IgnacyOrder Posted August 19, 2012 Share Posted August 19, 2012 Hmmm I did once try a big project but it looks like Skyrim got small limit for mods unlike Oblivion. So I had to pass from my project since it would conflict with too many mods. Also I dint had last team member who could do quests... And this patch to Elswyr mod was kinda too similar to my mod so I dint want to look like some copy cat XD Now I just make mods like Guards for forts you taken over so they stay there and protect them until you disable them or they die or my secondary mod which was quite a succes Evil Overlord Tower Quest. Small quest to take over Evil Overlords tower and turn it into your base of operations (Now working on Good and evil looks of it) Too bad I cant make Dawnguard work with my creation kit XD Rest of my projects are now modders recource like castle, mage tower and flying city/ ship... Heh I gues so far I made more Modders recources than Mods XD Fallout 3 was most easy to mod I guess. But I think most work I did was for Oblivion since I made small world with a large city and NPC for it and never used it XD Link to comment Share on other sites More sharing options...
PaladinVoci Posted August 20, 2012 Share Posted August 20, 2012 Skyrim Doctor Who Mod http://forums.nexusmods.com/index.php?/topic/751694-skyrim-who-angels-in-sorrow-working-title/ Link to comment Share on other sites More sharing options...
valdosa Posted August 26, 2012 Share Posted August 26, 2012 Dwemer, Vampires, Werewolfs, Imperials, Dragons, Crossbows, Serated Blades, Explosions, 3 new fully voices companions on par with serana, 22 quest long main chain, 65 new side quests, 4 new cities, 7 new zones, 5ish now factions (still debating), oh and did I mention Vodka? Yes. We now have vodka. Half the mods done right now, quests are all written and most of the dialog is voiced, new npc's have been created and 2 of the four cities have been made (lighting/navmesh in all). Hey, I didn't disappear for 3 months to do nothing! Link to comment Share on other sites More sharing options...
Cipscis Posted August 26, 2012 Share Posted August 26, 2012 Just spent the weekend working on CASM (Cipscis' Automatic Save Manager, which I also made for Fallout 3 and New Vegas) for Skyrim. I've got it in a perfectly working state except for one thing: There's no proper SaveGame function yet so I can't quite do things in the way I want. Hopefully SKSE will fix that soon though. Cipscis Link to comment Share on other sites More sharing options...
Ghogiel Posted August 26, 2012 Share Posted August 26, 2012 (edited) Project is under NDA, but I am making tree LODs... by hand. cos the lead env artist wanted to make pine trees by hand. I know right. They do look good, but f*** me the poly count on the full render mesh. I need to get the last LOD down to a couple hundred tris or else the levels tri count jumps an 2 million just from unoptimised LOD on that one set of trees. Won't take long to do, but I am procrastinating. Edited August 26, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
steve40 Posted August 31, 2012 Share Posted August 31, 2012 (edited) http://static.skyrim.nexusmods.com/mods/images/14718-1-1346672277.jpg I'm finishing off a mod called "skyBirds: Airborne Perching Birds", which will add proper flying bird actors to the game. Mod will be released around 7th Sep. I've been working on this mod since early March. So far I have 6 different bird species with unique (low-poly) models, sounds and fully scripted AI behavior (3100 lines of code). The birds can fly, perch dynamically on many objects and even build nests in trees. The birds will retire to their nests at night or in bad weather. And they sing, of course. The birds are interactive, will flee from npcs and other creatures, can be killed and will have alchemy ingredients. I have about 5000 spawners in-game which can spawn up to 20 birds each (you do the math), without editing a single external cell. Typically there will be 70-300 birds active in any given area. All this with minimal impact on performance. The birds have multifunctional radars to help avoid collisions and prevent them from flying through objects, although this cannot be avoided completely due to CK and game limitations (it's not bad but). I've also scripted a dynamic marker placement system so that the birds can land precisely on buildings and other large complex objects without needing to edit any external cells in the CK. So far I've added 256 dynamic markers to Riverwood so that the birds can land on roofs, fences, signposts, ropes, struts, etc. I'll be adding precision markers for other towns and villages in future updates, along with new bird species. The species so far are: Blue Jay, Cardinal, Tree Sparrow, Crested Lark, Wren and Brown-Chested Martin. http://static.skyrim.nexusmods.com/mods/images/14718-3-1346410635.jpg http://static.skyrim.nexusmods.com/mods/images/14718-2-1346410635.jpg http://static.skyrim.nexusmods.com/mods/images/14718-1-1346410635.jpg http://static.skyrim.nexusmods.com/mods/images/14718-1-1345993630.jpg http://static.skyrim.nexusmods.com/mods/images/14718-1-1346562794.jpg Edited September 5, 2012 by steve40 Link to comment Share on other sites More sharing options...
Dragten Posted September 1, 2012 Share Posted September 1, 2012 @steve40 Sounds and look amazing, really looking forward to the release.Just please, make sure there is no possible save bloating. That would be such a shame! Best regards. Link to comment Share on other sites More sharing options...
Dragten Posted September 2, 2012 Share Posted September 2, 2012 This is a side project I have been working on for a while. I won't reveal many details about it, as I would like it to bring the joy of discovery and mystery when it gets released at some unknown point in the future.The project is focused on creating unique, atmospheric and very detailed interiors which will tell a story without the use of dialogue, quest texts and whatnot. It features many new objects created specifically for the project to enhance the atmosphere. New models, modified models and retextured models. 1 - http://skyrim.nexusmods.com/Images/1315832 - http://skyrim.nexusmods.com/Images/1316603 - http://skyrim.nexusmods.com/Images/1316934 - http://skyrim.nexusmods.com/Images/131722 Link to comment Share on other sites More sharing options...
nuska Posted September 3, 2012 Share Posted September 3, 2012 I'm revamping the elves! It turned out to be much more laborous than I expected (I've learned to hate beards with a passion), but it's a very rewarding mod to work with as the difference it makes is like night and day. I'll be ready to roll out a semi-open beta test in a couple of weeks, so now's a great time to chime in if you want to help :) http://static.skyrim.nexusmods.com/images/675468-1346616785.jpg Link to comment Share on other sites More sharing options...
Dragten Posted September 3, 2012 Share Posted September 3, 2012 (edited) Expanded a scene a little.Click to see full size. http://static.skyrim.nexusmods.com/images/thumbnails/1486540-1346698520.jpg Edited September 3, 2012 by Dragten Link to comment Share on other sites More sharing options...
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