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Lady_Nerevar

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Everything posted by Lady_Nerevar

  1. From the album: Lady N's Gallery

    The fist level of the new Temple of the Ancestor Moth dungeon. Since its part of a thieves guild quest, its focused on stealth (the interplay of light/dark, stealing things, avoiding patrols). Since its a retirement home for the Moth Priests, its set up more like a convent than a random half ruined dungeon. Still WIP, new models/textures planed.

    © &copy Lady Nerevar

  2. From the album: Lady N's Gallery

    The fist level of the new Temple of the Ancestor Moth dungeon. Since its part of a thieves guild quest, its focused on stealth (the interplay of light/dark, stealing things, avoiding patrols). Since its a retirement home for the Moth Priests, its set up more like a convent than a random half ruined dungeon. Still WIP, new models/textures planed.

    © &copy Lady Nerevar

  3. Oh man, I'm late as always. Congratulations! She is absolutely precious
  4. Lady_Nerevar

    House wip 3

    From the album: Lady N's Gallery

    Done for now. I'll see if there is anything to add as I move on to the others.

    © &copy Lady Nerevar

  5. Lady_Nerevar

    House wip 2

    John - I don't think its big enough for two, though I suppose that will be up to the modder. My idea was that the two top extensions would be bedrooms and/or storage. The program is 3DStudio Max 2010 (32 bit)
  6. Lady_Nerevar

    House wip 2

    From the album: Lady N's Gallery

    Getting there. Overhangs and ladder are modular.

    © &copy Lady Nerevar

  7. Great find, thanks for sharing! Will definitely come in handy for modeling/texturing/level design. I'd really love to do this sort of urban exploration myself. Theres plenty in Baltimore to explore, but sadly most of the cool places are in shady areas of town. That and my responsibility rating is a bit too high to go breaking in to places
  8. Lady_Nerevar

    House wip 1

    From the album: Lady N's Gallery

    Work in progress for the northern hammerfell lower class set. Emphasis on 'in progress.' Max 2010, screenshot.

    © &copy Lady Nerevar

  9. How, though? Your endings still leave us with the problem of having a static world post-end. You'd need to implement a whole new series of quests about cleaning up the world and dealing with the changes due to the Big Event to really have it make sense. At that point, you're just building a whole new game after the end of your original game, which doesn't make much sense in terms of time and money management.
  10. Just a little background: my original shouty question (which prompted this thread) was "can an open world game end (as in, no more playing)?" I then went on to say that its really hard to do a main quest ending that you can keep playing after, because the nature of the main quest will mean huge change that is not reflected when the quest is finished. For instance, I don't know if its physically possible to make them better without making a whole new game after the end of the game. For instance, after Oblivion, Theres just too many factors to really end the game well. Unless the clean up after the Big Event is part of the main quest, it will seem unfinished to me. In other words, I almost feel that for a really dramatic quest to make sense the game has to end after.
  11. Make sure Oblivion (or Gecko) is not installed in Program Files. Make sure you have User Access Control off, and being your computer's Administrator helps. Triple check that you've copied the address correctly - I actually copied the location strait from Windows Explorer.
  12. My request: It needs to say "Lady N" in sparkly letters (like that animated myspace-era glitter stuff), include at least one squirrel, and be as offensive as the forum allows without getting me banned
  13. Yes. Theres no reason for the DB to attack a random prisoner fresh off the boat. That and they are really annoying
  14. This looks like Java to me - make sure you've got the latest version installed.
  15. The collision is a continuous box around the outside of the model, yes. However, only the outer edges are shaded, which means that I can only tell where the collision ends/begins around the outer edges. When scaling the box to be the size of a cell, I can't tell whether my objects are placed inside or outside the collision. See how the collision box overlaps the crate in this screenshot? Without the tinted sides, it would be hard to determine where the box (and hence collision) stops. Here is another diagram: Yea, its probably not useful for most people, but its something that has come in handy for me.
  16. Yep I know I couldn't do it, my hand is too shaky.
  17. Check his aggression level and make sure he is not in a faction thats making him kill people. For accompany/escort, check this. At this point, I would scrub the esp with Gecko (by hand, preferably) and re-do the NPC, likely by first reading and then following all tutorials/classes on the subject. You seem to be jumping into it head first and kinda expecting us to sort out the errors - it would be easier for everyone if you learned NPC making from the ground up. Its much easier to sort out whats wrong when you're beginning with a clean NPC not a conglomeration of edited vanilla stuff.
  18. You can dump them anywhere, I believe. Mine are in Games/Oblivion/TES4Gecko. I'm not 100% sure, however, the readme will have all the necessary details. Then just create a shortcut to the .jar file. Its a lot simpler than it sounds
  19. What I'd love is a good explanation of what mopps is, how to use it, and when not to use it. Inclusion of max into the collision tools section would also be nice, if only for completion. In terms of feedback, I think it could use some editing for flow and some minor grammar stuff.
  20. Cause we're apparently all artists at heart. Stuff found out today: -we all do pinhole photography. -Prismacolor pencils are the best. -Everyone loves charcoal, which is the physical equivalent of Adobe Illustrator. Monday is my "work on work for Teusday until its actually Teusday" day, so I figure I'll be posting what ever picture(s) I'm whining about in shouty here. Heres today's thing. It looked really sweet at around 11, but then I messed it up. I'll try and fix it some more tomorrow later today, but its probably not going to get much better. And heres my work space/computer area. I'm supposed to be working at my actual table, but I was using a digital reference (and didn't have time to clean my table).
  21. Wait wait wait. GW2 is out in less than a month? I play(ed) a ele/mes named Lady Idril Nevrar. I'll get some screens up Thursday, and would be up for a game then as well.
  22. First thing I'd do is check if its clean, and clean it regardless. You can do this through TES4Gecko or TES4Edit (which will also determine conflicts, in case your mod is conflicting with another).
  23. Interrupting your regularly scheduled discussion to bring you my random linguistic observations. Aleut is freaking awesome. For one thing, it has polythynthetic derivational morphology... which basically means 'really long words.' For example: Ting adaluusanaaÄiiÄutamasuxÌ‚takuxÌ‚, which translates to "perhaps he tried to fool me again" (literally: me lie-toward-try.to-again-perhaps-PERFECTIVE-PRESENT-3SG). Here is an audio recording of the pre-communal prayer, which shows off how unique it sounds, too. The other thing that makes it cool is how completely unheard of it is. When to do you ever see the Aleut in popular media? I can't think of a single time. Its a pity, really, that there are so many fascinating cultures around the world which are unheard of and unused as fantasy inspirations while we (both as creators and consumers of media) continue to beat the dead horses of classical Rome, medieval Europe, etc. There are less that 200 speakers of Aleut left in the world. So why can't we, as modders, try and salvage some of this social, historical, and linguistic history by incorporating it into our mods or taking inspiration from it? Next time you do some world building check out the smaller, more obscure cultures. Not only will you have a more creative and unique mod, you'll maybe help to spread the knowledge of just how diverse civilization is. ...I wasn't expecting it to turn into a moral rant. I do think its an important issue, however.
  24. The wiki is as manual-y as it gets. Besides tutorials (many of which are excellent) it also has descriptions of all the object types and their features. Of course, there are the classes on this website, which is as close to hand-holding as it gets. The NPC creation one definitely covers your problem. [edit] ninja'd. The CS is really not a complicated program and is incredibly user friendly. It does take some patience and persistence though, like everything in life.
  25. Lady_Nerevar

    Lights!

    Its a script. The street lights use it, check out how they did it, should be easy to change.
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