Skyrim - Home of the Nords

Post » Fri May 27, 2011 11:33 am

but it will take a while till people could hunt in those forest. We are just a few people and it's hard to get some solid support...I don't know how haplo got so many solid modders for TR?!? I don't know...
I wouldn't get too discouraged.

I recall TR having a pretty rocky history with almost nobody working on it in the beginning. They hit plenty of speedbumps along the way (like Silgrad Tower joining and then inexplicably leaving the project.) It seemed to take quite a while for TR to get a steady stream of people producing for it.

So I suppose that the lesson is to stick it out. Publicize it and eventually people will come.
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Paula Ramos
 
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Post » Fri May 27, 2011 4:36 pm

I wouldn't get too discouraged.

I recall TR having a pretty rocky history with almost nobody working on it in the beginning. They hit plenty of speedbumps along the way (like Silgrad Tower joining and then inexplicably leaving the project.) It seemed to take quite a while for TR to get a steady stream of people producing for it.

So I suppose that the lesson is to stick it out. Publicize it and eventually people will come.


TR Started like every other mod, thought planning started before MW was even released. By the time the game was released we had a rough version of the claim system already in place. (though not the handy built on forum one we use now) The fact that we had the chance to do the pre-planning allowed us to hit the ground running which definitely helped us. As I recall, ST was originally part of our MW mod, they didn't join us. They left due to disagreements over lore and reviewing. I'm not sure when it was we truly became self-sustaining, i.e. steady stream of people working, coming and going, but that is the part that every large mod has trouble with. Quality product draws in quality modders. Quality modders create quality product. It's harder now than it has ever been to hit that point, but if you do good, work hard, and make it possible, then it will happen.
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Kellymarie Heppell
 
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Post » Fri May 27, 2011 1:22 pm

TR Started like every other mod, thought planning started before MW was even released. By the time the game was released we had a rough version of the claim system already in place. (though not the handy built on forum one we use now) The fact that we had the chance to do the pre-planning allowed us to hit the ground running which definitely helped us. As I recall, ST was originally part of our MW mod, they didn't join us. They left due to disagreements over lore and reviewing. I'm not sure when it was we truly became self-sustaining, i.e. steady stream of people working, coming and going, but that is the part that every large mod has trouble with. Quality product draws in quality modders. Quality modders create quality product. It's harder now than it has ever been to hit that point, but if you do good, work hard, and make it possible, then it will happen.
Ah. Maybe I was remembering wrong. I thought ST started solo, then joined TR, then went solo again. Though that may just be because I'm remembering a stand alone beta or something.

In any case, I didn't mean to imply that TR hasn't done a lot or anything. I've been following it since the beginning. It's been a long road, and I just remember the beginning being a bit discouraging to watch--there was all of this great content, but it only existed in screenshot form for most people. Work seemed to be pretty slow. Then suddenly it kicked into high gear.

I actually haven't even played TR yet. I keep telling myself that I'm going to wait until it's done so that I can enjoy a massive 500 hour game, but it's getting harder and harder to do that with claim 1 and 2 calling to me. :P
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Trevor Bostwick
 
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Post » Fri May 27, 2011 12:21 pm

words


I didn't think you were implying anything bad, I just clarify and correct comments about TR as they are posted. I find it is the most effective way to get me to post. As for playing maps 1 and 2, I'm the same way. I just tell myself I am playing to test when I can't resist.

I should probably say something about skyrim... don't forget the nudists. This is afterall the home of the (naked) nords.
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Lori Joe
 
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Post » Fri May 27, 2011 11:31 pm

I should probably say something about skyrim... don't forget the nudists. This is afterall the home of the (naked) nords.


Don't worry, there will be naked nords :D

I like hermits in the wilderness, even if some people here don't like "a single hut" in the forests, glaciers,...wherever...I don't care about them.

I'm always bored if I play a RPG and get no or hardly quest outside the citys or villages...cause I never walk straight on a path, from town to town...I always loved to explore to wilderness...therefore the wilderness is the most important point for me on Skyrim and I decided to do that wilderness alone with a little help from a good mate...I guess there are not many modders out there who are crazy enough to place between 800 and 1500 objects per cell (including grass and shrubs)...but it is necessary to point out a high detailed landscape...for example: Haafinheim Forest has the size of Solstheim and is 60% finished...till today 36754 pinetrees are placed there (all handplaced) and a countless number of bushes, grass, shrubs, mushrooms and more (only grass and shrubs are generated).

So what we need are more interior designer who are willing to build dungeons and house interior.
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Fam Mughal
 
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Post » Fri May 27, 2011 11:18 pm

I'm definetively a fan of your work, and I already think about contributing.

My only problem is time.
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Claire Jackson
 
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Post » Sat May 28, 2011 1:23 am

I looked at your website and according to that you have 13 modders for Skyrim including a few wellknown ones, so it seems that you have been successful in recruiting modders. Of cause they might not all be as active as yourself, but it seems that this has enough people involved to actually finish.
I have followed the progress, and I'm very impressed by what I have seen so far, so I hope to play it some day.

I can't really design interiors or exteriors, but when the time comes, where you are going to make dialogue and quests it could be interesting to contribute :)
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Robert Jr
 
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Post » Fri May 27, 2011 11:14 am

I can't really design interiors or exteriors, but when the time comes, where you are going to make dialogue and quests it could be interesting to contribute :)


I plan to start with quests and dialogs next year when Haafinheim and The Reach are finished. This is the size of 70% of Vvardenfall, so I guess it is a good choice to start with local quests in these areas...especailly for the hermits in the forests :D

If you wanna help at that stage, you are welcome.
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SaVino GοΜ
 
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Post » Fri May 27, 2011 6:32 pm

I'm sorry that I haven't been doing much.
http://i569.photobucket.com/albums/ss132/Thissguy_Mannperson/Ogre/OgrePic3.jpg
I'm going to make a stronger variant with crude armour. You know, like Shrek :P
The things on the arms are going to be hair. That isn't the armour. But you can see his ugly mug behind that helmet.
So yeah I have been working, just not as much as when I made the armour. I have never done something like this before.
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Roberto Gaeta
 
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Post » Fri May 27, 2011 10:19 am

After fixing the problems with NiAlphaPriority and NonCollision of the new meshes, here are the first results.

The first 7 NIF's (grass) from a serial of new grass, shrubs and bushes for Skyrim (in 3 different sizes).

http://pic.leech.it/pic.php?id=91b57d0593g1.jpg
http://pic.leech.it/pic.php?id=94ce75d2g2.jpg
http://pic.leech.it/pic.php?id=d230743205g3.jpg
http://pic.leech.it/pic.php?id=211819a7c9g4.jpg
http://pic.leech.it/pic.php?id=5924671964g5.jpg
http://pic.leech.it/pic.php?id=859202b938g6.jpg
http://pic.leech.it/pic.php?id=a82d8cb4g7.jpg

This grass is for the green parts of the Holds The Reach, Eastmarch and Whitehold...I'm still working on dry grass textures for The Pale, Northshore, Winterhold, Falkreath and the colder Parts of Whitehold, but they are not finished yet.
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Talitha Kukk
 
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Post » Fri May 27, 2011 10:48 pm

I think I like the second grass the most, they all look great.
Can't wait to see some screenshots of how they look in Skyrim, keep up the great work.

@Thissguy: That ogre looks amazing, I'm wondering what it's going to look like when it's textured. Wish I could model as good as you guys.
Is it using the NPC animations? If it is, I think I've got a couple of Motion Capture based walks that might suit it, though they need a little tweaking.
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Cody Banks
 
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Post » Fri May 27, 2011 2:38 pm

Wow, that is indeed some lovely looking grass.
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Solène We
 
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Post » Fri May 27, 2011 3:51 pm

After fixing the problems with NiAlphaPriority and NonCollision of the new meshes, here are the first results.

The first 7 NIF's (grass) from a serial of new grass, shrubs and bushes for Skyrim (in 3 different sizes).

http://pic.leech.it/pic.php?id=91b57d0593g1.jpg
http://pic.leech.it/pic.php?id=94ce75d2g2.jpg
http://pic.leech.it/pic.php?id=d230743205g3.jpg
http://pic.leech.it/pic.php?id=211819a7c9g4.jpg
http://pic.leech.it/pic.php?id=5924671964g5.jpg
http://pic.leech.it/pic.php?id=859202b938g6.jpg
http://pic.leech.it/pic.php?id=a82d8cb4g7.jpg

This grass is for the green parts of the Holds The Reach, Eastmarch and Whitehold...I'm still working on dry grass textures for The Pale, Northshore, Winterhold, Falkreath and the colder Parts of Whitehold, but they are not finished yet.


I like the second to last one best.


Sorry for taking so long to do those things you asked me to do, Ive been jumping all over for a few different projects. If you are still interested hit me up via pm.
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Antony Holdsworth
 
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Post » Fri May 27, 2011 3:40 pm

Here are a few screens with the generated grass (The Reach)

http://pic.leech.it/pic.php?id=7a5d948mgescreens.jpg
http://pic.leech.it/pic.php?id=918c3c9cmgescreens.jpg
http://pic.leech.it/pic.php?id=cd6df36bmgescreens.jpg
http://pic.leech.it/pic.php?id=e40701afmgescreens.jpg
http://pic.leech.it/pic.php?id=e1f36c3cmgescreens.jpg
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Jennifer Munroe
 
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Post » Fri May 27, 2011 8:41 pm

This looks totally beautiful and amazing! Very nice work, it?s really going well I see. The diversity of the grass is a big plus, I wish we had also more different grass meshes for MW than just the one Vality used in his grass mod.
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Emily Martell
 
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Post » Fri May 27, 2011 11:05 pm

http://pic.leech.it/pic.php?id=e1f36c3cmgescreens.jpg


is that a cliff racer i see before my eyes?!
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-__^
 
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Post » Sat May 28, 2011 2:26 am

http://pic.leech.it/pic.php?id=e1f36c3cmgescreens.jpg


is that a cliff racer i see before my eyes?!


no, it's cliff racers little brother, Pirate Lords Bloodwing :D
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Naazhe Perezz
 
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Post » Fri May 27, 2011 7:01 pm

oh thank god! i almost had a heart attack :) I'm too young to die :D
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Zosia Cetnar
 
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Post » Sat May 28, 2011 1:51 am

oh thank god! i almost had a heart attack :) I'm too young to die :D



Bad News, Skyrim Bloodwings are stronger and faster than Vvardenfel Cliff Racers :flamethrower:

The whole mod is focused on Level 60+ Players, even the Wolfes are stronger than on Solstheim and attack in group from 4 to 15 Wolfes
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Louise
 
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Post » Fri May 27, 2011 12:06 pm

This is only gorgeous. Eyecandy!

Are you in need of creatures? Currently I have a fresh, yet unpublished spider in stock. Actually it is a showcase of mine for TR, but they aren't interested in it.
I can send you the stuff per pm if you're interested ;)
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Manny(BAKE)
 
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Post » Fri May 27, 2011 7:31 pm

Hi Muspila. :wave:
Your spider would look good in their swamp and dungeons imo.

Those screenshots look great Lestat, though can I make a suggestion.
Have level variations between areas, for example high level creatures at the snowy mountaineous areas, and lower levels at other areas.

Level variations would be really cool, and create 'go here and you die' kinda situations, which are always good. :D
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leigh stewart
 
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Post » Sat May 28, 2011 1:04 am

Hi Muspila. :wave:
Your spider would look good in their swamp and dungeons imo.

Those screenshots look great Lestat, though can I make a suggestion.
Have level variations between areas, for example high level creatures at the snowy mountaineous areas, and lower levels at other areas.

Level variations would be really cool, and create 'go here and you die' kinda situations, which are always good. :D


@ Musplia

Yes, I'm interested..do you have a screenshot or a link to the TR Showcase?

@ Dirnae

All Skyrim Creatures are based on leveled creatures...every hold has it's own leveled creatures...I just haven't edited the level lists yet, all are on level 1, so I like your idea of different creaturelevels in various areas...that cool :foodndrink:
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Nikki Morse
 
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Post » Fri May 27, 2011 8:02 pm

Hi Dirnae :talk: Nice to see ya.

Your spider would look good in their swamp and dungeons imo.

Do you think? To me that spider looks like it would fit into mountainous areas or caves, not really into swamps. But that is pointless right now.
Fact is that TR is only interested in improvements of their stock creatures or in new creatures that are based on concrete TR-Conceptart. My spider is neither of both.

Yes, I'm interested..do you have a screenshot or a link to the TR Showcase?

Here's the http://tamriel-rebuilt.org/forum/viewtopic.php?t=19577&start=40 The interesting post is in the middle part.
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Budgie
 
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Post » Fri May 27, 2011 3:32 pm

A general question:

Do you think there are underground volcanic activities on Skyrim???

My question aims to: Lava in some long deep dungeons? Yes or No?
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Soku Nyorah
 
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Post » Fri May 27, 2011 10:44 pm

Hi Dirnae :talk: Nice to see ya.


Do you think? To me that spider looks like it would fit into mountainous areas or caves, not really into swamps. But that is pointless right now.
Fact is that TR is only interested in improvements of their stock creatures or in new creatures that are based on concrete TR-Conceptart. My spider is neither of both.


Here's the http://tamriel-rebuilt.org/forum/viewtopic.php?t=19577&start=40 The interesting post is in the middle part.


I like the spider...I think it would fit cool in the endless dungeons of labyrinthian and other dungeons and caves...good work :goodjob:
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asako
 
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