Search found 558 matches
- Mon Jan 02, 2017 11:49 am
- Forum: P:C Asset Development
- Topic: Creatures Set: Colovian Barrows
- Replies: 4
- Views: 6965
Re: Creatures Set: Colovian Barrows
Actually there's an unique model for SHotN's Crippled skeleton already in Tamriel_Data, Sky_Skeleton_Crip_01.nif, with some ribs missing. R0's looks cooler though, more crippled.
- Sun Jan 01, 2017 10:40 pm
- Forum: SHotN Lore
- Topic: Reachman Lore
- Replies: 44
- Views: 44052
Re: Reachman Lore
Now that looks surprisingly great. Kind of like Redoran architecture in Velothi mountains - you imagine a tileset is proper for different enviroment, and then it turns out to look great in a snowy area too. As for deer-type creatures, I wonder how hard would it be to convert a creature mesh from Sky...
- Sun Jan 01, 2017 10:16 pm
- Forum: SHotN Asset Development
- Topic: Heads
- Replies: 4
- Views: 6977
Re: Heads
I second this, those would be fantastic to have. More Bretons variety would especially be handy for the Reach.
I adore Ashstaar's style, were I to decide all of his work would be stolen for common data right away.
I adore Ashstaar's style, were I to decide all of his work would be stolen for common data right away.
- Sat Dec 31, 2016 12:29 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50116
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Here's a quick mash-up of how it could look like. However, while testing this in-game I was getting some lags already, probably due to many references in this cell (lights especially), so it's not the most sensible solution probably.
- Fri Dec 30, 2016 9:11 pm
- Forum: Haafingar
- Topic: Region Planning: "Northern Coastline"
- Replies: 15
- Views: 14403
Re: Region Planning: "Northern Coastline"
The "road" is maybe saying too much for what I had in mind. More like some patches of grassless dirt, vaguely creating a shape of a road, with some subtle vertex painting. Maybe some shallows of water to cross in the canyon part, too. Something like what we already have by the feet of Kart...
- Fri Dec 30, 2016 8:58 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50116
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
I put there a trapdoor (in the ogrim room) that could supposedly lead to the basement, joining all 3 buildings together and with the tunnel. I think it'd be the best if we sticked to original plan, or maybe you could join buildings C & B together underground, and make a corridor leading north th...
- Thu Dec 29, 2016 2:23 pm
- Forum: SHotN Lore
- Topic: Orichalcum
- Replies: 14
- Views: 13359
Re: Orichalcum
Hm, I thought in SHotN we aren't actually associating orichalcum with Orsimers? I can't recall a discussion about that. TES V route here certainly wouldn't be proper for TES III. So about that, I agree. I wouldn't ban orichalcum out of Tamriel, though, but I agree on cutting it's quantinty down even...
- Thu Dec 29, 2016 1:48 pm
- Forum: Haafingar
- Topic: Region Planning: "Northern Coastline"
- Replies: 15
- Views: 14403
Re: Region Planning: "Northern Coastline"
That's great! Perfectly fine with me. Thinking about it again, I think it would make sense to have a cliffside between Cascabell and mesa #3, atop of Caiar Druad canyon. Cascabell Hall used to belong to High Rock, and that way we'd have an old natural border of a sort between provinces in the West, ...
- Thu Dec 29, 2016 1:31 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50116
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Thanks! Further altering this claim is fine with me, but I'd rather we handled it during reviewing/NPCing (I need to focus on univeristy stuff in following days myself). I know I got out of the line here, adding mobs and proper name, but I figured that way we'd be able to have this merged with main ...
- Thu Dec 29, 2016 10:42 am
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50116
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Phew, I'm glad you like it. Nevertheless, I decided to remove some makeshifting here myself. :P This can be considered finished now, though I might have still left a caspering ceiling beam etc here or there (it's sometimes tricky to tell with this tileset), so let me know if you see one. I think peo...
- Wed Dec 28, 2016 1:55 pm
- Forum: Haafingar
- Topic: Region Planning: "Northern Coastline"
- Replies: 15
- Views: 14403
Re: Druadach Highlands (Sky_xRe_04+07) [Scamp]
Looks great. Didn't we agree on pasting my Reachman village on the road between Amrothal and Markarth too, though? That's certainly the most sensible of discussed locations. I also thought we eventually decided to place Cascabell Hall SE of Markarth. I'd swear I even saw an apple grove somewhere the...
- Tue Dec 27, 2016 8:38 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50116
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Here's an update, the first one and probably the last one before it's mostly finished. Not everything is done, but layot outlines for both levels are here already. I haven' addressed all of roerich's points yet, but I'm uploading this already as I feel I'm about to start "overberrying" it,...
- Tue Dec 27, 2016 4:54 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50116
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Great, thanks! I started doing some work on this earlier this day, and I think I catched the vibe you described. Behold a study of Celarmo Direnni, mage-lord of Mirilstaren! http://i.imgur.com/kEkNXAH.png http://i.imgur.com/UEacLE1.png http://i.imgur.com/b2KkA7l.png http://i.imgur.com/cldViPl.png ht...
- Tue Dec 27, 2016 11:48 am
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50116
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
I'd like to claim this, then. What do you think about that idea to have Direnni lich sorcerer still living here? Sometime after the fall of Hegemony, he became a lich and locked himself away from the world, destroying the stairs leading up to his pallatium. For centuries he's been devoting himself t...
- Tue Dec 27, 2016 11:32 am
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32372
Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
True, it's a good point. I agree about grouping rocks with flora together as a general rule, however it should be done the way that would still allow flora's verticality to enrich the region. Nothing good comes from placing all plants so close to larger references they are not visible (some exceptio...
- Mon Dec 26, 2016 5:25 pm
- Forum: Completed
- Topic: Druadach Highlands (Sky_xRe_04+07) [Scamp]
- Replies: 29
- Views: 23473
Re: Druadach Highlands (Sky_xRe_04+07) [Scamp]
Looks like a great start to be frank. Personally I'd love to see a few Haafinheim pines around the camp already, in otherwise Reach-y enviroment; in Midkarth to the east, these already start to appear just the moment Vorndgad Forest ends, that is on the same latitude this mesas's southernmost part l...
- Mon Dec 26, 2016 4:53 pm
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32372
Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
I'm sorry for taking almost two months to reply. I checked it right away, and it was a top notch stuff as always, so I had to have some free time to find something to nitpick on... :twisted: Seriously though, hope it's consctructive and not overly negative. I didn't refer to obviously WIP areas of t...
- Thu Dec 22, 2016 4:26 pm
- Forum: Completed
- Topic: Karthgad NPC & Dialouge Overhaul
- Replies: 30
- Views: 19347
Re: Karthgad NPC & Dialouge Overhaul
Well, it's here.Luxray wrote:Looks good. It would be cool to add a line to Nauk gra-Olad's dialogue acknowledging when the spikeworms have been cleared. Maybe some small reward of a silver nugget or something.
- Tue Dec 20, 2016 12:34 am
- Forum: Completed
- Topic: Vorndgad Forest Dialogue Update
- Replies: 6
- Views: 6190
Re: Vorndgad Forest Dialogue Update
Sure, feel free to adjust the place how you feel due. Tons of free loot to obtain from this encounter is what worries me too. The simplest way to keep this balanced, in spite of removing some items from combatants, would be to adjust their skills/attributes, or giving them some abilities, like Sanct...
- Mon Dec 19, 2016 9:45 pm
- Forum: Completed
- Topic: Vorndgad Forest Dialogue Update
- Replies: 6
- Views: 6190
Re: Vorndgad Forest Dialogue Update
Seconded, great job on this. I especially like how you altered Kenovi's quest, making her a captive, albeit not really a hostage. Now this quest makes more sense, before Drytko's motivation seemed a little streched, to be honest. There's one thing I just remembered, still in need of implementing in ...
- Sat Dec 17, 2016 12:38 pm
- Forum: SHotN Concept Art
- Topic: Landscaping ideas
- Replies: 30
- Views: 27511
Re: Landscaping ideas
Wow, that looks rad as hell :o I can't believe I missed this discussion and the proof of concept. It would be fantastic to have some assets like these; three possible ways to employ that idea come to my mind: a forest cottage, pretty much as seen in roerich's concept, with two grass textures - one f...
- Tue Dec 13, 2016 7:32 pm
- Forum: Modder Showcase
- Topic: Nazox9's Exterior showcase
- Replies: 3
- Views: 8414
Re: Nazox9's Exterior showcase
They are now for me as well. They showed those rather cool looking Hlaalu and common settlements. Looked very promising. To expand on what roerich wrote, if you're wary of making 6 fully detailed exterior cells just for the showcase means (I know I was :P lol), I think you can always start with an i...
- Fri Dec 09, 2016 8:38 pm
- Forum: Completed
- Topic: Druadach Highlands - House (Sky_iRe_DH04)
- Replies: 21
- Views: 11681
Re: Druadach Highlands - House (Sky_iRe_DH04)
Sorry for taking so long to respond, especially if it looked like I was offended with your criticism. House-moving activies've been a pain in the neck. Just dropping in to say all's cool, and I didn't find your reaction hostile or offensive. :) Will share more thoughts and respond to the feedback in...
- Mon Dec 05, 2016 5:37 pm
- Forum: Completed
- Topic: Druadach Highlands - House (Sky_iRe_DH04)
- Replies: 21
- Views: 11681
Re: Druadach Highlands - House (Sky_iRe_DH04)
Thanks for feedback, I can see the point about lichens. I thought it'd be a nice touch for a basement, but I'm not sure if something similar can be seen anywhere else already? If that's a consistion-breaking precedence then it should be removed, agreed. I'm sorry to ask, but did you read my post? I ...
- Mon Dec 05, 2016 5:17 pm
- Forum: The Reach
- Topic: Hammerfell Border region
- Replies: 41
- Views: 32204
Re: Hammerfell Border region
Personally I perceive Barrachain as a name fitting for more dry area, probably because of Cyrodiil's Barrowlands region. But it's nitpicking really, other than that vibe this name gives me, I don't mind it at any rate. It certainly sounds grand enough, it works for me.
- Sat Dec 03, 2016 8:19 pm
- Forum: Completed
- Topic: Druadach Highlands - House (Sky_iRe_DH04)
- Replies: 21
- Views: 11681
Re: Druadach Highlands - House (Sky_iRe_DH04)
Finished. It received quite a makeover, as I tuned down the style-mixing soundly. Here's a story behind this place as I imagined it: this house's both a community gathering hall and a place where an old male mystic, a retired warrior of the tribes, lives. The man can be seen as a leader figure by a ...
- Sat Dec 03, 2016 6:47 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50116
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Well, the tileset is challenging to work with, but very rewarding as well. It's high modularity makes sky the limit. I agree it looks like a promising start, it's great you are going with the "stair-y" feel from the exterior, that would make a fitting palace for Altmer noble mage. Maybe le...
- Sat Dec 03, 2016 6:25 pm
- Forum: The Reach
- Topic: Hammerfell Border region
- Replies: 41
- Views: 32204
Re: Hammerfell Border region
Ah, it makes sense. Lorchwuir as a general term used by all folks of the Reach and other lands sounds great then. I agree it probably doesn't need a geographic ending too, those can always be mentioned in dialogues solely, be it heath, fields or lowlands. An alternative name for the border fort (whi...
- Wed Nov 23, 2016 6:07 pm
- Forum: The Reach
- Topic: Hammerfell Border region
- Replies: 41
- Views: 32204
Re: Hammerfell Border region
These are good! Don't they sounds a little bit Reachman, though? But on the other side that can be a good thing given this area's history. What about Lorchwyr Heaths? We did agree on making pink heather MGE grass dominant in this region months ago, and I think a second element in this name could be ...
- Tue Nov 22, 2016 2:08 pm
- Forum: The Reach
- Topic: Hammerfell Border region
- Replies: 41
- Views: 32204
Re: Hammerfell Border region
On second thought, I'm not sure about the Hissing Dwarf anymore... doesn't it sound too much similar to, you know ? :roll: Eh, I just can't come up with a name I'd find satisfactory :P make a call here, guys, and I'll support it. I agree about the Aldkarth, though I'd probably go with making it even...