Search found 291 matches

by R-Zero
Tue Oct 16, 2018 6:03 pm
Forum: Reviewing
Topic: Drugs: Siyat [R-Zero]
Replies: 3
Views: 986

Re: Drugs: Siyat [R-Zero]

by R-Zero
Sat Sep 22, 2018 1:20 pm
Forum: Reviewing
Topic: Drugs: Siyat [R-Zero]
Replies: 3
Views: 986

Re: Drugs: Siyat [R-Zero]

WIP

Image

Indureta Cob Pipe
Colovian Sikar
Siyat Pouch
by R-Zero
Fri Sep 21, 2018 10:23 am
Forum: Claimed
Topic: Drugs: Incarnadine [R-Zero]
Replies: 2
Views: 307

Re: Drugs: Incarnadine [Unclaimed]

Claiming, soon ready to deliver:
SpoilerShow
Image
by R-Zero
Tue Jul 17, 2018 2:41 pm
Forum: HR High Rock Discussion
Topic: Asset Filename Guidelines
Replies: 3
Views: 558

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:...
by R-Zero
Tue Jul 17, 2018 2:41 pm
Forum: HR High Rock Discussion
Topic: Asset Filename Guidelines
Replies: 3
Views: 558

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
by R-Zero
Tue Jul 17, 2018 2:40 pm
Forum: HR High Rock Discussion
Topic: Asset Filename Guidelines
Replies: 3
Views: 558

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...
by R-Zero
Tue Jul 17, 2018 2:38 pm
Forum: HR High Rock Discussion
Topic: Asset Filename Guidelines
Replies: 3
Views: 558

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_...
by R-Zero
Fri May 11, 2018 11:07 am
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 9
Views: 3355

Re: PC_Furn_Ayleid_?[R-Zero]

Ayleid tableware clutter:
Image

Uploaded.
by R-Zero
Sat Apr 14, 2018 11:21 am
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 9
Views: 3355

Re: PC_Furn_Ayleid_?[R-Zero]

A vertical Ayleid cage-bed with a "sliding" door, finished and uploaded:
Image
by R-Zero
Wed Apr 11, 2018 9:33 am
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 9
Views: 3355

Re: PC_Furn_Ayleid_?[R-Zero]

Uploaded the above chairs, sorry for the extreme delay.
by R-Zero
Tue Jul 18, 2017 9:50 am
Forum: P:C Asset Development
Topic: Jiub's Projects
Replies: 195
Views: 42278

Re: Jiub's Projects

Looks great! We really, really need to update the model too though :D
by R-Zero
Tue Jul 18, 2017 9:48 am
Forum: P:C Asset Development
Topic: Imperial Tilesets
Replies: 17
Views: 4223

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 ...
by R-Zero
Fri Jul 07, 2017 9:56 pm
Forum: P:C Cyrodiil Discussion
Topic: [Faction] The Colo-Nordic Lords
Replies: 16
Views: 3590

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...
by R-Zero
Wed Jul 05, 2017 10:56 pm
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 9
Views: 3355

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:
Image
by R-Zero
Sat Jul 01, 2017 2:51 pm
Forum: P:C Asset Development
Topic: How to set up Loria (Dark Welkynd) Stones
Replies: 0
Views: 1132

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 ...
by R-Zero
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: 1106

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...
by R-Zero
Sun Jun 18, 2017 9:55 pm
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 50
Views: 12679

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...
by R-Zero
Wed May 31, 2017 11:20 pm
Forum: SHotN Lore
Topic: Ironwood trees?
Replies: 2
Views: 1311

Re: Ironwood trees?

Yes, SHotN even has shields made of such wood in the data already.
by R-Zero
Fri May 12, 2017 1:36 pm
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 9
Views: 3355

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...
by R-Zero
Wed May 10, 2017 1:39 pm
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 9
Views: 3355

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...
by R-Zero
Wed May 10, 2017 1:06 pm
Forum: Claimed
Topic: PC_Furn_Ayleid_?[R-Zero]
Replies: 9
Views: 3355

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...
by R-Zero
Tue May 09, 2017 2:50 pm
Forum: P:C Cyrodiil Discussion
Topic: Cyrodiil Creatures
Replies: 259
Views: 73453

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...
by R-Zero
Sat May 06, 2017 12:10 pm
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 50
Views: 12679

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...
by R-Zero
Sat May 06, 2017 9:02 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 50
Views: 12679

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 it per se, ...
by R-Zero
Sat May 06, 2017 7:55 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 50
Views: 12679

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 ...
by R-Zero
Tue May 02, 2017 11:46 am
Forum: SHotN Playtesting & Error Reporting
Topic: SHotN Oddities and Bugs
Replies: 39
Views: 10159

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...
by R-Zero
Tue May 02, 2017 11:44 am
Forum: Completed
Topic: PC_Misc_Col_Barr_? [R-Zero]
Replies: 65
Views: 14287

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.
by R-Zero
Fri Apr 21, 2017 6:03 pm
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 50
Views: 12679

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. ...
by R-Zero
Fri Apr 21, 2017 10:58 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 50
Views: 12679

Re: Map Discussion

- Scrap Daggerfall Bluffs and Deselle Islands and just make them Illiac Bay Region. I think they are too small, and the regions can still be referred to in lore (like the foyadas) - I agree with Roerich that the Daggerfall Bluffs and Deselle Islands should be merged into the Illiac bay region, but ...
by R-Zero
Mon Apr 17, 2017 7:41 am
Forum: HR High Rock Discussion
Topic: Map Discussion
Replies: 50
Views: 12679

Re: Map Discussion

A rough take on region placement. Based mainly on Arena map and lore descriptions: https://dl.dropboxusercontent.com/s/9yzounurckl6411/gridmap_region.png (nstc = name subject to change) 1. Glenumbra Moors Hilly terrain with low vegetation and little to no trees. 2. Some Kind Of Plains (nstc) Could b...

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