Claim!
Just to be certain, that's the last file from griff we know about, correct?
viewtopic.php?style=8&p=7098#p7098
Search found 558 matches
- Sat May 13, 2017 8:48 pm
- Forum: Completed
- Topic: Gold Coast Exterior: GC_02 [berry]
- Replies: 20
- Views: 18883
- Sat May 13, 2017 8:43 pm
- Forum: Completed
- Topic: Dragonstar (Sky_xRe_Ds) [roerich]
- Replies: 111
- Views: 86425
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...
- Tue May 09, 2017 8:56 pm
- Forum: P:C Playtesting & Error Reporting
- Topic: P:C bugs
- Replies: 13
- Views: 17718
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...
- Sun May 07, 2017 2:04 pm
- Forum: SHotN Asset Development
- Topic: Possible Reachmen voice replacer
- Replies: 10
- Views: 12392
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...
- Sun May 07, 2017 11:42 am
- Forum: Completed
- Topic: Dragonstar (Sky_xRe_Ds) [roerich]
- Replies: 111
- Views: 86425
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...
- Sun May 07, 2017 9:22 am
- Forum: Completed
- Topic: Dragonstar (Sky_xRe_Ds) [roerich]
- Replies: 111
- Views: 86425
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...
- Sat May 06, 2017 11:25 am
- Forum: Completed
- Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
- Replies: 167
- Views: 173016
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)?
- Sat Apr 29, 2017 4:33 pm
- Forum: Completed
- Topic: Druadach Highlands - House (Sky_iRe_DH04)
- Replies: 21
- Views: 11633
Re: Druadach Highlands - House (Sky_iRe_DH04)
Alright, here it is
- Fri Apr 28, 2017 8:44 pm
- Forum: Completed
- Topic: Druadach Highlands - House (Sky_iRe_DH04)
- Replies: 21
- Views: 11633
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.
- Mon Apr 17, 2017 7:55 pm
- Forum: Completed
- Topic: Druadach Highlands (Sky_xRe_04+07) [Scamp]
- Replies: 29
- Views: 23412
Re: Druadach Highlands (Sky_xRe_04+07) [Scamp]
Holy shit, that cliffside around -116,18 tho magnificent.
Love the High Rock vibe around that area too... must be all the pines, these cells feel so Glenmoril-ish.
Love the High Rock vibe around that area too... must be all the pines, these cells feel so Glenmoril-ish.
- Fri Apr 14, 2017 8:04 pm
- Forum: Completed
- Topic: Karthwasten Quest: Chickens & Trolls (Sky_QRe-Kw01)
- Replies: 4
- Views: 5973
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...
- Fri Apr 14, 2017 8:00 pm
- Forum: Completed
- Topic: Karthgad Quest: Falling in the back (Sky_qRe-Kg02)
- Replies: 16
- Views: 13988
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...
- Tue Mar 28, 2017 7:53 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50035
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...
- Mon Mar 20, 2017 9:33 pm
- Forum: Completed
- Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
- Replies: 167
- Views: 173016
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 real...
- Thu Mar 09, 2017 1:00 pm
- Forum: Completed
- Topic: Dragonstar (Sky_xRe_Ds) [roerich]
- Replies: 111
- Views: 86425
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...
- Sun Feb 26, 2017 6:48 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50035
Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Great I'll join these together when you're finished.
- Sun Feb 26, 2017 6:44 pm
- Forum: SHotN Asset Development
- Topic: Fortresses of the First Empire
- Replies: 34
- Views: 25543
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...
- Wed Feb 22, 2017 10:53 am
- Forum: Completed
- Topic: The Reach: Direnni Ruin D (Sky_iRe_DH11)
- Replies: 17
- Views: 14513
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 ...
- Wed Feb 22, 2017 10:40 am
- Forum: Completed
- Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
- Replies: 167
- Views: 173016
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.
- Sun Feb 19, 2017 7:57 pm
- Forum: Completed
- Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
- Replies: 167
- Views: 173016
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 ...
- Sun Feb 19, 2017 11:12 am
- Forum: SHotN Asset Development
- Topic: Fortresses of the First Empire
- Replies: 34
- Views: 25543
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 "Breto...
- Sun Feb 19, 2017 11:00 am
- Forum: Completed
- Topic: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]
- Replies: 17
- Views: 10493
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?...
- Sat Feb 18, 2017 9:01 pm
- Forum: Completed
- Topic: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]
- Replies: 17
- Views: 10493
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...
- Fri Feb 17, 2017 10:57 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50035
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...
- Fri Feb 17, 2017 6:33 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50035
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...
- Fri Feb 17, 2017 1:45 pm
- Forum: SHotN Asset Development
- Topic: Fortresses of the First Empire
- Replies: 34
- Views: 25543
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 t...
- Fri Feb 17, 2017 12:44 pm
- Forum: Completed
- Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
- Replies: 54
- Views: 50035
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.
- Wed Feb 15, 2017 5:50 pm
- Forum: SHotN Asset Development
- Topic: Fortresses of the First Empire
- Replies: 34
- Views: 25543
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...
- Wed Feb 15, 2017 3:29 pm
- Forum: SHotN Asset Development
- Topic: Fortresses of the First Empire
- Replies: 34
- Views: 25543
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...
- Wed Feb 15, 2017 3:26 pm
- Forum: SHotN Asset Development
- Topic: Direnni Clutter
- Replies: 102
- Views: 132091
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)...