• Skyrim: New city project
    3,270 replies, posted
[url]http://filesmelt.com/dl/Luftyloo.rar[/url] -The Granry is now the Granary - Completed the Crabshack at Luftahraan farms (will be starting point for quest) File contains up to date meshes and textures and whatnot. Needed for craps and traps.
Planning on editing but I have no idea what needs to be done.
Still working on those hats... They're not in any shape to show right now, however. I'll continue working on them. [editline]25th March 2012[/editline] [QUOTE=Charlie Big Cat;35282601]Planning on editing but I have no idea what needs to be done.[/QUOTE] Hat shop. Interior and exterior. I was thinking a giant helmet with a door in would make an excellent shop exterior.
[QUOTE=woolio1;35282743]Still working on those hats... They're not in any shape to show right now, however. I'll continue working on them. [editline]25th March 2012[/editline] Hat shop. Interior and exterior. I was thinking a giant helmet with a door in would make an excellent shop exterior.[/QUOTE] I don't even know how I would accomplish that...
Alright we need some sort of way to know what to work on. For example: If I wanted to start making a major part of the city like the inside of the huge dwemer tower. I would need some sort of guidance because I don't know if it has been decided if the tower should be really really large and abandoned or if it should be not so big with full interiors and lighting and as if it's functional etc. etc. So if anybody here has the authority to make these decisions then it would probably be Oskutin since he started the project (as far as I know). And if not him then we need to get some people who decide on these things and organize a list of things to do. Because right now all of the contributors are very lost. But not oskutin because he has a good idea of what everything is supposed to look/feel like. And I think that if we let everyone go crazy with their ideas then things would probably be very "messy". (mostly story-wise I'm guessing.)
Well if any of the contributors think of anything that might be particularly outlandish then they should consult others in the thread first.
[QUOTE=Wheeze201;35262489][B]Done Editing[/B] -Created Erich (a character from Zeldar's Character & Quest sheet) -Created his house interior & improved the house surroundings -Entire routine, eat, sleep, enjoy the view(it's awesome. check it out.), train archery etc. I tried making him go hunting. So I added a shortcut from his house to the city gates (ladders) and did a little experiment by simply making him travel to the city gates. He left his house but then just stood there in the doorway. I tried shortening the travel distance so he didn't even need to use the ladder and still, nothing worked. I tried different AI Package templates, fine navmesh tuning, checking if he does his other routines like archery training worked(they did) etc. etc. Nothing worked. Seriously.. NPC's hate me. File: [url]http://www.mediafire.com/?7hfrn1hy6hbbijb[/url][/QUOTE] If you're going to be doing the writing/dialogue for him, make sure he fits in with the original writeup. 'Just barely out of his teens. Inexperienced, but he has one hell of a lot of heart (and luck for that matter), and shares the blood of a number of Tamriel's champions. Ever cheerful, and proud of his family's bloodline, but a bit on the dumb side. Has a certain love of chit-chat and story-telling to him, especially when said stories are about his extended family.' [QUOTE=oskutin;35264333]Can you next write about the engineer and about his family? Here's some details: Name: Prófskír Ingenieur Family: wife + kid. - Hates magic, thinks that engineering>magic. - Has some friends friends in the "KGB". - Part of leader's project. - Fears to walk alone in the city at night. - Loves his job. [/QUOTE] I could handle that. How much detail do you want? ie, do you want something like the description for Erich the hunter, or a full on way-bigger-than-it-needs-to-be backstory, like the shit I posted about my mad hobo character being related to Sheogorath and all that?
Do you guys need more modelers?
Sure do. Though there's not many requests, it's always neat to put extra stuff into the game. I believe someone requested some paintings to decorate an art gallery with. I'm on a personal quest to make a full pirate outfit.
Haven't done much modeling realistically or for skyrim at all, but I'll give it a shot.
[QUOTE=PredatorKing;35283325]If you're going to be doing the writing/dialogue for him, make sure he fits in with the original writeup. 'Just barely out of his teens. Inexperienced, but he has one hell of a lot of heart (and luck for that matter), and shares the blood of a number of Tamriel's champions. Ever cheerful, and proud of his family's bloodline, but a bit on the dumb side. Has a certain love of chit-chat and story-telling to him, especially when said stories are about his extended family.' More is better :v: I could handle that. How much detail do you want? ie, do you want something like the description for Erich the hunter, or a full on way-bigger-than-it-needs-to-be backstory, like the shit I posted about my mad hobo character being related to Sheogorath and all that?[/QUOTE] [editline]25th March 2012[/editline] [QUOTE=Hashmere;35282084][url]http://filesmelt.com/dl/Luftyloo.rar[/url] -The Granry is now the Granary - Completed the Crabshack at Luftahraan farms (will be starting point for quest) File contains up to date meshes and textures and whatnot. Needed for craps and traps.[/QUOTE] Who is editing?
So guys I have a problem with my quest: (story is not meant to be compelling. It's just for learning purposes) So theres a barbarian sitting in the woods. He asks you to get his axe and you go fetch it for him. Then he asks you to help him re-claim his home because it has been ravaged by a bear. So all works well and he walks to his house and I fight the bear and all that. But the main problem is: He doesn't use his axe when fighting the bear. I've tried scripting it so that it doesn't take the axe alias from the player and to the barbarian but instead removes the alias from the players inventory and adds a new copy of the item to the barbarians inventory. Didn't work. I tried changing "AddItem" (the command that tells the game to add a copy of the axe to the barbarian ) to "EquipItem" and he equips it just like what happens with AddItem but he still only fights with his fists. Here is the file if somebody is bored enough to help me: [url]http://www.mediafire.com/?z2zabhddw2e13s1[/url] (I know this is off-topic but if I can get your help then it will ultimately make me better at making quests for this project.)
By the way guys if anyone needs a house to put some npc's in, I have made: LuftHouseX1 LuftHouseX2 LuftHouseX3 LuftHouseX4 And none of them have anyone living in them. Also no navmesh
[media]http://www.youtube.com/watch?v=PawS0XyLqOE[/media] HD Link: [url]http://www.youtube.com/watch?v=PawS0XyLqOE&hd=1[/url] <-- This will increase the viewer count on the video meaning more publicity for this video. (Pretty sure media tagget YT videos dont get views on YT)
[QUOTE]Hat shop. Interior and exterior. I was thinking a giant helmet with a door in would make an excellent shop exterior.[/QUOTE] wouldn't a giant upscaled helmet look terrible?
[quote=INacio on steam] &#9730; Inacio: you gotta crank up your render quality a bit &#9730; Inacio: also change the title to WIP &#9730; Inacio: people are retarded [/quote] It's in almost flawless 720p. You are just probably looking at it in 360p or something. And I explain in the beginning that this is in no way finished. Not even 50%.
Am I the only one who thinks that the dwemer stuff in the sewers looks out of place?
Some of those doors needs to be fixed and arena shaft needs lights.
[B]editing[/B]
I've gotten the idea that a hat shop is a silly, unnecessary thing which will only cause more work for less benefit. I'm considering dropping the idea entirely. If you guys want me to continue, I can, but I'm thinking it might not contribute to the seriousness of the mod.
Wheeze mentioned he isn't 100% sure on the lore, and that made me realize that I know a bunch of lore. So if you have any questions regarding that, forward them to me and I'll give you or look up an answer. I actually wrote a study on morrowind lore once :o [editline]25th March 2012[/editline] Also Wheeze entered my building :~)
After mepwn12 uploads his progress I'll download the mod and record me exploring it. (The video will be unlisted so only we'll be able to watch). The purpose of this would be so that you guys could watch and possibly get ideas for improvements, quests, w/e.
I love that you guys are getting together and doing this. I'd really LOVE to contribute, I spent many a good hour in FO3/FO:NV modding. Tinkering with this and that and the other things, nothing big, just little tweaks. The only problem is, my Skyrim keeps getting revoked, so once I trade for another one I'd like to put my name on the list. Is there an updated list of things that are done/need to be done/story/lore for this town? Also, what about a "main quest", I have to apologize for not reading through 40 pages, although I'll spend some time browsing them. But Is there a goal for this town? Is the player character really working towards something in this town? Becoming the leader or whatnot.
[QUOTE=Oratrix;35290980]I love that you guys are getting together and doing this. I'd really LOVE to contribute, I spent many a good hour in FO3/FO:NV modding. Tinkering with this and that and the other things, nothing big, just little tweaks. The only problem is, my Skyrim keeps getting revoked, so once I trade for another one I'd like to put my name on the list. Is there an updated list of things that are done/need to be done/story/lore for this town? Also, what about a "main quest", I have to apologize for not reading through 40 pages, although I'll spend some time browsing them. But Is there a goal for this town? Is the player character really working towards something in this town? Becoming the leader or whatnot.[/QUOTE] Watch Wheeze's video a few posts above mine and take another look at the OP. It should give you a good general idea.
[QUOTE=Hidole555;35291012]Watch Wheeze's video a few posts above mine and take another look at the OP. It should give you a good general idea.[/QUOTE] I actually just got another copy of Skyrim, so I will do just that! Thanks
done editing -added a new shack interior: LuftahraanshackX1 [URL="http://filesmelt.com/dl/Luftahraan.zip"]http://filesmelt.com/dl/Luftahraan.zip[/URL]
[QUOTE=Hidole555;35290315]After mepwn12 uploads his progress I'll download the mod and record me exploring it. (The video will be unlisted so only we'll be able to watch). The purpose of this would be so that you guys could watch and possibly get ideas for improvements, quests, w/e.[/QUOTE] I actually thought about this too. If there is a small problem or if I want to explain a new idea that is hard through text and images. Simply make a video. But your idea of course is a little different and I like it.
I am not editing but when I downloaded the mod and tried to install through NMM I noticed some of the custom(?) textures that this mod comes with overwrites textures put in by the Static Mesh Improvement Mod, textures\smim\clutter\metalwork01_brown_n.dds textures\smim\clutter\signage\metalwork01_brown.dds In fact, by examining the file structure, whoever put these in may have downright stole them from SMIM. If these files are necessary, perhaps the mod should require SMIM be installed?
Home of the daedra guild.
Should i edit??
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