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AlexanderJVelicky

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Everything posted by AlexanderJVelicky

  1. As long as you model it all yourself that's okay. You'll see a very large amount of mods that are remakes or immitations of things from other games. If you were a full blown game company you would have to pay for the IP, but it's a mod and is not for profit so it's allowed and nobody will jump down your throat for it.
  2. That's editing NPC's in your esp file from the racemenu ingame. Not using the CK to edit your savegame; which it cannot do.
  3. Not to mention that at that stage in developement, their inhouse engine did nothing special, so they weren't giving away any secrets by releasing the code. Their current engine is supposedly one of the best out there. Though Rage's epic failure would seem to say otherwise... And Bethesda's engine, while not exactly state of the art, is very fine tuned for this specific game type. So I would think they would like to keep that under wraps. Seeing as Doom 3 = Generic shooter. Nothing special. TES = Unique open world experience with a lot of things that no other game has. They would probably want to keep the code from their engine to themselves, and I don't blame them.
  4. Basically... There is a HUGE pile of reasons why they (And like 99.9999999% of game companies) don't release their source code. Licenses, and industry competition are major ones that come to mind.
  5. Well, I would sum up the methods of making your land feel unique into 3 catagories. Landscape design, landscape models/textures, and the people in your world. If you aren't adding any new tree's or that kind of thing, the middle one is locked in place for you. This isn't a bad thing. I've done it with Falskaar. I only use vanilla tree's, ground textures, and so on. This just means that you have to take special care in the other two areas, as new models is the easiest way to make your land feel different. When designing areas, try to make them unique. Don't just make your land a snowy forest up north, then some medium pine forest and fall forest to the south; coupled with the tall icy mountains. This is Skyrim. Though there is little you can do in this area. I've coped by making my terrain 'softer'. There aren't as many jagged rocks, and the forests are a bit more dense. This alone gives it a rather unique feel. Then just make the people unique. Don't make them angry over a civil war, and 'praise the nords' and act the same way as the people of Skyrim. Develope your own land. Give it it's own lore. Have the people disgruntled over seperate issues, with their own culture. Do this right and people will quickly learn that they aren't in Skyrim anymore.
  6. You're going to have to try REALLY hard to make it unique then. It took me months of preparation and careful planning to get Falskaar to feel different than Skyrim does. If your new world is basically the same it wont be very appealing.
  7. True, and that would apply, but my bad guy is kind of different. The Stormcloaks vs Imperials is more, two men/groups who want to lead their people. They both think they can do it right and should lead. With Falskaar it's more like, the people want one man to lead, and the other guy wants to rule and enslave them. I guess you could say that from some perspective the bad guy isn't evil, if you're okay with him killing you and your family, taking your land and money, and gaining ultimate power. And Beth doesn't avoid it, they just didn't have it in that one situation. They certainly depicted Alduin as blatantly evil. They depicted the Enclave as fairly bluntly evil. So it just didn't happen in this one case. But that's all the more reason that my 'civil war' is unique and entirely different from the one in Skyrim. :D
  8. A little preview of what I've been working on lately: http://cloud-2.steam...94519CBD743DF7/ http://cloud-2.steam...9C47FA163117C5/
  9. Usually artists, especially one who holds themselves so highly, post some kind of a portfolio or example when they request help. You say you're awesome and you want a very experienced person to help, yet you show nothing. Nobody will give this a second glance unless you include some example art. Just tryin' to help. :)
  10. You could possibly use GetCurrentWeather() as a condition on the specific song track, then set all the tracks together into a music type and put that in the region along with the weather? I'm not sure if music has conditions. I know sound descriptors do. I would only assume that music does as well.
  11. I seriously recommend just putting your dialogue in as a scene. Then run through it a few times filming from the different angles that you need. You can learn about scenes and setting up dialogue from the wiki, it's fairly simple. I'd provide a link for you, but the wiki appears to be down right now. Just go to the tutorials and do 'scenes'. It's like the 3rd or 4th one in their quest tutorial section.
  12. Updated the OP. New trailer for the mod in a few weeks! I can't wait. :)
  13. Keep in mind Skyrim was hand crafted. I have a feeling that's why there isn't as much open space. I agree more spread out would be nice (To a point), but only if it's hand crafted and unique. If it was generated open space it would be repeaty and boring and just make the experience suck.
  14. That's decided in the weather tab of the weather regions under World > Regions (Select Tamriel). It's normally an assortment of rain/storm/clear/cloudy/fog, then a clear and cloudy that both support the Aurora, marked by _A. There's normally a 5% chance for each of the 2 weather types to show, meaning that 10% of the nights have it. It sounds like a mod altered that or removed them somehow. Do you have an weather or sky altering mods?
  15. Not to mention that quest mods take longer to make than any other type of mod, so there are only a few smaller ones. Later this year (Fall) you'll start seeing the large scale ones pop up, like my project Falskaar, or some of the other new lands mods.
  16. In custom dungeons or vanilla ones? What music plays is set in the cells preference window. Meaning either a mod you use changes that setting, or it messed with what music is assigned to the 'dungeon' music type.
  17. Once you generate functional land/water LOD the map will be of your land instead of Skyrim. There are map settings in the World > Worldspaces window that controls how far you can pan in each direction. To generate LOD, follow my tutorial, here:
  18. I greatly dislike that page since you don't need to esmify your file, and it's not a bug. Simply select your actors in the Actor tab and hit 'Control+F4' to generate the facial files; which then need to be included if you upload the mod anywhere.
  19. A few tips; One, don't bump the thread after only 3 hours wait like 12+ hours at least. (I don't think you're supposed to bump at all on this forum) Second, people will rarely join in on a project that is just an idea. Write some stories and stuff yourself, show some proof of work done on your end. Simply saying 'here's my project who wants to help' without showing anything for it yet rarely warrents any attention. (As most projects fail this early in production; not that yours will, it's just a trend) AJV
  20. Out of the 45 people who auditioned for my current project only 2 of them did a good 'orc'. So it's a fairly rare thing. One tip; be very picky. A 'bad' orc would have a far more negative impact than a bad Nordic/Khajiit/Argonian accent/voice since it's such a specific and descript sound.
  21. Look at vanilla cells. Just make sure not to touch anything (And create dirty edits), or just dont save afterwards (Recommended). The vanilla cells will show you how every piece can be used and what there is. It's what I did a lot at the start.
  22. The UDK is faaar different from the CK and the way it works would indeed generally be considered more complex to grasp initially. However it's far more powerful if you understand it. I'm not sure what you're asking for here. You can use the Creation Kit to mod Skyrim. Bethesda Game Studios has posted starter tutorials on Youtube, and on the Creation Kit Wiki, here: http://www.creationkit.com/Category:Tutorials
  23. Wow I didn't know it start off sorted like that. This is rediculously helpful! I just may do a video on this too, since I don't think many people know about it. Thanks! :D
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