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Everything posted by ladyonthemoon

  1. You'll have to be careful though: setting certain objects "is full lod" will make them invisible in game!
  2. These resources must have lod meshes and textures, otherwise creating lod for them won't work.
  3. In case you played Oblivion, a few hints :
  4. I've been struggling with landscape editing for my world space. This used to scare me but I'm getting used to it. Three images for now:
  5. So, I managed to fix the weather. I wanted it to look like the sunny snowy weather we can see in this film, King Arthur dating back to 2004, and I more or less got close to the result I wanted. What now? The main layout of the world space is ready; I need to fill it with flora, rocks, clutter and so on. Here are four images taken at 6 am, noon, 6 pm and midnight showing the weather:
  6. A few additions I've made today, a few landmarks more. I still need to rework the weather. For now I'm using the default Skyrim fog weather, to which I have added a continuous snow fall and effects but the colours are not very satisfying.
  7. A few new images; no lod yet and not finished but they give the right idea of the place:
  8. The pass will eventually have constant stormy snow weather. 6 am: noon: 6 pm: midnight:
  9. Worked on the region, climate and weather today. I'll have to rework the image spaces for the day. Night in the Pale Pass Fort exterior:
  10. Since I deleted the first album I made here about this project, I'm going to post images here. After moving to Skyrim Special Edition, i had to test The Adventurer's Sorrow, the first cave and dungeon I made for this project, again. It turned out that it was a lot too dark. After reorganising the lights and lighting templates, I eventually managed to make it as I wanted it to be: dark but not too dark. I still have some tuning to do but I can consider it done already. I took a lot of pictures today but I selected 18 of them, plus 3 of the cave layout in the CK, for upload. I'll upload them within spoiler tags so that you can choose to watch them or not. Obviously, I hope you'll like what you'll see!
  11. Progression: - Not started: the access to The Adventurer's Sorrow in Cyrodiil (will be made the last, as making the lod for the Pale Pass world will break the modifications made to the landscape of Skyrim; that's how I lost all the work I had done on this access, countless hours of effort...) Mouth of the Serpent Eyes of the Serpent Fangs of the Serpent Venom of the Serpent Scales of the Serpent quests - Started: Serpent's Trail Pale Pass world - Finished: The Adventurer's Sorrow: (July 5th, 20117) main non player characters
  12. Pale Pass the Secluded Outpost Pale Pass, the Secluded Outpost, is intended to add the Pale Pass we first met in Oblivion, to Skyrim. (If you didn't play Oblivion, obviously you don't know what I'm talking about but you don't need to either. ) Important: Pale Pass, the Secluded Outpost will be an addition to both Skyrim Original Edition and the Special Editon. Pale Pass, the Secluded Outpost will not be compatible with the project "Beyond Skyrim" because the team has probably already made their own Pale Pass; if they haven't yet, they most probably will. Content: - although the Pale Pass has been closed due to avalanches, a bored Cyrodiilic adventurer decided to set up on a trip to discover it, two hundred years after it had been located first. Unfortunately for her, and fortunately for the player, she died before attaining it. The player will find her body near the entrance of a cave that will end up being an underground forgotten Nordic tomb,, The Adventurer's Sorrow; this dungeon leading to a breach into the Serpent's Trail, - the Serpent's Trail leads inside the Pale Pass world, - there lie the ruins of Fort Pale Pass that contains five zones: Mouth of the Serpent Eyes of the Serpent Fangs of the Serpent Venom of the Serpent Scales of the Serpent - creatures, monsters, ghosts, and so on... Note: quests won't have quest markers or journal entries, not because I don't know how to make them but because I think getting back to old ways of playing won't harm. Date of release: Uhh... Maps:
  13. Version final and Skyrim SE versions


    Silent Dogs of Skyrim by ladyonthemoon ---oOo--- March 3rd, 2017, Skyrim Special Edition version: To use this mod with Skyrim Special Edition, download the file named and extract its content into your Data files folder, exactly as you would do for the original Skyrim. Once this done, launch the game, click on "mods" on the menu page and place it at the lowest place possible in your load order, using the "X" and arrow keys. Description: If you mainly play on first person view and you can no longer stand dogs barking in your ears while you are crawling in a dangerous dungeon, this mod is for you! It makes the dogs silent, especially when they follow you; (they keep barking in some circumstances). Consequently, people will tend to say "stupid dog!" or "good dog!" to dogs who greeted them silently. I haven't managed to find a work around for this, sorry. Note: For some reason, this mod doesn't work well, if not at all, if you play on third person view. I have no idea at all why it is so. Installation: Download the archive and extract both the esp and bsa files into your ~:\Steam\steamapps\common\Skyrim\Data directory. Start the launcher, click on "Data Files" and make sure that the mod is activated. Deinstallation: Remove both the esp and bsa files from your Data directory. Incompatibilities: None whatsoever, the dogs not being directly modified. Enjoy! ladyonthemoon ---oOo--- Thanks: To Bethesda Games Studios for making this marvellous game and providing us thousands of hours of sheer pleasure!
  14. Indeed it is. Why don't you use it? Never use dogs as followers? (If I may ask!)
  15. This is not useful. I don't have a direct answer for you; you should take a look at the quest that spawns the "Noble" that travels on horse back accompanied by a guard. Take a look at the aliases and see how spawning the three of them is made.
  16. Have you found a new home?
  17. Thank you!
  18. What about Druid Gameworks? Will you be able to maintain it too? And what about merging to two sites? Would this make the whole of it less expensive?
  19. This is awful. I really wish you find a home soon.
  20. Please, could we get rid of that bar when we write the description of the mod we are uploading? Please...
  21. Version


    No Gore mods for Fallout 3 and Fallout New Vegas by ladyonthemoon Description: If, like me, you don't like to see decapitations, bodies exploding and so on, this mod is for you! As it's title says, this mod removes all possibilities of decapitations and bodies being dismembered by explosions. The "Bloody Mess" perk, available at level 6, has been modified and renamed "Better Shots"; it offers 5% extra damage with all weapons. Installation: Download the archive that corresponds to the game you want to use it with and extract the [NameOfTheGame]NoGore.esp into the game's Data directory, launch the game and make sure the mod is enabled in the Data Files option of the launcher: Deinstallation: Just remove the [NameOfTheGame]NoGore.esp from the game Data directory. Note: This mod doesn't content any script. Thanks: Great many thanks to Bethesda Game Studios for their great games! Great many thanks to TES Alliance for hosting our mods!
  22. Yeah, five years and everybody has already forgotten him. This is why I made this thread, in these times where people prefer crap mods to real art... I hesitated naming it "in memoriam" because it felt too formal though.
  23. Adam Adamowicz was the concept artist behind Fallout 3 and 4, Oblivion and Skyrim. We owe much to this artist, I wonder who has replaced him, although nobody can actually replace such a talented artist. Bethesda released the images of his work on Oblivion, Skyrim and Fallout. The images can be seen, and downloaded, here: Oblivion Concept Art Album Skyrim Concept Art Album Fallout 3 Concept Art Album