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Re: Skyrim Realswords Project!

Posted: February 4th, 2012
by shingouki
Maigrets wrote:Well after a lot of troubleshooting I think I've resurrected my game from the CTD disease and it's being nice atm. Riften is off limits though. No idea what the issue is or the cause, but it's with both my characters.

Anyway, back on topic...the blood looks fine to me. There's a heck of a lot of it on the ground and bodies and realistically because of that one would expect to see more on the weapons, but there's probably such a thing as overkill. (pun intended.) :grin:
Haha, thats only because I kept cutting them to test the blood, it's not 100% the game's fault. Much congrats on the fix. I think the Riften stuff should have been fixed with 1.4...but =/

Re: Skyrim Realswords Project!

Posted: February 5th, 2012
by shingouki
Is your game healthy enough to allow for a BETA test?

Also, is anyone else interested in Beta testing the mod?

Re: Skyrim Realswords Project!

Posted: February 5th, 2012
by Maigrets
Send them my way. :)

As long as I avoid Riften and south of the town, (and I'm only assuming it will still freeze my game as I haven't been back yet), everything else is perfectly fine...thus far. At least I have 90% (maybe a bit more) of the entire map that's problem free.
Haha, thats only because I kept cutting them to test the blood, it's not 100% the game's fault.
There's a name for that you know...psycho killer. :grin: :grin:

Re: Skyrim Realswords Project!

Posted: February 7th, 2012
by shingouki
Snip

Re: Skyrim Realswords Project!

Posted: February 10th, 2012
by Coltell
If you are looking for more beta testers, I can try.

Re: Skyrim Realswords Project!

Posted: February 14th, 2012
by Wikinger
When your done with the Nord Swords, will you continue with the other ones?

I'am sure if the Community would be informed that Waalx Realswords is free to convert to skyrim things would be getting progress a bit faster.

And thanks for the time and trouble you spend to do this.

Re: Skyrim Realswords Project!

Posted: February 14th, 2012
by shingouki
Wikinger wrote:When your done with the Nord Swords, will you continue with the other ones?

I'am sure if the Community would be informed that Waalx Realswords is free to convert to skyrim things would be getting progress a bit faster.

And thanks for the time and trouble you spend to do this.
I don't know if its "free to convert" or anything. I asked Waalx's permission. If you see his permission slots, the only game he really cared to have his models in was Oblivion Originally, thats why I made sure I asked his permission. So if other people want to port it, they would have to ask him...but it would be weird since I'm already doing the port lol.

Anyway though, after Nord is Imperial(for the war), then Aylied, Bosmer (if I can figure out how to do the collision data for bows) or Orc, Breton, then anything else afterwards.

Re: Skyrim Realswords Project!

Posted: February 14th, 2012
by Wikinger
I don't know if its "free to convert" or anything.
Its just an idea if he would give it free for convert.

It would be glad if you would do Breton or Orc before the Elf and Beastpeople stuff, just because Highrock and Orcterritory is far more near and Beastpeople are rare anyway.

Re: Skyrim Realswords Project!

Posted: February 17th, 2012
by shingouki
I've been having the hardest time with some weird...Bethesda Collision data for bows and all sorts of weirdness... -_-. But! I managed to get the collision data for Bows working...somehow:

Proof!

Image

The only problem I have with these bows is that they feel more..."rigid" than they did with my first implementation, but that was the only way to get collision data working =/. I might give the other collision method a go one last time later, but not with this release.

The mod will be released...not too long from now hopefully. Working on the Vanilla Leveled Lists now.

Edit: I had a really good idea to change the Dummy Leveled Lists for Stormcloaks to include these items as well, but since Dummy Weapons dont work the way I expected...I'll probably hold off on it for now and release that option later.

Re: Skyrim Realswords Project!

Posted: February 21st, 2012
by efrimblack
f5 f5 f5 f5 f5.... want more swwwoooorrrddddsss ;p

Re: Skyrim Realswords Project!

Posted: February 24th, 2012
by FKKFenris
hi have you some new information about the wac projekt for skyrim.
the creation kit is rdy for download... canĀ“t waiting for it. -biting nails- ;)

Re: Skyrim Realswords Project!

Posted: February 24th, 2012
by shingouki
Alright well, the mod is nearing its final phase, there are some issues I can't seem to find 100% solutions for, but they'll have to remain for now. Right now I need a handful of beta testers to test how the mod integrates (or doesn't) into the world, and to give me feedback on the overall feel of the mod. If you're interested, please let me know in this thread, since I'll probably give the beta out over the weekend.

It ended up being a bit bigger than I initially planned for this release (since the part I wasn't satisfied with was bothering me) so I added some more content to make up for it. So please let me know if you're interested!

Re: Skyrim Realswords Project!

Posted: February 25th, 2012
by Jamez820
deleted

Re: Skyrim Realswords Project!

Posted: February 25th, 2012
by Maigrets
Yes, well I seem to have got my game problems sorted after reinstalling and losing my long term characters to save corruption, so I can test again if you like Shingouki. So far so good anyway.
Looking at Dovahkiin Hideout mod as an example, the maker implemented a character based on himself in it, although he breaks the 4th wall (reference to internet and humming of Dovah song haha), he has voice which refers you to his email, and books about the updates and info on himself, also he had a donation system set where you would get your name in the "GREAT BOOK OF DONATION'S" (which had a good 5 pages of names) and some other stuff. These are ideas you can implement if you plan to make a mod to go with the content you have been working on, or you can take a less 4th wall breaking route I just found it interesting when I saw it in the mod haha.
It's up to Shingouki of course as it's his mod, but I find that guys approach a bit crass and would avoid the mod because of it, but that's just me. Thanks for mentioning it so I know not to try the mod.

It's a bit like a certain vampire overhaul mod for Oblivion where you had to pay for the sound files and ultimately the actual esp if you wanted to use it. Ironically he was using other people's resources and expected to be paid for it. The author was legally threatened by Bethesda and had to stop. There have to be better ways to self promote and ask for money.

Re: Skyrim Realswords Project!

Posted: February 25th, 2012
by Jamez820
deleted

Re: Skyrim Realswords Project!

Posted: February 25th, 2012
by WizardOfAtlantis
If I can help beta testing, I would love to help out. I had a real blast with WAC and Realswords in Oblivion, and I would love to see any of that material brought over to Skyrim.

What kind of a mod set-up do you want to test things out? Or does it matter at this point?

Re: Skyrim Realswords Project!

Posted: February 27th, 2012
by shingouki
Beta testings sent out.

Re: Skyrim Realswords Project!

Posted: February 27th, 2012
by Maigrets
Thanks. :)

Re: Skyrim Realswords Project!

Posted: February 27th, 2012
by Jamez820
deleted

Re: Skyrim Realswords Project!

Posted: February 27th, 2012
by shingouki
Image

Might be the start of something interesting :)