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TWarrior

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Everything posted by TWarrior

  1. i do backups regularely. i also found the m key this morning, but thank you :smile: i will redo the placing of the 3 stalls. it isnt too much work. i think the navmeshing screwed a bit. i will upload v.1 now on my nexus profile. it is 18 o' clock now, so enough time to move 3 simple stalls and the corresponding markers. v.1 uploaded : http://skyrim.nexusmods.com/mods/33579 now working on v.2 again.
  2. first i fix the genrall feel of solitude! keep in mind that in v.3 comes a new baker and a fully fleshed out fancy hotel with tourists, daily ai routines etc. i think this is going to be 10-15 npcs added in v.3. i share the same opinion you have and will work based on that opinion ! i will fix the execution today and maybe even have v.2 uploaded. then i will work on the bakery and the hotel :smile: MAKE SURE TO ALWAYS CHECK THE LATEST CHANGELOG IN THE FIRST POST !!! improved castle and fortification including imperial soldiers has been moved to v.4 for example!
  3. working on v.2 improved market area and main place. moved the market stalls to the main place. but i seem to have broken roggvirs execution. maybe, when moving the stalls and placing new objects and deleting old ones, i deleted an item which had a linked reference to the execution somewhere. svari at the beginning of the execution won't go home, hadvar gets executed, but then no one does something, they all just stand around. will fix it before releasing v.2 on my nexus profile. then you guys can test it before it gets uploaded on the better cities mod :)
  4. awesome idea and good luck! start small though! bit per bit!
  5. sounds nice! which daedric lord does this relam belong to ?
  6. will add more soldiers in v.3 ! and spice up castle dour courtyard, too. v.1 FINISHED! and to be uploaded soon. features: -radiant rainment: 1 mannequin, cloths + rugs -angelines aromatics: filled shelves and placed some stuff on the counter. added 1 shelve at the alchemy station, because this area was so empty -bits and pieces: not too much, some crates, plates and tankards -fletcher: 3 bow racks, a work bench (only static, not functional) -blacksmith (outdoors): coal for the smithy, ingot storage, imperial armors and swords cleaned with tes5edit! there should be no bugs for now because there are not many features added yet. going to sleep now and waiting for amblialong (author of better cities mod) to upload my mod. this will take a day, so keep calm guys ;) v.2 NEXT! features: moving the market stalls down to the main place so i have room for new houses. adding a stall for a baker and a market guard. new space will be used in v.25 for a jewelry store and a fancy hotel for rich imperial travellers. i can confirm for next versions: school (not only for children!) next to bards college, bathhouse (just behind the first arch where the main road begins, need to check for final location though), imperial and redguard ambessies, guard patrols and fortified main gate. v.2 will be easy, but v.25 will take some time, because i don't release unfinished stuff and i think the hotel with all the npcs and first simple dialogues will definately take some time! good night everyone!
  7. working on v.1 improving interiors of existing shops. my god bits and pieces is boring oO will only add a little clutter.. but to be honest it is just a simple shop and nothing special. blacksmith and fletcher will get more attention.
  8. fancy hotel: definately being added! imperial commerce and trade?: we have the docks with the east empire trading company. as far as i know solitude dock discticts mod is discontinued and plagued by ctds, so maybe in the future i will work out improved docks :) yes i imagined some looks like the one photo you posted. i have to check for clipping issues though. larger castle and impreial troops plus better city gate comes in v.3. i thought about adding a bathhouse, but space is rare in solitude, i need to check where i could place it. the mod places the bathhouse where i want the ambassys to be. no placeholder buildings in my mod (maybe the really large ones but i don't think so). instead updating for new versions will take some longer time! i will work bit for bit, progress is slow but all features are 100% done at release!
  9. working on v.1 improving interiors of existing shops. finished angelines aromatics. added some random alchemical clutter to the counter and put a shelve to the alchemy station (area was pretty empty, shelve with alchemical reagents fixes that). will continue with bits and pieces now.
  10. works as described. 3 steps nothing more. thank you :)
  11. i don't know that quest! i should check this one out, thank you :) quest and npcs definately come with a later version. but i like the idea of cyrodillic artists and painters working in skyrims beatuful environment.
  12. working on v.1 improving interiors of existing shops. radiant rainment finsihed! ever wondered why in a clothier there was no cloths and rugs and not a mannequin to display the finest clothes, which the store has to offer? this issue is now fixed :wink: 1 mannequin, rug piles + rugs + decoration improved (iron helmet in clothier? deleted!). simple but the store now finally feels like a clothing shop! now moving on to angelines aromatics (adding potions and ingredients to the shelves. they sell a wide variety of both, yet their shelves are empty!).
  13. elder scrolls wiki says, that slavery is forbidden under imperial law and only practised by the aldmeri dominion and the dark elves in morrowind. for the school i think it could be an addition to the college of the bards. they could learn about history, ancient languages and culture (in order for them to learn what the heck they are all singing about :D). i am working on the market first because it is really boring! i will add a jewelry salesman. plus i think the existing shops send employes to smaller market stalls where they sell a smaller sortiment. so for example the radiant rainment has a little stall right in front of the store where they sell normal clothes (whereas the expensive clothes can only be bought inside). do you know what i want to say with that? :D the new salesmen and workers need to live somewhere , right? so i will give the people some houses to live in. there are some areas in solitude empty where i can place houses, plus it would make the city look more crowded. i am currently thinking about adding a second layer of houses. castle dour and the smith and fletcher are already on a second level, so why not add more houses there. when enetring the city buildings seem to go way higher and it would look more crowded! imperial and rdguard embassy sound really nice! gonna work with those two then :) i actually planned on redoing the main gate. skyrim is in a civil war and yet solitude is nearly defenseless! i will only cover the maingate and interior of solitude though, because i want the mod to be compatible with outskirts mods :) the better cities team is already working on whiterun, a new update is coming soon and i will cover that in my second developers blog on the mod page itself :) for winterhold there is a really good mod out there! enough talk now! :D thank you for the brainstorming! i know you want to see results, so i am going to start with the interiors first as i think it is a good start for me to get around in the ck a little better :) i will use the modders ressource http://skyrim.nexusmods.com/mods/16525 for clutter and to spice up the interiors :) i will keep this thread updated :) TWarrior
  14. It sounds silly, but maybe you could add a merchant that sells slaves (followers). You could then further train them, buy them armor and weapons. At the purchase moment they would only be wearing rags and what not. Jewelry, rare ingredients, food and alcohol, crappy armor and weapons (on the market stands), clothing, etc. slavery is forbidden under imperial law, so i guess i cant do that :D jewelry for the rich imperials and tourists sound awesome! aaah and i got some ideas for the marketplace :D thank you :)
  15. from all of tamriel? yeah i would also like that. i think it should be mainly noble families who have a connection with the empire. any other thoughts for brainstorming? what should they sell at the market?
  16. okay i know where to place stuff now and what has to be done. sadly near the blue palace i have only place for one ambassy. maybe make it a blue palace wing and have 2 embassys in there? would there be possible conflicts? again: which races would want to be in solitude with the imperials? also: bathhouse? maybe integrate the bathhhouse mod? i also thought about cyrodillic tourists near and inside the blue palace :)
  17. additional information: solitude is a trade city yet i wont touch the port (also for compability reasons), i will only change the city itself and not the outskirts! but of course some people will walk to the port to get wares etc. what do you consider imperial culture wise? do we want a school and a baker? there are 2 or 3 good soltitude mods, sadly all of them are discontinued so i might pick up some features (for example the 2 named above).
  18. Welcome to this WIP thread! http://www.youtube.com/watch?v=lZcKitkjuq4 I am currently working together with the guys from the better cities mod for advertisement and promotional purposes but i plan to even start modding myself! First of all whiterun and windhelm are currently being worked on. http://skyrim.nexusmods.com/mods/30046 Now I am working on Solitude improvements. First of all: what do YOU want to see in Soltitude? What I want to do is: I want to show that Soltitude truely is the city of imperial influence in Skyrim I plan to improve the interiors and exteriors of existing shops (a mannequin for the clothier etc.), add the missing smelter, new vendors and NPCs, maybe even tourists from all over tamriel (or mainly Cyrodill?). Also I plan to add 2 embassies (in a wing of the blue palace), orcish and ???. I want to finish everything before I release a new version! That means if I add a feature it will be fully fleshed out! New npcs will come with daily rutines etc. That means progress will be slower, but every feature will be 100% finished at release and there won't be any dummy houses or doors! As i don't know too much about the ck i want to start slow. v.0.1 improved interiors of shops v.0.2 improved market area and main place v.0.3 jewelry store and hotel added v.0.4 improved castle and gate v.0.5 school and/or bathhouse v.0.6 first ambessy including ambessador (he will walk to the soltitude jarl etc.), visitors and guards v.0.7 second ambessy (see above features) As said above i plan to make small steps, so i guess there will be v.0.15 etc. Those above are only the main concepts. for now new npcs will come unvoiced, but i guess there is room for later additions of voices :smile: But to know what you guys want I need ideas for brainstorming :D So keep 'em coming and thanks in advance :smile:
  19. try skyre. when having the rght smihting and armor perk armor gives bonnuses. glass for example gives magic resistance. elven gives magic improvemnets etc.
  20. hmm there is another mod with a somehwat similar approach: http://skyrim.nexusmods.com/mods/32057
  21. oh that was this file.. i wasnt sure if it was what i thought it was. thank you :D
  22. hey guys, so i wanted to upgrade some textures and also the body ones. unp bodies always come naked, but i don't want my skyrim to be skimpy or what ever. i can't stand vanilla textures yet i don't want to use a nude mod. i like unp because many modders release altenrate textures (recently the mature skin on the hot files). so my question is : is there a unp version with underwear, because i am not a 14 year old masturbating to pixel women in video games (trololololol ;D ). naa sry for that :P but yes that's what i wanted to ask you guys :)
  23. try ihud. it lets you hide the compass
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