Search found 99 matches
- Sun Aug 12, 2018 12:39 pm
- Forum: P:C Playtesting & Error Reporting
- Topic: P:C bugs
- Replies: 13
- Views: 17811
Re: P:C bugs
T_CyrImp_FurnR_Dw1Empty Stirk, Helvor Manor -789 519 -207 "two pieces of clothing are floating"
- Sun Aug 12, 2018 12:38 pm
- Forum: P:C Playtesting & Error Reporting
- Topic: Dialogue Error Reporting
- Replies: 3
- Views: 7934
Re: Dialogue Error Reporting
In the latest release:
PC_Str_Quintex Doralis00000000 Stirk Isle Region (-136,-53) -1110401 -427276 72 "Quintex Doralis gives the topic option "Travel to Vvardenfell", which loops infinitely and answers lead nowhere."
PC_Str_Quintex Doralis00000000 Stirk Isle Region (-136,-53) -1110401 -427276 72 "Quintex Doralis gives the topic option "Travel to Vvardenfell", which loops infinitely and answers lead nowhere."
- Mon Jun 05, 2017 10:09 pm
- Forum: P:C Asset Development
- Topic: Jiub's Projects
- Replies: 195
- Views: 368550
Re: Jiub's Projects
Very nice!
- Tue May 02, 2017 5:29 pm
- Forum: P:C Playtesting & Error Reporting
- Topic: Exterior & Interior Error Reporting
- Replies: 14
- Views: 15247
Re: Exterior & Interior Error Reporting
T_Imp_Var_ColLantern02_128 Stirk Isle Region (-136,-53) -1109724 -427095 399 "floating" T_Imp_SetStr_DoorIn_02 Stirk, Old Seawater Tavern 506 67 256 "bleeding through the bed when opened" light_com_candle_02 Stirk, Old Seawater Tavern 1472 187 328 "floater" PC_Str_LikeB...
- Mon May 01, 2017 9:57 pm
- Forum: SHotN Screenshot Gallery
- Topic: The Reach Screenshots
- Replies: 12
- Views: 28591
Re: The Reach Screenshots
Few more screenshots from the 01-05-2017 release. https://www.mediafire.com/convkey/577f/dl64livvzunlyk94g.jpg https://www.mediafire.com/convkey/21ad/cmxa252mjsyg81e4g.jpg https://www.mediafire.com/convkey/3dbd/7libpy6tml950gd4g.jpg https://www.mediafire.com/convkey/63c0/zn9drddgd7lr6dt4g.jpg Whole ...
- Mon May 01, 2017 9:49 pm
- Forum: SHotN Playtesting & Error Reporting
- Topic: SHotN Oddities and Bugs
- Replies: 41
- Views: 39580
Re: SHotN Oddities and Bugs
Handful of thing I was able to find during my quick walkthrough: T_Rga_SetReach_DoorGrateDblL_01 Karthwasten (-104,5) -845486 44336 2890 "this gate is upside down (see the keyhole)" T_Nor_SetPalisade_LadderUp_01 Karthwasten, Dancing Saber: Tavern, Basement 4766 3896 12254 "activating ...
- Sun Apr 30, 2017 5:42 pm
- Forum: Modder Showcase
- Topic: -
- Replies: 8
- Views: 9182
Re: Trey's Interior Showcase
Yay, it's great to see new people joining. Congratz!
- Wed Mar 08, 2017 6:15 pm
- Forum: SHotN Screenshot Gallery
- Topic: Videos & trailers
- Replies: 28
- Views: 39184
Re: Videos & trailers
Excellent!
- Tue Oct 04, 2016 4:18 pm
- Forum: SHotN General Discussion
- Topic: SHOTN Interview with Worsas & Roerich - Video & Transcript
- Replies: 11
- Views: 13291
Re: SHOTN Interview with Worsas & Roerich - Video & Transcri
Yes, very nice interview.
- Tue Apr 26, 2016 4:28 pm
- Forum: L:AZ Playtesting & Error Reporting
- Topic: Official Error Reporting Topic
- Replies: 17
- Views: 19946
- Sat Apr 02, 2016 8:33 am
- Forum: P:C Asset Development
- Topic: Flora rework
- Replies: 34
- Views: 24859
Re: Flora rework
You're a gift, Spineinside.
- Sun Mar 13, 2016 10:20 pm
- Forum: L:AZ Playtesting & Error Reporting
- Topic: Official Error Reporting Topic
- Replies: 17
- Views: 19946
Re: Official Error Reporting Topic
Hey! I did a quick walkthrough and find some issues, here they are: az_door_cavern_blocked Scabrous Residuum, Tarshon (50,-24) 410741 -196222 396 "gap above door" az_door_cavern_blocked Scabrous Residuum, Tarshon (49,-24) 409077 -195900 396 "here as well" az_cont_corpse_hanging S...
- Wed Mar 09, 2016 5:22 pm
- Forum: SHotN Asset Development
- Topic: Needed Assets for Skyrim
- Replies: 73
- Views: 73081
Re: Needed Assets for Skyrim
Have you ever considered cloning yourself? I'd like to order two copies.
Well done!
Well done!
- Sun Feb 28, 2016 7:35 pm
- Forum: SHotN Screenshot Gallery
- Topic: Shotn: Misc screenshots
- Replies: 5
- Views: 22988
- Sat Feb 27, 2016 12:37 am
- Forum: SHotN Screenshot Gallery
- Topic: Shotn: Misc screenshots
- Replies: 5
- Views: 22988
Re: Shotn: Misc screenshots
I updated the above link, added some new screenshots from the latest exterior merge.
- Tue Feb 23, 2016 10:14 pm
- Forum: SHotN Playtesting & Error Reporting
- Topic: SHotN Oddities and Bugs
- Replies: 41
- Views: 39580
Re: SHotN Oddities and Bugs
Well, it's not about cliffracers, one annoying thing about mobs can be that they can see you thrugh grass and bushes, but for the player it's quite difficult to determine from where is he actually attacked, based on the music change and since our exterirs are very rich, it could be difficult to avoi...
- Mon Feb 22, 2016 10:59 pm
- Forum: SHotN Playtesting & Error Reporting
- Topic: SHotN Oddities and Bugs
- Replies: 41
- Views: 39580
Re: SHotN Oddities and Bugs
So, I did some walkthroughs in our latest exterior merge and I found these: Sky_Ex_Docks_Piling_01 The Reach, Vorndgad Forest (-104,9) -846962 80436 -64 "this ford is too deep" Sky_Ex_Railing_02 The Reach, Vorndgad Forest (-102,9) -829459 81906 981 "cell seam here" Sky_Ex_Nord_Fo...
- Mon Feb 08, 2016 8:42 pm
- Forum: P:C General Discussion
- Topic: Developer Roll-Call
- Replies: 62
- Views: 58125
Re: Developer Roll-Call
It actually seems that PT is not that abandoned as we thought, we're just bunch of silent guys.
- Sat Feb 06, 2016 11:31 am
- Forum: P:C General Discussion
- Topic: Developer Roll-Call
- Replies: 62
- Views: 58125
Re: Developer Roll-Call
Well, we could always release some content for Darkelfguy to be reviewed in his videos, he's quite an icon terms of MW and YT.
- Fri Feb 05, 2016 7:25 am
- Forum: P:C General Discussion
- Topic: Developer Roll-Call
- Replies: 62
- Views: 58125
Re: Developer Roll-Call
I see the best way of drumming up interest as sort of following the TR route and having a "Main" file (e.g. Stirk) and an unfinished "Preview" file (Gold Coast/Anvil). While the actual release of finished content like Stirk would be somewhat of a boon to activity, a preview file...
- Thu Feb 04, 2016 5:27 pm
- Forum: Completed
- Topic: Direnni ruin [Reviewed]
- Replies: 8
- Views: 7053
Re: The Reach: Direnni ruin 01
Direnni Moria! (that was the first thing that came to my mind after seeing that deep shaft)
I very much like the idea of dark creepy abandoned direnni mines, with both treasures and terrors hidden deep under the ground. Well done!
Also don't thank me for the tileset, I just did some clutter.
I very much like the idea of dark creepy abandoned direnni mines, with both treasures and terrors hidden deep under the ground. Well done!
Also don't thank me for the tileset, I just did some clutter.
- Thu Feb 04, 2016 10:11 am
- Forum: P:C General Discussion
- Topic: Developer Roll-Call
- Replies: 62
- Views: 58125
Re: Developer Roll-Call
This problem is not only related to P:C, but to PT in general. It's the magic circle all over again. Release the content, right now as it is!
Either it will bring more attention to the project and some new blood, or at least it won't be all locked up here, slowly starving with dust falling on it.
Either it will bring more attention to the project and some new blood, or at least it won't be all locked up here, slowly starving with dust falling on it.
- Sun Jan 31, 2016 5:34 pm
- Forum: SHotN Screenshot Gallery
- Topic: Shotn: Misc screenshots
- Replies: 5
- Views: 22988
Re: Shotn: Misc screenshots
I wanted to try this new MGE XE feature - physically based rendering, so I converted all shotn textures into normal maps a did some screenshotting in Karthwasten, it's practically just bumpmapping overview, because I heven't created all the proper textures for metalness and roughness, they're using ...
- Wed Jan 27, 2016 10:15 pm
- Forum: General Discussion
- Topic: Show us what you're working on
- Replies: 42
- Views: 63324
Re: Show us what you're working on
Yup, took several screens in OpenMW and merged them together.
- Wed Jan 27, 2016 4:47 pm
- Forum: General Discussion
- Topic: Show us what you're working on
- Replies: 42
- Views: 63324
Re: Show us what you're working on
I was wondering about the total size of all Morrowind landmass mods combined, so I tried...
It's actually not bad at all.
It's actually not bad at all.
- Sun Jan 24, 2016 7:34 pm
- Forum: SHotN Asset Development
- Topic: Needed Assets for Skyrim
- Replies: 73
- Views: 73081
Re: Needed Assets for Skyrim
I really like the Bottomweed. Looks unique, but still descrete enough to blend with other flora. Good work!
- Sat Jan 16, 2016 10:22 am
- Forum: SHotN Asset Development
- Topic: Possible new architecture style
- Replies: 14
- Views: 14724
Re: Possible new architecture style
This updated version looks much better, compared to first two screenshots imo. Also the last building is really huge, reminds me of some asylum, haunted house or something.
Nice work!
Nice work!
- Thu Jan 07, 2016 5:30 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150037
Re: The Reach - City Claim: Markarth [roerich]
Amazing!
The new look with stone walls is really great, the whole city has very nice atmosphere now.
Shouldn't be the chickens hanged head down though?
Can't wait to visit that ingame and in OpenMW.
The new look with stone walls is really great, the whole city has very nice atmosphere now.
Shouldn't be the chickens hanged head down though?
Can't wait to visit that ingame and in OpenMW.
- Mon Dec 21, 2015 3:02 pm
- Forum: SHotN General Discussion
- Topic: Systematic playtesting instead of Reviewing?
- Replies: 13
- Views: 13103
Re: Systematic playtesting instead of Reviewing?
So, my holidays started already. I am going to do some modding again, yay!
Do we have something completed, that could be actually playtested? Do we plan on releasing something soon?
Let's meet on IRC, I am present there all day long, let's get things moving again!
Do we have something completed, that could be actually playtested? Do we plan on releasing something soon?
Let's meet on IRC, I am present there all day long, let's get things moving again!
- Fri Oct 30, 2015 6:39 pm
- Forum: Off Topic
- Topic: Multiversum: Find your path to the stars
- Replies: 3
- Views: 13327
Re: Multiversum: Find your path to the stars
Thanks for your support, you're great! ;-) @Worsas: Each player is producing research point by his buildings (laboratories etc.) in his colonies, those points are then added to the common goal of researching the technology, in the research queue. Resources are stored at planetary storages. This way ...