Jump to content

Premature Release  

225 members have voted

  1. 1. What sort of quest's would you like to see the most?

    • Quests that introduces well written characters and well written stories.
    • Quests that have riddles and mysteries that you need to solve.
    • Stories that draws upon the Elder Scrolls Lore, and delves deep into many of the unanswered questions in the Elder Scrolls Universe. (Even though we know we're probably getting a biased answer, or probably not a complete answer)
    • Quests that will allow you to explore places you've never been before, or discover places where you thought there was nothing.
    • Quests pop out of nowhere and surprises you
    • I don't really care for stories, or concepts, or anything! I am the Dragonborn! Just point me in the general direction you want slashing!
  2. 2. Do you like the outfits created by this mod? Would you like to see more of these in the project?

    • I love it! Make as many as you can!
    • I think this one plain shirt with a few belt and color variations is enough.
    • I do not like what you have made.
      0
    • I think there are enough vanilla outfits in the game. Why create new ones?
    • I have no opinion on the matter.


Recommended Posts

 

 

 

Maybe useful for your project: Whiterun Interior Expansion Set

 

I'd just be wary of using other assets atm though. After the whole fuss with Immersive Citizens and ETaC's patch for it I imagine copyright issues are a bit odd right now.

 

 

 

Very nice, and I would very much like to consider using this in the future. However as far as level design goes for this iteration, it is finished. Maybe for the next iteration :wink:

 

What happened with Immersive Citizens? ETaC? Copyright issues? Sounds serious. I hope I wont have that problem. But like WBizzyW said, this is a modders resource, so as far as copyrights goes, its made clear that this is to be used by other modders in exchange for credits. :smile:

 

 

Shurah (the author of ICAIO) contacted MissJennaBee (author of ETaC) saying her patch to make the two mods work was 'an attempt to pass off his own' and to remove it. MissJennaBee then did and posted an explanation as to why in case people started wondering why the patch had suddenly disappeared.

This ensued.

Plus other places around the internet.

 

I see. Well its not for me to discuss this here, a little surprising but... well what can you do.

 

I think though we can expect some incompatibilities with Immersive Citizen as Holds uses unique worldspaces for Dawnstar and Falkreath's cities. As far as I understand this, he does not want people creating compatibility patches for his mod. I will try and ask him whether it may put him at ease if he creates the compatibility patch himself and has it available on his page. But if he isn't comfortable with that, then I am unsure how we can work with this. I did read that he would allow you to create a full version of your mod with a dependency for Immersive Citizens. As far as I'm concerned that sounds sort of like a compatibility patch, or rather a compatibility standalone mod, but as the topic adresses it makes it clunky to create updates and so forth, though perhaps not necessarily, there may be ways to do it in a smart way. I will see about speaking to Shurah when we close in on release day and ask if there are any options on the table, and if he doesn't want to discuss such things then perhaps we may not get a compatibility with this mod, which is a shame as it looks like a really nice addition to the game :smile:

Edited by Galandil
Link to comment
Share on other sites

  • Replies 315
  • Created
  • Last Reply

Top Posters In This Topic

I read before that he doesn't plan on making compatibility patches because otherwise he'd be doing that for the rest of his days, I don't think he's changed his mind on that :confused: His main aim was people load his mod and work on the NavMeshes that already existed as they build their mod - which essentially makes it a master and a framework mod which isn't to everyone's taste.

Essentially most people seem to love the mod, myself included because of the content it seems to unlock that Bethesda didn't implement into the final game. If they're already implemented into your mod, or plan to be or whatever then I see no reason to use his mod anyway. I imagine his download count has dropped a lot as that last kafuffel with ETaC was the straw that broke the camel's back :mellow:

 

Focus on making your masterpiece :laugh:

Link to comment
Share on other sites

I read before that he doesn't plan on making compatibility patches because otherwise he'd be doing that for the rest of his days, I don't think he's changed his mind on that :confused: His main aim was people load his mod and work on the NavMeshes that already existed as they build their mod - which essentially makes it a master and a framework mod which isn't to everyone's taste.

Essentially most people seem to love the mod, myself included because of the content it seems to unlock that Bethesda didn't implement into the final game. If they're already implemented into your mod, or plan to be or whatever then I see no reason to use his mod anyway. I imagine his download count has dropped a lot as that last kafuffel with ETaC was the straw that broke the camel's back :mellow:

 

Focus on making your masterpiece :laugh:

That was the mod author of ETAC, who said he didn't want to make a million compatibility patches, which is understandeble. Shurah on the other hand said that he doesn't like other people implementing his system in the mod, though a compatibility patch is just that, a patch which makes changes so they both work togheter and use both mods as a dependency. So you would still have to download his mod in order to use it.

 

I errr- hurrr... I mean adding dialogue which wasn't implemented by Bethesda sounds really great and all, and within the frame of what Holds should work towards implementing, but if there already is a great mod which does so, then a compatibility would be reasonable. I haven't tried his mod yet myself, and from what I can see it appears as though the mod so far focuses the changes on Whiterun, a place which I'm certain is compatible with the mod and there therefor shouldn't be any problems there. Falkreath would be incompatible as it adds a worldspace which you need to access by entering the city gates. So wherever Immersive Citizens made changes is not within the same cell as I want people to use in the mod.

 

Not really a fan of 'Framework' mods either. It limits the freedom of other modders, but then again, his work his right to tell what people can do, and can't do with his work. So we will see what can be done, and if not, then... I may just implement the dialogues myself. But Immersive Citizens is more then just a dialogue additioner- and I don't think Holds will also be a complete AI overhaul as well.

 

Thank you :smile: 1 month now, not much longer.

Edited by Galandil
Link to comment
Share on other sites

On Shurah's FAQ they state they're not going to make anymore patches although more because he knew the mod was too new to do so properly.

 

At the moment Whiterun is implemented, as is a few other places but Shurah is planning on overhauling more places :confused: So compatibility would be great, but happy to sacrifice that mod for yours' once I see it :laugh:

Link to comment
Share on other sites

So guys, in exactly one month, the mod will be released here on the Nexus. No matter how buggy, how many outfits are missing, or how awful it may so be- it will be released and whatever issues it may or may not have will from then on be patched along with future content such as quests, dialogues, guilds, followers and scripted systems like banking.

A wonderful mod reviewer who was given access to a pre-released version of my mod recently did a test and gave me valuable feedback where as two issues were raised. One being the collision of one of the stairways outside of Solitude, and another issue being a missing texture in Dawnstar. Both of which are being addressed as we speak. In terms of stability he claims he kept a full 60fps through out which is amazing considering I personally have bad experiances with framerates when I apply media tools or have Skype running in the background, he even had 60fps he says in Solitude which is the most cluttered area of my mod- though experienced a drop all the way to 40fps in Falkreath in a certain district facing a certain way. I personally do not drop that far and stay stable at 56-60 in Falkreath, but I recognize the reason- it is because of the massive amount of rocks added to the city cell and because he likely uses an ENB setting called object post processing, those rocks causes a tearing on his frame-rate. Therefor I will make sure to create two optional's, one with half amount of rocks, and one completely without rocks. Personally I feel this makes the city feel a little barren, but at least that option will be available for the public.

 

I am a bit puzzled regarding our agreement, as he may or may not post a pre-released mod review to address its strengths and weaknesses, I personally hope he does, and I hope. Keeping my fingers crossed, he had a good experience and this will drive more attention towards my mod- cause lets face it, I would do really bad at the PR industry :tongue:
Once the review is released I'll be sure to link it here for those of you who have heard of the mod, but not of this popular mod reviewer, after all you never know.

The work from now and till the 1st of April is as followed. I will be rigging up outfits, fixing the two issues that the mod reviewer encountered and divide these outfits among the population added in Holds. We are now at around 90 books, so only 10 more to go, I have noticed a few spelling mistakes in a few of them and I will be addressing them now. I am a little on the fence regarding adding outfits to vanilla NPC's, and I have yet to try my hand again at adding a courier system. If I cannot find time to do this within release then expect it to be patched afterwords. Once the mod is released I will look into whatever issues that the mod-users encounter using the mod and make sure that it works smoothly for everyone before I think I will take a break to focus on my exams in May. When the exams are finished I will start going through the learning curve of dialogue systems and quest implementation and I have already bookmarked quite a few tutorials on the subject which I am sure will boost the time needed to learn these things. Then the implementation will begin. Quests will be released patch-wise, you may get a patch one day with one quest, and the next day with 10 quests, really depends on how often I can implement quests and how much time and effort goes into each quest.

 

I appreciate all the heartwarming support I have been given through out these years of development and I hope I will not disappoint anyone in the end, though I fear some of you may have some very high expectations to the mod and I hope you do not get over-hyped over this project and let yourselves down. I really hope you don't do yourselves that disservice, as I have done so myself with games in the past and has it killed my experience of it. I recommend people will try and keep an open mind until release and try to come at this fresh and without pre-conceived notions of what sort of a mod they can expect.

 

But with the release being underway I will try and be as active as I can on this forum, bringing forth what I am working on each week and presenting it. I also want to hear what you guys think, what sort of content would you like to see in this first iteration and what your opinions are regarding the things I will be showcasing here. I do read every comment presented and I do respond to them. Do note though that the showcasing will not be -that- much in depth that I fear it might spoil the content of the mod. I do not see the harm in showcasing some things, but I'd really hate to ruin the experience of exploring the new area's, maybe I am a bit silly for being like that but an experience is never so good as the first time, which is also why the trailers hardly ever feature anything but exteriors :wink:

Lastly I would like to say thank you to all the mod authors who've granted me permission to use their content in my mod. I don't think people really appreciate enough how kind and fair the mod authors in this modding community are. 98% of all of the permission requests I have sent out have been granted. So once again, thank you so much, and if you did contribute and are reading this, but you cannot find your name in the credits list; it may be because I haven't made use of your content just yet, but I am certain I will when I start implementing quests and- new locations. If you do find your content being used though and you cannot find your name in the credits list then that is entirely a mistake on my part and you have to let me know so I might correct that mistake. Otherwise you own every bit of content that you have provided me with and may recall your permission at any time, no questions, no problem.

 

Here is a showcase of some of the outfits that I've been rigging up this last week. Do let me know what you think, though pay in mind that the blue shirt texture is a placeholder. It will come in a variety of colors and I will try and make it better detailed with dirt or what not in the very near future.

http://i.imgur.com/kEArK7M.jpg

 

Long Light Pelt Vest with a V-Collared shirt with long sleeves.

 

http://i.imgur.com/asdMChO.jpg

 

Long Thick Pelt Vest with a V-Collared shirt with long sleeves.

 

http://i.imgur.com/nOnjSj2.jpg

 

Short Sleeved Knitted-Collared Short Shirt.

 

http://i.imgur.com/llGv59h.jpg

Medium Thick-Pelt Vest with a Thin-Knitted-Collar with long sleeves.

 

http://i.imgur.com/pJyn2PS.jpg

Medium Thick-Pelt Vest with a V-Collared long shirt with Long sleeves.

 

http://i.imgur.com/lYcj22s.jpg

Thin-Knitted-Collar Long Shirt With Rope Belt.

 

http://i.imgur.com/XdtVshH.jpg

Plain V-Collared Long Shirt


These are still in development and I would very much like to hear your opinions on them. I also wish to inquire on a problem I am having, I can't seem to find a proper female body to use with blender, as I have problem with weights. Does anyone know of any that you could recommend? I have created the variate outfits for female characters, but without a proper body to rig them to I find myself kind of locked. I'd hate to simply release the outfits with only a male version of the outfit, and patch those variations for females later.

 

Link to comment
Share on other sites

Hello everybody!


I help Galandil to write books to his mod Holds!


I thought I'd give you a quick update call on how it goes and I'm pleased to announce that it is going according to plan. We currently have around 90 books and is fast reaching 100. I hope you look forward to reading about the adventures in the books In Galandil´s mod as much as you look forward to in having your own adventure in it!


A list of book titles include:


The Aeryondra Adventures


The Entertainer


The Life of a tree


The Unexpected chef


and many many more titles!



I look forward to in your opinions when the mod comes out this April!

Edited by alfredasl
Link to comment
Share on other sites

I do apologize but I have nothing to showcase today, I have been having a pretty detrimental earache and as such have lost much sleep. Combined with having this last week of my group project work taking over most of my free time I've been pretty worn out and haven't had much time to focus properly on modding.

That is not to say that I haven't been working on the mod, I have properly adjusted some weight issues with the vests along with fixing a female body I can use for the female variations of the mod. So don't worry, there will be a female variation of the outfits I'll add to the mod. I hope to have some new screenshots to showcase this weekend when I've finished my group project period and can take it a little more easy with school, and can therefor focus more on this modding project.

 

I have also come to a decision when it comes to adding outfits to vanilla characters, and honestly, I don't like doing it, at least not for the main version of the mod. My outfits are more meant to create diversity, so vanilla outfits wont feel like an over-repeated fashion, but there are a few vanilla NPC's which were so horribly dressed by Bethesda which I think I will give an outfit change. This for now points to Stig Salt-Plank and his crew, the pirates at the Windpeak inn who you can encounter if you work for the East Empire Trading Company, and I am a bit on the fence when it comes to Irileth. Jarl Balgruuf's Housecarl. I have been given permission to use a nice looking variation on the Whiterun guard armor, and I feel as though having a housecarl in the middle of Whiterun, working under the Jarl no less, wearing leather seems a bit off. Then again same can be said about Hrongar. A little on the fence, would be nice to hear what you guys think. Otherwise I have 3 more days of project work before I can take it easy with school up until the release date of my mod, so I'll have far more time to focus on this next week. :)

Link to comment
Share on other sites

  • 2 weeks later...

Hope you're feeling better :) I've recently come out of a bad bout of flu myself and can sympathise.

 

New outfits would look great, but ultimately it depends on how much your overhaul would suffer from being delayed by the outfit making. Maybe do it some time in the future as an expansion?

 

I have to agree with you on certain characters having more unique clothing, but only if all of the housecarls had a unique piece of armours and not just Irileth who gets the change.

Link to comment
Share on other sites

Hope you're feeling better :smile: I've recently come out of a bad bout of flu myself and can sympathise.

 

New outfits would look great, but ultimately it depends on how much your overhaul would suffer from being delayed by the outfit making. Maybe do it some time in the future as an expansion?

 

I have to agree with you on certain characters having more unique clothing, but only if all of the housecarls had a unique piece of armours and not just Irileth who gets the change.

I have for the last two weeks undergone examination and found it to be caused by a broken wisdom tooth all the way back of my mouth which has been for the last five years causing an infection which has only grown since then. I had it removed last Wednesday and has since then undergone antibiotics in order to kill the infection. I had the stings removed yesterday and I feel... Extremely good. I haven't felt this energic in years :D so yes, I am feeling much, much better :smile:

 

Okay, outfits. The last few weeks have been horrible but I have been working on the mod. I ran into a trouble with 3ds max a few days ago as my trial ran out, and the 2014 version for students does not seem to support SoMuchMonster Morpher. Allegedly, As I know a guy at Dark Creations who I believe uses it, and uses the 3ds Max 2014 version, so its Easter now, but I am sure he will get back to me eventually and hopefully help me solve the problem.

 

The outfits I wanted to use for Irileth is actually part of a mod created by another author which I've been granted permission to use the assets from :wink:

 

I have added all the assets I need. I have granted the final version to the mod reviewer and he states that he will have a review / showcase of it sometime this week, hopefully he will finish it this week so that I may link it here :smile:

 

I have written a few more books taking inspiration from Norse Mythology and I will continue that theme for the remaining 15 or so books. I will also add a few more scattered notes here and there to make it appear as though Skyrim's bustling and I will fix some minor issues now. One of which being the hanging clothes in Falkreath only showing one side of texture, and the other being the interior gates in Dawnstar having texture which moves with the camera. All of which should be very easy to fix. Like I said the 3ds max stopped working for me so I will be minus about 2 outfits for Females for this first release. I apologize for that but on the plus hand, once it is fixed ... I have enjoyed making outfits so much that I intend to create far more outfits in the future, both casual and otherwise.

 

I have divided up outfits that I have so far and I feel as though it creates a level-headed diversity along with the vanilla clothing. I have also made use of various attachable accessories such as fur cloaks, fur scarves etc where it appears appropriate to use it.

Edited by Galandil
Link to comment
Share on other sites

Great to hear :) my wisdom teeth are coming through too and being quite annoying.

 

Do you know if this mod will require a new save? I want to start a playthrough, but will wait if that means I'd only have to start again come April anyway.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...