Search found 558 matches
- Wed Jan 10, 2018 1:42 pm
- Forum: Completed
- Topic: Karthwasten Quests: Thieves Guild (Sky_qRe_KwTG01-06) [Texafornian]
- Replies: 50
- Views: 32716
Re: Karthwasten Quests: Thieves Guild [Texafornian] (Sky_qRe_KwTG01-06)
Ah, that covers it, I missed the part about Sky_main doors overlapping unique doors in your earlier post. Now the quest works, sorry for the commotion. Still, is it actually possible to grab these two letters without using a gamey way, like spell-commanding both leaders out the cave? I couldn't thin...
- Tue Jan 09, 2018 5:39 pm
- Forum: Completed
- Topic: Karthwasten Quests: Thieves Guild (Sky_qRe_KwTG01-06) [Texafornian]
- Replies: 50
- Views: 32716
Re: Karthwasten Quests: Thieves Guild [Texafornian] (Sky_qRe_KwTG01-06)
Some more serious bugs and the more general feedback (I'm running the 07 Jan file): - Rianard's secret potion needs a more distinct model badly, period :P there are so many flasks like these in here I spent an hour wandering around this int and looking everywhere before giving up to look for in CS. ...
- Sun Jan 07, 2018 1:49 pm
- Forum: Completed
- Topic: Karthwasten Quests: Thieves Guild (Sky_qRe_KwTG01-06) [Texafornian]
- Replies: 50
- Views: 32716
Re: Karthwasten Quests: Thieves Guild [Texafornian] (Sky_qRe_KwTG01-06)
My theory is the MW engine thinks the symbols used in these dialogue lines aren't letters, for some reason. For instance, with the newest file the topic "jobs" appears in the topics list instantly as the previous quest is finished, but it isn't highlighted in Lorvacah's dialogue. Did you c...
- Sun Jan 07, 2018 12:00 am
- Forum: Completed
- Topic: Karthwasten Quests: Thieves Guild (Sky_qRe_KwTG01-06) [Texafornian]
- Replies: 50
- Views: 32716
Re: Karthwasten Quests: Thieves Guild [Texafornian] (Sky_qRe_KwTG01-06)
I'm to give this a thorough run still, but there's one huge bug I'd like to report already. I don't really understand why, but the new topics introduced by both these esps don't appear instantly, how they normally do. For instance, I had to console-add the topic "jobs" to be able to ask Lo...
- Tue Dec 12, 2017 10:05 pm
- Forum: Completed
- Topic: Midkarth County (Sky_xRe_09) [berry]
- Replies: 11
- Views: 10685
Re: Midkarth County (Sky_xRe_09) [berry]
Well, I supposed there was a more simple way, but none I could come up with Anyway aforementioned method seems to work, I posted the file on the internal boards.
- Tue Dec 12, 2017 9:38 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
Yep I'm dropping it too, so the border cells can be partitioned freely and so on.
- Tue Dec 12, 2017 8:15 pm
- Forum: Completed
- Topic: Midkarth County (Sky_xRe_09) [berry]
- Replies: 11
- Views: 10685
Re: Midkarth County (Sky_xRe_09) [berry]
Ok, that's a relief. :P The file could still come in handy in removing these cells from the rest exteriors file, right? I think naming the cells of claim #9 distinctively (eg. "DELETEME"), loading this file together with the rest exteriors one, with this one as the active, merging the two ...
- Tue Dec 12, 2017 8:07 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
Alright, here it is. It is as good as finished . There are lots of changes as compared to the v19 file, but they are about bugfixing or additional detailing foremostly. The two most crucial should be noted in detail though: 1. This file includes a finished #8 claim (as seen on the claim map here ), ...
- Mon Dec 11, 2017 2:43 pm
- Forum: SHotN Screenshot Gallery
- Topic: The Reach Screenshots
- Replies: 12
- Views: 28806
Re: The Reach Screenshots
Another scenic tour around the Northern Reach. Sorry for being a bore. :P https://i.imgur.com/o7qzUId.png https://i.imgur.com/syJT3yH.png https://i.imgur.com/jIoc1Sp.png https://i.imgur.com/vlX441Q.png https://i.imgur.com/LmHB5Sm.png https://i.imgur.com/B8qw5Wj.png https://i.imgur.com/PiByaQN.png ht...
- Mon Dec 11, 2017 2:36 pm
- Forum: Completed
- Topic: Karthwasten Quests: Thieves Guild (Sky_qRe_KwTG01-06) [Texafornian]
- Replies: 50
- Views: 32716
Re: Karthwasten Quests: Thieves Guild [Texafornian] (Sky_qRe_KwTG01-06)
This is so cool. It's exciting to see a dedicated quester/scripter at work at PT :) I'd love to playtest it or assist you with implementing some of this in CS, if you'd like to. I read the draft and it's very appealing, the dialogues are well written and the quests' layouts looks reasonable. Some qu...
- Mon Dec 11, 2017 2:22 pm
- Forum: Completed
- Topic: Midkarth County (Sky_xRe_09) [berry]
- Replies: 11
- Views: 10685
Re: Midkarth County (Sky_xRe_09) [berry]
No worries, I've been trying not to exaggerate here, keeping the changes rather minimal, following the Midkarth conceptualization thread's guidelines. The biggest change I did was replacing the Breton tower in -104,16 with a Nord one, as to my understanding it was too deep within the 'core' Skyrim. ...
- Wed Dec 06, 2017 7:33 pm
- Forum: Completed
- Topic: Midkarth County (Sky_xRe_09) [berry]
- Replies: 11
- Views: 10685
Re: Midkarth County (Sky_xRe_09) [Unclaimed]
If that's okay with everybody, I'd like to complete this claim alongisde the MK claim, merging them both for the time being. My reasoning is there's isn't really enough work to do here for it to be a full-blown claim, plus it would be more reasonable to work on this with a bigger picture of Karth ba...
- Wed Dec 06, 2017 7:28 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
Hey, I'm sorry it's been a while. I've been making a steady progress on this, and I plan to get the claim finished this week. :) Awesome looking screens, the view of this whole region between your and Scamp's effort is really great stuff. Looks excellent from pictures, I will make sure to check out ...
- Tue Nov 14, 2017 6:20 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
Hey Scamp, my apologies, I should have replied earlier, if only for the sake of letting know I grabbed the cells. I haven't adjusted the container plants yet, and there are some grass issues to take care of, but other than that those are pretty much finished - if you wish to reclaim any of the borde...
- Tue Nov 14, 2017 5:48 pm
- Forum: Completed
- Topic: Druadach Highlands|Falkheim (Sky_xRe_05) [Scamp]
- Replies: 12
- Views: 12770
Re: Druadach Highlands|Falkheim (Sky_xRe_05) [Scamp]
It is an exquisite work, absolutely stunning. The area between the Nordic fortress in -107,20 and the Elfstone Keep is quickly becoming my new favourite SHotN wilderness area. I mean, damn: https://i.imgur.com/9XPaiMO.png Some small nitpicks: in the file you posted the mountain cliffs are made of RE...
- Fri Oct 27, 2017 11:15 am
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
Hey, I'm sorry, it's been a while, but I was badly preoccupied with repeating before my defense and/or your customary autumn cold, and even though all's cool now, I've been watching over a hyperactive puppy these last few days.... Crazy time all around. :P Here goes a major update. The file is not c...
- Sun Oct 01, 2017 9:05 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
To my mind the shacks are distinct enough from the de_ shacks, with planks rather than thatch, but I can definitely see where you're coming from in regards to the climate. If anything, they probably should have some kind of classic peak-shaped roof, not to be crushed from all that snow. I second the...
- Fri Sep 22, 2017 1:05 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
It would be much appreciated in fact, I'm quite overwhelmed with the amount of work east of the city already :) If I recall correctly, as far as that area is concerned I only added that one horker bay next to the main bridge (and two dummy bandits in roerich's camp, that can be scrubbed right away),...
- Thu Sep 21, 2017 10:22 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
I'm glad you like it and thanks for the huge feedback! I'm taking all of it into consideration (== will do without a need for nagging about it first in the forums :P ) and I'll refer to the major points below. - Wayside shrine in -101,18 - about 95% of those lights needs to go. Ideally replaced with...
- Mon Sep 18, 2017 10:32 pm
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk) [berry]
Yeah, I thought this might be a fun job for me right away the moment you dropped it :) I've been enjoying it a lot so far. Here goes the first update with a crude changelog (in random order): - redesigned the Haafinheim forest's borders for less abrupt transistion - added some places of interest and...
- Mon Sep 18, 2017 10:16 pm
- Forum: P:C General Discussion
- Topic: Developer Roll-Call
- Replies: 62
- Views: 58373
Re: Developer Roll-Call
Thanks, guys! Yeah, writing it was a pain in the neck, but waiting for a defense now is what's killing me Good thing it will be over soon, one can hope.
@Saint_Jiub: It's master's in law.
@Saint_Jiub: It's master's in law.
- Fri Sep 08, 2017 12:59 am
- Forum: Completed
- Topic: Markarth (Sky_xRe_Mk) [berry]
- Replies: 171
- Views: 150757
Re: Markarth (Sky_xRe_Mk)
May I grab this for finishing the wilderness part?
- Fri Sep 08, 2017 12:57 am
- Forum: P:C General Discussion
- Topic: Developer Roll-Call
- Replies: 62
- Views: 58373
Re: Developer Roll-Call
Hi, it's been a while I finished my thesis this week and even though I'll probably be too absent minded until it's defended to be fully active, I'll try to stay around, providing feedback and doing some stuff and so on. Cheers
- Mon Jun 05, 2017 11:52 am
- Forum: Completed
- Topic: Gold Coast Exterior: GC_02 [berry]
- Replies: 20
- Views: 19147
Re: Gold Coast Exterior: GC_02 [berry]
Thanks for the input! :) I eventually added two more houses, simply because these farmsteads feel rather big and rich as far as Colovian standards are concerned (I imagine the area between Anvil and Kvatch to be the richest and the safest part of Colovia myself) and they looked like they could use s...
- Fri Jun 02, 2017 11:03 am
- Forum: Completed
- Topic: Gold Coast Exterior: GC_03 [chef] [Thresvy] [Reviewed]
- Replies: 33
- Views: 28531
Re: Gold Coast Exterior: GC_03 [roerich] [Thresvy]
That looks great :) I stole some design ideas from Miscarstette for my 1E ruins. This might be nitpicking, but I'm not very fond of this delivery of Garlas Malatar, to be honest. Don't get me wrong, the ruins and the hill as a whole look delightful, but I so loved KotN's Garlas Malatar, with long wh...
- Fri May 26, 2017 5:12 pm
- Forum: Completed
- Topic: The Reach: House (Sky_iRe_DH17)[Reviewed]
- Replies: 13
- Views: 9784
Re: The Reach: House (Sky_iRe_DH17)
Looks good to me, doesn't feel off at all. We have some more makeshifted Reachmen cells, take Haimtir temple or Bnaig matriarch house for instance. I'm not sure about the furnace upstairs though, it looks way too heavy for the boards. It might look better downstairs, or maybe replaced as a firepit d...
- Sat May 20, 2017 1:42 pm
- Forum: Completed
- Topic: Gold Coast Exterior: GC_02 [berry]
- Replies: 20
- Views: 19147
Re: Gold Coast Exterior: GC_02 [berry]
Thanks guys, I took your suggestions into account. Another update is here, I believe we are halfway done now. I took the "local breadbasket" idea to heart; another principle I tried to follow was to start some subtle transistion towards Sutch region here, as it begins two cells from -118,-...
- Mon May 15, 2017 9:08 pm
- Forum: Completed
- Topic: Gold Coast Exterior: GC_02 [berry]
- Replies: 20
- Views: 19147
Re: Gold Coast Exterior: GC_02 [berry]
First update. Not too much is here to see, I'd wager, but please, check if I'm heading in the right direction with this. I can't say I fully feel the Gold Coast. :) Added the ruin in -118,-51, revised griff's cliffs per Scamp's suggestion, added cliff, pond etc in -118,-50 and outlined basic layout ...
- Sun May 14, 2017 5:42 pm
- Forum: Completed
- Topic: Dragonstar: Temple of Diagna (Sky_iRe_Ds21) [roerich]
- Replies: 9
- Views: 6021
Re: Dragonstar: Temple of Diagna (Sky_iRe_Ds21)
http://tamriel-rebuilt.org/asset/tapestries-different-embassies Rats did it already :) Tapestry #4. It would be great to have these concepts as murals too, though. And maybe graffitis as well, like vanilla House Dagoth scribbles - we could use those in places like KW outskirts or Sogat headquarters....
- Sat May 13, 2017 8:59 pm
- Forum: Completed
- Topic: The Reach: House (Sky_iRe_DH22)[Reviewed]
- Replies: 9
- Views: 8704
Re: The Reach: House (Sky_iRe_DH22)
Hey, I missed your completion of this! I'm not a reviewer (so take this feedback with a grain of salt, please), but I think it's looking very good, near perfect honestly, that's the vibe we are aiming for with the Reachmen definitely. The only real error is floating T_Nor_Var_Basket_01 I believe aft...