elder scrolls mod development thread

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It’s great to see you're making progress, ramzay. Your art keeps getting better and better. Beautiful units, very immersive :king:

And is that a guar? Did you modify or create new animations for it? Thank you!
 
You said you set your adblock to block my memes. :lol: Maybe you forgot to turn it off?

These units are looking outstanding ramzay1945. :thumbsup:
I just manually use addblock to block every individual meme image I run across. Also the odd thing is that right click+view image works. And looks awesome as well.
 
Woooow, this is incredible! Have you applied more custom skeletons?

Your art is so detailed, it looks like a new videogame. (Tamriel btw is going to be a visual masterpiece :king:)

I hope the coding is going well too? This is brilliant ramzay :thumbsup::thumbsup:
 
Woooow, this is incredible! Have you applied more custom skeletons?

Your art is so detailed, it looks like a new videogame. (Tamriel btw is going to be a visual masterpiece :king:)

I hope the coding is going well too? This is brilliant ramzay :thumbsup::thumbsup:
Thank you:)
I only use standard skeletons. Actually, I just this year learned how to bind the mesh to the skeleton.
For example, werewolves and daedroths use a skeleton from the standard modification for BtS (Afterworld, it seems).

There are a number of problems with coding. Some ideas are stupidly not releasable with my level of knowledge.
In addition, there are just thousands of little things in Mod that should be added, but it brings less pleasure than creating new models.

For example, I've been planning to add Reachmen's, Telvannis, Gold Coast, and many other small civilizations for two years now. But I can't get started.

I want to make necromancers and summoners factions depending on the civic, but also can't get started.
The same goes for vampires and hunters.

At the moment, I'm stuck rework a whole bunch of unique units for each civilization. I changed the overall line of units, and now I need to check the unique units for compliance. And there are from 3 to 10 of them per civilization :)
 
Oh great, that makes it easier if you don't need to create custom skeletons. (I'll also have to check out Afterworld now.)

But it's amazing that you're able to achieve such unique models. Big congrats on learning how to bind meshes to skeletons :thumbsup:

thousands of little things in Mod that should be added, but it brings less pleasure than creating new models.
I understand how you feel, haha.

I really hope you can get some help with the coding (there are still a few active coders, I believe). But I don't know who to ask about the broken arrows of the tech tree.

Maybe you could create a new thread for it? If you want, I'm curious about the broken arrows too, so I'd be happy to make a request about the tech tree? And I can make a 'nuisance' of myself until someone helps me :mischief:

A reworked military line and up to ten UU's per civ? You'll definitely need more playtesters! I'll be here for another round of testing once you have everything in place :goodjob:

p.s. the Dwemer Automaton is totally awesome ^^
 
There are also problems with the technology tree. Here you can see the broken arrows. I don't know how to fix it.
Looks to me like the techs aren't arranged into a plane graph in terms of their iGridX, iGridY positions (Civ4TechInfos.xml); for example, I don't see how the arrow from Construction to Engineering could be drawn without intersecting other tech boxes. I've never actually rearranged anything in the tech tree myself, but my understanding is that the boxes need to be positioned manually. A diagramming program could be helpful for working out the positions. (Or is there something else broken in the screenshot that I'm missing?)
 
A reworked military line and up to ten UU's per civ?
Almost all the main units are ready. Now it really remains to encode everything. Soon you will need to run a couple of games for crashes

Looks to me like the techs aren't arranged into a plane graph in terms of their iGridX, iGridY positions (Civ4TechInfos.xml); for example, I don't see how the arrow from Construction to Engineering could be drawn without intersecting other tech boxes. I've never actually rearranged anything in the tech tree myself, but my understanding is that the boxes need to be positioned manually. A diagramming program could be helpful for working out the positions. (Or is there something else broken in the screenshot that I'm missing?)
You are right, there are some problems with the correct distribution of technologies. Some (for example - polytheism) I did not place it quite correctly and I need to move it to the right. But in such cases, the game usually does not draw an arrow at all, but indicates the icons of the necessary technologies in the upper right corner.
In addition, some arrows are really broken, and are located where they should not exist at all.
 
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