Sunday, May 24, 2015

Music Player

Howdy and Shorah,

I finally started work on the music player for Relto. Currently I have the "advanced" music player in an alpha state with a lot of songs. I plan to have the player start with a basic music player that has only a few songs that can be upgraded by finding the Relto Page for the advanced music player.


The music player is currently made up of models available in the Creation Kit, but I might give it its own model in the future.


When you interact with the music player, you are given an options menu where you can select the theme of the music. The current options are Tavern, Town, Explore, Combat, Dungeon, Solstheim, and Misc. You can also choose to stop the play of any music it is currently playing. I put the music into these categories because there are a lot of great songs in the game, so they needed sub-menus to fit them all. A message box can only have up to ten buttons.


After you select the category, you can choose the individual song you wish to hear. The music player will stop any other music it was playing and play the song you chose.



There is still a lot of work to do on the music player. For one, the music you select will keep playing if you leave Relto, so I am trying to figure out a way to force the songs to stop if you aren't on Relto. I have some ideas about it though, so hopefully it won't be too long until that's fixed. Also, the music player currently does not play any of the bard songs (instrumental or vocal), and I'd like to get those in there as well, although it's not priority (as I might just end up making a bard that can be hired instead).

Happy Exploring!
-Katelin

Sunday, May 17, 2015

Custom Models/Textures - Safety Cones & Eddie

Howdy and Shorah!

Anyone who has played Uru knows that it's just not complete without safety cones, so I made some for Relto for Skyrim. At first, they were too big!

Too big!
Looks good in the inventory though.


I promptly scaled them to half the original size. I then took a cone into my inventory and attempted to drop it, only to watch it freeze in mid-air. Yikes! I realized what the problem was: when I had converted my Blender file into a .nif, the template I used in NifUtilsSuite was a static object rather that an object that can be taken. I had originally used one of those glazed pots that can't be interacted with in the game, so when I wanted to drop the cone, it had no physics. I re-converted using a basket as the template, and the cones now work more or less the way they are supposed to.

Much better size :)
In addition to the cones, I also created Eddie the Beachball!

Eddie, not in his natural environment
Eddie has a few texture issues, but he's fun to play with!



The cones and Eddie will be available in Relto for Skyrim, but I know that for some people they might be too immersion-breaking, so I'll put them somewhere out of the way (inside a barrel or something).

Happy Exploring!
-Katelin

Saturday, May 16, 2015

Moiety Dagger Update

Howdy and Shorah!

I redid the model and texture for the Moiety Dagger, and I think it's looking good! It still cannot be wielded as a weapon, but I plan on getting that figured out eventually.


...well that's all there is to say about it :-P

Happy Exploring!
-Katelin


Tuesday, May 12, 2015

Custom Models/Textures - Moiety Dagger

Howdy and Shorah,

After much pulling of hair and gnashing of teeth, I was finally able to get a custom model/texture into the creation kit! I'm completely exhausted so I don't have time to test it in-game yet, and I probably won't have time to for a while. Obviously it's still a major work in progress (needs a lot more detail to both the model and the texture, and currently the dagger is not set as a weapon, only a decorative item), but I am super excited that I finally know the process of getting my own meshes into the game. Now I present the very alpha-state Moiety Dagger!


Now I'm off to bed...goodnight all...

Katelin