Hengebobs Posted October 25, 2017 Share Posted October 25, 2017 Well, I PM-ed you, but just incase, which sign? They use different though similar textures. Which would you prefer it be on? Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted October 26, 2017 Share Posted October 26, 2017 @Hengebobs - Whatever is easiest for you, though I'm partial to the Bannered Mare sign. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted October 26, 2017 Share Posted October 26, 2017 TODAY'S PROGRESS REPORT:- Dialogue.- First section of the opening quest is complete. It involves an interesting twist regarding conflict between Dunmer and Argonians. The player's race will influence dialogue. Link to comment Share on other sites More sharing options...
Hengebobs Posted October 26, 2017 Share Posted October 26, 2017 Ok, heres to base sign texture: heres the texture applied to the mesh: So, the question is, how do you want the file structure set up? (ie. textures/clutter/signage or textures/someguy/fightersguild or how?)Also, did you want some FG tapestries or anything? I was looking at the oblivion and ESO ones, the oblivion ones seem.... overly detailed without looking like "tapestries" at all. But anywho... Which mesh do you think would work better for the "gilded testies"? I saddly, looked up a s*** load of goat testies pictures online to try and decide, and they vary quite a bit. Personally, I'm leaning towards the nordic barnacle or the potato as being more similar to the ones I saw, but which ever will look better for what you want is up to you... I PMed this and some other stuff, let me know. Link to comment Share on other sites More sharing options...
TheHermit84 Posted October 27, 2017 Share Posted October 27, 2017 I realise that this isn’t a democracy as such, but my vote is for potatoes.If they’re gilded, they’ll want to look immacute and more igographical than say some freshly torn off bollocks. Haha! Quite a step up from Skitrskal :D Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted October 27, 2017 Share Posted October 27, 2017 (edited) IMPORTANT UPDATE:- While in the midst of manufacturing the Fighters Guild quest last night, I discovered that the CK had inexplicably ceased supporting dialogue in new quests (aside from the main quests). I tried the familiar workarounds: generating a seq file, debugging the quest aliases, etc., but to no avail. This was more than a little frustrating. After due reflection, I have decided to move the burgeoning guild quests to SSS and begin finalizing production on Thirsk Saga. My ongoing battle with the CK is not the only impetus for this move. My goals in every mod include maintaining reasonable scope and minimizing feature creep. When I jumped back into modding this summer, I naturally tried to pick up where I'd left off in Thirsk Saga. However, it ended up becoming a sponge for innumerable ideas that were beyond the original design of the project. This mod is supposed to be about Thirsk, not every bizarre quest idea that I've scribbled down over the summer. That's what SSS is for. In short: To avert CK-induced burnout and runaway feature creep, I'm readying Thirsk Saga for beta testing. Voice acting auditions will follow shortly thereafter. Once actors have their scripts, I will begin work on SSS. What does this mean for the mod?- Due to issues with the CK, no side-quests. However, any content that I'm forced to cut will be moved to SSS.- Mod release will be sooner than I had expected.- Voicework will commence within a few weeks; trailers may be included. Thank you all for the support. I'm excited to share Thirsk Saga with the community soon. Edited October 27, 2017 by someguy2000 Link to comment Share on other sites More sharing options...
Sodomy2000 Posted October 27, 2017 Share Posted October 27, 2017 Bittersweet news I suppose. Link to comment Share on other sites More sharing options...
TheHermit84 Posted October 27, 2017 Share Posted October 27, 2017 The seq file workaround is no longer working? Is this across the board or just an issue with your installation on your new machine do you think? Is it not something another experienced modder might be able to assist you with? Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted October 27, 2017 Share Posted October 27, 2017 (edited) The seq file workaround is no longer working? Is this across the board or just an issue with your installation on your new machine do you think? Is it not something another experienced modder might be able to assist you with?It's not the seq file or the machine - I created the Riekling questline without a hitch in dialogue. I've also double-checked every damn script and quest alias in both questlines. At this point, I'm just ready to finish it and make the guild quests the centerpiece of SSS when it rolls out. The Fighters Guild questline is comparable to the hunt for Red Bear in NVBII or Russell's quest. It's pretty sizeable. EDIT: Rest assured, no one is more excited about the Fighters Guild and Thieves Guild content than me, but nothing is being cut. I was less than 10% into the initial production of the FG, so I'm not sweating it. Sons of Shor and the commerce/infrastructure content will fit just fine in SSS if they're scripted to the Raven Rock mine quest. Edited October 27, 2017 by someguy2000 Link to comment Share on other sites More sharing options...
JamesTParker Posted October 27, 2017 Share Posted October 27, 2017 If you don't mind me asking, will there still be the epilogue quests? The ones you mentioned that will play out differently depending on the decisions you made in the mod? Link to comment Share on other sites More sharing options...
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