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Everything posted by Arcky
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Over 4 years now! We recently got nominated for ModDB's Upcoming Mod of the Year, which is a great thing :D Updated the thread to be a bit more up-to-date. We're approaching the finish line! Click here to vote, we'd really appreciate it!
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The latest trailer for Lordbound is out! Providing a glimpse of the world we built and giving you a hint on what's to come. Made possible by the wonderful, talented individuals who joined us over the years :)
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We're currently looking for writers who can help us out write character dialogue and interactions :cool: If anyone know anyone who might be willing to help out, feel free to post or send me a PM! We've got a lot of voice actors on standby that we're looking to give some minor roles to in order to flesh out the valley of Druadach :D
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Our February update is live on ModDB, detailing our production in the past month. From our new audio pipeline, to main storyline progress and a sneak peek at our new interior and exterior areas :)
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We put up our voice actor auditions a few days ago! So if you're interested, please take a look and send us a message ;)
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We recently released our voice actor auditions for Lordbound, our upcoming expansion-sized mod for Skyrim. Send me a message or join us on Discord if you're interested and if you've got a good quality setup :smile:
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If there's any Quest Designers/Level Designers/Voice Actors out there, feel free to poke me! We could really use your help :smile: P.S. If you're a voice actor who contacted me, we'll be having auditions pretty soon - so we'll poke you when it's time :D
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State of the Mod - January 2017 (as posted on ModDB) Rejoice for 2017 has arrived, the year where we'll finally be able to release the fruits of our labor. That's right, Lordbound will be released somewhere later this year. Our quests are coming along quite well, as the majority of the main quest has become playable. For now, our focus has switched to the faction storylines, to ensure that we can wrap up the main story in the most satisfying way possible. We don't want to spoil everything, but here's a look at a colored map of the Druadach Valley - the region between High Rock and Skyrim that you'll be exploring in Lordbound. The majority of exterior locations are done at this point and are receiving detail passes, breathing life into our world through items, art, and NPCs. While SSE hasn't been confirmed yet, we have been running some tests to determine whether it's feasible, resulting in some great screenshots. And to top this January update off, here's another one of our latest tracks. As always, we're still looking for level designers, modelers/kitbashers, voice actors, and composers to contribute to the project. The sooner we get more help, the sooner we can release this mod - so if you're interested in helping out then please send us a message, along with some samples of your work. Be sure to follow our progress on ModDB for our latest updates!
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Hah, will definitely do so soon! Found you a while ago and had you on my list for a year now I think :smile:
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Had a post about a year ago, but it didn't seem to gain any traction and comments compared to the Nexus Forums :( But might update it in the future - and will definitely update once we're getting closer to release.
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For those who missed out on our ModDB update :smile: http://media.moddb.com/images/members/4/3338/3337710/profile/20161017112055_1.jpg http://media.moddb.com/images/members/4/3338/3337710/profile/20161017110731_1.jpg http://media.moddb.com/images/members/4/3338/3337710/profile/20161017112348_1.jpg http://media.moddb.com/images/members/4/3338/3337710/profile/20161004034415_1.jpg
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Glad you're hyped for this! We'd love to have more custom helm/armor variants, but unfortunately lack the artists/kitbashers to produce them for us :( So no, not at the moment.
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00:00 - 00:09 is taken from Shadows and Echoes from Skyrim's soundtrack. The rest is indeed original material for the mod :smile: We're making good progress, as all the main quests are about halfway done at this point (as in actually playable from start to finish). Future work is already outlined, and only the details of the quests need to be finalized once we get there. The main worldspace is done when it comes to territory, so we're currently focusing on detailing the major locations for the mod, as well as general landscaping. Almost all major locations have received a good detailing pass at this stage. It's still going to take a while to polish everything up to the standard we want (and could possibly bleed into early 2017 territory), since we're not quite sure how long it's going to take for all the writing and voice acting to be finalized. Could take a month or two, or maybe even longer. All in all, we're getting there :smile: Maybe not as fast as we thought, but we're getting there.
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1. I believe that nothing's been said regarding any additional features to the Special Edition CK outside of the Publish feature for Bethesda.Net. The CK's rendering is likely to match the revamped one found in-game, though I wouldn't be surprised if it wasn't. 2. I think it's likely that the plug-ins work immediately as long as they're not using SKSE. Either way, it won't require much effort. 3. I can't speak for Nexus, but I think nothing is going to change as both are likely to be identical in file format. 4. I think it's safe to say that they'll look even better :smile:
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Thanks Don :smile: We've got plenty of energy since we got featured by Brodual. Pretty great to actually be on the radar of people.
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Well, your characters can't always know the player's intent. In this case (considering that sarcasm is a factor), they could be either receptive to the compliment, or reject it due to the potential of sarcasm. If either of those responses doesn't match what the player intended, that isn't necessarily a bad thing. Players are smart and can interpret it as NPCs being oblivious or defensive. Personally, I keep my dialogue options as neutral and clear as possible. I believe it's not up to me to project what I think the player character should behave/feel like at that moment, and merely provide shells in which they can do it themselves. In the end, it's up to you to decide what you find more fitting for your mod, but this is my preferred method.
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Got a question regarding Specific References (aka Forced References). Do they remain persistent after a quest has ended, or not? Creation Kit wiki isn't really clear about this. ...So I suppose the references are purged once a quest has ended?
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Been a while since we posted an update, since we're delving into spoiler territory when it comes to content/area creation, but we do have other work we'd like to show :D Or, hear, in this case.
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This thread makes me want to become an alcoholic. In a good way that is.
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Will there be additional Modbuddy templates in the future? I'm starting to look into creating a custom Soldier class, and I think that a lot of people are as well. Are there a lot of things you need to tweak in order to pull it off? On a sidenote, for some reason I can't boot the XCOM 2 editor or publish the mod. It gave the error that it couldn't find part of the path, so I changed it, but now it still simply won't boot. EDIT: Ah, nvm. Saw your explanation on a different thread :)
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Nice progress! Really like the mesh. Looking forward to see the fruits of your labor :smile:
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Thanks for the comments guys :) Reaction overall seems to be more positive than skeptical. Yep, still looking for folks. Send me a PM when you have the time to discuss things :)
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We'll try our best to reinforce that sense of consequence. It may not make things drastically different, or be apparent at first, but I hope that in the end you'll have had a few moments of conflict and the feeling that things played out the way they did because of your decisions. Thanks for the heads-up, I'll look into it at some point in the near future. Gotta focus on getting some of the quests implemented, or else it'll never get finished :p Most of our locations have some form of background written before we decide to build them, so expect to see some books on them :) That and we have a timeline of events to draw from, so expect a few books on the history of the valley and its inhabitants. Also, it's been a while since we've published an update, so expect a trailer soon :D