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Kevykxbox

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About Kevykxbox

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    United States
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    Oblivion

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  1. I am also EST, I should edit that into the first post.
  2. Well that's okay! Our old modeler is out of practice. So you'd be welcome to join at any time. Modeling at this time will not be very heavily needed, so you'll be fine if you're a student. Mostly just a weapon, armor, etc.
  3. Okay, which position were you considering applying for?
  4. Also, you can see a VERY BUGGY demo of some of my earlier work here: http://www.tesnexus.com/downloads/file.php?id=36702
  5. Well, I'm restarting the team from the ground up. Most of the old members have stopped playing Oblivion. Basically for this first plugin, which is really just to practice modding together and get good team dynamics going, is going to be a simple series of quests. There are going to be two rival factions, who come from a distant continent. One, "The Legion" , is a group of organized militaristic cities from the continent. The other, "Tamora", is a group of barbarian tribes who united together in an attempt to slow The Legion's conquest. The Legion and Tamora have been warring for several years, and a messenger brought word of the land known as Cyrodiil to them. The Tamorans decided this could be an excellent opportunity to gain an upper hand over The Legion, and sent troops over to establish a footing in the unknown land. The Legion, hearing word of Tamora's actions, sent their own troops to Cyrodiil to attempt and hold their ground against Tamora. I won't spoil any more of the story, but the player is free to pick either side of the struggle. They will then do various "tasks" for the Faction of their choosing and eventually lead them to victory in a battle against the opposing faction. If you're wondering about our development process, this is how it worked in the past: 1.) I determine what needs to be done to get as much of the game playable as possible. 2.) I determine what needs to be done to do this quickly. 3.) I give out assignments to all the Departments that are needed. 4.) Departments complete the assigned tasks, return them to me in .esp format. 5.) I integrate into the "Test" branch of the Plugin. 6.) Do initial play testing of the new content. (While this is happening I have already delivered new tasks to the departments) 7.) Send the "Beta" Branch to all members of team, allow them to playtest and check for bugs. 8.) If no bugs are found the "Beta" becomes "Stable" Then we repeat!
  6. None of the thirteen people who viewed the topic applied?
  7. Hello everyone, My name is Kevin Kowalczyk, Leader of the Kg Mod Team. We focus on creating creating mods of spectacular quality. We had been working on a rather large project, a new storyline for Oblivion, when several members of our team left us. Deciding we couldn't finish the project, our team disbanded. Now I am going to start the team up again. Our first project will be a short new storyline for Oblivion(Will not reveal details until team can begin working), around 2-3 gameplay hours. Our goal will be to finish and release the mod before Skyrim is released. After Skyrim is released we will begin working on the large storyline the old team abandoned in the Skyrim Engine. We are looking for your help in this effort! Here are the positions we have created: Position Name Time Zone Team Leader: Kevin Kowalczyk (E.S.T) Departments: Programming: Head: Kevin Kowalczyk Programmer: Needed, But not until we begin working in the Creation Kit Design: Head: Needed Interior Mapper: Needed Exterior Mapper: Needed Modeling/Art Head: Needed Modeler: Needed Texture Artist: Needed If you wish to apply to any of the positions labeled "Needed" please send me a private message on The Nexus Forums. The message should include your Name, and samples of previous works.
  8. Mapper has joined us. We now need a texture maker for pre-meshed stuff, and an assistant Programmer
  9. Hello Mappers, Modders, and Level Designers. I am the head of an indie Game Dev Team. Currently we are working on a major conversion mod for Oblivion, named Cavera. The conversion takes place in a whole separate world, there is no Emperor and no dragon-fires or Nine Divines. The world is completely different, and as such the landscapes and cities need to be different too. The land of Cavera will feature varied landscapes, from the tropical port of Navae, to the Floating city of Renderal. We currently need the following: One Exterior Mapper to make cities and landscapes etc. One Interior level designer to make dungeons and forts etc. If you are interested, post here. Pictures of previous work is a plus.
  10. You can make the mod in halves and then connect them, but the two independent mod files wouldn't be able to borrow anything from eachother until they are combined. Example: Mod A has a quest, and wants to use an NPC from Mod B, the NPC would need to be recreated in the CS and given a different ID Once the two halves are finished, make an ESM file (check the CS wiki for how) and add both mod halves to it, and there you have it. One complete mod, two halves one package
  11. I forgot double ==. After I changed that, still didnt work. SO I reinstalled CS and it worked right. for one script :/. if this keeps happeneding this mod is goign to take awhile ---EDIT---- Found the problem, due to one of the mods I downloaded. Whenever Oblivion exits the game. The addon/plugin menu process still runs and prevents CS from saving because it believes oblivion is running.
  12. Hey guys, Im in the progress of making my first major mod. it's about 36 hours in and about 25% done. Im now running into issues with my scripts, I have all the right syntax and such, but whenever I go to save my scripts they just sit there. I will hit the save button on both the toolbar and file menu, and it wont show any errors. But the name of the file still stays blank, and when I exit the script Editor it says "Save current script? Current = " I've restarted my CS (1.2) several times to no avail. Here is my Script (after being proofread by people in chat, and still not compiling/saving) scn HCA06script begin Gamemode addtopic HCAmorework ;the topic that starts the quest if player.getincell HCAfortent == 1 ; Once player gets in fort if player.getstage HCA06 20 == 1 ; and if the stage is 20 then: player.setstage HCA06 30 endif endif if player.getincell HCAbandithideout == 1 ;player gets into Bandit Hideout ;and has already decoded/found the letter if player.getstage HCA06 40 == 1 ;advance quest stage player.setstage HCA06 45 endif endif end I dont think it's a problem with my script, but if it is, please tell me how to fix it. Also, if it is a problem with my config (shouldn't be it's the default) let me know. Also my scripts have always saved in the past, so I am not aware what the problem is this time.
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