Skyrim Alpha 3 |
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Sorry for the short delay, Valve and THQ conspired against the timely
creation of this thread by releasing the DoW: Soulstorm demo and a new
Team Fortress 2 map within one day of each other. Anyway...
Additions
Many new resources. If something has not been added that was suggested
in the exterior mod resources thread it is because it a) Didn't fit in
with the theme of the mod. b) Was distributed without an esp for
merging, this is ok for small resources, but it makes large resources
practically unusable. c) Had unclear usage terms, or overly restrictive
ones (e.g If I am going to use your wolf texture resource, I would like
to have control over which wolves are more powerful than others) or d)
I forgot it (most likely).
Partially completed exteriors for every area of the Rift.
I intend to detail and merge all the exteriors together for the next
master, to complete a continuous playing area for the southern part of
our mod. I will also generate pathgrids for this area, in order to
facilitate the addition of creatures at a later date. If anyone is
interested in helping me with this, please PM me, or mention it in this
thread.
Short Term Goals (Stuff for the next file)
Get some more towns and interiors done, with the Rift exterior nearing
completion, we need to focus on brining the interior portion of the mod
to a similar level of completion. Once we have interiors and exteriors
done to a decent level of completion, we can think about dialog and
quests. Having questlines worked out before this will be a major time
saver. Interiors does not just mean houses but dungeons too, it would
be nice to see some more of those. A new towns claim thread is a
definite possibility, and I need to dust off some of those Riften
threads which have laid dormant for far too long...
Finalise the Rift Exteriors, by polishing the already existing exterior
content (see above). I think Eastmarch can be left until we have really
finished the Rift exteriors.
Oh, and I really need to complete all those modeling jobs I start but never seem to finish.
If anyone really needs any of those models done for something they are
working on, I promise I will make it my number 1 priority.
Long Terms Goals (Stuff to think about)
Critters - If Waalx ever releases his creatures resource that should be
our fauna pretty much sorted as far as models go. Of course there are
questions about leveling, spawn locations etc that need to be discussed.
Quests - Fairly self explanatory I should think.
Dialog - Silent or Voiced? Also I think ST has a system for adding
dialogue via a complex scripting thingy. I'm not sure why they do it,
or how, but since it probably affects us in some way I should find out.
Alpha Release - The middle earth mod seems to have been favorably
welcomed by the crowd over on the BSF forums, despite being the
textbook definition of overambition. I think our reduced scope will
appease those who think this is impossible, and a comprehensive (read:
large n' verbose, with pretty progress bars to woo the masses)
regularly updated thread could help gain some much needed publicity.
This is something to think about for either the next release or further
subsequent ones.
Downloads
Now if you actually read all that incoherent rambling you can finally
download the files. You need to download Alpha 2.9, followed by the
Alpha 3 update. Just extract both to your data directory and you're
ready to roll. The megaupload link for Alpha 2.9 may just randomly
disappear, so if that happens please mention it so I can re-upload.
Alpha 2.9:
http://www.megaupload.com/?d=VY6UV5G5
Alpha 3 update:
http://files.filefront.com/SkyrimAlpha3U...;/fileinfo.html
Alpha 3.1 update: (link broken - 3.2 includes all the stuff from 3.1)
http://files.filefront.com/SkyrimAlpha3U...;/fileinfo.html
Alpha 3.2 update:
http://www.megaupload.com/?d=LNZRGC6R
Alpha 3.3 update:
http://www.megaupload.com/?d=3YU4AX0I
This post has been edited 3 time(s), it was last edited by Alasdair: 11.06.2008 00:12.
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17.02.2008 01:28 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Looks good. How soon will Prom's Nord homes be added in?
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17.02.2008 07:07 |
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Skot the Sanguine
Knight
Registration Date: 11.10.2006
Posts: 93
Location: New York, USA
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Hello, just tested the mod. I figured out the issue I am having with it
not loading the terrain is indeed the load order. When I placed the esm
in the "01" slot using Bash, it worked.
__________________ That which does not kill me only delays the inevitable.
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18.02.2008 00:44 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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You can use TES4Gecko to make the ESM load order independent. The
reason I have not done so yet is because it would probably break
plugins that are dependant on the master.
Prom's nord homes are top of my modeling priority list, so you shouldn't have to wait too long.
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18.02.2008 20:40 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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quote: |
Originally posted by Siegfried
Looks good. How soon will Prom's Nord homes be added in? |
RL has been a pain these last few weeks, but if I adopt a 'do one model
per day' policy I should have them done by the weekend (and that
includes new interiors). |
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25.02.2008 19:18 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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All exterior pieces have been done, I can upload those tomorrow, and
then get you the ints once I finish those. (I only have 2 more to do,
shouldn't be too long) |
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05.03.2008 22:10 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Cool stuff, I look forward to getting to work on it. What are the grid coordinates of Sunguard?
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06.03.2008 06:13 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Oops totally forgot to upload that. Looking over the models, the wall
pieces look like modified Morrowind meshes, and I thought the 'frame'
pieces might be from BM? (not so sure about those though). I only
included the 4 house models, but if their are any others you definitely
know aren't MW models, I can upload them pretty easily as I converted
most of them. I also included the armour you posted in the resources
thread.
As for Sunguards location, Around 62,-16 should be correct. Ground textures are a bit dodgy in that region though...
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09.03.2008 01:07 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Hmmm, I really don't think the walls were tweaked Morrowind meshes.
Prom did a gate for TR's Dunmeth pass that seems to match up with the
wall meshes. Also before OB released, Blacklight was planning on
including the wall meshes in there Oblivion version of the mod.
The other thing is that the houses seem to be missing some of the edging textures.
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19.03.2008 04:23 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by Siegfried
Hmmm, I really don't think the walls were tweaked Morrowind meshes.
Prom did a gate for TR's Dunmeth pass that seems to match up with the
wall meshes. Also before OB released, Blacklight was planning on
including the wall meshes in there Oblivion version of the mod.
The other thing is that the houses seem to be missing some of the edging textures. |
Anyone?
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01.04.2008 04:47 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I think they are, or are at the very least somewhat useless without the
Morrowind castle meshes that they seem to tile with. Maybe I'm wrong, I
only looked quickly (maybe that's more damning, because I instantly
noticed it) but they do seem very similar to the imperial stuff in
Morrowind. There is only one piece, and since we can use mr siikas
castle meshes I'd say they are a better option.
Edit: Look at the SKY_Prom_wall1 model in the MW construction set, with
wireframe turned on. It's definately a modified Morrowind model. No
modeler would make it like that if it was from scratch. The top three
crenellation thingys of the Morrowind imperial fort model have been
stretched upwards and a copied section of the top of the battlements
has been placed on top, in order to create the two level walkways. It's
vertex for vertex the same as the Morrowind models in many places, so I
don't think using it would be a good idea. This post has been edited 2 time(s), it was last edited by Alasdair: 01.04.2008 18:34.
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01.04.2008 18:16 |
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Razorwing
Administrator
Registration Date: 24.03.2004
Posts: 10,039
Location: Sweden
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As we found out a long time ago the same is unfortunately true of
Zyndaar's "Modular Common Set". At first I thought yaay, Imperial
settlements here we come, but closer inspection revealed the pieces
were cut out of Morrowind's Imperial houses. Great for Morrowind
modders, but a pity for Oblivion modders. But a good thing in the long
run I guess because they were naturally very lowpoly.
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08.04.2008 01:59 |
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NeciFiX
Associate
Registration Date: 10.04.2008
Posts: 4
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How do you get to Skyrim?
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11.04.2008 00:53 |
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NeciFiX
Associate
Registration Date: 10.04.2008
Posts: 4
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I know. I'm just curious to see what you've done so far. Cyrodiil can get boring after awhile, you know.
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11.04.2008 18:37 |
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Danaran
Guardian
Registration Date: 10.12.2007
Posts: 70
Location: Netherlands
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3.1 link aint working anymore, jsut getting the main page of filefront
__________________ Utterly Crazy Writer of Dumac City
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02.05.2008 16:27 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Damn, filefront sucks... The first megaupload link is still working though, maybe I'll reupload it there.
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02.05.2008 20:55 |
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Benrahir
Apprentice
Registration Date: 23.08.2006
Posts: 8
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GREAT work guys! Thx for all the hard work.
btw, when will you reupload alpha 3.1? I'd love to get it...
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12.05.2008 18:20 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Thanks!
I'll try to get it re-uploaded soon, but I've been rather busy with exams and whatnot.
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13.05.2008 18:06 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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18.05.2008 04:07 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 991
Location: Black Marsh
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Woah so cool rocks.Especially like the rock wall.Very usefull for Tamosh.Thanks the link Siegfried.
__________________ -Leader of TESIV:East of Alinor -
-Co-Leader of The Black Marshes -
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18.05.2008 14:10 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Ok, I'm going to re-upload 3.1 tomorrow + My Nordic houses + Work on
Pagran Village and the surrounding area tomorrow. Really. Promise. And
this really will be tomorrow, and not AlasdairTime™ tomorrow®.
Honest. And I'll throw in those rocks for good measure.
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05.06.2008 01:13 |
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Ibsen's Ghost
ST Modder
Registration Date: 14.12.2007
Posts: 1,531
Location: UK
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It's about time someone made some rocks like these...
__________________ Cunning Linguist (Writer and Voice Actor
- Lost Spires, Giskard's mods inc. Mage/Necromancy Guild, Silgrad
Tower, Gates to Aesgaard, Painkiller's mods inc. Forgotten Shields
& others besides ESIV.)
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05.06.2008 09:31 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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W00t! It's here!
I have one other request, could we get some LOD uploaded sometime in the near future?
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06.06.2008 01:19 |
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johnw
Apprentice
Registration Date: 03.06.2008
Posts: 6
Location: Pittsburgh, PA
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I've seen a few threads that say to get to Skyrim I must go to Dragon
Claw Rock then go path to the North. But, I always get the "You cna't
go that way" message. How exactly do I get to Skyrim? I have Alpha 3.1
right now. |
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06.06.2008 19:45 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by Senten
EDIT: I found this code : 'coc Riften03' type to your console,and you are in Skyrim.
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Yeah, right now you have to coc there.
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06.06.2008 20:56 |
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johnw
Apprentice
Registration Date: 03.06.2008
Posts: 6
Location: Pittsburgh, PA
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OK, I will try that command. Thanks. Just curious though...The video on
YouTube that shows a player riding his horse from Dragon Claw Rock all
the way into Skyrim...this must be his own mod? |
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06.06.2008 22:46 |
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Senten
Elder Troll
Registration Date: 22.09.2007
Posts: 991
Location: Black Marsh
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Yeah I knew this video.Its not a mod..Its just a command.He deleted the borders.You can delete in the Oblivion.ini file.
__________________ -Leader of TESIV:East of Alinor -
-Co-Leader of The Black Marshes -
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06.06.2008 22:52 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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quote: |
I have one other request, could we get some LOD uploaded sometime in the near future? |
Ok, I'll see what I can do for the next release.
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09.06.2008 22:19 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Alpha 3.3 is up. It's mostly tweaks and additions to the landmass, but
it also contains the exterior entrance for the nord tomb tileset, as
well as two tombs I made (feedback welcome). I also added map markers
to locations that deserved them. Currently they mostly have generic
names like 'Mystic Lake' or names like 'XXX fort 001 XXX', where I just
couldn't think what to call them. They will be updated when neccessary.
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11.06.2008 00:12 |
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johnw
Apprentice
Registration Date: 03.06.2008
Posts: 6
Location: Pittsburgh, PA
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OK, I used coc console commands to try just about all the areas in
Skyrim but I always start out swimming in water. And once I finally
make it to some dry land, it is a very small and limited area. No
matter which direction I go it ends at a cliff that leads back down
into the water. I did find a door in the middle of the water in one
area, VernimWood area I think. Is this just the stage of development
Skyrim is at or am I failing to do something? |
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13.06.2008 15:06 |
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nick_op
Baron
Registration Date: 02.05.2008
Posts: 440
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quote: |
Originally posted by johnw
OK, I used coc console commands to try just about all the areas in
Skyrim but I always start out swimming in water. And once I finally
make it to some dry land, it is a very small and limited area. No
matter which direction I go it ends at a cliff that leads back down
into the water. I did find a door in the middle of the water in one
area, VernimWood area I think. Is this just the stage of development
Skyrim is at or am I failing to do something? |
Load the Skyrim.esm as the first file after Oblivion.esm.
Unfortunately, LOD is tied into a mod's index, so the LOD is looking
for the mod with the index of 01 (or something to that effect).
Silgrad Tower managed to find a way to make LOD load order independant. Check out the first post in this thread for some details.
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13.06.2008 16:21 |
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johnw
Apprentice
Registration Date: 03.06.2008
Posts: 6
Location: Pittsburgh, PA
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Thanks nick, changing the order worked. VernimWood area is really
cool!!! I walked around checking things out for a long while. I still
have some issues though. All the other areas seem to have me stuck
inside a building with see-through walls?!?!?! i.e. I can see lots of
amazing views around me but can't get to them 'cuz I'm stuck in a box. |
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14.06.2008 16:51 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Glad you like it!
Like you said, you probably got placed inside a building exterior model
or inside a rock - that sometimes happens when you use the coc command.
Use the 'tcl' command to turn off the collision and escape. |
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14.06.2008 17:44 |
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cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
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So I decided to reinstall Oblivion last night (it was installed, but
messed up), and FINALLY get the Alpha and try and coc there. I was able
to get to Riften by doing "coc Riften03" like Senten said in a previous
post...is there anything else? And if so, how do I see it? I walked in
every which way and it seemed like everything just ended after a little
while. Did I install right? Can I not have any other mods on? Are there
supposed to be people in Riften?
__________________ .Make Art Not War.
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15.07.2008 01:25 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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You need to load SkyrimResourceMaster.esm as exactly the second master
in your load order after Oblivion.esm, or it won't work right.
Everything shouldn't end after a little while (depending on how big
your definition of little is). Currently the area we have made for
Skyrim is about the same size as the Shivering Isles (give or take) - I
made a quick map to show the size of Skyrim compared to the Shivering
isles (see the link below). We plan on releasing the area ringed in red
as a Beta release within the next few months, and the cross marks the
cell Riften03. Try visiting VernimWood1, or you could try visiting
PagranVillage (which will be complete with NPC's and AI in the next
release).
Link to map
Riften is currently empty but we do have about 50%-60% of the interiors
done. We are focusing our efforts on polishing and finishing the area
to the north at the moment, so it's been neglected somewhat of late. |
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15.07.2008 02:42 |
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cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
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Yeah, I put the .esm second but still got that result. Also, there were
no interiors for Riften (on my version), oh and there was no Skryim
map. It was using the vanilla map....so I don't know. I'll try
re-overwriting everything.
__________________ .Make Art Not War.
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15.07.2008 02:53 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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The Riften Interiors have not been merged into the main file, and the
Skyrim map esp is not included in any of the current releases. It took
me a while to figure out how to get it to work in game without any
troubles, apparently it has to be in a separate esp and it must load
last (else the game usually CTDs). I will include it in Alpha 4 - which
will probably be the next release, hopefully it will be a much smoother
experience all round. It may seem a bit lifeless now but all the pieces
of the puzzle are slowly coming together. We should have enemies and
dungeons in there by the end of the month, for example. |
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15.07.2008 03:11 |
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