Showing posts with label Skyrim Modding. Show all posts
Showing posts with label Skyrim Modding. Show all posts

Saturday, 28 March 2015

I'm still here!

I've been a bit quiet the last week. I'm still a little ill, so I'm not making any review or gameplay videos for the moment.

In terms of my modding, I'm currently working on scripting alone at the moment, so I don't have a great deal to show for it at the moment. Papyrus scripting for Skyrim is a blessing and a curse: it is very similar to C++, which is the language I have used the longest and hence am the most familiar with. On the other hand, however, that level of complexity does mean it will take a bit of time to get my scripts into a working state.

Rest assured, I'm still here and I'm still working away!

In the mean time, you can check out my various social media likes here:
Facebook: http://www.facebook.com/hibblejaybob
Twitter: https://twitter.com/Hibblejaybob
Youtube: http://www.youtube.com/user/hibblejaybob
Blogger: http://hibblejaybob.blogspot.co.uk/

Saturday, 21 March 2015

Kjorik's Rest: a player home mod for Skyrim

So with the completion of the basic tutorials for the Bethesda Creation Kit, comes the proper start for my first mod Skyrim. It will be a Nordic-style player home called Kjorik's Rest, where I will hopefully be consolidating my favourite aspects from several other player homes, into one!

Yesterdays work made the the exterior and the entry hall for Kjorik's Rest. Here's some of the screenshots from the mod so far:
Kjorik's Rest view from the side, with the Western Watchtower visible behind it in the distance. To the right is some of the buildings that surrounds Whiterun.

The exterior of Kjorik's Rest, showing the gravel path leading up to the entrance.

The door into Kjorik's Rest. The grass visible through the floor is an artefact left over from terrain painting, and will be removed!

The entry hall of the Kjorik's Rests interior.

Looking through the grate at what will be a short hall of stories before a puzzle door that will act as the main entry (proper) into the home.

The claw for the puzzle door. In time, this pedestal will be activate-able so the puzzle door will lock. Then you can just leave the claw on the pedestal as shown, or take it with you as a key!

Gotta have Easter eggs somewhere..... This hidden pullbar opens up a secret passage to the dev area, where I will be testing scripts and setups.

The false wall pulls back to reveal the entry to the dev zone!

And finally, a veiw from inside the dev zone, currently empty! It's basically just a copy-paste of the entry hall, minus most of the doors!

Well, that's my progress so far. I'll hopefully get back to it during the midweek once my work is done!



Thursday, 19 March 2015

Finished the tutorial!

So my very first baby steps into TES modding have finished with the (hasty) conclusion of my version of the Lokir's Tomb. Lighting and AI dynamics are still a bit fuckled, but I don't plan on using combat AI in my upcoming mods, and the lighting issues are due to the unfortunate and unforeseen location of the main corridor (Skyrim can only render 8 shadow-inducing lights at once, regardless of if those lights are obscured to the viewer by wall or not).

So here's the final round of pictures from my finished dungeon. Here's the tomb's exterior:
I didn't want to be too invading into my game, so I used a simple Nordic Guard hut as my entrance, slanting the door to make it fit into the entryway. The entrance is located just opposite Riverwood (the tutorial says that the coordinates that it gives - which I used - should take you opposite Whiterun, but that's not where I ended up!).

Given there was only 2 lights in my previous instalment of the mod, I beefed  out the lighting of the cave, corridor and rooms with torches and fire pots:

Finally, I added some eerie atmosphere to the final boss room and it's entryway:

So that's it! My first, very small, not particularly well-functioning dungeon. Am I going to release it? Hell no! It adds nothing to the game at all, however it has served it's purpose in introducing me to the creation kit.

Now it's time to move on to my first proper mod, a Nordic-style player home! I would say updates to come soon, but at the time of writing, the Creation Kit wont open, so that is pending fixing. Hopefully soon!