[WIP] TES III: Keening - Chapter 2: Keening City Expanded

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[WIP] TES III: Keening - Chapter 2: Keening City Expanded

Postby Dana Nova Darko » Tue Jul 10, 2012 6:21 am

Now that Chapter 1 is out and appears to be working, I'm starting to collect resources for Chapter 2. Obviously, Chapter two will expand the city with tweaks, reworked locations, new locations, and tons of side quests and additional dialogue. Also, it will include the Architect's second quest tree: The Ingenium. The ingenium will be based on lore from the Greg Keyes novels, and I will be looking for a volunteer to help do the models for this soul-sucking device that will be used to compensate for Vivec's waning power and eventual disappearance in order to hold the Ministry of Truth aloft above Vivec. So, this quest will take you back to Vvardenfell to finally do what I've promised - to try to save Morrowind.

With the help of some other modders and their detective skills and personal libraries, I've reconstructed 95-100% of the tilesets and resources created by Clavis. Sadly, these resources vanished from the net recently. So, some of the architecture in Keening will be replaced by some of her new tileset retextures, as seen in my previous videos and screenshots of the Architect's Shrine. Vanilla Mournhold tilesets are gonna go bye-bye in Keening.

Also, I found a top-notch profane tools variations modders resource, much of which will replace the gear in the Keening faction. Considering who the leader of the faction is, it only makes sense that new weapons in the style of the profane tools should be used in Keening, some more frequently than others. The new names of these weapons, as of now, are:
Wraithlocke
PierceRise
ShatterBrand
Pulver
SeverBane
Shiver
Puncture
ThrashForge
Keenbrand

So, already, chapter two is shaping up to really add a more unique feel to Keening.
Attachments
KN02tileset_profane.jpg
Tileset by Clavis.
Sydderia Lacia holding a Keenbrand.
profanertools.jpg
The new profane tools with their dwemer counterparts.
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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby Dana Nova Darko » Tue Jul 24, 2012 5:09 pm

Working on a bit of a re-vamp on the Keening City Library. New tileset, new rugs, adjusted lighting... so far, so good. It feels good to have Chapter 1 released so I can get in here and do all the work I've been holding off on. I used the "Book Covers" mod in my game, so that is also pictured in the shots below.
Attachments
kn02library1.jpg
Keening City Library - Exterior
kn02libray2.jpg
Breaking down a bookcase into something more interesting.
kn02library3.jpg
An shot of the new rugs, lighting, and tileset.
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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby LordOfTheRedSands » Tue Jul 24, 2012 6:59 pm

:o amazing! :goodjob:
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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby Dana Nova Darko » Sat Jul 28, 2012 9:28 am

I'm working with people now to repair a resource by Lidicus called "Guar Variants." So, thanks to fixes by papill6n, I now have Pack Dwegars. I've removed the pack guars, much as I love them, but I'm continually looking to build the catalog of Lazmus's indiginous fauna.
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dwegar.jpg
Pack Dwegar by Lidicus
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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby Kagz » Sat Jul 28, 2012 12:14 pm

I have been reading your post at TES and i got the beasties to check it out.
I put two of the Dwegars ingame, as you said they were the ones causing the errors.
Went ingame and its all cool as you can see in the shots.
I can only think you either misfiled the meshes, or maybe didnt set them up right. :chinscratch:
Heres the screens to show them ingame and working, with no errors.
They only have default stats and default sounds just now.
If you cant get them working i can give you my esp if u want. :shades:


MGE Screenshot 1.jpg

MGE Screenshot 2.jpg

MGE Screenshot 3.jpg






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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby Dana Nova Darko » Sat Jul 28, 2012 12:36 pm

Thanks, Kagz - Cute pics! I'll just copy the files in again, and delete my creature IDs, save, and then build them again and check them out with a fresh save.

I just finished adding two NPCs to the lighthouse on the Lost Coast, and revamped the lighthouse itself. Started re-skinning parts of Port Sunder with Clavis's tile set. It;s good to be modding again.
Attachments
lighthouse.jpg
Lighthouse area upgraded with Dongle's Lighthouse.
scuirid.jpg
This Scuirid hopped up on the barrel - adorable!
lighthousewatch.jpg
New NPC at the lighthouse using a new hat/ hair resource
portsunder-dwegar.jpg
Port Sunder re-skinned w/ Dwegar
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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby Kagz » Sat Jul 28, 2012 1:27 pm

Cool pics lol, your mod looks really good.
If you need help with creatures at any time, just give me a shout. :shades:




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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby Dana Nova Darko » Sat Jul 28, 2012 2:48 pm

Thanks, Kagz! I actually posted an update over at the officials, if you wouldn't mind taking a look at it. I don't know if the problem is with the texture or the mesh - a lighting issue on the head.
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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby Kagz » Sat Jul 28, 2012 4:06 pm

Ok,i dont know HTF i missed it when i put the ones ingame.
I see it happening on both models, the left side of the head is black.
So its both the pack ones and the normal ones.
As well as that parts of the pack itself are black also.

It can be partly fixed by adjusting the material values in NifSkope,
but i havent been able to fix it completely yet.
Theres some wierd shit going on and i cant figure it out.
The emissive for all parts of the beast is set to pitch black,
which is pretty wierd for a start, as it usually makes the mesh black.
Thats whats happening with the left side of the head,
why its only that side i dont know,as there is only one set of settings for the whole head,
altho the head is actually split and comprises of two tex, one reversed. :chinscratch:

This is what it looks like after i changed the settings to more what i think they should be.
You can see it hasnt fixed it completely tho and it also makes the head lighter now,
than the rest of the body.
The only thing i can try, is to adjust everything and try to get a balance of not too light/not too dark. :shrug:
I will try a few things and see if anything works.

MGE Screenshot 8.jpg


MGE Screenshot 9.jpg



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Re: [WIP] TES III: Keening - Chapter 2: Keening City Expande

Postby Dana Nova Darko » Sat Jul 28, 2012 4:14 pm

Thanks for looking at it, Kagz. I appreciate it. I mostly follow you, but I haven't used blender or nifskope just yet so I'm just on the sidelines here.
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