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Progress Log - Raiven Mining Village


DingerDan

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Raiven Mining Village

 

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Mod Summary:

 

Raiven is a small mining community in the Heartlands. Within it's walls like a blacksmith, a tavern (with a permanently purchasable room), a Town Hall, a General Store and a Mine. The basic point of the mod is to allow the player to Mine, Smelt and Smith in a RuneScape-like manner. The player would enter the village, and 'purchase' the key to the first level of the mine. The first level of the mine will yield mostly ores to create 'Rusty Iron' objects. For more money, the player can unlock more levels of the mine, with increasing cances of yielding more valuable ores, to smith everything up to Daedric (from obsidian ore).

 

The player will be able to buy mining supplies from the general store, such as pickaxes, coal to smelt with (which can also be mined, but just for quickness the player will be able to purchase heaps of coal), Sell the bars/armors he makes at the blacksmith's store, Buy furniture for his room at the tavern, buy deeper mine levels at the town hall or just sit and enjoy the atmosphere of the village.

 

Progress Log

 

Monday, 20th June 2011 :-

 


  •  
  • Village Location Chosen
  • Landscape edited to fit
  • Basic village exterior created
  • JaRaahza the Blacksmith Created
  • Interior for JaRaahza's Blacksmith Store Started

 

Tuesday, 21st June 2011 :-

 


  •  
  • Landscape textured for Village
  • Added Flora, Walls & Clutter to Village
  • Finished JaRaahza's Blacksmith Store
  • Finished JaRaahza the Blacksmith (NPC, Shopkeeper)
  • Finished Interior of the Mine (No mining functionality yet)
  • Finished Town Hall Interior
  • Started Roderick Morton (NPC. Mayor)

 

Summary: Well, the night's not over, and I hope to do a LOT more, but I thought I'd create the thread now. So far, you can enter and exit the town hall, first level of the mine, and JaRaahza's Blacksmith store. I will hopefully finish the other 2 interiors and add northmarkers as well as map markers etc.

 

Wednesday, 22nd June 2011 :-

 

  • Finished Dan (NPC, Generic)
  • Finished Ross (NPC, Generic)
  • Finished Cell Path Grids for all current worldspaces
  • Finished Tavern Interior
  • Started 'Old Soapie' MacTavish (NPC, Innkeeper)

 

Summary: Well, I didn't get as much work done as I'd hoped, but well, progress is progress. I'm hoping to have a barebones version (0.8, basic functionality) up by Saturday night, 11:00PM GMT. I'm starting to identify which ores will smith which armours, what kind of interiors I shall employ for each level of the mine (got something special planned, I won't give away too much), and I'm starting to brew up a small questline for the village.

 

My friend and I are speculating whether or not to record special audio dialog (for immersion) and try to run them over vanilla facial animations that match, but we're wondering if it's worth including it until later releases.

 

IF YOU WISH TO TEST THIS MOD for suggestions or bug reports, please reply to this thread with your e-Mail and your intent and I will e-Mail you a .zip file containing the .esp and the required resources.

 

Thursday, 22nd June 2011 through Sunday, 26th June 2011 :-

 

Summary: I'd like to have finished the mod in the time frame I specified, however something came up and I had to stay at my girlfriend's until this morning. I'm pulling an all nighter tonight to try and get as much of the mod finished as possible.

 

Monday, 27th June 2011:-

 

  • Finished William (NPC, Generic)
  • Finished Breg Gro'Yug(NPC, Generic)
  • Edited Cell Path Grids for all current worldspaces
  • General Store Interior
  • Added Raiven Armory
  • Added NPC House
  • Added additional flora to the village
  • Finished 'Old Soapie' MacTavish (NPC, Innkeeper)

 

Summary: Well, I'd like to believe I got a lot done today. Been wprking on it for a few hours today, and I'm gonna keep working on it, but I feel I should post my progress up until midnight monday. No idea when I next have work. Well, that's all for now ^^

 

HUGE Update - 27th June - 7 July

 


  •  
  • Vastly edited Exterior of the Village
  • Added Sergeant Greville (Guard NPC)
  • Added Raiven Watch Headquarters
  • Started Raiven Watch Headquarters Interior
  • Started Mining Script
  • Started Smelting Script
  • Started Smithing Script

 

Damn, a lot of time has passed. I'd like to blame this on the fact that I've had to work a lot and that my RAM's dodgy at the moment. Getting new RAM soonish During this time I've recruited a fellow team member - bencebence. We've done a LOT of work. We've made new meshes and textures, and he's done a LOT of scripting = Basically the mining, smelting and smithing aspects of the mod are done. Which leaves the pressure on me - Now I have to hurry my lazy ass up and finish the interiors for 8 mine levels and so on and so forth, and do some more NPCs = But I think I'll just leave the NPC packages to bence

Screencaps of the village ext.:

Edited by DingerDan
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It's looking very decent so far :) Noticed some overlapped meshes in the mine - I think you did too judging by the way the camera whipped away ;)

 

If you don't yet know how to do vertex shading in the CS, look into it, it makes a big difference.

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It's looking very decent so far :) Noticed some overlapped meshes in the mine - I think you did too judging by the way the camera whipped away ;)

 

If you don't yet know how to do vertex shading in the CS, look into it, it makes a big difference.

 

Yeah, I've noticed a couple of overlapping segments in even the vanilla dungeons as well :P And yeah, I'm going to do things like vertex shading once I've got all the exterior and interior meshes finalised, don't want to get ahead of myself :P I just finished doing the cell paths for all the areas I have so far, and I'm hoping to finish the village itself tonight and be able to move onto making the whole mining-smithing-smelting possible tomorrow. I'm off work until saturday, so I have plenty of time ^^

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  • 2 weeks later...

MAJOR update: I havn't been working on my mod recently. My RAM is totally unstable (It doesn't even last through a full game of CoD:MW2 deathmatch without BSODing. Therefore I havn't been working on my mod out of fear of BSODing and corrupting the file.

 

Getting new RAM soon. :D

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I have a suggestion, maybe for a later release, not for the first; you could build more houses, and make the village a more lively, by adding some inhabitants with own work, like they will go into the first mine for working too, and things like this. Anyways this is a great idea, and I wish you good luck. I had a mod like this for many years in my mind, I hope this will be a success.
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I have a suggestion, maybe for a later release, not for the first; you could build more houses, and make the village a more lively, by adding some inhabitants with own work, like they will go into the first mine for working too, and things like this. Anyways this is a great idea, and I wish you good luck. I had a mod like this for many years in my mind, I hope this will be a success.

 

Thanks man, and yeah I've made some undocumented progress already, just too little to make a new progress video. I've added another avenue to the village featuring 2 new houses and a small recreational garden, as well as added more flora to the town plaza. I'm working on adding a bunch of new NPCs with basic schedules (such as sleep 10hrs, wander & sit 14hrs) etc, and I plan on making the town dynamic and athmospheric at any time of the day.

 

I plan on making this mod part of a large mod, namely 'Dynamic Oblivion' (name's just speculation) which will be fully compatible and tie in aesthetically with Better Cities. Among Raiven Village, there will be umteens of new hamlets and communities as well as added functionalities such as extended fishing (which brings in compatibility with AliveWaters) and other things like cooking and other immersive crafts.

 

Thank you for your interest in my mod, and I hope you will be watching the development of Dynamic Oblivion closely in wait of Skyrim.

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