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DanielJ97

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About DanielJ97

  • Birthday June 22

Profile Information

  • Gender
    Male
  • Location
    Scotland!
  • Interests
    Playing guitar, Going out, Eating, Modding, Playing Oblivion and Morrowind. ;)

Contact Methods

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    daniel.jamieson@hotmail.co.uk

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  1. The Nord Wars of Independence A mod for TES: V Skyrim... For regular updates check my Tumblr Page regarding the mod ! Right, I've barely ever delivered on my mod ideas for Oblivion, but, I'm determined to get this mod through. I love the idea so much. Basically, this is a Quest-Chain in Skyrim during which you have the chance to liberate Skyrim from the Imperial Empire, so simply, make it it's own nation. This mod will feature hours of gameplay, including new armours, npc's, voiced dialouge, weapons and of course areas. Before anybody goes "But Skyrim isn't out yet. Nah, nah, nah". I'm currently planning the mod on what Bethesda have released so far; e.g. the maps, videos, gameplay information etc. Also, I am aware that the Skyrim Main-Quest is a civil war ! The main questline will be disabled whilst this mod is played. Storyline The storyline of the mod is kinda based around the Scottish Wars of Independence, but not entirely. The people of Skyrim want to be free from the clutches of the Imperial Empire. They want their own nation, with it's own rulers. You are a farmer, from a village on a mountain range. Your family is dead, and you live alone, in your hut. The village people see you as the Chief, and follow your orders to the letter. After your wife and children were killed by the Imperial Legion (as you can see in the intro video that will be featured with the mod), you have a thirst for revenge. The Imperial's have been holding your people in their clutches for too long. Bitter feelings are growing between the Nord's and their rules. It's not long before the rebellion begins. You start by attacking small garrisons with a band of men, but in time you and your band of men take entire cities, and defeat armies. You'll end as the saviour of Skyrim, or you will be betrayed by the Nobles, and executed by the Imperial's. You must use your mind and wits to work out whether or not decisions will play on your side, or help the Imperial's side. Mechanics The mod will run as some form of total conversion, with you being forced to make a new save before playing, and the new save taking you into a different start location. The mod will feature piles of new weapons, items, armours, and food. As well as fully featured voice acting, possibly, by the folks at TESAlliance and anyone else who cares to help out. I'm trying to keep the mod as lore friendly as possible, so if you notice any flaws with anything I announce (lore-wise), then please get in touch. I will be using custom music, which will either be made by people from the TES community, or from other online music creators. Idea Where did I get this idea from? Well a few different factors influenced it: Me being Scottish. Watching Braveheart. My love of modding. From these 3 factors this ideal was born. Whether or not I carry it through is yet to be seen. I can however promise regular updates regarding it, most of which can be found on my Tumblr, which I'll update every couple of days, with screenshots and other goodies. I'll provide a link once I make it, >.> Contact & Help ! It's pretty obvious I wont manage this by myself, I need the help of anyone who can help. If you want to help with anything below, send me a PM, or post here. BETA TESTERS WILL BE NEEDED FOR THE FINAL STAGES. GET IN TOUCH EARLY TO SECURE THESE PRIVELAGES. In regards to music creators; I do need custom music. Get in contact if you can help. If your willing to do voice acting for the mod send me a PM, and I'll get in contact as soon as I can. Also, if your willing to work on the team as a moddler/texturer then please throw a PM my way as well. I will also need authors for the in-game books, and artists to make the loading screens and logo's that will be used throughout the mod. Or if you can help in any other way, (e.g. scripting, ideas, lore-errors), then aslo send a PM. All those who help in any way, shape or form, will have their name listed in the Credits, which will run before the vanilla game's credits, in a pretty cool way I'm still inventing more idea's for. ;D Current Team & Jobs; Myself (Daniel Jamieson) - Textures, Level Design, Modelling, Voice Acting, Author-ing, Music, Storyline, "Publicity", Internet Guy. Pronam - UV Mapping, Collisioning, Partly Texture Templates Thorbjørn Mortensen (Beerto/Tpower) - Modelling, Texturing, Voice Acting Christopher Sutcliffe and Mark Sutcliffe (MoonlightWyvern) - Voice Acting, Possibly Modelling.
  2. Hey, Im currently working on a large scaled mod project, and I need some models. :S What Im looking for is meshes like the Low-Poly Arena ones. These are to make an army, and as most modders know Oblivion fails at this. So, to make the army I was thinking of using low-poly characters. But, I can't model properly, and I cant animate at all. All I need is a few different models. Well, only three models but a few different textures of each. The first one should be a soldier fighting, just swinging his sword. The second should be a soldier standing still, like in a guard pose. And the third, a soldier as if he was in a colum of men, as if he was marching. But obviously he can't move. I would like two different colours here. The first should be kind of the Imperial legion Armor. And the second a armor that looks like the vanilla skingrad city watch cuirass. Thanks, and I hope somebody will be able to do this; Daniel
  3. Thanks anyway ^^ I think we're just gonna release an optional Music Package with the mod, so that you can just add it into your sound folder. But we didn't want to do this at first because it means that the Vanilla Oblivion Music is overwritten But, we'll just release an optional package like i said. (:
  4. How would that work? :S Im not an expert scripter ^^ So, I dont know how to set that bit up. Can you send me the script and ill just set up the quest?
  5. But, the whole point of this script is to play music, from when the player starts a new game to forever. :L So, what would the script need to be then?
  6. Hello, Im working on a script to play music, and the way its working is this: Scn aaaMusicSpell Begin OnActivate StreamMusic "Data\Music\DanielJ97\Carleto Project\1.mp3" StreamMusic "Data\Music\DanielJ97\Carleto Project\2.mp3" StreamMusic "Data\Music\DanielJ97\Carleto Project\3.mp3" StreamMusic "Data\Music\DanielJ97\Carleto Project\4.mp3" StreamMusic "Data\Music\DanielJ97\Carleto Project\5.mp3" StreamMusic "Data\Music\DanielJ97\Carleto Project\6.mp3" StreamMusic "Data\Music\DanielJ97\Carleto Project\7.mp3" StreamMusic "Data\Music\DanielJ97\Carleto Project\8.mp3" StreamMusic "Data\Music\DanielJ97\Carleto Project\9.mp3" End Thats what im thinking should manage to run the script, via the player going through a triggerbox and it starts. Im working on that bit ^^ But what Im needing just now is some way to get the script to loop itself so the music keeps playing and playing and playing. What will the script be to get this to work? Thanks
  7. Hey, Im currently working on a New Land mod, and I fail at moddeling So, I need someone to make me a creature. I would say that using a troll for the basic starting point would be best. Can you also use the troll animations (To make it easier on you) please? Cause the description kinda works along with the shape of it? Just needs some work done. So, this is a creature with dark grey (scaly) skin, and red eyes ( i forgot about that in the picture >.<) Massive long talons on its fingers, and sharp spiky teeth. Here's a few concept art pics Sketch Coloured If anyone can try, itd be really great, Thanks
  8. I have no body mods, and Im having a look through everything now. Thanks, but the last update took over 2 hours to upload to TESNexus, and since then the mods grown a massive amount. Ima copy all the Imperial Stuff into a folder in my data and see if that works.
  9. Well, the actual race is a duplicate of the Imperial Race with weight and height changed. And, the only other changed body feature is the "Upper Mouth" which now has a beard in it. I left everything else untouched. Unless, I could take all of the Imperial Files, move them into my meshes&texture folders and then link them to it? Because it might have something to do with the things being in the .bsa's bethesda put them in?
  10. No, cause the beards go into the slot in the races menu where you put the upper part of the mouth No, all there is is a new .nif and texture. It goes into the slot in the Face Tab of the Race Menu where it says Upper Mouth. You put in the .nif and the texture. Theres no new egt and tri file. And its not a problem with the beards anyway its just the actual race itself wont show up any part of its body without clothes, exept from the head,
  11. It doesn't use new skeleton NIF's though? Just Imperial onces changed in the Race window of the CS. All there is thats new is a beard?
  12. Yeah but its skin that I need :S No, It uses Imperial Race Meshes and Textures just with a differen upper mouth nif and texture. However the beards work fine on other races?
  13. Hey, I've got 9 new races, all dwarven with different beards. They look brilliant with clothes on, with all of their body parts there. But when you take off the clothes, then theres a problem. If you take off a shirt, the upper body dissapears. " " " " a set of pants the lower body dissapears " " " " a set of gloves the hands dissapear " " " " a set of shoes the feet dissapear But when you put them back on, then it gets fixed. But, these races are playable and they'll be pretty rubbish if you don't see the body without clothes. So, how can i fix this? Can anyone help please? Heres some screenies of them / and my test character with clothes on and off. :S
  14. Can you post some examples of your work please?
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