[RELz] Skyrim Sewers

Post » Sun May 27, 2012 7:19 pm

Is there a way to create flow or edit current in the CK? Because that would fun and dangerous.
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Judy Lynch
 
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Post » Sun May 27, 2012 9:00 am

@Linkdarkside
Haven't checked out those either. If you have any ideas I would gladly consider them
@Kitoro
I'm guessing there is. There are watercurrent markers generated in the CK and some current settings in the cell menu, but I haven't figured out yet how to edit them with specific results.
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Hilm Music
 
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Post » Sun May 27, 2012 11:27 pm

so how is the proggrest?
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Bee Baby
 
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Post » Sun May 27, 2012 9:36 am

Added a couple of more pictures. I'm currently navmeshing the dungeons and adding enemies, I have no idea how long it will take. I was planning to add an illustrated book of Skyrim wildlife, so that may take a while ( maybe I'll add that later). I just noticed http://skyrim.nexusmods.com/downloads/file.php?id=8321 mod. I think it is compatible with my mod and if it truly is I'd recommend using it alongside mine (as soon as it gets finished of course!)

BTW, I'm also having an odd problem with the waterfalls in caves, for some reason they vanish when I "touch" them. It's got to be a bug because they are visible from far away but when I come too close to the they disappear permanently.
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x_JeNnY_x
 
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Post » Sun May 27, 2012 5:25 pm

Looks fantastic, looking foward to it.
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Dalley hussain
 
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Post » Sun May 27, 2012 2:36 pm

Very nice, I like the touch with the dead skeleton by the sword!
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Fluffer
 
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Post » Sun May 27, 2012 4:02 pm

Added a couple of more pictures. The mod is coming along nicely (thanks to my current state of unemployment :cool: ), I'm currently adding schedules for NPC's (which is a new thing to me). The current state of the Navmesh bug is bearable, so I might release a beta version of the Solitude sewers soon.
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Lauren Dale
 
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Post » Sun May 27, 2012 10:21 pm

Ok, the Solitude Sewers are pretty much finished (apart from last minute bug checking). I'll probably release a beta tomorrow. It'll be an esp instead of an esm to avoid conflicts with future versions. So there will be some issues with the navmesh (on reload situations) until Beth finds a way to do something about it. I won't edit vanilla navmeshes for this version to avoid unpleasant suprises so you probably can't take your companion into the sewers in the beta version. The file will be released as beta to avoid the annoyance of not being able to enter the Solitude manholes. The future versions will be more polished (not that this one is awful either) and more extensive.
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Andres Lechuga
 
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Post » Sun May 27, 2012 4:11 pm

Looks incredible! I'd love to test out the beta :)
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Janette Segura
 
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Post » Sun May 27, 2012 2:11 pm

Managed to upload the Beta to Skyrimnexus (I'll upload it to the Workshop when the navmesh bug is annihilated for good). It is a beta as I said, but it works fine for the most part. There are some things I want to add to the Solitude sewers, that I'm going to put into the future version (such as drug dealers and custom illustrated books).
Here's the file:
http://skyrim.nexusmods.com/downloads/file.php?id=14351
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Mistress trades Melissa
 
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Post » Sun May 27, 2012 7:17 pm

Nice work! Can't see why something like this wasn't in the original game to be honest.

If you were looking for things to add, a hidden shrine to Talos might be cool, seeing as how the temple of the divines in Solitude itself has unceremoniously removed the Talos shrine. Could give the shrine a little following of worshippers or something (or no worshippers, depends what angle you want to go for, abandoned or secret). Jut my two pennies, good luck going forward, and fingers crossed for a navmesh bug fix.
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Pete Schmitzer
 
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Post » Sun May 27, 2012 1:49 pm

Thanks for the Talos shrine idea Thomsom! I already have a Namira Shrine, but a Talos on would be a logical addition.
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Chavala
 
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Post » Sun May 27, 2012 2:18 pm

Looks great., and a necessary addition to Solitude.

thomson's idea for the hidden Talos shrine iis a fantastic one. A great quest story could be built around this.

Good luck with the continuing development .
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Cathrine Jack
 
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Post » Sun May 27, 2012 3:59 pm

Added some pictures on the Windhelm sewers. If all goes well, I'll publish version 2.0 on friday. I still have a sword to texture though.
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lucy chadwick
 
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Post » Sun May 27, 2012 4:28 pm

Looking forward to the update! Wish I had time to play :(
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Lisha Boo
 
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Post » Sun May 27, 2012 11:51 am

I *really* hope for your sake that the manhole covers aren't placeholders for official DLC.

Regardless, I think I'll give it a spin anyway!
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Madeleine Rose Walsh
 
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Post » Sun May 27, 2012 1:31 pm

^Dude, I am constantly thinking about that! If such an unfortunate coincidence should occur, its not a big deal to move the Solitude sewer lids to different places to avoid conflict. Of course, having a dual sewer system may seem a bit weird though.
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Ben sutton
 
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Post » Sun May 27, 2012 10:06 am

Wow this looks great. I'm impressed! A really neat addition to the game!
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xemmybx
 
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Post » Sun May 27, 2012 9:49 am

Here's a quickie on the new sword:
http://img42.imageshack.us/img42/6246/stahlrim.jpg
I'll try wrap up the v2 tomorrow and upload it on friday. I was thinking of updating the city navmeshes so companions can enter the sewers, but I'm not sure if that will inflict the navmesh bug on the cities themselves. So there's quite a lot of testing to do.
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Marine x
 
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Post » Sun May 27, 2012 10:25 am

This is one of those great ideas that somehow nobody else noticed; there were sewers in Oblivion and they provided some pretty cool adventure oportunities. These sewers look great, and I look foward to release!
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Svenja Hedrich
 
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Post » Mon May 28, 2012 12:21 am

Yay! Version 2.0 is out!
http://skyrim.nexusmods.com/downloads/file.php?id=14351
edit: v.2.01 fixes the missing Volkihar robe. I really need to learn to use the CK packager, finding the required files manually is a huge pain in the ass.
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D LOpez
 
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Post » Sun May 27, 2012 8:53 am

Ok, version 3.0 is out! Now you can finally dive into the murky sewers of Whiterun!
http://skyrim.nexusmods.com/downloads/file.php?id=14351
This will be the final big update (excluding the potential future bug fixes and minor additions that may come along).
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Lew.p
 
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Post » Sun May 27, 2012 3:10 pm

I gotta say, this looks stunning. Originally I was planning on making a decently sized cave-based mod in a similar vein to Ultima Underworld or Arx Fatalis that I've stopped working on, but seeing those screenshots of yours of the massive caverns under the mountains is making me reconsider that...

Definitely going to give this a spin. Seriously, this looks amazing.
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Marion Geneste
 
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Post » Sun May 27, 2012 5:01 pm

Thanks for the compliments, dude. Nothing feels really better than to help inspire others to create more stuff of their own. None of these caverns are really Blackreach sized though. But the tilesets really allow the creation of some big-ass caves.
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sharon
 
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Post » Sun May 27, 2012 8:18 pm

This looks wonderful! Great job!
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Marta Wolko
 
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