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Messages - Turelek

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With the administrators not giving us direction, I believe we need to open our own vent for a coherent plan of action, starting with the question "What do we do now?" Obviously, the first answer is to work on claims (and that's a good answer) but we need a bit more than that to keep going. So I feel it's time to open up a discussion where we can all put in our thoughts and come up with a good answer to the question we are facing, as this question might be just as important as the claims we are all working on.

  • First, we need PR again. We are lacking modders and this is showing as more people are leaving (no offense to anyone who plans to, of course). If we have publicity we will get noticed. We are by no means Tamriel Rebuilt, but we can come up with effective showcases.
  • Second we need to cut down ambition of the project, even though it seemed we were going to have a plot claim shortage this is clearly not the case. I think removing them would be too long though, so we can redistribute or convert them into other buildings and local dungeons unless we take the long route and remove them.
  • Third, this will work in conjugation with the first we need motivation. I admit, the first thing I want to do when I get back from a long day is sit and do my own things, and I don't have the power to force motivation, so along with the others we need to describe this more in depth.

With those three said, I feel now it's time we suggest and create more ideas.

Modder Claims / Re: [Modder Claim] Plot 26 - Autoclock
« on: June 11, 2016, 02:02:45 AM »
Very well then, I was thinking well, the remaining members (including myself) will need to discuss our plan of action as it seems neither DarkElfGuy or Melchior Dahrk seem to want to be a part of this currently, and stagnation has gone on long enough. Back on topic it will be nice to see your plot claim complete, from the images and videos it looked interesting.  :)

Modder Claims / Re: [Modder Claim] Plot 26 - Autoclock
« on: June 04, 2016, 03:48:59 PM »
Well, any development is good development, unless it is bad news. The podium idea definitely sounds interesting.

Modder Claims / Re: [Modder Claim] Plot 31 - Drakkmore
« on: June 04, 2016, 03:46:56 PM »
Sorry nobody got back to you earlier, at this point you can just keep working on it. There is not much of a rush, and that gives us time.

Modder Claims / Re: [Modder Claim] Plot 26 - Autoclock
« on: June 04, 2016, 02:22:01 PM »
Actually I was expecting to see you again in another two weeks!  ;D

Modder Claims / Re: [Modder Claim] Plot 26 - Autoclock
« on: June 04, 2016, 01:41:07 AM »
Well, there isn't much of a rush. Good to see you have a new source of money, a bit early but welcome back, Autoclock.

Morrowind Mods / Re: (Relz) Cave of Wonders
« on: June 03, 2016, 05:59:30 PM »
Just played through the mod, very nice I might add! I'm not sure if the final reward was supposed to have a vanilla look, so I made another version that looks unique while maintaining the vanilla look.

If you want it I'll send it to you. Again, nice mod!

Okay, what about some updates.

Entry Center WIP.

Office of City Planning - Mostly Complete.

The idea with the Entry Center is that on the left will be two philosophers and a reference to a 2000+ year old comedy (with arguments so strong that crates are floating and a door whose existence is debatable), and on the right will be a party. You know, drugs, alcohol, music, people out like a light. In the center rests a very, very tired clerk.

Master Planning and Discussion / Re: Modtown Date of Completion.
« on: June 01, 2016, 09:51:50 PM »
And besides all that, I want DEG to finally stop by and let us know what's going on with the deadline

Mmh. I PM'ed him and Melchior Dahrk, I saw DarkElfGuy logged in here the same night but I guess he's still drafting a plan of action. On the Consortium, yes, I am mostly done with this. Just finished another room.

Master Planning and Discussion / Re: Modtown Date of Completion.
« on: May 29, 2016, 11:38:09 PM »
I didn't mean to suggest Modathon as the sole reason (sorry if it came off like that), time definitely had a purpose, but so did lack of participation and lack of administration I might add. But onto more important matters. It is never too late to clean up the pieces, it might be a "daunting task" but it's definitely not impossible. Downsizing the size is important, I think DarkElfGuy and Melchior Dahrk (or one of the two) estimated they would get more people than who actually showed up (and stayed), especially since for a small while it seemed like that was going to be the case. We're almost to our one year anniversary, I guess we're ModTown 2016 at this point.

Master Planning and Discussion / Re: Modtown Date of Completion.
« on: May 29, 2016, 07:31:04 PM »
If Mod Town releases on the 31st, which I don't think is the plan anymore, it'll be in quite an unfinished state. As far as I can tell, we still have around two dozen claims that don't even have anyone assigned to them, and then there's the claims that still aren't finished after so many months of having people assigned to them (a couple of which are mine).

I would say to just call it a day and hope that someone else picks it up in the future, but a lack of interest is precisely what has killed our ability to get this project done in a reasonable amount of time to begin with, so I'm not the least bit optimistic about that.

Chalk this up to a learning experience. That's my suggestion to anyone as unhappy with all this as I am.

I don't meant to sound cynical of the event but if you ask me; Modathon was a bit like shooting ourselves in the foot. There was so much more reward for doing that than working on the project it seemed, and it's not hard to see how someone would pause here and go make their own entry(ies). Overall, I think we could have been more prepared for this. May was a pretty bad month to set the release date on ModTown, especially when I heard Modathon being announced. That's when I knew it would discombobulate while we all went off to do our own thing.

Other Games / Re: Recent games you've been playing
« on: May 26, 2016, 10:14:58 PM »
Mount and Blade: Warband, Medieval II: Total War, Civilization: III. No particular order, of course. I love the Full Invasion 2 mod for Warband, and the campaigns in Medieval II are fun (colonizing Brazil as the Byzantine/Eastern Roman Empire, for example), and I have been playing Civilization III for years, also have a mod I've been developing for it that spices it up nicely. There is Morrowind too, of course!

Modding Tech Help / Re: Making a sword (weapon mod) for Morrowind
« on: May 25, 2016, 12:37:48 PM »
Somebody PM'ed me this on the Nexus forums not too long ago, so I'll just post what I sent them here.

Spoiler for Hiden:
I definitely do a lot more playing with weapons than armour (though I've made lot's of armour sets for myself). What you do to edit armour (or anything really) in Nifskope (for sizes) is to right click on the object (it should be hi-lighted with white lines everywhere) and click "Transform" to edit where it is on the axis (I wouldn't recommend doing this with weapon hilts/handles, since it messed up where your character holds it).

Furthermore for Nifskope, (I'm not sure if they updated or if my version is old) but if you press "view" you can look at a "block list" which will allow you to edit textures they use, to edit how the texture looks on the armour you can right click the armour again and hover over "Texture" and press "UV Edit."

My tip for you is to just play with Nifskope. Don't worry about whether or not the mesh will work in the construction set, just play with it for a little. Making meshes for fun is a great way to learn how Nifskope works, it's a bit weirder with creatures, but if you're making furniture just about any mesh you do will work. Just make sure that when you combine things in Nifskope you give them a "parent-node."

The best thing is you can learn through trial & error, what works and what doesn't work. It may seem like a slow process but it helps very much when making meshes, and the first thing I learned in Nifskope was editing texture paths through doing this, and making many meshes where some worked in-game, other's did not. But I learned a lot on how to make my own armour, weapons, architecture tiles, et cetera.

I also have some pictures if you don't quite understand what I'm talking about or simply want visuals (I know I like visual pictures when it comes to .nif editing. (Resizing/Moving/Rotating) (Block List/Block Details) (Texture Editing) (Colour Editing) (UV mapping) (Nodes) (Copying) (Pasting)

When pasting something to armour, make sure to change the newly pasted object's "ID." In this example, I copied "Tri Chest 0" and pasted a new "Tri Chest 0." This isn't game breaking to have two "Tri Chest 0's" but it will mean either both "Tri Chest 0's" or all "Tri Chest 0's" won't appear when you put on the armour, so name the new pasted objected "Tri Chest 8" like in the example, since you have to do the next number in line that is not taken. (So for this Bonemold armour mesh, I have to do 8 since numbers 0-7 are taken).

Furthermore, it's best to take things from other armour and clothing if you want to make a new outfit, rather than, say, static items as those have not been made to be worn! Finally, ideally your armour "Block List (on the left)" should look something like this if you want it to work as you intend it in-game:

It was designed for armour as the person asked about it, but it's the same process really. I'll do a video when I have more time today.

Morrowind Mods / Re: Modathon Project
« on: May 22, 2016, 09:31:22 PM »
Those scripts should be possible, I have a vague image in my head of writing them, though I'm quite busy. It also depends on what the protection is. If it's an item, it should be relatively easy.

Modder Claims / Re: [Modder Claim] Plot 26 - Autoclock
« on: May 21, 2016, 02:49:34 PM »
I have confidence you'll find another means to get income soon, I am sorry to hear such dreaded news though!

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