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Lady_Nerevar

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Everything posted by Lady_Nerevar

  1. Much thanks, but I was only a part. TR is probably the biggest mod team ever, when you consider all the people who've left over the years. The vast majority of my work was behind the scenes (reviewing and moderation), though I do have a sizable exterior and a memorable interior in the upcoming Sacred East. I also did parts of Kemel-Ze. Other than that I'm not sure any of my physical work got into Telvannis or AS. Hah, no probs. 'Twas probably my fault anyways. I'm not sure its ever been tried, but I think its a good idea. The usual recommendation is to start small to prove your skill and figure out your weaknesses, so it goes right along with that. In addition to the amount of content I would also modulate the type of content: for instance, start out using all vanilla and modder's resources, but add new models if a modeler shows up (rather than planing and waiting on models). Episodic mods have been done a few times, but I've heard that they get poorer downloads (due to being 'incomplete' or something). A few people have tried creating a landmass and leaving it for others to populate - this usually doesn't work out at all, since its simpler to stick to Cyrodiil's worldspace and there is no real motivation for modding on the new land. Only time that sort of thing works is when the land is already compelling and to a point complete, like Elsweyr: Anequina or TR.
  2. It was a joke, mostly (hence the ). The part that was not a joke was 7 years of experience with exactly the sorts of mods you're talking about. The vast majority (I'm talking 95% here) of big mods never get done. People have cool ideas, and sometimes they get other people to agree that the ideas are cool, and once in a while they manage to do actual work. But, in the end, most are brought down by the fact that people don't realize how insane a province mod, TC, or similar mod is. I suppose I should give actual advice. 1) Know exactly what you're doing. Write a design document, or at least a detailed outline of your mod and everything in it. You can't just say "I'm going to make Highrock," you need to know the sorts of people who inhabit Daggerfall before you ever set foot in the CS. Make these plans available for people to see. 2) Make a detailed plan of action. What are you modding first? Who is modding what? Prioritize, cater to your team's skills. 3) Never rely on others to do your work. If you really want a mod to get done, you have to be willing and able to do it yourself. If you're working in a team, plan on the fact that people are going to disappear. Establish some sort of procedure for disappearances so you don't loose all their work. 4) Be realistic. If you know nothing about modeling, you probably shouldn't plan to make a mod that features thousands of new models. Even if you have a modeler on staff now, he may be gone tomorrow. 5) Don't expect help, at least not at first (and probably not later, either). There are hundreds of people with cool ideas, and most of their ideas get nowhere. You need to convince people that yours isn't just another dead project in the making, and that takes time and effort. 6) Be prepared for long hours and frustration. I like to joke that I've spent more time fixing Hammerfell than I have making it, but its absolutely true. I've gone through 400+ cells by hand to delete a grass texture or two. I've had to remove 800+ flowers erroneously generated by the region editor. Tamriel Rebuilt (which I led and modded for for years) has redone all its landmass thrice over, discarded more work than most mods ever produce. 7) Establish some sort of team hierarchy, make sure everyone knows what they are responsible for, who to ask for help, etc. Make sure you have a way to communicate, discuss ideas, and share work. 8) Make sure you really, really, really want to do it.
  3. Best advice I can give: think thrice, and then don't do it
  4. It was in an earlier interview, I believe. They've hired far more actors this time.
  5. I remember looking at this on your website. Loving the attention to detail
  6. The bigger issue was that the question were submitted back in May. A lot of stuff was answered after e3.
  7. I'm actually not sure if anyone in the community has it yet, since its so new. On the other hand the trial for it is already up, and I can get it through my college, so I can do some testing if you don't find anyone.
  8. I've made plenty of houses, but never a house mod. Its not something that I personally use I can try my hand at one if you want.
  9. Work is progressing well. Cluttering the library and living areas is a pain, but its coming along. Also still working on a maze-like area for the dungeon, which involves both new models and clever uses of old ones. Its the last major thing I need to build for the dungeon, after that its just cluttering and polishing. Screenshots!
  10. From the album: Lady N's Gallery

    Closeup of the library. These shelves are going to kill me.

    © &copy Lady Nerevar

  11. From the album: Lady N's Gallery

    Overview of the library. Too many shelves to clutter ;____;

    © &copy Lady Nerevar

  12. From the album: Lady N's Gallery

    The entryway to the head honcho's room.

    © &copy Lady Nerevar

  13. Lady_Nerevar

    TOTAMO bedroom

    From the album: Lady N's Gallery

    The bedroom/study of the guy in charge of the temple.

    © &copy Lady Nerevar

  14. Ah, alright then, leme run though the steps. 1) change the name of your menus folder from "menus" to "Menus" 2) Follow the directions for creating LOD textures in this tutorial 3) Take generated LOD and open it up in an image editor of your choice. Combine the images into one large image - this will be your map. 4) Make it pretty, if you want. I believe you'll need to rotate the LOD in order to have it match up with your worldspace, do this. If your map is not a multiple of 2, expand the canvas until it is. Make sure the map proper is in a corner. 5) Save as DTX1 w/o mipmaps (I think) in the Menus folder. 6) In the CS, go to World>World Spaces and find your worldspace. 7) Click "Add Image File" and add your map. 8) Under Usable Dimentions, put in the dimentions of your map, sans any blank space added to make it a multiple of 2. Under Cell Coordinates, add in the coordinates that your map covers. 9) Save, and it should work. I'll see about making or finding a fancy tutorial.
  15. If you've got the map displaying already, but its off center, you need to adjust the coordinates it uses in the CS. You've gotta set the number of pixels the map has and the cells it covers. If you need a new map, I'd make it based off LOD textures.
  16. With the exception of vanilla books, all my books are set up with static collision, so you can't pick them up at all. It works well enough for a library. There are however whole single mesh bookstacks (left side of the main top shelf, top of the right shelf, similar looking book set in the 2nd to bottom shelf).
  17. From the album: Lady N's Gallery

    Work in progress.

    © &copy Lady Nerevar

  18. Not all that much. Its mostly metaphorical. Light on songs, too.
  19. Natalie Dormer officially joined the cast last week. I don't know about the others, other than that they're fan favorites. I've not actually heard any rumors about them, though.
  20. Label clearly. Measure twice. Eat elsewhere.

  21. The Wheel weaves as the Wheel wills.

  22. Heh, I was just wondering about this yesterday. Thanks for the update!
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