Jump to content

Search the Community

Showing results for tags 'modding'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community
    • Welcome to Dark Creations!
    • General Community
    • Modding
    • Writing
  • Beyond Skyrim
    • The Beyond Skyrim Website
    • All about Beyond Skyrim
    • Beyond Skyrim Discord Chat
    • Beyond Skyrim Recruitment
    • Beyond Skyrim General
    • Province Development
    • Atronach Forge
    • Arcane University
  • Hosted Projects
    • Awake: The Rise of Mannimarco
    • Bloodbound
    • Fallout 4 - Commonwealth Extended
    • Fallout: Cascadia
    • Forsaken: The Mountain of Fire
    • Hoddminir
    • Holds The City Overhaul
    • Kagrenac's Wisps - craftable dwemer light sources
    • Maids II: Deception
    • Nothollom
    • Shadowkey: A Skyrim Mod
    • Shivering Isles
    • Skyrim Reborn
    • The Camoran Roots
    • The Padomain Isles
    • Thras: The Coral Kingdom
    • Uutak Legacy
    • Remnants of a Forgotten Era
  • Archives

Categories

  • Hosted Projects
    • Hoddminir
    • Kagrenac's Wisps - craftable dwemer light sources
    • Maids II: Deception
    • Shivering Isles
    • Skyrim - Tasheni Followers and excerpts
    • Trafia
  • Beyond Skyrim
    • Atronach Forge
    • Cyrodiil: Seat of Sundered Kings
    • Elsweyr: Sugar and Blood
    • Iliac Bay: Tower of Dawn
    • Morrowind: The Star-wounded East
    • Valenwood Isles: The Wilds Remain
  • TES V: Skyrim
    • Cities, Towns & Villages
    • Cosmetic
    • Dungeons & Houses
    • Environment and Landscaping
    • Companions & Followers
    • Gameplay Changes
    • Items & Resources
    • Miscellaneous
    • Patches & Fixes
    • Quests
  • TES IV: Oblivion
    • Cities, Towns & Villages
    • Cosmetic
    • Dungeons & Houses
    • Environment and Landscaping
    • Gameplay Changes
    • Items & Resources
    • Miscellaneous
    • Patches & Fixes
    • Quests
  • TES III: Morrowind
    • Cities, Towns & Villages
    • Cosmetic
    • Dungeons & Houses
    • Environment and Landscaping
    • Gameplay Changes
    • Items & Resources
    • Miscellaneous
    • Quests
  • Fallout 4
  • Fallout: New Vegas
  • Fallout 3
  • Nehrim
  • Archives

Calendars

  • Community Calendar

Blogs

  • Official DC Blog
  • Xae's Blog
  • Cyrodiil: Seat of Sundered Kings
  • Apotheosis
  • Hjermskiir
  • The Elder Scrolls V: Arena
  • Fallout: Queen City
  • Carry On Skyrim: Azura's Folly
  • Fallout 4 - Commonwealth Extended
  • The Hunt for Daoris
  • Daoris The Path of Light
  • Beyond Skyrim: Elsweyr Blog
  • Iliac Bay: Tower of Dawn
  • Skyrim - Tasheni Followers and excerpts
  • Wayshrines of Old
  • Wayshrines of Old
  • Forsaken: The Mountain of Fire
  • Forsaken: The Mountain of Fire
  • Forsaken: The Mountain of Fire
  • Forsaken: The Mountain of Fire
  • Forsaken: The Mountain of Fire
  • Forsaken: The Mountain of Fire
  • Forsaken: The Mountain of Fire
  • Forsaken: The Mountain of Fire

Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 24 results

  1. Today I'm really frustrated. I worked on dogs the last days. I have found a dog model that is really, really nice, but it's not rigged. And I made textures with real fur for another dog model that I've already used in my mod for the shepherd's dogs. I deleted parts from the mesh I find unnecessary, but behind it there's a seam in the mesh. I have blender 2.49 and the necessary nifscripts installed but I'm not able to understand how this works. I managed to import the dog model with the gap, repaired it successfully ( oh yeah, I was proud to get this right) but the export to nif doesn't work. Or I can't see what happens. In nifscope no mesh shows up and there's only the NiNode left. I tried several other blender versions, newer ones that made it unnecessary to prepare the nif for import into blender. Problems started with Pyffi installation. Several functions didn't work. I could import the mesh but not export - tons of errors, none of them understandable, no matter what I tried. I searched hours and hours through the net for important informations and tutorials but all is outdated or incomplete. I tried to rig the dogmesh myself, but that's pretty hard to do and after days I was trying it with even german tutorials I gave up. It angers me. It annoys me. I won't give up... At last I got confused about which version of blender works with which version of python or pyffi and I removed and installed all again and this was completely shit, because now nothing works anymore and I need to rest and let it be until my head will become clear again. I could have spend all the lost hours to write dialogue for the mods I'm working on and to perform music and other things I'm capable of. Hmpf. It looks like I'm always wanting too much. Happy modding.
  2. Greetings, Hail, and Hello, Firstly, to all those at Beyond Skyrim and all those who remain faithful to the Elder Scrolls and to those modders whose relentless efforts and great works continue to breath new life into the world of Skyrim and all of Tamriel... thank you. It is said that "When the next Elder Scroll is written, you shall be it's scribe"... Of course, in playing through the games we all become scribes of our own fate within Tamriel, thus are the Elder Scrolls written and re-written time and time again; just as the Scrolls themselves are beyond time and space, so too are the possibilities of quest and character. And so, I believe this quote holds another meaning, that Bethesda means for the Elder Scrolls community to , essentially,"write" the next Scroll/Game... in creating such excellent works like Beyond Skyrim, the mods not only allow for seemingly infinite possibilities, but also quite literally re-write the game themselves, from textures and meshes to voice and score (which for Bruma is simply phenomenal I might add). And so, while the next Elder Scroll may yet be far off, I know it to be not forgotten; as more and better mods are made available, more and better game builds come to fruition, until a time in which the elements of game builds and different games entirely are incorporated together into something which could only be seen as an entirely new game. Bethesda lies in wait, watching to see what kind of game is created, what kind of Elder Scroll is written by those who are now themselves the scribes and creators, so as to perhaps, create in professional production the next game of the series, one made up elements both written and demanded by players from all walks of fate.... but, I digress. I also wish to extend my great interest in Voice Acting and in Lore writing and keeping. Now, I am only an amateur VA, summoning up my 'Christopher Lee voice', I have done voices and accents in times past from Saruman the White and "dramatic lord" types, to Celtic Hillsmen and Tibetan Khampa Horsemen (Fluent in Chinese and proficient in Tibetan). I offer a wide array of accents, tones, intonation, and no shortage of drama and rousing speeches. What's more, I have become over time some what of a self-proclaimed "Loremaster" of sorts, in that I have spent many a Winter's passing reading, studying, adding to the Lore of the Elder Scrolls Universe and basking in its width and breadth alike. I have written stories based in the ES Universe and in the LotR Universe both for personal enjoyment and Role-Plays (in game, tabletop, and live-action). Again, thank you for the great works done for the good of all players, and Elder Scrolls hopefuls, know that these efforts are never in vein. Thank you for your time in reading my message, and in considering its contents. I hope to hear back, and until then I take me leave... Farewell, safehome, and blessings of the Divines to all. Fat-Tail : Nicholas J. Flynn : Wuuhrim Mountain-Breaker.
  3. Believe me or not it is very lovely to see you guys are still striving for Thras. When I first heard about Thrassian Conflict with the leads I was startled and worried. But I now see that it was for the best. It is unfair that rule breakers are not punished and your decision is beyond wise. I would thank you for doing this for us and remind you that we are still standing alongside you. Thras, we stand with thee, now, forever.
  4. Changing NPC Clothes

    So, I'm trying to create a Bruma plugin that adds clothes to the Bruma zombies. I opened up BSAssets in the Creation Kit, browsed under Actors to BSK_Zombie_Race, and on the Inventory tab of all the entries listed, I changed the default Outfits (2 drop down fields normal and sleeping) both to beggar clothes. Saved the plugin, added to data folder in Skyrim, ticked it on on the plugin tab on NMM, sorted with LOOT and fired up the game... Zombie doorman guy doesn't have beggar clothes on as I had expected. I tried leaving to a different area in the cave and coming back (forcing a loading screen) and that didn't do it either. Do I have to leave the cave entirely, maybe? Can someone help me with what I'm doing wrong? Thanks -- total noob at this.
  5. Hey, my name is Connor Green, and I've wanted to contribute to Beyond Skyrim for a long time, but I thought I just wasn't skilled enough to apply compared to other applicants. Now I think I've worked on my writing enough that I can comfortably apply to help in any way that I can. I'd even love to learn how to help out with the actual modding that goes on. I'd absolutely love to help with writing quests and maybe helps with ideas for encounters. I've already gathered a few quirky little ideas that I'd love to give to any of the projects. I'll even be happy to drawn up some concept art for some of the things that haven't been claimed. I'd also be interested in learning how to help with creating the wonderful world of Nirn and whatever inhabits it. Like all of the more technical stuff. Here's the first part to a story I'd like to write called Sisterhood, if you'd like to read it. Shouldn't be too long. http://bit.ly/2wsRbaq
  6. Modders and lore-buffs: survey!

    Hi All, So, for the last few weeks, I've been posting all over the place about an anonymous survey of Skyrim modders and lore-buffs that I'm doing for my PhD - basically, trying to learn what the most engaged TES fans do, and how they go about doing it. I'm actually getting a bit self-conscious now about posting this, because as I post at different forums, it's really starting to feel like I'm spamming ;). But, well, if you've got 15-30 minutes to spare (for most people, it's more like 10-15 minutes, mind you), please consider making Hermaeus Mora happy by sharing your knowledge with the world. You can read more about the survey at the Nexus forum thread I posted, or if you actually just want to jump straight into it, here's a direct link to the survey. Jakub Majewski
  7. Level Designer Applications Thread

    Level Designer Applications Thread This thread is for new CK modders to make applications to join the mod, prior to picking up claims! We're happy for anyone to come and help, but we need to make sure you have the basics down before you pick up a claim. Please post your relevant prior experience, some screenshots of your work, and any relevant .esp files you have/personal mods you have previously released or made —our Level Design department heads will check over your content, and we'll look at how we can best integrate you into our team structure —if you've only had a small amount of experience, we're happy to provide coaching and provide smaller claims to cut your teeth on (or help you work on practice content before taking a proper claim). Once you've been accepted, the level design department will set you up with all the access you need to start working on claims. Additionally, please introduce yourselves! We're a friendly team and we love to meet new modders!
  8. Am I optimizing or breaking?

    So I've been doing some work inside the vanilla cities, and I've been wondering a lot about the occlusion planes. I see a lot of them that simply appear unoptimized, they don't fit the full profile of the building they are applied to, and while my first assumption was that Bethesda intentionally left slack around the edges to prevent the player from whipping around a corner fast enough to see something pop into existence, in my testing that's not been the case. Additionally there appear to redundant planes which are enveloped by other larger occlusion planes which render them irrelevant, such as in Windhelm on the Candlehearth hall. Is there something I am missing here? Are there some issues that would crop up from resizing some of these Occlusion plans where I believe they would make a worthwhile difference?
  9. So I've for a long time been disappointed with the light spells in Skyrim, Magelight is a cute trick with few practical applications and Candlelight is even less useful then it's predecessor back in Oblivion some 200 in-game years ago, and that's saying something. So I've decided to bring back the stronger versions of Candlelight from Oblivion, Torchlight and Daylight, but with my limited understanding of the Creation Kit and modding in general I can't figure out how to achieve the results I want, here's how I'd like the spells to look, Candlelight staying unaltered of course; Candlelight - Novice Spell - Light in a 450 radius for 60 seconds. Torchlight - Apprentice Spell - Light in 600 radius for 300 seconds. Daylight - Adept Spell - Light in a 750 radius for 600 seconds. The problems I am running into is that duplicating the Candlelight spell and increasing the magnitude didn't seem to affect how much light was produced, I only bumped it up about 0.1/0.2 for each spell, and couldn't see much of a difference. I want Torchlight to give off as much light as a torch does (hence why it was called Torchlight in Oblivion), and Daylight to produce even more to the point any space of average size that's dark will be lit up. In addition I've found I that I can't seem to set the spell level myself, the CE seems to choose for me with no way to override manually, unless I am blind, I want Torchlight and Daylight to be Apprentice and Adept level spells respectfully, I was able to set the "half spell cost" perks for those levels to them though. Also it seems I can have all of the spells active at once, which I don't want the player to be able to do, casting a new light spell should cancel out the effect of the last one. So, can anyone give me a little insight? I'd much appreciate the assistance.
  10. I'd like to join your team

    Hi all, my name is Sam and I'm a freshman in college majoring in lighting design. I've played skyrim for years and it is definitely one of my all time favorite games. I've never created a mod for skyrim, but I have for other games and I have a basic knowledge of scripting and 3d modeling. My forte is lighting but I'm willing to help this project in anyway I can.
  11. Making new harvestable objects

    I am working on some plant assets and it is going to be necessary that some of them are harvest-able. I have a 3D model already made, what I need is to be pointed in the direction of the proper tutorial on setting up this type of object in nifskope and perhaps CK, if necessary. Right now, I can get my models in game, as needed, but that is just as landscape decoration. All good, but not what I need in the end. Usually, I just search out the tutorials I need, but this one is eluding me. Any help would be appreciated. Just PM me, if you know where I should look or are willing to teach. Thank you in advance.
  12. Version 1.0

    410 downloads

    MODDING SKYRIM Modders Edition Disclaimer: This is a guide on the creation of mods, not the installation of mods. You can find plenty of those out there with a simple Nexus/Google search. This is Modding Skyrim: Modders Edition. It is a guidebook on the basics of creating mods for Skyrim yourself. It covers everything from guidelines when creating your mod to publishing it and beyond. It’s incredibly extensive, while remaining a general guide for all types of mod authors. Modding Skyrim: Modders Edition is not necessarily meant to be read all the way through, given its length. Instead, it has an index so you can skip to topics applicable to you, or you can read the entire thing if you’re interested (I’d wholeheartedly support you doing that, but I don’t expect most to do so). It is intended for both new and old mod authors. If there's something I said that is factually incorrect, please tell me in the comments. Suggestions are welcomed from all - I want to make this as accurate and informative as possible. What It Includes Modding Skyrim: Modders Edition includes 7 parts, with many sections and subsections in each. There are 4 parts that are informative parts of the guide, and 3 others to help explain the guide, navigate, and credit. The file includes an index, which lists all parts, sections and subsections with hyperlinks to each. The parts are: Index Introduction Mod Creation Mod Aftermath Mod Release and Publishing Mod Post-Release Credits File Format The Modding Skyrim: Modders Edition 7zip archive includes a .pdf and .docx. If you don't have a program to open either of those files, there are two free programs I highly recommend: OpenOffice Adobe Reader
  13. Xenon Mods ~ Modding Site

    ...
  14. Modding Skyrim: Modders Edition

    Modding Skyrim: Modders Edition Modding Skyrim is what I intend to be a series of guides regarding modifying the game of Skyrim. There are plenty of guides that cover the practice of installing mods successfully, some of which contain some great information and some of which contain misinformation. But, there are quite a few of them. While I am relatively experienced at installing mods, my expertise lies more in creating mods. I'm not one of the great modders of Skyrim or prior games - I don't have the massive amount of experience that Arthmoor, Elianora, Hothtrooper, Gopher or any of those have. However, I have published some of my own mods. I know what it's like to publish a mod, to create it, and to deal with those that like and do not like your mod. Now, there are a couple other guides such as this one, both of which I've gained quite a bit of information from. There is the Mod Publishing Guide by TheThirdRace, which details publishing your mod (specifically on the Nexus), as well as several other things of note. The only other similar guide I've been able to find is the How to Make a Successful Mod guide, published and written by headbomb. Both of these guides are written by rather well-known mod authors, and both cover aspects of mod creation that I will certainly go over in my own guide. headbomb's is more technical than TheThirdRace's, but they both talk about some very important things. Now, you're probably bored of me talking about other people and guides by now. Modding Skyrim: Modders Edition will be a document that details everything from mod creation to publishing to dealing with the inevitable suggestions, bugs, and demands regarding your published mod. This particular guide should cover things EVERY modder needs to know, not catering to a specific type of modder (i.e. scripter, quest designer, etc.). As such, I won't go into tools like 3DSMax, but more into the Creation Kit and TES5Edit. Certain parts may end up not being as useful to some types of modders, but I'll try to keep it as general as possible by only covering topics necessary for all modders. LINK
  15. Hello , it has been some time since I have posted due to being very busy with the mod I am making but I've hit a snag , up until now I have only mainly been doing work that required one person but this has changed because now I need landscapers and modelers/ texturers to get to work . I was wondering how to better organize my mod team such as good file syncing ( I tried TortoiseSVN, VisualSVN but they were too complicated ) I currently have bitsync and its very good but not for file syncing , I was also wondering about how to better communicate with members of my team such as using a instant chat service but i'm not sure what to use , and finally I was wondering if there is a good website that has instant chat service , file hosting and team management currently we are on skyrim nexus and moddb but I think if we had a better homepage that would help a lot.
  16. ASSASSIN'S UNITY CHARACTER VOTE

    Guys, please vote my assassin's creed unity character: http://www.acunity-unite.com/profile/93764 THANK YOU VERY MUCH FOR HELPING ME (IF YOU DO, I HOPE YOU DO)
  17. Recommend some Mods...

    I've been playing Oblivion with the same Mods for a long while now. I've been comfortable with them but I'd like to start over with a new save and new bunch of Mods. I am all about MOAR. As in more Weapons, Armors, Enemies, Enemy Types and Extended Cities and Towns. Also, I am looking for a good Follower Mod kinda like what AFT and UFO do for Skyrim.
  18. Hey there, you can just call me Dragon. I'm new to the Creation kit and I'm working on a mod but, I can't seem to get this skeleton [summon spell (NPC)] to use spells in both he's hands. I don't know what to do, can anyone help? I think I need to have both the right attacking animations and spells for L & R hand. But, the skeletons attacking animations doesn't have it for the right hand.
  19. Unwritten: Echoes of Twilight is a single player, open world, role playing adventure game that combines the visual appeal of modern graphics and animation technologies with the classic role-playing elements hardcore RPG gamers love. In modern games, immersion, interactivity, and customization are often watered down by major studios, resulting in diluted replay value and degradation of the "role play†nature of the games. As RPG gamers ourselves, Druid Gameworks understands all those fun nerdy things RPG gamers want to see, or do, and we plan to give it to them in spades. In this precursor and introduction to the Unwritten series, players are introduced to the world of Arthanswold through the heartland isles of Aerendwel and Byre, where the diverse and often unforgiving landscapes range from perilous mountain passes to dark ominous marsh lands, and overgrown jungles. In a player driven adventure, you can explore the world in any direction you want your story to go! Unearth hidden locations, unique characters, and dynamic quests. Chronicle your adventure in your journal, taking real notes whenever something important crosses your path. Customize pets and companions, take ownership of shops, wield powerful ritual magicks, join factions to form friendships, and uncover the shards of an ancient mystery that echoes from the past. So what is a player driven adventure? Think of it as a "choose your own adventure†video game. Most RPGs out there today would be considered story driven, where a main quest line is presented as the overall premise for the game play. Even when it's possible to delay the main quest, it's not usually possible to avoid it and still progress within the game. In the Unwritten series, game play is player driven, meaning you create your own game experience as you play and develop your avatar's story. As you explore our universe and make your choices you will lock and unlock different experience pathways with every play through. Your consciousness stirs in an otherworldly place; all around you plays of light and shadow distort your surroundings in a shroud of mist. You can feel yourself lifting into the air, held aloft as if by magic, as a glowing form appears before you; so bright the only detail you can make out is the delicate outline of feathered wings. A distant voice echoes in your mind urging you to reach forward and it's only then that you notice the great husk of an ancient tree that seems to cradle you in the remnants of its tattered boughs. All along the carved wood, unfamiliar symbols ebb and glow. When you reach out and touch them awareness blooms inside you and you begin to piece together a plan for the future that awaits you. Again that haunting voice beckons you from within "You will be Unwritten," it says in hallowed reverence, "The fulcrum of our salvation or our destruction, we do not know, but pray you are not led asunder. Go forth into the world and write your destiny." You awaken as if from a dream, the same dream you've had over and over again across the years of your life. Returning to the present the dreams fade away like the last shades of night withering before a rising sun. Today is a special day, your clan is preparing to celebrate your coming of age; a time of great change and a chance to make your way in the world. Choose from one of six playable character races to design and customize to suit your vision for your avatar. Explore dynamic and changing landscapes, supernatural worlds, interact with rich characters and their unique stories. Recruit companions or join a faction to make new allies. Choose your path and write your story as it unfolds. Will you choose to be the hero? Or the villain? The everyman? The choice is yours and the possibilities are almost endless. Player Driven GameplayPlayer Created Journal OptionOpen World Map with Few Load ScreensUnique Explorable LandscapesSix Playable Races with Rich Histories (Unlock More by Supporting Us on Kickstarter)Unique Alternate StartsEvolving Storylines and Game Map that Respond to Your ChoicesCrafting and TradingCharacter Tailored QuestlinesCustomized Companions and MountsDungeon Diving & RewardsUnique Weaponry with Race BonusesOptional Survival Needs (Eating, Sleeping, etc)Role-playing Immersion FocusAnd much, much, more! Druid Gameworks Studio LLC began back in 2010 when core members Cole MacLean, Jamie Ford, and Mark Buckley were two years into development on a 40+ gameplay hour expansion project for Bethesda's Elder Scrolls IV: Oblivion. It was during that long collaboration that they discovered a shared passion for making great games. They began making plans to finish their major mod projects, and move into indie development with a new breed of RPG game. The first draft of the dev plan for the Unwritten series was born three years ago with these words "Make a better RP Experience for Immersion Players" and that remains our goal. Today Druid Gameworks is a fledgling Indie Game Studio made up of several veteran developers from the Elder Scrolls Modding community as well as industry experienced developers. Combined we have over 50 years of game design credit and we're ready to put it to the test in our first commercial title. For more about Druid Gameworks, please visit our About Us page and take a spin by our F.A.Q thread. We'd love to hear what you'd like to see most in an open play RPG environment so stop by and tell us, We're Listening! ©2013 Druid Gameworks
  20. Hi! I am a geologist and would love to help out any modding projects that want to make their landscapes and geology as realistic as possible. I can help with: placement of different rock types (taking into account plate tectonics and the history of the area), properties of the rocks how they should look placement and look of structural features such as coastlines, mountains and any other kind of rock feature erosion patterns (from wind, water or ice) ecologies that might occur associated with the landscape and the rocks that plants will grow on ore types, properties and placement I can help make landscapes more immersive through ensuring that the geology of the areas make sense (taking into account the lore too) and that it looks realistic. I hope this sort of stuff will be useful, and would be happy to help out anyone with any questions. Jane
  21. Ayleid Dungeons

    These are the five Ayleid ruins we have planned - with TOYB's translation of the names: Arane Tarnbye - King's Passage Bal Frensca - Stone Wave Goritor - Obscure Hill Mathne - Home Never/Never-home Tardorn - Woods-undecipherable (Second part of the compound isn't meant to be decipherable, just thought it sounded Ayleid-esque at the time). These are all fairly small garrisons on the fringes of the Ayleid empire, not vast citadels, and should use the standard Beyond Skyrim Ayleid tileset. They're also all round the edge of Elsweyr, not in the interior: Elsweyr was never fully occupied by the Ayleids. 'Mathne' is a Valenwood Ayleid ruin - slightly newer than the others (including the ones in Cyrodiil), but was sacked a long time ago by the Khajiiti just after the Ayleid exodus/massacre (who then escaped to various places around Tamriel), which still makes it quite old. What this means however that this ruin isn't limited in size, and whoever claims it can do something a little different to standard Ayleid ruins. We can start separate threads for each of these when they are claimed.
  22. Settlement Claims Summary

    Settlements This is a list of the minor settlements that are planned for Elsweyr. These all have locations assigned from the TES4 version of the mod, but may need moving around a bit to allow for the landscape. Each will get its own claims thread in due course. PLEASE NOTE: No claims are being handed out at the moment. We do not have the models built to support creating any of these settlements. Experienced modellers interested in working on the architecture to support these settlements do please get in touch. Varatta'ji - Unclaimed Pellitine Settlement Dar'Hviin - Unclaimed Pellitine/Seaside Settlement Shi'gara - Unclaimed Pellitine Settlement Tenmar - Unclaimed Pellitine Settlement/Sugar Plantation Jarnu - Unclaimed Pellitine Settlement Chaj'zira - Unclaimed Pellitine Settlement M'jraan-Bo - Unclaimed Pellitine Settlement Dukriit - Unclaimed Pellitine Settlement/Sugar Plantation Hai'thaar - Unclaimed Anequina Settlement Dar'kaan - Unclaimed Anequina Settlement Nu-Mariit - Unclaimed Anequina Settlement Il'kaan - Unclaimed Anequina Settlement - Morcroft / team project Anequina Settlement - Unclaimed Anequina/Rim Settlement Valley Guard - Unclaimed Rim Settlement Verkath - Unclaimed Bosmeri Village/Xylo valley Tiutisikz Village - Unclaimed Argonian Village/Topal Isle Port Topal/Fort Spraymoth - Unclaimed Khajiiti/Imperial Settlement/Topal Isle
  23. 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?
  24. OMG Omeletted's Oblivion

    OMG Omeletted's Oblivion Aye, alliterations are always awesome. Anyway, yet another thread where I talk to myself. This is where I post about my Oblivion modding experience, it will have my current mods list, how I go about mashing them together, found bugs, modding the mods etc. No, it won't be an actual guide but could be a useful reference. To the one person following this anyway ha ha. Here's the current mods list: Bain Packages: Sorry the BAIN package list isn't all pretty and categorized like I've seen some people do it. Contents: Bugtracker Better Cities Deadly Reflex Textures Tools Wrye Bash tips
×