Do they have to have such high end gear? I'd prefer them to wear netch, boiled netch or iron, as these sets were designed to be fit for bandits and brigands. If they're smugglers, I'd give them only bits of expensive stuff, mostly weapons, and from apparrel only things like bracers or boots. Full sets just feel out of place here.
@Drago, the guy with dwemer is a well known warrior from a line of warriors who are tough as hell. His two helpers would also be companions of some note due to his fame. Their armour level makes sense in this context. They're not some lowly bandit group and should be really tough to beat. See the related daedric quest for more info.
If that's the case it makes sense then. Though at some point in future we might at some point want to make a team for giving NPC's the right apparel ;)
That's Oreyn Bearclaw's great great grandson or something. Pity he's a Dunmer and not a Bosmer. Bosmer could have used some more badasses. Did the same thing (pretty much the exact same thing) in Oblivion, too.
Btw. are they visible from Gnaar Mok? Maybe it would be good idea to add some ferns/flora to hide them a bit. Visible camp next to town gives impression that place is quite crowded.
Working on kwama superiority
--- and ---
searching for good method (shh! you could help) to make texture/w/normals for limestone to finish Skar by Mooncactus.
I spent all day importing and exporting animations in 3ds Max, and looked up dozens of articles, videos, etc to find a way to achieve this. I got close, really close with using the animations with Banners, but even though I can get results in NifSkope, it failed to load in Creation kit. However the solution was obvious when everything else failed. Don't look a gift horse in the mouth, there will be a few people who get how this is done.
On similar note I've started to investigate SKSE (Skyrim Script Extender). What I'm hoping to do is see if the ability to extend the Tree object, so that we can change the Frequency and Amplitude of how trees and flora, and subsequently cloth can move according to weather.
This is what gives me hope is that I've found this little bad boy worth of code in SKSE:
// 84
class TESObjectTREE : public TESBoundObject
{
public:
enum { kTypeID = kFormType_Tree };
// members
// 38
struct Data4C
{
float unk00; // 00 - init'd to 1
float unk04; // 04 - init'd to 1
float unk08; // 08 - init'd to .03
float unk0C; // 0C - init'd to .6
float unk10; // 10 - init'd to .2
float unk14; // 14 - init'd to .4
float unk18; // 18 - init'd to .075
float unk1C; // 1C - init'd to .025
float unk20; // 20 - init'd to .035
float unk24; // 24 - init'd to 1
float unk28; // 28 - init'd to 1
float unk2C; // 2C - init'd to 1
UInt32 unk30; // 30
UInt32 unk34; // 34 - init'd to 2
};
Data4C unk4C; // 4C
};
Now it might not look much but what I'm hoping is that some of those properties are in fact Frequency and Amplitude. I actually have to figure out how to code a plugin and just simply keep giving each value a go. Cross fingers, this is a bit of a long shot. Obviously if anybody has had experience with SKSE then please consider helping.
Yay, it's this time again! This time around a made dis here fence. Gaze upon it !
EDIT: Something seems off with the textures on sketchfab, they should look better ingame. Also credit to Riki as I stole the iron parts of the fence from him ;) Cheers Riki!
There's not much fancy work to see in what i'm doing, but after discovering we can have custom creature, time to make a proper behavior tool. Here's a preview of the GUI
Would be nice to have some really useful, practical books then. You could read some religious literature in practically every house, but i did'nt read any literature on rat serving or shack building. Some diaries would be fine too.
Mastor perfect, so happy! You don't need to worry about blood moon and tribunal. of course its hard to know if belongs to expansions or not, but to make your life easier if its got the BM or MH somewhere in the name then just mark them for later.
@Drago, the guy with dwemer is a well known warrior from a line of warriors who are tough as hell. His two helpers would also be companions of some note due to his fame. Their armour level makes sense in this context. They're not some lowly bandit group and should be really tough to beat. See the related daedric quest for more info.
I haven't edited them in any way, they had that gear originally.
That's Oreyn Bearclaw's great great grandson or something. Pity he's a Dunmer and not a Bosmer. Bosmer could have used some more badasses. Did the same thing (pretty much the exact same thing) in Oblivion, too.
Large caves are continuing to slowly take shape. Hope to have an ingame screen soon.
you're doing the lords work, son.
Btw. are they visible from Gnaar Mok? Maybe it would be good idea to add some ferns/flora to hide them a bit. Visible camp next to town gives impression that place is quite crowded.
Working on kwama superiority

--- and ---
searching for good method (shh! you could help) to make texture/w/normals for limestone to finish Skar by Mooncactus.
@lukkar They are pretty well hidden by the rocks and the trees.
Finished up the island next to Gnaar Mok with the abandoned shack. It was partly done, just needed some detailing and some fixes.
Just a little proof of concept for moving cloth for things like Ashland Tents, Market Stands, Awnings, etc.
https://www.youtube.com/watch?v=hfiSy73jMjs
I spent all day importing and exporting animations in 3ds Max, and looked up dozens of articles, videos, etc to find a way to achieve this. I got close, really close with using the animations with Banners, but even though I can get results in NifSkope, it failed to load in Creation kit. However the solution was obvious when everything else failed. Don't look a gift horse in the mouth, there will be a few people who get how this is done.
On similar note I've started to investigate SKSE (Skyrim Script Extender). What I'm hoping to do is see if the ability to extend the Tree object, so that we can change the Frequency and Amplitude of how trees and flora, and subsequently cloth can move according to weather.
This is what gives me hope is that I've found this little bad boy worth of code in SKSE:
// 84
class TESObjectTREE : public TESBoundObject
{
public:
enum { kTypeID = kFormType_Tree };
// parents
TESModel model; // 20
TESFullName fullName; // 34
TESProduceForm produce; // 3C
// members
// 38
struct Data4C
{
float unk00; // 00 - init'd to 1
float unk04; // 04 - init'd to 1
float unk08; // 08 - init'd to .03
float unk0C; // 0C - init'd to .6
float unk10; // 10 - init'd to .2
float unk14; // 14 - init'd to .4
float unk18; // 18 - init'd to .075
float unk1C; // 1C - init'd to .025
float unk20; // 20 - init'd to .035
float unk24; // 24 - init'd to 1
float unk28; // 28 - init'd to 1
float unk2C; // 2C - init'd to 1
UInt32 unk30; // 30
UInt32 unk34; // 34 - init'd to 2
};
Data4C unk4C; // 4C
};
Now it might not look much but what I'm hoping is that some of those properties are in fact Frequency and Amplitude. I actually have to figure out how to code a plugin and just simply keep giving each value a go. Cross fingers, this is a bit of a long shot. Obviously if anybody has had experience with SKSE then please consider helping.
Doing some testing of large cave rooms in vanilla Skyrim. These can be built to any height, so we can create some nice big caverns if needed.
Pics are pretty dark, but hey, it's a cave.
Yay, it's this time again! This time around a made dis here fence. Gaze upon it !
EDIT: Something seems off with the textures on sketchfab, they should look better ingame. Also credit to Riki as I stole the iron parts of the fence from him ;) Cheers Riki!
Fence by Mace on Sketchfab
You already know I like the road from Balmora to Caldera, thanks for doing it. I used to fear the day I'd have to landscape it.
SquallyDaBeanz wrote:
This is seriously beautiful. Is this looking eastward from the coast, with Gnisis and the siltstrider port further down on the left?
nice al looks so good
what rong whit the building on top of the cliff of the 3rd picture ? just wondering
@SquallyDaBeanz Top notch stuff Squally!
no1 wrote:
Just unfinished stuff. Plenty of that around, waiting to get replaced/placed properly.
UPDATED: Video is now public and shareable.
Here is a new trailer I threw together for the newest update! Congrats to everyone who contributed
I obviously couldn't show everything that we've done since the last major update, but this is just a visual for the fans.
https://www.youtube.com/watch?v=6E9cXPIaOVY&feature=youtu.be
Working on old concept. this is only one of several variations. Weapons and helmets soon)
I love the style of your bonemold, Sleepy. Needs more detail or insets to show off the materials closer, but I would love to see these modeled.
Gnisis. This shot is very WIP, mostly working on the general shape of things, it still needs a lot of detailing.
Squally, that trailer was fantastic!
Got about 10-12 things on the go atm, heres one of them, finishing scrples Indoril set.
Ooohhhh Rav!
I love the abandoned shack! Can't wait to move into your remodeled version, Rovan!
Squally, don't be such a tease! :)
i hath not been idle



.jpg)

Notes:
Indoril/Ordinator armour boot shader test
Keys by new artist Mjolhner (HP/LP/UV) and my textures/bakes.
Small crab house exterior for aldruhn/bittercoast/westgash/koalcave
Low poly and UV by alysander :)
Small crab house interior (SKAR INTERIOR TEST METHOD)
LP and UV by me and Alysander
Window Mages Guild.
Design by Nexos, HP/textures by me.
There's not much fancy work to see in what i'm doing, but after discovering we can have custom creature, time to make a proper behavior tool. Here's a preview of the GUI

Took a break from Dagon Fel to work on Big-Head's island.
how do books work? How do u make new ones?
Any quick tutorials?
we got so much artwork to use for those things
I'll keep the ball rolling with some more landscaping stuff!
Sterdecan's Farm and Gro-Bagrat's Plantation (Still WIP):
Grytewake, a smuggler's ship in the Bitter Coast:
Would be nice to have some really useful, practical books then. You could read some religious literature in practically every house, but i did'nt read any literature on rat serving or shack building. Some diaries would be fine too.
Flooded rice pads! Awesome!
for bigger picture: right click -> open in new tab
Panabanit-Nimawia Egg Mine (abandoned)
Yassu Mine (still operational)
Random road
Some things i have been working on and currently making:
Caldera governors mansion:
New Dwemer exterior models:
Uvmapping Hlaalu canals and houses:
Nothing fancy to show in screenshots, but I'm currently working on more battle music! Hopefully it's gonna be cool enough!
i'm crying tears of joy at the moment, blessings of almalexia upon thee muthsera!
i'm crying tears of joy at the moment, blessings of almalexia upon thee muthsera!
Mastor perfect, so happy! You don't need to worry about blood moon and tribunal. of course its hard to know if belongs to expansions or not, but to make your life easier if its got the BM or MH somewhere in the name then just mark them for later.
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