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Athelos

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  1. Photoshop with the DDS plugin. I was thinking it might be the map diffuse textures. EDIT: It was Photoshop. It wasn't saving the MipMaps as I had not specified the correct DXT format.
  2. So I recently recolored the Imperial Dragon Cloak from the Civil War Champions CC to match my armor's color scheme. The ground model looks fine close up but turns back to original red when you move away from it.In third person, the cloak appears with the new color (purple-ish), until you zoom out further, in which the texture reverts back to default.Here is a video of the cloak recolor and third person zoom out: Any suggestions on what may be causing this? EDIT: It was Photoshop. It wasn't saving the MipMaps as I had not specified the correct DXT format.
  3. I've not had much scripting with Oblivion or Skyrim (just MW). I am taking Programming at the moment. So I could catch on quick. Still learning modelling as well. More or less capable with interior/world design and audio engineering.
  4. Well I plan on releasing a BETA when the Worldspaces and interiors are done. If you've used the Creation Kit in any capacity, you could lend whatever help you'd like. Even if it's just a making a few new items, etc etc. I would basically merge the work with the ESP file and add it to the GitHub when it's up. You can also register an account on the site and forums if you'd like to be kept updated.
  5. http://hallsofkavaldur.site11.com/images/NexusPostLogo.png [WEBSITE] First and foremost. Welcome to Halls of Kavaldur. I strongly encourage the reading of this entire article as it will be giving a rundown of the plans for this massive mod. Halls of Kavaldur began as an idea to incorporate a Dwemer Follower into Skyrim. However, upon sitting down and brainstorming the idea. I had begun seeing the potential for a new dungeon/city in Blackreach and a lore-friendly backstory that could further support this followers existence in Nirn after the events of Red Mountain in the early first era. Below are loose translations of my notes as of 09/08/2014. Also, I want to apologize if these notes seem a little disorganized. I'm hoping to stick to lore here, but there's some points that may not make sense as of yet. If you would like to contribute to this project, please feel free to drop by the forums at the website and check out recruitment, be sure to include some of your work if you'd like. Not that keen on committing too much time, no worries, you can drop a few things your work on here-and-there in the suggestions forum. Currently looking for help with: • Scripting. • 3D Graphic Design & Mesh Sculpting. • WorldArea/Landmass/Cells/Interiors • Animation • Weapons & Armors • Books, Clutter & Other http://hallsofkavaldur.site11.com -<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<>-<> Skyrim Mod - Halls of Kavaldur by Athelos • • New Follower - Ateth - Dwemer - Warrior, Level 35. - Enchanted Gear, Restores Health, Magicka, Stamina, Elemental Damage. - Trapped in Mehrunes Deadlands. - Portal to Deadlands leads to him. • Entrance to Halls in Blackreach. New "house" will be placed as entrance to it. Probably want to make the house a bit "obvious" with overgrowth and perhaps a few "different" falmer and servants. • New Sky Effect - *SkyDeadlands.* • Deadlands Textures, either ported from Oblivion (TESIV) and made better, or done from scratch. • New Powerful Leveled Weapon - Needs Oblivion Artifact to solve puzzle to unlock (something from the deadlands or elsewhere). The weapon being a sword or axe, one-handed. Other new items should also be incorporated. • Quest starts from a new book ("The Red Knight") or is stumbled upon while in Blackreach. • Ateth not easy to kill. Maybe "heals" player? Through "magic" or salves. Levels with player, but *NOT* essential. • Dwemer-inspired hair and beard for Ateth. Apachii? • Ateth and other NPC's/Creatures that you interact with should be fully voiced and lip-synced (write scripts). • Ateth survived because he was trapped in a plane of Oblivion (much like Yagrum) during the Battle of Red Mountain. He is unaware that the Dwemer are "dead." Last of the Dwemer except for Yagrum in Morrowind. Yagrum immortal due to Corprus. Quest to locate him to help Ateth settle-in or study the dwemer of Skyrim? • Quest with Ateth and Yagrum to discover more secrets of the halls (which ends with a boss battle and the new epic weapon in your hands). Deeper exploration after "rescuing" Ateth and finding Yagrum (so he can help in translating and getting past certain impassible areas). Deeper areas should compare to the size of Moria (LOTR), or dwarf it :-P. • Ateth's Unique "Red Knight" Armor. Red Dwemer Armor but mesh modified and retextured. • New Race, Dwemer, Non-Playable (Yagrum may still need to be a "creature" however). • Yagrum slightly skinnier due to Corprus Cure (he MIGHT have taken). Centurion Spider Legs or able to walk again? Did Divayth's cure reverse the bloating. Did he even have legs before Corprus? If not YB, then perhaps Divayth? • Corridor of Time - Puzzles & Final Battle. Four challenges. The player takes control of the protagonist in these challenges. - Dagoth Ur Battle at Red Mountain -OR- Nerevar vs. Dumac Battle. - Pelinal vs. Umaril -OR- Dragon War Village Mini-quest. - Taking of White Gold Tower -OR- Skingrad & Kvatch Feud. - Battle of Sky Haven Temple -OR- The Soulburst. • The Corridor of Time captured brief but IMPORTANT moments in history. It exists to "protect" the weapon and is powered by the will of a daedric prince (Herma perhaps). Although it has existed since before the first era (Late Merethic Era), the pact formed between "herma" & Kavaldur binds that Herma would dictate the challenges by divine right. • Final Boss - Centurion Colossus, Leveled? Silver colored. Kind of like Numidium/Ahkulakhan. • Snow Elf Minions & Falmer Enemies (Elite). Possessed/Undead bandits who seeked to plunder the halls were fell upoon by Magicks similar to that of the central "city" in the Blackreach main caverns area. Dwemer "spirits" (like in Morrowind). • Independent assets, IF POSSIBLE - No third party mods, no SKSE, no FNIS Idles. Should be (if possible) to run alongside vanilla Skyrim (v1.9.32.0), with or without previous DLC's (DG/HF/DB). Bundle loose assets into compressed BSA(s) post-completion. Modify credits.txt. • Incorporate into Workshop, Nexus (NMM Installer) as well as EXE/MSI installer with CAB files alongside, or even a web installer. • Website (this), Git, Bug Tracker, Forum (done), Developer Diaries (on YT, VLOG's), Suggestions Form, Recruitment, and Open/Closed Betas.
  6. I am installing STEP v226 and it calls for Wrye Bash. I have some familiarity with WB, but it says not to use NMM, stating: Now I realize that a vast majority of mods on the Nexus almost always include NMM/Wrye/BAIN support, but there are a few that don't. In the past I have downloaded step from a download another friendly user on the interwebz was kind enough to compile, and the folder structure suggested that he/she had converted all non-wrye mods to bash installers and also included some "converters" (?). As I mentioned, I know enough to install using Wrye, but not how to convert NMM to Wrye Bash Installers. Is there any easy way to do this? Is there a setting or feature in WB that I am missing? Thanks in advance for any help or tips ^_^.
  7. I've been hard at work on a mod that I would like to put together a team for, but I would like to add some changes to the in-game credits. I have already extracted credits.txt (from Interface.bsa) to Data/Interface, and made my adjustments text wise, however in the file it refers to I have made my own custom logo for the project (not unlike the original logo, see below); but I cannot find the original file that the credits refer to either because it does not exist locally (doubtful that it is remote) or because it is named differently. In oblivion and fallout it directly references a DDS file, however this does not, nor does it allow for direct file location (i.e: ".\Data\textures\logo.dds). Anybody have a clue what the original file is?!? http://oi39.tinypic.com/34erepg.jpg
  8. I've thought about this as well. I think what I will do is take the original valve made ESM/ESP and designate it as a master so that my ESP will require it. Then I will take the visual FX of ED-E from FNV (so that it floats and follows) and then be sure to keep the space core's NIF. Designate him as a follower, but as far as dialogue is concerned, just use his original quotes for follower menus. Might even try to make it UFO compatible.
  9. You want a performance hit on a rig like that, push the limits and install STEP (Skyrim Total Enhancement Project), you may find that your rig can still play it without much if any of a performance drop.
  10. I would like to pull together a team for a mod project that would essentially use content from the base game, Dawnguard and Hearthfire, Dragonborn content would be nice but it's far too new and also unecessary, as I see it (but perhaps I might be wrong). Do you remember how you could improve Raven Rock in Bloodmoon. Whilst it makes its appearance some 200+ years later in "Dragonborn", I was thinking something more mainland, requiring that the player has already finished the MQ and settled the Civil War issue; a moot convenes, naming you lord of your own hold. You are given a parcel of land with enough available space to build 1 castle/dungeon, 8 homes, 4 shops & 1 guard outpost (at first). You can either build them yourself (Hearthfire), or hire workers to do it for you (each house requires hiring of workers each time), some dawnguard content might be useful. Other buildings may be useful as well, such as an armory, granery, farming fields, etc. You can sell the houses and shops, levy taxes, as well as establishing certain hold laws and regulations, etc etc. Anyways, for a project like this to take its roots, I would need some assistance with scripting and perhaps some interior design. Shoot me a PM if you are interested.
  11. Well, TESV.exe seems to spike 4GB with ENB installed and I am getting serious hangs, lockups and CTD's with it and STEP. So I may just remove it or go with Zoner's Performance ENB (the most balanced I've seen). And yeah, That seems to be with Bloom enabled but I think the presets are expecting Realistic Lighting, not sure though.
  12. If nothing else, I wouldn't mind SUBTLE DOF and Focus. I've been looking through some guides but haven't really found anything on how to decrease them.
  13. Sometimes, pictures are better than words. This is what I have going on. http://i49.tinypic.com/1z4agso_th.jpg http://i48.tinypic.com/5d9ir4_th.jpg Candles appear to have the same effect... Turning Bloom off seemed to help. I looked over the ENBSeries.ini and it did not have the IgnoreLoadingScreen=true, so I added it. As you can see, it did nothing.I also forgot to mention that I am using STEP 2.2.0. I would much like to disable DOF and Focus altogether, if that's possible with STEP installed.
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