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AndalayBay

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Everything posted by AndalayBay

  1. It reminds me of the taunt ogres will give you when you fighting them. They put their hand up and give you the "bring it" gesture
  2. "165. I cannot repel the Daedric invaders by playing “It’s a Small World After All†over and over until they commit suicide." I think I see another mod in the making... I haven't seen some of these before - they're priceless.
  3. "In fact, nothing from the Rocky Horror Picture Show is to find its way into the Shivering Isles." Oh, come on. That sounds like a great mod!
  4. Don't you need a reference to the door for the unlock and lock functions?
  5. Don't worry donnato - you're not the only one. I've just continued to use good ol' ALT print screen and paste into Paint.net or GIMP and then trim down if necessary. Thanks for the tips on the Snip tool though - might check it out at some point. Edit: Click options and make sure it's set up to prompt you where to save the file.
  6. It might have been armour then. It was really strange because we lost part of the path on one of them and not the other. We just decided to make everything consistent across the board and as I said, now stuff shows up really nicely in the CS. Bit of a pain from a file point of view, because we have to go into all the directories, but nice to work with during development. I use TES4Files to package up my mods and it grabs all the stuff for me anyway.
  7. Just to clarify: it doesn't complain, it just ignores you To be more precise, it will create a new weapons folder under weapons and it makes it hard to find stuff. It also looks really odd and the path won't match what you have as the mesh path, so it gets really confusing. And also I don't use any modder's resource in which they want their file structure maintained. If that's specified in the license, I just don't use the resource and will build my own instead. Once I pull something into my mod, I want to adhere to my file structure, whatever that may be.
  8. We have a lot of resources from all different areas in the CS. We found when doing armour (or weapons? can't remember) that Oblivion is very picky about the folder structure. Rather than having some resources under our mod name, we've adopted Beth's structure for the top level, with our own directory under that. So for example: meshes\architecture\DBC... etc. This is a little less convenient because we can't find all our resources in one directory, but it is organized nicely in the CS. It also allows us to be consistent whether we're dealing with a creature, a piece of furniture or statics. We don't use author names because we have a large team. So everything is organized under DBC, which is the acronym for the mod.
  9. No, you're just like the rest of us - which is why we're so bad in telling you exactly what we did to fix something. Welcome to the club
  10. Great! What was it? Sorry I had to disappear for dinner and a bit of tv
  11. I did run into an issue getting mine up and running at one point, but I can't remember which machine it was I've had a couple of cases where I jumped on new tech so early that it turned out the mobo didn't completely support it, so there was some messing around involved... Have you tried changing to AHCI and see if that helps? I remember that you had to use IDE at one point, but I'm sure if that's the case with Win 7 or not. I'd have to reboot my machine to see what I've got it set to Also, some hard drives have a jumper setting for enabling the higher speed - I'd check to make sure you have that set. I would imagine it would be now - if your drive even has that as an option. Once again it was something that was needed during the transition from SATA 1 to SATA 3.
  12. That sounds like it isn't detecting your DVD drive. Are you running SATA? Check your mobo manual and make sure you don't have to configure something to get all the SATA channels working. Although if you've just got a hard drive and DVD drive, I'd just put them both on the same channel.
  13. Yeah, it's been a while since I've done this too, but I think there's an option for doing a custom install. Then when it comes up asking where to install to, you can choose to change the partition information.
  14. Thanks guys! We'll try to keep you posted on our progress. We've been so busy, even getting this thread up took us over a week
  15. You might want to report that in the CSE thread on the Beth forums. I think ShadeMe is trying to fix it so that settings are saved. I've noticed there are a few that aren't saved.
  16. Yeah... I had to add that one to my shortcut list too! You don't suppose Beth might give us some documentation for the CS one of these days, do you?.... Nah!
  17. Yep! And we're finally using it We're converting it to be a real weapon It's a gorgeous dagger. We had a lot of turnover, but things have stabilized now and we're making the final push to actually get this released.
  18. Dark Brotherhood Chronicles: Awakening Once upon a time, our name was whispered in the dark corners of the deepest caves and feared in the highest towers. Once upon a time, we bore the blood of emperors on our hands. Once upon a time, we were mystery, and secret, and the greatest in the Empire would gather our rituals to be allowed to grovel at our feet. Once upon a time, we scorned Mephala Herself, stole Her treasures, and found a master far beyond what She ever was. But now... Now, we are scattered, the Sanctuaries sealed. Now, the blood you have on your hands is that of your own family. Now, our secrets are broken, for we never saw the traitor in our midst. Now, the body of your master and mentor hangs in Applewatch, and the Night Mother herself scorns us for our failure. Where is the power of Sithis now? In the aftermath of the traitor's destruction, the Listener of the Dark Brotherhood now faces new challenges. Shadowy threats from without and little trust from within. The Sanctuaries have been locked, the Dark Family hidden. But still, someone has found them. Someone seeks to wipe the weakened assassins from the face of Tamriel. The greatest secrets of the Black Hand must be unearthed if the Listener is to save the Dark Brotherhood from extinction. The Dark Brotherhood Chronicles is a large-scale, multi-part mod. It boasts many new NPCs, locations, and both a large main questline and sidequests, delving deep into the shadowed history of the Dark Brotherhood. Over the span of its development, the Dark Brotherhood Chronicles has been anticipated, talked about, and even featured in PC Gamer UK, and it is our intent to complete and share the work of the many, many modders who have contributed. Current Progress The Dark Brotherhood Chronicles: Awakening is comprised of an 11 part main quest and 10 side quests. We have gotten three side quests finished but we are focussing all our efforts on the main quest in the hope that we can get Awakening released before Skyrim. Basically we will release Awakening without all the side quests completed if necessary. It takes about 5 days to complete a quest, so if we can maintain that pace, we have about 25 days of development left. We still have a couple of areas that need to be rebuilt. And while all the scripts (as in story writing) are done, we still have to go through the remaining scripts and make adjustments according to what's feasible to actually accomplish with the Oblivion engine. Main Quest: 11 quests completed = 100% Side Quests: 3 quests completed = 30% Level Design: 80%* Modelling: 85%** Writing: 100% Voice Acting: 10% We do have some voice acting, but we'll need a lot more. Many of the recordings we had turned out to be unusable. We do have a couple of our quests voiced, but most of them are not. *This is a guess. All the areas are done, but two need to be rebuilt. There is also a dungeon that I have to place in Cyrodiil and I haven't gone through and checked the quality of the work. It's for a side quest though, so it could be left out if necessary. **All the major modelling is completed. We do have some custom armour that needs fixing and a few minor cluttering models that need to be done, like banners and paintings. Future Plans Obviously our main priority at this point is to get Awakening completed. We have part of the script for Consequences written and would like to release it, but it really has to be set in Cyrodiil, so we will have to re-evaluate those plans with the release of Skyrim. We would like to have part 3 take place in Skyrim and will probably do something along those lines. Team Members Amadaun - Team Lead, Modelling, Texturing, Level Design, Site Administration AndalayBay - Team Lead, Scripting, Quest Building, Level Design, Site Owner Xae (Xaeaix) - Sound Engineering, Soundtrack, Site Administration and Design fg109 (RandomNoob) - Scripting, Quest Building Morrigain - Writing Rahvin - Writing Lareneg - Writing, Beta Testing 'Drea - Writing, Beta Testing omeletted - Texturing, Beta Testing Elec0 - Modelling, Beta Testing Koniption - Modelling, Texturing Ibsen's Ghost (Ibsen3) - Voice Acting Silver - Modelling Silencer (Cotillion) - Site Administration Siulil - Beta Testing theinfamouskat (thechickwhopwn3dyou) - Writing Arthmoor - Technical Consultant Project Site The project is being hosted at Dark Creations. Gallery We are still in the process of restoring the gallery, but some screenshots and concept drawings for the project have been posted: Dark Creations tDBC Gallery Soundtrack Listen to the music for tDBC created by Xae here.
  19. Welcome Tamira! And yeah, I will spare you my German - I even took three courses in it!
  20. Just a caution with the new Blender: the NifTools guys seem to be a bit behind. They seem to be waiting to be sure it's stable and well received before doing the exporter. You can view their comments on the NifTools forums, here. I took the plunge and bought 3ds Max 2011. Blender was just too frustrating.
  21. Well at least now you've got some options. And Blender and I just do NOT get along. However Max and I do and I have a hubby working on a NifTools plugin upgrade
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