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Messages - Keedo420

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1
General Gaming - The Arcade / Re: Free Games
« on: August 01, 2011, 11:21:43 PM »
Survival Crisis Z

Old game, but a classic. Action/rpg. Run around killing zombies, scavaging for supplies, and getting better weapons. But wait, there's more! There are three factions of survivors in the game - Rebels, Cops (or Swat or whatever), and Neutral. You can team up with any of them. Each faction has several bases around the city where you can get missions or buy/sell supplies. You can also attempt to take over leadership of a friendly base by fighting off a huge swarm of zombies or you can attempt a hostile takeover of an enemy base by fighting off a swarm of the enemy faction (much harder since they have guns). All three of the factions will fight the zombies and can turn into zombies if they take too much damage. Occasionally npcs will join you when you enter a friendly base (you don't get a choice, they just join you). They will follow you around and fight zombies, but you have to keep them healed or they will turn into zombies. If you can handle the outdated graphics, this game is a lot of fun.

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Bethesda Mods / Re: The Hordelands Of Morrowind
« on: July 27, 2011, 10:14:34 PM »
Well, I picked up the Game Of The Year edition (which includes the Tribunal and Bloodmoon expansions) at BestBuy for $19.99 but you can probably get it cheaper elsewhere. I would advise you to get the G.O.T.Y. edition as well since most mods these days require one or both of the expansions.

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Bethesda Mods / Re: The Hordelands Of Morrowind
« on: July 27, 2011, 12:24:46 AM »
Work on the city of Arkright is proceeding well. In the original D&D campaign that I ran, Arkright was based on the Lankhmar: City Of Adventure map.

In this mod, the city will be significantly smaller but will still be quite large by Morrowind standards (probably about half the size of the city in the above map). Currently, the city is composed of four quarters (The Commons, The Maze, The Gardens, and The Bazaar) surrounded by a large circular wall. Each quarter takes up one full cell. However, these 4 quarters will only be the "inner city". I also have plans for several outer regions. Here are some brief descriptions of the current and planned regions of Arkright:

Current:
  • The Pavilion - This is the center of the inner city. This is not a region in itself, but is centered more or less at the center of the 4 inner city regions. It uses the Mournhold Pavilion Fountain mesh. To make this work as an exterior mesh, I had to lower the ground-level underneath it enough to "fill" the fountain sections of the mesh with the exterior water. I also took the MH Cobblestone texture used by the mesh and made it into a land texture so that the fountain mesh would blend fairly well with the land.
  • The Commons - This is the "middle-class" housing section of the inner city. The buildings here that border The Pavilion are a tavern and shops that sell common items. Towards the back of The Commons is a stable.
  • The Maze - This is the "lower-class" housing section of the inner city. The housing buildings are placed in such a way that even with the in-game map it will be confusing. The buildings here that border The Pavilion are shops that sell common items.
  • The Bazaar - This is the trading center of the inner city. There are two stables here (one for horses, and one for pack animals), an arena for many public functions (gladiator games, theater, and executions, for example), a smithy, and many merchant stalls where randomly spawned merchants sell various goods (most of which will not be found in the common shops).
  • The Gardens - This is the "upper-class" section of the inner city. This section is not yet complete, but will feature such structures as a bank, magic/alchemy shops, housing for the city's nobles, and possibly some guild halls.

Planned:
  • The Royal Docks (name subject to change) - This section will be connected to the river which flows near the city. It will feature docks for the kingdom's navy, various imperial structures, a training academy (which will eventually be a starting location for those new to the game), and one or more temples.
  • The Common Docks - This section will be connected to the river which flows near the city. It will feature docks for the general population, housing for fishermen, warehouses, and a few to-be-determined guild halls.
  • Arkright Castle - This section will be north of the inner city and will feature the castle plus various royal/military structures. It may consist of more than one cell.
  • Several cells east of the city will be used as farmland. Additionally, various common and noble housing will be placed outside of the main city walls.

Additionally, I have been doing some script work on a couple of planned features. One such "feature" is related to the Driders, Giant Ants, and another race which I have not yet decided to include. These races are not beast races, but due to their monstrous lower bodies I had to create a script that would prevent the player from equipping pants, greaves, shoes, or boots. This was done by giving the player an invisible set of pants and shoes which have scripts attached to them that forces them to be equipped at all times. The player cannot remove them manually or by trying to equip something else to that slot.

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General Chatter - The Boozer / Re: Funny Videos
« on: July 16, 2011, 11:18:02 PM »
Two clips from a classic overlooked movie... Go rent it. Now!!

http://www.youtube.com/watch?v=-hfKcHLLgPU

http://www.youtube.com/watch?v=nyhx_0KNJbY

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Bethesda Mods / Re: Keedo's Goblins for Morrowind
« on: July 16, 2011, 11:06:16 PM »
I uploaded a new version today. Here's two new screenshots showing all of the faces for both genders, followed by a list of the changes in this version.


  • Added a variety of unique tattooes faces for both genders and
    three modified male basic faces, bringing the total to 30 faces
    per gender.
  • Added an optional plugin to replace Tribunal's goblins with
    Keedo's Goblins. It modifies every Old Mournhold cell that had
    goblins and the "in_goblins" levelled creatures list.
  • Added an optional add-on for Morrowind Comes Alive which replaces
    both Tribunal's and MCA's goblins with Keedo's Goblins and
    modifies the related MCA scripts. It modifies every Old Mournhold
    cell that had goblins and the "in_goblins" and
    "_MCA_orcs_and_goblins_random" levelled creatures lists. It also
    changes the "MCA_goblins" and"MCA_orcs" scripts, and gives those
    scripts to the Keedo's Goblins added to the Old Mournhold Cells.

7
Bethesda Mods / Re: The Hordelands Of Morrowind
« on: July 16, 2011, 11:04:27 PM »
Currently it's a solo project, but when you think about it, a lot of the work has already been done by other people. Except for the goblins I've made, I'm basically taking other people's work (a lot of which was posted online as modders' resources) and putting it into the mod. I will however, be making some of my own scripts, customizing all of the books to fit the lore of the Hordelands, and redoing most of the dialogue. And of course the new map and interior cells will be done by me. It is of course too early to tell how long until I have a version ready to be uploaded for testing. There are some things I will be needing help with (such as making vampire heads for the goblins).

I've got about 1/4 of the exterior of the city of Arkright done. At least as far as buildings go. I'll be posting a screenshot of that soon. The section I completed is called The Commons. It's the middle-class housing section. The section I am working on now is called The Bazaar. It is going to be the trading center of the city and features a retextured hippodrome mesh that will function as the city's "arena" for gladiator games, public theater, and public executions (though that part will probably only be a part of the lore).

8
Bethesda Mods / Re: The Hordelands Of Morrowind
« on: July 15, 2011, 03:51:13 AM »
I made a small edit of the first post in this thread detailing some of the planned features for this mod.

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Bethesda Mods / Re: Keedo's Goblins for Morrowind
« on: July 10, 2011, 10:43:57 PM »
Well, thanks for fixing it. Not sure how that would have happened. I host my images on ImageShack and normally when you click on the text box for the image's BBcode, it autoselects all of the text.

10
Bethesda Mods / Re: The Horelands Of Morrowind
« on: July 10, 2011, 09:27:52 PM »
Hahaha!! ;D Wow I didn't even know what you meant when I read your comment yesterday Jubal. I was rushing through my internet session. Otherwise I would have considered it more thoroughly. Yes. It is a typo (I will fix it). Though the oldest profession in the world will be present in this mod. ;)

P.S. The forum seems to be running very slowly today. :( I hope it's just me.

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Bethesda Mods / Re: Keedo's Goblins for Morrowind
« on: July 10, 2011, 09:21:20 PM »
Ooops. I was in a hurry yesterday. Didn't bother to preview the post. What did I screw up?  :D

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Bethesda Mods / Re: Keedo's Goblins for Morrowind
« on: July 10, 2011, 12:56:42 AM »
I added some new tattooed faces today. Here's a screenshot.

13
Bethesda Mods / Re: The Horelands Of Morrowind
« on: July 10, 2011, 12:55:56 AM »
The game I'm modding is in the title of the thread. :) Elder Scrolls 3: Morrowind.

14
Bethesda Mods / Re: The Horelands Of Morrowind
« on: July 09, 2011, 12:57:00 AM »
There!!! How's that for an edit?! :)

15
Bethesda Mods / Re: The Horelands Of Morrowind
« on: July 08, 2011, 02:24:41 AM »
OK, so here's the first screenshot for the mod... A bird's-eye view of every currently playable race in the mod. Note that I have not yet gone through the process of requesting permission to include these races in my mod, but I intend to use every single one. In the event that I do not get permission to include a certain race, I will just have to make that race an optional add-on (with that race's villages or whatever turned into ghost towns overrun by undead unless that race is installed). Below the screenshot is a brief description of each race.


Sho: An asian race of humans found along the southwestern coast.
Velorian: A race of humans originally from the island of Wayland. Their culture is based on medieval Europe and they are found along the eastern coast.
Levarian: A race of humans originally from the island of Wayland. Their culture is based on ancient Rome, and they are found along the south-eastern coast.
Aluvian: A nordic race of humans found in the southeastern portion of the north mountains.
Gharu'ndim: A race of desert-dwelling humans found in the desert of the northeast.
Drow: A race of elves dwelling primarily underground.
High Elves: A race of city-dwelling elves found along the southern coast.
Wood Elves: A race of forest-dwelling elves found in the central Hordelands.
Orcs: A barbaric race of humanoids found in the northern portion of the north mountains.
Goblins: A carniverous race of humanoids found along the northwestern coast. They dwell mainly underground (with a few defensive surface structures), but do most of their hunting above ground at night.
Kobolds: A reptilian race of desert-dwellers.
Caith: A desert-dwelling race of feline humanoids. They are found mainly on the northeastern peninsula.
Kage: A subterranean sub-species of the Caith.
Lupin: Lupin, both the Fox and Wolf varities, are nomadic humanoids. They are usually found in packs of 10-20, but solitary hunters are not unheard of.
Draconians: A reptilian race of mountain-dwelling humanoids. They are mostly solitary. When found in groups, they are usually a single family.
Griffons: A half-lion/half-bird race of mountain dwelling humanoids. While mostly solitary, they can be found in flocks of up to a dozen or so.
Ungen: A subterranean race of rodent-like humanoids. They are scavengers by nature and are often found in networks of tunnels near cities, in sewer systems, or in abandoned structures.
Drudges: Drudges are an offshoot of Goblins that can be found almost anywhere, but they are far less-organized than Goblins and are easily manipulated, often found in the service others.
Cactaur: Cactaur are a mysterious race of desert-dwellers. They are solitary and almost never found in groups. It is unknown whether they are spirits of nature or some form of magical golem. Not even the Cactaur know how they come into existance.
Drider: Driders are magical crossbreeds of Drow and Giant Spiders. They are believed to have been created by the goddess Lolth. Unless in the company of Drow, they are rarely encountered in groups.
Living Dead: Zombies and Skeletons that were animated by binding a spirit to a corpse are referred to as Living Dead. These types of undead are intelligent, thinking beings with freewill instead of being mindless automotons.
Droids: Four types of Droids have been discovered among underground ruins of an unknown race. Their memories have been erased, but many are still functional and have been reactivated.

Caith Half-Breeds: Caith are one of the only beast-races known to be genetically compatible with other races. Nine types of half-breeds have been identified so far. While most show clear indications of their human or elven heritage, the origin of the Kanyu remains in doubt (though it is clear they are half-Kage).

I don't have a good name for the Giant Ants yet, so that's what I'm calling them for now.  :P They are playable though!

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