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Oblivious12

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Everything posted by Oblivious12

  1. Hey dude, you still looking for help? I've got a couple of voice actors I tap for my stuff. Just send me a script and some ideas of the personality types you're looking for. I'll toss you back the sound files necessary.
  2. Not on their own, no. It would require a team of modders.
  3. Most constructive. Because ENB is all postprocess... DX11 shaders are preprocess. it's the difference between fur looking volumetric and fuzzy versus it looking flat. I was essentially saying what throttlekitty went on to say. Just because DX11 has more advanced effects does not instantly make it look better. Skyrim is an ugly game with putrified colours and lighting - ENB Series has more impact on how "good" a scene looks than DX11 effects would. All I want is fuzzy fur T.T
  4. Most constructive. Because ENB is all postprocess... DX11 shaders are preprocess. it's the difference between fur looking volumetric and fuzzy versus it looking flat.
  5. So, we've got ENB, which is great, don't get me wrong, but it still has one major flaw that irritates me no end: It's directX9. Matter of fact, the entire game is in DirectX9. DirectX11 has been out for a while now, and game developers still won't use it, despite the beautiful 3D modeling you can get using it. Everything from mobile hair, to realistic fur, (fur that looks soft and fuzzy instead of like it's dirty and covered in god-knows-what), and a whole lot more. So my question is, why haven't any of us modders done any work to push skyrim into DX10 or 11? Realisticly, it's not only a lot more resource-efficient from a computer standpoint, and it would not take that great an amount of fiddling to modify Oblivion's graphics engine to be in DX11, and even less to put it into DX10. So... please? Can some team of coders out there have pity on a tech junky and add DX10/11 rendering to skyrim? I'll even happily do all the paperwork, organizing, whatever!
  6. Hey people, I've got something that REALLY bugs me about the Imperial Legion armor in this game - It's terrible! There is no protection for the vital areas of the elbows, and knees, and It's got to be cold as hell... Could I get some kind Modeler to make something that is A) winterized, B) more protective, and C) doesn't bring images of men in kilts who don't wear underwear to my mind. (Seriously, I can't take anyone in Imperial legion armor seriously anymore! ><) Sadly, I have the modeling skills of say, a retarded psyduck, and thus can't do it. I can provide drawings though! (but tbh, I'd prefer to see your ideas first) I know the Prometheus Heavy Imperial Armor mod addresses it somewhat with pants and a fur cape, but... Those pants are very protective. You'll probably lynch me for this, but I rather liked Oblivion's Imperial Legion Armor... >.>
  7. So a suggestion for the daedric armor - Normally I'm a HUGE realism nazi, but in this case, I'll make an exception - I imagine daedric armor would curl up and around the woman's body like serpents, starting at the arms, and spreading out, meeting to switch sides at the hips and waist, and then snaking down the legs and the heads forming the soles of the boots, all the while cruel spikes and scales potruding from the outer edges of the serpentine armor poking outwards. The whole armor would dare someone to try and get close enough to touch the woman's exposed skin, but would promise pain to all that attempt. Even the serpentine tendrils covering the body are covered with dearly barbs. The midriff is slightly exposed, but most every intimate area is covered by the tendrils of the armor, which snake around every intimate curve, and at the extremes of the armor, the tendrils fuse and solidify into platelike coverings that slide over each other smoothly. (arms, upper torso, lower legs are covered in this way). The tendrils slide over each other exposing the barest hint of flesh yet still protecting it from the slings and arrows of outrageous fortune. This armor is unique to the wearer, and once put on, never comes off, the tendrils instead sliding away into the recesses of the armors plate at the wearers command. The back of the armor are cruel plates embedded into the wearers spine, with chain mail stretched between the slithering tendrils that weave around these plates. There are also plates dug into the shoulder blades of the wearer, that look like they might move as if to open and allow dragonesque wings to sprout. This would be called the Battle plate of the Succubus. It's designed to tantalize and distract one's foe while still keeping the wearers body protected. Also, I swear to god, if there is a bikini top or bottom anywhere in the model, I'm going to kill all of you. (seriously, try something a little more original) Sadly, I am no modeler, and my skills at drawing are not high enough to do this myself, but I am more than willing to work with anyone who will help me see this armor realized.
  8. Ugh... Well I'd love to say I was getting back to work on my mod, but.... I'm not. The files I used to put this mod together in the first place are gone, and have been since my computer failed last fall. Furthermore, I simply don't have the free time to do it anymore. I will accept and upload anything you people want to do to finish this mod, but I cannot do any more work on it. Consider it one of the hazards of preparing for graduation, and getting into college. Peace, Oblivious12
  9. Ok, I'm gonna go back to working on my mod once the holiday season is over, and things have settled down. For now, I can only promise that your patience WILL pay off! peace, Oblivious12
  10. ah. Ok its been a looooong time since I've even sat down at my computer, and I rebuilt it from scratch, and haven't transfered all my files over yet. however, I cannot do any work on this mod until after the holiday season is over. If worst comes to worst, not till NEXT summer ::dizzy spell::
  11. Ok, I'll go get those. However, I have OBMM, but It won't work on my comp. I still have to go get .net framework 2.0. I also have blender, have tried gimp, and abandoned it in favor of Photoshop CS2, however, I shall get the rest. But the sarcastic comment I could do without.
  12. Wyre Bash? Never heard of it. However, the computer I'm doing the mod on isn't stable, and while I've got it backed up elsewhere, oblivion won't run on my laptop, so installing oblivion and CS on this comp would be worthless, as while I could work on the mod, I couldn't test it.
  13. Ive started back on working, beginning to finish the treasury, and dungeons, then I'll put the barracks together.
  14. ugh. Had to stop AGAIN because Oblivion is still acting strange... I've already ruled out it being my mod, and I have no other mods installed now, so I'm confused.
  15. I know. I'm not posting the mod again until 0.5, and after that, not until 1.0. And thank you for your help with the door script, I got them working now. I've been focusing on the Substructure Areas, and have come up with an idea for something like a "Sunken Village" Beneath battlehorn, but its just an Idea. right now its just the Forgotten lake area. However, Soon I will get back to work on the Treasury, finishing it out (lighting is done) by adding furniture, containers, and items. then I will finish out the Dungeon(add bedrolls, clutter, and such to the cells as well as a jailor), before I will add the barracks. However, I might possibly switch around the area order, so as to promote an intelligent building design. Instead of: Great Hall -> Dungeon -> Armory -> Treasury\ Dungeon -> Substructure, I will make it like so: Great Hall -> Barracks -> 1 Dungeon, 2 Armory -> 1 Substructure, 2 Treasury. This will make it follow a more logical order, as well as making it so that when a prisoner escapes, they can't arm themselves in the armory, and then rush right out of the castle, taking the valuables from the treasury with them. However, This will require the Dungeon and the treasury areas to be slightly modified. I am debating the addition of a library area and guest rooms, but finding a place for them will be a tad bit difficult, although i am sure the area near the front of the castle on the top floor would suit this purpose just fine. (it is unused, so it would be perfect, while still remaining within the confines of the castle exterior.) I will now post, for the first time, the entirety of what will and won't be in this mod: Barracks, with an additional five to six men, fully scheduled, with dialog and the same follow script as the original battlehorn Castle Men-At-Arms. Library, with plenty of space for books, and a few books already on the shelves, as well as (possibly) a librarian NPC scripted to find books on the shelf for you and put them away (will take some scripting) Guest Rooms, (a total of three) with a maid for such East, West, North-East, and South-west towers, fully integrated into the design of the castle, with archers stationed at each (four for each tower is my current thinking, may reduce it to two.) Dungeons, complete with jailor(scheduled and (possibly, and highly unlikely) scripted to allow you to take, release, or visit prisoners in your dungeon) and Prisoners (possible, again, and unlikely) Armory, with full sets of steel, Iron, Leather, and Chainmail, as well as fine steel Weapons, and plenty of room for you to store your weapons and armor. Treasury, with open chests for metallic and gem treasure storage, display cases, tables, pedestals, Chests, and pedestals to display armor (Reznod's Armor Mannequins comes highly recommended) Expansive Castle Substructure, complete with goblins, rats, secret tunnels that lead to hidden escape routes from the castle, an a subterranean tunnel network, as well as (possible, and VERY likely, as I've already started on it) A hidden area known as the "Sunken Village", an abandoned (for now, may revisit it later), flooded town that was built deep below the surface. And of course, all of this will be integrated into the existing item scripts (the ones you use when you buy the receipts for the furnishings, that puts the furnishings in, except in some areas it will add the Areas themselves as well, labeled "Expansions". The Dungeon, Expanded Barracks, Treasury, Armory, Guest Rooms, All new towers, and the Library will fall under this Category) Please note that for now, only the ones that are not listed as (Possible) will be done. Any of those may or may not be added later, and only a few of them will, if any. If you wish to help me with this mod, then simply email me at: [email protected] I need people who are good at the following: -Scripting (I can do basic scripts, and modify existing ones, but creating my own I'm afraid I'm not very good at.) -Quest Scripts (I haven't the slightest clue how these work) -Dialog (Again, haven't the slightest clue, and while I can come up with some pretty good lines of dialog, actually putting them into the game is a bit of a problem, as I don't fully understand the scripting behind Oblivion's game engine.) Anyone who renders Direct (i.e. they do actual work on the mod itself, not just answering questions) help on the mod will get full mention in the credits for their work as a co-author of the mod. Once again, thank you for your support, and keep the comments coming!
  16. Oblivion is stabilized, and work on the mod will resume.
  17. Well, I've Almost got the clean Install done, but I'm still not so sure about it...
  18. Alright, I've run into another problem with Oblivion, SO I'm going to have to revert to a clean install again. ::sigh:: This Time, however, I'm going to ensure I do it RIGHT.
  19. I'm going to continue moving forward with the mod, and expect 0.4 to be out sometime next week. In the meantime, I would appreciate your comments, critiques, and suggestions. However, I have a few questions: How do I get the Secret door script to work? Its rejecting the object Ref.
  20. Hey! We're up to 0.3 Alpha now, and I'm posting what I've got so far onto the site. I will continue to post as the version advances. Mod download can be found here: http://tesnexus.com/downloads/file.php?id=16535 The name is Battlehorn Castle Improved. Please go, download, take a look at it, and tell me what you think. And don't forget to rate! I will add pictures later.
  21. Thanks Bben46,I managed to fix those errors, and at this moment it is stable, and I haven't found anymore bugs so far. I'm testing it as I go. However, I do have a question, how can I get secret passages to work? I tried using a modified version of the original secret passage script, but it wouldn''t accept the object ref I put in in place of the old one (and yes I used a valid ref), and says only ObjectRefs and Reference Variables are allowed in this Context". Any suggestions? And I don't know how to modify dialog or AI Paths, so I Haven't messed with them. For now I'm trying to get the areas and NPCs Up and working completely by 0.5 Beta. The last couple of releases until the full release (v1.0) will be spent with quests, dialog, and back story.
  22. Ok, We're up to 0.2 alpha, sorry I haven't posted in a while, I ran into some problems with Oblivion and have spent the last two weeks fixing oblivion (Several mods I had installed went nova on me and had to be removed, and reinstalling oblivion is not on the top of my list for things I wanna do), mainly fixing several terrain Geometry holes that have been randomly appearing, and stopping my game from going berserk when I Fast Travel(None of the custom content shows up and oblivion says all the save games are corrupt and I have to restart oblivion). However, I have been working on fixing the problem with the Castle Portcullis, and believe I have found the cause: The attacking marauders I added have a Find AI Package, with the portcullis as the target. So as soon as Oblivion is back to being stable again I'll fix it. However, New with 0.2 alpha: A new Name! The Name is now "Battlehorn Castle Improved" and yes, I'm aware of a similar mod Called Battlehorn Castle enhanced. Fixed a bug where going through one of the doors sent you to the Imperial City Sewers (one of the non-teleport doors, oddly enough, the door would open, and you walk through, and poof! you get a loading screen and your in the sewers!) The Armory Area is completely lit Note: Past this point I will be doing a lot of work on it at once, and the version will jump from 0.2 Alpha to 0.5 Beta, as the majority of the work will be done in the next week, as I am currently on spring break. As of now, Which I am calling 0.3 Alpha, I've got the Armory Complete, and Have fixed the bug that caused the portcullis to not work, as well as a freak bug that caused oblivion to duplicate EVERYTHING, marauders, guards, castle, and quest. I've fixed this FOR NOW, I'm going to have to disable the quests and all the extraneous crap that is not modified in my mod so you can run it with the original battlehorn, thus ensuring that you have to have battlehorn castle for it to work. However, at this point, I'm pretty sure that without the Battlehorn .bsa file you won't see much of anything anyways. Anyway, coming up in 0.5 Beta: I will put in the Treasury\vaults and Castle substructure I'll add NPCs to the Dungeon, along with a few minor structural changes, namely a small increase in the size of the Prison Barracks Make the Secret doors in the dungeon work, which begs the question, Anyone know how I can do that? I tried using existing scripts, but it wouldn't accept the new object refs for the new doors, saying the ref IDs weren't Valid. If I can't get them to work by 0.5 Beta, I will remove them and leave the passages open for now. Also debating moving around the room arrangement, perhaps having the barracks before the dungeon, with the armory off the barracks, and the dungeon beyond the barracks, as opposed to have the dungeon lead to the Armory, and substructure, and barracks, and from the armory to the Treasury. Add AI Paths, which brings up another question: How do I do that? Once I am up to 0.5 I will post the mod on this site. Alright, thanks for the Support!
  23. Ok, I've been working on it some more, and I've run into another problem: I added a group of marauders that will randomly attack the castle, and I set their AI packages to find and the target for find to be the Battlehorn portcullis. Only one problem now: The portcullis doesn't work. Neither the switch nor using the portcullis works anymore, and I checked the linkage between the two, the open scripts, and compared it to the original, and couldn't find any reason why its not working. Does using a find package on a door make it not work? Oh yes, and I've added lighting to the dungeon, and linked it to the other two areas its connected to (the armory and the substructure), and hashed out the basic area for the armory, added opening doors to the dungeon, finished all the prison cell doors (they all work now) added lighting, and begun adding clutter. at this moment I've added a table and chair to the front office area of the dungeons, and a bed to the dungeon mini-barrack (for the jailer), and fixed a minor problem with the door archways (They all were flat-topped, and left a large gap between they're top and the arched ceiling). The current version is 0.11. Thanks for the support, later.
  24. Battlehorn Castle IS required for this mod, as without the .bsa\textures and meshes, nothing will be there. However, here is an update: as of now: I have added the basic area of the new battlehorn Dungeons, East and West Towers are complete and fully functional (fixed a problem where if you entered from the battlements you'd be stuck in the geometry and fixed the doors), I have made a modification to the Musuem Area, adding display cases, four pedestals for the armor displays I'm working on, and i've linked the dungeon area to the rest of the castle. I've also added a stableboy, with complete AI package, and a castle steward. The steward still needs an AI package, and dialouge, as does the stableboy, but I have tested it, and so far haven't found any errors. Next up: I will be completing the Dungeons, and linking it to the new Armory as soon as that area is complete, and I have added to the dungeons a set of secret passages that will lead to the future Castle Substructure.(Castle Substructure refers to the very foundations of the castle) After the dungeon is complete the next on the list is the castle Substructure, a maze of tunnels that wind through the foundations of the castle. I'm debating on adding a secret exit to the castle, one that goes through the castle substructure. Also I have been working on adding a markerless quest to learn the fates of the Knights of the True Horn that left or died over the years. That of course, is just an idea. However, I have the basic design of the substructure worked out in my head, and the dungeon only requires lighting and clutter. I do have another question though. How would I script a secret passage. I looked at the ones the original battlehorn Castle used, and attempted to alter a copy of them to open a DIFFERENT secret door (I have created the ref using the original doors as a template), but it keeps giving me a syntax error: Syntax error, must use a reference or reference variable for this type. Any suggestions? And thank you for the information on the KotN armor stand, I'll have a look at it and try and create my own as quickly as possible; although this means I'm going to have to either find a way to make it display any armor OR decide which armors I want to display. I'll figure it out though. Currently the Barracks have been shifted to the bottom of the list until I get better at scripting AI packages. However, I should soon have an alpha version of this mod Posted on TESNexus. Also as of now I'm keeping track of the Version. The Current version is now 0.1 alpha. Thanks for the support guys, Oblivious12
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