Search found 293 matches
- Sun Nov 25, 2018 7:25 pm
- Forum: Completed
- Topic: Whale and horker bones (T_Glb_Var_SkeletonWhale+Horker) [R-Zero]
- Replies: 1
- Views: 5382
Re: Whale and horker bones (T_Glb_Var_SkeletonWhale+Horker) [unclaimed]
Officially claiming since I've already made horker skeletons and some of the whale ones.
- Sun Nov 18, 2018 7:50 pm
- Forum: Completed
- Topic: Drugs: Incarnadine [R-Zero]
- Replies: 3
- Views: 5608
- Tue Oct 16, 2018 6:03 pm
- Forum: Completed
- Topic: Drugs: Siyat [R-Zero]
- Replies: 3
- Views: 6540
- Sat Sep 22, 2018 1:20 pm
- Forum: Completed
- Topic: Drugs: Siyat [R-Zero]
- Replies: 3
- Views: 6540
Re: Drugs: Siyat [R-Zero]
WIP
Indureta Cob Pipe
Colovian Sikar
Siyat Pouch
Indureta Cob Pipe
Colovian Sikar
Siyat Pouch
- Fri Sep 21, 2018 10:23 am
- Forum: Completed
- Topic: Drugs: Incarnadine [R-Zero]
- Replies: 3
- Views: 5608
Re: Drugs: Incarnadine [Unclaimed]
Claiming, soon ready to deliver:
Spoiler
- Tue Jul 17, 2018 2:41 pm
- Forum: HR Asset Development
- Topic: Asset Filename Guidelines
- Replies: 3
- Views: 6226
Re: Asset Filename Guidelines
TEXTURES Textures\hr\* These ones allow for more leeway, since textures might be shared between different types of objects. Also because of that, the textures are all located in the same folder. Use prefixes instead of subfolders. If a texture is model-specific, make the filename more specific too:...
- Tue Jul 17, 2018 2:41 pm
- Forum: HR Asset Development
- Topic: Asset Filename Guidelines
- Replies: 3
- Views: 6226
Re: Asset Filename Guidelines
ICONS
Icons\hr\*
Pretty much the same as with Meshes, just replace Meshes with Icons and .nif with .dds or .tga.
The only objects that have icons are:
Alchemy
Apparatus
Armor
Clothing
Book
Ingredient
Carriable Light
Lockpick
Probe
Repair
Misc
Weapon
Icons\hr\*
Pretty much the same as with Meshes, just replace Meshes with Icons and .nif with .dds or .tga.
The only objects that have icons are:
Alchemy
Apparatus
Armor
Clothing
Book
Ingredient
Carriable Light
Lockpick
Probe
Repair
Misc
Weapon
- Tue Jul 17, 2018 2:40 pm
- Forum: HR Asset Development
- Topic: Asset Filename Guidelines
- Replies: 3
- Views: 6226
Re: Asset Filename Guidelines
MESHES Meshes\hr\* Alchemy: Meshes\hr\m\al_*.nif i.e. Meshes\hr\m\al_phyrric_acid.nif Apparatus: Meshes\hr\m\ap_[type]_*.nif i.e. Meshes\hr\m\ap_mor_sload.nif alm = Alembic cal = Calcinator mor = Mortar and Pestle ret = Retort Armor Bodyparts and Ground: Meshes\hr\a\[material]_[piece]_*.nif i.e. Me...
- Tue Jul 17, 2018 2:38 pm
- Forum: HR Asset Development
- Topic: Asset Filename Guidelines
- Replies: 3
- Views: 6226
Asset Filename Guidelines
Since HR427 project is relatively young and has much, much lesser asset count than its elders, this gives us more leevay with optimizing our file structure. The problem I see with current PT files is that the filenames are often comprised of redundant parts. An example: Meshes\pc\i\pc_in_anv_window_...
- Fri May 11, 2018 11:07 am
- Forum: Completed
- Topic: PC_Furn_Ayleid_?[R-Zero]
- Replies: 9
- Views: 11875
- Sat Apr 14, 2018 11:21 am
- Forum: Completed
- Topic: PC_Furn_Ayleid_?[R-Zero]
- Replies: 9
- Views: 11875
Re: PC_Furn_Ayleid_?[R-Zero]
A vertical Ayleid cage-bed with a "sliding" door, finished and uploaded:
- Wed Apr 11, 2018 9:33 am
- Forum: Completed
- Topic: PC_Furn_Ayleid_?[R-Zero]
- Replies: 9
- Views: 11875
Re: PC_Furn_Ayleid_?[R-Zero]
Uploaded the above chairs, sorry for the extreme delay.
- Tue Jul 18, 2017 9:50 am
- Forum: P:C Asset Development
- Topic: Jiub's Projects
- Replies: 195
- Views: 370631
Re: Jiub's Projects
Looks great! We really, really need to update the model too though
- Tue Jul 18, 2017 9:48 am
- Forum: P:C Asset Development
- Topic: Imperial Settlement Tilesets
- Replies: 17
- Views: 16847
Re: Imperial Tilesets
Yeah, but it still kinda too remind me hr buildings from df and it contain also northen europe thematic, dunno. Maybe add more stone elements, different roof, add different windows add merlon to make it look more cyrodiilic? That's not really much of a problem as it's established in Morrowind that ...
- Fri Jul 07, 2017 9:56 pm
- Forum: P:C Cyrodiil Discussion
- Topic: [Faction] The Colo-Nordic Lords
- Replies: 16
- Views: 14669
Re: [Faction] The Colo-Nordic Lords
A slav enters the thread! :D I do advice against using variations of Tsar/Caesar - it's indeed a title reserved for an Emperor figure. Russia becoming a Tsardom was a big deal back in the days. There are a number of other RL titles we could use as an inspiration. such as: https://en.wikipedia.org/wi...
- Wed Jul 05, 2017 10:56 pm
- Forum: Completed
- Topic: PC_Furn_Ayleid_?[R-Zero]
- Replies: 9
- Views: 11875
Re: PC_Furn_Ayleid_?[R-Zero]
A small progress report. Made a non-suspended Ayleid chair (left) and updated the suspended one (right) to fit the style better:
- Sat Jul 01, 2017 2:51 pm
- Forum: P:C Asset Development
- Topic: How to set up Loria (Dark Welkynd) Stones
- Replies: 0
- Views: 5707
How to set up Loria (Dark Welkynd) Stones
A short instruction on how to set up Loria Stones for Ayleid ruins. 1. If you just want Loria stones without an option to deactivate them, just use T_Ayl_DngRuin_DWelk_Generic_F01 for Fire ones T_Ayl_DngRuin_DWelk_Generic_R01 for Frost ones T_Ayl_DngRuin_DWelk_Generic_S01 for Shock ones These don't ...
- Tue Jun 27, 2017 8:50 am
- Forum: HR High Rock Discussion
- Topic: Current Situation in High Rock, as of 3E 427
- Replies: 0
- Views: 6263
Current Situation in High Rock, as of 3E 427
High Rock 427 takes place at the same time as TES III: Morrowind (obviously) - 427th year of the Third Era, the late years of the Septim Empire, 10 years after TES II: Daggerfall and 28 years after TES: Arena. So then what's the current situation? Most of the info we have is from these sources: http...
- Sun Jun 18, 2017 9:55 pm
- Forum: HR High Rock Discussion
- Topic: Map Discussion
- Replies: 50
- Views: 51044
Re: Map Discussion
Here's my version of settlement placement map, done step by step using Arena , Daggerfall , Shadowkey and Travels: Oblivion maps as a reference: Step 1: Basic settlement placement and tiering. System I used for determining settlement tier: 1. Daggerfall and Wayrest, being most prominent High Rock ci...
- Wed May 31, 2017 11:20 pm
- Forum: SHotN Lore
- Topic: Ironwood trees?
- Replies: 2
- Views: 6957
Re: Ironwood trees?
Yes, SHotN even has shields made of such wood in the data already.
- Fri May 12, 2017 1:36 pm
- Forum: Completed
- Topic: PC_Furn_Ayleid_?[R-Zero]
- Replies: 9
- Views: 11875
Re: PC_Furn_Ayleid_?[R-Zero]
After working with these chains I have to say that even the longest one is still way too short. You need to string together multiple ones to get a table to hang at a useful level. We need chains that are at least three or four times as long to reach to the Ayleid ruins' high ceilings. Will make 512...
- Wed May 10, 2017 1:39 pm
- Forum: Completed
- Topic: PC_Furn_Ayleid_?[R-Zero]
- Replies: 9
- Views: 11875
Re: PC_Furn_Ayleid_?[R-Zero]
After working with these chains I have to say that even the longest one is still way too short. You need to string together multiple ones to get a table to hang at a useful level. We need chains that are at least three or four times as long to reach to the Ayleid ruins' high ceilings. Will make 512...
- Wed May 10, 2017 1:06 pm
- Forum: Completed
- Topic: PC_Furn_Ayleid_?[R-Zero]
- Replies: 9
- Views: 11875
Re: PC_Furn_Ayleid_?[R-Zero]
----------------------- RELEVANT THREAD ----------------------- Furniture pieces which are already completed and present in PT Data: T_Ayl_DngRuin_I_Chain_02_64 T_Ayl_DngRuin_I_Chain_02_128 T_Ayl_DngRuin_I_Chain_02_256 https://dl.dropbox.com/s/41k23z5sn16ct0l/_PC_Ayleid_chains.png Vertical chains of...
- Tue May 09, 2017 2:50 pm
- Forum: P:C Cyrodiil Discussion
- Topic: Cyrodiil Creatures
- Replies: 255
- Views: 201314
Re: Cyrodiil Creatures
Muskrat: discussion of this was kind of forgotten, but it was a concept that always stayed by me. A bit of retex and slight mesh edits of the basic rat model would do. Normal rats can still be used in interior locations. Advantage: rats are cliche; muskrats would feel new and their fur would fit th...
- Sat May 06, 2017 12:10 pm
- Forum: HR High Rock Discussion
- Topic: Map Discussion
- Replies: 50
- Views: 51044
Re: Map Discussion
I just think it looks better, really. I don't like having two similarly named regions next to one another, and the region name message is really the littlest of worries. From what I understand, it's actually the main worry? I mean, the main, defining differences between regions are their environmen...
- Sat May 06, 2017 9:02 am
- Forum: HR High Rock Discussion
- Topic: Map Discussion
- Replies: 50
- Views: 51044
Re: Map Discussion
I think some of the regions could do being merged. Like the Wrothgarian foothills just being Wrothgarian Mts. You can still make "hidden" subregions having the same name but different ID's, and thus different weather settings, i.e. if you want snow for the tallest peaks. I'm not against i...
- Sat May 06, 2017 7:55 am
- Forum: HR High Rock Discussion
- Topic: Map Discussion
- Replies: 50
- Views: 51044
Re: Map Discussion
It looks to me like you are coming up with new regions for the sake of having extra regions. High Rock isnt very big. It shouldnt have lots of mini regions. It wants to be more like Vvardenfall. I disagree. It's exactly because High Rock is relatively small that it could benefit from smaller-sized ...
- Tue May 02, 2017 11:46 am
- Forum: SHotN Playtesting & Error Reporting
- Topic: SHotN Oddities and Bugs
- Replies: 41
- Views: 40961
Re: SHotN Oddities and Bugs
I believe we had planned for these lights to be scripted, i.e. they should disappear at night. I'm not big on the scripting thing though, so it might not be possible; in that case, they should be removed. Most certainly possible! The simplest solution would be to disable/enable dependent on GameHou...
- Tue May 02, 2017 11:44 am
- Forum: Completed
- Topic: PC_Misc_Col_Barr_? [R-Zero]
- Replies: 65
- Views: 39038
Re: PC_Misc_Col_Barr_? [R-Zero]
I don't think I'll be able to pull these off with my current skillset - these kind of objects would require some sculpting and I don't know how to do it yet. So yeah, please do! If we'll need them later they could probably be separated into their own claim or something.
- Fri Apr 21, 2017 6:03 pm
- Forum: HR High Rock Discussion
- Topic: Map Discussion
- Replies: 50
- Views: 51044
Re: Map Discussion
Maybe change placement of moors to edge? Tulune kinds swampy regian and glenumbra in tes2 is most west region (most south in current high rock map). And illesian hills kinda innier region that not touch water. I had to reshuffle this region because of how different TES2 map is from all the others. ...