Modder ressources with possible use for SHOTN

Model, texture and sound development of SHotN
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roerich
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Modder ressources with possible use for SHOTN

Post by roerich » Mon Feb 22, 2016 11:24 am

As title says. Continued from the old forum: http://daryam.com/skyrim/forums/viewtop ... f=13&t=526" onclick="window.open(this.href);return false;

[hsimg=]http://staticdelivery.nexusmods.com/mod ... 598528.jpg[/hsimg]
Ancient Nord armor (TES V inspired)
http://www.nexusmods.com/morrowind/mods/43779/" onclick="window.open(this.href);return false;?

[hsimg=]http://staticdelivery.nexusmods.com/mod ... 175851.png[/hsimg]
Dragon Priest. I'm a bit on the fence about this one. I'm not sure we need any Dragon Cult activity besides a few obscure hints here and there.
http://www.nexusmods.com/morrowind/mods/43729/" onclick="window.open(this.href);return false;?

[hsimg=]http://mods.confrerie-des-traducteurs.f ... 3b7ae4.jpg[/hsimg]
Tribal hut, proposed by berry in the Hjaalmarch concept art thread.
http://www.confrerie-des-traducteurs.fr ... te_tribale" onclick="window.open(this.href);return false;

[hsimg=]http://staticdelivery.nexusmods.com/mod ... 882642.jpg[/hsimg]
"Skyrim-like Draugr eyes" If we want to set our draugr apart from their Solstheim counterparts
http://www.nexusmods.com/morrowind/mods/43277/" onclick="window.open(this.href);return false;?

[hsimg=]http://staticdelivery.nexusmods.com/mod ... 420925.jpg[/hsimg]
Dragon statue. We could use the neck and head of this to recreate the statue in Dragonstar. http://www.uesp.net/wiki/File:SK-place- ... r_West.jpg" onclick="window.open(this.href);return false;
http://www.nexusmods.com/morrowind/mods/43218/" onclick="window.open(this.href);return false;?

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berry
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Post by berry » Sat May 21, 2016 2:52 pm

Some screens I took of Melchior's narwhals and Remiros' recent diseased horkers (the blue-ish ones; there is one vanilla horker there too for comparision) placed by roerich's magnificent Markarth's lake.

[hsimg=]http://i.imgur.com/ka2MS3b.png[/hsimg] [hsimg=]http://i.imgur.com/fDqxrCN.png[/hsimg] [hsimg=]http://i.imgur.com/ivI1HTU.png[/hsimg] [hsimg=]http://i.imgur.com/0bykjfO.png[/hsimg]

[hsimg=]http://i.imgur.com/04W3QyM.png[/hsimg] [hsimg=]http://i.imgur.com/N3qUU0j.png[/hsimg] [hsimg=]http://i.imgur.com/fEIInUh.png[/hsimg] [hsimg=]http://i.imgur.com/glAtJTy.png[/hsimg]

[hsimg=]http://i.imgur.com/LXPYIXY.png[/hsimg] [hsimg=]http://i.imgur.com/NcAxRJd.png[/hsimg] [hsimg=]http://i.imgur.com/yJnl2PR.png[/hsimg] [hsimg=]http://i.imgur.com/5YpERA0.png[/hsimg]

[hsimg=]http://i.imgur.com/vglv6Th.png[/hsimg]

I can't stress enough how much I'd love us to have them in SHotN. :) Both of them are free to use, under proper credits. I realise I placed narwhals too close to water surface, so they jump unnaturaly high. But that would be easy to take care of, there's plenty of space in this lake, and even more in the northern ocean.

Links:
narwhals
horkers

Edit: Detritus' Sea of Solstheim has some nice icebergs. Some years ago I tried applying to them vanilla ice texture and giving them some transparency and I quite liked the results. Maybe that's something to consider for nothern waters, too?
[hsimg=]http://mw.modhistory.com/content/screen ... aeaef2.jpg[/hsimg] [hsimg=]http://mw.modhistory.com/content/screen ... 80fd12.jpg[/hsimg]

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Post by roerich » Sat May 21, 2016 8:49 pm

I'd love to see all of these! Could you post your edited icebergs here, if you still have them?

Another thing I'd like to see is some horker variants. Perhaps one with fur like a spotted seal. Perhaps we could use the diseased horker variant as our main horker? To show some variation from Solstheim fauna.

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Post by berry » Sat May 21, 2016 10:28 pm

Sure, here you go. They have this rather unnatural emissive colour, that we would need to adjust (I was using them for this abandoned WIP of rather queer city of unliving, with TES V-like ghosts, so it was not a bug, but a feature for me :P by the way, I think you will recognize some of the assets I used here ;) ), plus I think their UV maps aren't that perfect.

edit: also they are probably too translucent now. After Monday I could try to tweak the emissive and alpha value, but I don't know a thing about UV mapping.

It would be great to have some horker variants, I agree. I was thinking about spotted fur myself, though I'd rather suggest something among the lines of a pinto horse, for more exotic feel.
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Post by worsas » Sun May 22, 2016 8:49 am

abandoned WIP of rather queer city of unliving
I love it. It looks almost like one of the outer realms or something along that line.

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Post by berry » Thu Jun 23, 2016 7:07 pm

The Doors of Oblivion by Ashstaar. I've been playing/fiddling in CS with it all day and wow. Just wow. Not only it's an endless shaft of vanilla friendly resources for all provinces to benefit from, but also a perfect example how to reconstruct the atmosphere from other TES games in Morrowind esthetics. Give it a thorough go, if you haven't already. :)

Getting daedras (grummites included, though their textures might be too blunt for PT; should work for TR, though) and harpies from this mod is a must for us, at the very least, I'd say.

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Post by worsas » Thu Jun 23, 2016 8:45 pm

That mod by Ashstaar looks extremely creative. He is a modder for TR and was going to contribute those assets to TR in the past. Since the daedra are such a central topic to Mw, I wonder if their possible inclusion should be coordinated with TR. But other than that, it would be plain-amazing, if we could connect to some realms of Oblivion from one of our mods, if only for a misc quest somewhere.

Ashstaar is a very vanilla-style modder. This whole forth and back between vanilla - level and more modern-style assets is a bit of a headache, but I think we are managing that stretch relatively well. Those data files roughly have the size of PC_Data. Assembling and creating all of those things must have taken a massive amount of effort. I think it would be much more important for TR to discuss this mod due to the whole daedra worship of the dunmer.

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Post by Infragris » Thu Jun 23, 2016 9:05 pm

Look like those Aurorans he was working on are present in this mod. We should definitely ask permission, they would go great in the Ayleid ruins. Ashtaar is also one of my favorites. His bonemold armor pieces look like they are right at home in the vanilla game.

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Post by roerich » Thu Jun 23, 2016 9:17 pm

Awesome stuff. I have a feeling it will be more usable for P:C, as I think we should aim for a more Nordic interpretation and visualization of the Daedra, but there's easily a lot of things we could use.

Also, agreed with the other posts. Ashstaar is a very talented modder.

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Post by berry » Thu Jun 23, 2016 11:42 pm

The readme states Ashstaar's stuff from this mod is free to use, as long as he's get contacted before, so there should be no problems with getting a permission.

I haven't seen everything yet, but I think many of these assets would work great in PT too, not only TR. There are Aurorans for Ayleid ruins, of course, and maybe flesh atronachs can be used there too? As for SHotN, hernes and these 'sweet' Namira maggots could be handy, and I imagined that harpies could harras the desolations of Baurichal county (they'd need a retexture, though, to the brown-greyish color palette). And there are not only creatures, but new clothes, flora, statics and so on, and so on as well. For example, with the majority ot Shivering Isles object-themes reconstructed, there can be much more possibilites for designing Sheo's cultists (though again, that's probably mostly TR's thing). There are just so many wonderful possibilites that arrived here with this mod. :P It's quite exciting.

I think with the data merge on the horizon, it'd be wise to take a comprehensive approach to these creatures (and maybe some Oblivion ingredients and stuff too, carried by them via leveling lists?), so they'd be used not only in a limited manner in one province (for example the Aurorans guarding Ayleid ruins), but also expanding the variety of daedras, generically used for conjurers'/cultists' places by our members and other modders.

Also + 1 on making a little Oblivion realm for PT. Calling dibs on making one, too. :geek:

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Post by berry » Mon Jul 18, 2016 1:36 pm

I think there might be a perfect skeever model for us to use in The Symphony mod, though I haven't downloaded this enormous file as for now to check it properly. :) It seems to be properly hairy, and it's blue tone might be an advantage too - if we end using these diseased horkers by Remiros, they'd fit each other well. Whites (rakis, sabre cats) and blues (horkers, skeevers) could actually be a color palette for nothern animals.

It is ok to use The Symphony as a resource (forum info).

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Post by roerich » Mon Jul 18, 2016 3:18 pm

Skeever is looking nice.

A smaller addition I'd still like to see, a chicken nest for farms:

[hsimg=]http://download.fliggerty.com/content/s ... 0027a7.jpg[/hsimg][hsimg=]http://download.fliggerty.com/content/s ... c5567a.jpg[/hsimg]

http://download.fliggerty.com/download-118-825" onclick="window.open(this.href);return false;

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Post by spineinside » Wed Jul 20, 2016 6:39 pm

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 quick warm-up , 5 strap necklaces. 2 teeth based, 1 with amber pieces and 2 more ornamental with river stones. They had tend to be common amulets but during a workflow I decided they would do their best as some kind of native barbarian / orc camp assets, what do you think?

[hsimg=]http://srv1.sendfile.es/pobierz/859683- ... 980696.jpg[/hsimg][hsimg=]http://srv1.sendfile.es/pobierz/859682- ... 980696.jpg[/hsimg][hsimg=]http://srv1.sendfile.es/pobierz/859681- ... 980696.jpg[/hsimg]

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Post by Luxray » Thu Jul 21, 2016 12:47 am

Those are awesome. They would work well for the Reachmen or the Orcs in my opinion. Nice!
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Post by worsas » Thu Jul 21, 2016 1:03 pm

These look absolutely great, much better than the necklaces I created for the Reachmen previously. If you are in the mood of creating something tribal-style, we could use 2 more wooden idols for the Reachmen, one of which should be an idol of Sheor.
An alternate variant of the current Reachmen hat would also be useful. But don't feel tasked about these things, if you are not in the mood.

I'm looking forward to the fortress assets. After them we'll be asset-complete for The Reach.

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Post by Ted » Thu Jul 21, 2016 2:32 pm

After them we'll be asset-complete for The Reach.
But what about dragonstar statue?

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Post by roerich » Tue Jul 26, 2016 11:13 am

berry wrote:The Doors of Oblivion by Ashstaar. I've been playing/fiddling in CS with it all day and wow. Just wow. Not only it's an endless shaft of vanilla friendly resources for all provinces to benefit from, but also a perfect example how to reconstruct the atmosphere from other TES games in Morrowind esthetics. Give it a thorough go, if you haven't already. :)

Getting daedras (grummites included, though their textures might be too blunt for PT; should work for TR, though) and harpies from this mod is a must for us, at the very least, I'd say.
Finally checked this out. Holy macaroni! It's so overwhelmingly good.

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Post by worsas » Thu Sep 15, 2016 8:34 am

Attention!

In future, if you wish for a modder resource to be included, create a contribution in the internal data contribution-thread.

Make sure to extract your desired files from the modder resource, rename them according to our file naming scheme, including textures. You will need nifscope or another tool that can change texture path of a model. Put the objects into the correct folders and create an esp-file that includes them. Make sure to orient yourself on other objects in Tamriel_Data when assigning ids to objects.

Also add a small textfile with the name of the modder that created the modder resource, so I can add him/her to our credits-list.

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Post by berry » Tue Jan 03, 2017 12:45 pm

Porting discussion from Reachman lore thread
I'm not able to check this now, but how is the quality here? If we could just make a few alterations and a new texture, it would be a good thing to have a generic deer creature.
Sadly, not very good. As most of LadyE's models it has some seams visible and the mesh unnaturaly streches here or there. It would require lots of work to adjust this to PT standards, as far as I can tell. That being said, I suggest we considered grabbing Cait's/Pseron's mooses instead. They are of much higher quality, both mesh and texture-wise, and wouldn't evenn necessarily require a texture adjustment in my opinion (though I'm using low-rer SHotN textures on comparision screens below). They come with sounds already and in 4 texture variants (The Reach, Haafinheim/North Shore, Hjaalmarch, Falkreath/White Hold, then? :P edit: on second thought, we probably don't need more animals for the Reach; maybe with exception of northern VF/Falkar Foothills, where these would suit well). http://i.imgur.com/7Lv66aE.png http://i.imgur.com/dSwZxE0.png http://i.imgur.com/FiAWaue.png If you wish I can upload it for inclusion.
Last edited by berry on Tue Jan 03, 2017 1:05 pm, edited 1 time in total.

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Post by roerich » Tue Jan 03, 2017 1:03 pm

Those look interesting. There is even a super rare albino version.

In general, I'm for the inclusion of a more varied wildlife - even if some of those models are a bit below our general standards. As long as it isn't too jarring or significantly worse than vanilla. Retextures can also go a long way.

For instance, there's a bit more interesting stuff than what we've already included

http://mw.modhistory.com/download-15-4034" onclick="window.open(this.href);return false;
- sled dog/husky
- rabbit
- pig
- duck

http://mw.modhistory.com/download-15-1267" onclick="window.open(this.href);return false;
- rightmost husky

http://mw.modhistory.com/download-15-1127" onclick="window.open(this.href);return false;
- grey wolf and fox retextures

But again, I don't know if all of these are shit or lacking proper anims etc.

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Post by worsas » Tue Jan 03, 2017 3:22 pm

The biggest problem with these creatures is not their models, but their animations. The rabbits and squirrels are even okay, if you really want that kind of stuff. The dogs and the elks, however, have had a terrible animation the last time I checked.

Some of our curent creatures are already in a questionable state, but I don't want to even speak about most of caits creatures we haven't added in yet. If it was different those would have already been added to the data files in the past.

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Post by roerich » Tue Jan 03, 2017 4:05 pm

All right I trust you on that one. I'd say add the rabbits and squirrels for just a bit more variety.

Still would be neat to have dogs, elk and vallagh.

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Post by berry » Tue Jan 03, 2017 5:04 pm

I vote in favor of adding squirrels and rabbits too. These would bring some cool touches to our forests and grasslands, respectively, and we have quite a few such areas. I'll post these resources in the data gathering thread soon.

I agree about dogs, they have some hideous idles, but I personally think the moose I linked to is quite ok. It's not your swamp troll, sure, but apart from ears bleeding through the horns my laic eye saw no goofs in the animation. In my opinion it's on par with Bloodmoon animals quality-wise. Should be well enough for a passive, wading slow animal.

Still, not trying to argue here, I trust your call as well, just thinking out loud. :) If you say it's not passable, then so be it.

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Post by Moritius » Wed Jan 04, 2017 6:27 pm

If they are not too priority (i mean those dogs/mooses) I could look at their anims in free time and improve them (or remake, depends how bad they are).
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Post by berry » Thu Jan 05, 2017 3:41 pm

Those wouldn't be needed too soon, I wager. Both sledge dogs and elks would be good to have for Haafinheim or Hjaalmarch. Central Reach we're trying to release right now? Not so much.

The problem with these huskies is their low quality texture, too.

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