Jump to content

Drakevarg

Members
  • Posts

    23
  • Joined

  • Last visited

Nexus Mods Profile

About Drakevarg

Profile Fields

  • Discord ID
    drakevarg#8547
  • Country
    United States
  • Currently Playing
    Elder Scrolls III: Morrowind
  • Favourite Game
    Thief II: The Metal Age

Drakevarg's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Just to be clear - are you just stabbing Dagoth Ur to death and leaving, or are you destroying the Heart of Lorkhan? Because only the latter actually stops him. Doing so SHOULD teleport you to the Ghostgate entrance where you have a chat with Azura. If you are doing so and not getting anything out of it then yeah, seems your game is bugged. Not sure what to do then.
  2. I've always wanted to see a version of the Dwemer Ballista from Dragonborn altered to look closer to the inert ones in Morrowind ruins, but I imagine that would require a wholly new animation skeleton.
  3. Can't be that complicated compared to modeling. :P
  4. I'm aware of the Red Year, yes. Actually considered making a mod around it once. No, when I say global I mean GLOBAL. 99% of the human race dead, everything significantly larger than a horse that doesn't live underwater or underground extinct, and most of the global climate altered significantly. Puerto de Cenizas is just one tiny island in the southeast with a current population of well under 1,000 (in-universe, not just due to engine limitations). I'm not just referring to the aesthetics of the island, but the state the entire world is in at the time this game takes place.
  5. I see. Sounds very Skyrim. :P How do bounding boxes work exactly? Sounds an important thing to know, especially if one were inclined to, say, make boats that actually moved rather than teleporting you.
  6. Sounds like it could be a fun project. Maybe try to find some kind of middle ground that keeps a bit more of the classic look? As a side note, finally came up with a rough region map for my island. Open to change as the project is developed obviously, but it's a starting point: http://i328.photobucket.com/albums/l352/Drakevarg/Puerto%20de%20Cenizas%20-%20Rough%20Regions_zpszcyzwpcw.jpg Brown = Mountain Grey = Cliffs Dark Green = Marshy Light Green = Grasslands Yellow = Desert Tan = Beachfront The world at the time the game takes place is recovering from a global volcanic apocalypse (sort of - more like divine wrath in the form of a mountain-sized dragon, but similar results), resulting in a tiny population and massive desertification. Anyway, the important take-away is that my map isn't just a vague white blob and it'll be much easier to figure out what everyone is doing now.
  7. Nice work! Honestly I always liked the Morrowind Dwemer ruins myself, but it is an improvement at least to not make EVERYTHING rust-orange. But certainly everyone has their own tastes. How'd you get a working lift? Somehow I feel that would cause clipping issues where your character would keep wanting to recheck where the floor was every tick. Morrowind never seemed especially friendly for moving scenery.
  8. Hah, believe me I know the feeling. But there is a middle ground to be had there. :P
  9. Nothing wrong with a showcase in my eyes. Makes for a good portfolio in a pinch. X3
  10. No doubt. It's half the fun of a decent sandbox RPG. Shame modern ones mostly just go for the "collect ALL the litter!" approach.
  11. That could be interesting. Though it also runs the risk of being kind of underwhelming once you finally got the powerup out of it. "I waited half a year for THIS?," that kind of thing.
  12. Hiring VAs before the dialogue is finished sounds incredibly short-sighted to me. Because as you say, plans change. Sometimes what seemed like a good idea on the first draft sounds utterly stilted on a later reading, and entire subplots are cut out or added. Text is easy to change, voice recordings notsomuch. Since I'm a writer at heart, my mod is definitely going to be story first assets as needed, with a middle ground as pragmatism demands. My current plan is finish the map overview plan > base the faction war questlines around the geography > figure out a main plot > fill in the blanks for the rest as seems most organic. Once I do that I should have something I would be willing to define was a "storyboard" instead of a "blurb."
  13. Could be. Especially if there were multiple such rituals. The main one I had in mind is that one of the factions in my game has a ritual to fuse fire spirits to their weapons, but it only works in the middle of the summer. (Mages aren't a thing in the setting in the traditional sense, so enchanting can only be done through careful ceremony and so on.) I'll leave it on the backburner, see what comes of it.
  14. No, just nocturnal. I'm mostly an evening person. My setting isn't Earth, of course. Reason I picked Spanish is kind of involved in terms of my setting's lore, but basically the Sailor's Tongue had its origins in deserters from a pair of nations that have been waging a mostly-naval war on and off for literally thousands of years. Those nations spoke Romance languages, so Spanish seemed like a good fit for a language that broke off and mutated from that. I just mean a basic overview of the plot like what the Star Wars movies have at the beginning with the scrolling yellow text. Y'know basic "here's where we are, here's the major players involved, here's a vague allusion to what it's building to." Nothing specific or what could be called a storyline, more like a step or two past an elevator pitch.
  15. My setting stringently avoids gibberish words, Spanish just happens to be the proxy language for what's known as the "Sailor's Tongue," a sort of international maritime creole. Since the primary force attempting to settle the island is in fact pirates, that's the language they went with. I have zero intentions of having the regions correspond in any way with those squares, they're just there to help me keep track of scale and divvy up workloads. Part of why I'm working on projects like this in parallel with my studies instead of afterwards. Real-world knowledge to go with academic instruction. Besides, sometimes employers just want to see the paper. I'll keep that in mind when I've got something more than a Star Wars opening scrawl to offer. :tongue:
×
×
  • Create New...