Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Danjb

Pages: [1] 2
1
Modder Claims / Re: [Modder Claim] Plot 6 - Danjb
« on: August 01, 2016, 11:23:47 AM »
I decided to revisit this since the first iteration was so disappointing. Here's the latest.

I hope I'm not too late - I fear I may be a day past the deadline.

I'm still not totally happy with it - the house is quite empty and bland - but it's better than it was.

2
Modder Claims / Re: [Modder Claim] Plot 6 - Danjb
« on: December 12, 2015, 10:39:22 AM »
Finished plugin can be found here:
https://dl.dropboxusercontent.com/u/45017723/ModTown%202015%20-%20Plot%206%20-%20Danjb.ESP

I'm not too happy with it, but I just don't have the time to put any more work into it right now. I've spent so many hours on it but it's still far from looking "finished"... I don't know how you guys do it :o
The house itself became a sort of shrine to what it could have been... you'll see!
There is a sort of treasure hunt included, but don't get too excited, it's not challenging at all.

3
Hey Darkelfguy,

Great work as usual!
Here is my claim - not much to see yet, but if nothing else maybe it will make the background less empty!

https://dl.dropboxusercontent.com/u/45017723/ModTown%202015%20-%20Plot%206%20-%20Danjb.ESP

Cheers,
Danjb

4
Modder Claims / Re: [Modder Claim] Plot 6 - Danjb
« on: September 12, 2015, 04:08:48 PM »
Added the basic shape of the interior! Now I just need to furnish it and add in my NPC.

5
Master Planning and Discussion / Current status
« on: September 11, 2015, 02:28:21 AM »
Hey,
Is there a vague timeline for this project? I know it's supposed to be done by December but at what point do we need to be finished with our plots so that we can start implementing quests, etc.?
Cheers,
Danjb

6
Modder Claims / Re: [Interior Claim] Citadel Darkmarrow
« on: July 28, 2015, 03:42:13 AM »
These new creatures look awesome!

7
Modder Claims / Re: [Modder Claim] Plot 12 - Melchior Dahrk
« on: July 28, 2015, 03:41:42 AM »
This looks really nice.

8
Modding Tutorials / Re: NifSkope Tutorial - Survey
« on: July 28, 2015, 02:56:03 AM »
I would love to see a detailed NifSkope tutorial.

I recently had to remove the collision from a mesh. Thankfully I found a guide for that, but it would be nice to have everything in one place.

9
Here are a handful of mods I like:
  • Morrowind Toy Shoppe
  • Dwemer Playtime Counter
  • Spell Target Speed Mod
  • Birthsigns Are More Fun
  • ManaUser's MiniMods: Show Arrow Damage
  • ManaUser's MiniMods: Hide the Skooma
  • The Uber Crystal Egg Hunt (+ icons)
  • Linora's Levelling Mod

10
Modder Claims / [Modder Claim] Plot 6 - Danjb
« on: July 18, 2015, 03:21:24 AM »
Plot Number: 6

Architectural Style: Common

Progress: 100%
Basic exterior
Basic interior
Lighting
Rugs
Tapestries
Containers
Furniture
Plants
Clutter
Books
Dialogue

11
Master Planning and Discussion / Re: ModTown 2015 - Town Planning
« on: July 04, 2015, 04:55:45 PM »
It looks awesome! This is really starting to come together.

I guess "CE" is Census and Excise.

12
Master Planning and Discussion / Re: ModTown 2015 - Landmass Planning
« on: June 28, 2015, 03:56:45 AM »
This is really amazing work!

13
Resource Requests / Re: [Accept/Reject] Giant and Goats
« on: June 28, 2015, 03:46:42 AM »
Well, I don't know how lore-correct it is, but it looks cool.

14
A few large dungeons sounds good, but I like the idea of having several small dungeons as well, like the original ancestral tombs in Morrowind, only a bit more detailed.

I also like the idea of an underwater cavern in the lake.

15
Master Planning and Discussion / Re: [Idea] Factions in ModTown
« on: June 17, 2015, 06:27:27 AM »
This looks like a solid questline to me - lots of scope for variety. A couple of comments...

Is it a little bit too complicated towards the end? It seems like there are lots of different possible paths. That's not to say it's not feasible, just that it might require a lot of work to handle all of the different eventualities, and I wonder if it might benefit from being a tad simpler.

Also, the ranks seem a bit strange to me. Why do they keep alternating between "Modder ..." and "Community ..."? Surely there should be a "Modder" rank after "Modder-In-Waiting"?

I like how a lot of the quests are going to be designed by the modders they relate to. Are there any specific quests you'd like some ideas for?

Pages: [1] 2