What are you working on? (pin this?)

Post » Wed Jun 20, 2012 7:03 am

JustinOther, you would have saved so much time had you used arrays... It's so unnecessarily long X_X it pains me to see all of those properties clumped together at the top.

Arrays are buggier than an alchemist's pockets. They really don't function as advertised (at least I haven't been able to pass them to or return them from functions successfully.) - The only place I've ever had an array work right is when I used a small one in my http://www.creationkit.com/Creating_Custom_Couriers for the drop points for the courier.
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Roisan Sweeney
 
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Post » Wed Jun 20, 2012 4:37 pm

Skyrim was missing one important thing .... http://tesalliance.org/forums/uploads/1332820049/gallery_378_305_262625.jpg

Awesome!
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Cheville Thompson
 
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Post » Wed Jun 20, 2012 4:42 pm

My project is a huge new world called Hoddminir. The setting has a nordic team, and the start a couple hundred years after the mythological end of the world Ragnar?k. Acording to the stories of the people, some survived Ragnar?k in the protected forest of Hoddminir and have now repopulated the new world that arose from the ashes of the old one.

Right now I'm working on making more varations in the plant life, I have started by adding spring flowers and will continue with summer flowers, grass and more kinds of bushes.
http://www.gamesas.com/topic/1362582-wip-spring-flowers/
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Laura Mclean
 
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Post » Wed Jun 20, 2012 4:52 am

Well, the first thing I actually finished was to fix the saddlebags seen on the horses so that they were useable but, seeing as it's already been done, I'm not in a hurry to release my variation on the theme.
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I'm currently working on a player abode located in my favorite place; the shire of Riverwood (actually, right on the edge, just off Riverwood path). As a rule, I'm keeping building profiles below the ridge-line which will save on all the DDT required to make the LOD work - not to mention that the fact that the folks originally connected with the structures aren't exactly local and would be angling for a low profile - no pun intended. For me, the major goals of the mod are:
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  • Somewhere pleasant and versatile to return to.
  • Something to take care of sorting out all my junk between trade runs
  • Realistic acquisition issues - which means there will be a quest or two
  • Slightly more realistic maintenance and occupancy issues - which means ... ditto!
  • Without tinkering with object meshes, a new faction, some new recipes (smelting & cooking), a new spell or two
  • Just a wee bit more complexity:
    A.) A mine (or two) at more natural angles
    B.) A mine (or two) with three dimensional problems
    C.) A mystery based on the genre's defining puzzle archetype (i.e. induction vs. deduction)
    D.) Maybe a companion or two (which means yet more quests, both initial and ongoing)
  • And I couldn't resist a little irony involving Nocturne's penchant for darkness - and the infrastructure for something more, depending on how it all goes.
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As you can see, there are no new towns or cities, no dazzling new lands; just a droll little tower placed as innocuously as possible - and I'll be exploiting existing infrastructure in the game to the max. Having pointed this out, I'd be willing to bet that I'll have to take a chainsaw to this plan or I'll never finish!
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And if I do ever finish this project to publication standards, it'll be the first plug-in I've ever released.
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Elena Alina
 
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Post » Wed Jun 20, 2012 8:43 am

I am currently working on Frontier, a new landmass with landscaping, locations, NPC's, quests and all the goodies that come with such. The entire continent will be totally incorporated into Elder Scrolls lore, I'm just making an addition to lore really. Here's a http://www.youtube.com/watch?v=n_2I_cJVS4k.
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Liii BLATES
 
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Post » Wed Jun 20, 2012 7:46 pm

I'm working on a rather simple quest-line with lots of lore tie-ins and some books [take em or leave em but they are there] I just placed my first image in a book and I'm pretty excited.

http://img36.imageshack.us/img36/3521/2012040100001i.jpg
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willow
 
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Post » Wed Jun 20, 2012 5:48 pm

I'm working on a rather simple quest-line with lots of lore tie-ins and some book [take em or leave em but they are there] I just placed my first image in a book and I'm pretty excited.

http://img36.imageshack.us/img36/3521/2012040100001i.jpg
Oh boy I didn't know you could do that. (I don't read books...) That's neat! :D
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jeremey wisor
 
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Post » Wed Jun 20, 2012 1:45 pm

Ya there's quite a bit of markup capabilities and, of course, pictures (:

http://www.creationkit.com/Book
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djimi
 
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Post » Wed Jun 20, 2012 9:31 am

I am working on a complete overhaul of Skyrim that replaces the game with a 3D version of a much older game, Planescape: Torment. I'm finding each gameplay element a contest of wills between what Skyrim would like to do and what I will force down its unwilling throat. This is for a contest (prize up to 100,000 dollars american) for Atari. It's due in about two weeks, so I anticipate I'll only get the first level done. That said, in the past two days I've gotten more of the mechanics down than I thought I would.

Anyhow, it is fun, but a shame I can't legally release it publicly :(
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Marguerite Dabrin
 
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Post » Wed Jun 20, 2012 3:19 pm

I am working on a complete overhaul of Skyrim that replaces the game with a 3D version of a much older game, Planescape: Torment. I'm finding each gameplay element a contest of wills between what Skyrim would like to do and what I will force down its unwilling throat. This is for a contest (prize up to 100,000 dollars american) for Atari. It's due in about two weeks, so I anticipate I'll only get the first level done. That said, in the past two days I've gotten more of the mechanics down than I thought I would.

Anyhow, it is fun, but a shame I can't legally release it publicly :(

Woah woah woah, wait, you're doing a HD redux of Planescape?
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Joey Bel
 
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Post » Wed Jun 20, 2012 6:25 pm

http://i.imgur.com/2t0ba.jpg http://i.imgur.com/qzMdR.jpg http://i.imgur.com/RjT3z.jpg http://i.imgur.com/gotHy.jpg http://i.imgur.com/5Qs6Q.jpg ...
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hannah sillery
 
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Post » Wed Jun 20, 2012 11:02 am

I'm making a small mod where a merchant sails from Solitude to Windhelm along a predefined route. The player will be able to pay for a ride on the ship.

Got stuck for a couple days when I found out that SetAngle() doesn't change an object's rotation along it's local axes.
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Devin Sluis
 
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Post » Wed Jun 20, 2012 4:25 pm

I'm making a small mod where a merchant sails from Solitude to Windhelm along a predefined route. The player will be able to pay for a ride on the ship.

Got stuck for a couple days when I found out that SetAngle() doesn't change an object's rotation along it's local axes.
I woudl really be interested in your mod let me know if you actually make it work , eventually you coudl mod it or him to reach Issgard ?

The Island i am doing north of Skyrim ....
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jessica breen
 
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Post » Wed Jun 20, 2012 9:15 am

Woah woah woah, wait, you're doing a HD redux of Planescape?

Yep. It's really neat, I've got most of the DnD mechanics programmed, and now I have a partner helping me with dungeon design.
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benjamin corsini
 
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Post » Wed Jun 20, 2012 12:40 pm

http://i.imgur.com/2t0ba.jpg http://i.imgur.com/qzMdR.jpg http://i.imgur.com/RjT3z.jpg http://i.imgur.com/gotHy.jpg http://i.imgur.com/5Qs6Q.jpg ...
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I think those steel reflections of yours look incredibly good too me. It looks like you've improved some of the textures as well...
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electro_fantics
 
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Post » Wed Jun 20, 2012 3:07 pm

I woudl really be interested in your mod let me know if you actually make it work , eventually you coudl mod it or him to reach Issgard ?

The Island i am doing north of Skyrim ....

All I've done so far is create a merchant, script the boat to sail along a route (formlist of object references), and set up a route from Solitude to Dawnstar. I've still got a lot more to do.
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Dark Mogul
 
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Post » Wed Jun 20, 2012 1:10 pm

http://i.imgur.com/2t0ba.jpg http://i.imgur.com/qzMdR.jpg http://i.imgur.com/RjT3z.jpg http://i.imgur.com/gotHy.jpg http://i.imgur.com/5Qs6Q.jpg ...

Looking very nice!
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Heather Dawson
 
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Post » Wed Jun 20, 2012 6:21 pm

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I think those steel reflections of yours look incredibly good too me. It looks like you've improved some of the textures as well...
Looking very nice!

Yay! Support is great!

Here's some more reflection stuff...

http://skyrim.nexusmods.com/imageshare/image.php?id=65191
http://static.skyrim.nexusmods.com/imageshare/images/534078-1333491253.jpg

Never Before Seen: http://i.imgur.com/F1hSv.jpg

The Imperial mod release should be coming out soon...just trying to add some more features and fix up these blood effects.
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Sabrina Steige
 
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Post » Wed Jun 20, 2012 10:50 am

Yay! Support is great!

Here's some more reflection stuff...

http://skyrim.nexusmods.com/imageshare/image.php?id=65191
http://static.skyrim.nexusmods.com/imageshare/images/534078-1333491253.jpg

Never Before Seen: http://i.imgur.com/F1hSv.jpg

The Imperial mod release should be coming out soon...just trying to add some more features and fix up these blood effects.

If you want to use the cubemaps from weapons of the third era (my mod), you can, since it's a mod resource now.
In the game they look like:
http://static.skyrim.nexusmods.com/downloads/images/3871-1-1326325319.jpg

Here's a jpeg of the actual cubemap if you don't want to download the mod:
http://i.imgur.com/5zpgI.jpg

The ones that Bethesda made are seriously bad.

For "gems" I also recommend setting making their specular map for them black but the env mask pure white.
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Juan Cerda
 
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Post » Wed Jun 20, 2012 6:03 pm

Yay! Support is great! Here's some more reflection stuff... http://skyrim.nexusmods.com/imageshare/image.php?id=65191 http://static.skyrim.nexusmods.com/imageshare/images/534078-1333491253.jpg Never Before Seen: http://i.imgur.com/F1hSv.jpg The Imperial mod release should be coming out soon...just trying to add some more features and fix up these blood effects.
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I like what I am seeing. The sword with, I think, old Danish characters ("runes" circa 7th-8th century) running up the draining groove is impressive. I like the curvature of the blade's profile around the tip - it looks like the sort of blade that could be stropped to the kind of razor edge one could shave with.
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I am certain there are much older character sets attached to western European and Celtic culture than Greek, or even Latin. It may interest you to know that some of the alphabets had a character for each syllable and, so, were about 200-250 characters long. Ancient Minoan is a good example with exemplars such as Linear A and Linear B. However, it seems likely that both were written in distinctly different languages because only one of these exemplars has been translated to date.
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The thing with ancient languages is that there are a lot of very interesting archaeological discoveries in this area, if you ever find yourself looking for alternative ways to contextualize the art of certain items.
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hannah sillery
 
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Post » Wed Jun 20, 2012 7:31 am

All I've done so far is create a merchant, script the boat to sail along a route (formlist of object references), and set up a route from Solitude to Dawnstar. I've still got a lot more to do.
Yeh but how you script the boat ? ^^
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Jack Moves
 
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Post » Wed Jun 20, 2012 5:36 am

Here is mine.

http://www.gamesas.com/topic/1364215-wip-skyrim-national-bank-skybank/page__fromsearch__1
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helen buchan
 
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Post » Wed Jun 20, 2012 8:18 am

I am using my "Wyrmsbane Manor" mod project as a way for me to learn as much of the CK as possible. I started with the areas I am more familiar with: the level design and retextures. I am now getting my head around making NPC's and what to do with their AI packages/schedules. So far I have made a blacksmith merchant and a team of 18 guards, split into day/night shifts, each with their own specific posts/patrols. Only a couple more characters to make and then I'm onto the quests.

It's been a fun process learning all this as I go. I cannot wait to release it to get some feedback

When finished the mod will include:

- A large, full-featured player house with alchemy garden and huge wall
- A guardhouse/jail with blacksmith area
- 18 guards and a Captain/Blacksmith
- Maid/Butler and a Steward
- Retextured banners, noble clothes, Mage robes, light armor and heavy armor
- All unique NPC's recruitable as followers

Once I have all that finished ill release it.

The problem is, the mod has already developed further in my imagination. I am now planning on adding a small town nearby that the player will be lord of. This will feature a quest line where the player improves the town and also tackles various problems that arise. This will have to be phase 2 of the mod. If I give myself too much to do at once, I won't ever get to a point where I can release it

- Hypno
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April D. F
 
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Post » Wed Jun 20, 2012 4:31 am

Working on a slightly extensive mage mod. Player home as a base for the mod, more robes, spells and some slight magic rebalancing(I don't agree with most of the magic rebalancing mods out there right now, magic is almost fine in this regard, it's just melee combat that is broken to hell), "ritual" functionalities, magey quests, altars for Julianos, Magnus, Herma-Mora and maybe Mannimarco that works like its own set of standing stones, and a wizards apprentice. There will be a WIP thread soon, keep an eye out for it. :smile:

Would love some suggestions!
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Euan
 
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Post » Wed Jun 20, 2012 1:59 pm

Just to http://img13.imageshack.us/img13/1729/detailsxg.jpgpromote my mod a bit more ^^
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Logan Greenwood
 
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