Posted by Xenius01 Mar 16, 2012 at 18:15 UTC
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.
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.
Posted by Xenius01 Mar 15, 2012 at 19:40 UTC
Bethesda is currently working on the 1.5 update for Skyrim. A beta version of this update is now available on Steam, so anyone interested can try it out before the final release. Besides fixing bugs the latest update also includes new features, such as kill cams for ranged attacks, new kill moves and shadows on grass. Watch the video here to see it in action! The complete changelog can be found below.
<span style="text-decoration: underline;">UPDATE 1.5 (all platforms unless noted)</span>
- New cinematic kill cameras for projectile weapons and spells
- New kill moves and animations for melee weapons
- Shadows on grass available (PC)
- Smithing skill increases now factor in the created item’s value
- Improved visual transition when going underwater
- Improved distance LOD transition for snowy landscapes
- General crash fixes and memory optimizations
- Fixed issue with Deflect Arrows perk not calculating properly
- In “A Cornered Rat,” the death of certain NPCs no longer blocks progression
- Fixed issue where Farkas would not give Companion’s quests properly
- Fixed crash when loading saves that rely on data that is no longer being loaded
- Followers sneak properly when player is sneaking
- Fixed issue with weapon racks not working properly in Proudspire Manor
- Arrows and other projectiles that were stuck in objects in the world now clean up properly
- Fixed issue where “Rescue Mission” was preventing “Taking Care of Business” from starting properly
- Fixed issue where certain NPCs would fail to become Thieves Guild fences
- Fixed issue in “Diplomatic Immunity” where killing all the guards in the Thalmor Embassy before starting the quest would break progress
- In “Hard Answers,” picking up the dwarven museum key after completing the quest, no longer restarts the quest
- Killing Viola before or after “Blood on the Ice” no longer blocks progression
- Fixed issue where Calixto would fail to die properly in “Blood on the Ice”
- In “Waking Nightmare” fixed occasional issue where Erandur would stop pathing properly
- Fixed issue where letters and notes with random encounters would appear blank
- Fixed rare issue where dialogue and shouts would improperly play
- Lydia will now offer marriage option after player purchases Breezehome in Whiterun
- Fixed issue where if player manually mined ore in Cidhna Mine, jail time would not be served
- Fixed rare issue with skills not increasing properly
- Fixed issue where the Headsman’s Axe did not gain proper buff from Barbarian perk
- In “A Night to Remember” it is no longer possible to kill Ysolda, Ennis or Senna before starting the quest
- Fixed issue with the ebony dagger having a weapon speed that was too slow
- Fixed issue with “The Wolf Queen Awakened” where backing out of a conversation with Styrr too soon would block progress
- The third level of the Limbsplitter perk now properly improves all battle axes
- Fixed a rare issue where Sanguine Rose would not work properly
- In “Tending the Flames” King Olaf’s Verse will no longer disappear from explosions
<span style="text-decoration: underline;">How to install beta updates:</span>
- Log into Steam
- Click on Steam in the upper menu
- Select Settings
- Under the Account tab, go to the Beta Participation section and select Change.
- A drop down menu will appear. Select Skyrim Beta.
- Select OK.
- Steam will now restart. After Steam restarts, Skyrim will be updated to the Beta version currently available.
Original announcement on Bethesda's official blog
Posted by Xenius01 Mar 13, 2012 at 08:24 UTC
Last week the second round ended, go here if you would like to see the results! The third round has started yesterday, you can vote until this Friday, March 16th.
Unfortunately only Aela the Huntress remains. Will she make it into the next round? Your votes will decide her fate!
Don't forget to go here to enter this week's Alienware x51 giveaway!
Check out the current bracket
Posted by Xenius01 Mar 05, 2012 at 22:29 UTC
The first round has ended, you can find the results here. Today the second round has started, you have until this Friday to cast your votes on your favourite characters!
All of the characters from Skyrim mentioned in the previous article entered the second round. It's up to you whether or not they will make it to the next round!
Enter here for this week's Alienware x51 giveaway!
Posted by Xenius01 Feb 29, 2012 at 21:22 UTC
Bethesda has finished the 1.4.27 update for Skyrim and made it available to everyone on Steam. The update includes some bug fixes and adds the functionality to change the mod load order using the launcher. The full changelog can be found below.
<span style="text-decoration: underline;">UPDATE 1.4.27 (PC Only)</span>
- Fixed issue with downloading mods when you are subscribed to more than 50 mods
- Fixed crash when loading a subscribed mod that has been removed from Workshop by the author
- Mod load order functionality
BUG FIXES (PC only)
- Fixed occasional crashes when loading a save that relies on plugins/master files that no longer exist
- Fixed issue where controls would become unresponsive while charging an enchanted weapon
- Fixed issue where controls would occasionally become unresponsive while switching from third to first person while using the Arcane Enchanter
- Fixed issue where controls would become unresponsive if activating a crafting station with autorun active
- Fixed issue where keyboard would fail if Rename Item was selected before choosing the number of charges, while using Arcane Enchanter
- Fixed several issues with remapping buttons while using an Xbox 360 controller
- Fixed issue where pressing Escape button after fast traveling but before the loading would cause certain menus to stop working properly
- Followers now sneak properly when player is sneaking
Original announcement on Bethesda's official blog