[WIP] Levelers Tower

Post » Fri May 25, 2012 9:01 am

I LOVED your Leveler's Shack in Oblivion!

Glad to see you migrated over to Skyrim and are working on this.

Actually... this morning, I was customizing a new save and thought to myself how easy it was in your mod for TES IV, versus constantly looking up console codes.
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Matt Bigelow
 
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Post » Fri May 25, 2012 7:54 pm

Been banging my head against a wall today. Trying to clear the ownership of 'stolen' items in your inventory...

But I did retexture the exceedingly ugly ingame strongbox to a nicer looking one, worthy of holding your valuable treasures.
http://tesalliance.org/forums/uploads/1331714605/gallery_85_19_92522.jpg


I decided it was time to show an initial shot of the garden room. I really have not worked on it too much yet, but its a start.
It has special 'planters' that I created using nifskope.
http://tesalliance.org/forums/uploads/1331714605/gallery_85_19_193767.jpg
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Miranda Taylor
 
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Post » Fri May 25, 2012 6:45 pm

Been banging my head against a wall today. Trying to clear the ownership of 'stolen' items in your inventory...

But I did retexture the exceedingly ugly ingame strongbox to a nicer looking one, worthy of holding your valuable treasures.
http://tesalliance.org/forums/uploads/1331714605/gallery_85_19_92522.jpg


I decided it was time to show an initial shot of the garden room. I really have not worked on it too much yet, but its a start.
It has special 'planters' that I created using nifskope.
http://tesalliance.org/forums/uploads/1331714605/gallery_85_19_193767.jpg

Will you have all kind of flowers/trees/mushrooms in the garden or will you take a part of all?
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Joey Avelar
 
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Post » Fri May 25, 2012 3:17 pm

I plan on putting at least one of every type of harvestable plant. This room has a long way to go yet. :lol:

I finally made my own version of the 'battle map' that I use for the teleport map. I think it turned out pretty good.
http://tesalliance.org/forums/uploads/1332039035/gallery_85_19_54299.jpg
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Sara Lee
 
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Post » Fri May 25, 2012 3:36 pm

I plan on putting at least one of every type of harvestable plant. This room has a long way to go yet. :lol:

I finally made my own version of the 'battle map' that I use for the teleport map. I think it turned out pretty good.
http://tesalliance.org/forums/uploads/1332039035/gallery_85_19_54299.jpg

Nice. :thumbsup:
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Kayleigh Mcneil
 
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Post » Sat May 26, 2012 1:26 am

Lots of changes.
1. Figured out how to cleanse the ownership of items being stored, and that took a lot of work to re-do all my auto-sorters.
2. Retextured the explosive arrows, red for fire, bluish for frost, purplish for shock. I used the glass arrows as the base. This included giving the arrow that is in flight, a colored 'trail' of the same color.
3. Created a golden Azura statue and placed it on the tower top.
4. Converting all the auto-sorters, to include storing magical versions of the armor and weapons, but only if your 'sneaking' when you activate the button. If your not sneaking, it only stores the non-magical variety.

Next week I am on vacation, so I may release a beta test of the mod to some select individuals. You should know your way around the game and CK, have time to playtest the mod and give constructive feedback in a reasonable timeframe, and agree not to share the mod or take anything from it. After I release the mod, I don't care what you do with it, but before, I frown on that. I was thinking, probably this Saturday I might have an initial beta ready.
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Jennifer Munroe
 
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Post » Fri May 25, 2012 11:20 am

Any chance you could add a run of the mill storage room? There are bound to be mods with collectible items, and I'd like to have crates or chests to put them in when I'm all done. I imagine it would be pretty simple to set up.
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casey macmillan
 
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Post » Sat May 26, 2012 1:40 am

Yeah, I will include that too. I had already made generic chests for it but have not put them in. Perhaps today I will find a place for them. ;)
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Deon Knight
 
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Post » Fri May 25, 2012 11:46 am

Lots of changes.
1. Figured out how to cleanse the ownership of items being stored, and that took a lot of work to re-do all my auto-sorters.
2. Retextured the explosive arrows, red for fire, bluish for frost, purplish for shock. I used the glass arrows as the base. This included giving the arrow that is in flight, a colored 'trail' of the same color.
3. Created a golden Azura statue and placed it on the tower top.
4. Converting all the auto-sorters, to include storing magical versions of the armor and weapons, but only if your 'sneaking' when you activate the button. If your not sneaking, it only stores the non-magical variety.

Next week I am on vacation, so I may release a beta test of the mod to some select individuals. You should know your way around the game and CK, have time to playtest the mod and give constructive feedback in a reasonable timeframe, and agree not to share the mod or take anything from it. After I release the mod, I don't care what you do with it, but before, I frown on that. I was thinking, probably this Saturday I might have an initial beta ready.

The only requirement I don't meet there is knowing the CK. I haven't used that at all.
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Jessie
 
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Post » Fri May 25, 2012 11:52 pm

Ysne58, knowing the CK is not of 'big' importance, but it usually helps you describe or find bugs. I can make an exception since I have known you in the modding community for a couple years now. :smile:

EDIT
Here is an updated picture of my fixed, summonable horse. Finally got the eye glow right.
http://tesalliance.org/forums/uploads/1332368598/gallery_85_19_189974.jpg
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Brian LeHury
 
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Post » Fri May 25, 2012 9:29 pm

Oooh, nice picture. And thanks Willie. I look forward to testing.
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Talitha Kukk
 
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Post » Fri May 25, 2012 1:20 pm

I'm not sure if I have enough time to test things out, but I'd be glad to poke around in the tower for a bit and do my best to break everything, cuz that's what beta testers are supposed to do, right?? ;)
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Wanda Maximoff
 
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Post » Fri May 25, 2012 9:52 am

WOW! Pictures are great! Just fantastic! Especialy liked the Storage and map room. Walls are realy nice looking! *cheers* :clap:
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Antony Holdsworth
 
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Post » Fri May 25, 2012 2:15 pm

Beautiful picture. Good Luck for the Beta-test. :smile:
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Nathan Risch
 
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Post » Fri May 25, 2012 3:41 pm

Beta test is available to those who qualify. :wink:
My Beta testers, this is my first attempt at uploading a Skyrim mod, so let me know if anything is missing... Its 100MB uncompressed, 50MB compressed. Wow, how did it get so big?!!

Some new additions recently...

When in 'sneak' mode, if you activate an 'auto-sorter', it will sort your vanilla magical equipment too! If your just standing, it only sorts the unmagical equipment.

When in 'sneak' mod, if you activate the ingredient jars, it will place 25 of that ingredient into the jar before opening it.

Added 'spawn' ingot, scale, leather button. Now if you run out, you can 'make' more. :lol:

Tower Exterior: http://tesalliance.org/forums/uploads/1332610232/gallery_85_19_44672.jpg
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Ron
 
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Post » Fri May 25, 2012 3:31 pm

Squeal! This is so exciting! I always look forward to your mods, especially the levelers mods. If you're still looking for testers, I would be absolutely thrilled to help. :biggrin:
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Gemma Flanagan
 
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Post » Fri May 25, 2012 11:39 pm

Remember, the tower is near Helgen, just to the right of the exit training cave.
Hopefully the scripts and everything will work, I have no experience uploading the Skyrim mods yet. :wink:

EDIT:
'right' of the starting cave. Eager to hear if it actually works....
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Budgie
 
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Post » Fri May 25, 2012 8:54 pm

Oh cool!

...how did I miss this?

I shamelessly used your version for Fallout 3 and Oblivion, so I shall do the same here! This one looks like it's going to be pretty cool. I take it you're adjusting well to Papyrus?
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Maria Garcia
 
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Post » Fri May 25, 2012 9:09 am

Papyrus is much better, I can use one script for many items and just change the references on each object. Its a dream come true for scripting.
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CArlos BArrera
 
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Post » Fri May 25, 2012 7:55 pm

Remember, the tower is near Helgen, just to the right of the exit training cave.
Hopefully the scripts and everything will work, I have no experience uploading the Skyrim mods yet. :wink:

EDIT:
'right' of the starting cave. Eager to hear if it actually works....
It works wonderfully! PM sent...
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matt
 
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Post » Sat May 26, 2012 12:37 am

At the question, on the entrance door, answer no and see what happens... :lmao:
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Ana
 
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Post » Sat May 26, 2012 12:40 am

Curiosity will catch this cat! LOL Roger Willco over and out. :lmao:
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joannARRGH
 
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Post » Fri May 25, 2012 6:57 pm

Ok, I checked out the no option. I supposed I shouldn't have been surprised by that consequence. :rofl:
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Nathan Hunter
 
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Post » Fri May 25, 2012 3:20 pm

I like my humor. I suppose many people will never see what happens when you select 'no'. ;)

I fixed the problem with the merchants outfit. It works properly now... But, the pray idle package is not working still, that is what was causing the problem.
Also retextured the entire throne room.
http://tesalliance.org/forums/uploads/1332610232/gallery_85_19_120046.jpg

Now to see if I can't get that pray idle to work...
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Talitha Kukk
 
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Post » Fri May 25, 2012 10:45 pm

That was a blast! I like your humor too. :)
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STEVI INQUE
 
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