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[WIP] Tamriellic Craftworks


Ph0rce

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It does. To test the creature in-game I actually did a straight-up replacement of Bethesda's spider mesh. In any case, I've managed to track down at least part of the problem: The body part was set incorrectly in the NIF (BP_TORSO which the exporter used vs SBP_32_BODY, to which the mesh is assigned.) So the spider actually shows up now. Unfortunately, it won't move. I was attacked by a version of the static spider that I showed in the above screenshots that followed me by sliding around the room and "attacking me with its mind" or something (it was actually a bit funny to watch). I think this might be tied to my export settings, so I'll have a look at those and report back later.

 

*UPDATE*

 

Nope, wasn't the export settings. Looks like it's back to the drawing board.

Edited by Ph0rce
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Sorry for the long absence everyone. I decided to take a bit of a break from the project, followed by a vacation that cut off access to computers and internet for more than a week. Still no progress on getting the spider to actually work in-game, though the challenge is now over. In the end, I chose not to go with any of the names submitted; nothing really jumped out at me for use on Clan Mzark, though I did like the "mastercrafted" name. I might use either that or something similar for top-tier items used by the peoples of the holds.

 

Now, on to my latest work:

 

I'm still struggling to understand the thought process at Bethesda for the complete 180 in the design of Volendrung. Going back as far as Arena, the design of the weapon has been fairly consistent (general appearance was established in Arena, hammer head was more heavily defined in Daggerfall, appearance was more detailed in Morrowind, design was further fleshed out in Oblivion, and then design was completely chucked out the window and replaced in Skyrim). The only element of any of the older designs present in the Skyrim Volendrung is the set of spikes found on the hammer head, along with the top of the haft. It's not a bad looking weapon my any stretch, but it looks utterly demonic in its appearance, and while this is not a bad thing (particularly since it is associated with a Daedric Prince), the text identifying it as a Dwemer weapon makes it look really out of place. So I've taken the design back to basics, whilst reinterpreting the weapon using my material-based approach.

 

http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0107.png

http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0108.png

http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0109.png

http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0110.png

http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0111.png

http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0112.png

http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0113.png

http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0114.png

 

Not sure what's next. Probably one of the other unique weapons (either Spellbreaker or Zephyr). Or maybe Sunder, though I don't think that I'll tackle another hammer just yet.

 

And before anyone asks, the armour is an unreleased update of my old Blackguard mod that I've been packaging up for release. I do need screenshot artists, so if you're interested, please PM me.

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You really made a great re-creation of how Volendrung would look like, if it followed its original design path. I like the fact that in skyrim it looks demonic because it belongs to a Daedric Prince, it's what you'd imagine. But as you say it doesn't add up to the lore if it's Dwemer material. Your version reminded me instantly of the game Warhammer (eventhough I haven't played the franchise or know it) or it belonging to a crusader (Maybe even belong to the Hammerite's from the Thief franchise). Doesn't mean it's bad though, it looks great. I don't know why but I mostly think with this weapon is that you swat people with it instead of smashing. Somehow looks like an oversized flyswatter but that's just me.

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Hi everyone.

 

I'm sorry to disappoint, but I'm afraid that TCW for original Skyrim is now officially dead. Most of the old asset are now defunct, and may or may not see release as separate modders' resources. Now before you all throw full wine bottles at your computer screens, I will mention that I am still working on something, which is being made specifically for SSE. It is a descendant of this project; similar idea, but a completely different workflow and approach; I'm considerably happier with the results I'm getting this time around. Sorry to be so cryptic, but I don't want reveal much before I'm close to release and ready for testers. Over the years I've acquired a habit of promising a lot, and delivering either very little or nothing to this community, and it's a habit that I'm really trying to kick. So keep an eye out; maybe we'll see a new forum thread with new content on the horizon.

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Surprise!

 

I've decided to release some of the content to the community. I can't make plugins for oldrim anymore, as I no longer have the oldrim CK and have no intention of installing it; as a result, the pack I've released today is just the replacers for the Dwarven dagger, Keening and Volendrung. Next week I'll post a pack for SSE which has a plugin and more content. Later still, I'll post a resource pack containing everything that wasn't released for either game.

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