convert them.
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Emma Pennington
 
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Post » Sat May 26, 2012 12:54 am

Now I have the date and month clocks working.
http://tesalliance.org/forums/uploads/1330160723/gallery_85_19_19934.jpg
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Chrissie Pillinger
 
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Post » Fri May 25, 2012 1:32 pm

Now I have the date and month clocks working.
http://tesalliance.org/forums/uploads/1330160723/gallery_85_19_19934.jpg

Very nice. :thumbsup:
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Michael Russ
 
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Post » Fri May 25, 2012 5:16 pm

Busy adding the environment map to all 92 ingredient jars. sigh.
Today I will be working on the arena, adding summons buttons so you can fight what you want. Or watch a fight.
The arena is finally built, with a seating section. :lol:
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Maddy Paul
 
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Post » Fri May 25, 2012 10:48 am

Glad to hear it. :biggrin:
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u gone see
 
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Post » Fri May 25, 2012 10:06 pm

Here is an image of the bath with Sheanna and the tower merchant.
http://tesalliance.org/forums/uploads/1330272033/gallery_85_19_14826.jpg

I have the arena working, but I need to add a LOT more buttons for different critters to fight.
I am also going to try and make a 'disintigration' effect that you can activate so that the carcasses don't pile up.

Most of the evening was spent on the Merchant. My 'auto-fill' gold script works, so they never run out of gold.
I also added a sleep package and a script to change the merchant into a different outfit when she goes to bed.

Added a lot of clutter and worked on the bath. Also added another small wing that contains your bed and another mannequin.

And I re-did the navmesh to include all the new areas.
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Penny Wills
 
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Post » Fri May 25, 2012 7:44 pm

Very nice picture - I want to have a bath... :smile:
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Gemma Flanagan
 
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Post » Fri May 25, 2012 7:42 pm

I have had a busy on-call pager week, so not too much done.

I did make a set of clock that shows date, day of week and month.
http://tesalliance.org/forums/uploads/1330327325/gallery_85_19_8889.jpg

Also been working on the various teleports for the dragon mounds map. There are a bunch of them so its taking some time. The toughest part is putting them on the right location on the map.
It may take a few days to get them all.

Made recipies and temper for the armor and weapons in the mod. But I made it so anyone can make or temper them with no perk requirements.

I had also found an issue with the skill level uppper. If the player is at max points to go to the next level, it would not level them up. So I had to add including a point. But that sometimes makes you level up 2 skills per click. It was either that or you would have to manually get some experience in that skill before it would level you up again.
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Anne marie
 
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Post » Fri May 25, 2012 10:51 pm

Amazing work WillieSea, thanks so much.
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Bloomer
 
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Post » Sat May 26, 2012 12:59 am

It is a pleasure to see your work and to be anticipated until it is on my PC :biggrin:
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sam smith
 
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Post » Fri May 25, 2012 1:21 pm

Today I want to figure out 'triggerzones' so you get healed and cured when you go in the bath.

EDIT:
It worked, just like the triggerzones in fallout. It will now heal you and your limbs, as well as curing you of all diseases.
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Elizabeth Davis
 
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Post » Fri May 25, 2012 1:42 pm

Oh man! WillieSea! I`ve been looking for you for quite some time! Glad that i found you!!! Sorry if i`m offtoping but i REALY liked one of your mod for Oblivion - ANCIENT TOWERS!!! Do you planning to make something like that in Skyrim?
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Brad Johnson
 
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Post » Fri May 25, 2012 9:05 am

This mod will probably evolve into something like Ancient Towers.
I am currently looking into creating a 'garden' that will hopefully replenish itself when you 'water' the plants.
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carly mcdonough
 
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Post » Fri May 25, 2012 5:22 pm

That is realy great then! I havent met a better home than Ancient towers in Oblivion. If you wish i could help you with translation it into russian. At what stage on coming to Ancient towers this mod if 100 is max?
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Batricia Alele
 
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Post » Fri May 25, 2012 3:02 pm

Because I am salary (and on pager a lot) and I have a family (3 kids) I cannot give a timeframe. That and I have no idea what all I want to put in the mod. Its like when I was building Anicent Towers, I sort of just build and built until I got tired of it and released it. :lol:

From my first post, you can see a lot of what 'is' done.

There are not many extra 'resources' released yet for Skyrim so it may not be quite as fancy. I was thinking about keeping the dwarven look, but I still have not decided on what textures I want to replace just yet. Or with what material. I just want to get the base layout done, then expand from there.

A lot of what I first wanted to accomplish is done, or will be done this weekend. In a few weeks, I may evel allow some people to beta test it. ;)
*Beta testers need to have time and desire to test this mod. They should have a keen eye for finding problems. They should also be willing accept that I may or may not implement their ideas.
Nope, I am not accepting beta testers at this time. Perhaps in a few weeks.
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Antony Holdsworth
 
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Post » Fri May 25, 2012 7:32 pm

Because I am salary (and on pager a lot) and I have a family (3 kids) I cannot give a timeframe.
-snip-

I understand you so much (2kids).
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Kara Payne
 
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Post » Fri May 25, 2012 10:37 pm

Are you going to upload this to nexus? or is there some other place i can download it without having to sign up first.
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Tiffany Castillo
 
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Post » Sat May 26, 2012 12:30 am

I have no plans on a general release before its complete. This causes problems because most player do not understand the problems associated wtih dirty save games and I don't like troubleshooting 'bugs' for those people when they are not true bugs. I have been modding for 6+ years and found its too much hassle and takes away from my modding time.
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Maya Maya
 
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Post » Fri May 25, 2012 6:45 pm

I have no plans on a general release before its complete. This causes problems because most player do not understand the problems associated wtih dirty save games and I don't like troubleshooting 'bugs' for those people when they are not true bugs. I have been modding for 6+ years and found its too much hassle and takes away from my modding time.

I fully understand. When you are ready for beta testing, please consider including me in your team of testers.
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Solina971
 
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Post » Fri May 25, 2012 3:05 pm

Spent the morning retexturing the living quarters area.
http://tesalliance.org/forums/uploads/1330630668/gallery_85_19_51199.jpg

I wanted it to stand out a bit from the bland stone you usually find in the game. Sort of, Ancient Towers style.

I also just finished up a shelf that will take any 'critter jars' you have found and display them on a shelf, unmoveable. You can then take the jar off the shelf later if you wish.
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marie breen
 
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Post » Fri May 25, 2012 2:44 pm

Since there are no paintings in the game, I made two different frames for them and added them to the game.
http://tesalliance.org/forums/uploads/1330630668/gallery_85_19_67093.jpg

You may also notice the retextured bed and dwemer large chest.
The empty shelf on the wall is for the animated bug jars you find in the game. Its scripted like the book cases to add them to the shelf.
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Antonio Gigliotta
 
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