Skyrim-Data - Requests

Model, texture and sound development of SHotN
Post Reply
User avatar
worsas
Project Administrator
Posts: 2090
Joined: Wed Dec 31, 2014 1:23 am

Skyrim-Data - Requests

Post by worsas » Wed Jan 14, 2015 6:32 pm

Feel free to use this place to request additions to Skyrim-Data.

User avatar
roerich
Project Administrator
Posts: 1696
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Post by roerich » Wed Jan 14, 2015 7:21 pm

I'd love a gypsy wagon like this one by Kiteflyer61

Image Image
thread: http://www.fliggerty.com/phpBB3/viewtop ... =23&t=5311
download: http://download.fliggerty.com/download-129-731

This is a modders resource, we can retexture it with some Sky_ textures, I hope it wouldn't be too much hassle. This would be wonderful for caravans.

User avatar
worsas
Project Administrator
Posts: 2090
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas » Wed Jan 14, 2015 10:15 pm

That wagon evokes the feeling of an industrial setting to me, if I'm honest.

User avatar
roerich
Project Administrator
Posts: 1696
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Post by roerich » Wed Jan 14, 2015 10:18 pm

It could be altered a bit, but the weathered version fits quite nicely with SHOTN assets if I may say so. Playing a bit with it in the CS now.

Edit: Result

User avatar
TerrifyingDaedricFoe
PT Modder
Posts: 99
Joined: Sun Jan 04, 2015 10:07 pm

Post by TerrifyingDaedricFoe » Thu Jan 15, 2015 12:09 am

The interior feels huge. How big is the exterior model?

User avatar
roerich
Project Administrator
Posts: 1696
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Post by roerich » Thu Jan 15, 2015 12:26 am

It's really not too bad:

Image

User avatar
Scamp
Lesser Daedra
Posts: 426
Joined: Sat Jan 03, 2015 2:51 pm
Location: Kilkreath Mountains
Contact:

Post by Scamp » Thu Jan 15, 2015 3:50 pm

We need to change the roof texture though, it's really bad. Plus it doesn't fit within our setting.

User avatar
roerich
Project Administrator
Posts: 1696
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Post by roerich » Thu Jan 15, 2015 3:55 pm

Agreed very much with that. I'd prefer a flat roof, or slightly less curved. And wooden. Could change the wheels to those Worsas' new wagon uses. Also, in the interior parts it would be lovely to have that table as a seperate mesh.

User avatar
berry
PT Modder
Posts: 670
Joined: Fri Jan 16, 2015 4:16 pm

Post by berry » Wed Feb 04, 2015 8:34 pm

Some stuff I'd like to see added; nothing too fancy, I think:
  • some shelf type fungi to enrich tree logs and caves
  • Reachmen basket with magic with wooden hanger removed
  • Reachmen bee hive, semi savage, just some kind of hay pile?
  • dongle water circles without "Sound_Water_Spout" script; I made some watter puddles along my half-deserted path, but it makes little sense for them to emmit water spouting sound

User avatar
roerich
Project Administrator
Posts: 1696
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Post by roerich » Wed Feb 04, 2015 9:13 pm

Yes to all of those, although a Reachmen bee hive shouldn't be that necessary, they should mostly gather their honey from the wild. I can't remember the ID in the CS, but the one with the thatched roof could do the trick as well.

Renfrow
Forumite
Posts: 32
Joined: Mon Feb 23, 2015 10:35 am

Post by Renfrow » Mon Mar 09, 2015 12:52 am

I would enjoy seeing a couple of Hermeaus Mora's black books spread about the world space.

User avatar
Yeti
Lead Dev
Posts: 496
Joined: Mon Jan 05, 2015 11:38 pm

Post by Yeti » Wed Dec 02, 2015 8:46 pm

A few of these armor pieces look usable (I'd rather not use the ones obviously made with Better Bodies in mind).

User avatar
spineinside
PT Modder
Posts: 213
Joined: Wed Feb 25, 2015 7:34 am

Post by spineinside » Fri Dec 04, 2015 8:46 pm

Hi guys,

Was busy a lot with finishing my school projects, now I come back with a fresh power

Look around my download section I've made several groups of elements;

- farm interior shells based on exterior walls and additions
- a new set of signposts (4 different shapes included) I used the hanging chain from a new signpost mesh that has been already in Skyrim Data,
- 2 sets of clutter to decorate drawers and tables, some pretty nice for taverns I think...

Still there are problems with shaded appearance in TESCS that I cannot even fix with nifscope reimport/export

User avatar
roerich
Project Administrator
Posts: 1696
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Post by roerich » Fri Dec 04, 2015 10:24 pm

Cool! I'll check them out tomorrow. Those clutter items look very good, we needed some upper class Nord clutter. But now you've forced us to go through a few Karthwasten interiors yet again, to add these. Sigh! :mrgreen:

User avatar
worsas
Project Administrator
Posts: 2090
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas » Fri Dec 04, 2015 11:42 pm

spineinside wrote:Hi guys,

Was busy a lot with finishing my school projects, now I come back with a fresh power

Look around my download section I've made several groups of elements;

- farm interior shells based on exterior walls and additions
- a new set of signposts (4 different shapes included) I used the hanging chain from a new signpost mesh that has been already in Skyrim Data,
- 2 sets of clutter to decorate drawers and tables, some pretty nice for taverns I think...

Still there are problems with shaded appearance in TESCS that I cannot even fix with nifscope reimport/export
:o Wow, I'm just seeing what you did. And I realise I totally forgot about your embalming tools in the recent update.

I love this variety. Thankyou very much for your effort! And wow, we've got the farm interiors now. We can put up some more interior claims soon. :D

User avatar
spineinside
PT Modder
Posts: 213
Joined: Wed Feb 25, 2015 7:34 am

Post by spineinside » Tue Dec 08, 2015 8:04 pm

Just check around if there is something to improve with interiors :)

Another addition:
a quick proposal of Troll Root or any other kind of granly root'ish plant

you can check it in my download section

User avatar
berry
PT Modder
Posts: 670
Joined: Fri Jan 16, 2015 4:16 pm

Post by berry » Wed Dec 09, 2015 3:26 pm

Your new assets look great. :)

As for the troll root, I like this design a lot. If you're looking for some feedback on it, perhaps you could try making it more bulbous, contrary to it's current 'spiky-ness', like our trembleweed, or your lizardfoot, or Asylum's cupling trees?

Currently it looks too much like trama root, in my opinion. Which is not a bad thing by itself, folks at TR could use it as it is to liven up their Armun Ashlands region, for example. The question is would it look fitting in Skyrim though.

But then, I just checked it's scale in CS and due to it's small size it doesn't look so trama-like as it did in NifSkope render.

User avatar
spineinside
PT Modder
Posts: 213
Joined: Wed Feb 25, 2015 7:34 am

Post by spineinside » Wed Dec 09, 2015 5:44 pm

I would rework this one soon, good you gave a helpful reference to work with :)

Maybe trama - trembleweed scale should be a proper one it this case?

User avatar
worsas
Project Administrator
Posts: 2090
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas » Wed Dec 09, 2015 8:22 pm

spineinside wrote:Maybe trama - trembleweed scale should be a proper one it this case?
Nah, keep it smaller than those. It should be a subtle plant. I don't mind the current look, but feel free to tweak around with it.

User avatar
worsas
Project Administrator
Posts: 2090
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas » Fri May 20, 2016 1:55 pm

Reposting here, so it's not forgotten about.
Btw, worsas - I could really use some more Sky_In_Floor variations.
I reckon this should be a fairly easy task. :-D It would really allow for some nice variations in interiors, and I think Nord interiors should often have a soil floor in parts of the house.

Specifically I'd like to see:
- Tx_Skyrim_Dirt_05
- Tx_Sky_dirt04
- Tx_Skyrim_Dirt_02
- Tx_Skyrim_Dirt_01
- Tx_Skyrim_Beaten_Path_01

Post Reply

Return to “SHotN Asset Development”