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Re: Skyrim Realswords Project!

Posted: May 29th, 2012
by WizardOfAtlantis
shingouki wrote:http://imgur.com/a/uKKGw#0

Here's a little album of some new stuff. To give an idea of how the other Imperial stuff looks in game.
Those are looking really nice.

My only worry is that most look too short.
After the third image, you have the daggers, right? Up until img 17 which is the first cutlass, and that seems pretty small. Then there are gladius-type blades up until you get to image 35, and those seem really on the short side of things. Maybe even a good 15 to 25 percent too short. Then those from 35 to 43 seem proportional.

Imgs 44 to 47 seems to have a two-hand grip but the blade length is around a usual European one-hander length. Those are two-handers?

Re: Skyrim Realswords Project!

Posted: May 30th, 2012
by shingouki
WizardOfAtlantis wrote:
shingouki wrote:http://imgur.com/a/uKKGw#0

Here's a little album of some new stuff. To give an idea of how the other Imperial stuff looks in game.
Those are looking really nice.

My only worry is that most look too short.
After the third image, you have the daggers, right? Up until img 17 which is the first cutlass, and that seems pretty small. Then there are gladius-type blades up until you get to image 35, and those seem really on the short side of things. Maybe even a good 15 to 25 percent too short. Then those from 35 to 43 seem proportional.

Imgs 44 to 47 seems to have a two-hand grip but the blade length is around a usual European one-hander length. Those are two-handers?
Everything in Imperial is exact size how it was originally from Oblivion. 44 - 47 are the Imperial Longswords.

I dont want to change the size, since they fit the hand properly.

Here's a gladius though:

http://i.imgur.com/5RwJI.jpg

I'll probably be releasing a beta for testing soon though, so you can check it out yourself then. :)

Re: Skyrim Realswords Project!

Posted: May 31st, 2012
by MasterAub
Thnaks Shingouki,
Your work is essential to Skyrim...Very good implementation of part of WAC.

I know it's not on the agenda but technically could some animals (Lynx etc...) be port to Skyrim as well?

Re: Skyrim Realswords Project!

Posted: May 31st, 2012
by Jamez820
deleted

Re: Skyrim Realswords Project!

Posted: June 1st, 2012
by shingouki
MasterAub wrote:Thnaks Shingouki,
Your work is essential to Skyrim...Very good implementation of part of WAC.

I know it's not on the agenda but technically could some animals (Lynx etc...) be port to Skyrim as well?
I would like to find a way to get it done, but I think in order for it to really work I would have to make some edits to the texture UV so it wasn't obvious that it comes from the same thing....but doing that for a lot of models....will take forever >_<. I don't know if you know how it works but basically Waalx remodeled those meshes from the original lions and made them look really impressive. But because of that they still share the original Texture UV map placement of the Lions they were made from. Then he paints the appropriate texture, and you get a new model. It's useful and efficient, the only problem is that it makes it obvious where the original texture came from ;).

I have been wondering about a lot of stuff in relation to this though, like if I give someone a ball of clay but I own the ball of clay, and they turn it into a spiked ball of clay, does it become their work of art because they turned it into a spiked version? Because no one on the forums here can contend that Oblivion's Mountain Lions and Waalx's Sabertooth tigers for example, are the same thing.

But they came from the same source, so who reserves the right to distribute it? It's all very funky.

In any case though, I'll see what I can do since the Lynx is pretty unique. I'll probably be selective in what I port in relation to animals, since it does take quite a bit of time and I still want to pick animals that make sense according to the region (I do a lot of research about these things before I implement them).

=====================================

As a side note, I have gotten something interesting working.

I rigged and remodeled the Skeleton to fit the Human body, so skeletons can do all the things that humans can do: http://i.imgur.com/EXsgL.jpg .

Since Bethesda has some Skeletons that spawn in the game as dead bodies or as treasure chests, I had an idea to give randomized clothes/armor to this "skeleton", when they spawn for an immersive effect.

It needs some testing though, but I want to test it as a proof of concept at least.

If you guys are interested in testing let me know, since I have no idea if it will really work or if it will crash people's games :P.

Re: Skyrim Realswords Project!

Posted: June 1st, 2012
by Maigrets
I have been wondering about a lot of stuff in relation to this though, like if I give someone a ball of clay but I own the ball of clay, and they turn it into a spiked ball of clay, does it become their work of art because they turned it into a spiked version? Because no one on the forums here can contend that Oblivion's Mountain Lions and Waalx's Sabertooth tigers for example, are the same thing.

But they came from the same source, so who reserves the right to distribute it? It's all very funky.
If the Nexus sites policies are anything to go by even radically altered Bethesda models between games are not allowed, at least not there. People have been banned for less and for using other people's models besides Bethesda's. It's a very slippery slope.

The only way to be really sure is to send an email to Bethesda or contact GStaff at the Official forums and ask them direct. That way you can be absolutely sure considering the way things can be in the modding community.

I don't know about most of the models Alex made, but I do know he made a unique dog model for my Rosie companion mod. Whether that originally was an Oblivion model or not I don't know, but he did it especially for me. The other dogs I assume are definitely from Oblivion.

Then what about the animations that go with the creatures? Do they come under the same category as far as re-use of files from other games or would you have to create new ones? Good question.

Re: Skyrim Realswords Project!

Posted: June 1st, 2012
by Jamez820
deleted

Re: Skyrim Realswords Project!

Posted: June 1st, 2012
by shingouki
Jamez820 wrote:Im willing to test the skeleton alteration, I haven't touched my Skyrim since we finished Beta testing Realsword's Nord O.O
does it alter living skeletons or whole ingame placed skeleton bodies tho?
I want to add them as an enemy later on, but I will separate the skeletons in this way: Human Skeletons and Ancient Nord Skeletons.

Mainly what I'll be changing though will be the Skeletons you find in your travels next to treasure chests and the like.

People like this guy, will become Human Skeletons that wear clothes/armor:

Image

So it will feel more immersive if you find one and you'll wonder about how he died, or who he was.

Re: Skyrim Realswords Project!

Posted: June 2nd, 2012
by Maigrets
I would test also except I'm currently using the new Beta patch and don't want to start a new character just yet, until it goes final anyway. My current character saves are a bit unstable which I blame on the 1.5 patch like many other people. At least the navmesh bug has finally been squashed for good, unless they decide to change something again.
I want to add them as an enemy later on, but I will separate the skeletons in this way: Human Skeletons and Ancient Nord Skeletons.
That's a very good idea. I was going to ask about this as well because the 1.6 beta patch has made custom skeletons for custom races and other animation mods incompatible due to the horse combat addition and possibly other things related to the upcoming DLC. I could care less about pose mods myself but new creatures like your skeleton (the bony kind..lol) is something I would like to see.

Re: Skyrim Realswords Project!

Posted: June 2nd, 2012
by MasterAub
shingouki wrote:If you guys are interested in testing let me know, since I have no idea if it will really work or if it will crash people's games :P.
Ring me if you need me...
Again thanks for taking the time to port WAC to Skyrim in a very net manner...

Re: Skyrim Realswords Project!

Posted: June 2nd, 2012
by WizardOfAtlantis
shingouki wrote: I'll probably be releasing a beta for testing soon though, so you can check it out yourself then. :)
That'd be great! :-)

Re: Skyrim Realswords Project!

Posted: June 10th, 2012
by shingouki
Hey guys I need some help! Not physical help, but knowledge help. If anyone has any useful info on these topics, please let me know!


I would like to know if anyone knows these things:

1) Do you level up in rank during the Stormcloak or Imperial storylines? Ie: Do you become higher rank in those factions as you go along the quests?
2) If you do level up: As you level up do you gain new armor/weapons/etc?
3) Does anyone know what the historical ranks are for the Roman Army in real life? If so, what are they, their function, how do they rank next to each other?

Also, if you know any websites that have any information laid out, can you link me to it as well? That'd help a bunch!


I'm trying to do something really interesting and immersive with the Imperial Army, but I need to know how to distribute everything appropriately with the proper naming conventions and everything. Any help would be really appreciated!!

Hope to hear from someone soon!

Re: Skyrim Realswords Project!

Posted: June 10th, 2012
by Gork712
1) Yes you do, though it doesnt seem to have any material presence.
2) Other than the gear you are given at the beginning im pretty sure you dont.
3) http://www.roman-colosseum.info/roman-a ... -ranks.htm

In game the ranks are:
Auxiliary
Quaestor
Prefect
Tribune
Legate

Re: Skyrim Realswords Project!

Posted: June 10th, 2012
by Maigrets
1. Stormcloaks level up as:
Unblooded - Complete Joining the Stormcloaks
Ice-Veins - Complete Battle for Whiterun
Bone-Breaker - Complete Rescue from Fort Neugrad
Snow-Hammer - Complete The Battle for Fort Sungard
Storm-Blade - Complete The Battle for Fort Snowhawk and then take Solitude.

As Gork712 said it doesn't have much presence except that your fellow soldiers recognize your rank, will salute you and comment on your actions.

2. On joining you get basic Stormcloak armour, then at each further rank get a piece of leveled armour or a weapon from the armoury. Just before the final mission you get Stormcloak Officer's armour. At the end of the final mission I always get a Daedric sword as a reward which I find a bit odd considering the circumstances. ie Daedra and a civil war don't really mix IMHO, but since the Daedric blade is the highest level weapon in the game, I suppose that's all there is

3. I never do the Imperial side of the civil war and don't intend to, but the link Gork712 posted should be of help.

EDIT: Came back to edit the last point as it sounded a bit harsh...lol.

Re: Skyrim Realswords Project!

Posted: June 12th, 2012
by Jamez820
deleted

Re: Skyrim Realswords Project!

Posted: June 13th, 2012
by Maigrets
Jamez820 wrote:Well if hes making editing to it, such as a new sword per rise in Imperial Rank then you should plan on taking on the Stormcloaks XD, I for one hate the vanilla imperial blade, its clumsy looking and has the tiny leather sheath, also since Realswords Nord the Stormcloaks have been cleaning house of the Imperials at the fighting grounds from Wars in Skyrim time to watch the fight become even.

Trouble is I hate the Imperials and all they stand for so I don't want to waste a character doing that side of the war. I only keep one character at a time and I've seen the Imperial side in game play videos on Youtube. The fact they tried to behead me didn't do them any favours and after reading everything about Ulfric, I stand with him every time. But this is a discussion for another topic. I'll just take the Imperial's weapons and make money off them when I kill them. lol

Re: Skyrim Realswords Project!

Posted: June 14th, 2012
by Jamez820
deleted

Re: Skyrim Realswords Project!

Posted: June 14th, 2012
by MasterAub
Same here neither side appeal to me...If I had to pick one, I'll be routing for the Forsworn... :-o

Re: Skyrim Realswords Project!

Posted: June 17th, 2012
by shingouki
Well the Creation Kit ninja updated to 1.6.91 and I saved my mod on that version, then Bethesda realized they had uploaded to Steam the wrong Creation Kit, and rolled it back to 1.6.89 . In 1.6.91 they made a change...a big change to ARMO records, and since my mod affects those records, the mod is now corrupt. My last update was about...2 weeks ago, and I was pretty much 98% done with the release just had to distribute it along the leveled lists (the actual fun part).

The bulk of the "rebalancing" was done these last few weeks, along with the addition of most of the weapons. I really hate Bethesda right now, but there's nothing I can do. Anyway, the mod will be delayed for a while longer.

I'm mentally debating if I want to redo 300+ edits, or wait till the CK (hopefully) updates to 1.6.91.

Re: Skyrim Realswords Project!

Posted: June 17th, 2012
by Maigrets
Very sad to hear that, but I'm not surprised considering what they've done recently.

A lot of modders are pretty unhappy with Bethesda at the moment and who can blame them. Plus a lot of mod users are giving those modders flack for something that's not their fault.

If I was a conspiracy theorist I would think they did it on purpose. They managed to introduce more and severe bugs in the CK, and the game as well with the dialogue screw up that made the Unofficial Patch and other mods that edit dialogue and armour records big problems.

I'm not a game developer obviously, but you would think this far down the track since release these things shouldn't be happening. I wonder what's going to happen when the DLC is released and there are more bugs to iron out.