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Adolon

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Everything posted by Adolon

  1. Just make the house spartan in the beginning, then fill it up and make it more complicated. Like, start out with a table. Then chairs are added. Then tableware. If I understand how the Construction Sets in the past have worked correctly, statics in the game (like tables) can have references. Not all statics have references. For those that do, you can make it so that it will appear and disappear after requirements have been completed. For example, if you've played Fallout 3, the exterior and surrounding area of Megaton has a reference that says once you detonate the nuke, everything disappears and is replaced with rubble.
  2. Wow. That's very impressive! I'd like to see how this goes.
  3. Do you have a portfolio of work you've done? I'm in desperate need of a 3D modeler who is proficient in "organic" things. My quest mod (link in signature) requires a monster which could just be a new mesh over a Bethesda skeleton for animations and an organic suit of armor, so no metal and jagged edges. I'd be gracious if you would consider my mod. Thanks.
  4. I have no idea how 3D programs work, but the file links worked for me. Very impressive vistas.
  5. I'm using this shader: http://skyrim.nexusmods.com/downloads/file.php?id=4142 It does add a fog to far off things. Or, at least, it increases the brightness/darkness of distant fog so that far away objects become harder to see. I've actually lowered the detail of faraway objects to the lowest setting, even moving trees closer, and I got about a 10 FPS boost in outside areas. It might help you.
  6. I've already typed up 200 books from previous games in the mod in my signature. It's available for download but it's not finished. If you are wondering about legality, I asked the elders at the Bethesda forums about it a couple weeks ago before typing them up and they said Bethesda has specifically said they do not care about what people do with their text.
  7. I'll bite. Kind of Blue: A strange and eccentric Imperial nobleman, Count Caerulius, lives in Castle Gorm, deep in a forest away from the hustle-and-bustle of the cities of Skyrim. He loves the color blue. Hand-picked by the Count are his female bodyguards, each having some variety of blue to them. He is an avid botanist and herbalist but secretly uses magic to experiment on the plants and fungi he has collected. When the player meets him for the first time, he asks that the player visit the Shrine of Namira to get a cutting of a rare plant that grows close-by: the Furfafen plant. Upon returning with the cutting, the Count's next request becomes a little more questionable. Link is in my signature. All that is needed is a monster and an armor model. That's it. Once that's done, all that is required is to string up the quest.
  8. Is Ethas something completely divorced from TES lore or does it share some things?
  9. I hope I'm not the only person who wants to see a White Stag.
  10. Did someone say TES name generator? http://www.tamriel-rebuilt.org/?p=modding_data/ngen
  11. Very cool, thank you! I had seen the image in the top left (#83) on the UESPWiki before, but the others are new to me. I'll forward the link to hopventure for inspiration. Still no crest, though. Unless it's that diamond-shaped emblem on the belt in #83 and the clasp of the cloak in #86. A few pages back, on page 24 http://www.imperial-library.info/content/page-24, there's a set of Temple imagery. The beetle (64) is the symbol of House Dagoth and the scarab (70) is House Redoran. So it appears that some Temple images were interchangeable with House imagery. House Hlaalu's crest is a scale and House Telvanni's is a sun, tree, star, moon thing. Since Dres was mostly about slavery and saltrice, I wouldn't be surprised the Dres crest is a stylized saltrice plant/flower.
  12. Oh, I know that. I thought you were talking about the ability to have an NPC "go blind" for a few seconds. I was looking at the Art of Morrowind book and happened upon this page if you haven't seen it. It might help you. http://www.imperial-library.info/content/page-27
  13. How do you manage to do the smoke bombs and flash powder? Will it be some kind of AI-killing script? I'm interested into knowing how it would work because one of the ingredients in my quest mod needs to have a blinding ability (like, make a poison with it, hit someone, and they can't see you for a certain amount of time). Sounds interesting though. How will we know he is from the Dres house? Dres headdress, shield, and weapon?
  14. I'm bumping this as some things have come up. Everything is ready to go for the Construction Set. I have a texture for the Count's sword and a texture for the flower and the fungus is being made graciously by KevSer as I write this. The only thing I need now are models and textures for the monster and the armor. The monster model could be as simple as a Swamp Thing lookalike.
  15. Do you mean from previous TES games?
  16. If they are already working on a realistic first-person mod, I can't see this being very difficult.
  17. I'm wondering if my quest mod, Kind of Blue (linked in my signature), could either be absorbed or be in addition to your mod. The main character has had a "falling out" with the College and refuses to seek their advice/expertise.
  18. Oh, wow. I guess if I blow it up it shouldn't look too bad at all. Maybe if I play with the interior lighting it'll look fine. I'm also planning on putting it under a foot or so of water. Thanks for that!
  19. You know, I just realized I could probably be doing this myself. Although, I haven't tried it and have no idea if it would work. I could use the placeatme command to get the head and then use the command to increase its size and see what happens. No idea if this would work. Thanks for helping!
  20. My quest mod will involve going to a Dwemer ruin. One of the rooms will be a large atrium. In the middle of the atrium will be the Dwemer head icon, the one that appears all over the place on the arches of doors and on pillars. The gold head with helmet. The head will cover a large area as I'm going to blow it up and put it facing eyes to the ceiling. The room will have this huge head in the middle and I'm worried that by blowing it up to a large scale, the texture it already has on it will look terrible as it increases in size. I'd like a high quality retexture of the whole piece for my project. Thanks!
  21. Can you do one, simple, Dwemer retexture for me, huntsman2310? :ohdear:
  22. There's a thread about it on the Bethesda forums. http://forums.bethsoft.com/topic/1321333-req-carriage-drives-you-places/
  23. I can help here in a small way. I've posted this in other Dwemer threads and I've used it myself for my quest mod. If you go to http://www.rinkworks.com/namegen/, simply copy/paste (a|beth|b|bth|mz|nch|e|i|o|u|t|v|k|d|r|rald|)(left|rkng|thand|uand|anch|ung|thumz|drus|casht|a|e|i|o|u|ahnch|ard|ahrk|umz|ingth|al|nzel|zel|bth)(a|beth|b|bth|mz|nch|e|i|o|u|t|v|k|d|r|rald|)(left|rkng|thand|uand|anch|ung|thumz|drus|casht|a|e|i|o|u|ahnch|ard|ahrk|umz|ingth|al|nzel|zel|bth) into the blank box under Advanced Interface. This will give you 119 lore-friendly names for places.
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