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Galandil

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Everything posted by Galandil

  1. There's the city of Blacklight. Which is currently the capital of Morrowind. Blacklight is just due west of Windhelm, through the Dunmeth Pass. :) House Telvanni does still exist, and still hold holdings according to Neloth, the Telvanni Wizard on Solstheim. The exact locations of these "Holdings" is unknown, but that opens up a few windows of possibilities, seeing as how their cities grow from Fungal spores. The Telvanni capital's were Sadrith Mora, on Vvardenfell, and Port Telvannis, which is somewhere far north east of Morrowind on a large island. I think we can assume Sadrith Mora is destroyed though due to the erruption of the red mountain.
  2. Anikma; Thank you :) OlverWBR; Duly noted, I will have to get my dictionary!
  3. Holds The City Overhaul What is Holds? Holds is a city overhaul mod with focus on variate design and culture. The mod adds more clutter, buildings, containers and NPC's to the existing cities of Skyrim, and tries to make it feel both natural and not shoved together. The NPC's added in this mod all have unique daily routines, a background story and a home to go back to sleep in. Falkreath, Winterhold, and Dawnstar have been rebuilt from scratch, with their own unique designs. The mod also adds a bundle of new cities, like Amber Guard and Black Moor, most of these new settlements have been placed far out of the way, and hidden from view, to not ruin the expansive wilderness theme of the game. Holds also adds new shops and Inn's, new buildings like banks and city halls, there will also be more books, with lore which for some reason was not included or mentioned in the game. There will also be books defining the cultural differences between the cities, books on how they were founded and stories, these books will hopefully correspond with the lore without incident. The aim of all of this is to increase immersion, make the cities actually feel like cities, hopefully without ruining the natural and realistic design of the vanilla game. This is not a botanical garden mod, nor is it a mod that priorities looks over realism. I started working on this project late November 2012 and have devoted averagely two hours a day to the creation kit. One of the reasons I felt this project necessary was the announcement of various modding projects adding new content to the game. The problem for me, was how expansive their cities looked, compared to the cities in Skyrim. Coming into Skyrim from Oblivion I was expecting there to be a "Better Cities" mod available early on, however there wasn't, and I missed the features the Oblivion city overhaul brought to the game. Any criticism, questions, and help will be greatly appreciated; Even the criticism's. However I will have to ask that you point out what it is about the project you dislike, your opinion does matter and could very well inspire me to make changes, however I have designed this project with myself in mind. Screenshots More Screenshots Culture and Design Features What to expect Help Credits
  4. This looks really good! I like the flow of the trailer, and you can tell you've put a lot of work into both the detail of the enviroment, aswell as the models. I can already tell that this mod will be memorable, like Falskaar :smile:
  5. I have not been able to find it, which did surprise me. What I'm looking for is the typical guards armor, without the hold-coloured tapestry of cloth.. or scarf.. or whatever it is called. Basically a padded armor, and a scalemail armor. I hope my description though short, gives an image of what I mean, and I hope that someone takes upon themselves the task to create this :)
  6. I'm currently working on a mod for Whiterun, a remake of the town. I am so far pretty proud of how it looks, but in order to get this rapped up, I need to Navmesh the exterior, and add; lets just call it blue squares, to make NPC's capable of using the doors. HOWEVER, all the tutorials I've taken, states clearly that to make this work, you need to finalize the Navmesh. However when I do this, it f***'s up the NPC's rutines. Some NPC's just stand still, others enter adn exit doors at an extrodinary fast rate, and some are found at places they shouldn't even be. I found Nelkir outside of Whiterun near the Honningbrew meadary (Ehm, he isn't supposed to leave the Castle, esspecially if your not doing that daedric quest I know effects his wandering). I have done numerous testing, and there is no doubt, its the action of clicking Finalize Navmesh that causes this problem. I would very much like to release a mod that isn't stacked with bugs. Is there an easier way to create links between exteriors and interiors? Hope to get some help soonish so I can release my mod :)
  7. Yes I've seen this mod aswell, however, the mod-owner has completely removed the kilt, aswell as not adding any shirt-arms. :P
  8. Not a bad idea, I am atleast glad it isn't something as a AI cap or something. Thanks for the help :)
  9. I didn't use custom Races for the NPC's no. Thats why its so confusing.
  10. I was wondering, Skyrim is a cold place, however when I bump into a bandit, wearing the leather armor, he looks quite happy to be wearing a skirt, a muscleshirt, and some shoulderpads. Although its a nice looking armor and all, I was kinda wondering if it would be possible to add some pants and maybe a shirt underneath the armor. As to say, he still got the kilt, and the shoulderpads, and the leathermuscle shirt, but theres actually something underneath, to keep the poor bandit warm. Hope a helping modder considers making this :)
  11. Hope I'm posting on the right area, kind of my first forum post :) In the Nexus there are over a ton of City mods, changing the cities, giving them more detail, giving them more citizens, etc.. Although I loved quite a few of them, I was never satisfied with the Whiterun mods, and I decided to try my hand at my own. I wasn't really sure wether I wanted to release it or not, but as I was getting a hang of the modding part, I felt more and more confident, I created new buildings, luxurious noble houses, a brothel, new shops, new houses, new citizens, even a "Sewer system" (I kind of just thought of it as a canal, as there are no bathrooms in Skyrim, hehe), running underneath the city, so that adventurers could sneak into the city. I expanded upon the prison, the dungeon beneath the actual prison your taken to when arrested. With all this, I was certain I had made a great mod, everyone had chores, and things to do, and the city was so rich with detail. However.. although I had tested it the whole way, it was when I started meddling with NPC's (The new ones, I didn't edit the Bethesda ones), that I started to see a rather significant problem. The NPC's I made, aswell as quite a few of the already made, The Battleborns, some of the Whiterun guards, Heimskr (He seriously wont leave his speech podium, and stands there now 24 hours a day shouting nonsense), Fralia Greymane, etc.. in other words, a lot of NPC's are not moving. Their just standing where they are, or their rediciliously entering and exiting a door over and over. At first, I thought it must've been a Navmesh bug, however, as it turns out, it wasn't, the navmeshes are working, tested with a follower behind me, the doors work, I hadn't edited the pre-mod characters houses so was a little surprised. I ultimately turned the mod off, to check for compability issues, well... As soon as it was turned off, the NPC's suddenly worked and resumed their daily routines, and Heimskr tok a well-earned rest (hopefully for good). I decided to re-make the mod, So I did. It looked even better when done, figures I had prolly made a simple glitchy mistake, well no. Same thing happened, as soon as I created NPC's and gave them routines, the problem occured again. I tried to give them their own idles, their own patroll idles, I tried deleting their routines; didn't work. The problem persists. I am a very eager (though beginner) modder, and I am dying to make this work, and maybe even upload it to the nexus, (Once I've learned my way through dialogue, I really wanna make a quest that takes place in the canals). Could anyone give me a hand? Anyone got any idea what the problem might be? I hope I've explained it well enough, and really hope its a really common mistake. (While its a noobish hunch, but... could it be that its because I got too many NPC's in one city thats making their AI-packages crash? While I dont experiance any CTDs, crashes, or anything like that, not even lag, I do wonder if maybe theres something more you got to do after crearting a NPC and their package to a specific area, although the tutorials I've looked at doesn't explain any of this.)
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