|
Post by anathem7x on Apr 27, 2017 19:31:37 GMT 1
Unfortunately I'm quite ignorant in regards to this, Hannes always worked with these files himself, doing conversions when necessary, I just helped in selecting the tracks, so you should probably ask him. If I had to take a guess, I'd say there's a good chance the channel can be changed from mono to stereo as part of the conversion process.
|
|
|
Post by anathem7x on Apr 27, 2017 18:11:01 GMT 1
Welcome to Atmora, yaranik This is great! Background music was a hot topic for us last year, I and especially Hannes dedicated a lot of time to select free music from artists like Kevin MacLeod. Have you discussed this with Hannes already? Has he given some guidelines? Subtle and adding to the atmosphere is definitely the right direction. If I may expand on this: the way I see it, the atmosphere of Atmora would be eerie and mysterious, the land is mostly lifeless, haunted by all sorts of undead or otherwise supernatural creatures, with a civilization quite literally lost to time. Many secrets can be unraveled, and an epic undertone would definitely fit too. One idea was to have a set of eerie cries of ghosts as ambient music, but we had very little luck in finding such sounds on the web. More upbeat and/or faster paced stuff like tribal drums could also work, especially for fights. Additionally: the civilization was a warring, seafaring, pre-agricultural one, subsisting on hunting and fishing. It also had strong ties with the elements of nature, certain animals represented the gods they idolized, so definitely much more spiritual than current Nords, but also less civilized. Hopefully this info can be of good use to you, looking forward to your work. Perhaps I could link you a few songs we have selected so far so that you get an idea of what we found fitting?
|
|
|
Post by anathem7x on Apr 22, 2017 0:51:23 GMT 1
Welcome! I can see you have made some really nice quality-of-life mods indeed. Noticed you used the Darkgondul sword in your artifacts mod, it looks really nice and I was thinking of also adding it to the project after a BS member suggested it.
|
|
|
QUESTS
Apr 12, 2017 14:52:33 GMT 1
Post by anathem7x on Apr 12, 2017 14:52:33 GMT 1
Really well explained, it clears up any leftover confusion one might have in regards to the basics from the Beth tutorials. Looking forward to this writeup
|
|
|
Post by anathem7x on Mar 8, 2017 21:39:14 GMT 1
No worries, your English is very understandable, I had no issues! Was just not familiar with that abbreviation. I'd say that kind of exposure for the project would be great, but I don't call the shots here or anything (we discuss and decide things together whenever possible) so I'd wait to get others opinion. For now you have mine, and it is positive.
|
|
|
Post by anathem7x on Mar 8, 2017 19:45:41 GMT 1
That is fine, no matter what you have modded, if you're a long time modder then I'd say there's a good chance you respect the work of others and their wishes (unless you're a modder that believes in mod piracy, and there's a whole subreddit dedicated to that, in which case that's fine, I see the value in that and I use it too but I'm afraid we'd not be willing to take the risk!). But yeah, performance is a big concern in a few highly detailed areas, balanced encounters are important and in general we're starved for feedback, so we'd have a lot of use out of you. Now for the stupid question: what's an LO?
|
|
|
Post by anathem7x on Mar 8, 2017 18:48:04 GMT 1
Welcome cazadoradealmas, testing is very much needed, we almost never get external feedback since this project has always been in closed development! As long as you understand that under no circumstances you are allowed to redistribute the file to others, then I think we'd be happy to have a tester. Could I ask you first to tell us a bit of relevant info about yourself? You mentioned "releases", does that mean you are also a modder, and you have projects of your own?
|
|
|
Post by anathem7x on Feb 11, 2017 23:50:13 GMT 1
Hello and welcome! Very curious to know what you plan to do with the Adamantine Tower
|
|
|
Post by anathem7x on Jan 25, 2017 12:47:43 GMT 1
Greetings danielhodgeva , I was saying in another thread how your Sheogorath and Hermaeus Mora impressions gave me tingles. They're amazing! You're right in noticing that all our characters are voiced and finalized, but there are also quests we may be able to add in the future which could include new voices. For example, we plan to have a quest where the player is led into a cave by a fox. Here he'd be able to induce himself in a state of trance/dream/hallucination that allows him to be tested by each Atmoran god in various, wild and interesting ways, under the supervision of Shor. So in this case, you'd be again asked to fill the role of a godlike being. Another possibility would be with the addition of the giants settlement. A giant elder there could perhaps be able to tell great stories of Atmora's past, giving the player invaluable insight into many aspects of Atmoran lore that would otherwise be lost. However please bear in mind both are yet to be added, and depending on how things develop from here ( sadly we've just had to split from a very valuable project member, putting things a bit in jeopardy ) we may or may not be able to add them in the future. It has yet to be decided and will most likely depend on whether or not we have the capacity to pull this off, so please be patient for the time being, an opportunity for your amazing voice might present itself.
|
|
|
Post by anathem7x on Jan 16, 2017 23:13:49 GMT 1
This is the only advice I can give regarding navmeshing, really, as I hate it I haven't done enough of it to know much. I was researching how to make NPCs jump and found this, I'll be using it here and there in Atmora
|
|
|
Post by anathem7x on Jan 16, 2017 23:04:01 GMT 1
Not sure where to post this, but if for any reason someone's been looking for a way to let NPC's "jump" down ledges, there's an easy way to do so. In the navmesh mode ( ctrl e ) select the upper edge of the navmesh ( where the NPC is supposed to jump ) and the lower edge of the other navmesh ( where the NPC is supposed to land ) and press p. Pink boxes should appear at each edge, and they will tell the NPC that he can drop down.
|
|
|
Post by anathem7x on Dec 28, 2016 7:40:06 GMT 1
I'm puzzled, I don't even get how this would help but for any of you guys with constant crashes, here: SkyrimEditor.ini under Audio change bEnableAudio from 1 to 0
|
|
|
Post by anathem7x on Dec 10, 2016 14:36:52 GMT 1
It's been pointed out multiple times, but this tutorial isn't going to work anymore because the use of ini files to manage settings has been deprecated in favor of "user package settings". Here's some info regarding these new settings: github.com/Kapiainen/SublimePapyrus/blob/master/README.md#settingsDirectly from that page: - Download a release. - Start Sublime Text. - Click on the Browse Packages... option in the Preferences section of Sublime Text's toolbar. - The "\Data\Packages" folder should now be open. Browse to "\Data\Installed Packages". - Open the release archive that was downloaded and extract the .sublime-package files to "\Data\Installed Packages". - Restart Sublime Text. - Open the default settings (Preferences > Package Settings > SublimePapyrus > Settings - Default) and copy the contents into the user settings (Preferences > Package Settings > SublimePapyrus > Settings - User). - Set the paths of the compiler, output, and import settings of the game(s) you will be working with. Note that the import setting is an array of strings. The contents of earlier entries override the contents of later entries when the compiler looks for a script. - Modify the remaining settings to your liking. See the Settings section for more information on what each setting does. Hopefully this could help anyone else trying to get sublime text to work, until a new tutorial is made. Even with these settings, I myself have had to resort to manually creating scripts each time I want to compile a new one, so yeah, good luck. So basically, if you're stuck/can't compile even after setting each path up, my workaround would be making a new text file, with the line "scriptname S_Atmora_MyScriptName" in it. Once this line has been written, save the file with that exact same name ( in this case, S_Atmora_MyScriptName ) and change its file type from .txt to .psc. Now you hopefully should be able to open it up in sublime text and compile it without issues.
|
|
|
Post by anathem7x on Nov 27, 2016 0:06:10 GMT 1
rhodeidra I would not have pointed to the nexus file, so much has been accomplished since then that it can't almost be compared anymore to our latest internal release, but of course I'm sure you have your reasons for doing so. Welcome! Seeing all this new influx of members has given me a glint of hope that just maybe, the giants expansion could be considered in the future. Even one more person well versed in exterior/interior would cut the work considerably, but of course such an expansion entails more than just adding new, empty areas. Apart from that, it's true that we're nearing the end of the project, with the next merge we will probably go over the count of 40 interiors, so the same reasoning above applies to these too: whatever else gets added has to have a purpose, otherwise it's wiser to focus on improving what's already present, which is a lot. Either way, new additions or polishing, please discuss openly with us to make sure we're on the same page, and any questions you have, be them about lore or more technical details, I'm sure we'll be able to answer. As for what we're up to right now, we're just getting started with scenes: these can be very complex but at the same time, have a lot of potential. Rhodeidra and tascani have made scene making easier thanks to a set of specialized scripts. Bear in mind that this was in no way needed to make scenes, but they still did it; I can only hope the number of scenes getting done will go beyond our expectations in the future, thanks to their efforts. Then there's the cave of trials with its gigantic quest.
|
|
|
Post by anathem7x on Nov 17, 2016 18:30:31 GMT 1
Glad to have someone with your ( much needed ) skill set joining the project, I hope you will have fun with our scenes and encounters!
You can add me on steam as well, usually I and Hannes exchange ideas and suggestions a lot on there.
My steam name is Cyka Draft
|
|
|
Post by anathem7x on Oct 12, 2016 17:10:19 GMT 1
Welcome Kettlewitch, I'm griever7x on the nexus, glad to have you here as well
|
|
|
Post by anathem7x on Aug 25, 2016 12:18:20 GMT 1
Welcome! Sorry, couldn't resist the urge to search you on the nexus, and wow! Such nice weapon models. Looking forward to your contributions
|
|
|
Post by anathem7x on May 25, 2016 21:10:08 GMT 1
In due time, yes. I will gladly assist you with the implementation of the runes, as I think they would add much needed depth to Atmora, and I'm sure monganfinn's insight will as usual be of great aid too.
|
|
|
Post by anathem7x on May 9, 2016 22:13:57 GMT 1
Bottom. Wouldn't a wide passage be better suited for pilgrimage than a wall? Religious structures are big and elaborate to inspire and give a sense of awe to the people. A wall would obstruct the view and restrict passage where it shouldn't, in my opinion. A plaza with a central stonehenge/shrine/statue or some other kind of open space structure seems better to me
|
|
|
Post by anathem7x on Jan 14, 2016 19:12:51 GMT 1
Hello, newcomer here. I have previous experience with TES4's CS, mostly interiors, landscapes and creation of NPCs, but I am willing to learn anything and maybe unlike many people, I have lots of time on my hands currently. I also like to expand on existing lore with new ideas and have a knack for realism and immersion. I initially contacted rhodeidra with an ambitious idea that he turned down, but I understand his reasons for doing so and as such, for now I will be glad to help in any way I can.
|
|