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Galacticat42

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Everything posted by Galacticat42

  1. Imperial? Heh, no no... That's the insignia of Akatosh - the imperials adopted it. The only info I'm releasing about this is that it's going to be an armor addition to a breastplate.
  2. That's pretty much the unspoken memo in 90% of modding communities.
  3. Nice. :thumbsup: Looking at that Blackreach building SS, I got an idea for a puzzle (wicked stuff goin' down here broski).
  4. Can't wait! :thumbsup: Update: Painted my breastplate.
  5. Yea... Numidium was designed to challenge the Aedra (which is FREAKING POWERFUL) and so as huntsman stated, at its weakest it still allowed Talos for an easy victory over all of Tamriel. So.... To challenge the Numidium, you'd need to be as powerful as a daedra to stand a chance.
  6. Ehh, that mod may give them raptor feet, but this mod gives them proper argonian feet WITH properly bent legs (hopefully). @Grimoa Too late :biggrin:
  7. That's a nice sketch, but I'm trying to keep the Matriarchs as close to reptilian as possible, so no hair. My vectored GIMP drawing is actually a rather accurate conceptualization that was in my head with nothing at an angle (that wing is actually that tiny... along with the legs). As stated above the Matriarchs (at least the one in question) have no body armor and no spikes or horns. The skin is scaly like the snake texture below, but each scale would be roughly 1' x 6". http://www.featurepics.com/FI/Thumb300/20100412/c797Snake-Skin-Texture-1508644.jpg The skin of the wings would be leathery like the dragons in-game. The ODH's, as stated above, close up like a sphincter (if you don't know what that is, it's a design of flesh that keeps tubes closed (most famous of which is what keeps your anus closed)) I put the pic in the spoiler as I don't wanna look at it every time I look at this page. The first Matriarch that will be put into the game will be at the bottom of the Snowcrag Keep, and she produces all of skyrim's magma dragons. Although the dragons themselves better represent magma than she, she does have fire-tinted skin similar to the leather of the dragon below(not the armor). http://arcadegenies.com/img/skyrim/img1/magmalavavulcanicdragons1.jpg Her name is Golkreintoor'Vahdin (Earthly Sun-inferno Maiden) and has devoted her life for Alduin and uses the Fallen Greybeards to help Alduin. She is cold-hearted and ruthless, allowing for voluntary slaughter of her young in the name of Alduin. She utilizes a special hyper-conflagrated magma breath (I'll be coding that one) and uses her tail to smash/swipe, her wings to bash/toss, and can call dragons/dragonlings on demand from their eggs to exterminate any threat. Golkreintoor'Vahdin has sat there in her domain ever since the Dragons came to Skyrim some millenia ago. Due to Alduin's temporal absence, she has been inactive and sleeping with a stockfull of eggs in every corner of her dungeon. As being one of the older Matriarchs in Tamriel, she is completely immobile and relies on her guardian dragons to help move eggs around. What's special about Matriarchs in comparison to normal dragons (apart from being a dragon production center) is that they have telepathy and can impose their god-like will on mortals. They will also provide a unique fighting experience in that one of the few ways to defeat a matriarch is to enter their body and kill them from the inside-out (using a miniature flesh dungeon instance (will need a custom dungeon set to look/move like the internals of a biological being)). My inspiration from this came from God of War when Kratos was moving about inside the Titan Atlas. Update: I finished the breastcage upgrade, now I gotta go back and finish the breastplate textures. After that I'll put them in nifskope and make their specular/glow/parallax/etc maps in GIMP.
  8. Well that's too bad about your mod. Anyway, what in all do you plan on doing and/or are capable of? I have a lot of custom lore on the Matriarchs spread out through the thread (I should centralize the data :rolleyes: ) and should probably get some feedback from you to work out any minor kinks before starting on dialogue for them. As for voice acting, the Matriarchs will have heavily filtered voices from female voice actresses (as they are meant to be portrayed as a 'queen bee' of nests, it's only fitting for them to feature female-based voices.).
  9. Zinno... Let's see you were the guy that was making the combat dialogue for dragons in the requests subforum? Or was that someone else?
  10. That minotaur looks great, but I think the junk may be a bit excessive for just a general implementation. Anyway, I drew up a quick 2-hour concept image of the new Matriarch race that my mod features (Basically an oversized, excessively obese dragon without armor or horns and has 5 ovular discharge tracts (which are not the same as vaginas)). And if you're up to helping my mod while learning how to do what you don't to get things into a ready state for the game, then head over to my mod and begin working on a model of the concept art in the last post and I'll help you along. If you just want to learn right out the gate for your minotaur then I can do that too.
  11. I drew up a more in-depth concept image of the Matriarch in GIMP... The five holes that appear in the genital area are not vaginas, but are rather 5 distinct ovular discharge tracts each size for a different type of dragon (The 2 tiny are for dragonlings, the medium are for normal dragons and the largest is for matriarch reproduction which is born egg-less (unlike the others). The matriarch is asexual and produces matriarchs without a mate while also creating eggs to store the newly created physical bodies of dragons and dragonlings until the souls of dragon(ling)s are fully synchronized with their bodies, upon which they exit the egg fully grown. The matriarch is completely armorless and has no horns, regardless, their scaly skin is 2 meters thick and near-impossible to penetrate with the exception of giant horns on a powerful dragon (i.e. Alduin). For smaller creatures they will need to get creative to destroy one of these behemoths. The matriarch reaches up to 90 meters long when fully matured (length of a U.S. football field) and weighs on average around 2 megatons (2 billion kilograms). Past age 5 they become flightless. This particular Matriarch is 800 years old and is fully grown in size. The 5 discharge tracts are stretched open for concept's sake and are usually closed like that of a sphincter. Each of the eggs in the background is roughly 3 meters tall.
  12. @Iv121 Well if you've ever played with clay or playdoh then you can model. The sculptris program unlocks modelling for the masses. As for needing help for my mod, I shan't ask it of you, but the peeps you turn away sure can help. Anyway, if you're willing to give modeling another shot I can show you the techniques that I use to both make models and texture them.
  13. For new factions, there's only 2 that are in working condition which is the Arbitrary_FA forsworn overhaul mod and the Vigilance of Stendarr mod... For quests, the majority of them are broken from the 1.6 update but are quickly updating to accommodate the changes. For races, the best ones are still WIP with the exception of a few anime elf mods (if you're into that kind of thing). I personally would suggest a few mods to enhance overall gameplay quality to take advantage of the new rig before worrying about content though. Mods like flora overhaul, the lush mod series, enhanced distant terrain (lod terrain jitter), distant detail (massive meshes i.e. mountainous boulders are viewable with lod), enhanced distant trees, and Power Config (an ini setup that allows ANY modern computer rig to have better game quality than a console with a performance boost). The neat thing is that since the three LOD mods give supreme distant graphics without a performance hit and Power Config sucks away the vanilla LOD in favor of nearby quality, the four mods SEVERELY enhance gameplay graphic (and performance) quality across the board.
  14. You might want to turn on debug mode and look at the papyrus script logs.
  15. @Matth85 Not completely true. Blender: Free but difficult UI (imo) 3Ds Max: Free student version and easy controls for beginners (I prefer this as a medium to convert files) Maya: Free student version and the EASIEST controls around, but for more advanced users (I prefer this for tuning edits) Mudbox: Free student version and nice for sculpting, excellent free painting software (I prefer this for painting 3D) Zbrush: Costs, best sculpting/3D painting program. Sculptris: Free, excellent sculpting abilities and good normal/bump map painting, moderate for diffuse painting (I prefer this for sculpting) GIMP: Free, excellent 2D texture painting/editing software (I prefer this for editing and fx) Photoshop: Expensive, student version also expensive, best 2d texture painting/editing software. The plugins are spot-on though.
  16. @Darkanen :ohmy: Where. Have. You. Been. I've been in DIRE need of a dragon lore expert since Skyrim came out! Could you mosey on over to my mod thread and help out? (see sig) @MONSTAFLUX If you're going to take up this project, you'll have to keep in touch with me to arrange an agreement of compatibility. Since Tomhughes abandoned this and Logiwink abandoned his blades mod I've been taking up more than my mod calls for just to keep the loopholes closed. Anyway, now that behughes started his main quest overhaul and Jibstaman took over the blades mod, we've all come to a compatibility arrangement. Now if you're taking this mod, you'll have to join in too (mostly with my mod and Jibstaman's) since our mods collide in certain focal points.
  17. @lv121 Oh god I can only imagine how frustrated you are right now about the mod (not having a modeler). I would offer my talents, but right now I'm working on my own mod. Like yours, every team member vanished when the CK came out so now I'm stuck with 100% of the load. Anyway, if you need some help, I'm up to giving you step-by-step help on modeling & texturing, but I can't actually do the work for you. Really it's the best I can do - I REALLY want to see this mod succeed.
  18. Use the imaginator instead, you can change all the FXAA and ENB things without installing FXAA or ENB AND can change all its effects in-game independent from one-another.
  19. I don't quite like how the skeletal breast cage is coming out, so I'm currently remodeling. EDIT: Updated the OP with paypal and adf.ly donate buttons for anyone that wishes to do so. :thumbsup: (Also added a small disclaimer to validify the button's existence here on The Nexus Forums since I know the admins are strict about donations.)
  20. Alright, so I've been working on the armor and re-did the breastplate in Sculptris and am finishing up the breastcage.
  21. @TheCommonerPrince I was thinking that if you had a facebook account you could contact mans1ayer and see if he's up to making vanilla voices for mods. Since I don't have a facebook account (and don't plan on one any time soon) and mans1ayer from youtube (creator of the Gamer Poop series) said in the video info that facebook was the way to contact him, you (or anyone with a FB account) could see if he can put his sound mixing talents to work to create new dialogue for vanilla characters.
  22. Goodness gracious those talons look B-E-A-Utiful. You make me wanna stop working on the quest portion of my mod for the models & textures. :wub:
  23. Well to begin, new trees have always been possible, it's just that new focus points in the stars are impossible to make new trees by themselves. With Dawnguard and the two new perk trees, I'm hoping that there will be a feature that can dynamically add new focus points for perk trees, but I doubt it will happen. What will most likely (all speculation) happen in Dawnguard regarding the new trees is that they will be compacting the different trees and categorizing them to make space for the two new trees. For example they could just be mashing the pickpocketing and lockpicking trees into the same focus point while putting the vampire and lycanthropy trees where lockpicking used to be (like in the game jam).
  24. Alright, so I did a clean re-install of skyrim due to some buggy core files, etc... I looked through a bunch of mods and picked the ones I thought suited Skyrim best for a broad, deep game of roleplay. I started up Skyrim after fiddling with everything in Wrye Bash and BOSS - making sure everything is kosher. Pressed new game and crash. 'Alright, I have a few conflicting mods no doubt' I thought to myself. Eight hours later I've gone through each mod in my mod list and found one UNIQUE pattern. Any mod that has AUTOMATED navmesh in it causes Skyrim to crash. I say automated as I have a few navmeshed mods of my own that didn't crash Skyrim but what I did was hand-made all the navmeshes. Is it just me having problems with mods that add new areas with automated navmesh or is the 1.6 update screwing everything up even more than before? :unsure:
  25. It's not you, it's the 1.6 CK... Beth broke the CK in the 1.6 update - most mods are on hold currently until it's fixed.
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