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SemprusGalligan

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Everything posted by SemprusGalligan

  1. Thank you so much! The support , and the common love for the Isles really helps motivate us to keep this going. This mod is for you, just as much as it is for us! Just keep an eye on this thread, and if you know anyone who has certain talents with either modeling or scripting and would like to help, let us know, or send them over our way! :)
  2. Third set of pictures below. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Shambles_zps4d3db3c7.jpg Everybody likes new enemies. Here we see the Shambles, an abomination of bones and magic, held together by evil. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Shambles2_zps1cf39d9b.jpg They fall apart just like a good ol' skeleton should. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Grummites2_zpsd3df35ef.jpg The Grummites are still present of course, and they are evolving. They now have scattered homes/camps in both Mania and Dementia. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Scalion_zpsb96fecef.jpg Some are even aging into their adult forms.. the Scalions. A much more fiercer predator. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Dementia_zps01d958de.jpg A new dungeon will be in the works soon, too. With the addition of Zealots, Flesh Atronachs, and more nasty creatures well suited for Dementia. At the moment there are other enemy types I haven't shown. Such as the Great Hunger, and the Banshee. And now some info on what's in the works beside just the map. Halgarth (A great modder on this site) has been working hard on bringing the Mazken and Aureals to the Isles. He has mostly done race mods, and has already shown me how good he is. He has also started working on some custom armor/robe sets for the inhabitants of the Isles. So you'll see some new digs in The Isles as well. Until my next update! Keep a lookout!
  3. Some more pictures right down here. New landmarks have been added, such as this beautiful meadow below High Top. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Mania4_zps9b0301c9.jpg http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/ManiaNight2_zps343194f0.jpg Just as pretty at night. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Fungel_zpsc80484bd.jpg One of my favorite new additions; The Fungel. A small living-fungi. They roam dense vegitated areas, especially ones with a lot of mushrooms. They stay motionless at most times, but if spooked or attacked they will uproot their little root-legs and hightail it out of there! http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Fungel2_zps78226bd6.jpg I felt so guilty when I killed one... http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/SmoulderForge_zps9e20c1e0.jpg I forgot to add that there is a special forge located in High Top. A small patch upon the top of the hill sunk in, and molted rock emerged. Why or how? The residents do not know, but with the right skill unique weapons can be crafted there.
  4. BIG BIG UPDATE TODAY! I've got a lot of work done on the Isles today, I'll be giving some info on my partner in crimes' work as well, without giving out too much of the juicy details. First, some pretty pictures. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Sheogorath_zps92c92059.jpg A lovely picture of Sheogorath himself. I've changed his appearance slightly to resemble his Oblivion counterpart more. We have a voice actor for Sheogorath himself and is very convincing! So you'll have some believable and new dialogue for Sheogorath. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/Mania2_zps254ff561.jpg I've also removed the Sovengarde sky box. The problem with it was that you could never tell what time of day it was, it stays exactly the same day or night. Is sticks true to Mania's original design by doing without anyway. Mania and Dementia have new region settings, Mania tends to have more clear weather, while Dementia will tend to be more foggy and with a higher chance of precipitation. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/HighTop_zpsce37481a.jpg One of my favorite new editions is the town of High Top. I had made High Top once before on the older version of The Isles. But now it's looking even better than ever. It's not finished of course. It's name comes from due to the fact that it's high up on top of a big hill. http://i1273.photobucket.com/albums/y405/digitalshift/Shivering%20Isles/HighTop2_zpsf8571372.jpg Keeping true to Mania's design, there were a lot of fungi in The Shivering Isles. So I took the opportunity of using the Telvanni homes for High Top.
  5. Glad you like him. I'll be making him summonable, probably to be more frequently summoned by Heretics. Going to try and find something for a Flesh Atronach for Zealots to summon.
  6. New update! More progress has been made on the map, as well as some LOD made for the map, as well as an actual Map to fast travel on. And thanks to the generous http://www.nexusmods.com/skyrim/users/3322711/? there is a new enemy type! The Air Atronach. ( Yes it is cannon, it's been shown in The Elder Scrolls: Online. ) Here's some screenshots. http://i1273.photobucket.com/albums/y405/digitalshift/2014-10-03_00002_zpsa6105f33.jpg http://i1273.photobucket.com/albums/y405/digitalshift/2014-10-03_00004_zps35c51862.jpg http://i1273.photobucket.com/albums/y405/digitalshift/2014-10-03_00005_zpsbc90118d.jpg It explodes on death, for now. Until the next update.
  7. I'm making a quest in the Creation Kit for a mod I have over on the Workshop. I'm implementing new quests into it, however when I try to make a Script for the enemy, I'm prompted with this message. http://i1273.photobucket.com/albums/y405/digitalshift/scripterror_zps44cb52f6.png I verified the integrity of my cache on steam, it recovered three files. But one wasn't the one that's missing sadly. Could someone help me with this? Sending me a copy of the file, or even possibly addressing what the problem is, if they know what could be causing it. I'm not 100% sure if the file is missing or not. But I'm positive I have not messed with ANY of the Script files.
  8. Alright thank you! Can you tell me what line in their .ini I should be telling them to change? And what to change it to? I don't know too much about editing the .ini files.
  9. I'm working on a mod that adds a new town to Skyrim, however the mod is on a dock-like town off the coast of Winterhold and numerous people have told me that it doesn't seem that they can fast travel there. They claim that when they do fast travel they get a loading screen and wind back up at their current location. When they try to run there they say they're prompted with a message saying that they can not go in that direction any further, due to it being out of bounds. http://steamcommunity.com/sharedfiles/filedetails/?id=317022605 That is the link to my mod, could someone maybe try testing it and telling me what they believe is wrong? Half of the people say they have this problem, and the other half seem to have no problem at all.
  10. I need your help guys! Basically, the mod is going slowly, I'm going to hold off on the navmeshing for now. But I need someone to generate LOD for me, for the map. I've tried doing this, but this is too time consuming for me. I'm trying to do other things for the project as well, at the moment I am creating the map, and enemies. I'm going to need some more help on this, the mod is coming along fine, it's just going slow. So here is what I need from you guys; 1. Someone to generate LOD, and possibly Navmeshing. 2. Someone who knows how to use Papyrus and is willing to make Quests. 3. Anyone who would like to throw in ideas for characters and quest ideas, towns, or any other type of ideas for some content in game. 4. Voice actors! 5. Some 3D modelers for custom armors. ( We have someone working on custom NPCs at the moment, so we only really need Armors. ) If I can get these things then this mod will come along a lot faster, and will be more perfected. Contact me on here, and if you're willing to join the group then let me know!
  11. Thank you, hopefully you're still aboard? Yeah, I'm still aboard. Since seeing the update to the thread, I've changed what I'd done before. Doing tests on separate ear meshes that are extra parts on the Mazken/Aureal heads. I actually took the female head and got rid of all the mesh parts except the ears and altered them, so they use the same textures and such. They look good and can't see the seams (at least in the CK with lighting on and off), but to get them to work right I had to add them in the extra parts in the actual head mesh window. Doing this means that if anyone has a mod that alters the female head and .tri's, then there won't be compatibility issues. (unless the changes make the ears bigger, then they might clip) Edit: ^^ Navmeshing is a pain. Couldn't get it to work right for the longest time. Then at some point I had to reinstall the CK and it worked. Still really tedious though. To get it so it's good you have to practically lay every single triangle down yourself. flood filling cells that have nothing much in them is fine, but add a few props and suddenly it's navmeshing under road parts, impossibly steep inclines over props that no one could possibly walk over. Then you have to try and fix it, which might end up taking longer than if you just laid them down manually in the first place. Sounds like you really thought it through, can't wait to see them. And yes, I've learned that through trial and error lol.
  12. So thankfully a kind fellow messaged me the other day offering to do the Navmeshing for what little of the map I've done. This is a big load off my shoulders. Now, like I said, I have little done. Nowhere near what I want finished, but I stay hopeful and inspired still. He's mainly doing this for me so I can do some testing with the enemies on the map for the time being. He brought up something that I feel I should address to you all. This mod will require all 3 DLCs. The reason being that I am using all assets from all DLCs in order to have as many options for creating a more unique and diverse map. I'm not a bigtime modder who has been around for years. I'm doing this out of my admiration for The Shivering Isles DLC, and because it's bloody fun making the map. So I won't be using custom models for buildings, flora, ect. Enemies and NPCs though, are a different story. So basically, if you don't have all 3 DLC's by now. Can't play it, sorry. I won't be changing this. Till my next update, tata.
  13. As promised; I am here with a minor update. Some new things have been implemented. As well as enemies. Now the map is nowhere near finished. But first, before I get into all that, I will post some screenshots. http://i1273.photobucket.com/albums/y405/digitalshift/ShiveringIsles_Portal_zpsdba89262.jpg http://i1273.photobucket.com/albums/y405/digitalshift/Grummite2_zps78860394.jpg http://i1273.photobucket.com/albums/y405/digitalshift/Heretic1_zps1130e31f.jpg http://i1273.photobucket.com/albums/y405/digitalshift/EbonyGiant_zps3c5fe822.jpg http://i1273.photobucket.com/albums/y405/digitalshift/ManiaampDementia_zps93c06f3a.jpg http://i1273.photobucket.com/albums/y405/digitalshift/Boliwogs_zps3a260e24.jpg Now, the map has to be big. And I mean real big. But one of the most frustrating things being that I am not only doing this entire map on my own. But that I also have to do all the Navmeshing too. So if someone would like to help with the Navmeshing, a playable alpha of this can come out ALOT faster.
  14. HELLO EVERYONE! I've got a small update. I know it's been some time since I've last spoke of the mod, but this is just to let everyone know that it is still underway. I've gotten permission from Vicn to use his creature resource pack, so there will be multiple unique enemies within the Isles. I'll have some pictures up soon to show them off.
  15. Do you have any pre recorded lines I can listen to? https://soundcloud.com/dhegonus-blue/sets/haskill didn't take as long as i thought it might, got 4 or 5 test lines for you. Wow! That is exceptionally good! Very convincing, I'd love to recruit you for Haskiil then!
  16. I'm back to creating the landscape again, I noticed a lot of key things and small details that I either overlooked or had forgotten about that will help to make the original feel of the Shivering Isles a lot better. I'll update with more screenshots soon.
  17. I don't have too much experience with creating custom followers, I have, but didn't go too much into detail with it. I make custom voicetypes for NPC's in the mod. So there wouldn't be any conflict, right? depends on your naming scheme in the ID's i do believe.. so if you, for example, named your voice types "ShiveringIsleVoiceTpye01" they wouldn't conflict with any mods out ther,e unless they used the same naming scheme, which i would doubt as it is rather specific, i tend to name my companions in the ID pane as 00DhegonusCVfollowerxx (xx being the number, 01/02/03 etc etc). In my eyes t's generally a good protocol to follow because you then minimise the chances of conflicts. lso, the location type are set when you are making a cell, interior or instance etc Oh alright, well yes, I name them specifically, so there won't be any conflicts.
  18. I don't have too much experience with creating custom followers, I have, but didn't go too much into detail with it. I make custom voicetypes for NPC's in the mod. So there wouldn't be any conflict, right?
  19. Mod progression will be on a temporary hold, I am going to go through the Shivering Isles on Oblivion again, so that I have more of a feel for it. It will certainly help me catch the atmosphere and vibe of the Isles. This is not me saying I will be quitting the mod or abandoning it, quite the opposite. Just announcing that I am trying my best to immerse myself into The Isles before I go further into creating them. I will keep updating this thread of course,
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