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Taking a bit of a different tact with this topic. I am currently writing the "story" for the quests in my mod (see signature) glimmerstone castle and town. To avoid spoilers, i will not go into too much details. This i will say: You find a jewel and a note that fell from the amulet of kings. (its explained but i am not going over it here) You go to the castle and speak with the captain of the bloodguard. He will then give you some quests to achieve the loyalties of the different fractions. Mages guild, Mining guild, mercenary guild, fighters guild, bloodguard, villagers and castle servants and/or nobles. Which of course are not on the best of terms with each other. Hes the rub, every quest will have at least 2 outcomes depending on how you handle it. These outcomes effect the final quest. In essence you will be given an alignment for these actions if your actions fall on both sides the final quest will be inevitably more difficult. Darker characters will find their way and if do everything in a "dark" manner the final quest will be easier and the life in the castle will hopefully reflect this with the "rewards." For instance, a necromancer guild replacing the mage's guild. The final quest will be a siege of some sort. Large scale however localized in relation to the player. I wont go into too much detail, its planned, just no spoiling it. So how this relates to the topic. With the vast generalizations above, what kinda quests WOULD you LIKE to see in this? I know to keep courier quests to a min, though i know im already planning one. Yes it involves books. But its WoT books so its okay and you get the heron mark blade for them...so not bad. Or if there are some warnings about what not to do. Id just like to say we gamers are egocentric. Morrowind main quest was better becasue we were the center of the universe. Oblivion we are errand boy/girl for the center of the universe. I wanted to say screw martin let me at mehrunes dagon. Well i making things egocentric in my mod. Its all about the character and the nature of your character is taken into account.
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it might be a tad much but my mod (see the sig) has A LOT of displays and storage. More than you will probably need.
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Not to be a put down, but this has been discussed a lot. One of the difficulties is the engine itself. I forget the exact number, but if so many npcs are involed the AI does wierd things or nothing at all. I do not think it impossible as a few mods done some things, but i believe some one said it is a limit of the game engine. My mod will have a large scale battles but I am going to make it localized. IE: enable only within a certain distance of the player. Should be noted: i have not experienced these limits myself nor have i tried to push that limit. I just remember the discussion vaguely awhile back.
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Resurrection-The Tomb Of Tjurhane Fyrre
jonesjoshuar replied to DariusMoranda's topic in Oblivion's Discussion
I have done a lot of the type of stuff your are doing with the alyied textures. If you wish, you can download my mod and use whatever you need. Check my signature for the link. It contains interior and exteriors retextured meshes. It also contains new weaponry. I like the idea of this mod and as you pointed out there are a lot of unknowns when it comes to the alyieds. I played on this as well, but i was thinking maybe as i develop the quests and story lines that maybe we could go a bit hand in hand with it. That is to say referencing each other mods in the mods. Just an idea...if i made it clear. -
IT is. I have worked on it myself for awhile. Sometimes gets more done as time permits. I am the only that works on it so it can be slow. Last several months, especially since losing alot of work on it, nothing got done. Yet, now i am regrouped and back at it. I will probably release once all interiors are done. Or at least once most schedules are done. I am planning a big main quest and several small quests those though will probably not be in the next release. No i do not have a time for the next release as it is a time permitting thing. Though i would like to have a transportation amulet done before the next release just to up the convenience factor a bit. That is the downside to a ridiculously large castle. Convenience. It will change with the amulet. :) PS: those that loved this mod have been waiting for the courtyard to be done for awhile...sorry guys and girls! To those that havent givin up on me...THANX!
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I am back. Things arelighting up a bit in real life. So i have taken up modding back. The run down....lost everything i worked on since the last release. I do not remember where i even was. can you say *CRAP* Oh well. I think i was nose deep in scripting anyway with no success. So i have gotten back to doing the remaining interiors. The guard keep is done. Well not counting AI. I am now beginning work on the Courtyard buildings. Then i have a museum and another inn to do. I -Think- that will be it on interiors and then i can start focusing more on AI and schedules. Then if i get THAT done i can start the quests and scripting. okay. shew//// If anyone is still offering to help a bit with textures as they are still the bane of my existence still just ask and we will see what we can work out. other than that thanks for the patience in me!
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I am actually working on "something" like this. I am currently in the modelling phase. Its a dracula type castle. Though I could use some texturing help. Right now i have kvatch textures as placeholders until i goto town and see if i can darken them further. Heres some screens: http://i459.photobucket.com/albums/qq312/voltron81_photos/Entrance.jpg http://i459.photobucket.com/albums/qq312/voltron81_photos/mainttower.jpg http://i459.photobucket.com/albums/qq312/voltron81_photos/mainttower2.jpg http://i459.photobucket.com/albums/qq312/voltron81_photos/ScreenShot72-1.jpg Though no screens atm i have turrets done, square and round. I also have ruined version of the main tower. Its important to note, that the way i am doing it is alot harder. I am doing it in pieces so other modders can use the meshes to recreate and build their own castles with these pieces. Everything i am makings will be adjustable. Not just a huge one piece mesh. However, a i need help with textures to make them truely come alive. My vision of this evil castle is that a battle took place long ago. The forces of light (blah) were victorious and the evil defeated. (though several enemies walks its grounds) I know i want the castle to be repairable ( for a price of course...a hideous price) and i would like to be able to encorporat an "evil" rating which will allow you to buy several features around the castle. Like to resotore the armory you will have to murder 15 people or something. With enough gold and enough evil works you can restore the evil castle to its power. Thats the planning stage, i am in the modelling stage. I am finishing up a treasury interior now. One that will work for my new mod as well as my other mod glimmerstone.
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Thanks. I usually import to scale it anyway. Just making sure there is nothing special i had to do for it.
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As i do different things modelling. To do an interior and only have the visible from the interior. Ie in the construction set you place an interior and you do not see the walls from certain points of view. Is this accomplished automatically from planes? So are planes visible only from one side? I do not want to go through the work of the interior and not be able to see. I still want to easily place stuff in it. Hopefully i explained this well.
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ANSWERED - Does anyone know where this armor came from?
jonesjoshuar replied to LHammonds's topic in Oblivion's Mod Ideas
i wonder if you could do the demo, take screens from left right top and all that to set up the model... -
I want to make a weapon that levels with the player
jonesjoshuar replied to rad666a's topic in Oblivion's Discussion
look here: Quest award leveler: http://tesnexus.com/downloads/file.php?id=2119 -
When i think about this i think of the outfit from dead space game. All rusty looking. he suit would have to be an unremovable piece of armor of some sort. This i think is all doable. To make it interesting though there would have to be animation and thats a tough nut to crack. As far as lore breaking goes, oh well. Bethesoda breaks the lore too. Yetg, i do not see it outside the relm of possibility anyway. I would keep it simple like to the armor and what not. Recreating red mountain and stuff is a too much of a project. (ask the people that are currently working on to make all of morrowind) stick with the armor part though and this will be awesome. Of course if you cannot remove it , i suggest a quest so the player is not stuck with it if he or she grows tired of it. (like vampirism) The basis of this is a good idea.
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My hard drive needs an overhaul, so i am going to reformat. I backed all up etc etc blah lbah blah. If it goes smoothly:I have a lot of info to reload so i am going to be out of it for at least a day or so. If i am needed or if someone has questions to ask concerning my mod or current mod projects, or whatever email me ([email protected]). I have another computer which i will still check email on. See ya on the clean side. ps I wont be answering pms until i get back.
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I find the new rating system to be alot more in line with the overall goal of the site: improving modding. People get caught up in "my most be popular or it is no good" This system takes some air out of popularity and builds in actual ways to improve modding. Personally, I share what i want to share and do not care if it was on the bottom 100 list. People forget, mod what makes you happy. Mod what is fun to mod or play. If someone likes fine if not you had fun. The new rating system supports that at alot of expense of trolls. Keep up the good works guys. You make this a great place to be.
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Texture too shiny due to normal mapping
jonesjoshuar replied to jonesjoshuar's topic in Oblivion's Mod troubleshooting
why is it i can only figure out a problem after i post it? I left out the bloody alpha channel. Thanks anyway folks.