Jump to content

pkmcgowan

Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by pkmcgowan

  1. Blast! I cannot afford to spend $700 for the Flash editor suite. I guess I'll have to mark my envisioned city as a town (albeit a very LARGE one). I'm thinking of extending the main quest where when the player sleeps the first time after defeating Alduin, he/she wakes up in Aetherius and is confronted by Talos himself. The deity knows what the Thalmor have been doing and he is thoroughly LIVID about it. The player then embarks on a lengthy quest to raise up Alduin as a gigantic dragon construct (think third Numidium) and wage a holy war of extermination against the Aldmeri Dominion. The mountain city is intended to be the capital of a fourth empire ruled by Skyrim. Bear in mind that I might not be able to finish this project: I'm STILL working on my Imperial Academy mod for TES4: Oblivion!
  2. Is it possible to create a custom map icon that can be accessed as a marker data type (i.e. Whiterun Castle) and appear on the map? I'm interested in creating one for a large mountaintop city mod that I'm tentatively locating somewhere SW of Pelagia Farm. I want it to appear on the map and be similar in size to the one for Whiterun.
  3. Thank you for the heads-up. Here's a teaser of what I'm trying to create - I call it the Imperial Academy District. It's intended to be a fully functioning chapter of the Fighters' Guild AND a real academy with cadets undergoing rigourous training (including running laps around the central tower's plaza). It can be reached from the Elven Gardens District. The original entrance of Sinkhole Cave was located directly UNDER the new district hence the need to relocate it.
  4. Is it possible to relocate an existing cave entrance without the staff at Bethesda getting all bent out of shape about it? I've put in several months of effort creating a mod that adds a new district for the Imperial CIty but I had to move the entrance to Sinkhole Cave along with the associated encampment to the northwestern corner of City Isle (near the foot bridge). If anybody has an answer I would appreciate it. I just want to give the Fighters' Guild a new chapter in the Imperial City, not fight whiners and their lawyers in court.
  5. Has anybody tried to use the CS region editor to generate levelled creatures (i.e wildlife) in random locations within a region? I've been studying the editor's functions and I know it can generate landscape textures, place rocks, trees and flora. I've created 2 empty worldspaces that are 4 quads in size each and I don't look forward to going through 16000+ cells in each of these worlds and placing leveled creatures by hand.
  6. Does anybody know of any web sites where I can go for reference information on creatures. I'm interested in creating new fauna for TES4 and I need orthographic views of the creature in question as well as data on range of motion for the creature's bone joints. I would like to try my hand in creating a snake or even marine fauna (to give the slaughterfish come company). In addition, does anybody know of an alternative for SpeedTree. I checked out the web site and that program costs almost as much as my car. This is all for a mega-mod I'm working on (and will probably take a lifetime to finish) which adds a Fighters' Guild academy to the Imperial City and expands Sinkhole Cave to include a pair of hidden Ayleid ruins in near pristine condition. One of the ruins will have a gateway leading to a parallel world where I intend to incorporate all the new creatures and trees. Pat
  7. Thank you for the help, Mr. Brasher. I did take your advice about opening up the vanilla ruins and studied them extensively (all of them). I was able to create an Excel spreadsheet with worksheets for ambient, blue/green and intense lights. I categorized general areas and objects like doors, corridors, etc. and flagged each blue & blue/green light I encountered in each ruin. From there I extrapolated for silver, evil, creepy, white, etc. I now see where I'm going wrong with my own plug-in. I assumed (based on real-world logic) that each light must have a corresponding source. During my study of the 'vanilla' ruins, I noticed several instances of intense lights over rubble piles with Welkynd stones interspersed. It appears that the Bethesda/Zenimax design team lit up the Ayleid ruins based on the premise that the stone was manufactured on site like concrete block with Welkynd stones mixed in as an aggregate. The presence of numerous ambient light sources in these ruins would indicate that the walls and other structural elements would have glowed with a soft magical light and the exposed welkynd stones would add more intense accent light for workspaces. With this in mind, I'll rework my lighting plan accordingly. Once again, thank you. P.K. McGowan
  8. I'm working on a world mod that will include several Ayleid ruins. Some of these will use Zenman's superb Ayleid Ruins Renewed texture pack which make for some breathtaking interiors. I would like to know if there are any guidelines on how to best light up a custom Ayleid interior. I know how to get the motivators (those light bulb markers) into the mod but I'm having a mental block on what color or radius to use in any given corner or section. There is a tutorial in the CS Wiki on how to light up a cave but nothing on an Ayleid dungeon. Any help would be appreciated. P. McGowan
×
×
  • Create New...