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Antioch08

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Everything posted by Antioch08

  1. I'm using ChunkMerge to apply collision to custom static objects using the standard template method, and that all seems fine, but when I check my model ingame weapons, arrows, spells etc all disappear when they hit it as though the havok material hasn't been set correctly or isn't being read (but it should be). The actual collision on the mesh seems to work fine, though. Any ideas on what's missing? http://i.imgur.com/gGXbkJm.png
  2. Bump, any nif experts about? Yes I've already run this through the optimizer but to no avail. This is a problem purely related to the player being the dragonpriest (or any monster race) for that matter and drawing weapons.
  3. I was able to make the dragonpriest race playable in vanilla Skyrim the first time round by following this tutorial: http://hubpages.com/games-hobbies/How-to-Play-as-Monsters-In-Skyrim The only thing that was needed for it to work correctly was the addition of a 3rd Person Camera bone (similar to the one from the Vampire Lord or Werewolf form) added to a creature race, but unfortunately it seems like something else is needed now with the new nifs to be player-compatible.
  4. Hey guys, Some time ago I made Undeath, a modification that lets you transform into a Lich using an altered Dragon Priest model ingame. http://www.nexusmods.com/skyrim/mods/40607/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D40607%26preview%3D&pUp=1 I'm in the process of trying to bring it to SSE but I've hit a major snag in the process and need to find out if anybody knows whats going on. The problem is this: Changes to the new NIF files now mean that the dragonpriest skeleton.nif (or any traditionally non-playable skeleton) will crash the game when 'readying' weapons. This crash only seems to occur if its the players race - NPCs play all their animations just fine. The problem may be related to camera bones / controllers but so far all my experiments in this have failed to reveal anything conclusive at all, and the total lack of any crash reports from Skyrim make tracking the exact issue down a nightmare. If anybody's had experience with this issue before or think they know what could be causing it based on the new NIF format pls halp.
  5. MediEvil was one of my all time favorite games for the PS1 and something that sparked off my interest in scary spooky skeletons, zombies and the like. What you've done here from the screenshots looks epic, and pretty true to the original, especially the New game skeleton. How did you get those custom animations in? Just awesome stuff, I wish you the best of luck!
  6. Version 1.0.0 is now live! Please PM any major issues to me. http://skyrim.nexusmods.com/mods/40607/? Enjoy!
  7. Just a quick update folks, Apologies for the delays. I'm currently waiting on some VA work and on some custom music from León van der Stadt which would be awesome to incorporate into the first version, as well as doing some minor bug fixes. While it would be great to have both, I'd rather not keep you waiting for much longer and I can always release updates. With that in mind, I'm tentatively stating August 18th as the launch date. I'll definitely release version 1.0.0 then, whether music and VA are complete or not, so stay tuned!
  8. The trailer for the project is now live! Check it out from the original post or here: http://www.youtube.com/watch?v=Tzm8kfoqZBk Many thanks to León van der Stadt (Amazingchopin) and to Matthew Wade (lomekian) who provided the music and voice acting respectively, for this. Hope you enjoy it!
  9. Voice Actor wanted! As we near closer to release, I'm looking for a voice actor willing to do some quick lines for the trailer as the mod's antagonist Breton Necromancer, before the 14th August. This would likely be a cross between Harkon's dialogue from the Dawnguard trailer, and something more traditionally sinister English-Breton sounding. If you're interested please get in touch by PM with a sample and I'll send you the details.
  10. He might have a mention here and there ;) One does not simply become a Lich, without any sort of involvement from the King of Worms!
  11. I would love to do this, but unfortunately I think the mod currently uses too much content, including dungeon kits, scripts and effects from Dawnguard and Dragonborn for this to be feasible. A 'rewritten' version could be made which cuts out both both of the end dungeons, but this would take away a big part of what the mod is about, so for now this is probably off the cards...
  12. That's awesome, thanks skulleris! I've sent the creator a PM, hopefully he'll share his arcane secrets with me and that will make the transformation and revert that much smoother.
  13. Update: You'll be able to decide how your Lich form ultimately looks at the end of your transformation ritual by the way you complete the quests and the components you obtain! Make sure you pay close attention to the items you're acquiring and their significance. As a technical downside to this: When you're transforming your chest piece will be removed and though I've searched and searched, I've found no function to reequip it (for some stupid reason Bethesda didn't include a GetEquippedItem function). As a consequence, after each transformation you'll be left wearing just rags. If anyone with the knowledge is able to help out regarding this, excellent. Otherwise, this is probably the best solution for the current version.
  14. A quick heads up guys: After a hard fought week of fighting with the Creation Kit (an entire worldspace managed to delete itself, but I thwarted it with a backup) and puzzling through various lengthy tutorials, the questline is now completed and implemented. The hardest part is out of the way, however I'd like to delay the release by another week. This is partly because I need to go on holiday for a week, but also because I'd like to ensure the first version is the highest quality it can be, and that I attempt to tidy some things up and package it before I release it. As a consolation however, I'm working on a trailer to show off some stuff and will probably release this before the mod itself to build some hype. Apologies for the delay, but fret not! Unlimited power will soon be yours with patience!
  15. I'm making good headway with the quest line. Assuming that all goes to plan I'd like to have an early version released by the August 7th (upcoming Wednesday) and then see if there's any major bugfixes / compatibility issues I need to sort out after release.
  16. As skulleris said, unfortunately becoming a Lich in TES is probably one of the most evil rituals and acts that you can do, mainly due to the components it requires. I'm trying as much as possible however to weave elements of moral choice into the questline. While the necromancer's followers will be unearthing or getting started on many components, its up to you if you want to stop them completely, or complete the components yourself. While this mod will focus on achieving the playable Lich form first and foremost, I'll likely add some decent reward for good-aligned players who turn in the hideous artifacts they retrieve to the Vigil of Stendarr or something of that like (if I can acquire some voice actors for the mod!).
  17. Well the 'Lich form' behaves very similar to the Vampire Lord form from Dawnguard. Guards and foolhardy enemies will attack you on sight, but most civilians will probably just outright flee in terror. In addition, crimes committed as the Lich won't be attributed to your bounty if you can change back and forth unseen.
  18. Greetings good people of SkyrimNexus, Presenting... http://static2.nexusmods.com/110/images/5561191-1373773040.png Skyrim - Undeath What is this mod? Skyrim - Undeath is my (one of many in Skyrim's modding history) attempt to create an immersive Lichdom mod for The Elder Scrolls V: Skyrim. It will have a questline that sees the player track down and stop a powerful necromancer and his followers who are seeking the lost secrets of this heretical transformation, and ensure they remain hidden... or claim them for themselves. This mod will require both Dawnguard AND Dragonborn. This was a personal project I began a while back, and I've been working on it whenever I've had the chance for a very long time. The ability for a character to transcend their mortality and become an immortal undead Lich is always a concept that has fascinated and excited me, but actually making this a reality in Skyrim has taken a lot of work. In many ways, the path to modifying Skyrim to allow the player to become a Lich has felt like the actual elusive, and arcane process of Lichdom itself. I've researched and studied necromancy and lore for years to implement it in a sensible way, and had to learn the esoteric Black Arts of scripting, modelling and texturing to fulfill my ambitions. I've seen many great projects filled with passion and great ideas rise and fall around this concept, with others attempting the process giving up in frustration or lack of time. But through determination, perseverance and many months of insane experiments that has driven me almost to the very brink of my sanity, I have almost finally achieved my goal. Trailer is now live! http://www.youtube.com/watch?v=Tzm8kfoqZBk Updates Version 1.0.0 available now! Release Date: After working around the clock to get the questline in shape, I'm now aiming to have the first version released by 7th August.Additional Screenshots added.Questline development completed - bugfixing and polish begins!Release Date: First version will be released when I'm back from holiday by 18th August. Mod Contents The state of Lichdom is not all that 'Undeath' will add to Skyrim however. There are many new and lore friendly books, items and utilities:Undeath Questline: A fully featured questline that allows the player to discover and obtain the necessary components for the ritual of undeath.3 new dungeons: Delve into the sewer network beneath Skyrim's capital of Solitude and root out its unseemly resident. Explore Hermaeus-Mora's Daedric realm of Oblivion in search of dark and buried secrets, and for those familiar with TES: Daggerfall, return to the Dragontail Mountains and the infamous crypt network that the King of Worms and his sinister followers once called home at Scourg Barrow.2 necromancer lairs: Claim two new fittingly desolate lairs for necromancer or dark themed characters to call their own, and upgrade as they see fit.New Vendor: Seek out the mysterious 'Broker' and barter for poisons, black soul gems, flesh and hearts. A purveyor of resources other merchants would not dare to provide!Shade of the Revenant: Show your devotion to the Black Arts by offering grand soul gems to the forgotten patron of Necromancy at his altars. Evoke dark magic to blacken Grand and greater soul gems for your use!Poison Spells: A range of virulent poison and decay spells have been added to magical vendors across Skyrim as would befit the arsenal of a necromage.Dark Pact: There is great power in the spilling of blood. Make an offering of your own at certain altars and gain the power to control up to five reanimated creatures at once.Imported Books: A range of necromantic lore, new and old has been imported from past TES titles. Liches in Skyrim Liches in the Elder Scrolls lore are powerful necromancers who have secured their own souls within a vessel known as a 'Phylactery' through immeasurably intricate and arcane rituals, and managed to retain their sentience in a state of endless undeath. This allows them to continue their search of knowledge for centuries, decades, and even thousands of years. The first known mage to achieve this process of Lichdom was the patron of all necromancers, the dreaded King of Worms, Mannimarco. Since then, most, if not all liches have learned their secrets from him directly and rarely recorded their secrets. This presented a serious problem in creating a lore friendly approach to obtaining the secrets required, but with the arrival of Dragonborn and Hermaeus-Mora's realm of Apocrypha, where all forbidden knowledge is hoarded, the answer was made clear. Why Dragonpriests? While various mods have had different ideas and perceptions about how a Lich should look and act, I've gone with the theme of the Dragonpriest model & animations, and their associated problems myself. I feel for one that elements of this model, and its animations best capture the look and 'feel' of what it is to be a Lich. Their gliding, cloaks and animations are some of my favorite in the game and this undoubtedly swayed my choice. Unfortunately, being an NPC model this form does come with a number of restrictions which I will forewarn about: Spells while in Lich form are currently PRESET. They can only be changed through a menu brought up using the Ctrl key. While this is by no means an ideal solution, I lack the knowledge or skill to locate and reverse engineer Dawnguard's Vampire Lord 'favorites menu' which is seemingly separate from the standard favorite menu, and would allow me to set a wider variety of spells which can be more easily accessed. Until the answer to this is found, the range and method of choosing spells can't be changed.Like Dawnguard's 'Vampire Lord' form, you'll be unable to enter first person perspective, or access your spells or inventory. You can however still activate and loot objects.As Lich form uses a variety of pre-set models, you won't be able to wear your existing armour that your 'living' character has. You will be able to, however, decide your final lich appearance through the questline.Obviously as a Lich, you will be attacked on sight. While in Lich form, you will be able to revert back to your 'living' form using powerful illusion magic, however there will be a lengthy cooldown between charges before you can transform back, so use this wisely.As an NPC model, you will not be able to dual cast spells. Instead, the playstyle of the Lich will be geared towards slower casting, with more powerful spells.There are other minor issues which I will note down, when I remember them! Screenshots More screenshots & perhaps videos will be added as they come available! Skeletal, Red Lich Model: My feeble attempt at a custom model for Liches. This is generally what you can expect with Lichform. Lich Ritual: A quick overview of the Lich ritual the player will undertake at the end of their dark journey. This will require a series of rare and difficult to acquire artifacts and ingredients. Lich Ritual Components: The fabled Phylactery and Elixir of Defilation, which will be required to complete the ritual successfully. Ravenscorn Spire: Upgrade this decrepit and forgotten tower, and make its dark reaches your own! This thread will continue to be updated until release. This was mainly a braindump to get all the core features down at the moment, but if any questions are raised I may add this information in more sections. Edit: I seem to have reached my limit for images uploaded to this topic :sad: So I suppose this will be all unless I make a trailer or something. - Antioch
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