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TheBawb

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Everything posted by TheBawb

  1. Hey folks, more exciting news! Warden of the Coast - Skyrim's next DLC-sized new lands mod inspired by the franchises of Dragon Age and Mass Effect - is now casting voice actors!VAs of all skill sets are welcome to apply. See you there! For more details on the project: Jan 2022 Update As always, stay classy Modding Community,TheBawb
  2. Around this time last year The Shire mod (On its 3rd year of development at the time) was prematurely released as a result of leaving early for basic combat training. However since January of this year The Shire has received several updates which have resolved the issues that occurred upon its debut, allowing this massive adventure to be enjoyed the way it was meant to be, in its final and complete version. The Shire's goals have always been to provide Oldrim users with professional storytelling, widely branching dialogue, a functioning heathfire-style playerhome, alternating endings governed by player-choice, two complete opposing questlines, skilled voice acting, and a hand-designed worldspace worthy of the fictional work of which it was inspired. With this update I can proudly say that The Shire has undoubtedly met those goals. Go ahead and give it a try Switching gears here really quick from the generic overview to more of a personalized message of appreciation, specifically to the (Skyrim) Nexus community. The Shire took as long as it did because quite honesty I had a very minimal understanding of what I was doing. At the time it began I was 15 going on 16 (that's a song isn't it?), having an idea of what I wanted but none of the knowledge or experience it takes to get there. I posted a thread, and immediately was met with not only support but also very constructive feedback. As the months went by I returned to the nexus on numerous occasions whenever I ran into obstacles that confuzzled me. (that's a word autocorrect, I swear) And each time, I was pointed to a solution that eventually worked. Although I haven't been active on the forums of late, a quick scroll through them is enough to see that same spirit of cooperation is alive today. It's that sort of atmosphere that made working on such a project quite the enjoyable experience, and has since kickstarted my interest in moving on from modding and into game design with the Unreal Engine. If I am to give credit where credit is due then my sincere appreciation is offered to all of you. (That wasn't meant to rhyme but ahh what the hell) Keep doing what y'all are doing, TheBawb
  3. Hello everyone, The shire mod is just a few days from release and I've run into a bit of a problem. I am using a mixture of Hoddminir and Ztree Nifs both found in this resource: http://www.nexusmods.com/skyrim/mods/38651/? but up until now all attempts at customly generating the lod for these assets have fallen short, proving that this is a step above my current skill level. While typically I would take the time to figure out this dilemma myself I have only a little over a week before I start prepping for Army boot camp and the time between I intend on fixing the remaining bugs in the quests and uploading the mod itself. If anyone in the community would be interested in generating custom lod for these trees I would be entirely grateful. I have the esp and its files packed up and ready to send, and you're more than welcome to run through the questline (though still a little buggy) if willing to help. Much appreciated, TheBawb
  4. Models look impressive, and I like the direction you're taking. The biggest issue I can see you running into has already been mentioned, namely copyright infringement, so I'm glad to see you're taking the necessary steps to deal with that. (hopefully it works out!) Other than that I wish you the best of luck; many have attempted to build the entirety of Middle Earth since I joined the Nexus, here's hoping yours succeeds. I'd help if I could but I'm booked tight as it is.
  5. We now have a Questline trailer: See you this May!
  6. Well, it's been forever since my last update but for future reference; if I'm not updating the thread it's likely because I'm too busy working on the actual content. http://tesalliance.org/forums/uploads/emoticons/default_aa_tongue.gif But that may sound like a feeble excuse, so allow me to elaborate; Over the last few months we've written and acted out 21 main quests, 60 side quests, and six additional quests (to be acted out shortly), as well as expansive generic and combat lines, all totaling over 4,500 lines of dialogue. Long gone are the days of the small project this once started out as. We've modeled each quest to be player driven, and ultimately change the ending of the story depending on what choices the player makes as he runs through them. Obviously VA coordination and writing have been my main priority over these past few months, so I've shoved implementation and navmesh off onto the back burner. But with the writing complete, and VA work soon to follow I can once again return these parts. Another milestone has been passed, and the winter release still looks plausible. But I couldn't have gotten here without the countless hours the VAs and writers spent on this project. I don't mean to brag, but I'd wager I've been given the unique opportunity to work with the most talented VA/writing crew out there. (okay, I lied. The bragging was fully intentional) But in all seriousness, It really has been pleasure working with them. Don't know when I'll be able to update y'all next, but until then, may the hair on your toes never fall out. http://tesalliance.org/forums/uploads/emoticons/default_aa_salute.gif
  7. You're not the first to request something like this, and thus that proves there is an audience for it. I'd suggest picking up the ck yourself though, as (in my experience) you're not liable to get a lot of help here on the forums with such a proposal. It'd take a bit of work for sure, but as I mentioned earlier, there are plenty who would use such a mod if it were created. As for "If you take offense, don't play it" that would only make sense if you had no ability to change it. If you take offense, or don't enjoy something, mod it to your liking. That's one of the key elements of our community here. That said, the OP raises a clear legitimate request (though perhaps in the wrong forum) in a non-hateful manner. I see no reason for an ongoing list of what he should have requested.
  8. Beyond Skyrim: http://www.darkcreations.org/forums/forum/119-beyond-skyrim/ Unique Beast Races: http://forums.nexusmods.com/index.php?/topic/935973-unique-beast-races-wip/page-304?hl=%2Bwip&do=findComment&comment=37047340 Lordbound: http://forums.nexusmods.com/index.php?/topic/3186074-wip-lordbound-an-expansion-sized-mod-featuring-new-lands-non-linear-storylines-and-more/page-5?hl=%2Bwip&do=findComment&comment=36277680 And the shire http://tesalliance.org/forums/index.php?/forum/231-the-shire/ ( :whistling: ) Just to name a few. I haven't been that active on the forums lately, so I'm sure there are more I'm missing.
  9. I believe you've covered my personal concerns quite thoroughly, and I appreciate your taking the time to address the concerns of the mod authors here. All things considered, I still see this as quite the interesting idea. Most of the arguments against it seem to be based upon the possibility of something going wrong, I however would prefer to wait until MP is released before raising any complaints, to validate the authenticity of them. My opinion, but I'd encourage others to take a similar approach.
  10. Your problems are probably related to room bounds and portals. You most likely haven't removed the room bounds from the vanilla cell you duplicated, so they will cause the new objects you add to appear and disappear, depending on where you placed them, and where the original room bounds are. Don't have time to give a detailed walkthrough, but most of the info you need should be found here: http://www.creationkit.com/Bethesda_Tutorial_Optimization (Look under the Room markers and portals section) Hope it helps!
  11. I have yet to take a stance on whether to endorse or decline mod picker. While the concept is interesting, my greatest concern is that of misguided information vital to the mod itself. Take my two-year project for example, (and I hate tooting my own horn, but this is where my concern lies) while the mod is vastly inspired by the lotr, I have made it entirely clear that we are not endorsed by the companies who own the copyright, do not promote the mod as being a part of lotr, nor use any copyrighted material (Including names) in the mod itself. It would be one thing if a mod user made a false statement in the comments of my file page, claiming that the mod was set in Tolkien's world, because it would be apparent to me that they did not read the description well enough. But when misinformed users (no matter the rep, we all make mistakes) start making reviews that claim I have some kind of association with Middle Earth, Warner bros, or the Tolkien estate, and people buy into to that, I've got a serious problem on my hands. Especially if I am not active on MP, and cannot correct mistakes I am not aware of. I wouldn't be as concerned if the misinformation regraded something trivial like where the entrance is, or how to start the first quest, but when something slightly more serious such as our copyright stance has the chance of being widely spread incorrectly I tend to be a little worried. Obviously I am an exception as most authors don't have to worry about such matters, so if my concerns go about ignored I'll understand, but it is nevertheless troubling.
  12. Very nice! I personally would prefer follower. Whatever way you choose though, looks like a bit of thought went into this, my sincerest compliments there :thumbsup:
  13. Looks like Jtull's already going to handle it, but nevertheless I believe it necessary to offer my sincerest condolences. I can only imagine what the loss of a brother would be like (much less two). But I hope the small memorial that you request will be enough to ease some of that pain. Sorry for your loss.
  14. Two major updates: Firstly, the voice actors for the shire's main quest (both good and evil sided) and side quests (both good and evil sided) have been cast. An introduction to their talent can be view on our Tesa forum: http://tesalliance.org/forums/index.php?/topic/7869-introduction-to-the-shire-vas/#comment-118528 Secondly, the open beta (which was set for April) is to be cancelled. We will be waiting until the mod's main and side quests are complete before releasing it, as opposed to uploading only a completed worldspace with dungeons, a player home, and some various other gems. This is to ensure you get the full experience. Apologies for the inconvenience, and as always, thanks for your patience.
  15. Bethesda and WB working together? :huh: Despite the possibilities, that didn't and isn't likely to happen. Given their fantasy setting, Skyrim and Middle Earth share several similarities, but neither have directly copied the other's landscape. For future reference, it might be a good idea to put topics like this in the "Skyrim general discussion" forum. :)
  16. Alright, I'm satisfied with the auditions I've received, and all the roles have been filled. A huge thanks to everyone who tried out. I got the privilege to listen to so much talent it was difficult in most cases to choose who would fit the role better. Until we meet again forums, until we meet again, TheBawb
  17. Closed some positions because we've found the right voice actors for those roles. I'm still considering a few of the auditions I've received, but until I make a decision those characters will remain open. However, there's only a little bit of time left for the auditions, so submit your them quickly or you might miss out!
  18. This is why I love the modding community :D Looking forward to hearing it.
  19. Ahh, excellent questions. Yes. While those with the proper accents have a better chance of getting the role they audition for, I'm mostly looking for those who can convey the proper emotions and comfortably play out their character. An American who lacks the preferred accent but still displays the correct voice portrayal is more likely to get the role than the Englishman who sounds nearly emotionless. (just an example) That said, "faking" the proper accent, so long as it is believable, will increase your chances considerably. If you will be attempting to portray an unnatural accent, yes, it'd be best to send lines with a "faked" accent along with lines using your natural one. And then let me know that's what you did, so we can eliminate confusion. Hopefully that answers your questions.
  20. http://i68.tinypic.com/2nret0h.jpg http://i65.tinypic.com/2urlbvm.jpg Introduction to VA Information Hey folks, as I'm certain most here are already familiar with the shire project, I won't go into the details in this thread. Instead, they can be viewed here: http://tesalliance.org/forums/index.php?/forum/231-the-shire/ After a long period of waiting, the shire mod is now openly accepting voice actor auditions. We are primarily looking for VAs with natural European or Australian accents, though anyone else is still encouraged to apply. In this thread I have included a list of requirements for each individual character, and procedures for auditioning in general. If you plan on auditioning, please follow both the requirements for your specific character, and the general procedures exactly, as incorrect auditions will be discarded. This is mostly because we have a limited amount of time, and to ensure that only those who are reliable and capable of following instructions are considered. As always, questions or comments are welcome. Just leave them below and either myself, or someone from my team will get back with you as soon as possible. Have fun auditioning, TheBawb Characters: http://i67.tinypic.com/1zva23t.jpg Gender: Male Status: Closed Description: http://i66.tinypic.com/etb2bt.jpg Gender: Female Status: Closed Description: http://i67.tinypic.com/33xjy3m.jpg Gender: Male Status: Closed Description: http://i68.tinypic.com/t4y2dt.jpg Gender: Male Status: Closed Description: http://i66.tinypic.com/vsnccg.jpg Gender: Female Status: Closed Description: The Enemy (Name and image hidden to avoid potential spoilers) Gender: Male Status: Closed Description: Female Halflings (Generic) Gender: Female Status: Closed Description: Male Bandit/Ruffian Gender: Male Status: Closed Description Procedures: Alright, I plan on making this as painless as possible. If you would like to audition for a character, please follow the instructions below: Using the lines set under the character you are auditioning for, record multiple takes of yourself acting out these lines into one .Wav file. Save the file Name - "name - Thormin.Wav" (“Thormin” will be replaced, if needed, by whichever character you’re auditioning for.) and where "name" is the name you would like to be credited as. Send the file to my email at [email protected], titled "Thormin Audition - name" (Once again, “Thormin” will be replaced, if needed, by whichever character you’re auditioning for. ) And where "name" is your name again. Upon reviewing all of the entries with my team, I will contact the best actor for each character, make sure they’re still available, give them some finer details, and get them started. This will likely occur sometime within the next two weeks, so submit your auditions quickly and make sure you don’t miss out! FAQ Q. “Given that the mod cannot directly use events or names in Middle Earth. Will your storyline be referencing or hinting at spoilers in the lotr or Hobbit?” While the Hobbit book itself has been out for nearly 80 years, we will be keeping our potential spoiling references to Tolkien’s world at an absolute minimum. Since our story is unique, we won’t run into too many issues with that anyway. But the majority of spoilers that revolve around Tolkien’s Shire (like Sharkey’s identity) will not be referenced. This is to ensure we preserve the books/movies for Skyrim players who are not yet lotr fans. Q. As a VA, will there be a lot of lines I have to act out? Depends. The protagonists have quite a bit, antagonist next, and generics have the least. Q. Will I be getting paid if I lend my services as a VA? No. I can, however, guarantee that you will receive 100% of the profit that I make off the shire mod. But math jokes suck, so in other words: This project is non-profit, and will not be able to pay the talented VAs that lend their service. Q. Are you in need of a dialogue writer? While this is a VA recruitment thread, I am in need of someone to write the Male Bandit combat and generic dialogue. (Have a lot to do myself atm) PM or email me if you’d like to do that. Q. Can I make a suggestion regarding VA/Storyline? Go ahead. I may not have the resources to do what you suggest, but I’ll definitely hear you out. Looking forward to sharing this adventure with you, TheBawb.
  21. I was hoping to get to this earlier, but we will be unable to meet our beta release goals of late 2015. This is mostly due to a number of things, such as unforeseen setbacks, overly-optimistic deadlines, and the amount of added content since our initial planning. We will instead be shooting for alpha release sometime around April/May of 2016. Sorry for the inconvenience, and have a merry Christmas, TheBawb
  22. I put this under the Mod Talk category because I believe it may have to do with my esp. However if the nexus staff think it would serve better under the Technical Support Forum, they can move it. So I noticed a few days ago that I could not load my saves without getting a CTD. Naturally since I don't really "play" Skyrim too much anymore, I figured it was a few corrupted saves, or some other issue with my own PC (Which is becoming renowned for them.) Either way, and since coc-ing directly from the main menu doesn't seem to cause an issue (that being how I normally test my esp) I didn't worry about it. However, I had recently sent my esp and all its files to a friend so she could add a few custom NPCs to it. But when she loaded up her game she received the exact same problem, CTD on the loading of a save. And removing my esp and its files returned her game to a working state. Of course this is an issue, perhaps a mod-breaking issue. So I ran a few tests, I unchecked my esp from my load order, and booted up the game, it still crashed on load. Then I tried my esp on another PC and it loads saves just fine. I thought because not loading my esp still crashed my game on the first PC, it was perhaps a script or music file causing this headache, but the files are the same on both computers, which really makes my head hurt. Things I've done recently that may have caused it (but most likely have nothing to do with it): Cleaned the mod for the first time with TES5Edit, which removed something like 170,000 dirty edits. That at first was hard to believe and I began to assume I had screwed something up. However reverting my esp to a time before I cleaned it did not solve anything. Attempted to merge my esp with another through TES5Edit and CK, when it failed I reverted the esps to a time before the attempt. Generated lod again. (Then removed the lod files, still received the same issue.) Downloaded and started to learn and use MO. But I haven't really messed with it very much.I'm not one for throwing around my esp yet, but if you think you can isolate the problem, or at least see if it works for you, just contact me at [email protected]. The 7zip containing my mod and its files is rather large. (1.8GB) Figured it would be best to state that up front. Any and all help will be well-appreciated. If I did not include enough info, don't hesitate to ask. Thanks, and looking forward to crushing this annoyance, TheBawb
  23. For "not doing much" it sounds like you've been incredibly busy ;D Appreciate the update, still looking forward to this as always.
  24. Looks like it has quite the potential, I wish you the best of luck.
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