The Drunken Mudcrab Import Shop
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04-30-2006, 02:16 AM,
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Alright guys heres the next version, with a complete set of Vvardenfell Glass Armor (however it's an-all-in-one deal at the moment, similar to the Arena Rainment) as well as a new script-effect goodie and a few ingriedients...
download (5mbs)
"What happens when an unstoppable force meets an immovable object?"
"The ignorant say more than they know, the wise know more than they say" |
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04-30-2006, 02:22 AM,
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looks good.... it is too bad that we aren't yet able to make custom models into the game well... retextures are easiest way right now... but considering that, the glass armor looks well done.... if I did not know what Dunmer glass armor looked like I'd be extremely happy with your work on it! regardless... good job
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04-30-2006, 02:24 AM,
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thanks... i think... :confused:
edit: can someone, at some point, download this and take a look to give some feedback about things that worked/didn't work, things you liked/didn't like, etc? Just so i can get some sort of other perspective besides my own here...
"What happens when an unstoppable force meets an immovable object?"
"The ignorant say more than they know, the wise know more than they say" |
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04-30-2006, 01:07 PM,
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The Vvardenfell glass armour looks amazing, really cool. when this mod is finished ill probably use it all the time.
There was a bug with it tho, when wearing the armour in first person and when you draw a weapon your arm is missing, so it looks like your swords float in mid air. The Edged Redoram Dagger when drawn only shows its 'shadow'. You cant see the model, just a transparent black thing covering the model, dunno if its meant to be like that or not. Also its icon for it in the inventory is missing. I?m pretty sure I have installed it properly so I hope it isn?t just me. Apart from that everything else is cool. It would be nice if you added some dialogue to the shop keep, like what the drunken mudcrab shop is about. he could also tell you how he ended up in Cyrodill, and what he likes/dislikes about Cyrodill. keep up the good work dude! :goodjob: nice one. |
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04-30-2006, 01:50 PM,
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cool, some constructive criticism to work with at last!
The edged dagger bug, i think i know what the problem is (i think the reference still uses the old files and structure instead of the new) and i'm pretty sure i can fix it fast! The no arms in 1st person thing, well i'm not sure about that, as mythic dawn was never meant to be seen from first person, so i need to do some more testing to figure out how to make the arms show up. And yeah, the next thing to do is start fleshing things like the owner, out. For the most part i've been doing item creation, but now i'll have to switch gears... Also one thing i want to clear up: How far are we going to go with this mod? Only a half dozen more items? Or are we going to add and add until the first "real" release? PS: No comment on the script effect huh? Well the Shrink Effect only works 100% of the time in the potion. The ingridients that have that as an effect will only turn out a potion that has a duration of 1 sec. Due to the fact that the duration of player-created potions is determined by the magnitude of the effect in the ingredient window inside of the CS. However, magnitude cannot be changed on a script effect, so the duration of player-created shrink potions is currently at 1 sec. I've been trying to get around this by running a timer in the script, but have not been able to find a solution yet... i've writtin this huge paragraph in the hopes that someone who knows the scripting system better than me will help me out here#@!!
"What happens when an unstoppable force meets an immovable object?"
"The ignorant say more than they know, the wise know more than they say" |
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05-02-2006, 10:39 PM,
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I'll see what I can do
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05-15-2006, 04:01 PM,
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Downloading it now, so will post feedback on the shop later
@KuKulzA: You said we aren't able to make custom models into the game. Why's that? I mean there must be some modellers in the team. Well....i am modeller, but i prefer architectural modeling, and my armors would look probably crappy. And as for 3D max files - they are easy to export into TES4 engine. EDIT: How does this 'fortify magicka multiplier' work exactly? |
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05-15-2006, 07:21 PM,
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Want me to put some of these into leveled lists? (The weapons and potions) It'd be cool to be able to buy them, and find them on enemys. I can't test anything until thurday/friday. (when I get my new graphics card) So thats why I haven't posted comments about the shop.
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05-23-2006, 03:40 AM,
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There's people making mods that bring cities out of their dedicated child worldspaces into the main worldspace (without consequence), and we'll need to make this mod compatiable when those modders get around to doing Cheydinhal.
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05-23-2006, 08:07 PM,
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yeah, that'd be a good idea. The open cities mod is really good.
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