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Adolon

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    Adolon#5276
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  1. I've added a small teaser to get everyone acquainted to my character, Count Caerulius Vacci. http://www.youtube.com/watch?v=j4rMlrCn8zQ Not all the voice work is done and neither is the quest. I still have about half of the script I wrote to record plus two more quests to finish up.
  2. My mod has now been uploaded: http://skyrim.nexusmods.com/mods/25057 It took me long enough to finish the interiors.
  3. Triple post! I've updated the first post with a trailer I've made for the quest. I'll reproduce it here: http://www.youtube.com/watch?v=Uv2zAnKA7pk In the trailer is Castle Gorm's exterior, the Shrine of Namira, and Bthralda-Knzel's exterior and interior.
  4. It's been almost a month and here is my latest update: http://static.skyrim.nexusmods.com/images/1216508-1341525562.jpg This is a shot of The Blue Grotto, the burial ground that exists under the Count's castle. Somewhere in here will be the monster the player has to defeat. I've taken some time off from working on the castle as placing furniture was becoming tedious.
  5. Thanks for showing interest! I've been working with zigurd88 and he's got an idea for what the monster is going to look like and I'm impressed with it. I'd love to have a black ooze but I could not imagine how much time it would take to create a new skeleton and new animations. We'll be using the werewolf skeleton as the model and it already is pretty monstrous and has good unarmed animations. As for the Voynich manuscript, I had been considering adding pictures to the book the Count has been using. Right now it's a book (using the Oghma Infinium's model) with just pages upon pages of Daedric gibberish with some citations here and there explaining what the player is seeing.
  6. Here's part of the interior as promised. It has some lighting problems (as it seems everything I work on does!) but I think they can be easily corrected. This is one of the wings of the castle and is a greenhouse. I just finished the greenhouse's supply room, I guess you would call it, and I am now working on the Count's main laboratory. http://static.skyrim.nexusmods.com/images/1216508-1339187925.jpg
  7. Double post apologies. Here is an old image of a Dwemer boiler room that appears in the Still Room. http://skyrim.nexusmods.com/imageshare/images/1216508-1338929088.jpg I tried to add a trap to this area but it turned out to be quite annoying as doors don't function as I'd like them to. I'll be posting an image of the castle's interior which I've started first instead of doing the exterior. Figured it might be easier that way.
  8. Not at all. I've completely finished the Dwemer ruin and am now starting on the castle. All cells should be done by the end of June or before. Thanks for keeping interest in my project!
  9. I'm blaming the static mesh improvement mod. That bottom table looks way too circular and it leads me to that. It looks like the game is trying to display the SMI statics but there are no textures to go on top. Find wherever SMI keeps its mesh folder and delete it.
  10. So I've got a trap, it works (sort of), and I need some help with fine-tuning. How I envisioned the trap working is the player steps on a Dwemer pressure plate and it causes a chain reaction that opens a Dwemer door that has a set of flamethrowers behind it. If the player doesn't feel like going through the fire, they can turn a nearby pipe valve to close the door and stop the flamethrower. The way it works, as I've built it, is the pressure plate activates a TrapLinker with the Turn On attribute. The TrapLinker activates the door and the flamethrower. When the pipe valve is turned, it activates a TrapLinker with the Turn Off attribute and it closes the door and stops the flamethrower. However, if I were to step on the pressure plate while the flamethrower is going, the door closes. And if I were to step on it again, the door opens with the flamethrower still going. How can I get it so that the door stays open no matter how many times I step on the pressure plate? Thanks.
  11. Pressing left Shift makes you speed up. At least it does for me.
  12. I'm satisfied finally with the darbazi. It took a while, and I think there are some lighting problems, but it's done. The final room to finish for the Dwemer ruin is the stillroom. The stillroom will probably be a quick construction as I don't want it to be that big. Once that's done, I'll immediately start work on the exterior of Castle Gorm. http://skyrim.nexusmods.com/imageshare/images/1216508-1335472845.jpg I've also added a percentage tracker to the first post in case anyone wanted to see a visual representation (besides my infrequent screenshots) for how far this has come along.
  13. I finished the refectory yesterday and have started work on the darbazi. Just to give a scale for how big the refectory interior cell is, it's at 96% on the memory scale. Once the darbazi is done, I'll just have one more cell to do (the stillroom) which should not be that big or smaller than the other cells. A friend told me that I should navmesh the whole thing and populate it with monsters and release it to the Nexus as it is. Once the quest is ready, I'd release the final product. I don't know if I should do this or not. I figure some people would enjoy exploring a Dwemer ruin they've never been to before. The quest item won't be in there of course.
  14. Well, thank you for showing interest! I've been thinking about posting the dialogue here to at least show people that I've finished it.
  15. Here are some of the latest screenshots from the the refectory I've been working on. http://skyrim.nexusmods.com/imageshare/images/1216508-1333145417.jpg This is a shot to show you how big this room is and was taken from one of the corners. The problem right now is filling up the seams as the room is supposed to look like an earthquake hit and messed up the floor, ceiling, and pillars. http://skyrim.nexusmods.com/imageshare/images/1216508-1333145466.jpg More evidence that there is still more work to be done. There's a hole to the left and a collision box around it so no one can fall in. The little Falmer base will have some of the tables and benches as fortification. I haven't built that yet as I still want to fill in the gaps in the floor and ceiling first.
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