Search found 564 matches

by berry
Sat May 13, 2017 8:48 pm
Forum: Completed
Topic: Gold Coast Exterior: GC_02 [berry]
Replies: 20
Views: 8929

Re: Gold Coast Exterior: GC_02 [Unclaimed]

Claim!

Just to be certain, that's the last file from griff we know about, correct?
viewtopic.php?style=8&p=7098#p7098
by berry
Sat May 13, 2017 8:43 pm
Forum: Completed
Topic: Dragonstar (Sky_xRe_Ds) [roerich]
Replies: 111
Views: 35532

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Great stuff. Is alleyway-ish properly now, approving. :) I love beggars' alleys in DS W especially; the best ointment for my grief, really. :P Some really quick feedback: There appears to be a wooden wall blocking all the way in Imperial Garrison now. I know these Imperials feel insecure here, but d...
by berry
Tue May 09, 2017 8:56 pm
Forum: P:C Playtesting & Error Reporting
Topic: P:C bugs
Replies: 13
Views: 6962

Re: P:C bugs

In vanilla MW there is a Warning.txt file in main Morrowind directory (not Data Files, but where the launcher is) that autoupdates itself every time and records everything that's off. Probably it won't record all the bugs, but anything that caused the crash would likely be mentioned by the end of th...
by berry
Sun May 07, 2017 2:04 pm
Forum: SHotN Asset Development
Topic: Possible Reachmen voice replacer
Replies: 10
Views: 5948

Re: Possible Reachmen voice replacer

These are fantastic, the experience is way better right now, both when encountering civil Reachmen and when fighting Reachman mobs. Personally I think some later hellos, ie. 114-138 sound too Imperial still, but maybe I'm reading too much into it because these lines are so familiar. At any rate, I w...
by berry
Sun May 07, 2017 11:42 am
Forum: Completed
Topic: Dragonstar (Sky_xRe_Ds) [roerich]
Replies: 111
Views: 35532

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Thanks. To be fair I had some time remembering what's yours and what was mine as well when I tried to valuate the casualties :P so yeah, I can see your point. And it's certainly reasonable not to follow the pitfall we fell in with Karthwasten, but I feel like even after removing too peculiar makeshi...
by berry
Sun May 07, 2017 9:22 am
Forum: Completed
Topic: Dragonstar (Sky_xRe_Ds) [roerich]
Replies: 111
Views: 35532

Re: Dragonstar (Sky_xRe_Ds) [roerich]

http://static3.fjcdn.com/thumbnails/comments/Reposting+well+known+oc+from+fj+on+fj+with+watermark+_e2b0ca3bc15858923a62c24d434758a7.jpg Eh, that's rather extreme makeover now, especially for this late stage of work here. To be honest, I can't see anything of note in the city itself that remained fr...
by berry
Sat May 06, 2017 11:25 am
Forum: Completed
Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
Replies: 180
Views: 67683

Re: Gold Coast Exterior: GC_01 [worsas] [Anvil]

Cool, sure. I'm sorry, I had virtually no time for serious modding last month, but I can do some exteriors now. Can I claim some cells further in the landmass, like these claims #2 or #3 (probably #3 would be better, not to overlap with roerich's Thresvy)?
by berry
Sat Apr 29, 2017 4:33 pm
Forum: Completed
Topic: Druadach Highlands - House (Sky_iRe_DH04)
Replies: 21
Views: 8176

Re: Druadach Highlands - House (Sky_iRe_DH04)

Alright, here it is
by berry
Fri Apr 28, 2017 8:44 pm
Forum: Completed
Topic: Druadach Highlands - House (Sky_iRe_DH04)
Replies: 21
Views: 8176

Re: Druadach Highlands - House (Sky_iRe_DH04)

Luxray, did you grab this eventually, as discussed in KW REL thread? If not yet, I can implement roerich's/worsas' suggestion and post the file on Saturday.
by berry
Mon Apr 17, 2017 7:55 pm
Forum: Completed
Topic: Druadach Highlands (Sky_xRe_04+07) [Scamp]
Replies: 29
Views: 13954

Re: Druadach Highlands (Sky_xRe_04+07) [Scamp]

Holy shit, that cliffside around -116,18 tho :o magnificent.

Love the High Rock vibe around that area too... must be all the pines, these cells feel so Glenmoril-ish.
by berry
Fri Apr 14, 2017 8:04 pm
Forum: Completed
Topic: Karthwasten Quest: Chickens & Trolls (Sky_QRe-Kw01)
Replies: 4
Views: 2246

Re: Karthwasten Quest: Chickens & Trolls (Sky_QRe-Kw01)

As far as I remember, there's still one potentially game-breaking bug here - a doOnce clause needs to be added to the script checking Wilbur's death (it's attached to the editormarker activator in his house), otherwise the journal entry would just keep appearing ad infinitum on every frame as long a...
by berry
Fri Apr 14, 2017 8:00 pm
Forum: Completed
Topic: Karthgad Quest: Falling in the back (Sky_qRe-Kg02)
Replies: 16
Views: 7553

Re: Karthgad Quest: Falling in the back (Sky_qRe-Kg02)

Yeti renamed that cell, yes, currently two Nord women live there IIRC; it used to be the house between thane's place and the gate. And about the thane, his (her?) name should be adjusted as well in dialogues (only guards' dialogue, I think?), and more importantly the ID for dialogue filter (the same...
by berry
Tue Mar 28, 2017 7:53 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 12762

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Finished, this is ready for reviewing/mergin g. Changelog, in random order (probably forgetting something though; in general I was trying to get things feel consistent): merged Luxray's cells in moved some armor parts to Luxray's cells, so one can still get complete set from this ruins, but not with...
by berry
Mon Mar 20, 2017 9:33 pm
Forum: Completed
Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
Replies: 180
Views: 67683

Re: Gold Coast Exterior: Q6-7 + P6-7 + O6-7 [Unclaimed] [Anv

Sorry, yes, I'd still like to help. Currently I'm in this lovely mode of "work full time->eat->work on master thesis->sleep & repeat", so I have near naught time to mod. Still, I like having some CS work due to tinker with in free time (hypothetical as for now :P ), but as I can't really guarantee a...
by berry
Thu Mar 09, 2017 1:00 pm
Forum: Completed
Topic: Dragonstar (Sky_xRe_Ds) [roerich]
Replies: 111
Views: 35532

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Chapeau bas! I'm so glad you took this over, it looks wonderful. You did great job removing my dubious makeshifting and asset mixing and there are so many new wonderful creations, like the walkways, the bazaar, ruined tower by the barracks or the arena stairs. And those little touches, like the blue...
by berry
Sun Feb 26, 2017 6:48 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 12762

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Great :) I'll join these together when you're finished.
by berry
Sun Feb 26, 2017 6:44 pm
Forum: SHotN Asset Development
Topic: Fortresses of the First Empire
Replies: 34
Views: 13281

Re: Fortresses of the First Empire

Alright, I'm in love with this set. I know it's not exactly it's purpose, but I tried playing with that cairn structure idea I mentioned and I love the possibilites. Can we have a region where those are a dominant feature, please? :) http://i.imgur.com/tOPimCt.png http://i.imgur.com/hCltyph.png http...
by berry
Wed Feb 22, 2017 10:53 am
Forum: Reviewing
Topic: The Reach: Direnni Ruin D (Sky_iRe_DH11)
Replies: 16
Views: 7504

Re: The Reach: Direnni Ruin D (Sky_iRe_DH11)[Minerman]

Good luck! This tileset can be tricky sometimes, especially when it comes to transistions between various tile types and ceilings, so don't let that discourage you. Feel free to ask if you have any questions or doubts. I think that the hagraven could be a questgiver for the player, since the player ...
by berry
Wed Feb 22, 2017 10:40 am
Forum: Completed
Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
Replies: 180
Views: 67683

Re: Gold Coast Exterior: Q6-7 + P6-7 + O6-7 [Unclaimed] [Anv

Cool :) I'll try to finish that essay in the meantime, so take your time.
by berry
Sun Feb 19, 2017 7:57 pm
Forum: Completed
Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
Replies: 180
Views: 67683

Re: Gold Coast Exterior: Q6-7 + P6-7 + O6-7 [Unclaimed] [Anv

Alright, as it turned out passing the semester was more demanding than expected (I still have one remaining essay to write), but I think I've got time for some exterior work :) I'm sorry for delay. If that's fine with you, I figured I could start with Anvil part, rather than grabbing new wilderness ...
by berry
Sun Feb 19, 2017 11:12 am
Forum: SHotN Asset Development
Topic: Fortresses of the First Empire
Replies: 34
Views: 13281

Re: Fortresses of the First Empire

Fantastic. I'd love to try to make something similar to TES V cairns from staggered wall pieces. I also would be willing to bet roerich will tease us with a droolworthy Old Hroldan update the moment it is merged with Tamriel_Data. :P I just remembered we talked about altering those brown "Breton wat...
by berry
Sun Feb 19, 2017 11:00 am
Forum: Reviewing
Topic: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]
Replies: 17
Views: 5263

Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Also, what do you mean by 'shallows'? Probably not the most feasible term to name it, that one... I meant the bottom part of cavern tiles, like the part covered with Direnni terrace here for example: http://i.imgur.com/CWFj430.png Are there better lights than the ones i'm using for the ingredients?...
by berry
Sat Feb 18, 2017 9:01 pm
Forum: Reviewing
Topic: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]
Replies: 17
Views: 5263

Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Hey, it's a great start IMHO, it would be a pity if you lost your interest for this :P The entrance looks great already and I like how the altar area is hidden. I'm not sure about the russulas growing fully horizontaly on the walls, but those would probably less stand out when there are more rocks a...
by berry
Fri Feb 17, 2017 10:57 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 12762

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Thanks for giving this a run and for a feedback, MinerMan! I'm glad you liked it. :) I assume the key worked as intended? The potions use the vanilla model, and there is a version made specifically for S:HotN, but i don't know for sure if you're required to use this or not. Well, the idea behind tho...
by berry
Fri Feb 17, 2017 6:33 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 12762

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Alright, as it turned out it wasn't exactly that straightforward as we assumed, but after some alterations I got it working. Here's the script; should be ok to be used as a template for any other Direnni doors: begin Sky_iRe_DH_Miril_SC ;script for Direnni gates requiring a key ;remember NOT to fill...
by berry
Fri Feb 17, 2017 1:45 pm
Forum: SHotN Asset Development
Topic: Fortresses of the First Empire
Replies: 34
Views: 13281

Re: Fortresses of the First Empire

I approve this tileset :ugeek: It's a great start. http://i.imgur.com/UDA1KSx.png http://i.imgur.com/Gb8cWPs.png http://i.imgur.com/zc3yd3r.png http://i.imgur.com/eGwyJWf.png http://i.imgur.com/xO8ncNV.png Does ornament texture for the pillar has some "extra texture effects" (don't now a thing about...
by berry
Fri Feb 17, 2017 12:44 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 12762

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Cool, thanks! I had something exactly like this in mind :) I'll give this a try.
by berry
Wed Feb 15, 2017 5:50 pm
Forum: SHotN Asset Development
Topic: Fortresses of the First Empire
Replies: 34
Views: 13281

Re: Fortresses of the First Empire

Awesome, so using this tileset would be pretty much about cobbling together various versatile elements? Like LEGO taken to an extreme level? :P I'm looking forward to testing these assets. These overgrown assets might be made from the rock, perhaps? Like, add the bottom to the rock, fill it's inside...
by berry
Wed Feb 15, 2017 3:29 pm
Forum: SHotN Asset Development
Topic: Fortresses of the First Empire
Replies: 34
Views: 13281

Re: Fortresses of the First Empire

That looks wonderful. What's the scale? As seen on the picture, ie. few times human size? It would be lovely to have some variants of top wall/tower part covered with grass, like our overgrown rocks, as seen on some Adamowicz's concepts edit: found said concepts: https://www.flickr.com/photos/478576...
by berry
Wed Feb 15, 2017 3:26 pm
Forum: SHotN Asset Development
Topic: Direnni Clutter
Replies: 102
Views: 46901

Re: Direnni Clutter

Ah, I see, that sounds cool then. :) I also thought an alchemical trap of some kind would be fitting for Direnni, but I only managed to come up with an idea of toxic fumes (and that seems 1) too cliche 2) too savage - I could imagine such trap in Ayleid dungeon again, but not really in Direnni ruin)...

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