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Mod Spotlight & Interview - The Dragon's Curse

Posted by Xenius01 Apr 27, 2012 at 13:44 UTC

In this week’s Mod Spotlight we take a closer look at "The Dragon's Curse", a mod created by edunad, who kindly agreed to participate in an interview as well.


Have you always wanted to play as a dragon? If so, the wait is over! This mod will allow you to transform into a playable dragon, using a new power called "Dragon's Curse".

Much attention has been paid to the transformation process - after using the 'Dragon's Curse' shout, rather than instantly turning into a dragon, your character will be covered in an intense veil of fire and black smoke for a short time, and soon after will re-emerge, transformed.


Once transformed, you can decide to walk or to fly. While on the ground, controlling the dragon is similar to using a horse, but due to the larger size it can be difficult to navigate. Flying is a little different however, where forward acceleration happens automatically and the mouse is used to determine direction. It's a work in progress, but the flight aspect of this mod is still in its alpha stage, and is thus still an unrefined experience. 

Of course, you'll be able to do more than just walking and flying! As a dragon, various special abilities are available to you in the form of both physical attacks and shouts. Of these, the most powerful and exciting is most likely the "Dragon Storm Call", a shout that will abruptly change the weather into a fiery storm of meteors.


While the mod is not yet finished (it's currently in beta), the concept is a promising one, proving that a playable dragon is indeed possible. Once all of the issues have been ironed out, this may become one of the most popular mods out there!

What inspired you to create this mod?
Before creation kit was out, i've always wondered if it was possible to turn into a dragon and being able to fully control it. The idea started when i saw a video on youtube (machinima) with a player being able to control dragons, chickens and other monsters on skyrim.

Approximately how much time went into development so far?
The mod development started around 2 months ago, not quite sure. Since then i've been working on it at the weekends, since i've been working and coding a game (along with 3 other people). I've got more hours at creation kit than the actual skyrim.

What kind of problems did you come across while working on your mod, if any?
The only problem that i've encounter is the flying. Creation kit is VERY limited. Doen't allow you to fully control the game classes or the engine. (for example, being able to assign any keys to actions. Your forced to use the pre-made keys, like space, mouse1,mouse2,ctrl,alt,etc..). Creation kit doen't allow you to control the actions by code. Only by animations. So its really hard recode the flying.

How was your experience working with the Creation Kit?
I enjoyed working with it, but its too limited. Not allowing you to fully control the game / classes / etc.

Have you used any other tools in addition to the Creation Kit?
Nope :).

What did you enjoy most about the creation process of your mod?
I enjoyed creating the transformation effects and creating a dungeon for the mod (got removed on remake version).

Your mod is currently in beta stage, can you tell us more about what you want the final result to look like?
The mod is really close to the full version. The only thing that isn't allowing me to is the flying. On the description of the mod i've got a To do list for any user to check what im currently working on.

Could you tell us about any other mods you have planned for the future?
Well at steam workshop i've got a secret mod that i worked on, but got abandoned. It made me laught while creating it. Basicaly its a shout that transforms people into random animals for a short period. I call it Circe's Shout. Perhaps i will continue working on it after the main mod (Dragon's Curse).

Do you have any advice for others who would like to start modding?
Before you start modding, practice C / C a bit. It will help you understand papyrus (the codding language on skyrim) since the compilator doen't really help understanding whats causing the error. I also advice you to watch some tutorials at youtube. There are tons of them.

Thanks to edunad for creating this mod and for participating in the interview.

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Mod Spotlight & Interview - The Blades Mansion

Posted by Xenius01 Apr 18, 2012 at 21:21 UTC

In today's Mod Spotlight we will be featuring "The Blades Mansion", a mod created by SgtFlexxx, who kindly agreed to participate in our interview as well.

This mod will give you access to a huge mansion, located at the Sky Haven Temple. The mansion has been in the possession of the Blades for generations, now that you are the Dragonborn it will be yours!

Once inside you'll find the main hall, containing a dining table, doors to various smaller rooms and a throne at the end. You will even get your own guards, walking around to protect the place. These guards are not the only people residing in your home. Besides them a few traders are at your service, who will buy and sell supplies, such as magic goods, jewellery and more.

(Click the image to take a closer look)

As previously mentioned the mansion holds a number of rooms that serve a certain purpose, of which a few are shown on the image above. Crafting facilities are situated in their own room, where you can also store your crafting materials in the corresponding chests. A large bedroom is available as well, containing a bed, two big chests placed next to it and a closet. Surprisingly the closet actually serves as an entrance to a hidden cave, though there is not much to see there unfortunately.

Last but certainly not least a sizeable display room is at your disposal, here you can show off all your precious weapons and armour using the many mannequins and display cases.

Find out more about the creation process of this mod in the interview below.

What was your inspiration for creating this mod?
Well, my inspiration for the mod was just seeing all of these player created homes. One that I liked most of all was Dovahkiin Hideout.

How much time went into developing it?
I've been working on the mod every now and then. Sometimes I get stumped on what to do. I like to take a lot of suggestions from the community and I'm expecting to get everyone's suggestions (mostly) about what to put into it.

What kind of problems did you come across while working on your mod, if any?
The only problem I actually got when I was creating the mod was creating all the blades and allowing them to follow each other, but it was eventually fixed with the help of Mill3rb0y on youtube.

How was your experience working with the Creation Kit?
My experience with the Creation Kit was pretty easy and fun to see it work. I just had a few bugs in game that wouldn't show up in the creation kit.

What did you enjoy most about the creation process of your mod?
The thing I enjoyed the most was allowing the group of ranked blades to follow each other, and creating their own faction so they helped each other instead of just running away and not helping (stupid whiterun guards, lol)

Are you planning to add more features to your mod?
I'm still planning on adding much more to the mod, seeing that I created 5 floors, I have plenty of space for more things to add in, and looking for suggestions from the community.

Could you tell us about any other mods you currently have in progress?
Currently, I'm not working on any other mods right now, but I may work on some in the future.

Do you have any advice for others who would like to start modding?
If you would like to start modding, I would suggest to go to Creationkit.com for tutorials. You can also find many creation kit tutorials on youtube.com. Also, check out MILL3RB0Y's channel if you will, he helped me a lot.

 Thanks to SgtFlexxx for creating this mod and for participating in the interview.

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Mod Interview With ArcaneSmith - Lorecraft

Posted by Xenius01 Mar 28, 2012 at 20:46 UTC
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This time we are taking a look at "Lorecraft - Learn and manage smithing recipes", a mod created by ArcaneSmith, who also kindly agreed to participate in our interview.

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The mod significantly changes the smithing system: it adds new craftable weapons and armor, books to learn how to craft them and also makes it possible to clean up crafting lists.

Books can be bought from a smith, but will also be dropped regularly, so you can loot them as well if you don't like buying them. When you open a book for the first time it will teach you how to craft a certain item. After that you can also activate the book to remove or add this item to your crafting list, this way you can easily manage your crafting list.

The latest version of Lorecraft consists of a modular setup. For users of the mod this means they can choose from many available add-ons and only use the ones they like. This setup has also been introduced with other mod authors in mind: using the base of Lorecraft they can easily make their own mods compatible with the new crafting system.

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A new smithing perk tree is also available as optional feature. It adds missing materials to both existing perks and new perks. In addition it will give you more freedom after reaching the Advanced perk. For instance, this makes it possible to choose only the Dragon perk without requiring any of the other perks.

If you would like smithing to be more challenging, give this mod a try! Find out more about the creation process of this mod in the interview below.

What inspired you to create this mod?
Since day 1 with Skyrim I always wanted to make some image-based books with their new book interface and, at the same time, I was very disappointed with the crafting system and the crafting lists. I also wanted to add more craftables, make them learnable and not have them handed over to me by the game. As the firsts crafting mods came out I realized cluttered crafting lists would be a problem, so this is when Lorecraft came about, adding all the basic stuff and making it possible for other modders to release/ convert their stuff as lootable, learnable books, and not shove them directly into people's crafting lists.

How much time went into creating it?
About a whole month and I'm still developing it.

Did you come across any problems while working on your mod?
Stupid overlapping leveled lists, mostly. Fixed now with a new dynamic looting system, as my mod just went modular.

How was your experience working with the Creation Kit?
A breeze. Not so much with scripting. It's my first mod but I learned everything really quickly.

What did you like most about the development process of your mod?
Drawing book pages and developing the dynamic looting system.

Could you tell us about any other mods you currently have in progress or planned for the future?
I'm experimenting with random spawns, special and specific rare spawns and dynamic events for a possible next mod. Lorecraft is still under development and I'll keep releasing gear packs for it when I can(but everyone else can do it as well).

Do you have any advice for others who would like to start modding?
It's easier than you think. Read the tutorials and creationkit.com is your best friend. Bethesda's video tutorial are also pretty good. Don't skip the "easy" stuff, there's always something to learn that will save time in the future. Oh, and whatever happens, DON'T make little pony, porn or anime mods or God (or at least I) will hate you. XD

 Thanks to ArcaneSmith for creating this mod and for participating in the interview.

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Mod interview with Recon3Y3z - Dragon Belly Home

Posted by Xenius01 Mar 16, 2012 at 18:15 UTC
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In today's mod highlight we will be featuring "Dragon Belly Home" a mod created by Recon3Y3z, who also kindly agreed to participate in our interview.

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If you're looking for a new player home outside of town, look no further! This mod will add a new home located under the Dragon Bridge. Special attention has been paid to make sure it fits seamlessly in the environment and does not look out of place.

In order to gain access to your new home you'll have to finish a quest first. What also makes this player home mod special is that it includes a new NPC complete with voiced dialog. The home itself offers crafting facilities including an enchanter, alchemy lab and more. Containers for storing your loot are available as well. There is also a garden outside where you can gather ingredients.

Find out more about the creation process of this mod in the interview below.

What inspired you to create this mod?
I love settlement style player homes and the location under Dragon Bridge is perfect. Right on the river, next to the road, and close to town but it still retains that seclusive feeling. Plus, I really wanted a settlement house that felt more like a vanilla house and not standout so harshly by contrast. Ensuring the mod is lore friendly and that things like plants and architecture respect their proper regions completes the experience for me.

How much time went into creating it?
At the time of releasing the current version of Dragon Belly (0.0.9), my Creation Kit usage was at exactly 100 hours. However, that time also included learning Papyrus scripting, navmeshing, and other Creation Kit features. Also, several hours were spent recording and editing audio tracks with Audacity.

Did you come across any problems while working on your mod?
The navmesh bug was going to be a showstopper. If Bethesda had not verified that the issue was going to be addressed, there would be no Dragon Belly. Another problem I had was the NPC facial data exporting issue, which required me to find a work-around to keep the mod Steam Workshop friendly and not have nasty facial texture issues.

How was your experience working with the Creation Kit?
Challenging and fun. I have nothing bad to say about the Creation Kit, it provides the tools needed to add complex custom content to the greatest single player rpg, imho. I'm so thankful that an experience like Skyrim and the Creation Kit exists at all. I’ll be modding till I take an arrow in the knee.

What did you like most about the development process of your mod?
I really enjoyed Papyrus scripting and found the Creation Kit to be an interesting way of developing object-oriented code. The landscaping work was also fun for me to envision natural scenes and apply them. But by far, the best part is all the positive comments and feedback I’ve received. To all my downloaders... hugz!

Could you tell us about any other mods you currently have in progress or planned for the future?
Currently, I'm expanding Dragon Belly to include an optional spelunking mission and offering purchasable home upgrades from an NPC in Dragon Bridge. After which I will start working on a minor faction mod or a unique shop mod I have planned.

Do you have any advice for others who would like to start modding?
Keep good backups, and manage file changes with version control (like mercurial). Test every change you make. Don’t be afraid to just dive in, all the answers are awaiting your questions. Personally, I pretty much relied solely on the Creation Kit wiki. I feel Bethesda is going the distance to provide the support resources needed to keep Skyrim modding alive and well for many years. Here’s hoping.

Thanks to Recon3Y3z for creating this mod and for participating in the interview.

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More Creation Kit tutorials

Posted by Xenius01 Feb 21, 2012 at 20:51 UTC
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Bethesda made a few more tutorial videos for Skyrim's Creation Kit. These last two videos explain how to add lighting to a dungeon and how to connect this dungeon to the outside world. The series has now come to an end, if you would like to start modding Skyrim, these tutorials are a good place to start!

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The complete YouTube playlist, containing 10 episodes, can be found here.

Once you have successfully created a mod you can use our packager to pack it up and then upload it to SkyrimForge to make it available for everyone.

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