After Moranar and Bahamut introduced new character models to Morrowind, I had a change of heart over the NPCs in my mod. Before I was going to just keep it vanilla and the Chimer were going to have stock head meshes and body meshes and have textures based on the vanilla resolution. However, I just finished updating them to use Robert's body and Westly's heads. If Robert's body models end up being too problematic due to incompatibilities with BB meshes, it would be a simple thing to downgrade, but I don't intend to. Moranar has already made a patch for Better Clothes for Robert's body. And a patch for Better Armor is in the works so I do not have any concerns over major incompatibilities.
But before I ramble on forever, take a look at the new Chimer and let me know what you think! Nothing too flashy, I tried to make them look like Aldmer with a splash of newly developing Dunmer culture. I haven't yet decided if the men should get goatees...
Tuesday, June 17, 2014
Monday, February 24, 2014
Sigil Golem
As I get closer to a beta release of Lyithdonea, the creatures players will encounter there has become one of my focuses.
The Sigil Golem is a shrine guardian construct of Daedric origin which can be found in the Daedric shrines in Lyithdonea. He has a sigil stone for a face and doesn't take kindly to robbers trying to mess around in his ruins. I've created a short video to showcase the creature which you can view below!
I think he turned out fairly well, but you'll be able to see him for yourself soon since I'm working towards a beta release this Spring!
The Sigil Golem is a shrine guardian construct of Daedric origin which can be found in the Daedric shrines in Lyithdonea. He has a sigil stone for a face and doesn't take kindly to robbers trying to mess around in his ruins. I've created a short video to showcase the creature which you can view below!
I think he turned out fairly well, but you'll be able to see him for yourself soon since I'm working towards a beta release this Spring!
Friday, November 8, 2013
Zainus Lagoon - The Painted Sands
I haven't posted on my blog in a while, so I thought I'd try and pick up my use of it again.
For today, I've got Zainus Lagoon. A location in my progressing mod, Lyithdonea: The Azurian Isles. Not much to say about it, really. It's a location that existed before, I just did some touching up today.
In addition to getting the exteriors cleaned up, I've been spending my time cleaning up the resources for my mod: putting files into unique sub-folders, commonizing my ID method in the CS, and removing a handful of resources I won't use. That's been a bunch of work, but it's a necessary exercise.
Tuesday, April 16, 2013
Old mods
A while back, I found a large group of old mods which I have never finished. They range from a cozy room for the Temple Patriarch to a sprawling desert occupied by nomadic Khajiit. I wanted to see how they all looked in game with MGE shaders. The nostalgia flooded in as I explored my own creations. Keep in mind that these were made over 6 years ago, contemporary with and older than my Leijing Hill mod; it's too bad I don't still have the ones which are even older!
I took some screenshots of my exploration which you can see below. I've also given short explanations for everything. I hope you enjoy this little trip down my memory lane!
I took some screenshots of my exploration which you can see below. I've also given short explanations for everything. I hope you enjoy this little trip down my memory lane!
Fort Westmoth, Khuul
This mod added a legion garrison to Khuul. This mod was interesting because I made it before I knew how to edit or create pathing grids. So I tried to corral all the NPCs using invisible barriers like the ones used during CharGen. It made navigating the narrow streets pretty tricky.
Tuesday, February 5, 2013
"Still Alive" Update
It's been ages since I've posted on here (I think that nearly a year counts as at least an age in blogging). So I thought I'd post an update for some of the more recent things I've been working on in this time frame. I've released a plethora of little mods, started a couple more large projects, and continued on the old projects. I might have modding ADD.
So let's see what's up:
Friday, March 16, 2012
Exterior work and new temple design
I've made a decent amount of progress in just 4 hours or so and I wanted to share so that people know that I'm still progressing with this, and making some realistic downsizes to the project such as removing one major city which was pointless and wasn't going to work well with the game engine anyway.
So here's the great House Azura's magnificent temple built to rival White-Gold itself! (along with some scenery I've been working on; made to look well with MGE and without).
The poor fps is just my laptop not running the game well. That's the FPS I get everywhere with MGE active :P
Monday, December 12, 2011
Moon-and-star staff
I'm still practicing my modeling and texturing. This staff was created in blender and textured by me in photoshop. I made it to be held by the High Priestess of House Azura. The moon-and-star insignia was a simple choice to include in the design.
Saturday, November 19, 2011
Pavilion Model Showcase
So I posted a picture of a model (based on official MW concept art) I made from scratch on the forums the other day.
Now I have actually put it into my mod and wanted to showcase how it turned out, here. So prepare for a flood of shots. And I'll let you judge if it turned out well or not.
You'll be able to see that it works well with texture replacers, as I made it to blend in with the Velothi tileset.
Now I have actually put it into my mod and wanted to showcase how it turned out, here. So prepare for a flood of shots. And I'll let you judge if it turned out well or not.
You'll be able to see that it works well with texture replacers, as I made it to blend in with the Velothi tileset.
Random Updates
Just some random updates on my Azurian Isles WIP.
I have finally bothered to take an overview shot of my mod which shows where the landmass sits in relation to Vvardenfell!
Secondly, I have updated the steampark fan models per suggestion to be slightly twisted. Here's what the new model looks like.
I have finally bothered to take an overview shot of my mod which shows where the landmass sits in relation to Vvardenfell!
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| Scale comparison |
Monday, November 14, 2011
Lyithdonea Steampark
I've always been interested in reading about the things the developers had planned for Morrowind but that never made it into the game. This post involves one snippet in particular. In Skeleton Man's Interview with Denizens of Tamriel, one individual says: "Imperial Citizens love to visit beautiful Vivec with its steam-parks, canals, and monuments..."
These "steam-parks" were never found in the game and the idea intrigued me. So, having the freedom as a modder, I decided to create my own take on what a steam-park would look like in Morrowind.
What you'll see in the videos is an old fortress which has been refurbished into a steam-park for natives and foreigners alike to visit. Yes, this is part of my Lyithdonea mod.
These two videos illustrate what I came up with. Enjoy!
These "steam-parks" were never found in the game and the idea intrigued me. So, having the freedom as a modder, I decided to create my own take on what a steam-park would look like in Morrowind.
What you'll see in the videos is an old fortress which has been refurbished into a steam-park for natives and foreigners alike to visit. Yes, this is part of my Lyithdonea mod.
These two videos illustrate what I came up with. Enjoy!
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