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Stupiful

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  1. http://i.imgur.com/jiJLJ3w.png Hi folks. I'm a fan of Skyrim modding (specifically making dungeons, a couple of which I've released here) and I wanted to share the research and knowledge I've accumulated over the years. Awesome Levels The content I write is mainly long-form tutorials and articles that go in-depth on various subjects pertaining to level design. The engine showcased is Skyrim's Creation Kit, but I'm open to trying other avenues in the future too. If you check out the site, I'd love some feedback - I haven't made a website before so I don't really know best practices for usability, web design aesthetics, etc. It's all pretty new to me, and any feedback is a godsend. If you'd like me to play your level and post a review on the site, just let me know. I have one posted in the "Articles" section to give you a preview of how detailed I get with my analysis, and I would be happy to check your stuff out so I have more material to create content with. Anyway, thank you for your time and I hope the site is useful to you. Again, feedback on the site design, tutorial ideas, formatting, etc. are all extremely welcome.
  2. I really dig Island 2 and the ice cave. Some really nice creepy vibe in the former and a thick chill in the latter. I liked the variety of the assets shapes/sizes in the cave. It looks "raw" and barely habitable. Any combat in there? Navmeshing all that must be a pain but the platforms and elevation would make for an interesting arena.
  3. Hi Matthiaswagg. Thanks for doing this service. I'd appreciate your input on my dungeon mod, linked in my sig. I spent a lot of time on this and while I love the feedback I've gotten so far, getting experienced critique is always great. I want to improve on my skills and make my dungeons more professional. Thanks again for taking a look and for your time.
  4. I think I get what you're saying. You want items to physically appear in the chest, right? Yeah, for it to actually have the pickupable items inside the chest it would take a pretty extensive overhaul of how chests work. But it is a really cool idea. I like the image of digging through a chest to find the valuables.
  5. You've got a good thing going on here. I appreciate the amount of detail in your work.
  6. Just chiming in to say this is a cool thing you're doing. Generous to spend your time helping others. Rock on.
  7. I loved reading about the dwemer lore, specifically what happened to them. I dunno, I never played Morrowind so it was all new info for me. But a mod like this would be pretty big in scope. You'd need a lot of new art assets for fully working, non-ancient dwemer tech, the dwemer people themselves, etc. Voicework too. But I think a mod that explores this area of the elder scrolls lore, executed right, could be the most exciting thing ever released. I'm basically waiting for Bethesda to release something that goes into that area in a future game, but a Falskaar-esque huge addition by a mod team would be the next best thing.
  8. I dig it. There is something too esoteric about Alduin that makes your conflict with him less personal. It would be cool to befriend the ebony warrior before he becomes a badass and watch him make different choices that influence the direction he goes. And yes, key fights here and there to provide regular "boss battles" which Skyrim doesn't have a whole lot of variety of. Cool idea.
  9. Okay, this mod rules. I've been waiting for a destructible mod for a while. If you can get spells working so I can waltz into a banquet hall and charge up the ole' Firestorm... Yeah. Kudos dude.
  10. Volundr is a multi-winged dungeon with a variety of settings, enemies and dangers. You'll delve into mysteries locked away since the beginning of time, and at the apex of your journey you'll be granted an audience with the very makers of the world. You'll walk away with a mere glimmer of their primordial power, but Skyrim is a land of mortals - a fine line divides the world of men and divinity. Okay, here's the nitty gritty: Volundr is a new nonlinear dungeon with three main wings (each different in theme and gameplay for a little variety) and a long "central" area that serves as a beginning and end to the dungeon. The level is mainly nordic, with some cave and dwemer elements. The quest you undertake is to get to the bottom of the dungeon, where an ancient secret awaits those with the audacity to look upon the world's makers with no fear. If you don't want to watch the trailer, here's what you can expect from this mod. 90 minutes of dungeon diving3 wings to divide the gameplay and sceneryVaried environments ranging from claustrophobic trap hallways to gigantic, multi-level expansesCraploads of secretsNew items and spells with unique and useful effects - less boring than "it does frost damage"Lore that was made with Bethesda's own canon in mind3 boss encounters, each with their own environment and rewardScalability - you can enjoy this dungeon from about level 12 onward 700+ hours have gone into the making of this dungeon. You'd think that amount of time would result in a much bigger dungeon, but I spent the majority of that time creating a more moderate sized area with a high level of polish and detail. That's not to say I don't like huge epic dungeons - I loved Blackreach. The size of Volundr just felt right to me. Some more technical "features" are: Cleaned with Tes5editFully hand-navmeshed, zero automationMany divided roombounds per floor for better performanceEfficient lighting, both ambient and focal, with no "red zones" and room left for player-cast light sources with no visual artifactsMusic changes several times in each environment to enhance that area's mood. Turn your sound up!Balance tested with 6 different character types to ensure the right amount of challenge and opportunity for anyone Conflicts: This mod places the entrance to the dungeon just east of Rorikstead (see screenshot below). Any mods that place objects in that spot will cause conflict.The dungeon's lighting was made with no interior ENB or dark dungeon lighting mods in mind. Try it with your mods installed - it might actually look great! If it's too dark or washed out, try not loading your lighting mods while you play the level. That said, if your mods reduce light radius, it may affect gameplay because each room's shadows was specifically made with enemy AI pathing in mind. If you're not a Sneak user, you probably won't notice or care. Media: http://imgur.com/a/L2pyw/all (full album) http://i.imgur.com/waSAWM1.jpg http://i.imgur.com/05zuIwA.jpg http://i.imgur.com/3YKG9g9.jpg http://i.imgur.com/9DHuCiD.jpg
  11. I fixed this by changing DungeonDoor.Unlockto DungeonDoor.Lock(False)Script works perfectly now. I got the idea to change that by looking at one of the default scripts used to unlock a door in one of skyrim's vanilla quests. Didn't see Unlock anywhere, but did see Lock(False) and that worked out.
  12. I'm writing a script to unlock a door that takes three keys. I've hit a roadblock and I could use some help, specifically with the part that unlocks the door. Here's my script: Scriptname DungeonDoorScript extends ObjectReference ObjectReference property DungeonDoor auto Key Property KeyRef1 Auto Key Property KeyRef2 Auto Key Property KeyRef3 Auto EVENT onActivate(objectReference akActionRef) if akActionRef == Game.GetPlayer() if (Game.GetPlayer().GetItemCount(KeyRef1) > 0) if (Game.GetPlayer().GetItemCount(KeyRef2) > 0) if (Game.GetPlayer().GetItemCount(KeyRef3) > 0) DungeonDoor.Unlock Endif Endif Endif Endif ENDEVENT Here's my error: "Unlock is not a property on script objectreference or one of its parents" I've been scratching my head on this for a few hours and I've searched these forums without success. This is probably something insanely simple but I'm terrible at scripting. Any help is greatly appreciated. Thanks for your time!
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