Show Us What You're Working On!

Post » Fri Jun 25, 2010 7:13 am

Heres what I have been working on for the last few days:

http://i175.photobucket.com/albums/w152/Wolfsbane_89/FH2.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/FH1.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/FH8.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/FH3.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/FH4.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/FH5.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/FH6.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/FH7.jpg

Its an old project. Most of it was lost last year in a HD crash. But I had a few of the ealry ALPHA stuff saved on a disc which I discovered on thursday. Since then I have been tinkering and adding in new traps and scripts ( with the thanks of Ghost Null ). Its not a stand alone mod, it is an addon (a small sequal of sorts) for another mod (I will give you one guess lol). The origonal project had a lot going for it as being a sequal, but due to the ammount of work that was lost it wont be as epic as that :(

BUT I do promise a new area to explore, some new armor, some new traps and just a good general addon for a dungeon crawl mod
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Miss Hayley
 
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Post » Fri Jun 25, 2010 10:19 am

Hm, what a nice thread.

[REL] - Nicos Gift
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/NicosGift1.jpg
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/NicosGift2.jpg

[WIP]
1. See my signature
2. Trollf's Junkyard:
http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/TrollfsJunkyard.jpg

Real nice stuff.
Lots of good stuff in here.
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Zoe Ratcliffe
 
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Post » Thu Jun 24, 2010 10:08 pm

Still having fun with particles.

http://piclair.com/data/k3xru.jpg
http://piclair.com/data/6cwuj.jpg

Those are hovering around the tops of the force fields, it's convinent how the particles always will face you, so when you look up for example, the ghosts looks down on you.


I also managed to fix the extremely irritating (imo) flickering of the ghost gate which happens when you get closer to it.
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Daniel Holgate
 
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Post » Fri Jun 25, 2010 1:26 am

Vurt, that is epic.
Midgetalien, very nice work there.
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Mason Nevitt
 
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Post » Fri Jun 25, 2010 9:15 am

Two of the new books that aim to expand upon the lore of The Neverhalls and its expansion The Forgotten Halls:

Unkown Journal

[You look through the pages, a lot of the writing has faded with time but you manage to decipher the following passage]

....is of vital importance. The Snow Prince plans to launch a pre-emptive strike against the Nordic people in retaliation to the death of his general, whose remains now lay buried within our fortress.

I have been tasked to secure the defences of our grand home as insurance against any failure! What a disturbing notion that is! When our beloved Snow Prince lacks faith in his own skill what hope is there for the rest of us?

[The rest of the passage becomes distorted; you flick through the crumbling pages until the writing becomes clearer]

I have laid down most of the traps necessary to secure our position. It would not suit us well to have the Nords within our halls. As a precaution I have sent out the following notification to a few of our most trusted people so that they too can be made aware of the dangers that now lie within our halls.
The defences include secured gates on the upper levels. It is expected that here the Nord attack will be strongest, so a complete lock down into the lower levels has been established, combined with a few servants that our mages managed to build. Those ghastly creatures, made from the remains of our fallen enemies now provide our defences! What Irony!

Expect on the lower levels Dark Sila Obelisks, while they have been made so they do not attack any Falmer it is still wise to take caution so as not to disturb the magicks involved. Aside from these I have also taken the liberty of activating the death traps, crude and primitive defence system that was built when our society was a bit more war hungry and barbaric. It seems fit that a system of this nature should be used against the Nords, a race who couldn’t be more barbaric and war hungry even if the Daedra were at our door step!

[The author goes on to discuss the likeness of Daedra compared with the Nords]


Sila Magic for Novices
Laram F’rim


The art of Sila magic is one of complex magick beyond most normal understanding. This volume is intended to act as both a guide and resource to understanding the Sila stones for Novices.

With the war against the Nords becoming more intense I have taken it upon myself to induct more helpers in the production of Sila magic and therefore it is important to instruct them upon Sila magic and its uses.

Sila stones, as we know them, go by other names on the mainland and were discovered by our cousins the Ayleid. The stones act as a mineral plant, able to be grown in crops deep within the ground. The stones themselves feed of magic within the environment and so faster production can be gained from increasing the amount of magic by fusing natural magic with our own.

The stones absorb and store this magic within its own “body”. I have used the term body here loosely because while our Ayleid cousins believe the stones to store magic as a container, I believe that the stones use up as much magic as they absorb, rather than storing it. And it is with this belief that I suspect that the stones constantly absorb magic and burn it up. This can be seen in the stones natural effect to give off light. There is no reduction in light out put regardless of the size of the stone, and the same can be said when a larger stone is cut into smaller parts.

Light within the stones can be amplified by using the common light spell on the stones, if the spell is actually causing this or if the stones are just absorbing the magic, I cannot tell but the stones do not react similarly with other spells. I have tried all manner of methods of channelling spells through the stone and there has been no visible or notable reaction from the Sila stones themselves.

To a novice it is important to note that the stones cannot be cut by magic, as they simply absorb it. Forgive me for going off topic, but this is an important lesson to learn. During my studies and experiments on Sila stones I have discovered that while spells will be absorbed by the stone if you combine your spell with a light spell the stone absorbs it in a different way, changing the properties of the stone.

By combing a light spell with a destruction spell you can create a Dark Sila stone. These stones are highly dangerous and emit their magic consumption not through light but through explosion. As such they are highly volatile stones to the untrained. But with careful manipulation through techniques which I will teach in person it is possible to channel this volatile power into a controlled system. It is no surprise that his greatness, the Snow Prince has ordered a large number of these stones to be used as a defensive measure in the war.

[The author goes into in depth discussion about the dangers of creating these stones and steps to avoid disaster]

Other properties of the stones include the ability to transfer the magic they use. We and all other life forms that use magic slowly regain any spent magic over a long period of time and usually require a nights rest to recover our magicka reserves. Every life form has this ability to absorb magic from the environment but Sila stones seem to have a very active absorb rate. As such it is possible to use the stones to restore our own magicka reserves. What is unclear is why, when a stone is used, it stops absorbing magicka.

Once a stone has been depleted of the magic it has absorbed it ceases to absorb any further magic from the environment. Our smiths have found that when the stones have become depleted they become easier to craft into a mineral similar to the glass ore found in Morrowind. As such it has become possible to craft the stones onto armour and forge into weapons though this is time
consuming.

It is your duty, under the orders of the Prince, to learn these methods and assist in the crafting and production of all Sila related material discussed above......

[The author stops suddenly and the next line is written larger and clearer than any that you have just read]

THE SNOW PRINCE IS DEAD.

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katsomaya Sanchez
 
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Post » Fri Jun 25, 2010 2:18 am

Just a few changes to Sorkvild's tower in Sheogorad, I wanted a place for my wizard to live. I may release it publicly when I'm done.

http://s422.photobucket.com/albums/pp303/TheFork64/MW/SorkvildsPlayerhome/

The water stuff is there because I didn't want to walk all the way to the town well for water for NOM, and it's scenic.
The pipes running along the ceilings are new, it didn't make sense to have a bunch of steam driven machines right next to lots of water but not have any way of getting the water.
And the crawlspace makes it feel bigger, but still be nice and cozy.
The last few are an extra floor I added below the top floor of the tower.
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P PoLlo
 
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Post » Fri Jun 25, 2010 3:02 am

Its an old project. Most of it was lost last year in a HD crash. But I had a few of the ealry ALPHA stuff saved on a disc which I discovered on thursday. Since then I have been tinkering and adding in new traps and scripts ( with the thanks of Ghost Null ). Its not a stand alone mod, it is an addon (a small sequal of sorts) for another mod (I will give you one guess lol). The origonal project had a lot going for it as being a sequal, but due to the ammount of work that was lost it wont be as epic as that :(

Midget, the snow elf ruins look beautiful as always!

I would look at your HD crash as an opportunity to have all the fun of slaving away at recreating all of your lost work! Oh boy! Now doesn't that sound like a good time!? :celebration:

Seriously, that svcks. As an alternative to doing only an add-on sequel, have you thought of adding another snow elf ruin to another part of Solstheim?
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Josh Dagreat
 
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Post » Fri Jun 25, 2010 8:47 am

I've started working again on the explosion effect replacer I released as a beta (more like alpha) last year. The original download only replaced fire and frost explosion; now I am working to improve those two while replacing the other effects too. The lightning one is proving particularly difficult, maybe because we all have an idea of what a lightning should look like (as opposed to an Illusion effect). I will release this mod as a full explosion replacer; then I will move on to bolt, impact and casting effects. The full replacer will be pluginless.
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Francesca
 
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Post » Fri Jun 25, 2010 8:39 am

I've started working again on the explosion effect replacer I released as a beta (more like alpha) last year. The original download only replaced fire and frost explosion; now I am working to improve those two while replacing the other effects too. The lightning one is proving particularly difficult, maybe because we all have an idea of what a lightning should look like (as opposed to an Illusion effect). I will release this mod as a full explosion replacer; then I will move on to bolt, impact and casting effects. The full replacer will be pluginless.

Awesome, I liked those.
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Anna Watts
 
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Post » Fri Jun 25, 2010 12:02 am

Just a few changes to Sorkvild's tower in Sheogorad, I wanted a place for my wizard to live.

Looks interesting.
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FABIAN RUIZ
 
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Post » Fri Jun 25, 2010 5:18 am

Viideo of the Glass armor. :whistling:

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=GlassArmor.mp4

I made sure not to include any damn waterfalls in the video this time. :shakehead: :D

Maybe later today I will have a video of the Adamantium armor, see how things go. :)
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Lisha Boo
 
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Post » Fri Jun 25, 2010 5:12 am

You must release those armors :drool:
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Charlotte Lloyd-Jones
 
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Post » Fri Jun 25, 2010 5:28 am

Viideo of the Glass armor. :whistling:

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=GlassArmor.mp4

I made sure not to include any damn waterfalls in the video this time. :shakehead: :D

Maybe later today I will have a video of the Adamantium armor, see how things go. :)

Wow!
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Stacyia
 
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Post » Fri Jun 25, 2010 3:31 am

I second the wow. I always liked the stock glass armor, it would be lovely to see a replacer that enhanced its original awesomeness instead of creating a whole new version.
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Ally Chimienti
 
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Post » Fri Jun 25, 2010 5:01 am

You must release those armors :drool:


I will probably release what I have so far after I finish the Adamantium and Daedric.


I second the wow. I always liked the stock glass armor, it would be lovely to see a replacer that enhanced its original awesomeness instead of creating a whole new version.


Yes I think the glass is certainly one of the coolest armor's in the game, apart from the horrible pauldrons.

I should probably also note that in the video I am using Darknuts 1024 textures which add an extra bit of punch. :goodjob:
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Eibe Novy
 
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Post » Fri Jun 25, 2010 7:23 am

I third, fourth, and fifth the WOW! :)

I'm praying these will be released eventually. :D


KF

Edit: Ninja'd again :) I seem to be good at posting about 3 minutes late. :D
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phillip crookes
 
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Post » Thu Jun 24, 2010 11:42 pm

:drool: Wait, so the shiny armor is texture replacer compatible? :D :D :D
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Setal Vara
 
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Post » Fri Jun 25, 2010 12:42 pm

I thought I might add a screenshot to show you what I am doing with the explosion effects. http://i297.photobucket.com/albums/mm228/dopoknef/presentation.jpg.
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Chris Jones
 
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Post » Fri Jun 25, 2010 2:05 am

I am busy trying to find something to work on anybody have any ideas lol.
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Ellie English
 
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Post » Thu Jun 24, 2010 10:39 pm

I love the illusion's effect !! :bowdown:
I love the frost's effect too :drool: , however is the round edge a little too visible?

The mysticism's effect is too “modern”, too 'rigid'.
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sw1ss
 
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Post » Fri Jun 25, 2010 8:03 am

I am busy trying to find something to work on anybody have any ideas lol.

Yeah, make some awesome armor sets.
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Dorian Cozens
 
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Post » Fri Jun 25, 2010 11:03 am

lol maybe I should learn how to model too (already started learning how to texture) Blender 2.49b right?
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Amber Hubbard
 
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Post » Fri Jun 25, 2010 1:22 pm

The best for Morrowind, it's the 2.41 version.
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Matthew Barrows
 
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Post » Fri Jun 25, 2010 12:24 pm

Really? Okay thank you, well can someone post a download link?
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Bereket Fekadu
 
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Post » Fri Jun 25, 2010 1:52 pm

http://smg.photobucket.com/albums/v217/AnOldFriend/Concepts/?action=view¤t=GlassArmor.mp4

My only point of criticism is that this makes all the other armors look bad in comparison!
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Sweet Blighty
 
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