Search found 159 matches

by spineinside
Tue Feb 28, 2017 11:11 am
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Hello back,

I've landed myself in a fine mess with this claim so I have to retouch myself to take a final lesson :D
Sticking to rules I'll bring up the changes.
by spineinside
Tue Feb 07, 2017 6:18 pm
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

yeah, the dark hole is a proposition of a hidden cave entry, yet i don't know if it would be suitable for human or some hostile creatures.

Ladder changed for T_Rga_SetReach_X_FortStairs_03, blends perfectly.
by spineinside
Sat Feb 04, 2017 2:34 pm
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Ladder added
by spineinside
Wed Feb 01, 2017 4:26 pm
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

haha, no problem, it doesn't really contain big changes and as long as I don't need to make a total overhaul it's really ok and I appreciate yours and everybody's suggestions :D

And you're completely right about a leader if it's going to be a human hideout
by spineinside
Sun Jan 29, 2017 11:07 am
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Uploaded burned village with flat ground and added an "opened" basement with a dark hole and a basket with apples of some kind of unlucky picker.

Unwanted Bushes removed
https://ufile.io/b9570
by spineinside
Tue Jan 24, 2017 9:50 am
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Here is a version with containers


EDIT: Damn! sorry for wasting your time, I just realized I didn't commit caspering fixes in this file :(

Fixed caspering and floating things REuploaded now !
by spineinside
Sun Jan 22, 2017 7:18 am
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Yes I got the most updated version now and i checked it on another file and it works good :)
I've found backup file before I've changed tents and added several random rock groups so it's not that bad.
by spineinside
Sun Jan 22, 2017 1:40 am
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

berry wrote: I think you might have used an outdated patcher to convert this to common data though....
So basically there is no automatic option to make containers reappear? I have to put them back by hand? :o
by spineinside
Sun Jan 15, 2017 1:59 pm
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

I took a lesson from Scamp's Mesa reference and Mostly made claim way more interesting to travel through with grass disabled. Deleted groups of trees and rather spread them individually. More vertex painting to add a depth to a ground. And all the newest changes suggested by berry and others are imp...
by spineinside
Mon Nov 07, 2016 10:26 pm
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

oh no, it was a truth !

here is the update :D...
by spineinside
Sun Nov 06, 2016 6:33 pm
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

I found a little time to update my claim too! Yes, the in-game feeling of a distance between Hamerfel Rocks and Karthwasten seems to be ok, so I am happy you have a similar opinion, berry. I was wondering if I am going to keep these two burned houses and I made a little overhaul suggesting a destroy...
by spineinside
Sat Nov 05, 2016 1:50 pm
Forum: SHotN Asset Development
Topic: Fortresses of the First Empire
Replies: 34
Views: 4429

Re: Fortresses of the First Empire

Guys , sorry for my absence I am unable to put a finger on these assets until the end of this year, sorry for noticing it that late but it will be best if someone else could take it from me and progress or make an input of another vision to finish it completely. due to belief, is this the last compl...
by spineinside
Sun Sep 11, 2016 8:46 am
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Here are all the changes. I mainly based on berry's claim to make the right balance especially with a ground texture and Hammerfel rocks. I think I left several grass rocks in a very north-east cell, and there are some with dirt on the south. Thought it will be a smart move :oops: as a transition to...
by spineinside
Tue Aug 30, 2016 10:30 am
Forum: SHotN Asset Development
Topic: Possible new architecture style
Replies: 14
Views: 2987

Re: Possible new architecture style

It liiks berfect for north-east bretons :D Probably good for shotn border towns of it you had breton district in some city. Thinkable, but in my mind there is a very old darkstone english cottage whenever I think of bretons and I can't get rid of it. I think the roof might be too delicate for a nor...
by spineinside
Sat Aug 27, 2016 6:03 pm
Forum: SHotN Asset Development
Topic: Possible new architecture style
Replies: 14
Views: 2987

Re: Possible new architecture style

Guys I still wander around the building set from time to time :D Here is the newest update , hopefuly not to abandon... this might be fine for snowy places, what do you think? I adapted some aspects of Skingrad facade in this modular scheme. [hsimg=]http://srv3.sendfile.pl/pobierz/888208---wuw9/5316...
by spineinside
Mon Aug 22, 2016 5:16 pm
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Thank you guys for all the information !!

I'll try follow your suggestions to repair this incontinent cell and should be ready with all the changes of land in a few days :)
by spineinside
Fri Aug 19, 2016 3:17 am
Forum: Claimed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 42
Views: 5033

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Hi guys ! This is a quick upload with some changes to the land... that was terribly long, also I think I did something wrong while cleaning the claim and I cannot make the bottom-right cell of the map editable ! Anyone experienced a problem like this? The changes went through multiplying monumental ...
by spineinside
Wed Jul 20, 2016 6:39 pm
Forum: SHotN Asset Development
Topic: Modder ressources with possible use for SHOTN
Replies: 24
Views: 3402

Re: Modder ressources with possible use for SHOTN

coming back into a game ! I'm finished with my school stuff and I'm almost graduated so... there is much more time for modelling ! - there are some nordic ruins almost ready to be presented - there is an exterior claim which is well... not exactly touched since May s lots of work there - here is a q...
by spineinside
Thu Jun 16, 2016 11:07 pm
Forum: SHotN Asset Development
Topic: Signboards (4 variants)
Replies: 10
Views: 1245

Re: Signboards (4 variants)

And the upper class set

[hsimg=]http://srv1.sendfile.es/pobierz/831853- ... 980696.jpg[/hsimg]
by spineinside
Thu Jun 16, 2016 11:04 pm
Forum: SHotN Asset Development
Topic: Signboards (4 variants)
Replies: 10
Views: 1245

Re: Signboards (4 variants)

Here they are, tested. Rusty set looks good in native places or ports. Mistic logs if not used as desired signs, should do well as cool quest items. Lower class signboards - as in preview here or above :) [hsimg=]http://srv1.sendfile.es/pobierz/831855---sxy2/5316677400_1326980696.jpg[/hsimg][hsimg=]...
by spineinside
Wed Jun 15, 2016 7:59 pm
Forum: SHotN Asset Development
Topic: Signboards (4 variants)
Replies: 10
Views: 1245

Re: signs signs everywhere

there are some screens (Solstheim adaptation...) [hsimg=]http://srv3.sendfile.pl/pobierz/830789---vy94/5316677400_1326980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830796---hvj9/5316677400_1326980696.jpg[/hsimg][hsimg=]http://srv3.sendfile.pl/pobierz/830794---8zza/5316677400_1326980696.j...
by spineinside
Wed Jun 15, 2016 7:49 pm
Forum: SHotN Asset Development
Topic: Markarth interior set discussion
Replies: 53
Views: 5928

Re: Markarth interior set discussion

O christ, I like it very much ! Looks very dark and majestic, all decorations will ensure a lot of unique interiors !
by spineinside
Tue Jun 14, 2016 2:57 pm
Forum: SHotN Asset Development
Topic: Signboards (4 variants)
Replies: 10
Views: 1245

Re: signs signs everywhere

I wanted to come up with a new set split to 2 different variants of sign hooks so they will be suitable for a village/ poor settlements and a city. And I plan to rework images on a red set too - cuz they look untidy. Yet I don't know if taking meshes from the newest data update with enchanted animat...
by spineinside
Tue Jun 14, 2016 4:58 am
Forum: SHotN Asset Development
Topic: Needed Assets for Skyrim
Replies: 73
Views: 12547

Re: Needed Assets for Skyrim

I'm sorry but, what do you mean by safe and dramatic omphh. Do you mean the ambience? I think it all has it's desired atmosphere, especially the second track. It can be juiced up with a tiny harmonized ambience if you like. Don't worry about by my "safe" word, it was unnecessary from me to write it...
by spineinside
Tue Jun 14, 2016 12:51 am
Forum: SHotN Asset Development
Topic: Fortresses of the First Empire
Replies: 34
Views: 4429

Re: Fortresses of the First Empire

just to quick hello to this topic.... I have ( finally ) begun modeling this
by spineinside
Mon Jun 13, 2016 11:05 pm
Forum: SHotN Asset Development
Topic: Needed Assets for Skyrim
Replies: 73
Views: 12547

Re: Needed Assets for Skyrim

So sadly for the time being these could only be included as optional songs for the players, expanding/replacing vanilla tunes. That will likely change with OpenMW, and I think we will need some of it's features anyway (extended world map, in this case). oh boy oh boy ! I would be so excited if ther...
by spineinside
Mon Jun 13, 2016 10:15 pm
Forum: SHotN Asset Development
Topic: Signboards (4 variants)
Replies: 10
Views: 1245

Signboards (4 variants)

This is an attempt to a massive sign posts production. Here are around 40 universal shop sighs dedicated to the Skyrim land and also several I'd like to see as an unique use. (be patient/cautious, big file) [hsimg=]http://srv3.sendfile.pl/pobierz/828858---5kmq/5316677400_1326980696.jpg[/hsimg] the s...
by spineinside
Mon Jun 06, 2016 1:14 am
Forum: SHotN Asset Development
Topic: Markarth interior set discussion
Replies: 53
Views: 5928

Re: Markarth interior set discussion

guys guys,

just finishing up my school in 2 days and coming back to finish this set :oops:

Edit: Nevermind, Worsas already did it !
by spineinside
Sun May 22, 2016 10:27 pm
Forum: SHotN Asset Development
Topic: Markarth interior set discussion
Replies: 53
Views: 5928

Re: Markarth interior set discussion

you are an antic Deus Ex Machina in it's good meaning, spectacularly helping solving my problems each time, worsas ! Thank you again for taking care of it :)
by spineinside
Sat May 21, 2016 6:42 am
Forum: SHotN Asset Development
Topic: Markarth interior set discussion
Replies: 53
Views: 5928

Re: Markarth interior set discussion

Roerich, you are invaluable. spineinside, do you need my help still or do you have a better idea of the needed changes by now? I would probably just edit the tiles directly anyway instead of sending them back to you once more. I would gladly appreciate your help in this. I have a computer detox unt...

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