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DingerDan

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Everything posted by DingerDan

  1. We're in desperate need of some good .nif-ers, who can create meshes that fit in seamlessly with the rest of the oblivion tileset. There's nothing worse than bad modeling. We also need texture artists... But not that badly. Bence and I are both okay at retexing, we could make some makeshift texes before the need arises... PS: I really hope Bananasplit lets us use better cities in our mod. It's a wonderful mod, and it entails what Dynamic Oblivion is all about. I really hope to be able to use it.
  2. I think, if we're going to overhaul the whole thing, we may want to contact the original authors of the mods, and ask if they;d be interested in collaborating. That's certainly what I set out to do when I made Dynamic Oblivion, a community-centred collection of mods.
  3. Sorry about that, rushed the thread cause I was running late for work :( And yeah. we've taken those things into consideration - The heightmaps we're using are fully compatible with the elsweyr mod as far as I know.
  4. Tamriel United is an idea that I and Bencebence are working on, and it entails making all of tamriel (i.e High Rock, Skyrim, Hammerfell, Morrowing, Summerset isle etc.) a playable worldspace, lore-friendly and based on the previous games. The reason I'm posting here, is because we need a LOT of people to make this work. Take the poll here: Link to the Dynamic Oblivion forums
  5. Need one for our mod, does anyone know of any resource with one in it?
  6. Well, as some of you already know, Raiven Mining Village is part of a HUGE modification project to enhance the TESIV Experience. It is a community-centred project, and we're always happy to accept new suggestions and requests! Visit the forums HERE, and have a look around! We're also looking for new team members. But what we really need is a growing community to make Dynamic Oblivion bustle with ideas ^^ So get on, sign up, and get posting! :D
  7. I'm so happy about the progress this has made. I would never in a million years have thought the scripting would progress this fast. Bence - I salute you.
  8. Hey man, posting in here to keep updated. I take it you're gonna replace the glass/ebony chances with our own things once we've got everything set up?
  9. File is now up for download! http://tesnexus.com/downloads/file.php?id=39251 Images pending.
  10. Simple enough, I'd like to add a little river to my mod. Although the water level is far too low for where my village is situated. Any help? :D
  11. Thanks bro, your crash preventer really did work wonders. I still get the occasional crash when loading a save or just.. randomly, but you've definitely reduced the amount of times they occur ^^ I guess with a game as huge as oblivion you can't work out every kink, not even after 5 years :laugh:
  12. Being a n00b at scripting myself, I figured I'd need someone more experienced for the task at hand. Read the Progress Log for my mod if you want more details. Without further ado, this is the first part I need scripted (first of three) Event: Hit rock w/ pickaxe Process: Chance (depending on mine level eg. lvl1) 35% rustyironore 30% junkore 15% coal 10% yieldfail 5%(relevant to mining level) gem 3% ironore 2% steelore **Chances of finding better ores will increase in deeper mine levels THEN calculate chance & outcome IF yield = yieldfail THEN noevent (wait until next loop) IF yield = rustyironore THEN add rustyironore to playerinv (NOTE: This would have to be relevant to the actor, for I would like this script to work for NPCs as well to simulate a mining economy) *yada yada for each different kind of ore* That would be it for basic mining functionality. I will need scripters to script the behaviour for the rocks as well, I reckon it wouldn't be much more difficult as making a lootable NPC then replacing the .nif with one for a rock. I REALLY don't want it to be like oblivion's current 'silver vein' thing, where you just open the rock like a container and there it is, I would rather the rock either emitted it (for extra realism) or it was simply added to the player's inventory. If you think you're up for this (you'll get a huge mention in the credits once I up it to TEXNexus), either respond to this thread, message me, or send me an e-Mail @ N3cril@gmail.com. Thanks ^^
  13. Yeah, I got the ICMD floor notification too and moved it near the bottom of my l.o. and that fixed it at the time, but I'm sure oblivion worked alright at the time, this was a good 30-40 mods ago, BBC was one of the first mods I installed. Part of me thinks it's because I have an x64 system and oblivion just doesn't like the memory management, but the lazy side of me hopes I don't have to get out of my computer chair to fix this, :laugh:
  14. That's definitely an idea :) i want to get the village and mine completed (aesthetically) before I start on any scripting, besides NPCs. e-Mail me @ N3cril@gmail.com, and I could mail you a .zip of the .esp and required resources so you can get a gist of the kind of thing I'm looking for.
  15. Oblivion crashes randomly. I have it all BOSSed, but I guess with 63 active mods you can't help some acting up. Load order: Anybody see anything wrong with this? PS - If it's something trivial I promise to slap myself in the face.
  16. Thanks man, and yeah I've made some undocumented progress already, just too little to make a new progress video. I've added another avenue to the village featuring 2 new houses and a small recreational garden, as well as added more flora to the town plaza. I'm working on adding a bunch of new NPCs with basic schedules (such as sleep 10hrs, wander & sit 14hrs) etc, and I plan on making the town dynamic and athmospheric at any time of the day. I plan on making this mod part of a large mod, namely 'Dynamic Oblivion' (name's just speculation) which will be fully compatible and tie in aesthetically with Better Cities. Among Raiven Village, there will be umteens of new hamlets and communities as well as added functionalities such as extended fishing (which brings in compatibility with AliveWaters) and other things like cooking and other immersive crafts. Thank you for your interest in my mod, and I hope you will be watching the development of Dynamic Oblivion closely in wait of Skyrim. Oh wow, great! I will definitely get in touch with you as soon as my RAM issue is sorted out. If you know anyone good at extended scripts (used for the whole mining/smelting thing) that'd also be great, as I have no idea how to get a start on that yet.
  17. Thanks man, and yeah I've made some undocumented progress already, just too little to make a new progress video. I've added another avenue to the village featuring 2 new houses and a small recreational garden, as well as added more flora to the town plaza. I'm working on adding a bunch of new NPCs with basic schedules (such as sleep 10hrs, wander & sit 14hrs) etc, and I plan on making the town dynamic and athmospheric at any time of the day. I plan on making this mod part of a large mod, namely 'Dynamic Oblivion' (name's just speculation) which will be fully compatible and tie in aesthetically with Better Cities. Among Raiven Village, there will be umteens of new hamlets and communities as well as added functionalities such as extended fishing (which brings in compatibility with AliveWaters) and other things like cooking and other immersive crafts. Thank you for your interest in my mod, and I hope you will be watching the development of Dynamic Oblivion closely in wait of Skyrim.
  18. MAJOR update: I havn't been working on my mod recently. My RAM is totally unstable (It doesn't even last through a full game of CoD:MW2 deathmatch without BSODing. Therefore I havn't been working on my mod out of fear of BSODing and corrupting the file. Getting new RAM soon. :D
  19. Does anyone know of any custom lower class building meshes? They'd do great in my mod. I'll be sure to mention the creator in the credits for my mod. Thanks! ^^
  20. Yeah, I've noticed a couple of overlapping segments in even the vanilla dungeons as well :P And yeah, I'm going to do things like vertex shading once I've got all the exterior and interior meshes finalised, don't want to get ahead of myself :P I just finished doing the cell paths for all the areas I have so far, and I'm hoping to finish the village itself tonight and be able to move onto making the whole mining-smithing-smelting possible tomorrow. I'm off work until saturday, so I have plenty of time ^^
  21. Made a progress video. Enjoy. http://www.youtube.com/watch?v=3A-3iphDMOI
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