[WIP] Floating Island of Legends
- Altbert
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[WIP] Floating Island of Legends
Today I have finished my last test run on my new mod "Floating Island of Legends SE". I just have to adjust some minor flows before I will upload the mod to AFK Mods. Sofar it runs as I expected, but it took quite a while to get there.
This mod "continues" the story of the books of Greg Keyes, The Infernal City and Lord of Souls, but with a twist. Prince Attrebus Mede has been able to fly part of the Infernal City to the Whiterun plains as remnants of the Ingenius were still working. The Floating Island is now in a stationary position above the Whiterun plains, west of Fort Greymoor. The mod contains four quests, but not Skyrim's regular quests: no quest stages, no quest markers. I have called these "questless quests". In a few days it will be available on AFK Mods. It just needs a final finishing touch!
This mod "continues" the story of the books of Greg Keyes, The Infernal City and Lord of Souls, but with a twist. Prince Attrebus Mede has been able to fly part of the Infernal City to the Whiterun plains as remnants of the Ingenius were still working. The Floating Island is now in a stationary position above the Whiterun plains, west of Fort Greymoor. The mod contains four quests, but not Skyrim's regular quests: no quest stages, no quest markers. I have called these "questless quests". In a few days it will be available on AFK Mods. It just needs a final finishing touch!
Last edited by Selene310187 on Thu Aug 31, 2023 4:37 pm, edited 3 times in total.
Reason: added [WIP] prefix to avoid confusion
Reason: added [WIP] prefix to avoid confusion
- These users thanked the author Altbert for the post (total 2):
- Selene310187, smr1957
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- Selene310187
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Re: Floating Island of Legends
That sounds really interesting. I loved the books and always wanted a continuation of the story. I'm looking forward to your mod like a little child.
- smr1957
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Re: Floating Island of Legends
Great to see the mod up and running - or, perhaps, I should say floating!
- Altbert
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Re: Floating Island of Legends
Selene310187 wrote:
> That sounds really interesting. I loved the books and always wanted a
> continuation of the story. I'm looking forward to your mod like a little
> child.
Have a small preview of the floating island. I've posted two screenshots of the island on AFK when using the Dev Aveza airship to reach it.
> That sounds really interesting. I loved the books and always wanted a
> continuation of the story. I'm looking forward to your mod like a little
> child.
Have a small preview of the floating island. I've posted two screenshots of the island on AFK when using the Dev Aveza airship to reach it.
- Selene310187
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Re: Floating Island of Legends
Looks cool!
As a side note, since you wrote 3 posts, you should now be able to use BBCodes and attachments. It's a anti-spam measure; for more information see here.
As a side note, since you wrote 3 posts, you should now be able to use BBCodes and attachments. It's a anti-spam measure; for more information see here.
- Altbert
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Re: Floating Island of Legends
To my regret this mod is still a work in progress. Navmeshing the island is just horror, which makes NPCs on the island not following their AI, except for some areas. But, someone is going to try to help me out coming weekend. Keep my fingers crossed, hoping you will do also! The "questless" quests seem difficult for some, and I may have to decrease the difficulty level by adding a few more clues. No idea how to do that yet, but maybe by checking the player's level: the higher the level, the less clues. What do you think?
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
- Selene310187
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Re: Floating Island of Legends
You don't need to feel sorry about it. It's done when it's done. Take the time you need.To my regret this mod is still a work in progress.
I haven't touched Navmeshing in the Creation Kit yet. But maybe you find some helpful hints here.Navmeshing the island is just horror, which makes NPCs on the island not following their AI, except for some areas.
Why not? You could also (or alternatively) include a text file giving the users a few hints/pointers.The "questless" quests seem difficult for some, and I may have to decrease the difficulty level by adding a few more clues. No idea how to do that yet, but maybe by checking the player's level: the higher the level, the less clues. What do you think?
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- Altbert
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Re: Floating Island of Legends
Thanks, Selene.
Someone is already taking care of the navmeshing this weekend. I hope he will get it right! Keep my fingers crossed this weekend.
Clues are all in various notes, so it would be easy to add additional clues to the notes, and even create additional notes that appear depending on the player's level. But, even the player's level doesn't mean the player may understand the clues.
Someone is already taking care of the navmeshing this weekend. I hope he will get it right! Keep my fingers crossed this weekend.
Clues are all in various notes, so it would be easy to add additional clues to the notes, and even create additional notes that appear depending on the player's level. But, even the player's level doesn't mean the player may understand the clues.
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
- Altbert
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Re: Floating Island of Legends
Sofar the navmeshing goes well! The tester even did have two followers on the island, including preferred paths from the road to the well (door to the island), and they were using all possible idles and furniture. It may still take a while until navmeshing is completed as are many cells to be re-navmeshed, both on the islands and the surface.
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
- Selene310187
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Re: Floating Island of Legends
I'm glad you could solve the navmeshing issue and wish you luck in your modding .
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- Altbert