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DavideMitra

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Everything posted by DavideMitra

  1. I just created a new small worldspace and I was forced to generate lods with the Creation Kit (I can't use Oscape because I don't own Windows Vista) The only problem is the lod color (check the pic). I read dark lods might mean missing normal maps, but each terrain normal map is located in the correct section (source/TGATextures/landscape). Of course, I already converted dds files to tga format! What could be the problem? Thanks in advance http://www.4shared.com/download/nQwRfuwUba/RichiestaAiuto3.jpg?lgfp=3000
  2. Finally, I uploaded the modification!!! http://www.nexusmods.com/skyrim/mods/63220/? Have fun!!! Since I stopped working on this wounderful project, this also becomes the recruitment topic. Tae Rai, do you confirm that you would like to continue to develop this project? If you are sure about that, some people might offer their help (the Skyrim Nexus mod page redirects to this topic). There's still a lot of work to do. In my opinion, a team would be a good choice. But it's up to you! PS: I will continue to follow the project. Should someone need my help/my suggestions, I'm here! For example, if you'd like to develop the DLC part of the mod, I already have the script for the main quest.
  3. Unfortunatelly, I don't think a break would bring me some benefits. That's true, the enemy-related problem I discovered when testing a dungeon dejected me a lot. But there are also other different problems. For example, I think my pc can't handle the project anymore. The mod loads very slow. Also, the CK crashes too much often. In my opinion, it's a memory-related issue. Remember that, in order to create the house (only the house), I used hundreds and hundreds of objects. I never did something like that. No, I'm sure the mod won't die. I think a lot of people would be interested in finishing my work. There aren't a lot of things to do (excluding the quest, that could be deleted from the to-do list). Even if I still have to upload the modification, people can start to discuss about its destiny right here and right now. So, is there someone that would like to finish my project?
  4. :sad: I'm sorry, but I wasn't able to fix that enemy-related problem. The dungeons will remain as they were before. I wasted a lot of time with something that will never work. I feel completely dejected. Because of that, and because of other things (stupid CK crashing a lot etc etc), I already stopped developing the modification. I will release the wip on the Nexus. I'll post a link in this thread. I really hope that someone will finish my work. Yes, it will be an "open beta", the only thing I'm asking is to credit me. Mod development took me months of work. It has been an hard job, because there was no modding-team...I was alone with myself. Most things are done. But: - There's still a lot of work. I'm talking about landscaping. - Nobody lives in the valley: you will have to add npcs and monsters. - Of course, you will have to generate navmeshes. Also, the Skyrim part of the pass must be navmeshed too. - There are no ambient sounds. You must add them around the valley. - No lods at all. You must generate them. - About the quest: it wouldn't work, because of the dungeon-related problem.
  5. Thank you for the video tutorial...I followed both the tutorials (the video and the written tutorial), but...uhm...there's something strange :mellow: Everything is clear to me, I did a lot of tests, but portals aren't goint to show. Here's what I did: 1) I check if portals are going to be shown (by default, they aren't, and they must be checked) 2) I select both those red buttons (snap grid and the other one...however, the written tutorial says I only have to select snap grid) 3) I select multiple objects...usually the cave-room walls (I also tried to select single objects or non-wall objects...just for testing purposes) 4) I click on the roombound portal button...but the portal doesn't even show. (I also tried to search for it in the cell object window) That's it. As you can see, everything is correct. I was thinking...maybe - like Ac3s said - roombounds and portals aren't supposed to work in exterior cells. I will do the last test. I will create an hallway that connects two simple rooms (I will create a new .esp and, this time, I will work on an interior cell) and I will try to place two roombounds inside of them. It must work. Otherwise, that means I did something wrong
  6. This might be a solution! I hope so... I remember you told me to insert roombounds and portals near the cave entrance...however, I might also insert them through the whole dungeon! If it will work, I will continue to create new dungeons and I will proceed with the quest. Otherwise, I will have to forget about it! I still have to learn how to place them...I never did that, because I taught to place them near the mod ending steps. But it seems that the time to use them has come!
  7. You can't find the lamp because it's on "House of the Redguard", the released mod. xD When building the house interior of the WIP, I decided to create a different lamp (a custom lamp made with some meshes), because the Blackreach sun looked like something that comes from China, and not something that comes from North Africa/Middle Eastern Countries. Middle Eastern "strange lamps" are a bit different... However....I feel stupid, because you're right. For example, the lamp is called Blackreach Sun, but, despite the name, it's only a huge LAMP connected to the massive-cave ceiling. Also, you saw the lamp on other mods. But damn it, I did nothing original, because it's a...lamp xD Also, where the hell could a person build a Redguard house? Near the Morrowind border? xD Same kind of mods but with a completely different development. Maybe you're right...I have a lot of fantasy and I might be wrong. However, I don't think that fantasy comes from nothing. Maybe my inconscious is saying that, as always, I will be (personally) very happy about my work, but almost nobody will ever know about the mod existance. However...since I'm not the only one that cares about my WIP, and since I don't want to throw a project like that into my pc trashcan (it required a massive number of hours because of custom meshes and because of other things), I will continue to work on it! HERE'S WHAT HAPPENED IN THE MEANTIME... LET'S START WITH BAD NEWS I never released updates for a long time (I guess two months). I had several problems and I don't really know how to fix one of them them: 1) That's my first big mod. I don't know if it's normal (I've got a medium end computer), however, the CK is starting to crash. And that's really demotivating: sometimes, I lost a lot of work. Also, the CK is very slow to load esps: it takes a lot of minutes. Crash = a lot of wasted time and maybe some work wasted too. 2) Here's the big problem. As you already know, one of the goals of this mod is to bring you a completely exterior world. The Falmer dungeon is the first medium sized dungeon I ever made...and inside of it there are loads of enemies. Every time I approach the first enemy, the entire dungeon notices me, even if the other enemies are very far away from me or even if they are crawling in the dungeon deepths. That shouldn't happen, because the dungeon is a cave dungeon. A lot of tunnels, a lot of curves. It's like the enemies are able to see through the cave ceilings/walls. This problem means I can't proceed with the quest, and also means I can't create other medium-sized/large dungeons. How could a person fight against 20-30 enemies at the same time? Even if the Dohvakiin could, it would be a nonsense!!| LET'S TALK ABOUT GOOD NEWS 1) I created the pass (Skyrim worldspace) that will connect Skyrim world to my new world. The pass is located near Glenmoril. I will upload some pics in some hours. 2) I said that, theorically, I can't create completely exterior medium-sized/large dungeons. But, to be honest, inside of a pass you can't find an entire colony of enemies...instead, you'd find a small pack of wolves or something like that. Since a pass shouldn't contain a large group of enemies, I can bypass the dungeon problem I exposed some minutes ago. So, after entering the Skyrim exit of the pass (after the load screen), you will find yourself inside of the pass, that will be a completely exterior medium-sized location that will directly connect you to my valley. 3) Do you remember what I said about staged objects? In order to change the stage of a group of objects, you were forced to interact with two activators. Some weeks ago, when creating another mod (just for fun), I discovered how to interact with a single activator. Of course, I only used vanilla scripts. Nothing new has been added to the game. I only used my mind. 4) I already decided what will be the music that will play near the fortified house. I still have to ask permissions, but I hope to obtain them. Otherwise, I will be forced to look for something else. If you want, listen to the music while watching one of the best house pictures. https://www.youtube.com/watch?v=_4vuXA5Zjic 5) I continued to landscape. However, I didn't do a lot of things, mainly because of the CK crashes that were demotivating me. HERE'S SOME PICS OF THE SKYRIM PART OF THE PASS!!! STREET THAT LEADS TO THE PASS - VIEW FROM GLENMORIL http://dc398.4shared.com/img/mtRkLrpmba/s7/1499ecd44c8/IIII__Street_to_Pass_From_Glen.jpg?async&rand=0.27578400342586795 STREET THAT LEADS TO THE PASS - RAMP (the writing attached to the road-sign has been completely built by hand. It says "To Greeny Valley", which is the name of my new worldspace) http://dc398.4shared.com/img/vzoawQCyba/s7/1499ecd67f0/JJJJ__Street_To_Pass_Ramp.jpg?async&rand=0.5345539973836764 STREET THAT LEADS TO THE PASS - PANORAMIC VIEW OF THE RAMP (before of my modification, the ramp didn't even exist: there were only rocks. The lower part of the pass, because of its altitude, was normally unreachable) http://dc398.4shared.com/img/YzcBvBdOce/s7/1499ecd8b18/KKKK__Street_To_Pass_Ramp_Pano.jpg?async&rand=0.8742969934974648 A PANORAMIC VIEW OF THE PASS ENTRANCE (you can notice the altitude of the location) http://dc398.4shared.com/img/ERAnz9pjce/s7/1499ecda670/LLLL__Street_To_Pass_Street_En.jpg?async&rand=0.8176409716974812 THE PASS ENTRANCE http://dc398.4shared.com/img/kW3TQey9ce/s7/1499ecdc1c8/MMMM__Street_To_Pass_Pass_Entr.jpg?async&rand=0.7664176051670729 THAT'S THE POINT WHERE YOU GET TELEPORTED WHEN RETURNING BACK TO SKYRIM WORLDSPACE (normally, you would be teleported outside of the pass) http://dc398.4shared.com/img/UFhRKy37ba/s7/1499ecdecc0/NNNN__Street_To_Pass_Pass_Entr.jpg?async&rand=0.38184994343426226
  8. Here I am guys. I'm sorry but I was demotivated and I was angry with myself. I was angry because she did my same project (I'M NOT SAYING SHE STOLE MY MOD, because the results are different). This is my project: Redguard house with patio, in the middle of the nature, near the Hammerfell border. This is her project: Redguard house with patio, in the middle of the nature, near the Hammerfell border. Also, I noticed that she used some objects I used in both my Redguard houses. Most of them are pure coincidences, but, for example, let's take something original like the Blackreach sun: I used it as a lamp (House of the Redguard 1), and she did the same thing. I'm not saying that she stole something, because the Blackreach sun is a vanilla mesh (like all the meshes I used). But (I might be wrong) I think I'm the first person who had the original idea to use it as a lamp. So, in my opinion she must have noticed my project. In poor words, I'm not accusing anyone, if I'm angry, that's my problem. When I do something, and after a few months someone realizes (in a different manner) the same project, I feel really bad, even if everything is perfectly legal. Let's suppose I realize a couple of twin towers. After a few months someone else realizes the same project on the other side of my city. However, his towers look completely different, even if they share my same project (the project talks about two connected towers...so...something unusual). I get angry, but only because I have the kind of personality that lets me say something like this "if I were in that person, I'd realize something different, because the other person (me) was already doing something like that". So, I will repeat it for the last time: I'm not a competitive person. And that's my problem. I'm sure Elianora is a competitive person who just wanted to create her own version of a particular project like mine. And she did it very good, without stealing anything!
  9. ALL RIGHT. Today (November 7 2014...day of my birthday) I was google-searching for my house, but I have terrible news for myself and good news for you. Some days ago, a modder uploaded this file: http://www.nexusmods.com/skyrim/mods/59227/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D59227%26preview%3D&pUp=1 Here's your mod. Redguard house with patio, in the middle of the nature, near the Hammerfell border. What can I say? ...Have fun!!! Today it will be a wounderful party!!! I'm out. Forever. I'm only waisting my time. I'm absolutely demotivated. I can't even breath: months and months of work for...nothing! There's no reason to continue to work on a project that is already done by someone else. Thanks to any person who helped me during my modding experience. Good bye and have a good modding. Davide
  10. Maybe some months... I work on my own and I don't have much time for modding. MAYBE, when Christmas will come, I will release a beta version of my work. However, I'm not sure about that, I have to think about it. I don't want people to wait a lot of months, only because I don't have much time for modding!
  11. Hi! First of all, I must finish the entire worldspace (and the quest-related dungeons/locations), then I will proceed with the main quest. At the moment, I'm only placing dead Thalmor soldiers and some Elven objects...but nothing more... However...here's another update for you! :wink: UPDATE During those days, I successfully managed to finish the first completely exterior medium-sized dungeon (the wolf den was a small one, and only included some hallways and a room). The dungeon is a Falmer one, and it contains a big chaurus nest and a small Falmer village that develop inside of a border-mountain. In order to arrive to the village (only a little chaurus can go through the frontal small hole that leads to the village), you will have to explore a big tunnel area that is occupied by the chaurus...and by their giant leader (an over-scaled chaurus reaper). After defeating the chaurus, the Falmer and their chiefs, you will gain an interesting reward: a dwemer helmet of the nighteye, the RX Dwarventech. Remember: when playing vanilla Skyrim, it wasn't possible to find/create nighteyed armor...that's why the dungeon reward should be really interesting. Even if I didn't generate navmeshes, my girlfriend did some beta-testing through the dungeon (of course, she didn't know how to proceed). After her beta testing, I can say it is going to be a challenging adventure. I'd rather say medium/hard difficulty level. Q: Why the hell did it take so much to post this update? You only created a medium-sized dungeon... A: I'm experiencing some problems and I still don't know how to fix them...here's a detailed reply: I'm experiencing some problems inside of the dungeon: when an enemy discovers my character, the entire army of enemies discovers him too...even if they are very far away! How should I proceed? I never created dungeons in my entire life...and I might have missed something important.... I hope someone will be able to help me...of course, you will be credited. Finally....here's some pics of the dungeon! I hope you will like them! PS: I know...the dungeon is a Falmer one, so, it should look very dark. On the contrary, it looks too much bright: there's no way to darken a completely exterior dungeon. I can protect it from the sunlight...but I can't darken it! The only "ways" to darken it are entering at night or lowering the monitor brightness (are those methods dumb? I'm sorry, but there's nothing I can do about it). Before having a look to the pics, please lower your monitor brightness...this way the pics will look more dark! (Of course, first picture excluded!) PS 2: Inside of the nest, you will notice some strange Falmer wall pods: they are a parody of the pipes you encounter inside of the Old Mine's crawler nest - Gothic 1 FALMER DUNGEON - ENTRANCE VIEW (I still have to landscape around the dungeon entrance) http://dc605.4shared.com/img/ryzPQ0F_ba/s7/1486dbfcb18/ZZZ__Falmer_Dungeon_Exterior.jpg?async&rand=0.5036245251951522 FALMER DUNGEON - SMALL VILLAGE http://dc605.4shared.com/img/8yu7FxKSce/s7/1486dbef440/AAAA__Falmer_Dungeon_Interior_.jpg?async&rand=0.2077394424377128 FALMER DUNGEON - SMALL VILLAGE, CHIEF ROOM #1 http://dc601.4shared.com/img/0dqd_KLeba/s7/1486fa2d740/GGGG__Falmer_Dungeon_Interior_.jpg?async&rand=0.5571690092877104 FALMER DUNGEON - SMALL VILLAGE, CHIEF ROOM #2 http://dc601.4shared.com/img/hTLfBkMBba/s7/1486fa2bbe8/HHHH__Falmer_Dungeon_Interior_.jpg?async&rand=0.06972510837472179 FALMER DUNGEON - NEST ROOM ("What about that ballista??!!" I can't tell you anything...when the mod will be out, and when you will explore the dungeon, you will understand everything!) http://dc346.4shared.com/img/Uts38wZJba/s7/1486dbf1f38/BBBB__Falmer_Dungeon_Interior_.jpg?async&rand=0.8321065294693327 FALMER DUNGEON - THE HEART OF THE NEST http://dc346.4shared.com/img/zmIC6QCJce/s7/1486dbf4260/CCCC__Falmer_Dungeon_Interior_.jpg?async&rand=0.33790842380111163 FALMER DUNGEON - AN HALLWAY RAMP http://dc605.4shared.com/img/g-CpMvzoba/s7/1486dbf61a0/DDDD__Falmer_Dungeon_Interior_.jpg?async&rand=0.3051449769532426 FALMER DUNGEON - A NEST ROOM (Whoops! It seems I forgot to edit that Falmer wall pod xD ) http://dc605.4shared.com/img/7CMl9Bi0ce/s7/1486dbf88b0/EEEE__Falmer_Dungeon_Interior_.jpg?async&rand=0.22317175045855953 FALMER DUNGEON - AN HALLWAY (It seems I forgot to place an fx effect in here, because the hallway walls don't look spectral) http://dc605.4shared.com/img/_rf2PddVba/s7/1486dbfa7f0/FFFF__Falmer_Dungeon_Interior_.jpg?async&rand=0.20026544114726696 Since I don't like double posting, should I have some updates, I will not post them until I see at least one reply to this post. PS: I'm not threatening anyone, but I think it's not a good idea to bump your own posts
  12. Do the pictures work now? I also added two new pics...
  13. The best idea for a rookie! Do a clean re-installation of the game. Don't use the same savegames, they might be corrupted. After the game re-installation, start a new game. Please only install the necessary mods. I'm not an expert about loading order...that's why I have only five mods installed. If you don't know how to deal with a huge list of mods, they'd probably bring you some problems/a lot of problems. Of course, I'm not saying a person shouldn't install 300 mods. But only experts should know how to do it correctly..
  14. You're right, I'm sorry. I was only fearing that someone could claim that he was the discoverer of this method. There are many thieves who are always ready to steal your creations and your hard work. 1) This is my retirement mod, and I will absolutely finish it! 2) Of course, this topic might also help me to promote my mod. I can't deny that. But the main purpose was to share an innovation with the modding community. 3) As I already said, I was only scared about thieves. I hope nobody will steal my idea (I mean...they can use it, but they can't claim theirselves as the discoverers) Since I changed my mind, here's a small tutorial about my last creation. PS: You can also download the tutorial here: http://www.nexusmods.com/skyrim/mods/57664/? TUTORIAL : - COMPLETELY EXTERIOR DUNGEONS - 0) SMALL INTRO Before we proceed, remember that you are going to create a completely exterior dungeon. So, you will have to make sure it won't rain inside of it. You can set your worldspace to have a special weather (all weathers minus precipitations). If you are working with vanilla worldspaces, you will have to find another valid solution against precipitations...the best solutions are 1) scripting 2) creating a new region that will surround your dungeon. In order to build a completely exterior dungeon, you must dig some holes. The Landscape Editor is the only CK tool that can perform this kind of work. You should proceed like that: - Dig an hole - Cover most of the hole with appropriate patches (I will talk about them during the next chapter of this tutorial) - Place the first dungeon mesh (usually an hallway)...but remember: ** The furthest part of the dungeon mesh, closest to the exterior world, must be aligned with the part of the patch closest to the exterior. ** The dungeon mesh must be placed slightly deeper than the patch, otherwise a part of the patch could trespass the dungeon ceiling - Now adjust the height of the hole until it is aligned with the dungeon entrance floor - Finally, always with the help of the Landscape Editor, create an entrance ramp: it will connect the dungeon entrance hallway to the exterior landscape. HERE'S WHAT THE DUNGEON ENTRANCE SHOULD LOOK LIKE AT ITS INITIAL STATE http://dc338.4shared.com/img/do3f3wgJba/s7/1481bc35ff0/ExteriorCaveTopic-Example0.jpg?async&rand=0.6013936472282189 1) DEALING WITH TERRAIN HOLES PROBLEM: As you can see by the image, I simply putted a patch over the various holes. The patch is a Dirt Cliff (you can add different types of them). Just remember to use the correct ones (for instance, if you are texturing the terrain with pineforestgrass03, you should paste a "dirtcliffs....blablabla.......pineforest03"). Now I will give you some other important tips: - Medium-sized dungeons / huge dungeons should be built inside of a border-mountain: a large number of patches might not look so much good (that's my opinion). On the contrary, small dungeons can be built anywhere without having the fear that they could look ugly. - When dealing with dungeons that develop inside of a border-mountain (like the pic's dungeon), you should only add patches to the entrance part of the dungeons. Obviously, other patches are absolutely unnecessary and will only waste you PC memory. Nobody can see what's on the other side of a border-mountain!!! :wink: - Dirt cliffs come with a small problem: they don't have a grass texture. You should manually add grass to them (as you can see by looking at the pic, I did it partially...work in progress!). Remember to choose the correct type of grass. For instance, I always choose sword fern clusters, because my new worldspace is a pine forest. DIRT CLIFFS ARE THE BEST WAY TO COVER TERRAIN HOLES...HOWEVER, YOU HAVE TO MANUALLY PLACE THE GRASS OVER THEM. http://dc125.4shared.com/img/ZbxBMs9Ece/s7/148178b4fd8/ExteriorCaveTopic-Example1.jpg?async&rand=0.22717149615815402 2) CONNECTING THE DUNGEON PART TO THE EXTERIOR PART: Simply put a lot of rocks around the entrance of the dungeon's entrance mesh: they will form a completely custom entrance doorway. Don't place too much big rocks: remember that you have to pass through the entrance (LOL). Finally, remember that rocks aren't fully finished objects: if you turn their x / y axis to 180, you will notice that rocks have a hole on their bottom. Remember to cover the various holes, should they be visible. ROCKS SURROUNDING THE ENTRANCE OF THE DUNGEON : ROCKS ARE THE BEST WAY TO CONNECT DUNGEON MESHES TO THE EXTERIOR LANDSCAPE http://dc125.4shared.com/img/2F_9S4vace/s7/148178b7300/ExteriorCaveTopic-Example2.jpg?async&rand=0.4017806168179424 3) AVOIDING COMPUTER GOING MAD (for medium-large - or extremely detailed - dungeons): You should place two levers near the dungeon entrance. - The first activator enables/disables the entire dungeon (obviously, you shouldn't link the first hallway and the first curve...just hide the rest of the dungeon). - The second activator enables/disables the exterior surroundings like bushes, flowers, trees, buildings etc (just remember to not link meshes that are visible from the entrance doorway). PS: I don't know if activators are able to enable/disable NPCs...however, theorically they can. First, you should place two portals near the dungeon entrance, one directly outside of it, and one inside your dungeon where you can't see the entrance. - The first portal will be linked to a roombound around almost the entire interior of the dungeon (obviously, you shouldn't link the first hallway and the first curve... Just hide the rest of the dungeon). - The second portal will be linked to a roombound around the exterior surroundings like bushes, flowers, trees, buildings, etc. (just remember to not link meshes that are visible from the entrance doorway). It can take a while to link every mesh and object inside a roombound, but it's worth it. I must credit Matthiaswagg, because, without his smart suggestion, you would be forced to accept my horrible and unrealistic performance-solution: pushing two levers at the dungeon entrance. Thanks to him, because I didn't know nothing about roombounds and portals. Here's a link to his nexus profile: http://www.nexusmods.com/games/users/4995004/? And here's a link to his Skyrim website, which is filled with a lot of useful tutorials (this tutorial too!) and other Skyrim contents such as reviews http://skyrimmw.weebly.com/ 4) DEALING WITH DUNGEON SUNLIGHT: It's very simple: hide some huge flat objects over the entire cave ceiling. This way, the sunlight won't be able to reach the interior anymore. The more huge are the protection-objects, the more memory you are going to save. PS: If you are using "unfinished objects" (I mean objects like walls that become invisible if you go behind them), remember that the visible side of the object must look at the sunlight...on the contrary, the invisible part should look at the dungeon interior. PS 2: Don't dig anywhere, be smart: look at the pic...as you can see, I did only dig where I had to place dungeon rooms/hallways. This way, I formed natural wall with the terrain on both sides. Those natural walls might help you to protect your dungeon from dawn's/sunset's sunlight. However, remember this tip only if you have to create underground dungeons. When dealing with over-the-terrain-level dungeons, the protective roof might not be enough. Should the sunlight continue to reach the interior, you will also have to add protective walls. AN EXTREMELY HUGE ROOF PROTECTS THE DUNGEON FROM SUNLIGHT (The protection roof is well hidden and it can't be noticed, unless you use "tcl" command) http://dc125.4shared.com/img/-Mp0TCJaba/s7/148178b9628/ExteriorCaveTopic-Example3.jpg?async&rand=0.4397995345643544 5) DEALING WITH DUNGEON ATMOSPHERE: As far as I know, you can't darken the dungeon. However, there are a lot of fx objects that might change the dungeon atmosphere a lot. It is only a matter of testing. For instance, I successfully managed to create a spectral-blue atmosphere inside of my Falmer dungeon: now it looks realistic. Too bad I can't darken it! Otherwise, it would be perfect! AN HALLWAY THAT ISN'T STILL COVERED BY FX EFFECTS http://dc125.4shared.com/img/171ErkUzce/s7/148178ba9b0/ExteriorCaveTopic-Example4.jpg?async&rand=0.14793364001866627 AN HALLWAY COVERED BY AN FX EFFECT: THIS HALLWAY LOOKS MORE REALISTIC BECAUSE OF ITS FALMER-FRIENDLY ATMOSPHERE http://dc125.4shared.com/img/diTFeuE2ba/s7/148178bc120/ExteriorCaveTopic-Example5.jpg?async&rand=0.27568983819524506 A ROOM OF THE SAME DUNGEON FILLED WITH FX EFFECTS: IMPORTING VANILLA INTERIOR ATMOSPHERE IS IMPOSSIBLE, BUT WE CAN USE SOME WORKAROUNDS THAT WILL PERMIT US TO GET NEAR OF IT! http://dc646.4shared.com/img/AqUsnsPyce/s7/1481c6aea90/ExteriorCaveTopic-Example6.jpg?async&rand=0.5163220996672427 6) CREDITS: I must credit Matthiaswagg, because, without his smart suggestion, you would be forced to accept my horrible and unrealistic performance-solution: pushing two levers at the dungeon entrance. Thanks to him, because I didn't know nothing about roombounds and portals. Here's a link to his nexus profile: http://www.nexusmods.com/games/users/4995004/? And here's a link to his Skyrim website, which is filled with a lot of useful tutorials (this tutorial too!) and other Skyrim contents such as reviews http://skyrimmw.weebly.com/ 6) PERMISSIONS: Unless you have my explicit permission, you can't edit this tutorial and you can't upload this tutorial to other modding sites. You can create new dungeons with my method, but you must credit me because I discovered how to successfully build completely exterior dungeons. Was the tutorial useful? Creating exterior dungeons is not that simple, but it's worth to try! You must be really patient. Should you have any question / should you need more specific informations, I'm here to help! DavideMitra
  15. First of all, I know that topic-necromancing is illegal, unless you have an important motivation to do that. I'm resurrecting this post because I found how to export caves (I'm sure nordic ruins too, but I still didn't try that) to the exterior world. So, I think to have really important news for the entire modding community. I hope the moderators will consider this necromancing as a legit one. Otherwise, I'm sorry and I'm ready to pay the consequences. I already managed to create a wolf den (small dungeon) and I'm creating a big Falmer cave system. I'm going to explain you everything. However, at the moment I can't reveal any particular. I will reveal them only when my mod will be released. We know that creating exterior dungeons could bring you some great problems: 1) You must dig a hole in the entire dungeon terrain. That's true, but I found a workaround to this problem. Also, if you are building big dungeons, you might consider to build them near a border-mountain: create the entrance near the mountain and create the dungeon inside of the mountain. No terrain problems at all, because the other side of the mountain is unreachable and you don't really care about the great number of terrain holes. 2) What about connecting the dungeon part to the exterior part?! I succesfully managed to do that. It only requires a bit of time and of patience. 3) Let's talk about big dungeons... How do you avoid your computer going mad?! I know how to deal with this problem. It's really simple and you don't have to have specific knowledge. 4) How do you think to deal with sunlight? (Sunlight penetrates through the cave ceiling and walls, making caves like they didn't have a ceiling) I discovered this problem when I was building the Falmer cave system. The solution to this problem is very simple...and, of course, it worked fine! 5) How do you think to replicate the interior dungeons' lighting system? That's the only valid problem. I know how to avoid sunlight to reach the dungeon interior, but, in my opinion, there's no way to make caves really dark. However, I managed to give caves their specific colors (blue-purple athmosphere inside of a Falmer dungeon) and I can add some specific fx effects like fog. In poor words, I think you will never see a really dark exterior cave, unless you're going inside at night. Skyrim has been originally designed for having interior and exterior cells. That's it. :( Finally, if you'd like to have some proofs about completely exterior caves, you will find them in this topic (I'm creating a little Redguard DLC and the new world won't have any loading screen. Everything will be completely exterior, the house too. See yourself!) http://forums.nexusmods.com/index.php?/topic/1788130-house-of-the-redguard-ii-official-mod-topic/page-2 PS: At the moment, there are no photos about the Falmer dungeon...you will have to wait some days for them. Just let me finish the dungeon ;)
  16. It is possible to kill essential npcs via console commands. Of course, you must kill them with your own hands. If you use kill command, they will simply stay crouched forever. The console command you might want to use is: setessential <ID> 0 The ID must be the Base ID of the NPC. Base IDs cannot be found when playing the game. So, simply Google-search "Nilsine Shatter Shield" and enter in one of those TES Wikias (UESP, The Elder Scrolls Wikia etc etc). Now search for the Base ID of the NPC and write it on the console panel. In this case, the ID is 0001412C so...the specific command is setessential 0001412C 0 As I remember, you don't have to write those quotes < > ... try without them, otherwise, add them! :wink: PS: if you'd like to set some NPCs to essential, the command is the same, but you must write 1 instead of 0. Hope it helps!!!
  17. The small DLC will take place inside of my new worldspace (only inside of it), so, the mod won't conflict with other ones. The only part of my mod that could create some pretty little incompatibility issues is the entrance of the pass (of course, I'm talking about Tamriel Worldspace's entrance), that will be located somewhere near Glenmoril or near the Twilight Sepulcher. However, entrance caves are small meshes and the chances of conflicts are extremely low. It's like placing a rock somewhere in the wilderness and discover that it conflicts with an house mod...nearly impossible :wink: I'm not sure about an optional non-DLC .esp . I can't exclude it, but I'm not sure if I will create it. Were you just worried about mod-incompatibilities? Or don't you like the idea of a quest-related house? I think that quest-related abodes are the most interesting house mods, because you have to earn access to your home. For example, let's talk about House of the Redguard I: there are no quests at all, and you can immediately gain access to your "house" (well...it's very small, so it's more like an hole xD ). Things are way too much easy: you didn't do anything and you already gained access to your house. No satisfaction at all...
  18. I don't know when the mod will be released. Since I won't release a beta version, I think you will have to wait some months: there are a lot of things to do. This is a small worldspace, indeed, but a worldspace always requires a lot of efforts, expecially if you work on your own. IMPORTANT UPDATE!!! 1) Main quest preview Initially, the project was to simply create a new house in a new worldspace, however, this is going to become a little unofficial Redguard DLC. I already scripted the main quest (scripted = wrote a txt file). It will be called "Survivors". It won't be that long, but it will be unmarked (no diary entries) and it won't be the classical hack and slash mission (it will require a lot of exploration and investigation, but also some fight against powerful beasts and humans). Probably, it will take some hours to finish off...it depends on how much you are clever. Most of you should consider it as a medium/hard difficulty quest. After you will finish the storyline, you will be able to access to your Redguard manor and to its special features. Here's a little preview of the quest: When you was far away from your home, your guards discovered a group of Thalmor scouts near the water pond. Your personal army managed to kill a lot of them, but some elves were able to escape. They might have important informations for their generals (they could organize a siege), so, you must find the remaining scouts and you have to immediately kill them. Protect the manor and your soldiers...defeat the Aldmeri threat!!! This is the preview letter...you will find it when you will arrive to the valley pass: " After ten months of bloody battles against the Aldmeri Dominion, it's time to travel back to my manor and to my loyal soldiers. Some days before my Helgen disadventure, one of my messengers told me about another Thalmor-related problem: my archers discovered a group of Aldmeri scouts that were crawling not too far away from the manor's defensive water pond. The night after this inconvenience, a group of my my infantry, supported by the best marksmans, left the manor and decided to neutralize the Elven threat: they approached the giant uprooted tree on the right and they succesfully managed to kill several scouts. However, a bunch of Thalmor explorers were able to escape...running away all around the forest. The day after the battle, my soldiers discovered an Elven soldier that came back to the uprooted tree in order to bury the dead bodies of his companions. He noticed my men and he immediately tried to escape, but my archers were able to neutralize him. I must find the remaining scouts and their leader: I don't know their planes, but I must kill all of them. They might be here to acquire informations about the manor and, during the future weeks, we might be sieged by a Thalmor army. Those scouts must not carry precious informations to their generals...otherwise, we would all die!!!! I can't recruit my guards: the threat is imminent and my soldiers must protect the manor. I will investigate on my own. First of all, I will visit the area where lies the uprooted tree. No time to lose at all, I will proceed, now!!! ....Once I took care about this warfare threat, I will go back to the manor, and soldiers will claim me as their Savior. Because I am the Dovahkiin and I will protect my world until the death will come...." 2) New Locations I created I created two new locations: - Dawnguard Abyss: this is a very deep abyss. This is the place where the Dawnguard throws vampires, killing them instantly...and forever! Because nobody can survive to the abyss! The Abyss is obviously a parody of the Legacy of Kain abyss. I think it will be a side quest location. PS: Don't worry: the mod won't require Dawnguard at all :wink: - Abandoned Dwemer Farm: a creepy farm in the middle of the wilderness. Don't you like it? Well...that's what I wanted: this location must be really creepy, because it has been abandoned some decades ago!!! The farm is completely exterior and there are no loading screens at all. Remember: inside of this worldspace there won't be a single loading screen and everything will be completely exterior! PS: There is no landscape near the farm, I still have to create it! 3) In the meantime, I continued landscaping various areas, and I started to add mountains on the left. Finally, here's some pics...I hope you like them!!! DAWNGUARD ABYSS - PIC #1 (The location is a parody of the abyss of Legacy of Kain saga) http://dc338.4shared.com/img/-wjUW1zrba/s7/148022c0380/OOO__Dawnguard_Abyss_1.jpg?async&rand=0.39791498919159274 DAWNGUARD ABYSS - PIC #2 (The location is a parody of the abyss of Legacy of Kain saga) http://dc338.4shared.com/img/4sQe_Dpvba/s7/148022c22c0/PPP__Dawnguard_Abyss_2.jpg?async&rand=0.7378861025843175 DAWNGUARD ABYSS - VIEW FROM INSIDE (The location is a parody of the abyss of Legacy of Kain saga) http://dc338.4shared.com/img/8GAUc65vce/s7/148022c4db8/QQQ__View_of_the_Abyss_Exterio.jpg?async&rand=0.10105620768471457 ABYSS DEPTHS EASTER EGG - ISN'T HE SIMILAR TO SOMEONE??? (if you played the LOK saga, you certainly know who he is!) http://dc338.4shared.com/img/BOTo0-rIce/s7/148022c6528/RRR__Abyss_Depths_Easter_Egg.jpg?async&rand=0.4776414903078213 It's time for Dwemer farm pics...but remember: at the moment, there is no landscape around the farmhouse! ABANDONED DWEMER FARM - PANORAMIC VIEW http://dc338.4shared.com/img/wJ2IbbNfce/s7/148022c7c98/SSS__Abandoned_Dwemer_Farm_Gen.jpg?async&rand=0.9218138659860852 ABANDONED DWEMER FARM - EXTERIOR HOUSE VIEW AND WINDMILL VIEW http://dc338.4shared.com/img/vxX7TtTWba/s7/148022c97f0/TTT__Abandoned_Dwemer_Farm_Hou.jpg?async&rand=0.2374004890145297 ABANDONED DWEMER FARM: PROOF THAT THE HOUSE IS COMPLETELY EXTERIOR (Sorry, I had to disable the door because I placed a static one :sad: ) http://dc338.4shared.com/img/IgXXPZQVba/s7/148022ccea0/UUU__Abandoned_Dwemer_Farm_Ext.jpg?async&rand=0.6463043467247573 ABANDONED DWEMER FARM - STABLES http://dc338.4shared.com/img/jPg0bvRfba/s7/148022cede0/VVV__Abandoned_Dwemer_Farm_Sta.jpg?async&rand=0.8944407440277312 ABANDONED DWEMER FARM - A SMALL (STATIC) RAT INSIDE OF THE DIRTY STABLES (There are more or less five of them) http://dc338.4shared.com/img/-_GcL_UUce/s7/148022d0938/XXX__Abandoned_Dwemer_Farm_Sma.jpg?async&rand=0.46238956060884107 ABANDONED DWEMER FARM - BACKYARD AREA http://dc338.4shared.com/img/p_4GLHMoba/s7/148022d1cc0/YYY__Abandoned_Dwemer_Farm_Bac.jpg?async&rand=0.13300112264246267 Since I don't like double posting, should I have some updates, I will not post them until I see at least one reply to this post. PS: I'm not threatening anyone, but I think it's not a good idea to bump your own posts
  19. - About horses...I might add 2 of them (a killable horse and an essential one) inside the manor, but I will eventually do it in the future - About extra bedrolls: sure! Why not? I might place some bedrolls inside the house. I mean some packable bedrolls that can be turned on/off via activator. (I think that's the smartest choice :smile: ) - I don't own Heartfire, so, I cannot place something that is Heartfire-related. - Harvestable things like cabbages, potatoes etc. etc. ? I taught a lot about them, the problem is that I don't really know where to place them. The manor is full of objects everywhere. There's no space for cabbages or things like that. Too bad, because you had a great idea! :sad: SMALL UPDATE ABOUT THE WOLF DEN Good news: I finished the dungeon part of the wolf den. As I already said, the den is a small one (it is inhabitated by wolves, which are pretty small creatures), but it is very detailed. It is formed by some hallways and it terminates into a medium-sized cave room. Of course, at the moment there are no wolves at all: I will add them when I will create a navmeshes wire all around the worldspace (one of the final parts of the mod). The wolf you saw in a photo was a static fake one and I already removed it. Inside of the dungeon, I added some things: - More bones (that's a predator den!!!) - Some mushrooms (if you're an alchemist, those mushrooms might help you a lot: they have a paralyze effect, which is a very important effect that might prove useful during your battles, expecially if you are facing a group of hostile melee humans!) - Some spider webs with some pretty small spiders (they are static spiders and they resemble real-life innocent spiders) - Some scattered blood that leads to a competely armored skeleton of a dead soldier (the soldier is related to a quest I'm planning to create in the future). During his fight against the wolves, the not too much lucky Thalmor soldier lost some things all around the interior and exterior den (you will find a glove, another glove, a sword, a dagger, a bow, some scattered arrows and an helmet) Here's some new pics about the finished version of the den: EXTERIOR PART OF THE DEN (now slightly different) http://dc614.4shared.com/img/4wHBxwVBba/s7/147c083e498/KKK__Finished_Den_Exterior_2nd.jpg?async&rand=0.6175737418934839 ENTRANCE HALLWAY http://dc435.4shared.com/img/4thY_hL1ba/s7/147c03c5c18/HHH__Finished_Den_Entrance_Hal.jpg?async&rand=0.7553773185987451 A CURVE AFTER THE FIRST HALLWAY (I don't know if you will notice it, but there's an helmet on the floor) http://dc435.4shared.com/img/cAMSWVZXba/s7/147c03c7388/III__Finished_Den_Curve_After_.jpg?async&rand=0.2093748485007838 LAST HALLWAY (you might notice a dagger on the floor) http://dc435.4shared.com/img/lKvAIlFUce/s7/147c03c92c8/LLL__Finished_Den_Small_Final_.jpg?async&rand=0.47570019709412037 THE FIRST (AND THE LAST) CAVE ROOM OF THE DEN http://dc435.4shared.com/img/MPH7JENEba/s7/147c03cae20/MMM__Finished_Den_Main_Room.jpg?async&rand=0.029519942049853864 A NOT TOO LUCKY SOLDIER (the soldier has a bloody skull and bloody bone-hands...they are really dark...like the blood scattered on the ground. That's why they might be unnoticeable) http://dc614.4shared.com/img/5OpW7DKuce/s7/147c0841378/JJJ__Finished_Den_Thalmor_Skel.jpg?async&rand=0.9036384896886211 PARTICULAR OF A SPIDER WEB PLUS A VERY SMALL (STATIC) SPIDER http://dc435.4shared.com/img/QRy4sOw6ba/s7/147c03cc590/NNN__Finished_Den_Web_and_Spid.jpg?async&rand=0.31284520870529287 Since I don't like double posting, should I have some updates, I will not post them until I see at least one reply to this post. PS: I'm not threatening anyone, but I think it's not a good idea to bump your own posts
  20. A GREAT UPDATE Architectural progresses! Today I managed to create a completely exterior wolf den: it is a cave which is directly connected to the exterior worldspace. In poor words, a cave that doesn't need any loading screen! I'm really happy about that, because I'm a great fan of the Gothic saga, and completely exterior places always remind me the Gothic athmosphere!! The interior isn't ready yet, but I built an entrance hall and another (unfinished) hall on the right. The only missing thing is a dead-end big room full of wolves. The wolf den is supposed to be a small "dungeon", but I will also create bigger caves and I will place them anywhere in my worldspace. Here's some pics about my last creation! WOLF DEN PIC #1 http://dc729.4shared.com/img/iHGmLYnFba/s7/147bb1a9bc8/CCC__Wolf_Den_1.jpg?async&rand=0.4774263532132126 WOLF DEN PIC #2 http://dc729.4shared.com/img/7ciMCi08ba/s7/147bb1ac2d8/DDD__Wolf_Den_2.jpg?async&rand=0.9436226550416607 WOLF DEN PIC #3 http://dc729.4shared.com/img/K2aLO6ZFba/s7/147bb1ae218/EEE__Wolf_Den_3.jpg?async&rand=0.2806730927747295 WOLF DEN PIC #4 http://dc729.4shared.com/img/J1cQhlLNba/s7/147bb1af988/FFF__Wolf_Den_4.jpg?async&rand=0.18544130704919182 PROOF: THE PLAYER CAN ENTER THE DEN http://dc729.4shared.com/img/hTjH04Ycce/s7/147bb1b14e0/GGG__Wolf_Den_5.jpg?async&rand=0.5521172875370466 Since I don't like double posting, should I have some updates, I will not post them until I see at least one reply to this post. PS: I'm not threatening anyone, but I think it's not a good idea to bump your own posts
  21. Thanks for the support! Here on the Nexus I don't have many supporters, and updates always come later, if compared to other sites xD UPDATE - Some days ago, I focused myself on a huge disgusting problem: shiny objects. They were everywhere and I was becoming mad because I didn't know how to fix them. Thanks to Percevan - which helped me a lot during the fixing process - I was able to definitely get rid of that mesh-shiness problem (without his precious help, I wouldn't be able to fix things: I'm only an object-placer and an object creator!). Now everything looks different and, of course, really good!!! - Since the patio roof isn't shiny anymore, I decided to put some invisible chairs on it. There are 8 of them (2 per side). Like it happened in House of the Redguard, now you can sit down on an elevated surface and have a look to the surroundings! PS: I also moved the three storage-area barrels: this way, you could climb them and you can reach the roof. No loading screens! - I started landscaping around the world. Now I'm focused on the left area, where lies a lake and a great highly-forested area. The landscape looks a bit different, if compared to the Falkreath one: they are both pine forests, but my forest has great quantities of grass anywhere. This way, the landscape should look more isolated, savage and natural. It's time for some pics!! PS: I'm sorry, but I completely forgot to fix the watch towers domes. You can find the fixed version of those domes in the last but one photo! In the other photos, they will look slightly shiny. FIXED UPPER PART OF DEFENSIVE WALLS AND FIXED ENTRANCE GATE ROOF http://dc674.4shared.com/img/NbQ_zSA8ce/s7/1478e4563d0/RR__Fixed_Walls_and_Entrance_G.jpg?async&rand=0.4678576495524195 FIXED FOUNTAIN http://dc674.4shared.com/img/kcPxiSa4ba/s7/1478e458ec8/SS__Fixed_Fountain.jpg?async&rand=0.9846988373343544 FIXED HOUSE DOME AND PATIO ROOF (The chapel dome looks a bit shiny, that's because at the time of the snapshoot I forgot to fix it) http://dc674.4shared.com/img/UnwzAlHSce/s7/1478e45bda8/TT__Fixed_House_Roof_and_Patio.jpg?async&rand=0.7201695398993403 FIXED WELL http://dc674.4shared.com/img/5eHNiUeyba/s7/1478e45e0d0/UU__Fixed_Well.jpg?async&rand=0.360029878641291 FIXED BACK GARDEN GUARD WALKWAY http://dc674.4shared.com/img/Gp3NPZuWce/s7/1478e4607e0/VV__Fixed_Back_Garden_Guard_Wa.jpg?async&rand=0.8250051231527598 FIXED CHAPEL DOME http://dc674.4shared.com/img/JcT6fDzhce/s7/1478e462720/XX__Fixed_Chapel_Roof.jpg?async&rand=0.4642895138244213 PANORAMIC VIEW OF THE FIXED MANOR (Since there are no lods, and since the Dovhakiin is very far away by the manor, some objects might not look as they really are/some objects might seem invisible. A specific comment goes to the fountains: fountains seem to appear too much dark from distant, but they are not that dark!) http://dc674.4shared.com/img/HAUtBT_mba/s7/1478e464660/YY__Panoramic_View_of_Fixed_Ma.jpg?async&rand=0.407646636235786 ONE OF THE EIGHT PATIO-ROOF FURNITURES (Those three barrels are the barrels you must climb in order to reach the roof) http://dc674.4shared.com/img/ye7nLqE_ba/s7/1478e4665a0/ZZ__New_Patio_Roof_Furniture.jpg?async&rand=0.35286936525351487 FIXED WATCH TOWER DOME (sorry, I completely forgot about it: I fixed it some hours later and, consequentially, the other photos have a not-fixed version of the dome) http://dc110.4shared.com/img/bJnaNH5pce/s7/147921f5df8/AAA__Fixed_Watch_Tower_Dome.jpg?async&rand=0.2673458036511127 LANDSCAPING: LAKE PIER (the pic looks really bad, that's because there are no LODs) http://dc699.4shared.com/img/vuoeURDXce/s7/147b60af448/BBB__Lake_Pier.jpg?async&rand=0.26854839444611556 POLL Would you like landscaping pics in the future updates? I think landscape without LODs looks terrible. There are no distant details and it is impossible to snapshot large areas. That's why I only took one pic of the lake area. Since I don't like double posting, should I have some updates, I will not post them until I see at least one reply to this post. PS: I'm not threatening anyone, but I think it's not a good idea to bump your own posts
  22. Good to see you again, Mansaoule!! That's a really difficult question. My answer is "it depends": at the moment, I'm not working, so I have a lot of spare time. but I might find another work and, in that case, I'd have a really small spare time for modding. However, the landscaping part should involve a lot of time and a lot of work (it should be the longest part of the modification). I think the mod should be finished in some months. I'm sorry, but I can't tell you a specific date, because I don't really know it! :sad: UPDATE! During my spare time, I did several things: - In my opinion, the manor walls looked too much flat and empty. A real fortified wall should have some walkways for the archers...or some watch towers! So, I decided to put 6 towers. My project was to create 7 watch towers, but I had no space for one of them. In that place, I decided to build a small simple walkway. It might contain 2-3 archers. PS: Unfortunatelly, at the moment, "watch towers" = "aesthetical purposes only". They don't contain npcs and they don't actually shoot any arrow. MY IDEA: my purpose was to create some auto-shooting arrows that will hit any hostile human/beast that will stay too close to the tower windows. Is it possible? In my opinion, it should be really simple to realize, but I'm not completely sure about that. I will do some tests. What about you...would you like fully working watch towers? - I finished to build the defensive water pond. At the moment, no slaughterfishes at all. I think the pond itself should act like a great defense, because it's very deep and it would force any sieger to use mobile ladders/ramps or to use weapons like bows, crossbows and catapults. - I finished to landscape the exterior part of the manor (I mean the area between the exterior walls and the water pond). Now the area is very detailed and, in my opinion, it valorizes the compound. - I did a very little improvement to the drawbridge. I think it looks better than before... - I created a street that leads to the manor. It has some alligned pines to the left and to the right. - Added invisible collision boxes to all garden plants. No more ghost bushes, ghost small trees and ghost flowers. Thanks to this little trick, the garden has became much more realistic. Even if there's a collision, you're still able to harvest flowers! Finally, here's some new pics!!! "PANORAMIC MAP" SHOWING THE WATCH-TOWERS POSITION AND THE WATER POND (Since there are no lods, and since the Dohvakiin is very far away from the manor, a lot of objects might not be as they really are / a lot of objects won't show at all) http://dc543.4shared.com/img/DvrWHAUEba/s7/1477864a6c0/JJ__Map_of_Defensive_water_pon.jpg?async&rand=0.5787141293040445 EXTERIOR VIEW OF A WATCH TOWER (Those kind of spikes on the top of the tower are a tribute to Gothic III's Mora Sul towers) http://dc543.4shared.com/img/Y6uJzlRSba/s7/1477864c218/KK__Exterior_View_of_a_Watch_t.jpg?async&rand=0.8628984990024469 INTERIOR VIEW OF A WATCH TOWER (Those kind of spikes on the top of the tower are a tribute to Gothic III's Mora Sul towers) http://dc543.4shared.com/img/SWtuhBhOba/s7/1477864e158/LL__Interior_View_of_a_Watch_t.jpg?async&rand=0.7372082189183343 VERY LITTLE DRAWBRIDGE AREA IMPROVEMENT (You can also notice that I created a street that leads to the manor...it's on the far left of the pic) http://dc543.4shared.com/img/-FBsb5Mgce/s7/14778650098/MM__Drawbridge_-_Little_improv.jpg?async&rand=0.406697431214053 LANDSCAPED AREA BETWEEN THE WALL AND THE WATER POND - PIC #1 http://dc543.4shared.com/img/Suh8-xX1ba/s7/14778651bf0/NN__Exterior_part_of_the_manor.jpg?async&rand=0.7707243064391649 LANDSCAPED AREA BETWEEN THE WALL AND THE WATER POND - PIC #2 http://dc543.4shared.com/img/54wK3Bl0ce/s7/14778652f78/OO__Exterior_part_of_the_manor.jpg?async&rand=0.04437635449376254 LANDSCAPED AREA BETWEEN THE WALL AND THE WATER POND - PIC #3 http://dc543.4shared.com/img/QAly-u4fce/s7/14778654ad0/PP__Exterior_part_of_the_manor.jpg?async&rand=0.6247767200587704 SIMPLE SMALL WALKWAY ON THE BACK GARDEN AREA (it has been centered and it has been alligned with the house and the entrance gate) http://dc543.4shared.com/img/L6UE19Ptba/s7/14778656a10/QQ__Simple_small_walkway_in_th.jpg?async&rand=0.7980443018525288 Since I don't like double posting, should I have some updates, I will not post them until I see at least one reply to this post. PS: I'm not threatening anyone, but I think it's not a good idea to bump your own posts
  23. I taught this topic was becoming a dead one, so, thanks for your reply! Due to your reply, the Nexus Mod Official Topic is still alive! UPDATE: Since the last update, I did a lot of things. - Finished the garden walls (it has been a huge work, believe me!) - Created a tough and realistic entrance gate. Oil traps included, but only for aesthetical purposes. - Toke care about those two empty garden areas near the house (on the left there's a swimming pool, on the right there's a relax garden area) - Most streets have a draining system (remember...that's the house of a rich Redguard, so, the draining system is realistic) - Added a training dummy near the smithing area - Painted some grass near the interior wall border (it was a too much empty area) - Retextured the shrine of Satakal. Now it's blue, like a Gothic III Shrine of Beliar. In poor words, I finished the manor. Now I will proceed with landscaping (the most difficult and the longest part, in my opinion). Let's talk about landscaping around the manor surroundings... - All around the exterior part of the manor, there will be a circular hole full of water and (friendly) slaughterfishes. A great defensive enhancement that was also featured in some medieval castles. I think this is a cool idea, because that is the manor of a rich Redguard, and the manor is located far away in the wilderness (wilderness is a really dangerous place, expecially if you are very far away by the cities) - PARTIALLY DONE (only frontal hole) - A lot of pine trees will "surround the surroundings" - DONE (of course, I will also have to put trees in more distant cells) - The street that will lead to the manor will be a classical dirty street (I mean those white streets you can find in Skyrim...they are painted streets, so, they aren't built with static meshes) - DONE (but I must fix some things near the street's border) - Ok, this is not landscaping, but I'd like to replace the entrance gate: I think those movable spears are sooo ugly. My idea is to replace them with a real fortified iron gate. - DONE - The entrance gate will feature a working drawbridge (actually, I used the Whiterun drawbridge) DONE (but, at the moment, the gate doesn't work) POLL (1) Do you like the idea of a hole full of water and slautherfishes around the manor? (2) Do you like the new iron entrance gate? Or did you prefer the old movable spears? Here's some new pics!!!! HERE'S A PANORAMIC IMAGE OF THE DEFINITIVE VERSION OF THE MANOR INTERIOR AREA (Some objects - like some streets - are very far away from the Dovahkin, so, they might not look as they really are) http://dc615.4shared.com/img/B1BtGcOEba/s7/14745ec7c40/GG__The_manor_has_bee_finished.jpg?async&rand=0.7242461325470398 ENTRANCE GATE AREA FROM OUTSIDE (Those pipes are the terminal part of defensive hot-oil traps - for aesthetical purposes only) http://dc661.4shared.com/img/g0kXqEVAce/s7/14745ec5918/FF__Entrance_Gate_from_Outside.jpg?async&rand=0.024947518309719197 ENTRANCE GATE AREA FROM INSIDE (Those pipes and the cauldron are part of the defensive hot-oil trap - for aesthetical purposes only) http://dc615.4shared.com/img/v8dEJSA_ba/s7/14745ec39d8/EE__Entrance_Gate_from_Inside.jpg?async&rand=0.970422944288081 THAT WAS THE OLD EMPTY GARDEN AREA ON THE RIGHT http://dc661.4shared.com/img/RZf_d9shce/s7/14745eba568/AA__New_Garden_Area_on_the_Rig.jpg?async&rand=0.782003921254124 PARTICULAR NEAR ONE OF THE BENCHES http://dc615.4shared.com/img/nY--s7cRba/s7/14745ebcc78/BB__Particular_of_the_New_Gard.jpg?async&rand=0.786488188476959 THAT WAS THE OLD EMPTY GARDEN AREA ON THE LEFT http://dc615.4shared.com/img/4bvh1a1dce/s7/14745ebf770/CC__Swimming_Pool_Area_on_the_.jpg?async&rand=0.26228964834169854 SIT DOWN FURNITURE INCLUDED! (Do you remember of the panoramic furniture - 1st House of the Redguard project - ? Well...that's the same furniture!) http://dc661.4shared.com/img/3zdzBCz9ce/s7/14745ec1e80/DD__Swimming_Pool_-_Relax_furn.jpg?async&rand=0.8533119089817065 SHRINE OF SATAKAL - RETEXTURE http://dc342.4shared.com/img/4GI9Mysaba/s7/147173e5210/V__Shrine_of_Satakal_View.jpg?async&rand=0.4068047912505769 ENTRANCE GATE - NEWER VERSION pic #1 http://dc585.4shared.com/img/T_FNytvSce/s7/1475e97f5f8/HH__New_Gate_-_Image_1.jpg?async&rand=0.28825710610647903 ENTRANCE GATE - NEWER VERSION pic #2 http://dc585.4shared.com/img/wiMU8exfce/s7/1475e97cee8/II__New_Gate_-_Image_2.jpg?async&rand=0.08645034312403199 Since I don't like double posting, should I have some updates, I will not post them until I see at least one reply to this post. PS: I'm not threatening anyone, but I think it's not a good idea to bump your own posts.
  24. Hello! One month ago I started a new topic about my last Skyrim mod. Initially, I taught it was only an introduction topic (that's why it's named description and pre alpha images). However, I consider it an official mod topic, so I would like to rename it correctly The name should be House of the Redguard II - Official Mod Topic Is there any moderator that could handle that for me? Thanks in advance... Davide PS: of course, here's a link to my topic! http://forums.nexusmods.com/index.php?/topic/1788130-house-of-the-redguard-ii-project-description-with-preview-pre-alpha-images/
  25. Sorry for double posting, but I have some other images and I was unable to upload them to the same post, because I reached the maximum number of pics I could upload in that post! CLOSED BALCONIES FROM INSIDE http://dc541.4shared.com/img/2BNvLkpGba/s7/14702227f28/K__Closed_Balconies_From_Insid.jpg?async&rand=0.5849391536520574 OPENED BALCONIES FROM OUTSIDE http://dc541.4shared.com/img/WzeF1Hbuba/s7/14702228ae0/L__Opened_Balconies_From_Outsi.jpg?async&rand=0.5164840780279751 CLOSED BALCONIES FROM OUTSIDE http://dc541.4shared.com/img/LPCe53k1ce/s7/14702229e68/M__Closed_Balconies_From_Outsi.jpg?async&rand=0.7249727995474482 WARDROBE VIEW (the wardrobe is identical to the old one. I post a pic just in case you never had a look to the 1st House of the Redguard) http://dc541.4shared.com/img/A6e68r4vba/s7/1470222ae08/N__Wardrobe_Interior_View.jpg?async&rand=0.002513465229941003 INTERIOR AT NIGHT - LAMP OFF http://dc525.4shared.com/img/6zcfY9ztba/s7/14705e795a8/O__Interior_at_Night_-_Lamp_of.jpg?async&rand=0.5231161524375476 INTERIOR AT NIGHT - LAMP ON http://dc525.4shared.com/img/6wTZHKf_ba/s7/14705e77280/P__Interior_at_Night_-_Lamp_on.jpg?async&rand=0.728256033097011 Since I don't like double posting, should I have some updates, I will not post them until I see at least one reply to this post. PS: I'm not threatening anyone, but I think it's not a good idea to bump your own posts, expecially if no one cares about your work.
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