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 !
Search found 272 matches
- Tue Jan 24, 2017 9:50 am
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
- Sun Jan 22, 2017 7:18 am
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
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.
I've found backup file before I've changed tents and added several random rock groups so it's not that bad.
- Sun Jan 22, 2017 1:40 am
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
So basically there is no automatic option to make containers reappear? I have to put them back by hand?berry wrote: I think you might have used an outdated patcher to convert this to common data though....
- Sun Jan 15, 2017 1:59 pm
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
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...
- Mon Nov 07, 2016 10:26 pm
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
oh no, it was a truth !
here is the update ...
here is the update ...
- Sun Nov 06, 2016 6:33 pm
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
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...
- Sat Nov 05, 2016 1:50 pm
- Forum: SHotN Asset Development
- Topic: Fortresses of the First Empire
- Replies: 34
- Views: 25659
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...
- Sun Sep 11, 2016 8:46 am
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
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...
- Tue Aug 30, 2016 10:30 am
- Forum: SHotN Asset Development
- Topic: Possible new architecture style
- Replies: 14
- Views: 14745
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...
- Sat Aug 27, 2016 6:03 pm
- Forum: SHotN Asset Development
- Topic: Possible new architecture style
- Replies: 14
- Views: 14745
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...
- Mon Aug 22, 2016 5:16 pm
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
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
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
- Fri Aug 19, 2016 3:17 am
- Forum: Completed
- Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
- Replies: 46
- Views: 32382
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 ...
- Wed Jul 20, 2016 6:39 pm
- Forum: SHotN Asset Development
- Topic: Modder ressources with possible use for SHOTN
- Replies: 24
- Views: 20645
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...
- Thu Jun 16, 2016 11:07 pm
- Forum: SHotN Asset Development
- Topic: Signboards (4 variants)
- Replies: 10
- Views: 10115
- Thu Jun 16, 2016 11:04 pm
- Forum: SHotN Asset Development
- Topic: Signboards (4 variants)
- Replies: 10
- Views: 10115
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=]...
- Wed Jun 15, 2016 7:59 pm
- Forum: SHotN Asset Development
- Topic: Signboards (4 variants)
- Replies: 10
- Views: 10115
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...
- Wed Jun 15, 2016 7:49 pm
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
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 !
- Tue Jun 14, 2016 2:57 pm
- Forum: SHotN Asset Development
- Topic: Signboards (4 variants)
- Replies: 10
- Views: 10115
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...
- Tue Jun 14, 2016 4:58 am
- Forum: SHotN Asset Development
- Topic: Needed Assets for Skyrim
- Replies: 73
- Views: 73151
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 t...
- Tue Jun 14, 2016 12:51 am
- Forum: SHotN Asset Development
- Topic: Fortresses of the First Empire
- Replies: 34
- Views: 25659
Re: Fortresses of the First Empire
just to quick hello to this topic.... I have ( finally ) begun modeling this
- Mon Jun 13, 2016 11:05 pm
- Forum: SHotN Asset Development
- Topic: Needed Assets for Skyrim
- Replies: 73
- Views: 73151
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...
- Mon Jun 13, 2016 10:15 pm
- Forum: SHotN Asset Development
- Topic: Signboards (4 variants)
- Replies: 10
- Views: 10115
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...
- Mon Jun 06, 2016 1:14 am
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
Re: Markarth interior set discussion
guys guys,
just finishing up my school in 2 days and coming back to finish this set
Edit: Nevermind, Worsas already did it !
just finishing up my school in 2 days and coming back to finish this set
Edit: Nevermind, Worsas already did it !
- Sun May 22, 2016 10:27 pm
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
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
- Sat May 21, 2016 6:42 am
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
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...
- Fri May 20, 2016 10:40 am
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
Re: Markarth interior set discussion
wow, you already did something more beautiful from these few interior assetes ! I will take a look at this as a reference too while changing the models.
- Thu May 19, 2016 5:00 pm
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
Re: Markarth interior set discussion
oh i't's okay, we all want it to have a proper quality to set everything up with no bigger problems :) I just think loudly before you put your testing list: Should I rescale houses and change some meshes to make them more fitting to each other? Do you have an idea what would be my best reference mod...
- Wed May 18, 2016 8:33 pm
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
Re: Markarth interior set discussion
If possible I also like the floor to be darker. Perhaps even darker than the walls. Another thing, the guild hall is supposed to be three seperate interiors... Not a problem to change the floor, I will come up with a darker variants if you all guys agree. three separate interiors.. my bad, I forgot...
- Wed May 18, 2016 11:56 am
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
Re: Markarth interior set discussion
As far as I remember There is already a wooden arch portal in Data. Also all textures appear in previous Data releases. There are 3 new decorative textures I forgot to exclude from rar as I didn't use them on models (they may be useful other time).
About not fitting roof - I'll upload a fix soon.
About not fitting roof - I'll upload a fix soon.
- Wed May 18, 2016 8:49 am
- Forum: SHotN Asset Development
- Topic: Markarth interior set discussion
- Replies: 53
- Views: 36194
Re: Markarth interior set discussion
okay, so... Here are the full interiors of 7 houses + college + guild house (not everything included in a screen) http://www11.wyslij-plik.pl/pobierz/802582---v2bw/markarth01.jpg Additionaly there are some constructions that share the space for rooms. These are arched empores, side walls (full and o...