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ub3rman123

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Everything posted by ub3rman123

  1. It looks like Bethesda's gotten a tad more creative with their ruin/town design. That actually looks like the SI ruins. That walkway and tower, at any rate.
  2. Oh yeah... Forgot about the interior thing on Midas Magic. It'll have to be an exterior.
  3. I'm not sure about how well that'd work. I've found that an interior can be a lot more controlled than a worldspace. If we set the sky to black in a worldspace, it'd have to be lit by hand. Much easier to specify an ambient light in an interior. If it's possible, you could set the sun color to a dark gray color. There'd be no day or night, though. I don't think... I don't have much experience altering light and sun colors.
  4. How about having the whole thing in an interior? View distance might be a problem, but it can be faked with scaling.
  5. So if that desgin's okay I'm gonna start fleshing out the tower and columns. How large will this asteroid surface be? What keeps the player from just wandering 'til they fall off? I'm thinking something like what was in the Midas Magic water plane. Use the cave chasm set with it very large and without a roof.
  6. Another quick mock-up. You could put a teleporter on the platform that leads down to the asteroid's surface, but I'm not sure what you plan to do with the surface. The modeling on the platform is finished, though.
  7. So this platform with the tower and rooms on it would be floating above the explorable place?
  8. That flat area is actually where the rooms of the house will be. What would be on the surface of a larger asteroid?
  9. I made a very quick prototype of what I have in mind for the layout. This is just some 10-minute modeling to see what the design should be, then I'll start adding detail and texture. Oh, and I haven't learned the art of making armor and clothing yet. You'll need to find some resources for those. I can make the weapons, though, along with static clutter. By the way, for the columns: How about things like the ruins you'd see fro mthe Byzantium era? Brightly painted, but fading and gray. Like this, but more crumbled. I've actually seen columns like this in Mr_Siika's Castle Seaview. Or was it Griffon Fortress..
  10. So, what specific work would you like me to do on this? I'm assuming modeling and texturing so far.
  11. We could use a few of the asteroids and falling stars from Phitt's mods for atmosphere, and I could eventually figure out animating a sphere for Nirn and Masser to rotate about it. I think the floor would be best made with a simple floating rock platform: Flat on top, with maybe some fancy tiles inlay, and the bottom as rough-hewn rock. I've actually got a mesh like that, I just haven't UVed and textured it. If we include some columns on top of the platform, it'll make a nice 'static' for the scenery so you can tell you're in the same place and the scenery is changing, rather than you moving. As for changing 'rooms', how would I do that? Calling SAA on that many things might cause problems, having so many different refs to call it on. A simple enable/disable with all the objects in one room linked to a central parent might make the transition too abrupt.
  12. Looks like my next mod is going to be a castle. Excellent work!
  13. I can model and texture. If you can do the more complex bits of scripting, I can do worldbuilding and make the models. What kind of influence should the actual house interior have? I was thinking of a floating island like there is in Midas Magic's Astral Plane, with Roman-style columns, although I think that's a bit clichéd.
  14. A long time ago I said I'd make a request for a house on the moon. The thread for that's here. I could try combining the ideas: Your ideas for the inside of the house with the other thread's method of entry (Getting catapulted into space). I'm not sure if I want it to actually be on the moon, though. Maybe an asteroid or other satellite. Well, since I'm now feeling guilty about the other project, I'll see if I can do any of this. I can, at the very least, model most of the stuff and do the basic interior. THe more complex scripting might elude me, like a practice arena, the obstacle course, or getting the moons to rotate about the house. Edit: A revelation! How about a small floating rock above the surface of one of the moons, so Nirn and Masser could be seen in the sky and Secunda's surface could be used for the larger parts of the house, like the training facility.
  15. The betta is an incredibly stupid fish. Can't figure out what a glass wall is.
  16. My background's actually just one long slideshow of the prettiest landscapes I can find on the Nexus, from Fallout and the Elder Scrolls. Wish I knew where to find some DA:O landscapes, but the game doesn't support that much. At least the shortcuts are somewhat neat, although they seem to be gaining in number due to the Steam sale holidays. I cropped out the second monitor, it's the same thing but with just a panic button for when a game freezes and doesn't want to close.
  17. I recall the server I used to play on had a mod that made launching mine carts much easier. You had to connect redstone to obsidian and activate the current to get it to launch. Can't for the life of me recall just what the name of it was, though...
  18. I think after I've played the game enough to get a good grasp on the tone and lore of it, I'll start making dungeons. Maybe a player home.
  19. It worked! Aside from the animation errors (Which, as they seem to only be on my side and the errors don't mess with the CS, can probably be ignored), it's all functional now! I never would've guessed that an AI package would do that. Thanks for the help!
  20. I've done some staring at the errors, and it only occurs with the DodgeForward and DodgeBackward animations. I'll have to look more in detail with it later. If it's not too much effort, could you try taking a look at the .esp itself? I've not uploaded any meshes or textures, but I sent it to Pronam and he seemed to be getting the error as well. So this is mostly now trying to discern if the problem's only on my side. Download link If you try it, you'll find the problematic creatures in the worldspace WSBlackwoodSummoning.
  21. After some toying with it, I found that this happens with the vanilla daedroth as well. So I'm now checking to see if the vanilla one's been edited by my mod through some accident. Nope. Completely normal. Might be a problem with the skeleton itself. I'll try re-unpacking the .bsa and see if that fixes it. Edit: Unpacked the creatures folder from the .bsa. No luck. I've done some looking around as well, because I'm getting the problem with the vanilla. So when I place the vanilla daedroth anywhere with my mod, I get the errors and the crash. When I go to a cell that already has a daedroth in it (TestRyanOgre), I don't get the crash. I dun get it. I've tried deleting and remaking the creature a couple of times now, and when I send the .esp to a different computer with a fresh Oblivion install, it crashes too.
  22. I'm so tempted to say Rolf the Uber.
  23. I made a very simple new monster. To create this monster, all I did was the following: 1. Opened the vanilla daedroth ID. 2. Changed the editorID. 3. Set the monster to be levelled, altered the health multiplier and level offset. 4. Added a new AI package and removed the old one. 5. Hit OK. Now, whenever it's loaded in the CS, I get hit with a barrage of error messages. I haven't a clue what they mean. There are no new models or skeletons used anywhere in this. I can't ignore these messages, because the monster also crashes the game when it's enabled. I've never run into this before, despite having done this many times in the past. Sorry about the topic location, I don't know where this would go.
  24. SI integrates itself with the Oblivion.esm. The SHiveringIsles.esp actually is just a small placeholder file that starts the SI quests. If you don't use SI resources, your mod most likely won't require it. And if you do, I'm certain that the most that would happen with a static item is that it doesn't appear or shows as a missing mesh.
  25. To make it a bit more random, you can use the same EditorID and include items in it if you include leveled items instead of just placed items.
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