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New interiors & models
10-28-2010, 01:08 PM,
#11
 
Your best bet is to duplicate an existing character and give it a different editor ID then delete their top and bottom body clothing items (shirt and trousers, for example) before replacing it with the Harlequin suit. Drag it into any cell to see the results...it's dead easy... Wink

Looks good...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
[Image: Buserbar.jpg]
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10-28-2010, 01:15 PM,
#12
 
Looks good, though the picture is a little dark.
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10-29-2010, 12:31 PM,
#13
 
All right. At first I thought I'd go for a less conspicuous approach but then I figured I could leave the quite colourful nature of the suit and just fix it up a bit instead. See the attached picture of a man with questionable proportions and his inanimate friend.

Also, two shots of the Spriggans that for some reason stand praising the sky right outside of Gideon, albeit with a re-skin and some malevolent facial scarring. First time I went over there they actually scared me. In any case, I've been looking around the sounds in the CS but with no luck trying to figure out how to edit the creature sound sets that are inherited and as always sound is either well hidden or neglected in the CS wiki. Which is a shame, because I wanted to add big thumping footstep sounds to the massive Spriggan now walking outside Gideon.
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10-29-2010, 12:47 PM,
#14
 
Yeah, I felt they added something to Gideon's general mood...we'll add sounds later. I'm compiling various bits and pieces of sound for use later as I go.

Our Harlequin is looking better anyway... Wink

And the big announcement right now is the release of Mudwater, Phitt's Argonian village. Koniption alerted me to this release which can be found here: http://forums.bethsoft.com/index.php?/to...-mudwater/ .

It's a modder's resource which means I've already merged what we need into the archive (there's a youtube video of everything in action). I missed out the walkways as we already have what we need there...along with a few other items. However, the most useful items are going to be the windchimes, hanging (and collisioned) skulls / baskets and the witch-like dreamcatcher ornament...very useful items that I'd requested a while back for use in Shamanic residences.

It looks like Phitt has grabbed a version of the hammock models I had introduced which means we don't have the exclusivity on those anymore...no matter though.

Obviously, this is a fully quest-enabled mod so I would appreciate it if someone could give it a run-through and let me know which, if any, effects would be appropriate for use. I was just considering what landscaping effects I'd like to include in different regions the other day so anything special here could be reserved for later.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
[Image: Buserbar.jpg]
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10-29-2010, 01:18 PM,
#15
 
@ Xae - LOL, yeah, those Spriggans scared me too. I stumbled upon them when I was walking around Gideon's exterior when testing my music script, and I stopped cold in my tracks upon spotting them....

@ Ibsen - yep, he made some pretty cool models. We'll have to be sure to credit him. Big Grin

Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off. Cool
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10-29-2010, 04:17 PM,
#16
 
Oh, absolutely...and I'll certainly be crediting him...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
[Image: Buserbar.jpg]
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10-29-2010, 11:44 PM,
#17
 
On the subject of new models, this inspired me to go looking for the latest from TesNexus. What do you think of the following:

Outdoor caves - http://www.tesnexus.com/downloads/file.php?id=34680 & http://www.tesnexus.com/downloads/file.php?id=35316
Skull rock - http://www.tesnexus.com/downloads/file.php?id=34668 (a bit cheesy but very 'Monkey Island' and quite apt for the jungle...)
Some nice alchemical items - http://www.tesnexus.com/downloads/file.php?id=34764
Static Skeletons - http://www.tesnexus.com/downloads/file.php?id=34721
Skeleton Chests - http://www.tesnexus.com/downloads/file.php?id=34676

These are all from a very prolific newcomer to the forums called stroti.

I'll be moving on to dungeons eventually so some of these may come in useful...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
[Image: Buserbar.jpg]
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10-30-2010, 08:15 AM,
#18
 
That outdoor cave idea is a good one. Some exterior interiors would definitely make BM stand out. We could use them for critter lairs out in the wild, secret entrances etc, though I'm not so sure about scaling it up since the texture quality would go out the window. We should keep it in mind for when we start making content, and I'm sure Kp can easily make an outdoor cave mesh if we need something specific, like with more than one opening.

The skull rock wasn't very well made though it's a neat idea to have an evil Mount Rushmore in the mod.

As for the rest of the stuff, it's always good to use non-vanilla resources as much as possible to retain a novelty factor. Hence, I think we should use all of them at some point.
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10-30-2010, 02:48 PM,
#19
 
The rock resources might be best un-merged until we define an exact usage. That way the correct texture can be chosen for the region.

I'm less keen on the alchemical stuff although they would make sense according to our interpretation of the MG's function within BM. However, I've been wanting something like the skeletons for a while. In fact, it's quite baffling that nothing like this has been produced by the community before....everyone likes battle scenes...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
[Image: Buserbar.jpg]
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10-31-2010, 09:28 PM,
#20
 
The outdoor caves look to me like something that would fit better in Elsweyr than Black Marsh. I like the alchemical stuff, but we already have plenty of new items for the mages and I don't think we should weight down the esm with more than necessary.
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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