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erehwonnz

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Everything posted by erehwonnz

  1. Just dropping in to say that I appreciate the hard work you've put into trying to get your project uploaded. Also, I'm really loving some of the details that I can see in the videos you linked above. The notion that Skyrim will again have nooks and unknowns to explore, that I can wander into a city and not be quite sure what I will find, is brilliant. And some of the details click so perfectly--you've done a great job from what I can see in bringing a historical and cultural resonance to your project. Good luck in getting it sorted, and please, sleeeeeep. :)
  2. I have to say, I'm looking forward greatly to this project. I plan to restart Skyrim soon and everything you've said and shared makes me more intrigued. Thank you for all of your hard work. To this concept in particular, I really appreciate the idea of bringing historical precedent into this world. The Gods aspect sounds really compelling.
  3. Thank you for your kind words :smile: The first iteration will sadly not include any dialogue, any quests, or any guild quest-lines. I will try and add as many quests and guild-lines patch-wise and as often as I can, but they will not be included in the first iteration and there may be some downtime after the first release where I will go through a learning curve of implementing it. I hope this reply does not disappoint you, and that you will try out and enjoy the mod when it is released :smile: Not disappointing at all! I look forward to following your work, and good luck. :)
  4. I don't know how I haven't seen this project until now, but this looks really exciting. I love the aesthetic you're going for. It has a historical vibe that offers precisely the kind of reimagining of Skyrim that I've been hoping to see, and I love that you're thought through the logic of each place, such as the buildings like those in Dawnstar. I see above that you have a timeline for completion of the physical part of the mod, with the voice acting and quests coming later. Out of curiosity (and please forgive me if I missed this in the thread), will the guilds or new NPCs/written dialogue be present in the first release, but not quests and voiced dialogue, or will it primarily be the physical buildings? Either way, I'm thrilled to have found this project. I'm angling for at least one more play-through of Skyrim, and I think it might be worth it to wait for your release--this is just too cool to pass up! I look forward to seeing what you do.
  5. An update to this: I did figure out the issue, in case anyone stumbles on this with a similar question eventually. It seems that it's best to toggle the sea level on Oscape until it looks appropriate, and then rerun TESAnnwyn with the change in level applied. Seems to avoid a lot of hassle to simply get the land level right out of the door. If anyone has any further input, I have a follow-up question to this. I have my landmass and water working, as well as appropriate LODs. What I don't seem to have is working map markers, either on the map or on the compass. Anyone have any ideas why that would be? They work in the Tamriel worldspace but not in mine. I have the arrow that shows my current location but no other markers, not even the location marker that you can typically walk toward. Also, my cloud cover on the map is terrible and even in game the landscape is exceptionally hazy. Thoughts about addressing that? Thanks again.
  6. Hi all. The great quest to make a new worldspace continues. I've made my heightmap, processed it with TESAnnwyn, output it as an .ESM, and want to test that I can get a basic world LOD working before I do anything else in the worldspace. Currently, I'm simply using the default land texture. When I move through the world, however, I get the infamous purple distance terrain, and I can't seem to troubleshoot it away. When I check my textures, I get normal maps that look great but dark grey blank texture images. I'm working with Oscape. Before running Oscape, I set up my TGATextures, etc. But when I preview the worldspace, I get this: http://i60.tinypic.com/w9uw09.png Which I'm assuming is a sign that something is wrong, but I don't know what it means for me. Checked widely across various forums and can't find a solution. Does anyone have any suggestions for what I should try next? I'm hoping it's a very silly error. But I'm not sure where to go from here. Thanks in advance.
  7. Hey everyone! Recently, I've been impressed with some of the environmental overhauls out there, especially those that give the province of Skyrim a snowy makeover. I am afraid heavy snow everywhere might be a little much for me on an extended playthrough, unfortunately. I seem to recall a mod that gave light snows, dustings of snow, and mild flurries in the southerly reaches of Skyrim but not Winterhold-style snowcover or storms. Looking through the weather mods out there, however, I'm not sure which one that might have been, or if such a mod still exists. After hundreds and hundreds of mods making their way through one's load order, it's sometimes hard to remember. :)
  8. I just want to say that I've been following this thread with interest and curiosity--this is a great idea and one that promotes a natural-ness missing from the vanilla game. Great idea!
  9. Thanks, I'll check that. I don't currently have that mod installed, though--it's a totally clean install. I'll try reinstalling it and seeing if maybe I can control the icon. How strange!
  10. Well, there is the IMGUR link. :blush: At any rate, thanks for the feedback, both of you! I have in fact removed the interface folder, reinstalled SkyUI, and still it (and its ten or so friends) remain. Might have something to do with a corpse mod, although I think the issue showed up before I installed one. Hm... But I appreciate it. It's a puzzling situation.
  11. Sorry to post again. Anyone with suggestions? I've found out a couple things: for one, it doesn't appear if I don't use SkyUI, but that also doesn't narrow things down too much, given how many mods make use of MCM. It also seems to "jump" from mod to mod--it will disappear when I turn a specific mod off in one instance, and it won't disappear when I try turning it off again. Alternately, it will disappear when I turn different mods off. I've reinstalled everything but it remains, often as a set of about ten tiny gold icons with zeros on them (but not always). But consistently the gold icon. Thoughts? It would be nice to know what program this icon belongs to so that I could troubleshoot. Surely someone recognizes it?
  12. Yes--sorry. I realize the difficulty that would introduce. :smile: It didn't work properly the first time. My apologies. EDIT: And a better look in context. http://imgur.com/Wc7Rql6
  13. Hey folks. I recently reinstalled Skyrim and a bunch of mods, only to find this icon appearing on my screen, sometimes as a single icon and sometimes as a row of icons. It only appears when I draw a weapon or turn rapidly in place--and I can't pin it to one mod. I've tried disabling each of my mods in turn--it shows up randomly and never with the same mod twice. I've tried wiping Skyrim through Steam and My Games and reinstalled mod by mod. It still shows up randomly. I've verified my game catch, thrown away my save games, tried a vanilla playthrough without any mods whatsoever, and still it shows up. I've tried different mods, but it haunts my every move. I've spent hours on this and cannot make it disappear, cannot link it to any one mod, and don't know what it means. (WHAT DOES IT MEAN?) Can someone help me out here? Thank you thank you thank you to anyone who can release me from this spell. EDIT: IMGUR link is a full screen view. Attached file is a close up. http://imgur.com/Wc7Rql6
  14. I hate to bump this, but anyone have any ideas? I'm stuck at a standstill with this project, unfortunately, until I can sort this--any suggestions or advice would be greatly appreciated.
  15. At the risk of beating a dead horse... :blush: I've made a height map. I've loaded it as an .esp in the CK. I can get out and run around on the landmass in Skyrim itself. But I have two significant and maybe related problems: 1. Almost everything is underwater. Every tutorial I read has different recommendations for height settings in TESAnnwyn, so is there a generally accepted one? I've tried changing land/water height in the Worldspaces dialogue in the CK and...absolutely nothing happens. I'm failing here--but why? 2. Region generation does not work. At all. I get something on the order of 5654574 objects that did not generate due to height. This is true in my worldspace as well as in tests I've done with a couple of the modders' resource worldspaces available on the Nexus. And those ones are not mostly underwater. Still, nothing generates at all. Anybody know where I'm going oh, so wrong? Because I'd love to stop staring at shiny water over my head and a barren landscape. :laugh:
  16. Thanks for your reply. I'd visited the Hoddminir page but hadn't seen the videos. Thank you. Seeing the process is mightly helpful. I'll have to do a bit more investigating about the alternate worldspace start--this gives me something to focus on, though! Thanks! :)
  17. Any feedback? I guess I'm seeking the best way to have a character simply load into a new worldspace at start--maybe my question above isn't quite right? Will having multiple worldspaces complicate things?
  18. Hi all, I'm working on a personal project using Skyrim's engine. The idea is to create a new worldspace (linked worldspaces, I expect) with a separate identity from Skyrim--that is, not set in Skyrim's universe. I've found many good tutorials out there for most of the modding process, and I feel comfortable modeling and texturing landscapes, scripting quests, painting and generated heightmaps (though I'm trying to sort out some glitchiness--tears and such), and so on--but what I don't quite grasp and what I can't find any information on is setting up a worldspace not linked to Skyrim. I understand that a clean master and version control are involved, but figuring out how one goes about setting a new worldspace as a default space into which a character loads at the start of the game isn't something I seem to be able to find anywhere. It's very possible that I just don't have the language in my brain to describe this, being a relative novice, and thus cannot find the relevant material, so any help would be appreciated. This project is personal in that it's meant to realize a gamespace my father has thought about for a very long time, and it means something with me to at least have a go at fulfilling that. A gift, if you will. Thanks in advance!
  19. Hey all. New guy here--just beginning to get into modding for Oblivion and 3D modeling. I'm hoping that someone out there can point me to what I assume is a very simply, totally newbie mistake I'm making. I'm trying to add collision to a static object in 3ds Max 2012 (for the functionality with Niftools). (I tried Blender but found 3ds more intuitive). Now, I'm not sure if this is the right move in itself--my static object is a custom building, and from what I've read in some places, it's best to add collision in the CS rather than in a 3D program. At any rate, it seems more streamlined to build collision before importing something into the CS, but then--there you go, I'm new to this and have only the collected wisdom of the ancients internet to guide me. But my big question, the question I've been trying to find an answer to online without success, is why I can't seem to be able to click the "Add" button and add a mesh to the "Proxied Collision Meshes" box, as seen here following the addition of the helper bhkCollProxy. http://niftools.sourceforge.net/wiki/3ds_Max/Guides/Collision_Example_1 I've tried and tried (even with very simply shapes), and I'm sure I'm missing something, but no matter what I do, there doesn't appear to be a way to click that button or add a mesh to the box. Help out a newbie? :smile: Or suggest a better strategy for building for Oblivion? Thanks ahead of time!
  20. Anyone? I'm pretty baffled about this. Done many a clean install to no avail...
  21. Thanks for the response. Sorry for not replying sooner--I've been away from here for a little while. I took the steps you recommended and found that my memory was set to 2/4 GB. I tried increasing it, but I saw no change. Skyrim freezes and jitters when panning no matter what I do. I didn't see if Skyrim was set as a 3D app--any advice on where to set/check that?
  22. Thanks for the responses! I've actually deleted every file and reinstalled Skyrim a couple times without results. I'm only using 1024-ish textures, for what it's worth. Same results each time. One thing I did notice--and should probably have noticed previously--is that my fan doesn't seem to ever pick up speed, even if I manually set it to a higher speed. Unless it's the quietest fan in the universe, something doesn't seem right. At the same time, my system maintains 70-80 degrees F at peak usage, 30 F at least. I do note that the issue is reduced by lowering distant textures; however, given my system I'd like to be able to make fewer compromises--not running on ultra, not using high-res textures, not using ENBs, etc. Hmm...
  23. So, here's the story. I've been playing Skyrim since it came out, but I upgraded my hardware about a year ago to take advantage of the beauty of the game that modding makes possible. I installed an Asus GeForce GTX 670 on my machine and went off about my questing. The only annoyance was a persistent FPS drop when panning quickly in both indoor and outdoor spaces. I tried the usual suggestions, such as running the game in windowed mode and toggling VSync--to no avail. My framerate drops from 55/60 to 1/2 every time I look around. Eventually, I assumed this had something to do with the hundred or so mods I'm running and decided to live with it. However, a friend of mine recently build a computer with precisely the same parts as mine, except that he installed a GTX 660 rather than a 670 and 8 rather than 16 GB of memory. He installed precisely the same mods as me, except that he added about ten more and chose the ultra high textures rather than the "lite" versions I chose. And on his machine, with a lower graphics card, less memory, and higher-res textures, on Ultra mode (I run mine on High) and running an ENB (my machine cannot in any event sustain even resource-light ENBs) his game runs beautifully, with nary an FPS drop. What am I missing? Do I have any options? I was content with how things were, but now I feel like I might be missing something critical. If it's useful, some parts: Intel Core i7-3770K 3.5Hz Quad-Core ASRock Z77Extreme 16GB Ares Series DDR3 memory Samsung 830 128GB SSD Seagate Barracuda 1TB 3.5" 7200RPM internal hard drive Asus GeForce GTX 670 4GB Any sugestions? I'm at a loss here. Thanks for any feedback you might have!
  24. Wow, folks. Thanks for the detailed and insightful responses! I'm learning a lot in this thread, and it makes me even happier that I discovered this place. :thumbsup:
  25. Interesting! :thumbsup: Thanks for the responses, folks. Seems like, as you say, BeyondTom, there's a lot of diversity in how people get to respond in a place like the Nexus. Is it fair to say that the variety of ways to be part of the process encourages people to be involved? Really cool. gasti89, I like how you describe it as a giant team. And I have to say that half the fun as a user of the game is discovering what wonderful creations are out there on the site--I can imagine that discovering new features in the CK is even cooler. David, interesting response! It seems like there's a creative and communal spirit in the technical process that isn't necessarily 'there' in the game but becomes part of it through a place like the Nexus. It sounds like the Nexus works because it offers freedom as well as guidance from moderators--a healthy place to be! Thanks, folks. Really, really great to hear from you. And I'd love to hear more from anyone who has a thought to add. :biggrin:
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