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Nagasteim - Voiced


glowplug

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I put the first fully voiced version of Nagasteim up last week.

 

This takes it through to just before the confrontation with Ceyada which will involve Aedric, Daedric and Merithic forces - the end of part 3 Holocaust.

 

That will leave part 4, Redemption to be completed.

This sees the return of the people and rebuilding of The Isles of Nagasteim - the player will be able to come and go from Cyrodiil/Wherever as it is set in the same period.

 

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Come on guys, I know this is an old game but I also know that there are enough of you reading this.
I don't expect you to download and play through so I've provided full videos at such.

Professional voice actors have given their time free to this community.
At least take a look and post something in thanks for their efforts.

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Sounds fantastic. And something... different from the base game. I will not have time to play the game for some time, but when I do (probably not before next summer or later), Nagasteim will definitely be on my mod list. Good to see experienced people still make quality mods for the game. And even with voice acting! :D

 

Edit: I mean REALLY sounds good. I just watched the startup video, but I am already impressed! And is there a reason why the courier sort of person does not have visuals in the spell? Did they stay even after the person had disappeared? Because I managed to make it so when I tried something similar: spell was cast, visuals played, person disappeared yet light from visuals remained. Some visuals would be a nice small... visual addition, though, if they would work. Just something extremely minor. Voice acting sounds good. And the voice, as in the voice of a person. When I speak, it sounds like someone is torturing an animal. When a voice actor speaks, it sounds like a pleasant human voice. :)

Edited by PhilippePetain
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The start

 

Sounds fantastic. And something... different from the base game. I will not have time to play the game for some time, but when I do (probably not before next summer or later), Nagasteim will definitely be on my mod list. Good to see experienced people still make quality mods for the game. And even with voice acting! :D

Edit: I mean REALLY sounds good. I just watched the startup video, but I am already impressed! And is there a reason why the courier sort of person does not have visuals in the spell? Did they stay even after the person had disappeared? Because I managed to make it so when I tried something similar: spell was cast, visuals played, person disappeared yet light from visuals remained. Some visuals would be a nice small... visual addition, though, if they would work. Just something extremely minor. Voice acting sounds good. And the voice, as in the voice of a person. When I speak, it sounds like someone is torturing an animal. When a voice actor speaks, it sounds like a pleasant human voice. :smile:

The startup has been contended a number of times and in the end will change for the final release.

I simply can not keep wasting time on 0.002% of the mod.

 

The lack of effect shaders on actors casting is due to the Gamebryo engine puking it's guts when they are done in conjunction with certain things that I wanted to do.

 

I don't mean to be rude but with this mod approaching 1 Gigabyte and having asked over and over for help over the last 2 years I am at a loss - I am overwhelmed but why should I stop now???

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There is nothing wrong with the mod. Apologies if it seemed so. English is not my native language. Voice acting sounds good, there is nothing wrong with it. The mod seems different to everything in the base game, which is also a good thing. Everything seems good thus far, but as I have not played it yet, I cannot give any real feedback.

 

The visual thing is nothing, just something that caught my attention, as I have had issues trying to add visuals to a similar situation in which a courier uses a spell to transfer himself elswhere. Not having visuals on everything is perfectly fine. When playing an effect (that includes light emitting) on an NPC and then moving the NPC away before the effect ends, the game always left the light in place in my mod project. So indeed not having effects on everything is better than, for example, having permanent odd lights around. :P

 

I just wanted to say that the mod seems interesting and I will definitely play it through when I have time to play the game. Voice acting sounds good, too, from what I heard on the video. And the scale of the mod is formidable. The size of it on the disk does not matter to me. For example, Interesting NPCs for Skyrim is about 2GB in size, but as it is a quality mod, the size on the disk does not matter. And already stuffing a heap of custom content in 1GB must have been a challenge. Or not. I do not know how much custom content there is in the mod, but judging by the videos, there is a lot. :)

 

Edit: Maybe I could help you somehow, but I can only do scripting and building and I like scripting more - no meshes, textures, voice acting or such. And I have a heap of my own projects that I must finish one day. Also, real life seems to take a bit more of my time again.

Edited by PhilippePetain
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Thanks for your feedback and support PhilippePetain and my apologies for misunderstanding you.

Thanks for your support ElderScrollsFan001, I hope you enjoy what has been done so far.

 

A point to note that there are certain things missing, things that would lead to double handling or conflicts later.

For example Varlanen Island still needs scattered enemy, creatures, Nedic soldiers and pirate camps.

Lilla's farming village there needs populating and a blacksmith.

 

When the you get to The Isles of Nagasteim it is heavily overgrown, most villages missing but pristine - this is part of the story.
The whole region has been in stasis for eons.

Part of this is due the encroaching Archdaemon Ceyada and partly due to Hantu Nagasteim creating magical barriers to entrap it.

Hantu Nagasteim learned much from his father, Anconath Nagasteim who was a powerful druid from the Merithic era.

 

There is still much to do in terms of presenting this in play through.

In creating the flow for part 4, Redemption, that is set in the same time period as TES IV Oblivion and sees the return of the Nagasteim people - Ayleids and Altmers that were in stasis from the First Era.

Having books and/or NPCs that convey the history of the Nagasteim family along with Borislav Direnni and his nephew Zarko Direnni being incarnate Tiid Vahlok from the Merithic Era - and more to do with this part of the Lore.

 

While I have capable of doing most of the work I am running into problems and feeling overwhelmed.

  • Scripting and special effects for the Ceyada Boss fight.
  • Weight painting the flying Chelorkynd.
  • Scripting the flying Chelorkynd to dive bomb.
  • Ideas for the new Nagasteim buildings.

There will, of course, be time required for other things such as village layout, interior design and clutter, region building for Redemption.

 

While I try to maintain patience in all of this there are times where it is very hard to see any light at the end of the tunnel.

To be honest, when I set out I never dreamed I would have to do anywhere near what I have alone.

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No problem. My social skills are pretty much inexistent, so the way I express myself literally will usually leave a lot to be desired. You are not the first one to fall victim to my incapability of expressing myself properly. :smile:

 

How would the flying Chelorkynd need to dive-bomb? Just moving it and rotating it on a sort of parabel-like path would make for an interesting project. Sort of a fantasy-themed Junkers Ju 87. :D

 

So I could try scripting a dive-bomber if it helps. Or at least the parabel-like motion with a point in which the dive-bomber fires a projectile. Or two. Animations are something I cannot do, though, but the motion and rotation of the object on the dive-bombing path sounds like an interesting project. I cannot promise anything, but I can at least try.

 

Do you have the Chelorkynd resources available somewhere? Or should I work with a temporary placeholder, like a cupboard? Also, how does the Chelorkynd work? As in, how does it fly? In case it uses scripts to fly, and it is not too much trouble, would it be possible to get the Chelorkynd part of the mod as a base to work on? Or should I just concentrate on having something move like a dive-bomber in relation to player's position? Would clipping into other objects, like trees or houses, on the diving path be an issue, as it would be difficult to avoid it unless in an open area?

Edited by PhilippePetain
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No problem. My social skills are pretty much inexistent, so the way I express myself literally will usually leave a lot to be desired. You are not the first one to fall victim to my incapability of expressing myself properly. :smile:

 

How would the flying Chelorkynd need to dive-bomb? Just moving it and rotating it on a sort of parabel-like path would make for an interesting project. Sort of a fantasy-themed Junkers Ju 87. :D

 

So I could try scripting a dive-bomber if it helps. Or at least the parabel-like motion with a point in which the dive-bomber fires a projectile. Or two. Animations are something I cannot do, though, but the motion and rotation of the object on the dive-bombing path sounds like an interesting project. I cannot promise anything, but I can at least try.

 

Do you have the Chelorkynd resources available somewhere? Or should I work with a temporary placeholder, like a cupboard? Also, how does the Chelorkynd work? As in, how does it fly? In case it uses scripts to fly, and it is not too much trouble, would it be possible to get the Chelorkynd part of the mod as a base to work on? Or should I just concentrate on having something move like a dive-bomber in relation to player's position? Would clipping into other objects, like trees or houses, on the diving path be an issue, as it would be difficult to avoid it unless in an open area?

 

Here is the Chelorkynd Race

Here is a statue of a Flying Chelorkynd (I will modify that for male/female armor etc)

Here is The Palace of Nagasteim where the battle will take place.

 

I scripted the flight paths for TheLawful's Dragon's Over Oblivion which simply force a constant Z height.

The Flying Chelorkynd will use a copy of the same skeleton and animation files.

 

The idea is that the creature either swoops down over the player but flies away or swoops down and lands to attack.

If you could give me some advice on doing this I would really appreciate it.

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I was thinking about creating a parabel for the Chelorkynd to move along. At first, the parabel would be created in relation to player with player at the... top? Is it top in English? Pinnacle? The lowest part of it anyway. So that:

  • Chelorkynd flies at a predefined altitude zflight
  • Parabel is created on player's location and moved with player (player is at origo, which is the top of parabel, and parabel's coordinates are relative to player's coordinates)
  • As the parabel is relative to player, the actual coordinates would be determined by adding the player-relative distances to player's coordinates or subtracting them from player's coordinates
  • The point at which the parabel crosses zflight is calculated (x, y and z coordinates, where z is zflight)
  • The Chelorkynd will be moved on the zflight level along x and y axis near the aforementioned point
  • When the Chelorkynd reaches that point, parabel is no longer moved with player and Chelorkynd is moved along the parabel
  • When the Chelorkynd is at a certain point on the parabel, it is determined whether it should land or continue along the parabel
  • The Chelorkynd will either land or continue along the parabel, and eventually return on the zflight level, after which new parabel is sort of created

 

I have no idea if Oblivion scripting can do that. I can do it on paper, but trying to twist it for the Oblivion scripting language will definitely be an interesting project. :tongue:

 

Here is a rough sketch of it, with x and z axis. It would probably be possible to make it also work between x and y axis, but making it along x and y axis only would be something to begin with, as rotating it would be easier with only two axis involved (x and z, for example). Hmm... the sketch is there (I hope it works): https://drive.google.com/file/d/0B0058mGt5uf7TWc4THlVS1pPWnM/view?usp=sharing

 

I will see about trying to do it somehow when I have time.

Edited by PhilippePetain
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