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Mehrunes201

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Posts posted by Mehrunes201

  1. chacotaco91, on 26 Apr 2013 - 14:49, said:

    That looks like wayyyy too good of work to throw away.

     

    All you need is:

    -a few people to make interiors

    -A simple quest line that gives the people a reason to go to the island and a short something to do.

     

    That's it! Then, just allow people to mod your worldspace with their own quests, dungeons etc.

     

    As the previous commenter said: since the DLCs are done, a brand new land by modders is desperately needed.

    As a project lead of a big project that has been in development for more then a year I can safely say that making a big mod like this at a high quality standard is definitely not that easy. At all.

  2. Looks awesome. Will all the factions be joinable/mutually exclusive? I don't like how I could be in all the factions at once in Skyrim/Oblivion. Are you aware that Helseth was the name of the king in the Tribunal expansion for Morrowind?

     

    There is only 1 new guild in the mod. But multiple factions within the city. 3 of which will show different perspective of the same story (which will be the main story line). So no, they won't be exclusive I don't think.

  3. Check out our ModDB page if you want to know more about Luftahraan.

     

    We need Voice Actors and Editors(creation kit specialists) the most right now. We do accept all kinds of talent but those 2 are what we need the most at the moment.

     

    Voice Actors - We don't have ridiculous standards or anything but we still want quality voice acting. Not someone who has no experience in voice acting and has some shitty headset mic.

    Editors - We need experienced people. People who can do quest making and/or papyrus scripting. You can still apply for a spot if you can't do those things though.

     

    You can apply here: http://luftahraan.com/viewforum.php?f=17

  4. I'd be interested in helping out with this. I know my way around the creation kit and I'm good with Photoshop, but a lot of people could probably say that. I've got the time to work on things - Luftahraan sounds really ambitious and cool and it would be nice to be one of the people who made something both ambitious and cool and actually finished in a somewhat polished form.

     

    Well head on to the forums and make an application then :D

  5. Lol! "Luke.a.m's Mine Bitches discovered" :laugh: Hilarious! Very nice indeed. It has the sort of vibe i got from bruma back in oblivion. (Which is a good thing ;) )

    Also feels like skyrim's version of Nehrim. I'm so gonna track this topic! :teehee:

     

    Definitely an interesting mod to follow during development. Wish i had the time to contribute as a modeller or texturer. =(

     

    Glad you enjoyed it :)

  6. http://leet.cc/0threadtitle.jpg

    Luftahraan is a Skyrim modification being created by a team of modders known as Archon Entertainment. It aims to add a new, significant city into the Skyrim game world that is a believable and exciting new area for the player to explore, as well as a myriad of quests and gameplay activities for the player to complete in and around this city.

     

     

     

     

    http://i.imgur.com/Ftvj0.jpg

     

     

    Luftahraan itself is a sovereign city-state situated in the northwest of Skyrim, on the border between the provinces of Skyrim and High Rock. Since its founding, it has maintained neutrality from both Skyrim and, later on, the Empire, by virtue of its defendable position and significant mercantile possessions. It stands astride the only major pass between Skyrim and High Rock and the Empire, battered by conflicts with the Aldmeri Dominion, is desperate to keep open communication and trade between its two remaining prosperous provinces.

     

     

     

     

    http://i.imgur.com/a6H41.jpg

     

     

     

    Features

     

    -An entirely new city, around 2 or 3 times the size of Whiterun, on the northwest coast of Skyrim, including surrounding lands and villages.

     

    -An extensive and compelling main quest with several different routes to completion, and various endings depending on player choice.

     

    -A great many side and miscellaneous quests, with more becoming available as the main quest progresses.

     

    -Well over 100 fully voiced NPCs to fully populate the large city and neighbouring farmsteads.

     

    -A new joinable guild, the Marauders, with their own main questline and island base. The Marauders are primarily a group of Nordic raiders, with some Redguard corsairs mixed in.

     

    -A fully integrated arena, where the player can bet on fights and participate himself. The arena features in the main quest and will also be a frequent point of conversation amongst the populace.

     

     

     

     

    http://i.imgur.com/bRrwH.jpg

     

     

    Lore

     

    Luftahraan is completely lore friendly – it fits naturally into the history of The Elder Scrolls, and even has lore devices to explain why it has never been, and never will be, mentioned in official canon. The history of Luftahraan is integrated into the history of both the local area and Nirn as a whole, and fits seamlessly into the established world.

     

    The city of Luftahraan was founded in 1E2165 by a Nordic warrior named Luharaan who, tiring of the political intrigues of Skyrim, forged his own city state to the west of the country.  Establishing his rule under the title of Sovereign on 16th Sun’s Dawn 1E2167, Luharaan proved an efficient ruler, quickly establishing trade routes with neighbouring countries and fortifying his newly crafted state.

     

    Luharaan ruled the city as Sovereign for just under 10 years, before disappearing in unknown circumstances. Rule passed to a family of prominent noblemen in the city, and thus began the long, unbroken line of Sovereigns that have ruled Luftahraan to this day. The 54th Sovereign, Helseth Otherin, rules in Luftahraan as the dragons take to the skies across Skyrim, but it is a very different city now. The power of the Sovereign has been squandered by poor decisions in the past and a host of factions vie with each other, each planning to pick clean the carcass of Luftahraan when Helseth’s power fails.

     

    The foremost of these factions is the Kaldr. Created by Sovereigns past as a means to secretly gather information on goings on in the city, the Kaldr were later militarised and used to put down insurrections. Finely crafted into a weapon of espionage and assassination by a series of tyrannical rulers, their power increased until one Sovereign adopted the head of the Kaldr and named him his heir. Despite only ruling for four years before handing power back to the previous Sovereign’s younger brother, from this point onward the power of the Kaldr overshadowed that of the Sovereign. Despite desperate and concerted attempts to tip the balance back in the favour of the ruling family, the Kaldr remain a powerful force in Luftahraan, and not one entirely beholden to their so-called Lords.

     

    Against this backdrop of internal strife, the people of Luftahraan are beginning to raise their voices – crying out in anger over the repression and taxation enforced by Sovereign Helseth in an attempt to secure his rule against the machinations of the Kaldr. This rebellion is small and poorly organised but, with the right allies and the right funding, the voice of the people could indeed overshadow that of their leaders.

     

    And, towering above all of this discord, sits an ancient relic of times past; an edifice of the Dwemer. Superficially, the tower is controlled and guarded by Helseth, but in reality these guards are watching over a door that they themselves cannot open. The tower is locked, but the possibilities of what could remain inside have further fuelled the fires of conflict already sparking across the city. Whatever it may be that the tower contains, surely whoever controls the tower would control the city? Rumours abound, and, as those rumours begin to spread across the border and into Skyrim, yet more eyes turn toward Luftahraan.

     

     

     

     

    http://i.imgur.com/IHXw4.jpg

     

     

     

    FAQ

     

    Is Luftahraan compatible with Dawnguard?

    Yes, Luftahraan can be run on a copy of Skyrim either with or without Dawnguard. If you do have Dawnguard, though, some references will be made to (the rather nearby) Volkihar Castle.

     

    When will Luftahraan be released?

    To quote Blizzard, “When it’s ready”. However, our current (very subjective) prediction is second quarter 2013.

     

    How big is the team working on Luftahraan?

    The size varies somewhat as people come and go, yet the core team that has performed most of the work is about 10 members strong.

     

    What new areas does the mod add?

    Luftahraan adds a new city that is between 2 and 3 times the size of Whiterun. It also adds surrounding wilderness with a few outcroppings of civilisation here and there. This new area is smaller than one of Skyrim’s holds, but content is more concentrated within the added areas. It also adds an island base for the Marauders, a great many dungeons to explore, and several small islands visited as part of the Marauder’s quest line.

     

    How long has Luftahraan been in development?

    The mod began development at the start of 2012, although has only been under organised development since June 2012.

     

    Will there be custom music?

    Yes.

     

    Will there be new gameplay mechanics added?

    Yes, although none have been revealed yet. All mechanics, though, will fit sensibly into the existing gameplay of Skyrim, and of course be lore friendly.

     

    Is Luftahraan lore friendly?

    Definitely – the history of the city is firmly entwined with events both local and continent-wide in the established history of The Elder Scrolls. Further care has been taken to ensure that the lack of mention of Luftahraan in any canon lore has been explained.

     

     

     

     

    http://i.imgur.com/CtvZO.jpg

     

     

     

    Further Information

     

    The Luftahraan team are actively looking for new members to help contribute to the mod. Applications in any area are welcomed. – please head to our forums to apply.

     

    If you would like to support the mod further and find more information, please head over to our moddb page, where updates are posted revealing more information about the lore of the mod and the city itself - a post will be made in this thread whenever a new update is uploaded to moddb.

     

    If you want to get an insight into the development of Luftahraan, then the project lead, Wheeze, often streams himself working in the creation kit on the mod. Head over to his Twitch TV page and you should be able to catch him streaming every other day or so.

     

    Comments in this thread are definitely welcomed, and we will endeavour to answer any queries you may have.

     

    Thank you for showing an interest in Luftahraan!

  7. Links to my pack:

    http://steamcommunity.com/sharedfiles/filedetails/?id=16688

    http://skyrim.nexusmods.com/downloads/file.php?id=13128

     

     

    As of writing this now, my mod has been downloaded 3500 times and there have been all these reports and they keep coming in:

    (people are also reporting that it works just fine for them but here is a list of all the reports as of now)

    Seems to crash whenever I attempt to enter the beginning DarkBrotherHood Sanctuary

     

     

     

    Seemed like a great mod But yeah... Keeps crash. I'll keep it incase something changes.

     

     

     

    I was really looking forward to this, but it's incompatible with some other mods and I'm not sure which ones.

     

     

     

    warning! if you have this mod turned on and enter the cave of Clavicus Vile almost everything will be gone.I mean it literally.npc´s and yourself will be falling down forever

     

     

     

    the game crashes whenever i approach these dungeons

     

     

     

    This mod sounds really great, but sadly it crashes when I try to enter Dragon Reach in whiterun. However, it is most likely an incompatablility with one of my other mods.

     

     

     

    I have the same issue as Cuneglas but i dont have 1.5 patch

     

     

     

    Hi! First I have to pay you my respect for your great work!

     

    But sadly, everytime I try to play with this mod activated, Skyrim crashes immediately.

     

    Are there any incompatibilities known?

     

     

     

    After downloading your mod floors started dissapering from dungeons. I uninstalled it and it started working just fine again. I was getting bottomless floors in dungeons and doors with white backgrounds behind them with no floor.

     

     

     

    Damn..I'm conflicting with a mod somewhere..I have none that change those areas..I'm not sure what gives but I'm ctd with this installed..I'll see if I can't find which one it is!

     

     

    @joshx336

    Yup, same problem here.

    I do have quite a large number of mods installed, so it might be no surprise. I'll look into it tomorrow and report back.

     

    Nevertheless, it looks amazing thus far. Keep on working, OP!

     

     

    @Mehrunes201...No I'm not running 1.5..And that's whats getting to me is I know it only adds exteriors..I'm not sure whats going on.

     

     

    I am having some crashes when trying to leave dugeons, uninstalled your mod and everything was normal again, any word about that?

    (I was trying to leave Kolskeggr Mine)

     

     

    I was inside the Riverwood tavern when I installed the mod, and I had a CTD with no error messages any time I tried to exit. It was fixed when I removed the mod. I am not patched to 1.5.

     

     

    Hm, indeed it crashes no matter what, i think its because i am using 1.5 beta patch, did you make these with an older patch perhaps?

     

     

    I would like to tell you guy, but after installing version 1.2 my game keeps crashing after fast travel Uninstall and all is back to normal, didn't have the problems with the previous version..

     

     

    its not the patch im on 1.4 and i get a crash on startup with this installed im guessing its a cell conflict or some other startup error

     

     

    do you have them as individual DL also? perhaps we can narrow it down to a specific dungeon.

     

     

    Yeah also ctd for me when i load a clean save, must be some sort of conflict, works when i have no other mods checked.

     

     

    I didn't CTD, but have the same issue I had when first started the "Terramis Forgotten Ruins" mod, in that the screen is completely black and I can't do anything other than open my Task Manager and close the game back to Windows. I can't get the other mod to work either. It CTD's when transitioning into a load screen upon starting in the game. So, there are issues with your mod and the others guys for many people, including myself.

     

     

    I merely added new cells and the only "change" I did is add entrances and exits into the world.

     

    So I am very worried how this is effecting my success as a modder and I would really want some help.

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