Showing posts with label Mods. Show all posts
Showing posts with label Mods. Show all posts

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!



Friday, 13 March 2015

Bringing a dungeon to life...

... literally! Continuing my tutorials of the Bethesda Creation Kit, its time to make the dungeon come alive with baddies and effects. My first attempts at putting AI enemies into the dungeon have not gone well, with my Draugr gleefully standing on top of his coffin, before slowly stepping off at the moment the coffin dramatically bursts of. Then there's the other, patrolling AI, that seems content just drawing and sheathing his weapon as opposed to actually moving about.... At least the navmesh is working well enough that you can successfully stab them for their hubris!

With the inclusion of AI into the dungeon, I needed to add some more rooms. I basically copy pasted the first room, and extended the hallway to facilitate the rooms, also adding in a downwards staircase.
At the bottom, the hall narrows into the final boss room (I have subsequently added a gate).



Finally, there was the application of of lighting and light templates. I've not added many lights yet, but you can definitely see the altered feel of the dungeon. The two pictures below show the entrance to the barrow and a skylight in the main corridor.


So that's my content creation from the past few days in a nutshell. I have a few more tutorials to play about with in level design, before I move on to scripting tutorials. Then I'll be starting my own mods proper!!!

Thursday, 12 March 2015

I'm a modder! (VERY beginner, though)

So yes, as per my post yesterday, I've now taken up modding - in lieu of my Hibblejayvlog series. The series might come back in the future if I get the time, but for now I have no plans.

I'm currently planning on working on 3 mods for Skyrim - the logical choice, since that's where I've been spending the majority of my free time lately! At the moment, I'm nowhere near starting any of them, I'm just working my way through the Creation Kit tutorials. So to start with, I've made an extremely small Nordic barrow. Here's what I've done so far:
 This is the cave, looking toward the barrow entrance.

 The main entrance to the barrow, showing off the fire.

 Inside the main corridor, looking back at the main entrance, showing off some rubble and furniture scenery

 The remainder of the main corridor

 The door into the main chamber.

 Some Nordic urns with randomised loot.

 I made an alchemy station in a nook of the main chamber. Showing off some neatly placed ingredient satchels and some levelled potions above that (the potions vary with player level).

 Experimenting with the Havok-settle function in the creation kit, I made a basket filled with leather.

 The altar inside the main chamber, showing object (coins) and levelled item (the bow at the top of the image) placement.

 The loot containers inside the main chamber. This was an exercise in altering the loot inside the containers, and playing around with locks (the strongbox is locked).
 
My bowl of potions. This was to allow a slightly destructive environment: the bowl is non-static so can fall off the altar, dropping the potions across the floor.

More content to follow, once I've made it, of course!

Wednesday, 4 March 2015

Modding Games: Hibblejayvlog

This week on Hibblejayvlog, I tackle modding and why we mod out our games. Modding is a very vast topic, and I just touch the tip of the iceberg here:



Transcription (may not be 100% accurate):
Welcome back to another week of Hibblejayvlog. Today I wanted to talk a little bit about modding in general. Although I've not really had the time to do nearly as much reviews as I'd have liked, one of the main things I wanted to show off with my channel and blog is mods, as well as full games. Mods are often programmed by an individual or small group and are usually released for free, for the enjoyment of the community. So in doing what I do, I wanted to give a little back to the authors of the mods that I use.

So why do we mod our games? Well, there are 3 general reasons. Firstly, there are tweaks, fixes and patches, which slightly alter the gaming experience to make it closer to what the developers originally intended it to be or to make the game more a more enjoyable experience. The unofficial Skyrim patches, are an example of the modding community coming together to fix various issues in the huge game that is Skyrim. A game so vast, it would take an age for the dev team to find, fix and distribute all the patches. I actually remember seeing on the Bethesda support page something along the lines of "if you're here to report a clipping issue, don't bother, we don't have time to fix it", which I thought was pretty funny.

Secondly, you can mod a game to expand upon the content that's already present. So things like new quests and new weapons & armours, etc. Those mods can vary wildly, from a few megabytes for a new weapon, up to several GB. The mod that springs to mind here is Kobayashi Maru mod for Star Trek Bridge Commander. Which weighs in at well over a GB for a game that's only a few hundred MB big, adding a whole heap of new stuff, pretty much quadrupling the original content of the game, while still letting you use most of it in the original game itself.

Finally, there are total conversion mods, which completely change away from the original game. Some of these eventually blossom into their own games, like Day-Z and Dota 2. These mods use the user interface and framework of the original game to effectively create a new game, which can range from something of a similar nature, to a completely different topic!

There are many examples of all of these different kinds of mods for literally thousands of different games out there. This is probably where I'd tell you put your search engine to work and try them out for yourself, but actually, I air on the side of caution when it comes to mods, and here's why. There are some mods out there, that while still being lore-friendly, can fundamentally alter the experience of the game. Don't get me wrong, this isn't always a bad thing, but it can detract or alter the original experience of the game as intended by the developers. Take my earlier example of Skyrim. Something like a texture pack isn't going to be detrimental to your experience, but modding the BFG 9000 into your game is going to seriously screw up the difficulty for you. I'm not saying don't do it, just be sure of what experience you want to get out of the game when you are considering putting mods on - particularly if it's you're first playthrough. In that case, I'd recommend getting a feel for the game, and getting to know what you like and what you would change. Then put on the mods you feel the game needs and try it out!

My general rule of modding is that mods are infinitely harder to get rid of than they are to install. In most of the games I run with mods, it's a case of install the mod by dragging and dropping, and uninstall the mod by deleting the entire game folder, reinstalling the game, then reinstalling all the mods you wished to keep. As someone who's never actually finished Skyrim because I've had to keep re-doing installs and restarting characters, take it from me not to just vomit every mod you come across into your game. If you're not sure about a mod, make a backup of your current install, so you can revert back if it doesn't work out. And for the love of everything that is holy, read the description! Just because all the mods you've installed for a game before have been drag and drop, doesn't strictly mean the one you are about to install is. There is also the matter of conflicts that you should be clued up on as well. Again, if you're not sure make a back up!

The other thing to keep in mind, is that mods are generally not made by large groups. Mods are not tested on a wide variety of platforms and if something does go wrong, you are likely to receive little to no support. This brings us back to the aforementioned point that mods are a lot harder to get rid of than they are to install.

Most of what I just said makes it sound like I don't recommend modding games, but that's not true. There are some truly fantastic mods out there, which impact tremendously on your enjoyment. I've even seen mods that rival or even surpass the quality of the original game! What I am saying is be wary. A good practice, albeit a tedious one, is to install mods one at a time, making backups beforehand and running the game after each install to make sure everything is working swimmingly. If it's your first time playing a game, I recommend only modding the game to what you need, but if you're returning to the game and wanting a different experience from before, then by all means knock yourself out.

Remember that mods aren't made by huge companies, and they are usually distributed for free, so share and endorse the mods you've enjoyed, it will really make a developers day!

So that's all for today. Modding is a colossal sea, that I've just taken a quick paddle in, so if you've got anything to say on the subject please post a comment below. I'd also be interested in hearing your stories of the great and the grim mods that you've experienced in your gaming careers. Remember you can find me on social media using the links below:


Facebook: http://www.facebook.com/hibblejaybob
Twitter: https://twitter.com/Hibblejaybob
Youtube: http://www.youtube.com/user/hibblejaybob
Blogger: http://hibblejaybob.blogspot.co.uk/

 
I'll see you next week! Bye!

Hibblejaybob

Wednesday, 4 February 2015

Banners, Scoring and Prizes



 

Banners:
In an effort to improve readability and to encourage more traffic through the blog, I've introduced banners to the top of review articles, like the examples shown above. Currently, I only have a few reviews on the site, and they are all positive reviews, but that is changing very soon!

Scoring:
Which brings me on to scoring. Since this blog started back in 2013, I've used a percentage system to convey my recommendation. I generally like to have an expectation vs reality approach to my reviews. So, for example, if I were to do a Call of Duty review, I expect that to be a mindless, simple FPS game and that's generally what I get from the experience, and so my review would generally be more favourable than some other reviews.

While I have used a similar system in my reviews up until now, I thought it time to come up with a more definite system to improve consistency in my past and upcoming reviews. So with my reviews,
 I always start at 100% and penalise for any issues I find. To standardise the penalties, I've come up with categories:
-1% - Trivial Issue - Something I don't like but doesn't effect the overall experience of the product.
-5% - Minor Issue - A minor issue that slightly detracts from the overall experience.
-10% - Major Issue - An issue that noticeably, regularly detracts from the overall experience.
Exceptional Issue - These issues are something so major it completely ruins the game play experience. I was going to standardise it at -25%, but then I decided that some issues can be so major they deserve a penalty well above that!

I am also introducing a standardised reward system that rewards products from some features. This will be used much less than the penalties as only features that impress me that are over and above my expectation of the product.
+1% - Minor feature over and above expectation.
+5% - Major feature over and above expectation.

I have backdated my reviews using the new banners and scoring scheme. In the future, I will list a products rewards and penalties in the review itself, however, I am electing not to backdate my reviews in that way. You can find our more on my scoring system here.

Award:
While coming up with my scoring system, I realised that it is possible for a product to receive several penalties, but still carry an outstanding recommendation from me. I've then created the wonderfully drawn Hibblejaybob Gem Award to give to products that have overcome my criticisms to still get a strong recommendation from myself.

For example, a product may get a good (>70%) or perhaps even an average rating because of some design flaws, but still be an absolutely must have product! Similarly, a product may have a good or gold (>90%) rating - but for one reason or another - will not receive the Gem Award. In this case, it's not to say I do not recommend the product, but in terms of games, there may be other similar games I enjoy/recommend more, and in terms of mods, it may be a fantastic mod but it doesn't contribute to the overall experience of the game for me.

This award is purely subject to my opinions of how I enjoyed the product, and unlike my scoring system, I will not specifically qualify why a product did or did not receive the Hibblejaybob Gem Award, as this award is more about my personal opinions than an objective critique. You can find out more about this award, including it's recipients, here.

Sunday, 25 January 2015

Recap: Emergency 4 Saga

After my first gameplay video on Emergency 4 proved surprisingly popular and I had a few requests to do more videos, I've made three!!! Thanks to everyone who commented on the videos, giving me advice and tips - I'm really enjoying the game now. Sadly, I can't get the campaign to work after the 1st mission with the mods, but oh well - the continuous gameplay is fun enough for me. Check out the videos below:



Wednesday, 10 September 2014

RealVision ENB Review





Mod: RealVision ENB by SkyrimTuner
Link: http://www.nexusmods.com/skyrim/mods/30936/
Game: TES V: Skyrim
Note: The score for this game has been revalued based on my new scoring system. 4/2/15.


So I'm finally back to reviewing some Mods and my mod of the moment is definitely the RealVision ENB by SkyrimTuner. I'm doing a complete playthough of Skyrim again, and I decided to experiment with different ENB's before starting. The RealVision ENB was by far, the best one that I found.

First things first, what is an ENB? The ENB series is a set of graphical modifications for games; using an array of post-processing effects, rather than amendments to the game engines, to get the improved graphics. You can read more about the ENB series, as well as get ENBs for this and other games by following the link in the description. The ENB is a fixed program, but what you download are configuration files made by different users to get different artistic effects. Some focus on trying to be photo-realistic while others make the game seem more fantasy, and so on. As you might imagine, the RealVision ENB focuses on a realistic appearance.

So, what did I think about the RealVision ENB? Everyone who's played Skyrim will have that one vista that made them just stop, look out at the view and just go "wow". But as the game wears on, the scenery can wear a bit thin. Well, the RealVision ENB makes you have "wow" moments at most of the views in the game. I know people will say that Skyrim's scenery looked fine before, and they're right, it does. BUT. The RealVision ENB makes it look absolutely stunning. I did think the notion of the better graphics would wear off, just as the originals did, but after a dozen hours or so of gameplay, I'm still finding these big vistas, different times and weathers, and even little places that just stop me in my tracks. It is that good.

Other than the graphics, what else did I like about it? Well, some ENB's I've seen before have been largely as-is, with little or no documentation. While RealVision ENB does not ship with any documentation, the guide on it's Nexus page is very thorough and I was able to get everything working with ease. Follow the guide properly, and you should have no problems. I also liked how the various options for ENB settings are nicely packaged into little drag and drop folders making them really easy to install, quickly giving you the package you want.

As much as I love this mod, I do have one slight concern: I have a reasonably good gaming rig, but this mod takes my GPU up to 100%. I can run the game and all my mods for it, including the ENB, at over 40 FPS. My worry is that many people will not have gaming setups as I do, and as a result, the frame rate they get might be too low to be enjoyable. That's not to say they can't use the RealVision ENB, but it does mean they will have to change the settings of the ENBs using the various text files that are part of the program. It's not impossible, but I've taken a look through the settings files and I couldn't really make heads or tails of it, although I do admit I've never really looked into what they all do. The summary here is that the mod will be usable by all, but for some people, the installation might not be quite as "drag and drop" as it was for me.

So that little issue aside, I really loved this mod. Starting a new playthough of Skyrim, this ENB was enough to make me completely fall in love with the game all over again! All the videos and pictures in this video are footage taken from my game. I seriously recommend giving it a look and if you are interested, you can follow the link in the descriptions. Hope you enjoyed this review!

Tuesday, 3 September 2013

New Blog

So, as a person with more games on their Steam list than most Valve employees, I found myself a tad bored when my £50 gaming mouse went all Mac-style on me and couldn't right click. In these dark and lonely time, I decided to myself 2 things: that first, I was going to get back into game building and secondly, I was going to start a blog about gaming. And as with all ambitious projects of mines, I've picked the perfect time to begin: my final, and most important year at university starts next week, all the while I'm at working, learning two languages, doing a competitive year as a target shooter and qualifying to become a real life racing driver. There is no way at all that I might be overstretched!

Anyway, gaming takes up alot of my time so I want this to become a regular fixture of mine and hopefully, readers enjoy it enough that it becomes a regular fixture of theirs too. Now, I can't keep up with constant new releases (as an independent here, I anything I spend on games comes out of my budget for food), and my computer setup is already rather precarious, so I can't really do the crowbarring necessary to get alot of vintage games running on my setup. So rather than a constant stream of reviews on new games or retrospect of old ones, both of which are already well covered on the internet, I'd think I'd dedicate my blog to the overall topic of gaming. Mainly, I'd like to focus on discussing the development of, and the concepts behind the games we see today and how they've evolved the games of yesteryear. One thing I would like to do fairly regularly is discuss the hard-working modding community, reviewing some good mods and talking about how their work changes the games we play. And once I violently crowbar gently absorb the necessary knowledge to begin my games creations in earnest, I'll talk about what its like and and the work behind developing a game of your very own.

Of course, I will also do some reviews on the games I'm playing now and some of my favourites from the past. Generally, I hold quite positive opinions of games that others might be quick to criticise and complain about, so I wouldn't say the reviews would be highly critical, so I reckon my reviews would be the case of documenting the reasons why you should buy or play a game. As for what I play, I'm very open and have everything from Call of Duty to Rail Simulator, Indie to Triple-A developers, and ages and genres across the board. I'm happy to play anything, although I very much enjoy simulation. In particular, I spend alot of my time on Microsofts Flight Simulator. Indeed, my very idea for starting this blog came from my friend who regularly does videos for the benefit of those interested in flying. His site can be found here: http://merryfaceaviation.com/ and is well worth checking out, if you're interested.

So, this has been a fairly long post, thanks for reading. I don't have all that great sound gear on my setup, so while I put a far few videos on my Youtube channel (http://www.youtube.com/user/hibblejaybob) I narrate fairly few. Now that I've started this, I will try to do more, time allowing. I will put videos online fairly regularly and like relevant ones here. I also have a long-abandoned project doing content creation for RailWorks which can be found here: http://giffordlightrailway.blogspot.co.uk/. For the moment, most of my discussions will be done by text on this blog. So before I go, I'd like to give a shout out to a couple of great places to go for insights into games and funny things that happen in them: first is Zero Punctuation (http://www.escapistmagazine.com/videos/view/zero-punctuation) and second is Random Encounter (http://uk.gamespot.com/shows/random-encounter/).

So thanks again for reading, throughout this blog, feel free to give any comments, questions or suggestions on any topics or games I've mentioned, or that you want me to cover. See you all soon!

Hibblejaybob