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Found 15 results

  1. Application: Software Dev

    Greetings, I am a 5th semester undergrad in Computer Science & have been following this project for about a year now. I would love to contribute in any way possible. For Java: I have experience in OOP and web design, with experience in several front end + back end projects. Eclipse and JDK are second nature at this point. I am not knowledgeable about hkxcmd and have no knowledge about 3D, but I am comfortable working with a shell. I would be more than happy to learn these. For C++: I have experience in C with Systems Programming, combining high level data strucs with low level computing concepts. Here I picked up x86 assembly, learned how a compiler works, and even constructed my own primitive shell. I have limited experience with Visual Studio, I usually just work from command line, and I have experience with PyQt5 in python. I may not have the explicit experience you are looking for, but I am knowledgeable and believe I could pick up these new fields fairly quickly. I mostly love gaming and am offering help to see what goes in to making one of my favorite games. github: https://github.com/csz5024 hackerrank: https://www.hackerrank.com/caseyzduniak linkedin: https://www.linkedin.com/in/casey-zduniak-858764169/ Any questions, shoot me an email at caseyzduniak@gmail.com Resume (5).pdf
  2. Hi my name is Boston, and yes it's my real name, I am 19 (20 in January) and I just recently caught eye of your Bruma mod for Skyrim and I have to say that it is the single greatest expansion mod I have ever seen! When I first played it, it felt like an actual DLC made by Bethesda itself. I'm looking to hopefully be a part of that project in order to help it see fruition. Hammerfell is what really caught my eye, and I was really stoked to hear that not only were you actually creating Hammerfell with Skyrim's engine, but that you were asking for help to do it! Now as for my experience I actually lead my own game team at my College and our previous game won 2 awards at the IEEE Competition in Fullertonx California in June, and we are now currently working on a new, larger project to enter next year. On our last game I was the lead level designer and a concept artist and as of now I am the creative director, lead level designer, lead story writer, lead character designer, and lead weapon designer of the new project that I initially concepted and brought to the team. Although, contrary to what it may seem, I'm not all that busy with the game seeing as how right now the game is still in it's initial phases and my team has a lot of modelling to do before I can do too much. And on top of that, we only meet twice a week to work on our game at school. And now I would love to help out your project in any way I possibly can whether it be story writing, level design, character development, or anything that is not modelling, animation, texturing, and programming (because I have not learned those yet), or even just simple ideas and spitballing, just call me up and I'll help out. However minor thing is that I have not tried out Creation Engine/Kit yet for myself, however seeing as how I would only be world building and not actually programming, it wouldn't be to difficult to learn seeing as how it took me like a day to figure out most of Unity. Sorry about the long post, and I hope I'll hear from you soon. If I don't seem to reply in time enough for you just email me at Boston.r.bolles@gmail.com Thanks!
  3. What is Elsweyr to you?

    Hi, so I'm new to this forum, and rather than spending hours digging through countless threads of artwork and discussion, I wanted to ask a simple question. What is Elsweyr like? In this project, what is it based on, architecture, landscape, weather, culture, all of it. I have my own understanding of what I think it should be like, but so does everyone else, so I just wanted to see if our ideas are compatible or not before I want to fully commit to being part of beyond skyrim. This is an open question, so anyone can answer, but I'm more looking for "what is this mod based on and why"
  4. Hey, so recently I came across your mod and it looked amazing, so I felt like I would offer my services in any way I can. I have a lot of experience with mod development(mainly coding). My mods are mostly from Command & Conquer 3 and Minecraft (really only have the MC code still on hand) and just software development in general and want to help in any way I can. My best languages are Java, C# and C, but C++ is ok as well (with me looking to get better at it and learning more every day). I am inexperienced with Creation Kit, which is a downfall but I believe in being honest and I am working to improve at it. My github: https://github.com/notoh albeit a lot of my projects have been closed source. Some of my favorite works are RankedCvC, an app that makes ranked for a Minecraft mod (in late alpha currently), DynamicAC, my anticheat (again minecraft) and Dennls.Exe, a meme hacked client and finally Pokemans, a really old project to make a text-based Pokemon game on the arduino. Being that I am really unproven in terms of Skyrim/BGS Modding in general (which I am trying to get better at), I'm totally up for any programming tests or questions and I just want to help out.
  5. With so many projects going on at once, it uses lots of spare time that can be used developing to test all your work. Tester's can always test out the work for you, reporting all bugs, giving there opinion on the gameplay, and much more. No dedicated developer has time to waste hours playing through the content, that's why a normal gamer like me can be very useful. I would be happy to play from the second I wake up to the second I go to bed on the busiest days, testing the content for any individual province expansion. If you're running a province expansion project and you need a tester, just let me know and I'll be happy to help. Computer specs: Processor Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz Video CardAMD Radeon (TM) R7 370 Series RAM8.0 GB Operating SystemMicrosoft Windows 10 (build 14393), 64-bit I am also willing to help with development, I am not very experienced at the moment, but am usually very good at technology, and with some help from more experienced developers, I can probably contribute. If any project is willing to help someone learn the ropes of developing and then have them contribute, I would be happy to do just that. I've made some very minor mods before, involving modified weapons and NPC's. Sorry for not clarifying bu my strong suit is interior design, I could happily design the interiors of buildings, in the countryside and in cities. Thanks. -FaZe Zawx
  6. Status Quo

    Hello! since most work & work related communication is done in SLACK and Google Docs, it is not visible to you here, but i would like to let you know, the next merge is scheduled for the next 3-5 weeks, so there is constant progress inside the files. We will then merge quest- exterior- and magic-related esps and some encounters. If you have any questions, please ask, and feel free to join the Slack and get active ! ;-) enjoy
  7. The Rim - Development

    We are starting development of Elsweyr with The Rim. This is a first cut of a map. The greenish shading is the entire region I'm referring to as "The Rim" - the Purplish bit is Claim 1 - now open for JoopvanDie. Rimmen and The Rim are names that I think each mean more than one thing. I'm going to lay down how I want to refer to the parts of this large region. I'm open to changing this if there's a good argument First, The Rim is the region of high ground in Elsweyr bordering the Niben Valley in Cyrodiil. It is part of Anequina. My use of the term extends almost as far south as the coastline - that is open to discussion. We may choose not to include the southernmost hill as part of the Rim - however, I think it does include part of the Rim Escarpment so it's simplest to think of this as one big area. The Rim Escarpment, fine dots in the map, is a series of sandstone cliffs that follows and mostly defines the border with Cyrodiil (dashes on the map). It is intermittent, and in some places split into two (or even more) levels. The Principality of Rimmen is the area (not shown on map) that was leased to the descendants of Akaviri soldiers ( in the ummm .. 2nd era? ) - known subsequently as the "Rim Men" or Rimmen. The Principality of Rimmen covers about the middle half of the Rim (shaded area) as a whole. It is now independant and no longer pays rent to either Anequina or Pelletine (there being technically no such place as Elsweyr any more). The City of Rimmen is the snakelike octagonal marker. It sits on a plateau overlooking Bravil which it shares with small farms. The nearby hill is rugged and hard to ascend. Claim 1 consists of rocky hillside, mostly lichen-covered sandstone and scrubby vegetation. Possibly mossy rocks here and there with a few trees in sheltered areas. Exposed spots will probably be dry vegetation. The hilltop should not be accessible - it will allow far too good a view, which will shrink the apparant size of the world if you can see all the way around. Access fairly high should be possible though. I'll update the map and add more general information as we develop the area.
  8. BSElsweyr Assets

    The BSElsweyr Assets are now available to active modders - which means Joop, at the moment, as I'm not handing out any other claims until we've worked out where we are and where we're going. Current assets, including a new, rather minimal BSElsweyr.esm, are on the Github in the BSElsweyr project. Assuming I finally got it right after five failed attempts! You have access if your name is JoopvanDie. Otherwise, you'll have to wait a bit. Note that each retextured mesh will have at least one version created as "real" Nif files so that they appear in the right part of the hierarchy. Additional retextures (eg. moss / dry) will be CK retexes if appropriate. Textures: There are two classes of textures: MountainSlabs - for use on large mountain statics as they don't repeat too often over large surfaces. They are 2048px to control the pixellation but should ideally still be viewed from a bit of a distance. Do not try to make landscape textures from these: they will look awful. The rest - generally 1024 px and used on smaller objects and landscape textures. I have made landscape texture forms in the CK for all textures that should be used for landscape painting - although I still need to add grassy versions. Statics: LandscapeMountain New meshes by me: Buttes x 10 x {Moss; Regular; Dry} Cliffs x 4 x {Moss; Regular; Dry} Peak x 1 x {Moss; Regular; Dry} TO DO: 2 more peaks and 3 ridges in preparation Retexes: MountainTrim x 3 x {Regular; Dry} TO DO: MountainTrim {Moss} LandscapeRocks New meshes by me: Rocks x 8 x {Moss; Regular; Dry} RockCliff x 1 x {Moss; Regular; Dry} TO DO: more RockCliffs Retexes: RockPile x 11 x {Regular} Rocks (small) x 3 x {Regular} TO DO RockPile x 11 x {Moss; Dry} Rocks (small) x 3 x {Moss; Dry} LandscapeDirtCliffs Retexes: Dirtcliffs x 8 x {Moss; Regular} TO DO: Dirtcliffs {Dry} The features on each set are designed to work together at the default size so they shouldn't be scaled too much. At present there is a gap between the small rocks and the big landscape statics. I will create more meshes to fill this: don't just use hugely scaled models to fill in - the textures won't fit. All resources start with "els" - that's meshes, textures, CK forms: everything. I'd like to keep it that way, but I suspect it'll all go wrong when we start adding modders resources. Stuff developed in house should follow the prefix rule though.
  9. I heard that each of the provinces will have their own worldspace. What's keeping all the provinces from just being added to Skyrim's worldspace? Just a suggestion.
  10. I hereby take the liberty to start an own thread for a more detailed discussion of the subcategory of developing caves and mines so I don't "cave in" and clutter all the other threads with questions about caves... In Morcroft's Priorities and Planning thread there's outlined a creation of approximately a dozen each of dry caves, wet caves and mines for the Elsweyr project. I assume the team leads are ok with using vanilla Skyrim tilesets for the cave and mine interiors - in particular I'm thinking of the Green Cave Kit and the Mine Kit, although it would help to get that confirmed. From what I can see the Green Cave Kit does have a more stony, grey character to it, while the cave kit pieces of the Mine Kit does have a more dry, brown and sandy character. Consequently I'd suggest we use the Green Cave Kit for interiors located in mountainous, rocky and rainy areas, and the Mine Cave Kit for locations in more arid, dry areas. I'm not an Elsweyr geography expert, but I imagine the region is all-in-all more dry and arid than mountaineous and wet, which might make it necessary to create more mine kit caves than green kit caves, yet that's mostly my first thoughts after checking out the kit pieces a bit closer in the CK. What do you think?
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