What are you working on? (pin this?)

Post » Wed Jun 20, 2012 4:11 am

I'm not really a conspiracy guy, but I was thinking that maybe the reason Beth does not release the navmesh bug fix is because they want to hold back the big content mods until they get their own DLCs sold.

I somehow doubt it.
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Tessa Mullins
 
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Post » Wed Jun 20, 2012 4:32 am

I'm not really a conspiracy guy, but I was thinking that maybe the reason Beth does not release the navmesh bug fix is because they want to hold back the big content mods until they get their own DLCs sold.
Actually seems the Big mods can make use of a esm conversion to circumvent this but . the problem is instead about the lods fix that they didn't even state they would fix , withot a fix for that any BIG landscape mod will just look very bad , because you will see wrong switched textures on distant models and sometimes distant models wouln't even load leaving gaps in the overall landscape .....

I hope some smart modder and programmer around can find a work around for this really bad bug ...
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claire ley
 
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Post » Wed Jun 20, 2012 12:03 pm

I'm not really a conspiracy guy, but I was thinking that maybe the reason Beth does not release the navmesh bug fix is because they want to hold back the big content mods until they get their own DLCs sold.
Nah. Think about it. Do big mods hurt DLC sales? No. I plan on playing every single massive mod that's released, and I still plan on getting all the DLC for sure. Do big mods help PC sales? Yes. If people see that there are hundreds of hours of additional free content, they will run out and buy this game faster than a mudcrab can be fearsome.

There is no negative, and a huge positive. Bethesda really wants the community to improve, move ahead, and be awesome. :P
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-__^
 
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Post » Wed Jun 20, 2012 5:28 pm

I'm working on trying to solve a rendering issue with some large exterior objects in my house mod, http://skyrim.nexusmods.com/downloads/file.php?id=14799. I've tried several things, but I'm coming up short. If anyone here wouldn't mind donating a few minutes of your time to look at it and see if you can put a finger on what causes this, I could really use some help. Please respond here or just send me a PM if you think you can help or want me to explain in more detail what's going on. Thanks!
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Penny Courture
 
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Post » Wed Jun 20, 2012 11:16 am

As the title suggests what are you working on in the Skyrim Creation kit? I figure Polycount has one of these threads so we should too. So feel free to post any snippets you want to show us your work thus far on whatever mod you're doing.


Mods, can this maybe get pinned? :biggrin:

Modder called Wollibeebee made this kind of thread in Morrowind section of the forum. This is a bad material for pinned thread since once people reach 20th thread it'll have to be closed, and new one will have to be made.

Anyway, nothing special, i'm working on "My 1st dungeon", aka getting familiar with the ck. :P
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Mel E
 
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Post » Wed Jun 20, 2012 5:51 am

I'm working on putting together an announcement for my current project. I'm super duper crazy excited. :bonk:
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how solid
 
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Post » Wed Jun 20, 2012 5:00 am

Nah. Think about it. Do big mods hurt DLC sales? No. I plan on playing every single massive mod that's released, and I still plan on getting all the DLC for sure. Do big mods help PC sales? Yes. If people see that there are hundreds of hours of additional free content, they will run out and buy this game faster than a mudcrab can be fearsome.

There is no negative, and a huge positive. Bethesda really wants the community to improve, move ahead, and be awesome. :tongue:
You're absolutely right. But I've taken note that many marketing guys have no clue what sells a game (or a movie for that matter). Their understanding of gaining profit seems to be very short sighted (and this is only from my personal experience) because they usually lack the view of the enthusiast/ fan and the creator/artist. And it's usually marketing guys that make these decisions, not the game designers. But then again, I'm not gonna lose my faith on Bethesda yet, if they become corrupt then all is lost.
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Kitana Lucas
 
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Post » Wed Jun 20, 2012 10:37 am

I'm working on putting together an announcement for my current project. I'm super duper crazy excited. :bonk:

I'm biting my nails...
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Lindsay Dunn
 
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Post » Wed Jun 20, 2012 2:21 pm

http://img191.imageshack.us/img191/862/goldendoors.jpg
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Sarah MacLeod
 
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Post » Wed Jun 20, 2012 10:31 am

I've been working on a large dungeon for while, learning the CK alongside
Entrance + 2 regular-sized interior cells + huge exterior cell for boss is a lot of work for one person :dead:

Some mostly completed rooms with no lighting:

http://i.imgur.com/mi9d8.jpg

http://i.imgur.com/bE1n2.jpg

http://i.imgur.com/WYVsd.jpg

http://i.imgur.com/Ttpfs.jpg


Empty chest lure trap (those runes are insta-kill and almost impossible to see in the dark, ha):

http://i.imgur.com/UcYwX.jpg

Entry to the boss area is in a cave on top of the waterfall, as the main entrance has collapsed (big lake behind the camera):

http://imgur.com/5c3mH

http://i.imgur.com/jabV2.jpg

Shame I probably cant have precipitation there as there's no way to prevent it from going throught everything

http://i.imgur.com/3wQpA.jpg
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Rich O'Brien
 
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Post » Wed Jun 20, 2012 9:44 am

Entrance + 2 regular-sized interior cells + huge exterior cell for boss is a lot of work for one person :dead:
You have no idea. :P


The outside looks epic, but why is the inside so bright and washed out looking? O.o
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Rodney C
 
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Post » Wed Jun 20, 2012 12:32 pm

You have no idea. :tongue:


The outside looks epic, but why is the inside so bright and washed out looking? O.o

I changed it to bright white light to make spotting seams and general testing easier, Ill probably have almost pitch-black torch-required for final
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Roberto Gaeta
 
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Post » Wed Jun 20, 2012 6:28 pm

I changed it to bright white light to make spotting seams and general testing easier, Ill probably have almost pitch-black torch-required for final
Ah, I see. Just spend the time on the lighting, it's one of the most important parts of level design! :D
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Ebony Lawson
 
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Post » Wed Jun 20, 2012 8:42 am

Well, I just released my first combat mod. It makes Unarmed into a viable and balanced skill progression, as an element of One Handed. It's balanced to daggers, and honestly I think I've got the balancing down really well. It's a fun new way to play the game.
http://skyrim.nexusmods.com/downloads/file.php?id=17201
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Adam
 
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Post » Wed Jun 20, 2012 6:27 pm

I have finally finished my Tactical Magic Combat mod, I have created 4 powers based on Baldurs Gate II "Contingency". It's taken me about 8 weeks from start to finish but it's now done!!
Thanks to all the guys and girls on these boards who have helped me so much.
http://skyrim.nexusmods.com/downloads/file.php?id=17334
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lisa nuttall
 
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Post » Wed Jun 20, 2012 11:50 am

i just released Amethyst Hollows last night: http://skyrim.nexusmods.com/mods/18575
finally, after having rebuilt it from scratch (although the released version is only a partial rebuild of the original size)

i wanted to thanks the people from this forum whose help contributed greatly to this mod.

now onto rebuilding my first mod... sigh
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noa zarfati
 
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Post » Wed Jun 20, 2012 2:55 pm

I working on a presumably enormous and crazy project. Remodelling the whole ayleid building system into Skyrim. To not to voilent Beth's rules, I remodel everything from scratch. This is the first day's production:)

[img]http://oblivion.nexusmods.com/images/2037973-1339448759.jpg[/img]
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Claire Mclaughlin
 
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Post » Wed Jun 20, 2012 6:57 pm

I'm currently working on a weapon pack. At the moment I have some high poly models but that's about it. This is one I just started. http://imageshack.us/photo/my-images/9/vestamyr.jpg/
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Johnny
 
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Post » Wed Jun 20, 2012 7:52 am

I just made a mod that allows people to auto-loot things that are above a chosen value/weight ratio.
http://skyrim.nexusmods.com/mods/18623
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Alexandra Ryan
 
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Post » Wed Jun 20, 2012 7:18 pm

Thought I'd try my hand at builing a new world. Fairly big, approx x2 Skyrim size. World split into 5 provinces (see pic). Will probably take well over a year to complete, if I don't get fed up first. :D

http://homepage.ntlworld.com/tambos.turf/Skyrim/Worldspace_1.jpg
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teeny
 
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Post » Wed Jun 20, 2012 4:02 pm

Hammerfels Project Teaser page

http://skyrim.nexusmods.com/mods/16182/
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Jordan Fletcher
 
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Post » Wed Jun 20, 2012 2:22 pm

I working on a presumably enormous and crazy project. Remodelling the whole ayleid building system into Skyrim. To not to voilent Beth's rules, I remodel everything from scratch. This is the first day's production:)

[img]http://oblivion.nexusmods.com/images/2037973-1339448759.jpg[/img]
I was going to say Bethesda was ok with porting over oblivion meshes, and show you proof, but it looks like the Oblivion weapon mods on SteamWorkshop are no longer there. XD So carry on good sir!
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Beat freak
 
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Post » Wed Jun 20, 2012 6:02 am

http://img217.imageshack.us/img217/9194/chainmail.jpg
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P PoLlo
 
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Post » Wed Jun 20, 2012 5:08 pm

I was going to say Bethesda was ok with porting over oblivion meshes, and show you proof, but it looks like the Oblivion weapon mods on SteamWorkshop are no longer there. XD So carry on good sir!

Better to do clean to avoid problems:) Proof is the wireframe shots like the published one - they are totally different than originals, and more detailed as well as higher poly counts (I hope they will perform well in-game).
By the way, as I progressing ahead, I begin to understand what an enormous work to create a game, and modelling just a small piece of it. My prev mods, like Angawey/Niryaweye's elements "only" retex works and a few slight corrections to meshes. But designing their custom resources almost took a half year... but this is remodelling is time and nerve-consuming with my average skills in modeling. But it's fun. Yet:D
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Quick Draw III
 
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Post » Wed Jun 20, 2012 5:49 pm

I'm currently just making a dungeon to get my head around the CK, will eventually link a quest to it etc. Basically just need to find my feet with the various workings of the CK so I'm more confident working on larger projects (which I have plans for.)

Initially I would like to make a few mods that expand on the storylines of some minor characters. To me, there were the parts of Skyrim which were amazingly super epic, and then some parts where it felt a bit lackluster. I'm planning on tying in an overall story to these expanded side-stories and have it set after the main quest is finished, to give the Dragonborn something to do after he's done with the dragons.


One initial problem I thought I would have would be dialog, because as much as I try to plan quests around it, it seems that atleast a little interaction with some vanilla NPCs is going to be necessary for the story(ies) I want to tell. However I played around with the vanilla voice files to see if I could mashup existing dialogue into new dialogue - e.g. by cutting out words and phrases and arranging them into new sentences. This has actually worked out pretty well, so as long as the dialogue with original character is minimal and not too complex I should be able to do this.
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Code Affinity
 
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