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AirtightSpring3

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Posts posted by AirtightSpring3

  1. I only have a small update today. I spent about two hours polishing and testing the quest. It should run without failure now (It ran successfully on my PC). I added rewards/bribe rewards for the player (I'd forgot to add them before...) fixed some dialogue issues, and added a new stage to the quest to get one of the scenes to function correctly. I also added all the technical stuff regarding the dialogue, like when the NPCs who say it are supposed to say it. And added a few more misc. NPCs who help the main NPCs fight. Then lastly, I added notes in that help lead the player to Thryno (the main enemy of this first quest.) Once I get back from my weekend trip I will find voice actors for the quest and as I have been saying, fix the LOD problem.

  2. Today was quite a successful day in the creation kit. I implemented all the changes I had wrote out yesterday for the first quest, did the quest scripting and put some sample voice acting files in (done by me and not permanent) in to see how the quest ran in game. I got through the quest and solved all the glitches that I found. The first quest went from 15 lines of dialogue and one voiced NPC to 35 lines of dialogue and 4 custom voiced NPCs (although one has a very small role.) The original quest consisted of getting information, killing an enemy actor and returning to the quest giver. The quest now includes the player stumbling upon a Courier who had just received a letter to give to the player, the player then goes, speaks to the main NPC of this quest and then sets out on a small journey to find the enemy actor that I just sent the player to before. There are multiple ways to find out the needed information needed including the usual intimidate, bribe and persuasion as well as attacking and pickpocketing. So all in all I feel this quest is much more flushed out and not only is more fun but gives a much better description of how the main NPC Gaius found the player. I'll spend the next few days before I leave for a trip this weekend polishing the quest, and adding a few more features to it as well as working with some voice actors, then when I come back hopefully I can fix this LOD issue for good and begin hard work on the main island of Aeldon again, at which point I will post the long overdue screenshots. A trailer should also be on the horizon, I just need to make sure I get the right voice actor for Gaius because he has a lot of lines (probably over 1000 by the end...) Thanks for reading my updates and I hope you are looking forwards to the mod. And as always thanks to those of you who comment, it really means a lot to me to see that people support my work.

     

    - AirtightSpring3

  3. While I wait for a solution to my LOD problem to be found I have continued to work on parts of the mod that do not involve the islands themselves. I decided to completely redo the first quest which originally was talk, kill and then talk again to something more than that. Now the player has to go on a note guided (meaning no points to direct you) quest to find and take out an enemy. The player will have to use intuition and persuasion to find the target and then may/may not kill them depending on their choice (which could matter later :) ). The first quest will now have four voiced actors instead of one and much more dialogue. Today I wrote the script for the quest and am going through now and plugging in the dialogue with my voice for all the parts so I can make sure the quest works before I find voice actors for the parts.

  4. Sorry about the screenshots, I am in the middle of working out some crazy LOD problems with another modder, I think we are coming close to fixing that problem once and for all! Just thought I'd give an update since it has been one month since I gave my last update. I've been busy with AP Testing and trips but I am still working. I had to redo my Arena Scripts because my PC went crazy a while back and deleted all my skryrim stuff (I had most this mod backed up, just not all my scripts...) but now the player can fight to earn money and bet on fights. I also fixed Makaro the merchant whose voice files were set out of sync and I am currently receiving assistance from another modder regarding my LOD issues that have been messing up my island. After school is out I'll have more time for modding but just thought I'd let you know I am still working. I have began to contact some voice actors and will continue to do so over the next few days, if you commented before I will contact you within the next few days about which voice acting positions you would like to fill the spots that I know I will need filled are a young imperial male, elderly nord female beggar, middle aged male nord merchant, middle aged redguard male farmer, argonian male and female. Those are positions that I haven not contacted anyone about yet, so if you want more information or some lines to test out for any of those parts, please let me know. Thanks!

     

    - AirtightSpring3

  5. Got the second town exterior looking good and made the large mountain which is the main feature of the southern part of Aeldon. None of this is as detailed as Sigminion at the moment but this is just a rough draft I of the isalnd that I wanted done by tomorrow so I could create the LOD and post some good pictures before I go on a weeklong break. So check back tomorrow for pictures of Aeldon and it's various features.

  6. It's been a little while but I got creation kit working again, had some problem with a missing executable but got a question answered that told me how to solve the problem. I have gotten most of the forest area done and most of the mountain of Aeldon done, meaning that all I have left is a little forest, a small village, and some rocky/plains terrain to design until Aeldon's rough draft is complete. I'm hoping to have pictures up by Friday when I leave for a week long trip, hopefully all goes well generating my LOD again, since it got deleted when my Skyrim files did. Keep checking back here for further update and thanks for your suport.

  7. Update: I have been working the landscape some more, haven't done to much over the last few days due to a large amount of homework. I have got a large amount of pine forest put into the Northern half of Aeldon and am working every day on making the mountains look more like actual mountains out of Skyrim by making them more slopped than what they were before (before they were flat and went straight up) and have been decorating them with rocks and pine trees. Soon I'll be starting on the southern half of Aeldon which is mostly plains with one very large central mountain. Once I get the entire landscape done I'll post pictures since I have to do a fair amount of work to reload the LOD, so I am going to wait until I'm done so that I only have to go through that process once.

  8. Well today I did some work on the mountains surrounding Sigminion, before as you can see in the pictures they were somewhat flat on the top and very steep going straight up. I am attempting to give them a more gradual incline, have a pass between Sigminion and the rest of Aeldon, and to add multiple peaks to the mountain range. I have all of this but the pass now completed and after this I will add smaller rocks and other clutter to the mountains to make them look more alive. I do not have pictures of this yet because for it to look good I need to regenerate LOD because I have changed so much of the landscape. Once I have the part of the island I am working on done I will regenerate LOD and upload pictures. Look for screenshots of this, the new lake and the forest area in the coming days. After that I will be making the second town on Aeldon and then I will expand the island to include the larger plains area with the singular mountain, which at this point is unnamed.

  9. Some of you may have been following my old mod, Riften Depths. Well I have decided to evolve it into a entirely new mod called, The Sortanic Isles. The mod is largely WIP and I am not the fastest worker, but I will be releasing the mod in four chunks, to lessen the wait. The first release will be everything RIften Depths was going to be and a little bit more. (Just not underground...) Expect to see stories involving Snow Elves, Dwemer, Espionage and more by the time the mod is finished. I would like to thank those who have supported me over my somewhat slow modding career, I am quite busy with school and am also an active game player as well as modder, but I continue to press on due to community support. Without further ado, I would like to introduce my project!

     

    The Sortanic Isles - Background:

    The Sortanic Isles were founded in 4E 175, the same year the White Gold Concordat was signed, by a man named Nicoli Anduli. The Isles were stumbled upon by Anduli some years earlier in an area to the West of Morrowind. Anduli did not originally intend to bring others to these islands, but after the Great War ended, a small group of people came with Anduli to the Isles so that they could safely worship Talos, and live a life free of the Dominion. To this day no one not living on the Isles has stumbled upon them, making them a continued safe haven for those who live there.



    The largest of the three main Islands is Aeldon, known for it’s large city surrounded by mountains. This was the seat of Anduli when he ruled, but he recently disappeared after years of rule, none knowing whether he is alive or not. Aeldon consists of two towns inhabited by various races found in Tamriel. Aeldon has a large amount of forests in the Northern regions, but there are plains found in the South.

    Another of the main isles is Ethoria, found to the East of Aeldon, this isle largely resembles the ashlands of Solstheim due to the eruption of a local volcano some years ago, but the Northern part of the isle still remains to be a grassland filled with hot springs and geysers. The third isle is Pravon and is found to the Northeast of Aeldon. Pravon consists of a large snowy valley surrounded by mountains and contains open fields, forests, and glaciers. It is said that Pravon is home to a small population of Snow Elves.

    Note to Readers: If any of what I have written so far goes against Lore please inform me, there will be towns/villages on Ethoria and Pravon, but I am going to leave it open to the community to decide who inhabits them once I am done with and have released Aeldon.

     

    Story Information:

    The story will begin with a man named Gaius Crassus coming to the Dragonborn for help, eventually leading the Dragonborn to the Sortanic Isles. I do not wish to spoil too much of the quest but Act 1, which will be released with Aeldon, will involve a mysterious disappearance in the main town of Aeldon, known to the people as Sigminion. The Dragonborn will be tasked with finding this missing person, which will eventually scale into a much bigger story involving large dungeons, bandit attacks on Sigminion and more. The end of Act 1 will provide the player with a very generous reward and set the stage for the larger events happening in Act 2.

     

    Factions Information:

    I would like there to be multiple factions the player can join by the time I am finished. I will only try to have one completed by the time I finish Aeldon, and which I choose will be selected by the community. The Sentinels will be guardians of the Sortanic Isles directly under the control of Cato Crassus, the younger brother of Gaius Crassus. The Sentinels defend the Isles from possible danger and are responsible for hunting some large monsters. The next faction is the called The Silent Order, or The Order for short. The Order is responsible for espionage throughout Tamriel on behalf of the Sortanic Isles and often works for the good of the people of Tamriel and against the Dominion, who do not know of their existence. A member of the Order can expect to be sent to infiltrate enemy strongholds and gather information using persuasion and stealth, the Dragonborn, if they join, will work up to be the head of operations in Skyrim. I would like to make a Bounty Hunter Guild which functions somewhat like a group of paid assassins but they have no ties whatsoever to religious sources like the Daedric Gods. Lastly I would like to make a player “Vigilante†system, where the Dragonborn can rise from lowly crime fighter to hero. The Dragonborn will be able to assemble a team, found a base of operations, and upgrade their abilities over time. These are the factions I was thinking of, remember only one will be finished when I release Aeldon, so vote wisely

    smile.gif

     

    Project Info:

     

    - Three large islands with multiple towns.

    - Four factions the player can join by the time the mod is finished.

    - A four act main storyline.

    - One (or more) custom voiced followers.

    - New powers for the player.

    - An Arena for fighting in and betting on fights in.

    - A player home given at the start and a castle available later.

    - A few things I don’t want to spoil given through the questline…

    - Custom soundtracks for the islands.

     

    Progress (V 1.0)

     

     

    - Aeldon Landscape: 50%

    - Town of Sigminion Exterior: 100% (May change walls)

    - Town of Sigminion Interior: 60%

    - Main Questline Act 1: 20%

    - Working Arena: 50% (Working but need to add more fights to it.)

    - Faction 1: 0% (Not chosen yet)

    - Various Side Quests: 0%

    - Custom Voiced Follower 1: 0%

     

    Mod Requirements:

     

     

    - Skyrim

    - Dawnguard

    - Dragonborn (Version 1.0 (Aeldon) will probably not require Dragonborn)

     

    Photos of Aeldon So Far:

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    1978519_528575780595121_1880170739_o.jpg

     

    1939561_528995493886483_858139691_o.jpg

     

    1149452_528995713886461_1443164352_o.jpg

     

     

    Thank you for viewing my topic and I hope you will eagerly await this mod as I eagerly await the many other DLC sized mods in productions. Keep looking at this page for more info until the mods release, at which time I will put a link up to Airtight Studios Facebook Page for future mod updates.

     

    1391695_462019903917376_1535892560_n.jpg

     

     

  10. Hello TES Alliance Community. As some of you may know from my recent posts, I am creating a mod called Riften Depths which adds a new city beneath Riften set in a large group of caves. So far I have finished the exterior for the main town, have a few NPCs custom voiced, have a working arena system, designed interiors for most town buildings, set working NPCs up in the town, and completed the first quest in the main Questline. But there is still much to do. I would like to put together a team to assist me with the mod. I used to do all the work for the mod alone, with the occasional help of the community for scripting problems. But I have been quite busy since school started up again, and have since not been able to mod near as much as I would like to. I would like anyone who could join the team to be in it for the long run and to have fair knowledge of the creation kit, and hopefully experience in the field they sign up for. I will list below the positions I need filled, I will add to this list over time so check back in if there is no spot open for a position you would like. I may add more positions over time.

     

    5468649-1383781197.jpg

     

    Level Designers: These people will design mostly interior spaces, such as parts of the main Castle, a base for the Sentinel Guild and multiple dungeons. This mod is quite a ways from finished so you will not need to work with speed, I would rather have a quality dungeon that takes over a month to make, than a poorly built one put together in a few days. If you are signing up for this position and have previous experience with design of exterior or interior cells please post links or pictures in a post below.

     

    - Level Designer 1: sbrownx

    - Level Designer 2: Sygmar

    - Level Designer 3:

    - Level Designer 4:

     

     

    Official Composer: Create soundtracks for Riften Depths and songs for the various Bards to sing.

     

    - Official Composer: Xennah

     

    Quest Designers: These people will assist me in writing the main quest, side quests and Sentinel Quest Line. I will usually send them a draft of what should happen in the quest, they may then make changes to the draft and send it back to me. When approved they can go ahead and make the quest. If you have experience making/writing quests please post references/links below.

     

    - Quest Designer 1:

    - Quest Designer 2:

     

    5468649-1383781118.jpg

     

    Custom Texture Designers: I would like these people to be able to take ideas I have for custom objects (weapons, armor, static objects, ect.) and turn them into a reality that I can add to the mod. Please post any links/pictures of previous work below.

     

    - Texture Designer 1:

     

    Script Advisor: This person will need to have a large amount of skill in scripting, because they will be the one responsible for helping with the writing of scripts needed by all other members of the team. If you would like this position please let me know, and I will see how you deal with a few scripting problems we have early on to see if you will make a good permanent fit for the team.

     

    - Script Advisor:

     

    5468649-1383781063.jpg

     

    That concludes the available positions I currently would like filled. In a month or so I will probably look for a video editor, to make a trailer and take ENB photos of the mod. So stay tuned . I may also add more positions to any of the jobs above. I hope some of you decide to join the team, I will also be posting this application form on the Steam Workshop and Skyrim Nexus. The finished product will be published on the Nexus and TES Alliance and possibly Steam (if it is not too big.) Thank you for taking the time to read this post and I hope you consider joining Airtight Studios. 

     

    Note: The above pictures have changed a lot because I have put the Depths into a Custom Worldspace instead of Interiors. I am thinking of putting no ceiling on and having it have the same sky as the Soul Cairn then having a side quest explaining how the Depths are in a new "realm" created by it's founder Nikoli Anduli, The only large thing this would change is putting a waygate to the town instead of just a door in the ruins under Riften and of course it would change the lighting and sky of the town. I will post pictures of this new version when I have working LOD.

     

     

    5468649-1385012157.jpg

  11. I would have my entire interior cell replace Lake Views but I am going to try release each room separately for those who want to use them with other mods. For example, I just finished some edits to the Green House, but I also want my edits to be compatible with Shezrie's Hearthfire Kitchen. Meaning I can't replace the entire cell. I think I will just copy in my items from a cell I make, and post in the description to use if you have not built anything in the room it is built in. The main reason I'm doing this is to get better at interior design for my larger mod I am working on.

  12. Sorry for the lack of updates recently. I have been very busy with school and have not had much time to do modding work. I contacted a voice actor for my first quest and he did the lines. They turned out amazing, and I would highly recommend metaljoemac as a voice actor for other modders. In the last week I have got the arena working with some difficulties, figured out how to convert the MP3 files to WAV and will now convert those to FUZ in order to make them smaller, and have worked some on the interior armory for the castle, trying different designs for the first three rooms.

  13. I am currently making a mod called Riften Depths which adds a city under Riften. One of the features will be an arena but there are a few scripts I need help with. I know how to make it so NPCs spawn when a button is pressed or a chain is pulled, and I can do that if what I seek is not possible. There are two main things I want my arena to do and I need help figuring out how to do.

     

    1. There is a Battle Master in the Arena and I want an enemy to be spawned when the Dialogue is over. For example, if the player asked, I want to fight a Bandit (one of the options.) A bandit would then be spawned on one of my x markers and the player would be teleported to the other so the fight would begin. If at all possible I would like this to be a random looking leveled bandit, and I would like the player to get 200 coins upon the defeat of the Bandit. Any ideas on how to make this happen?

     

    2. The second thing I want to happen is to add the ability to bet on matches. Meaning that the player will tell the Battle Master they want to bet on NPC 1 or NPC 2, the two will spawn, fight and if the player was right about the victor the player will get 200 gold. Is there any way to make this happen?

     

    Thanks for any help you can give me, it is much appreciated.

     

    - AirtightSpring3

  14. Today I created an intro quest with around 15 lines of custom voiced dialogue, it is a small quest but much is explained. I may re record the dialogue because I spoke to quietly for my liking. I am also looking into voice actors for the near future. I have never worked with other actors before so I will need to learn how to import their dialogue but I will be contacting a few voice actors whose samples I have listened to on TESAlliance in the near future.

     

    WillieSea: That's no problem I think I should be able to get it all done myself over time, just will need scripting help from various people now and again. But I did just do the scripting for a quest which is fully functional.

  15. I am back from my trip and have started work on the mod again. Modding will be a slower progress now since I have just started school but none the less I am still working on it. I am also thinking about recruiting a team but I am not sure yet. Today I have finished the interior for the first floor of my three floor player home, the Castle of Riften Depths.

  16. That can be ok to do if its called for.

    When i was talking about not being able to delete things, i was referring to the fact that you cant ever delete things from skyrim.esm. You can delete them in CK, but this only creates an override record of what you deleted and adds a *deleted* record flag. so when the game loads, it will read your mod and see the *deleted* flag, and treat the navmesh as if it were truly deleted from Skyrim.esm. If youre going to delete things from the vanilla game using CK, you should make sure to clean the mod with tes5edit and run the "undelete and disable refrences" command (part of standard cleaning). This will remove all of *deleted* flags from the override records you created when you deleted them in CK. tes5edit will replace all of these flags with a *disabled* flag (and if the its a world object it will be moved out of view from the game world so the player can not see it). 

    Changing ground heights is fine. I had to do the same thing for a house mod i did. It was a pain to get the navmesh working. You can either edit the vanilla navmesh or "delete" it and regenerate your own. I ended up removing the vanilla and regenerating my own. Experiment with the different types of navmesh generation and the settings used for each type. eventually i found a method (dont remember which one) that worked really well for my situation, and all i had to do was a few minor edits to get it all put together. The other big task when you do it this was is making sure the navmesh is properly attached to all surrounding cells. i found a video on youtube the first time i did this. you should be able to find it if you look. but basically all navmesh has to be connected properly and the joining/shared vertices must sit directly on the cell border between your cell and the other one. Of course, you may already know all about this.

    I went into TES5Edit and cleaned my mod through a tutorial on the creatoin kit site, now those Navmesh edits that I did are gone (what I wanted.) But when opening in creation kit I still get the warning because the old skyrim Navmesh was not restored, (which is what I wanted because the cells with the warnings are not actuallly used in the mod, but were in another one of my mods I opened with mine to transfer some of my work...) Should I redo the Navmesh of these cells by hand and then finalize them and see if the errors go away or is there a way to restore the old skyrim Navmesh?

     

    Edit: I fixed the problem by deleting all Navmesh records in Tes5Edit with in my mod for the area that was having problems, I then went back in creation kit, refinalized the original one's which were restored, and then reopened the mod and all errors relating to my mod were gone. Only errors left now are one's that pop up because of a Bethesda error in Dawnguard. Thanks for your help, I can no continue work without worrying about those bad edits of mine.

  17. From the navmeshing ive done, when i get those errors i usually just start over because i dont know where theyre referring to and what would be wrong with them (ive tried to find them and find mistakes but never been successful).  i would just save wherever youre at, open the mod in tes5edit, delete all of your navmesh records including any vanilla navmesh record overwrites if youre dealing with an exterior (dont delete the vanilla navmesh by accident (if youre dealing with a DLC cell - T5E wont even let you delete things from skyrim.esm by accident). Once youve cleared your mod of all navmesh records in the cell youre having trouble with, start from the beginning.  This is what ive had to do on more than one occasion.

    maybe some of the more experienced guys will have something better

    What if I had to completely delete the vanilla Navmesh to get the cell to work for what I had done to it. (Because I changed ground heights.)

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