Showing posts with label MOD. Show all posts
Showing posts with label MOD. Show all posts
Sunday, 25 June 2017
Beyond Skyrim MOD - Bruma
I am really looking forward to this MOD after the disappointment of learning Elder Scrolls VI is not even in development.
I am amazed at the community projects out there that are bringing the Elder Scrolls world to life, Tamriel Rebuilt, Skywind etc. The release date July 1st is on my calendar and I am counting the days.
I will add some new posts as I play through the game.
In the meantime I have been working on a small MOD myself, stay tuned for the next post to see what it is all about.
Thursday, 25 September 2014
Fishermans Cottage - Revised
After I finished this MOD I thought about the house for a long while and decided that a double story house was a bit too ostentatious for a plain old fisherman. I went and redid the MOD entirely and used a single story house and simpler furnishings inside.
Here are the views from the outside of the cottage.
Next are some views from the porch.
The fishing boat!
The work station, where all the daily catch is prepared.
These are the interior shots.
When the Player finds the cottage he will come across the note on the side table next to the statue of Talos explaining the situation.
I may decide to change it later on and add a quest-line where the Player can follow some clues in the letter and find the treasure for themselves.
Sunday, 7 September 2014
Fishermans Cottage
Here are some views of the exterior of the Cottage from different angles.
The three above are from the front and side.
The picture above is from the back.
Next up are some views the 'Player' will see from the porch and front door of the cottage
This picture shows the view from the 'working table' where the Fisherman cleans his daily catch.
And this picture is a side view showing the drying rack where the fish are cured for long term storage.
Last but most important, the fishing boat, without which the Fisherman could not survive.
I love this spot in Skyrim, right by the water edge, views of the mountain behind Riverwood and of course Riverwood.
I am very glad to be back to modding
The three above are from the front and side.
The picture above is from the back.
Next up are some views the 'Player' will see from the porch and front door of the cottage
This picture shows the view from the 'working table' where the Fisherman cleans his daily catch.
And this picture is a side view showing the drying rack where the fish are cured for long term storage.
Last but most important, the fishing boat, without which the Fisherman could not survive.
I love this spot in Skyrim, right by the water edge, views of the mountain behind Riverwood and of course Riverwood.
I am very glad to be back to modding
Sunday, 31 August 2014
Fishermans Cottage
Here are some pictures of the interior of the cottage. Upstairs basic and homely.
Most important item is your treasure chest!
Above is the landing area with nice touches reflecting the fisherman owners taste.
Below is the lower level showing your meal table, cooking and storage areas.
I am happy with the way this came out, neat and uncomplicated.
Next I will show the exterior in more detail.
Monday, 25 August 2014
Fishermans Cottage
So after a long time I ventured back to the Creation Kit to create a small MOD mainly to pick up on my skills again, the time away has left my skills very rusty.
I want to do something small and actually looked for a good tutorial that would cover the basics and a bit more. I found an excellent one with some nice tips on the TES Alliance website.
I decided on a basic house MOD for a player just starting out in the game, although I know those will be pretty rare these days seeing Skyrim has been around for so long now.
Enter the Fishermans Cottage MOD.
I placed the Cottage just across from Riverwood and the basic back-story is that the fisherman owner left in search of treasure after coming across a Map hidden in some chest at the bottom of the river while out fishing one day.
The Player enters the cottage and finds the Fisherman's Journal with an explanation and voila! you can stay until he returns...which may or may not happen depending on how far I want the MOD to go.
The MOD is Lore friendly and reflects the Players rank at the beginning of the game. You get ample storage, cooking and some basics inside and outside a tanning rack and wood chopping block with more fishing accessories. No over the top stuff here! however it is a nice place to rest up and store your goodies with proximity to Riverwood to trade and learn Smithing and Alchemy.
Next up, see how this turns out.
Saturday, 3 May 2014
The Death of a MOD
After spending an awful amount of hours creating this MOD I discovered today that I had somehow deleted almost and entire interior cell on the main game. Falkreath Corpse Farm interior was gone!!..save for a couple of markers and a door.
I cant copy and paste the interior back in and I have no idea how to restore this as I have already saved over this MOD many times and I don't know when I did this. I recall having a serious issue with the CK a while back when everything was duplicated in the interior cells and I guess I thought I was in my MOD when I deleted the duplicates but I must have been in the original game..idiot!
I is a bitter blow to see the Mod die now, just when I was getting to the interesting stuff. Creating the rest of the NPC's, designing their schedules and quests etc. Now I wont get to see my MOD come to life :(
A lesson I hope not to repeat on the next one!
Hope to be back soon with something else..stay tuned.
Friday, 14 March 2014
Sigrun Dal - MOD - Still Navmeshing
Unfortunately I am have had no time to dedicate to my MOD for some weeks now and so that means the Navmesh is not yet completed.
Hopefully I can get some time this week and progress posts can continue.
Hopefully I can get some time this week and progress posts can continue.
Friday, 14 February 2014
Sigrun Dal - MOD - Navmesh
I have been doing lots of my least favourite part of modding, Navmesh!
I am working on the exterior for now and it is going very slowly, will probably be a while before I am done. I am trying to motivate myself to complete this asap because without it I cant really move on to creating NPC's and have them move around the valley creating that realistic feel to the MOD.
Stay tuned is all I can say!
Tuesday, 28 January 2014
Sigrun Dal - MOD - More Landscaping
So I have been spending loads of time adding landscape features to make this side of the valley interesting.
Adding trees and rocks etc
A view through the Guard House towards the Barrow.
Interesting features near the Barrow.
Views from the top of the Barrow looking over the water towards the other side of the valley.
Once I am finished the landscaping it will be time to start working on my least favourite part ..the Navmesh!
Adding trees and rocks etc
A view through the Guard House towards the Barrow.
Interesting features near the Barrow.
Views from the top of the Barrow looking over the water towards the other side of the valley.
Tuesday, 14 January 2014
Sigrun Dal MOD - Nordic Barrow
Further along the valley I have started to add an entrance leading to an underground Barrow. The above picture is a view of the Barrow just as you pass the Guard Hut across the bridge. picture below.
I have added Standing Stones ruins and the Eagle Statue to continue my theme.
Above you see the Barrow which will lead underground to the tombs etc.
Below is the view looking from the Barrow towards the bridge.
Here is a picture of the entrance. and some views across the water from the top of the Barrow.
More work to be done here so stay tuned.
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