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Artparker

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Posts posted by Artparker

  1. Hiya. Been lurking on this mod. In this new year, how's the progress now? :D

    Well to be honest...it's kinda stopped progressing, it needs help from someone who can take it over. I made the town, it's been orgranized by two different modders because I don't have the experience to manage all the files. It's sad really, because a ton of work has gone into it...I'm just about ready to say it needs to be released as is, incomplete to perhaps attract modders to complete it!

     

    The mod could be done actually if we just simplified what was left I suppose.

  2. Hi guys, sorry I haven't been active for a while but I've been working on the mod making quests and such. But I really need people to make some more interiors. We already have a brilliant skomma den made by BluePiano and the Hookers and Horkers made but we need now: the barracks, the underground market, the pirate loot storage and the bone crusher ganghouse to be made. Any new people are welcome! Make sure to mainly use the riften tool kit.

    Alright I've got time today to work on something...I'm gonna do the Underground Market, since that is the biggest thing that needs accomplishing. Good thing it's a rainy day....

  3.  

    You must not know how to game as a role player.

    Well that was a cheap shot...

     

    Aside from that...my post wasn't about 'interesting locations,' it's about a lack of atmosphere, a lack of desert expanse that creates 'interesting needs' and 'dynamics' such as "now I have a reason to carry 28 bottles of Sunset Sarsaparilla.

    We all have different opinions about atmosphere, just because Drithius's view isn't the same as yours doesn't make it wrong (any more than *you* are wrong because your vision is different from Obsidian's), that's very myopic. Maybe a bit of tolerance rather than assuming what you want is what everybody wants.

     

    In regard to desert expanse, there are technical reasons why it becomes more difficult to have huge worldspaces (LOD for instance). Similarly larger populations (a lot of NPCs in a cell) can cause a hit on lower end machines (and sometimes even higher end ones).

     

    Alright, perhaps I used a universal statement, however, this isn't about 'views' this was simply about what 'many' players want out of a post-apocalyptic world. I've scathed through the mods for FO and NV after having played both thoroughly and read many a comment about both game and mods. The more desert wasteland is desired and doesn't exist, that's my point.

     

    As for the huge worldspaces, I'm quite aware of this. That's why I said it's fine if New Vegas stays the way it is. All that is required is a loading zone into a new worldspace, hell it could be all desert with a few cacti and a rad scorpian in it the size of the entire grid zone. That would be extremely polarized, but regardless it can be done. If I didn't work full-time I'd mod it myself, but then what the hell fun would I have knowing where everything I created is.

     

    Funny how people like to hate on others ideas...

  4. And here I thought that FNV was already devoid of interesting locations.

    You must not know how to game as a role player. Aside from that...my post wasn't about 'interesting locations,' it's about a lack of atmosphere, a lack of desert expanse that creates 'interesting needs' and 'dynamics' such as "now I have a reason to carry 28 bottles of Sunset Sarsaparilla.

     

    At any rate, less towns with more people in them and more expanse is all I want. It would be fine by Mr. Fantastic to just leave the whole of New Vegas alone and create new grid maps the same size as it is, but with LESS inside of them to create the feeling of a real massive 'western desert wasteland'.

  5. This mod should be a rather simple, but possibly time consuming, request; a more desolate Mojave, a clear cold night, a shearing hot sun and a man in need of a gun.

     

    What I've observed from the game and from other FO and FNV players is that NV lacks the desolation that FO has, yet, FO lacked some very surpreme upgrades that NV has. TBH, the truth is, one simple thing would make NV so much better: LESS IS MORE.

     

    Can someone please make the 'desert' seem as big as it should? Whether it be by creatively spacing things, removing towns, or getting rid of New Vegas entirely...I don't really mind and I think alot others wouldn't either. I'm actually surprised there isn't a mod that actually makes the landscape more of a desert.

    I'd rather see smaller towns with larger more realistic populations and great expanses with less encounters with over powered "insert X" blasting my 'x' everytime I try to just wander the waste.

     

    Finally, all I'm asking for is a mod that makes the desert an actually desert, regardless of the FO cannon, I want to survive in the Mojave as if there were actually miles and miles to be crossed and scarce resourses to be found. Not in a tidious, unfun nature, because the game makers have it right, they just have the scale far to close in promixity, and far too few people inhabiting places. Yes I'm aware of mods that populate, but nothing that desolates.

     

    Wild, wild west baby...a desert with less and more interesting survival progress on an exploration basis.

  6. Damn wish I wasn't so busy right now. I promise this mod will come to fruitition by the end of this summer. At least on my end...

    Does anyone know of any kind of FOG mod/ FOG/CLOUD/MIST we could use to shroud the town??? I got bogged down trying to find a solution for this a while back and it really killed my desire to do more work.

  7. Ok. I implemented bone crusher faction armor, they need the original armor .esp to work.

    Using the hunter archer armor for male and light elven armor.

    http://s10.postimg.org/3m1sblcyt/2014_05_01_00001.jpg

    http://s27.postimg.org/gmvkubxcv/2014_05_01_00002.jpg

    Yeah awesome job!

     

    Glad to see people still working on the mod. I hope to have some time coming up this month to work on this mod again. I'll be done with training in 7 days.

     

    Keep this mod going everyone!!!

  8. @Artparker:

    For the fog that you were asking about, have you tried "Supreme and Volumetric Fog" by MannyGT?

    I've been trying to copy-paste the mod-link for you right here but it's NOT working for some stupid and irritating reason.... :mad:

    Just type "fog" in the 'search' bar here on the Nexus to get a whole whack of "fog"-related mods, including the above. :thumbsup:

     

    Edit: Sorry I forgot to add:

    Your little enterprising "Town of Wickedness" will also definitely need a few tanning racks and some fish and net-drying racks as well, for all that illegal poaching of fish, meat, hides/fur pelts, and horker-ivory.^^

    After all, people gotta eat and keep warm, as well as get rich, right?^^

    Cheers! :D

    Just contacted him, we'll see if it can be done! :)

  9. Wow, I know I'm not participating in the making of this mod but I am very anxious for it to come out, wanna try it very bad since I have a pirate character, this mod will be awesome for it and it is indeed an awesome mod, this teaser makes me want it even more, but if you are willing to accept the opinion of someone who wants to play this mod for real, I agree with AmandanBezerk about the Island location, it should be more far off the coast, and the other ideas are pretty good too :smile: Anyway, keep up the good work guys.

     

    While AmandanBezerk has some great ideas, the town is placed so that it is very hard to reach. Either swim in lethal ice water or fall off a glacial cliff into the town. At any rate, I have given it some thought before, I wish I could shroud the water entrance with a permanent fog cloud animation. If anyone knows of a mod that adds massive fog banks, that would be supremely helpful.

     

    At the this we don't really want to move the whole place however I have a quest that will fix the problem with the Jarl of winterhold

    Awesome, I had a few ideas about that as well...glad you've got it covered, can't wait to play this mod myself! Haha

     

     

    (Edit: Grammar fail)

  10. Judging by the description, this little Town of illicit business seems a bit too close to Winterhold for my personal comfort.

    So unless this Town paid some hefty bribes to the Jarl, how could they get away with all their thriving, "tax-free" and illegal businesses:

    --Smuggling, piracy, illegal, unlicenced mining and smelting, fishing and poaching, Ale, Mead and Wine brewing and Liquor distilling, Gambling, Prostitution, etc?^^ :wink:

     

    Just a few crazy ideas to possibly avoid the unwanted attention of those most inconvenient and meddlesome "Authorities" and their inevitable TAXES...^^:

     

    If it could be possible, why not use an already-existing, remote Isle named Rockjoint Island?^^

    --This Pirate Cove Town, if re-located waaaayyy out there, could perhaps be made into a sort of "sequel" to the vanilla "Rise In The East" quest.

    --The Fort of Japhet's Folly could be fully rebuilt, cleaned and appropriately re-furnished, but THIS time, with trapdoor access to both tower-tops, and the magical concealing fog-bank could be restored for maintaining discretion.^^ :wink:

    --The tiny "Sea Cave" and wrecked smaller docks could be rebuilt and used for small boats only.

    --The destroyed main docks would need rebuilding to accommodate large vessels.

    --The Smelter would be a VERY busy place guaranteed, owing to the mineral wealth scattered all around nearby Broken Cape and Hsaarik Head.^^

    --perhaps a small, hardy farm with: a few small fields of "winter wheat", snowberries, other hardy, cold-tolerant produce, a few cows, goats, chicken-coops, hay-bales, etc. for keeping some small measure of self-reliance and lessening the need for supplies...

     

    Hope these ideas help, whether you decide to re-locate to Rockjoint Island and re-build Japhet's Folly or not. Cheers! :D

    Mind = blown.

  11. I think i'm gonna make that booze store later, 'virtual alcohol is always the answer'

    FTW :)

     

    Not only that, there needs to be pirate brewery too, so whole shelves of this stuff should be found in a warehouse/brewery. Maybe I'll make that later down the road, it needs to be huge.

     

    Also I'm loving that pirate outfit, but can we get someone to make a more rugged looking one? I imagine some pirates looking more like the Seadog armor found here: http://www.nexusmods.com/skyrim/mods/20911/?

     

    Not to mention the town is lacking skull and crossbones like nobody's business.

  12. Well the City of Scum mod didn't work out since the creators stopped working on it 10 months ago but I wish you luck with this mod, I may send you some stuff if I still have them in my inbox.

     

    Excellent! I knew there had to be things we could pirate..er...use from that project. ;)

    Is there dialogue for the first encounter? As in you get a message from a courier or a pirate? I wrote a little of that that intros into a quest that sends you to get some bosmer rum (if you don't know where to get it you talk to any drunk) then meet a pirate at the solitude lighthouse (could you add a basement for this?)

    Duke, just a quick update, I'm going to try to finish that basement for this weekend.

  13. I thought earlier in the thought process of this thread there was a quest to get first introduced to Pirates Cove after you get a high bounty in 3 holds... wasn't there a pirate/courier to give you a quest and then you get to go to PC?

    Oh right, the initial quest..."Everything That Glitters..." so there are two ideas. 1. You don't get a start up quest upon loading the mod, you just have to know from when you downloaded it to get a high bounty in 3 holds OR you can encounter a shady ex-pirate outside of Whiterun in a special inn I created who tells you about the town. Or both I suppose... So in this case, both are viable.

     

  14. Is there dialogue for the first encounter? As in you get a message from a courier or a pirate? I wrote a little of that that intros into a quest that sends you to get some bosmer rum (if you don't know where to get it you talk to any drunk) then meet a pirate at the solitude lighthouse (could you add a basement for this?)

    No, the pirate 'courier' is for the end quest. And yes I could easily make a basement for that.

  15. just a few snippets of a thick nord accent on a mod i am voice acting on, which is being hosted on the dark creations site:

     

    https://soundcloud.com/dhegonusblue/nord-snippet-skyrim-well-i-was

    Sounds like a great Nord voice, some sound very close to Ulfric. I responded to your PM, but I just remembered some funny ideas I had for a Nordic guard voice a long time ago that could be some great snippets from any type of guard in general, so long as it has that classic Nord guard voice:

     

    "Hey, I know you! Your that guy that killed everything in Skyrim."

     

    "You see that over there? I helped build that with my teeth." XD

     

    "One time I helped a guy get back his sweet roll, ...one ...time."

     

    "Shh, I'm trying to sleep."

     

    "Halt right there scumbag! Just kidding, I've just always wanted to say that like those jokers in the Imperial City, go on ahead."

     

    "You know, I got to thinking... then I had to stop because it was hurting too much."

     

    "I used to look like an adventure like you, but then I took an arrow to the face." XD

  16.  

    Sorry it's late but just put together hows working on the mod, if your not on there give me a shout.
    Underground market:
    jdude97
    Actor making and ect:
    fantasy19
    Dialogue Writer:
    AndyDocHolliday
    Exteriors and quest ideas:
    Artparker
    Possible Voice Actors:
    Th3Duke99088
    Dhegonus
    oliv897
    patrickdeegan
    All sorts of jobs:
    Me!

     

    I think you meant interiors for me? Also I'll do exteriors, should the need arise.

     

    I'm really curious how the underground market is coming!!!

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