Thursday, June 21, 2012

Skyrim Mod: I've got the Blues...



...and the Oranges, too.

So far the lighting phase is turning out extremely well, and it's adding a lot of style and mood to the mod that I think is looking very impressive. I am running into a few bugs here and there, but I'm sure I'll figure out how to stamp them out all in good time. Anyhow, have some more God rays and ominous-looking thrones.







Monday, June 11, 2012

Skyrim Mod: I bring you... GOD RAYS!



Well... I think I'm starting to get the hang of this 'Lighting' thing. It looks like 'Phase 2' won't take terribly long.








Tuesday, June 5, 2012

Skyrim Mod: Phase One Complete





I'm very excited to announce that 'Phase One' is complete. The dungeon layout is now fully functional and can be traversed from start to finish. I finished the path out from the boss's lair with an underground river leading to an abandoned mining operation. I also updated the dungeon entrance and the first room to better suit the color scheme of the rest of the dungeon. Now it's time to move on to the lighting portion of this mod.





Thursday, May 31, 2012

Skyrim Mod: Be It Ever So Flooded...




...There's no place like home.

With the completion of the 'boss' chamber, 'Phase 1' of my Skyrim mod is nearly complete. I said before that I would detail my 'phases', so this is how it will go:

Phase 1: "The Shell" Putting together the terrain and adding important furniture/scenery. This includes making sure all seams and gaps are covered and that all parts of the dungeon can be navigated properly.

Phase 2: "Lighting" Add all necessary lights and test the level to make sure all are properly lit.

Phase 3: "Clutter" Add all cosmetic clutter necessary to make the dungeon aesthetically pleasing.

Phase 4: "NavMesh" The NavMesh system tells NPCs where they can walk and what furniture can be used for cover, and so forth.

Phase 5: "Custom Content" Add all monsters, as well as customized content, such as unique books and NPCs. Also planning to add one or more custom props and a special weapon, modeled by myself. In addition, I plan to add custom voice acting for the NPCs.

Phase 6: "Scripting" Add scripts to ensure that all doors, traps, NPC interactions, and so forth, are working correctly.

Phase 7: "Beta" Allow a select group of players to try out the mod and give feedback, then make any necessary changes according to said feedback.

Phase 8: "World Placement" Select an area of Skyrim to place the mod within, and edit the terrain to suit it.

Phase 9: "Release" Upload the mod to Steam Workshop and Nexus and await feedback, making changes to any problems that were missed during beta testing.

So... yeah. Still lots of work to go. Anyhow, kudos if you actually read all of that. As a reward, you get pictures.











Tuesday, May 22, 2012

Skyrim Mod: But I'm Just Talking 'Bout SHAFT!



Yet again, work continues on my Skyrim mod... In fact, 'Phase 1' is nearly complete (that's right, I have phases. More on that, soon). 'Phase 1' consists of the preliminary setup (or shell) of the mod, and since that's nearly complete, that means we're almost at... *drumroll* the 'boss' chamber! However, there's a few more areas to finish first, so today we're looking at an abandoned mineshaft and a summoning/enchanting test chamber. Screenshots, ho!