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Galandil

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Everything posted by Galandil

  1. Sounds awesome! Keep up the good work! ;)
  2. Hi Harpe12, there are of course Occlusion planes! The fps I have varies between 50-60fps. I can not guarantee that everyone will have the same performance that I do though, in the end it will depend heavily on your texture and graphics alterations to Skyrim. Once it is released, if people are finding the performance bad, or experiencing other issues I will release a Performance version where I'll take it easier on the clutter and NPC AI. The Solitude buildings I got from: http://www.nexusmods.com/skyrim/mods/38550/? There is a problem though, and that is that the mod author hasn't included new collisions to the buildings. So if you want I could send you the ones I am using with proper collisions, just make sure you credit Ratji15 for the building edits and Breti for the collision fix ;)
  3. Frequent updates is a good idea, that way people who may not have heard of your mod can look into it :thumbsup:
  4. :thumbsup: As much as I'm looking forward to trying out your mod I hope you don't feel pressured to pull all nighters or anything like that. Finding work these days can be hard, and modding is an extreme time-consumer and rushing a product is often regrettable. Do let me know if you want some help :) Good Luck!
  5. Wow, that's a lot of tree's! You should post something about the size of the land compared to Skyrim. Maybe some screenshots could be posted unto your post? :smile: Will we be able to travel in between Westeros and Skyrim(While this may not be lore-friendly, at least we'd be able to take our character there?). Otherwise I wish you good luck in your development :smile:
  6. Its not flat actually. That's the main difference here from the previous mesh. It appears flat likely because of the angle and the lack of shadering in the picture. The wooden beams are actually sticking noticeably out of the wall. I'm sure it will look a lot better after I place it in game. :) I'll upload some other examples later this week when I get around to adding textures to them. The original work was actually done by Breti, Who is the author of the rochester mod: http://www.nexusmods.com/skyrim/mods/52556/? Most, or I should say just about all of the unique building architecture meshes I use stems from his mod, however the ones I've used in Falkreath previously have been very early work, therefor it has looked very loose and very sparingly on the polygons. In fact, if I had to guess, I'd say that the mesh was originally intended as a LOD for the other buildings (Likely ones I used in Dawnstar which are noticeable a lot more detailed in the mesh shape department). So what I have done is I've taken Breti's work and gone from there. He is an amazing modder with a lot of skill, and if it weren't for him I doubt I'd have this project going, as not only did his modding resources inspire me, but he also helped me in the past with the collision I had with the Solitude extra building resource pack. :)
  7. Why would you want to cause harm to such a noble and upstanding family. Ah well, guess it can't be helped. There is a mod available to at least let you kill Maven Blackbriar, and one that allows you to arrest her. Be warned though, Maven Blackbriar is heavily involved in the Thieves Guild Questline, and the civil war questline. So be warned that if you haven't already completed these questlines then you stand at risk of ruining any chance of doing so in the future. Arrest --> http://www.nexusmods.com/skyrim/mods/23098/? Kill --> http://www.nexusmods.com/skyrim/mods/34149/? Enjoy!
  8. Checked out your mod page, well done! Looks like a really interesting feature! I have planned certain systems that will be part of the mod which will change the dynamic of the way you can play. One of the systems is banking, where you the player can purchase the right to store gold in a bank, and possibly purchase a vault to store your items (An cheaper alternative to a house). I would actually be very interested in adding a taxation aspect in storing items in the vault, sort of like a fee you pay, or else; Your items will be locked away and you will have to pay to get access to them. Money is directly transferred from your bank account so you would not need to worry about traveling to a bank every single month to pay this fee. All of this is to create a sense of realism, it sort of bothered me that you can gather an almost infinite amount of gold and carry it about wherever you go, adding weight to gold would be a distinctively bad idea as it would interfere with the rest of the game and make my mod more of an annoyance rather then an enhancing experience, but if you have a system that makes a tiny bit more difficult to get super rich then I personally cannot see any faults with that. I would definitely want to have a sort of taxation system if you choose to make use of the storing systems for gold and items at the bank. I'm a little on the fence whether you would actually get taxed for owning a house though, maybe have it as an option in the MSM menu. Thank you for offering your mod theSniperDevil! I really appreciate it and will very likely find some way to make use of the system. But I doubt I will do it in the same way that it is applied in your mod, with growing bounties. :) If your interested in helping out! Do let me know! I'm not exactly yet at the stage where scripting, quest development and dialogues are being made, but when my level design is finished, your very welcome to join in!
  9. I agree, stuff like dirt, snow and plants in the buildings wall will make it seem a bit worn and will blend with better with the hold theme. I do want to add details, and making the buildings feel worn and gritty is definitely what I should go for, the challenge is balancing it properly and not overdoing it, making it seem like no one has lived there, or make the city overhaul feel like a Botanical Garden. :)
  10. Thank you! I am not sure whether I'll add holes though I will definitely be adding more details, this was just a rough draft ;) I am considering adding one two or three buildings that have openings in the ceilings to give it a slight more nordic feeling, otherwise yes. Falkreath is going for a very Colovian feeling (Medieval Mid-North Europe) with Nordic touches. Glad you liked it! Getting feedback really does help me stay motivated ;)
  11. http://i.imgur.com/GiUd0Uy.jpg Here is my attempt at improving the building meshes used in Falkreath. Please let me know what you think.
  12. I've taken a look, thanks for the heads up! I will have to see if aspects can be used in Holds. :)
  13. I am tempted to send Viltuska a request to use certain aspects of his/her mod in mine. Not in terms of level design but I see he has some good books and hidden items which I do find interesting. Otherwise I will of course have to create a ton of compatibility packs for other mods that conflict both on a technical and realistic level. :) So I will make it possible for players who prefer Skyrim Sewers by Viltuska to use that instead! ;)
  14. I am wondering about two things which I can't really decide upon. First thing has to do with "Secret Entrances". In Oblivion, particularly the Imperial City you could access just about every home through the Imperial City Sewer. I've made a few such instances in Solitude where you can use the sewer to access shops and in few cases homes. I am wondering though if this is something people would like to see more of. Like in Whiterun where I originally only wanted there to be a "sinister" way for a say.. a werewolf or a vampire who doesn't want to use the main gate in hopes to avoid unwanted attention, I am looking at the possibilities of having accesses towards the Warehouse and perhaps even Dragonsreach, would this be something players would like to see, or would it feel "Forced" like a very noticeable game mechanic? Second thing has to do with items, particularly the ones I use on tables. You see when you sit down, these items collision starts to respond, which can lead to some pretty awkward situations with food sliding unto the floor, or bouncing towards the ceiling. I've noticed that this is not often the case with Bethesda interiors but Bethesda also use far less items to decorate their tables with then I do. Is this a problem? Would people like me to use less items so as to avoid the odd-loaf of bread falling unto the floor?
  15. Great! But when you say that the city is completed, we're talking level design wise? How are you progressing with quests, NPC's and Items? :)
  16. I don't believe Dragons actually do reproduce, or have eggs. They simply are. I am by no means an expert on the subject and my only source of information is from the shoddycast lore series: Hope you'll look into the matter before you implement it into Issgard, although there is nothing wrong in my opinion to diverging slightly from the lore in order to make interesting mods :)
  17. Well, SkyUI is a mod I for one wouldn't mind giving a little to the developer for creating. It is hands down a must-have. With that said I hope he will not remove the earlier releases of SkyUI from the Skyrim Nexus. Do not get the wrong impression of me though, I am as upset over this as anyone else. If this is going to be the norm for the Elder Scrolls modding in the future I might reconsider purchasing any TES Games in the future, after all, it is the modding community that has kept me playing these games, if I am now forced to pay for every little mod I decide to download well... It just feels wrong. Modding should be about contributing entertainment to others, not a quick and easy way to make money. We do not know what sort of situation some of the modders are in though, and yes there are mods I would definitely consider donating to a mod creator, but forcing a payment really leaves a sour taste in my mouth, and it mostly comes from the fact that the ones who are grinning is Valve and Bethesda who are grabbing 75% of what a mod creator earns releasing their mod, which really begs the question; Are you really going to make any money charging money for this? I personally own a legal copy of Skyrim and all of the DLC's, I've paid for this product, it is not Bethesda developing mods, it is us here in the modding community, and Steam has been more of an annoyance then anything else when it comes to attaching itself to Skyrim, at least for me. So, why should these companies take such a large share, or any for that matter. I doubt Bethesda didn't forsee a huge backlash from this, I wonder how this will hurt their franchise in the future.
  18. Ah, that is great to hear. I really dislike where this change will likely be going. I am all for donating money to mods that I feel deserve it, but I don't like the concept of having to pay full asking price for something that I have neither tested nor paid for before. However, that is not to say modders asking for cash upfront for their work should be ashamed or anything like that. I do not know their situation nor if their work is so popular that they would ask that. I started this mod with the incentive to create and share something that I feel the game needs and I am happy to hear that you share that mod ideal. (Very much so because I enjoy playing your mods hehehe :D)
  19. Thank you! I hope people will enjoy what I manage to create :)
  20. Quick Update. I've read some news posted here on the Nexus that Bethesda / Valve will allow mod authors who've uploaded their work to the Steamworkshop to charge money for their work. http://www.nexusmods.com/skyrim/news/12449/? While I can happily say I will only upload the mod on the Skyrim Nexus mainly due to terms of agreements I have with other modders on the use of their resources. I wish to make this update to make it clear that even should the owners/administrators on the Skyrim Nexus decide that charging people money to download mods; You will never have to pay for any of my work. Reason for this is firstly that this mod uses certain resources that belong to other mod developers who've allowed me to use their hard-made work, and also that I simply do not believe in charging money for mods. I find the whole idea somewhat irritating as being able to quickly download mods off of the Nexus is one of the things that have kept games like Skyrim and Oblivion interesting for me. That hard working developers have allowed their work to be shared freely online is something that the community should be thankful for, with that said I do not think that mod developers should charge money for their work as it will (No matter the amount) limit a players interest in downloading mods and will ultimately mean that the joy we've had keeping our game to par with newer titles will officially be over. Now that I've made my opinion known I will repeat myself: You will not have to pay me, or anyone else money to download and play any of my up and coming work. :)
  21. I promise you, it's not nostalgia glasses for me. I frequently play Skyrim and Oblivion nowadays, and despite what faults Oblivion may have, I still MUCH prefer it. TBH, I've never, ever had a problem with emptiness in Oblivion. Nothing ever felt empty to me. Skyrim - definitely. It may be because Oblivion had about a dozen more varieties of creatures and waaay better quests, though. Or the fact that it's a lusher place, and Skyrim is meant to feel rather bleak. However, not everyone feels that way about Oblivion. :wink: I agree that the quests in Oblivion were better, but Oblivion always felt rather empty to me. There were only 10-20 or so quests outside of guilds and while the environment was brighter and more welcoming then Skyrim's hard and cold exterior, the land just felt empty and uninspired all the same. I also think Bethesda had an easier time creating the world for Oblivion, where everyone is pretty familiar and into the whole Medieval europe fantasy setting, and in Skyrim they had to think of a new way to create a world which is different, and not for everyone. In Skyrim Bethesda put a lot more effort into making the world interesting and I think they succeeded at this, though I honestly wish they would've put that much effort into making the quests as interesting. A dungeon in Skyrim can have a long back-story, you could bump into a NPC outside telling you he needs help inside or in some cases you simply face off against someone unique inside who has a few lines that makes you understand what it is you've crawled into. Oblivion has its strong points, better stories, better cities, easier to get "Dragged" into and sit down and waste countless hours playing. However I still feel Skyrim is the stronger game as it remedies all of the problems Oblivion had. The land felt empty, not enough quests, as well as adding new features to the game. I just wish they would've kept the quality at what Oblivion was strong at, which were its quests and its cities in my opinion. When Skyrim first came out it was unplayable for me, because yes. It was bleak and not very inviting. I didn't however need that many alterations to Skyrim to get dragged in and enjoy it for countless hours. It is sadly easier to fix the problems with Oblivion, adding new content, new landscape etc... then it is to fix Skyrim's problems where your only option is to create new quests, and to recreate most of the cities from ground up. Luckily Matthias you've started this work by creating new quests with your mod project. And I have started fixing on the cities. There is also a project called Better Cities Skyrim which also tries to make the cities more interesting. There is also JK, and ETAC who also work at making the cities better.
  22. Your joking? Oblivion had a lot of pretty questionable mods as well, I think the difference is that Skyrim just has that much more of it. With that said however, there are a ton of big content mods being worked on like; Rochebere, I am the King; New High Rock, The Beyond Skyrim Project, Issgard, Luftahraan, etc... Understand that creating such heavy projects takes time, but even so, how many such large scale projects did Oblivion have? There are many enjoyable mods for Oblivion, but I have yet to find one that I could compare to the size of say; Falskaar, which added a ton of enjoyable hours to my game. Modding your graphics is only one side of modding, it does improve the experience heavily sure, but there are a great deal of other mods out there in other categories. I can admit that your probably right about Tamriel being easier to mod, Oblivion also came out 2006 so it has had a lot more time to allow modders to get busy. I also think it has to do with the theme of Oblivion, where Skyrim goes for the whole barbaric nordic viking theme, Oblivion went for a much more common fantasy theme that I am sure modders found it easier to build upon. Being in the center might have made it easier to create lore stories, I don't know, personally I think Skyrim has the stronger overall background story, not to be mistaken for the main quest where I think Oblivion did better at its presentation. Many of the mods available at the Oblivion Nexus I find have very little to do with the lore and more to do with creating interesting stories in a particular medieval fantasy setting. There is nothing stopping anyone from creating such mods for Skyrim. I've also noticed that a lot of the mods available for Oblivion have to do with improving the games environments. Improving the cities, improving the landscape etc... Considering how empty Oblivion's landscape was it probably was very tempting for modders to create mods that fill the rather auto-generated area with content. I've always loved Oblivion, play it now and then but I think we ought to take our nostalgia glasses off. It is not a better game then Skyrim, the land feels horribly empty, and the dungeons are repetitive. You have to mod it to the point that you crash every now and then to be able to have an enjoyable experience. However it did have its strong points where Skyrim comes out weak and uninspired. If your upset with the lack of content mods for Skyrim, why don't you buckle down and create something yourself? The tools are available and the learning curve is easy. I admit there are a lot of simple mods on the Nexus, but the modders for Skyrim don't owe the community anything, and so there are quite a few projects that sadly get abandoned.
  23. Definitely a modding project to keep ones eyes on. Skyrim really needs more quests with creative stories and challenges that doesn't all of the time require you to kill bandits with for some mundane reason or another. Not to add pressure to you Matthias, but considering how knowledgeable you are as a modder and that you run an amazing blog that tries to impart your skills unto other modders. I think we can expect this to be permanently added to our load lists ;) Really looking forward to try this :thumbsup:
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