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Messages - Lefok

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1
Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: July 31, 2016, 03:18:23 PM »
Uploaded an updated version.

If theres no more problems with these files, then I think this claim is ready to be merged.

2
Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: July 30, 2016, 11:08:46 PM »
And I managed to finish this claim!
I had to cut down on certain things, such as certain locations, but it's more or less functional.

3
Construction Set / Re: Terrain editing
« on: July 13, 2016, 04:34:14 AM »
Hmmm, It appears that the video you've submitted has nothing on it, no statics, textures, land formations, anything. I think I know the issue: You have nothing that you can grab and control the camera from. If you drop something there and select it, it usually fixed the issue of not being able to edit the land, at least speaking from my own personal experience.

4
Modder Claims / Re: [Modder Claim] -- plot 37 - Danae
« on: July 02, 2016, 04:27:11 PM »
Hmm, can't really tell what could be improved if we don't have a bird's eye view of how it looks likes ingame.
From what I've seen, maybe you could add some marshmerrow near the water?

5
Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: July 01, 2016, 04:35:20 PM »
I gave the cave underneath the crypts a bit of a face lift to really give it the name it deserves. I took two pictures, one with MGE and one without.

With


Without

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Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: June 30, 2016, 04:17:56 PM »
I only really need what kind of item they would have aside their skull, such as rings, gems, coins, small clothing and small weapons. Basically anything that fit inside of a wine rack hole along with a skull, dust and bones.

7
Master Planning and Discussion / Re: So Bad News
« on: June 29, 2016, 01:24:23 PM »
That sounds absolutely terrible.  :( I hope you can at least save your files from this unfortunate event.

8
Regarding Covelga Arrenix, would she take on the role of Socucius Ergalla in the Seyda Neen?

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Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: June 28, 2016, 05:26:47 PM »
Do you guys want me to put skulls of anybody into the crypts? It can be your character, any family members of any of the NPCs, and other fictional characters! I won't include any real life modders who died though, as the memorial already serves that purpose.

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Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: June 28, 2016, 05:23:05 PM »
Sorry for being away for a good while, I'll be sure to finish up my work on this claim.

11
Morrowind Mods / Re: (Relz) Cave of Wonders
« on: June 02, 2016, 09:14:50 PM »
You could perhaps edit the texture of the fire cave tile set to be more darker while having cracks that show how magma underneath, such as this:


While having lava coming out of the wall making streams of it, putting some burning pieces of rock near the stream.  perhaps with some daedric ruins you could have some pillars with fire on the top. Maybe there could even be some flaming skulls flying about!

12
Morrowind Mods / Re: (Relz) Cave of Wonders
« on: June 02, 2016, 06:53:55 PM »
Theres also some errors I've encountered while playing the mod, some of the doors have a weird technical name for them when they should've just say "wooden door" or something to that affect, script errors, and the golden saint I was talking about.
http://imgur.com/a/g5Kza

13
Morrowind Mods / Re: (Relz) Cave of Wonders
« on: June 02, 2016, 06:41:59 PM »
Alright, I just played through the mod and I'm ready to give my thoughts on it, I'll be splitting it into three parts for each of the three caverns.
(I used a test character with fairly high stats to complete this mod, so take that as you will.)

Cave of Wonders
The cave texture is pretty dark, making it difficult to navigate in the cave that leads up to the forest itself. I wouldn't mind seeing some soft lights and/or more objects to orientate one self with. When it opens up to the forest, that issue isn't present. I really like the forest because of how wonderful it looks with the various trees, roots, crystals and more. The enemies are pretty difficult, especially when it's designed for multiple foes to be able to gang up on the player and hand their behind on a silver platter. What I didn't like about this cave is the loot. I didn't like how
Spoiler for Hiden:
the amulet of fire was in a chest along with various other items and gold just neatly tucked away beside a waterfall.
Spoiler for Hiden:
For such a crucial item that's worth so much, I'd expect the place where you get it to have more going on. Even adding a simple skeleton hiding along with the chest would've made it's placement more believable.
Besides that, theres only seems to be the enchanted mushrooms scattered around. While they do sell for a pretty penny, adding in more types of collectible ingredients would really sell the idea that the cave is a breathing, living place. It also be nice if there's at least one more type of monster to battle in this cave.

Cave of Ice
The cave has a fairly strong shade a blue, which I don't necessarily mind. It felt like I was exploring a new cavern with unfamiliar cave formations, rather than the default cave tile sets. The monsters variety is at it's peak here with the Frost Atronach, the boars, and many of the dwarven constructs making an appearance, making things more interesting combat wise. While theres more loot to be found here, most of the valuable loot, including the item that you need,
Spoiler for Hiden:
could all be found in one place. The loot should've been more spread out, giving the player more of a incentive to explore the cave.
The other loot places aren't too exciting and is just as nonsensical as the previous loot from the last cave,
Spoiler for Hiden:
with the big chest containing many books and the one chest with all those dwemer misc items, I feel like they could've been better spent being actually place in a book shelf of a library or some kind of ice kitchen.


Cave of Fire
It sort of has the same problem with the Cave of Wonder with the lighting, though it's not as bad. The place didn't really feel "fiery", it felt more like you were traveling through the heart of Lorkhan's blood vessels with it's pulsing light which I actually enjoyed. The enemy variety is at it's worse here though, with nearly all of the creatures there being Flame Atronachs. It seemed the perfect place for some Dremora to be found. The final chamber seemed a bit anti climatic, especially after
Spoiler for Hiden:
The golden saint that was guarding the chest runs towards you and falls down into the lava to die a slow and painful death.
The final loot had the same problem with the previous chests where all the items are inside. It should've had some of the gems be scattered near the chest, with the silverware left either in a mess or aranged more neatly, with the gold being set around the chest. The player by this point have gone through Tree Hell, Ice Hell, and Hell Hell, their hard earned loot should loot a bit more extravagant!

All in all, the mod itself feels a bit strange but I imagine the tile sets could be used for some pretty nice places in the future. I still enjoyed going through the caves, I hope you find what I said to be of some use.

14
Morrowind Mods / Re: (Relz) Cave of Wonders
« on: June 02, 2016, 01:52:25 PM »
Nice. Can't wait to play through your mod when I can!

15
Modder Claims / Re: {Modder Claim} Plot 45 - MatthewTheBagel
« on: May 30, 2016, 01:48:35 PM »
Perhaps it's because of my installation, where the rocks aren't the same shape/size as the ones in your game.

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