DashingKnight Posted September 24, 2013 Share Posted September 24, 2013 Working on a new Follower... I'm really burning the midnight oil and putting more blood, sweat and tears into this project than anything I've ever done before. :sweat: Link to comment Share on other sites More sharing options...
Bozzz123 Posted September 27, 2013 Share Posted September 27, 2013 The list is too long. I get into the habit of half finishing a bunch of mods rather than just doing one until its complete. Link to comment Share on other sites More sharing options...
Indigoblade Posted October 2, 2013 Share Posted October 2, 2013 After a LONG break (In which it wasn't a 'break' more of a 'school is in session and physics is kicking my butt') I REALLY REALLY want my latest version of OBIS up by this weekend Link to comment Share on other sites More sharing options...
Quadrefoil Posted October 8, 2013 Share Posted October 8, 2013 I'm searching for staff to realize a big project:http://skyrim.nexusmods.com/mods/43972/?I hope someone would be interested!!! I wanna realize a mod based on my friend's storyline, but i'm not really friendly with creation kit, but i really want improve my ability on it. I know how it works however.I only need someone that is really good at CK. Link to comment Share on other sites More sharing options...
Eleyvie Posted November 8, 2013 Share Posted November 8, 2013 I'm doing major overhaul of the crafting system and Smithing skill to make it more balanced and immersive, while giving due credit to the lore. Completely re-designed Smithing categories, item material keywords, matching set definitions, earning of smithing xp, obtaining of smithing perks, entirely diffirent approach to Dwemer stuff, et cetera. Not sure if this work is useful, and it's definitely uncompatible with any item mod, but it's fun as hell. :-) Link to comment Share on other sites More sharing options...
Korodic Posted November 8, 2013 Author Share Posted November 8, 2013 I'm doing major overhaul of the crafting system and Smithing skill to make it more balanced and immersive, while giving due credit to the lore. Completely re-designed Smithing categories, item material keywords, matching set definitions, earning of smithing xp, obtaining of smithing perks, entirely diffirent approach to Dwemer stuff, et cetera. Not sure if this work is useful, and it's definitely uncompatible with any item mod, but it's fun as hell. :-)you too? XD Link to comment Share on other sites More sharing options...
Eleyvie Posted November 8, 2013 Share Posted November 8, 2013 (edited) Well, re-creating something that already works is a favorite pastime of many a modder. :-) P. S. Finished designing the Smithing perk tree. Not counting Jeweler and Tailoring (which are just placeholders at the moment), there's a total of 17 base perks and 42 "specialization" ranks. Phew, that's a lot of perks. :-) Edited November 8, 2013 by Eleyvie Link to comment Share on other sites More sharing options...
Korodic Posted November 9, 2013 Author Share Posted November 9, 2013 Well, re-creating something that already works is a favorite pastime of many a modder. :-) P. S. Finished designing the Smithing perk tree. Not counting Jeweler and Tailoring (which are just placeholders at the moment), there's a total of 17 base perks and 42 "specialization" ranks. Phew, that's a lot of perks. :-)I'm working on one too. Had I known you were sooner I probably wouldn't have :P Definitely some interesting concepts. Good luck. Link to comment Share on other sites More sharing options...
Eleyvie Posted November 10, 2013 Share Posted November 10, 2013 (edited) Actually I think I'll be ready for an alpha-release soon. Crafting part of the mod already works, and Smithing skill progression is now completely different. Smithing skill is trained by tinkering - i.e. breaking down stuff "to see how it's made and what can be improved", while experience gain for normal activities is reduced to 5% of former value. In other words, player no longer can quickly get ultra-powerful equipment by grind-training Smithing - he needs stuff to break down, and stuff must be either bought (expensive), stolen (risky) or taken in battle (painful). I still need to do the re-balancing part though, and that's quite a bit of work. Elven equip is now tier-3 in Smithing instead of tier-2, while Dwemer equip became tier-4 (and one of possible prerequisites for Dragonbone). So item stats need to be shifted quite a lot. But once that's done, alpha will be ready. After that, it's mostly finishing touches: adding recycling recipes (item-to-ingot), adding crafting recipes that are missing in the original game but really should have been there, bringing everything to my naming convention (I already renamed all Elven stuff to Altmer, but there's still Dwarven and Orcish), implementing my ideas for Dwemer, Daedric and Dragonbone, implementing my ideas for tempering rebalance, fleshing out Tailoring and Jeweler perks, and so on. Edited November 10, 2013 by Eleyvie Link to comment Share on other sites More sharing options...
ArronDominion Posted November 24, 2013 Share Posted November 24, 2013 (edited) After taking a break from Skyrim modding, I released a few patches for a couple of my older mods (Skooma Bear, and Morthal's Ghastly Mine), and started backup on finishing the addons for Pneuma Manor. Here are some finished areas I can show, as there is still a lot of work to do for other areas: Entrance to the roof: http://steamcommunity.com/sharedfiles/filedetails/?id=197081536Corner 1 of the roof: http://steamcommunity.com/sharedfiles/filedetails/?id=197083392Corner 2 of the roof: http://steamcommunity.com/sharedfiles/filedetails/?id=197083420Corner 3 of the roof: http://steamcommunity.com/sharedfiles/filedetails/?id=197083456Corner 4 of the roof: http://steamcommunity.com/sharedfiles/filedetails/?id=197083502A view from a bench: http://steamcommunity.com/sharedfiles/filedetails/?id=197081610 For Pneuma Manor I am adding:-More potted plants on the interior (from a request to do so)-Roof access without the risk of falling down (if you notice the giant grand soul gems in each of the corners)-Secret Lair accessed through secret methods [would have interior images if area was lit] (hint: http://steamcommunity.com/sharedfiles/filedetails/?id=197079994-Quest(s?) involving this new lair-Creature Summoning Device for Soul Trapping-Some sort of necromancer area, planning has not started yet-Garden area linked to the lair-Servant for the lair Edited November 24, 2013 by Arron Dominion Link to comment Share on other sites More sharing options...
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