Oh my bad, then I didn't say anything Good luck with the rest of the claim. I know from experience these wide open areas can be difficult to make so I'm curious to see what you're going to do with the place.
Looks good, I'd also advice you to make is less rocky. Things like (dirt)cliffs tend to clutter up the area really fast and I believe the idea of the Heartlands was to have these green, open farmlands, with the occasional wilderness parts here and there. Also try not to mimic the style of the area in the direct vicinity the Ayleid ruins. I made the Ayleid ruin and the surrounding landscape but in hindsight I made it a bit too rocky as well. Best to leave the ruin untouched entirely actually. When I worked on it we didn't have a lot of Ayleid clutter resources so that's why it looks a bit empty, but I was planning on finishing it when I'm done with the interior.
I've made a download link so you can download it. It's only onine for 7 days because I don't have an account though. So if anybody wants them after they're gone just PM me or something. Oh and like I said you'd probably want to let a modeler take a look at it (if you're not a modeler yourself of course) because most of them don't have collision yet.
Don't know if this is the right place to post this, but I've still got some rock models a friend of mine made for Skyrim a long time ago. I believe most of them don't have collision and I don't know if that is a hard thing to create but I thought it would be worth posting nonetheless. Maybe a modeler is interested in them, and it would be good to have some more variety for our rocks. Here are a few screenshots that show some of the models.
Hey all, Because I was away for a time I had to update my BSHeartlands and BSAssets files. Problem is after updating them all my custom made cells are empty. Not gone, they still have their lightning settings and their names but all the objects in the cells are gone. Also when I try to place new objects in any cell, so not just my own ones, it won't do anything either. The problem lies not with my own file because I made a backup before updating the masterlists and the backup had the same problem. Does anybody know what the problem might be? It's not that some directory file paths have been changed or something causing the objects to disappear because I used a lot of vanilla stuff as well which is also gone.
Funny moments in Skyrim? My Skyrim?? Well, not in mine unless you have a very dark sense of humor. Why? Because of legions of fucking orcs. No not your usual Orcs from the Elder Scrolls universe. These Orcs are sunshine and butterflies, who will tell you old stories while you sit their lap drinking chocolate milk in front of the hearth compared to these New Orcs. It began long, long ago when the creation kit just came out and I was in my LotR hype phase. With Whiterun looking so much like Edoras, and Markarth reminding me of Helms Deep, somehow I needed LotR Orcs in my game. There were Falmer but they were not enough. After browsing the Nexus to no avail, one unlucky day I finally found what I needed. A mod called Third Era Wars. It added some Uruk-Hai enemies with the right armor. And that was the beginning of the end... Very quickly I became dissatisfied with the lack of variety and I knew I needed the little buggers with their pitched screams and rusty swords for the ultimate Orc experience. So after a thorough search of the internet, I managed to extract about 20+ Orc sound files from the movies, found two sets of fitting orc armor, and managed to find a converted mod of the Realswords goblin mod from Oblivion. Then after months of modding as I still sucked balls at it, I finally had my own leveled random Orcs. Oh how happy I was. "This is going to be fun! I'm going to place them in the world of Skyrim and I'll have cool Orc battles!". Little did I know that these Orcs were going to wreck the province of Skyrim... I just placed some random groups of varying sizes here and there. Let's say groups of 20-40, that seemed realistic. I also placed some major engagements here and there against my own custom soldiers let's say about in total 150 npc's. So when everything seemed in order I traveled to one of the major engagements on the Whiterun Tundra. When I arrived I couldn't believe what I saw... It was a massive slaughter. Piles of dead bodies, some decapitated some not, some burned. Blood everywhere. If Skyrim's gore system was 100% realistic I'd probably puke. The Orcs massacred everyone and everything, not even the birds and animals were spared, and now that entire army of Orcs had their sights set on me. So of course, I ran and I ran. If i'd die the game would probably crash and I was not in the mood for a crash. So after running across half of Skyrim literally I managed to escape them. After I escaped I arrived in a small village, and one of the kids asked if I wanted to play tag. Waning myself safe I thought why not, perhaps I get a lead to a quest or something. So I agree and she starts running and suddenly I hear a noise. A high pitched,very recognizable, almost animal like scream. But this was no animal. Before I knew I heard more screams and then I saw them. A group of 40+ orcs at least descending upon the village. I tried to save the poor kid but thanks to Skyrims AI and like 60 arrows flying through the sky she was nothing more then a pincushion. So much for playing tag... Knowing I stood no chance I fled again, betting they would be too distracted massacring the entire village. They were and I hoped they would stay there for the sake of my game but somehow this group, no this army in turn started to wreak havoc on the World of Skyrim. For some dark reason they managed to organize themselves and must have joined up with the other raid groups, as the village they massacred was abandoned when I later traveled through it. If it happed through pure luck or something more sinister, I don't know but one thing was certain, nowhere was safe anymore. So yeah, I can't take a stroll now in Skyrim without a probability of 60% that Orcs are going to ruin my day, and kill everyone and everything within a radius of 40 orc miles or whatever. But I'll have to keep the mod enabled so I won't wreck my saves, and I'm not letting my still pristine save with hundreds of hours go to waste because of these bloody Orcs. Oh well when one province of Beyond Skyrim is finished I will finally be rid of them. Skyrim has become boring anyway. The lesson to be learned here? Be careful with what you mod! One wrong decision, a valuable save file and your entire Skyrim world is living in an age of fear and misery.
I'm not an Arcane University teacher or anything, but I have to say Mattie, for someone who is just getting to know the basics of level design it already looks very nice What I always do when I make something, but I have the feeling it needs something more, is to just sift through all the models in the category (f.e trees of something), and just look for something that fits. It might be mushrooms, some additional small rockpiles. I always know it when I see it. The sequence in which you add your objects also matters a lot. And I don't know if you did it like this, but I believe the best way to create organic looking landscapes, is to follow a natural sequence when placing different layers of objects. I actually learned this by watching a making-of video from BGS (I believe it was Oblivion's). For example you should first start with editing the landscape itself, and then placing rock, mountain and (dirt)cliff objects with the appropriate landscape textures where needed. I mean those mountains would have been there first. The landscape surrounding it adapts to the mountain (sort of, this is kinda hard to explain ). The mountain would have been there earlier then the village, or the forest so everything would have grown around it. Then second you can add small plants, grass, roads, rivers, small rockpiles. Basically all the small things. By then you should already have noticed your landscape is getting more cohesive, making it easier (for me at least) to fill in the blank parts so to speak. Here you shoud as well try to follow a natural sequence with for example the plants. Let's say you have plant x here, could the wind have carried it's seeds this far so other patches of it could grow there? There is a river here, am I working in a biome that alllows for water plant to grow? Like I said before, it's all about following the natural sequence. Last but not least you should add all the major things like trees, broken down trees, basically the big things. As you probably would have expected by now the idea here is to follow a natural sequence as well. First place a big tree on a place where there would be a lot of sunlight. Then add some smaller trees around the big one, and perhaps add some saplings if there is room for it. Depending on the landscape you can change the density of the tree clusters. In a forest you can make it very dense, but if you're working on let's say grasslands it would be better to just place some lonely trees with some tree clusters here and there. TL;DR: Follow the natural order of things when placing different layers of objects. So that was my advice of the week I hope it helped you, and anyone who might have read this, in any way. PS: A bit late but I always do it by picking the right radius, holding my left mouse button, and swiping up and down in short strokes with my mouse. I don't know why it works but it works. xD
Something like the following would be nice. Bandit 1:" Why is [Bandit Chief Name] insisting on staying here? We've lost enough men already trying to hold the bridge" Bandit 2: "I don't know but it must be worth it in his eyes. I wonder what he wants." This was just a quick example of course. The end result will be more refined. I'll let Lasur know when I've got something. I believe someone in the Exterior thread mentioned the sword, claiming it belonged to the King of Nagastani. That's where I got my Lich King idea from. It would be a cool reward after a boss battle, and it's also a good pick for what the bandit chief was after. Is there more backstory on the sword besides that it belonged to the king who killed humans? I had a pretty fun idea on the backstory of the Ayleid king, his nobility, and the origins of his sword. I only don't know if it's incompatible with already existing lore for the sword. You know the thought of making it serve as a battleground never occurred to me, but I like the sound of it. Perhaps I''ll place some bandits there as well, fighting the undead archers and mages. Hmm but would the bond still exist after thousands of years I wonder. All their ruins, traps, wells and whatnot are still in good shape so perhaps the bond still exists as well. Then again the bond is probably enforced with Magicka, probably totally different from their star power magic used in the wells, so who knows. I know, I've used some already. I'll wait with adding all the not dead NPC's until I've finished the ruins though. It makes for an easier workflow for me.
Oh lol I entirely forgot. Here are some screenshots from the new part I've been working on. "Nagastani Buroseli" meaning Nagastani Slave Halls. It's not completely finished though. It still needs one or two extra layers of clutter. Some rubble pieces would really help here. Perhaps I'll try retexturing some existing rubble pieces as placeholders or definitive models if they look good enough.
Any suggestions for the slave pit would be very appreciated It looks nice, but as I've said before it's still a bit too bland. Also, does anybody know how to have hanging skeletons on those torture racks? The regular ones just turn into a pile of bones when you spawn them dead.
My idea was to have bandits as enemies in the beginning of the ruin. I actually wasn't planning to go with the "looted by bandits route". The "bandits tried to loot but failed" route sounded better to me. They only made it as far as the end of the bridge as resistance from the dungeons inhabitants became too much to handle. It might make for some fun dialogue with the bandits being very paranoid because of their recent losses. The dungeons inhabitants would of course be undead, and perhaps some Daedra. Having some Ayleid specific enemies would be really nice as well. Makes the dungeon far more memorable, and more distinguishable from Skyrim's dungeons . I was hoping that the final boss could be some kind of Lich King who wield the unique sword ,Aradean or something, but also uses magic to summon undead to aid him in the fight etc. I sadly don't know anything about scripting though so someone else would have to do that. :/ Haha nice, I'm looking forward to them. Having the stones with the right colors would be much better then just the crystals. The stones have more details on them. The idea of having some lower Daedra in the dungeon sounds, as I've mentioned before, good. Not too much but just some of them here and there, perhaps some bigger ones like a Deadroth acting as a mini boss. It'll be good to have some variety instead of just bandits and undead. I wonder though, would the Daedra and the undead get along? If not it could make for some fun infighting.
So I've changed some things in the main hall and it already looks a lot better.
I've also made two additional worship chambers for Auri-El and Mephala. And I don't know how I did it but in Auri-El's chambers the lightning is far brighter then in Mephala's where it gives off an eerie feeling.
Thanks for the nice comments everybody. And yeah sure you can put it on Facebook, but if you want to post a screenshot of the bridge, please wait until I've fixed it. It will look much better when I've changed some of the things I mentioned. And, yes Suran I should put Welkynd Stones in the sockets, but I like the crystals more. I think the Welkynd Stones look too purple compared to the nice clean white glow the crystals give off. They look very nice though and serve really well as clutter pieces.
Hey guys, The ruins are coming along nicely. Because we don't have a lot of ruined pieces it looks a bit clean, but when the tileset is updated, fixing that will be easy. I have to say the models look really good. Great job Markus! So the first part of the ruin is called Nagastani Silaseli, Silaseli meaning Shining Halls. You'll get why I chose this name when you've seen some of the screenshots. I'm still working on this section though so some segments are lacking clutter, lightning etc. But enough talk, screenshots say more then words.
As you guys can see, it's pretty huge. I don't have any performance issues whatsoever though, and I haven't created any roombounds yet. I thought the big shining hall would be a performance killer but I guess everything fits so to speak. Some suggestions for the hall would be very appreciated though. I don't know, it looks nice but have I this feeling there is something missing, but I can't really place it. I think I'll remove the columns with the crystals on the bridge and see if I can make it look a bit more ruined. I think replacing the ceiling with stone would look better as well.