[WIP] Keening, TES:III Independent Expansion [2]

Post » Thu May 03, 2012 1:28 pm

That looks pretty awesome. :)
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abi
 
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Post » Thu May 03, 2012 4:52 pm

That looks pretty awesome. :smile:

So very little is known about where Sotha Sil harvested the creatures for his Fabricant Cyborgs. And then the Chaurus creature showed up in Skyrim... it's more of a Chitin, insectoid creature, but I can't help but think it is somehow related.

In Keening, you get to meet Sotha Sil before he turned towards mad science.
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Stat Wrecker
 
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Post » Thu May 03, 2012 4:20 pm

Fully support request #5 :tongue:
http://www.mediafire.com/?5balploiaa4ekr1
[EDIT]link fixed
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vanuza
 
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Post » Thu May 03, 2012 6:59 am

Abot, for some reason I can't click that link :(
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Dawn Farrell
 
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Post » Thu May 03, 2012 6:55 am

Doesn't work for me either.
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Scarlet Devil
 
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Post » Thu May 03, 2012 10:21 am

One more screenshot.... Just http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/525273_278079922269235_250637605013467_627215_662218621_n.jpg. I want people to walk away from Keening and have some interesting screenshot opportunities.
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Prue
 
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Post » Thu May 03, 2012 11:33 am

Is that on top of a really big Dunmer stronghold?
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Alkira rose Nankivell
 
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Post » Thu May 03, 2012 2:18 pm

One more screenshot.... Just http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/525273_278079922269235_250637605013467_627215_662218621_n.jpg. I want people to walk away from Keening and have some interesting screenshot opportunities.
I love creative touches like this. The Morrowind world is so perfect for running into odd interesting settings.

On an amusing note, I'm trying to ignore the phallic imagery that my mind is inserting into that shot.
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Ella Loapaga
 
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Post » Thu May 03, 2012 6:23 am

Hehehe. You wrote "inserting". :P
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Gwen
 
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Post » Thu May 03, 2012 12:00 pm

http://www.mediafire.com/?5balploiaa4ekr1
[EDIT]link fixed

Thanks, abot!!! That's brilliant, I really appreciate it. Now I can have the little Kriin creatures in the wilderness.
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e.Double
 
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Post » Thu May 03, 2012 1:03 am

Is that on top of a really big Dunmer stronghold?

Nope. Classic Dunmer culture never lived on this landmass, though I have used architecture from that tileset on a few occasions, but never to build a Dunmer Fortress. It's basically sticking out of the side of a mountain, over a dwemer bridge that is in the process of being retextured.
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teeny
 
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Post » Thu May 03, 2012 3:11 pm

I love Kriin!
This fix must be included in Creatures XI =)
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Kitana Lucas
 
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Post » Thu May 03, 2012 2:50 am

Nope. Classic Dunmer culture never lived on this landmass, though I have used architecture from that tileset on a few occasions, but never to build a Dunmer Fortress. It's basically sticking out of the side of a mountain, over a dwemer bridge that is in the process of being retextured.

Interesting. Where does the bridge lead to?
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Tyrone Haywood
 
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Post » Thu May 03, 2012 2:36 am

I love creative touches like this. The Morrowind world is so perfect for running into odd interesting settings.

Thanks! That's my feeling on the Morrowind experience. Working with materials that have already been used, it's a challenge to try to turn out something that will still make players feel like they are experiencing something new. I'm giving it my best.

On an amusing note, I'm trying to ignore the phallic imagery that my mind is inserting into that shot.

I never met a guy that had little houses built on his [censored].
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luis ortiz
 
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Post » Thu May 03, 2012 5:48 am

Interesting. Where does the bridge lead to?

The bridge wraps around the steep cliff on the opposite side of the mountain landmass and leads to a Dwemer Elevator that brings you to the Keening Lowlands, Keening Mangrove swamp, and the land route to Port Sunder, which is the farthest reach on the island from Keening City. At the end of the bridge is one of the Dwemer interiors that I've used in the trailer, actually... but I'm holding off on doing any more Dwemer interiors until I have my new tileset put together.
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Rhysa Hughes
 
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Post » Thu May 03, 2012 2:00 pm

Superkitten: Okay, what I'm referring to is this: Open a creature in TESCS. Click the Animation button between "Dialogue" and "AI". It shows three windows: Animation Groups, Group Frame Properties, and Group Sound Properties. I do not know how to edit anything there, so I'm looking for instructions or tutorials. It does not seem to be able to be changed, even using sounds that already exist. I know how to create a sound effect and put it in a folder, that's not the problem.

Abot: some http://www.fliggerty.com/phpBB3/viewtopic.php?f=28&t=4599

Thanks, I'm reading over that. I've created a new sound file through Gameplay/ Sound Gen and attached it to the "moan" tag for the creature in Gameplay/ Sounds. If I create a new creature, the Animation button on the creature's card is greyed-out, and if I edit, say, a rat, it still lists the moan sound effect as "rat moan." A bit overwhelmed and overtired, I was looking over the pdf linked in the link to the Fliggerty topic and it looks like you can only edit that in whatever software is used to animate the creature. Am I reading that correctly? If so, my miniature rats will just have to squeak like big ones for now.
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Vahpie
 
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Post » Thu May 03, 2012 5:56 am

One more screenshot for today: http://sphotos.xx.fbcdn.net/hphotos-ash3/534060_277978552279372_250637605013467_626985_681741190_n.jpg, founder of the Mages Council. One of the reasons that Keening City's culture and appearance is so much different than Tamriel is because of this eccentric woman and her desire to push the limits of creation and magic.
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Mylizards Dot com
 
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Post » Thu May 03, 2012 2:46 pm

She looks... :bunny: :biggrin: Nice work, did you do her yourself?
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Chica Cheve
 
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Post » Thu May 03, 2012 7:35 am

She looks... :bunny: :biggrin: Nice work, did you do her yourself?

^_^

No, I only selected items that already exist in an aesthetically interesting way.

[Sending me off on a tangent....]
One of the purposes of creating Keening in the first place was to take a few powerful pre-existing resource mods and develop something using them. Some people prefer mods that look more like vanilla Morrowind, but after ten years, there are so many resources out there. Clothes that you only see in a store. Armor that you only see on MCA NPC's. Faces that you only see in Chargen. So, although I am designing some items myself, most of what is in Keening comes from an epic number of creators that have come before me. So, that is also part of why I've created the back-story that I have - so that something drastically different can be explained into the Lore. Of course, that back-story will only be revealed as the game is played, but it is there. There are plenty of modders out there making content that depends solely on Morrowind/Tribunal/Bloodmoon with the intention of blending seamlessly into the game. But, the way I see it, if Tribunal and Bloodmoon had brought nothing new to the table, they would have been wasted opportunities. This idea is why I'm calling KEENING an expansion rather than a mod. I'm just creating the expansion as the "next chapter of Morrowind" that I had hoped for, but never got.
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Carlos Rojas
 
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Post » Thu May 03, 2012 3:34 am

Thanks, I'm reading over that. I've created a new sound file through Gameplay/ Sound Gen and attached it to the "moan" tag for the creature in Gameplay/ Sounds. If I create a new creature, the Animation button on the creature's card is greyed-out, and if I edit, say, a rat, it still lists the moan sound effect as "rat moan." A bit overwhelmed and overtired, I was looking over the pdf linked in the link to the Fliggerty topic and it looks like you can only edit that in whatever software is used to animate the creature. Am I reading that correctly? If so, my miniature rats will just have to squeak like big ones for now.
Sorry, turns out it is more borked than I thought. I wonder if it depends on trying to use meshes used as base for other creatures (e.g. Rust rat-nif is base for diseased/blighted rats and it does not seem to take e.g. ancestor ghost soun gen, while packrat.nif works...
Anyway, a generally working solution: just copy the creature mesh/animations you are using and rename it something unused (e.g. add a _small suffix)
If you have the CS disk, you should have all standard .nifs there.
If not, you need to extract them from Morrowind.bsa using http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=32 (BSA Browser.exe does not seem to work anymore for me).
Just extract all BSABrowser files somewhere, copy Morrowind.bsa to the same folder, create a text file with this content:
bsapack unpack Morrowind.bsa
, call it unpack.bat and double click it
copy
Rust rat.nif
XRust rat.nif
XRust rat.kf
to
Morrowind\Data Files\Meshes\[somewhere]\Rust rat_small.nif
Morrowind\Data Files\Meshes\[somewhere]\XRust rat_small.nif
Morrowind\Data Files\Meshes\[somewhere]\XRust rat_small.kf

and try to use Rust rat_small.nif as animation instead of Rust rat.nif, it should be possible to assign to it a new soundgen group.
Complicated, but you know the beast already... :eek:
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Jesus Sanchez
 
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Post » Thu May 03, 2012 12:06 pm

Thanks abot for the Kriin fix. I'll update Creatures (along with the new Frost Monarch)
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SexyPimpAss
 
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Post » Thu May 03, 2012 3:11 pm

Thanks, abot!!! That's brilliant, I really appreciate it. Now I can have the little Kriin creatures in the wilderness.
I love Kriin!
This fix must be included in Creatures XI =)
Thanks abot for the Kriin fix. I'll update Creatures (along with the new Frost Monarch)
Nice, it seems many love the cuties :twirl:
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Dagan Wilkin
 
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Post » Thu May 03, 2012 8:41 am

I have no idea what it is. :D
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luis ortiz
 
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Post » Thu May 03, 2012 6:25 am

I have no idea what it is. :biggrin:

Its something you simultaneously have the urge to squeeze like a toy, feed peanuts to, and punt like a football.

http://piratesretreat.webs.com/Creatures.htm
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Marie
 
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Post » Thu May 03, 2012 12:28 pm

Lol eltrane!

Really says something about the MW community loving overside scaly reptiles, first the Guar, then the Kriin. :D But, well, find a herd of Kriin or Guar, with Baby versions, that's just cute. Nirn/Vvardenfell versions of Kittens and Puppies :D
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Chris Duncan
 
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