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Galandil

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Everything posted by Galandil

  1. :thumbsup: Will do, thanks for the tip. The whole problem appears to be a little random. As I just tried downloading a brand new mod off of nexus, came out minutes ago and it worked. But the dog and my rar's does not.
  2. It will release, don't worry. Murphey's law today I'm afraid. s#*! happenes. Once its resolved the mod will be out. The un-published mod page is just sitting there waiting for files to upload :) True- Though 1st of April would've been a good date as it is precisely 2 years ago since I started this forum topic. It represents the moment the mod development began to heat up... Ah well. From what I can gather this problem arose some time today.. Hopefully it can be fixed soon.
  3. The Nexus is having one last aprilsfools joke. At our expense. Sadly guys your going to have to wait a little longer for Holds. I am uploading it to a torrent. But we're talking 3 more hours until completion. But once its downloaded I'll see if I can put up the mod page. A part of me dislikes it. I would much rather prefer to wait until after this is resolved as I know most people want to download normally and use NMM.
  4. Update: Speaking to a moderator. I am not the only person with this problem. If you guys try to download this mod here: http://www.nexusmods.com/skyrim/mods/74645/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D74645&pUp=1 Download the BAT file and you get the same error that I am experiencing. The ESP version however works.
  5. Contacte IcecreamAssassin. He hasn't replied yet but I hope he can help me out. I did check out his page and he did exactly what I am doing now, uploading to a torrent. :smile: Will try 7zip method @Edit; Nope. Doesn't work. Suspect its a problem with the Nexus, not with me. Though I have seen other mods being uploaded. How strange. It adds a weird extra name to the .rar / .zip / .7z ; -74638-0-0
  6. Way beyond that. It doesn't work. The Esp gets uploaded. But when I try to download the esp from the Nexus on the unpublished mod page, the .rar gets an error. "Archive of unknown format or damaged" Very confusing, first time I upload. @Edit; I am uploading the mod to a torrent. Not everyone is happy about that but it'll be a work around for now. The upload is taking its sweet time but at least we can get the mod up along with the mod page tonight. Also on chat with a Nexus moderator to see if he knows whats causing it.
  7. The mod is planned to release today, so I don't know how much of this concept artwork can be now taken into account but from what I've seen so far the mod author took concept art into account when redesigning the cities. The mod would've been out hours ago if the Nexus wasn't being such a pain in uploading. Either I get errors once the mod is finally at 100% uploaded. Or I get errors when I test downloading the mod from the Nexus. ........ Uploading the mod to a torrent as a backup plan, but ye.... This is getting ridiculous...
  8. Well guys, we've come to the end of a long journey. Today is the day. For the last 3 and a half years I've been working on this mod project and I can honestly say that I have enjoyed every single second of it. Modding has been a great way to express creativity and the fun of learning new things continuously have made these last years very interesting. Modding is definitely something that I intend to continue doing in the future, I happen to enjoy it and I will definitely continue working on Holds in the future, looking at implementing quests, dialogues, new locations and dungeons, and very likely: Fixing whatever problems that you or myself encounter while using my Mod. Holds has been a rough learning curve for me, I started out this project knowing absolutely nothing of how to mod. It literally took me one and a half week to understand what on earth a Navmesh was, and as I look back at it as something utterly silly, the experience taught me something very important, and that is that if your unhappy with something about the game, then you have all of the tools required to change them, and the knowledge of how to do this are widely available online and will come with practice. Thanks to YouTubers like Darkfox127, and the people on the Dark Creations forums I learned a ton of things, how to create proper level designs, how to create static meshes, how to create outfits for characters, and while I doubt this is knowledge I can adopt to anything else in my everyday life, it has definitely been an enjoyable experience but now its time to present the work and hope that it is not only stable, but also enjoyable. I've spent this last week working day and night to make sure that if your going to play Holds, you should be able to play it along with some of the most popular mods out there, and while I am not finished with all of them, I do believe that patches will continue coming. Sadly because of issues experienced with the Creation Kit when creating a patch for Interesting NPC's I managed to fall behind, and because of this there are certain mods that I have not been able to patch, and I have not yet been able to create modular versions of Holds. But I will get to this as I very much intend for the mod to be as compatible as I can, and as customizable as I can. Here are two showcases by two very prominent mod reviewers. Shinji72 and Nozi87. Thank you so much for covering my mod :smile: Do note that these two videos were done in alpha, and without compatibility patches, and therefor may have some minor hickups. Enjoy. The mod will be released in the afternoon today, sometime around 14-19 PM, Paris time. While I suspect there may be some issues regarding how you've set up your game, what you expect from the mod etc... I do still hope that people will find the mod stable, and enriching to the individuals Skyrim experience.
  9. Okay. We now have a patch for Rigmor of Bruma. Took a little longer then I would've wanted as there was a lot of stuff going on just about everywhere and I had to make sure they weren't stuck in something. The only hesitation I have with this patch is the god-awful amount of thalmor and Imperials (No spoilers intended) that can be found at a specific inn. In my mod this inn is somewhat smaller and it makes it feel a little huddled together. Not only that but the markers were a little hard to keep track of. I'll send the original mod author a PM after release and ask if she'd be interested in having a look at the compatibility patch and perhaps address some of my mistakes. Otherwise, unless there are any immediate compatibility requests, I guess that does it for the release :smile: @Edit; Actually no. The amount of imperials and thalmor appears to work for the most part problem free.
  10. Sofia and Hoth are compatible. Valfar probably is too but will check. Then Rigmor of Bruma. @Edit; Valfar is compatible. Okay. Only Rigmor of Bruma left. I am pretty sure this mod will require a patch to function correctly as it is an immensively big mod project. I have not played it myself but I will look it over now before I head to bed.
  11. Yep :) From what I hear Rigmor may have a slight incompatibility for Falkreath Deadman's Drink. Valfar and Hoth should be compatible. Looking at Sofia now, appears compatible.
  12. There. Anna's NPCs is compatible. Looks like an interesting mod. :) I will check to see if Sofia, Rigmor of Bruma, Hoth and Valfar requires compatibility as well, but those will be the last mods I'll check before release.
  13. Its 3:23 here, while sleeping is tempting I'll have to finish your compatibility patch :p Mod will be out this afternoon. So expect it around 14:00 - 19:00
  14. Anna NPCs? Uh, Sure! I'll get on it right away. Climates of Tamriel is compatible by default. Going to see to Vilja, Inigo and then Anna then :smile: Anna NPCs has a 3.0 version. Which appears to be the newest. Isn't that the one you meant? @Edit; Vilja appears to be compatible. Next Inigo, then I'll check your Anna's :smile: @Edit; Inigo is compatible by default. Okay. Anna NPCs next.
  15. Mhm. The Creation Kit has a memory cap, and when you load up content that oversteps that content it starts to do something similar to a bufferoverflow. Very annoying. Thankfully there was a work around so Interesting NPC's is now compatible. So here are the mods that are compatible so far: Frostfall, Helgen Reborn, Interesting NPCs, Notice Boards, No Snow Under The Roof, Skyrim Flora Overhaul, Ultimate Follower Overhaul, Unofficial Skyrim Legendary Edition Patch. And Currently working on a patch for Arissa, the wandering rogue. Undeath, Convenient Horses did not need a patch apparently. I've spoken with the mod author of the Legacy of the Dragonborn and once the mod is released he'll be looking into creating compatibility with it. His mod has also incorporated the Moonpath to Elsweyr along with other mods so expect that to be compatible sometime after release. Very excited about the release! Later today I will post two showcasing video's by two very prominent mod reviewers who've been so nice as to create video's for the project from the alpha versions of the mod :smile:
  16. Not long now! :smile: Just finished making the exterior parts of Interesting NPC's compatible. Next the interiors. Once that's done I'll look into ELFX and Lanterns of Skyrim before wrapping up with Undeath and Moonpath (both of which has minor incompatibilities. Moonpath has some really horrible edits to the Dead Man's Drink and Undeath has a sewer entrance, simply needs to move that entrance to inside my sewer) @Edit; Right then. We have compatibility with Interesting NPC's. Full compatibility. No shoving things awkwardly out of place to cheat, good and proper as it should be :smile: A little proud of myself. So if you were worried that you wouldn't be able to use both mods I hope now those worries are laid to rest. Do note you have to use version 3.18 with the Hearthfire edition (also required to use Holds, along with Dawnguard and Dragonborn) Since I'm a little behind on schedule I will now look into Undeath, as I know so-so where it is incompatible and how to fix it. After that Moonpath will simply require that I remove some of the static object edits in the Dead Man's Drink, and then finally I can look at ELFX and Lanterns. ... I don't think SMIM needs a compatibility patch, I have changed some textures on some objects, but since I use SMIM, and ... anyone who has a good enough computer to handle Holds, is probably using SMIM as well... I don't really see the point. In hindsight I kind of want to go back and make all those meshes I changed texture on into stand-alone meshes to ensure we don't get any texture hickups, as long as people use SMIM I don't think we have to worry. Lastly there is modular patches. Since today is Thursday, I have a 4 hour lesson I need to attend in the afternoon, I doubt I will find time to do it before release. Expect me put in those options sometime hopefully shortly after initial release as I very much intend for people to be able to pick and choose what cities they want to have affected by Holds. @Edit02; Undeath requires no compatibility patch after all. I have looked a bit at Moonpath and it appears as though the newer version of Moonpath is integrated into Legacy of the Dragonborn. If I've understood this correctly I can create compatibility with it, as well as Moonpath to Elsweyr in one patch. Considering though how Interesting NPC's was a pain to create a patch for, I wonder if this mod will also cause an memory clash. A part of me suspects as much.
  17. Oh, right, yes we could look into that. Otherwise I sort of figured that shrines would be discover-able in otherwise forgotten and hidden locations. Indeed I did write a book about that the Nords view the Divines as southern gods, or southern interpretations. Did not know about the Nords believing Talos being the god who aided Martin Septim, interesting. I will read through the links you posted. Holds is very much an open canvas at this point, while a lot of the cultural aspects and history has been written down into books and such and are thereby set in stone, it is very open to change in the more universal parts, such as religion. I still think it is important to make mentions of the Imperial Cult operating in Skyrim as this is heavily hinted to in Oblivion, as well as what we see in Skyrim, however the extent that Skyrim went for is a bit too much in my opinion and I will incorporate the Nordic Pantheon as the defacto-main religion in Skyrim, even those who are leaning towards the Imperial Pantheon will still cling to certain understandings of the Gods which lie with the Nordic Pantheon.
  18. I have to say, I'm looking forward greatly to this project. I plan to restart Skyrim soon and everything you've said and shared makes me more intrigued. Thank you for all of your hard work. To this concept in particular, I really appreciate the idea of bringing historical precedent into this world. The Gods aspect sounds really compelling. Thank you! I hope it wont disappoint :)
  19. Religious freedom has nothing to do with conversion cults like the Imperial Cult, we have religious freedom today in the West, and yet we see every religion trying to brush off the other, like Islam with Jesus being Muslim, or Hindu's with the Kaaba being a Hindu shrine (I think that's what it was, not really important but ye). Essentially they see the way that the Nords worship the gods as wrong. You can actually meet a guy in Oblivion in the Chapel of Bruma who remarks on this as well, and a Nord woman who remarks on how the Imperial custom of marriage is foreign to the way of the Nordic ancestors and that she prefers the concept of "Live-In Parner", which makes it a little sensible that the marriage customs in Skyrim is introduced so strangely. How Christianity began its conversion of Scandinavia is not exactly unique, but its the best example I could think of. The religion first integrated itself with Jesus Christ being another god you could worship, the god who conquered death and therefor by association a war god. And how christian missionaries would destroy shrines to the Norse Gods, and build chapels at burial places to oversee burial rights. This is a pretty standard step-by-step strategy that every religion has conducted when converting the populace to the new religion. In terms of the Nordic Pantheon and the Imperial Pantheon, its in many ways already integrated as that is how the alessian pantheon was formed, by incorporating the Nordic Gods with the Elven gods. On the other hand there is also a clash of culture, as the Nords have their way of doing things, and the Imperial's have another, and now with the Imperial Cult seeking to exchange the Nordic pantheon with the Imperial, it is also an attempt to change the Nordic way of life. There is a Shieldmaiden faction in Blackmoor, which also has influenced this form of association for woman in Whiterun Hold. I have not touched much on this yet in terms of books, but I will. There would likely be shieldmaiden factions elsewhere as well. Kynesgrove is back to being just an inn as I didn't like the way I had done it. But in books it tells of how it used to be a place of reverence and pilgrimage for the followers of Kyne, eluding to links to the Eldergleam Tree. There should be a kind of shrine there and I am brainstorming how to go about it. I am not too fond of spreading shrines everywhere and thereby ruin the wilderness feeling of Skyrim. It was the reason I had to remove two settlements from Falkreath Hold as the world felt horribly huddled together. I am however looking to in the future expand a bit and look to creating new area's, for certain quests where there may be such shrines. Akatosh's chapel is in Solitude, which is pretty assimilated to the Imperial pantheon and customs. The chapel also represents the main staging point for the Imperial Cult. I think Nords would feel resenment towards Akatosh as he led the uprising against Shor, so a kind of traitor god, but I don't think they would mix him up with Alduin, could be mistaken.
  20. The way that Skyrim completely ignored the Nordic religion which should have been very much still alive and dominant in Skyrim and simply exchanged it for the more familiar Nine/eight Divines bothered me as well. What I've done with Holds is that I've figured that since the Oblivion crisis the Imperial Cult has focused missionaries towards Skyrim and as such eroded most of the Nordic pantheon from most of the major cities. I've written several books on this topic which takes inspiration from Norway's conversion to Christianity and how it was a long process which for a very long time had Christianity as a very different religion then the rest of Europe. Solitude is very assimilated into the Imperial customs and as such honors the eight divines. Dawnstar keeps to its old ways and the Nordic Religion though its outlook on religion is different in how the world was formed, how it should end, and how to lay the dead to rest. Very much influenced by its enviroment, honored and still kept Atmorian customs, and its isolated location. Its outlook on life is shaped around the perspective of the cold, and the sea. Falkreath is very dedicated to the god Arkay, though they honor him in their own way. They also honor Kyne as a god of the dead, storms and nature as she is believed to seal the worthy man's passage to Sovngarde with an icy kiss. Windhelm is all about Talos right now but will also refer to the gods with their Nordic names, and will not appear to honor the elven gods. This will become much clearer when I create dialogues and Quests for the area. Whiterun finds itself being influenced by the Imperial pantheon, they refer to Kyne's temple as Kynareth, and so on. However as I start adding quests and dialogues they will show to also honor Stuhn and Tsun, and referring to Malacath as Orkey. Riften is fairly an open book at this point. There doesn't really seem to be that much of an religious influence upon the area. There is a temple to Mara, contemplating on whether or not she should be referred to as the Handmaiden of Kyne or to have her honored more within Imperial customs. Essentially following the conversion of Scandinavia, missionaries would build chapels near burial sites and would first integrate their gods into the foreign religion and culture, before slowly and surely pushing the old ways aside. The books tell of people who've preformed great feats in sign of the southern ways superiority, or great outbreaks of battles which have been fought due to frustration by the Nords. If you travel to the settlements in Skyrim you will find that they still cling to their old ways and have been majorly un-affected by the Imperial Cult. As for shrines, well I have created a few shrines, but I have not yet added activation's on them.. Sadly, I will in due time when I can figure out proper effects. Among shrines there are also altars which are reminiscent of the Oblivion chapel altar which will simply cure all deceases. As I recall I have only placed two of those. The chapel of Akatosh in Solitude, and the Chapel of Arkay in Falkreath. Aside from a new chapel in Solitude on the faithful walkway, and perhaps the conversion of a simple hut to a proper chapel for Falkreath's chapel, there aren't any new real chapels. There is supposedly a shrine to Shor in Dawnstar's Hall of the Dead, and at the Lainterdale Meadhall, will likely be more in the future. Do let me know what you think of this concept. As there are no quests or dialogues as of yet everything is subject to change. :smile:
  21. Looks like a very interesting mod project :thumbsup: Looking forward to seeing more from you.
  22. Good news everyone! :geek: I have resolved the issue and can now start working on the interesting npcs compatibility patch without problems. Now that the puzzling problem has been fixed, we need not worry about markers having to be moved in order to create compatibility and they can now be placed where they should be. But because this issue has slowed down progress so much, I fear how much more I can get done before release, I am now behind schedule. I will still release on April the 1st as promised, but I may be a little delayed with the modular patches, or at least all of them. I hope people are still looking forward to Holds :sweat:
  23. Okay... The problem persists even if I use Holds as an .esp and Interesting NPCs as a .esm. Sorry guys. Look I'll still release a patch for Interesting NPC's, but till this can get fixed properly. You will have to go outside of Falkreath's city gates in order to find the markers and triggers for the interesting NPC's stuff. Very, very annoying, but I fear I cannot understand why this happens or how to fix it... The Interesting NPC mod literally nullifies any additional content aside from vanilla and its own content, the only changes it allows is in the interiors and moving the interesting npcs objects and markers around. An alternative would be to try using Interesting NPC's as an .esp, I have permission to alter whatever I like but I feel uncomfortable adding a different version esp of interesting NPC's on my mod page, as it is not my mod... I'll speak to the mod author but... @Edit: 'kay. I know whats causing it now. Apparently by having Holds and Interesting NPC's run simultaneously I overstep the load limit of the Creation Kit. There is a workaround for this, by removing certain unused content from the patch, such as Holds locations, NPC's, and making the patch with only Interesting NPC's content, I may be able to make this work. Will try it.
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