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Skyrim Castle MOD WIP


kane4355

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  1. 1. What would you prefer to download:



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i finished working on the arboretum and the entrance to it. there are still some small kinks and bugs i have to work out but for the most part it works. i have set aside doing the mine for now and starting do work on the exterior, redoing it in some areas completely and expanding the outer city. i made re-theme some of it to include more dwemer lore. i hit a bump with trying to incorporate the old landscape edits i set aside in the esp when i converted to esm but after some research i was able to merge it back and am on schedule. the drawbridge and porticullus may be difficult, as there isnt anything in game close to recreating a draw bridge so i will have to start from scratch. the question is: would you like to visually see it go down and up or just have a switch somewhere that flips it such as in a tower not in view of the drawbridge? it would be easier that way versus the animation and may not even be complete if i went that route due to my limited ability with 3d modelers and animations. if anyone would want to help out to build an animated drawbridge, i would love the help.

Glad to see the works going well cant help you with the modding I'm afraid (its well beyond me) all I can offer is my support. as a matter of interest as I collect everything (sad I know) about how many mannies are there. thanks for keeping us up to date

 

roughly 75 mannies in the entire castle.

Nice

 

once the mod is ready for release i will give a final number on display cases, mannies, weapon racks, book cases, and other display options. still have not figured a way to do a falmer eye display yet due to my lack of 3d modeling capability. although i may not need it, just got an idea....

Edited by kane4355
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i dont know why i didnt think of it earlier. i now have a working display for the Falmer Eyes through scripting instead of modeling alterations. i may also be able to complete the drawbridge the same way (although it will not be animated upon activation).
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made some drastic changes to the exterior. landscape and theme. i removed a bit of the statics that clashed with the theme and removed them or retextured them. the interior castle walls has been increased in size do to removing the solitude castle wall which was honestly causing lag in the Dkworld, took up a lot of room and did not match the theme. a nordic wall has replaced it as well as the solitude buildings inside. a secondary outer wall has been emplaced to cover the outside town and outside town has been turned into main entrance to the castle with other entrance turned into a side entrance.
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Hello everyone. After discussion with Kane I decided to post a link to my mod here. If you want to shorten the time before Kane releases this mod, make sure you check out my mod too. Castle i have there is not as big, but is very unique (based on The Pyke from Game of thrones). I hope you will have tons of fun with it while waiting. Also im gratefull for any feedback and votes in a poll. Hurry up Kane. Nice job so far.

http://forums.nexusmods.com/index.php?showtopic=641659&st=

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Look's great.I've read some names in to do lists but how many members are working on it exactly ? I learned Creation Kit basics and navmesh basics maybe i can help.But if you have more than five members maybe i must stay away.Because I'm working on a castle too,by request.But this castle can be the one which requester dreamed of.I'm working with Creation Kit for six weeks.Hope there is still some work to do which i can help.

 

Edit:I can help with screenshots as presentations too.

 

Anyway when you release it,I will not think about downloading it,i will just click download :biggrin:

Edited by Vyron43
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Look's great.I've read some names in to do lists but how many members are working on it exactly ? I learned Creation Kit basics and navmesh basics maybe i can help.But if you have more than five members maybe i must stay away.Because I'm working on a castle too,by request.But this castle can be the one which requester dreamed of.I'm working with Creation Kit for six weeks.Hope there is still some work to do which i can help.

 

Edit:I can help with screenshots as presentations too.

 

Anyway when you release it,I will not think about downloading it,i will just click download :biggrin:

 

Nav-mesh is actually the big thing i need work on as i have not spent the time or effort to look into doing it. Most of all the exterior needs to be reworked and redone, and all the interiors need to be meshed. If you want to help i would glady take the help. To be honest, the only person directly working on the mod is myself. As far as the names on the front, they are being credited for giving me ideas, allowing me to utilize their work, and do small side jobs here and there. Triaxx2 did the front page header photo, MrNivellen is working on a from scratch 3d model for a nordic ballast and railing for the greathall second floor, da5id2701 allowed me to utilize his bookshelf script to create multiple different showcase shelves for misc. items on shelves and counters, WilliamSea had a lot of great ideas in his house mod that he allowed me to used or to expand upon (they also gave me ideas on how to create other items and displays throughout the castle), the main boss may be created by dogtown1 (who created the infamous monster mods on the front page of skyrim nexus), several people in the forums helped me to learn scripting, basic 3d modeling with nifskope, and issues along the way i wasn't able to resolve myself.

 

This project has turned out to be quite the hobby for me and it has helped me to learn quite a bit about the functions of the games bethesda has created.

 

I have been working on the exterior a bit, overhauling, recreating, adding to, etc. my last innovation was putting together the drawbridge/ portcullis. its in working condition, however its not animated as i wanted it. its scripting on a enable/disable through a check state function. It is basic for right now and if i am able to find someone or find the type to learn it myself, i would create a working animating drawbridge. But unfortunately just asking people on the forums, creates a bit of confusion.

 

the mod right now is looking to be unpacked at closely 40 MB. packed, it will be less than that.

 

There are currently 31 interior cells, 37 altered tamriel exterior cells, 2 exterior worldspaces, and 4 interior worldspaces.

 

I am also trying to work out LOD... trying to alter the tamriel LOD or add to it, the castle to show up just like whiterun or any other city. right now it just shows up as a mountain and as you move close it pops in. the LOD that you see with so much detail as you play through the game is either one big huge LOD file with several texture files or a bunch of statics set to Full LOD (mostly the clouds are set up this way). i have looked far and wide and found tutorials on creating new LOD's in worldspaces utilizes mods. however, this is done using ONLY .esm files, master files. unfortunately any changes or alterations you make in a .esp file dissappears when you convert over to a .esm file and only new references created in the tamriel worldspace persist. How does this damage my mod? the landscape is significantly altered altitiude wise and visually, to include placement of trees. it is so bad that when you switch over to master file, it is downright unplayable without the altered landscape. this is why i needed two files for my mod, the .esm and .esp. the .esm is full of all the additions and creations whereas the .esp had all the modifications, changes and deletions. When you try to create the LOD use oscape, it will only recognize master files. bad juju. so i am working it.

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