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[WIP] MediEvil in Skyrim


KorinOo

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Update time! Yay!

Let's start by answering the most important question: Why is this thing not released yet?
Well, it's my first mod. This means I am still learning and improving my skills. So many times I did something, thinking it's good or ok at least, just to realize it's a piece of crap after a month or two. Let's take scripts for example. I used to spend whole days working on one script and thinking "It works so so, but it won't be any better" just to look at it after some time and be like "holy sh*t, I can make this script so much better! It will be half as long, work two times smoother, and it will take me max one day to write and test!". Things like this happen all the time, and not just with scripts. Not to mention the fact that many times when I am "redoing" things I tend to add new features to them like visual effects and that kind of stuff. And yea, it usually turns out to be a little more than "one day to write and test"...
There are also times when I'm working on something super cool for like few days or even a week, and then it turns out that I lack skill to finish it/achieve target quality. Or I'm constrained by CK. Or this part of engine is bugged. Or simply the outcome is not as fun as I thought it will be and all that work is for nothing... Well, except that I learned few things while doing it, and that I can try to recycle/repurpose assets I created.
This is also why it's so hard to predict how much work is still needed to finish the project. This being said, the release date still remains: "It's done when it's done".
Also, I think I forgot to mention it earlier and this is quite important actually, but you will need both DLC's to run this mod (dragonborn + dawnguard).
Ok, now let's move to those more interesting thing!
Here are some screenshots! Those are ofc still work in progress, so things may change. Oh, And I think it's worth mentioning that no ENB or other visual enchantment mods were used while taking those screenshots.
- here is a part of Cemetery Hill level. As you can see, there is a lot more trees than in original
- Graveyard level
Not long ago my friends tested my mod. They found some bugs, or rather a lot of bugs, but I knew about 90% of them. I already fixed quite a bunch of them, but some are still waiting in queue. What's more important, they gave me a lot of feedback on the puzzles and what is cool or not. I made some adjustments and I can already tell it was a good call. They also confirmed my worries. From now on, when you start my mod, a message like this will appear:
"This is an adventure unlike many other Skyrim quests you encountered so far. There is no quest marker. There is no journal. Some hints are obvious, and some are very subtle. Listen to NPC's, read books and notes, pay attention to environment and you should do just fine!"
Why it's there? Well, all my friends who tested my mod have played Skyrim before. I knew it without even asking. They all have the "bad habits of Skyrim player". They don't read or listen to NPC's and expect all informations being handed over to them on a silver plate. I was expecting it, because I am also guilty of this habit. I love RPGs and I usually read notes and pay attention to what characters are saying, and I know my friends are too. Just not in Skyrim. Can you finish the mod without doing it? Sure! But you will miss A LOT!
Now some answers to @fortesqueundead, but I suggest you should read it too!
Q #0: "I already downloaded the shield mod and it looks nice (though it may need a little more depth as the skull is engraved into the shield.)"
A: The skull on the shield is flat, because it is meant to be painted and not engraved. This is, hmmm... a game plot thing. Or rather a foundations for a plot thing. I'm planing to do only first 4 levels, so this won't be explained... but if I ever decide to do more, this would be a part of a subplot reveled in later levels.
Q #1: "Will Dan's arsenal be recreated as well? He has quite a lot of kit for his wizard-slaying quest. I'm talking Magic Sword, Stanyer's Hammer, the Crossbow etc."
A: Right now I am planning to do only a small part of his kit.
-Short Sword and Copper Shield - As seen in trailer, the copper shield and short sword are already done.
-Arm - already done. Can be used as melee weapon. Can't be thrown :sad:
-Club - already fully modeled, textured and scripted, although it works differently than in original.
-Crossbow - right now uses Dwemer Crossbow model and texture. Will be retextured to look more "wood and steel-like". It's automatic (but a little clunky) thanks to J3X Automatic Crossbow Script. I tried to improve this script a little, but to no success. I will try again in the future.
Broad Sword - not ready yet.
Those weapons are planned for release. Rest will be added in eventual updates. At least that's how it's planed right now.
Before you ask question about Silver Shield, look at question 4 and my answer.
Q #2: "Are you planning on having any voice-acting for the gargoyles or are they just going to be static props?"
A: All gargoyles and NPC's are planned to be fully voiced over. I might actually start recruiting actors in the near future.
Q #3: "Will Dan retain some of his quirkier combat abilities? (The spinning slash for example, I've seen it used in Shadow Warrior and I think it could be done here with the right animation know-how)"
A: No, sorry :sad: We can't add new (combat) animations without taking something in exchange. This is known downside of Skyrim modding. Many modders tried to overcome it, but everyone failed so far. We simply have no tools for this kind of stuff. Ofc, not everything is lost! There are some promising mods like Spear and Javelin, but they are not released yet.
Q #4: "As a modder, how much difficulty/time is put into crafting new materials for this mod? Such as weapons and even Dan himself."
A: As I said before, when I started this project I had little to none practical knowledge about making mods or 3d modeling, or texturing, or... basically anything else. Sir Dan model was actually the first 3D model with more than 10 polygon I ever created! How much time it took me? Hmmm, about 3 months. Why so long? Well, as I said, I knew almost nothing about modeling. Also, I was attending university at the time, so I didn't have too much spare time. I have spend whole first month on learning and watching tutorials. I highly recommend site DigitalTutors.com and their series of "Quick-start to 3dsMax" and "Modeling for Games" (or something like that). You need to pay the subscription, but believe me, it's worth it! If you can't afford it, then I suggest at least registering on their website to have access to some free tutorials. Next month I basically spent modeling and texturing... then fixing the model and texturing it again. Then doing it again. And again. Third month I have spent on learning how to skin 3d models and how to import it all to Creation Kit.
Of course that was some time ago. Now, if the thing i'm modeling isn't something really super important, then I'm using "one day rule". This means I have one day to do something, lets say a sword model and texture. At the end of the day, if something is not 100% done, the result is not high enough quality or simply does not hold promise to be something good, it is discarded. If it is important to the mod, then I "queue" it to try again in a month or two. If it somehow gets "OK" and is implemented into the mod, then I ban myself from trying to improve it for about a month or two. The main goal of this rule is to prevent myself from doing poor quality stuff, and then spending infinite number of days trying to improve it to meet satisfying quality.
This is actually the case of Silver Shield. I did it in one day, then tried to improve it another day, but it simply does not look good enough. On one side, it's not a part of the mod (silver shield appears for the first time in the 5 level), but I know this is THE SHIELD, the one that everyone loves and the one that is on the game box cover. So yea, I will probably try to do it again from scratch after some time.
I think this concludes this update. If you have questions, ask them here, or via PM/email! :D
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  • 1 month later...

Hi there!

I need your feedback on the Stained Glass Demon fight! I'm working on Hilltop Mausoleum level and I'm slowly thinking about how should I model that damn demon. I can't decide on which version should I base my 3D model, so I added a poll where YOU guys and girls can vote for the version you think would match this project best!

 

There are two options:

- original ME version from PSX the looks something like this: link1, link2

- MediEvil: Resurrection version from PSP: link1, link2

 

Just to be clear: I am not planning to make him look exactly like one of those versions! I use them more like prototype or concept arts. I just wanna know which one you like more so I can create something more to your taste! :D

I personally was thinking about shaping his body like in Resurrection version, but changing his head/face (as much as I love Cheshire Cat, this grin does not match with my image of Demon made of stained glass)

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  • 3 weeks later...

WOWSERS. I AIN'T LOOKED HERE FOR A LONG TIME. It is amazing to see you working on this still, really it is, I was just talking to my girlfriend about the original Medievil game it reminded me of this mod, whoops haha. So, once this project is done, will the... I suppose assets be available as individual mods? I know the short sword and copper shield will be but, if you do get the Silver Shield done right, will that also be released as well as the broad sword?

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Oh My God!!!!!! This mod looks awesome! Please finish this! Is there any way I can beta test? I love medievil, and I would love to give this a try.

 

It looks great, and I can't wait for it!

 

Again, beta please? I'd be happy to bug report for you.

 

Excellent idea! And what you have looks awesome.

 

I grew up with Medievil, and would love to see a modern take on it.

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I remember reading this thread wayyy back when you first posted it and I thought : "No frikkin way this is gonna get finished" But holy moly, have You proven me wrong :) i'm amazed and soo utterly happy that you are still working on this.

 

Now, do not lose Your motivation! This is gonna be marvellous ^^

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@atreyus I can't guarantee anything, but send me a PM with your email address- I will let you know if I ever need people for beta testing.

 

 

I remember reading this thread wayyy back when you first posted it and I thought : "No frikkin way this is gonna get finished" But holy moly, have You proven me wrong :smile: i'm amazed and soo utterly happy that you are still working on this.

 

Now, do not lose Your motivation! This is gonna be marvellous ^^

You probably don't even realize how fckn cool it is to hear you say that! :D

 

I'a currently working on Hilltop Mausoleum level. Level modeling is finished in around 70%, but that's just a small part of the whole thing. There is also scripting, enemy placement\balance, the whole Stained glass Demon fight, and whatnot, but I'm slowly getting there. :D

 

Here is a little sample (no ENB or other graphics enhancement mods were used here):

http://s27.postimg.org/t2qdv1fhv/TESV_2015_02_10_21_42_00_22.jpg

 

Ofc, it's still in wip state. I will probably add some small objects here and there. Maybe retexture the windows to look like stained glass. I have to tinker some more with lightning, but I think it starts to look good :smile:

 

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