VampHell007 Posted April 26, 2016 Share Posted April 26, 2016 any cool mods in progress? Link to comment Share on other sites More sharing options...
TheBawb Posted April 26, 2016 Share Posted April 26, 2016 (edited) Beyond Skyrim: http://www.darkcreations.org/forums/forum/119-beyond-skyrim/ Unique Beast Races: http://forums.nexusmods.com/index.php?/topic/935973-unique-beast-races-wip/page-304?hl=%2Bwip&do=findComment&comment=37047340 Lordbound: http://forums.nexusmods.com/index.php?/topic/3186074-wip-lordbound-an-expansion-sized-mod-featuring-new-lands-non-linear-storylines-and-more/page-5?hl=%2Bwip&do=findComment&comment=36277680 And the shire http://tesalliance.org/forums/index.php?/forum/231-the-shire/ ( :whistling: ) Just to name a few. I haven't been that active on the forums lately, so I'm sure there are more I'm missing. Edited April 26, 2016 by TheBawb Link to comment Share on other sites More sharing options...
Shivala Posted April 26, 2016 Share Posted April 26, 2016 Skywind :https://m.youtube.com/user/TESRSkywindOfficial Enderal -- Total Conversion (this summer)http://sureai.net/games/enderal/?lang=en Link to comment Share on other sites More sharing options...
drewsbrew Posted April 29, 2016 Share Posted April 29, 2016 Well, Chesko (the guy who made Frostfall) is working on a primary needs and wellness mod called Last Seed that I'm really looking forward to. Also (and I have to admit I'm biased) but I'm working on a crime and punishment overhaul. Progress was delayed for a while due in part to me having some issues learning how to script, now it's still slow because I work a regular job, go to school full time (finals are coming up soon) and I have two major assignments due soon too. In addition I'm doing some freelance graphic design work too and I'm trying to build that business up enough to where I can actually support myself that way as opposed to working dead end jobs where I am very under appreciated :)Anyway, I think I got the scripting thing sorted out, school is done in 3 weeks and I probably won't be taking summer classes or working so that should free up some time. The CPO mod won't just be all scripts though, I'm adding custom 'thief armors' (and maybe some daggers and short blades), custom poisons with unique meshes and textures, a custom crafting station for the new poisons and potions, a custom crafting station for skooma. I'm also adding 'executioner' NPCs (with unique armor and weapons) to each of the holds. I'll also probably be making changes to some of the dungeons-- in some cases building whole new ones, and a lot more. I don't have any idea when it's all going to be done though. I'm about to start work on the reputation system which will be at the core of the mod. Link to comment Share on other sites More sharing options...
DavidJCobb Posted April 29, 2016 Share Posted April 29, 2016 (edited) It's gonna take a long time, but I'm working on a way to build custom homes anywhere -- maybe even functional settlements a la FO4, depending on how far R&D takes me. Right now, I got object placement down, per the Positioner link in my signature. Now I just need to refine that a bit, and then work on giving players objects to place. What I'm really hoping is that I might be able to decode navmesh data at least enough to make it possible for NPCs, like followers, to path into houses that you place down. And of course, my total pipe dream is to decode that well enough to complement NAVCUT with NAVADD, at which point we'd be pretty much fully on par with FO4's engine. Edited April 29, 2016 by DavidJCobb Link to comment Share on other sites More sharing options...
Recommended Posts