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> TK's Quickie-Vids, Mod demos, random gameplay, etc.
Thomas Kaira
post Apr 4 2011, 04:44 AM
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First off, big thanks to King Coin for the idea! biggrin.gif

So, now in my quest to do everything there is possible on this forum ( laugh.gif ), I'm uploading videos, too! For the first one, it's a mod demo vid: Archery with Symphony of Violence.

I'm not doing anything special here, just shooting some goblins with my bow to demonstrate the new sounds. Only thing is, I think my character knew that I had turned on the magic moving painting device, so she gave a pretty nice performance. happy.gif

Also, if you're wondering, yes, the arrows have been modified, as well; primarily to lengthen them as I thought the vanilla models were just too short.

This post has been edited by Thomas Kaira: Apr 4 2011, 04:47 AM


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King Coin
post Apr 4 2011, 06:04 AM
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Trying to steal the show eh? tongue.gif

Nice shooting. I like the longer arrows too.

I recorded my next video before you brought up Symphony of Violence. I'll be sure to check it out though.


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Thomas Kaira
post Apr 4 2011, 06:45 AM
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Maybe.... cool.gif

Seriously, though, I'm not too much of a video guy, I just took that because I felt that particular mod was worth demonstrating. I leave the video floor to you now. salute.gif

Now, a bit of trivia: how many things can you spot different from the regular game in that 15 second long clip (hint: there's plenty)? The givens so far:

1. Longer arrows
2. New bow sounds

This post has been edited by Thomas Kaira: Apr 4 2011, 06:50 AM


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mALX
post Apr 4 2011, 10:30 AM
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Holy cow, those goblins went down with one hit! They literally flew backwards !!!


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Thomas Kaira
post Apr 21 2011, 11:10 PM
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EDIT:

I'll need to try this one again later.

This post has been edited by Thomas Kaira: Apr 22 2011, 02:10 AM


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King Coin
post Apr 21 2011, 11:44 PM
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What I want to know is where did those great thunder sound effects come from? Natural Weather?

Fun battle but it was hard to see what was going on. Too dark. Don't know if it's just me though.


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Thomas Kaira
post Apr 22 2011, 12:08 AM
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That is All Natural at work.

The light level is due to this episode taking place at night with AN's Real Lights add-on, which significantly lowers ambient light levels at night. I tried to draw them upstairs so you could see them better, but unfortunately, Oblivion's woeful combat AI scarpered that idea, at least for the Dunmer. I was not going to go downstairs because fighting them two-on-one would have been a terrible idea.

This post has been edited by Thomas Kaira: Apr 22 2011, 12:13 AM


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King Coin
post Apr 22 2011, 12:17 AM
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consider night eye then? those filter replacers SubRosa linked in my thread are very good.


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Thomas Kaira
post Apr 22 2011, 12:36 AM
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I'm using a new night-eye shader, I simply have yet to obtain the effect there.

I was able to see perfectly well in-game, so I'm thinking that quality loss is more to blame here than brightness levels. In either case, I am going to be shopping around for a night-eye spell very soon. That darkness is something I enjoy in my game, and it is not going to be changed, ergo I am not taking criticism on the light levels of in-game footage (because I know very well that the lighting is dim in areas and I want it like that, particularly in dungeons, where it gets pitch-black inside). I simply don't care for the huge amounts of ambient light the vanilla game places in every interior.

Everything I do to my game is chosen with care, and to add to the atmosphere. This is not the modern world with incandescent light bulbs and electric lamps, ergo you are not going to be able to see very well in a candlelit dockside shack in the middle of a late-night thunderstorm.

But I digress, it does make for a bad atmosphere for cinematic pieces. I will likely not be picking this up again until I have a way of helping the viewers to see better what is going on. Really, I do not lie when I say that the dungeons are pitch-black.

This post has been edited by Thomas Kaira: Apr 22 2011, 12:45 AM


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King Coin
post Apr 22 2011, 01:18 AM
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Yep I really enjoy the darkness too, but like I said before I had a really tough time seeing what was happening. I boosted the brightness on my monitor to absurd levels and was able to make out what was happening.


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Thomas Kaira
post Apr 22 2011, 02:10 AM
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Yeah, I checked again, and the darkness wasn't nearly as bad in-game as it was in the vid I was able to see easily what was going in there. Quality loss definitely was a major factor with this, it seems like WMM decided to lower the brightness of the film along with the resolution reduction. That white backdrop certainly doesn't help matters, either.

So, nevermind this one. I don't see any point if you can't see a thing, so I'll try again when I have a solution to this little problem.

I've taken the vid down in the meantime.

This post has been edited by Thomas Kaira: Apr 22 2011, 02:12 AM


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King Coin
post Apr 22 2011, 03:02 AM
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kvleft.gif sorry. I just figured if I was having trouble then others would too.


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Thomas Kaira
post Apr 22 2011, 11:05 PM
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OK, to make up for the debacle of last vid, I've uploaded a new one!

This time, it's a short tour of the work I've done so far for the up-and-coming Brina Cross Village.

Enjoy!

DISCLAIMER: Everything in this vid save for the items in the new village is vanilla content. I do not perform my modifications on my for-play copy of the game to reduce complications and loading times.

This post has been edited by Thomas Kaira: Apr 22 2011, 11:07 PM


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King Coin
post Apr 22 2011, 11:21 PM
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Nice tour. Now you need to modify every village laugh.gif


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SubRosa
post Apr 23 2011, 12:20 AM
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It looks good. The water in the buckets and barrels was a good touch, as was the green hay for the horses. It seems very eerie without people though. Although that would make for the beginning of a good quest. What happened to Brina Cross? wink.gif


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Thomas Kaira
post Apr 23 2011, 01:12 AM
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That's because I'm not done yet. I do all the resource gathering, construction, and cluttering before I start on the NPCs, and I still have three more structures to furnish and clutter after I finish with the trading post. The exterior work is mostly finished, as that's where I usually start, but I still have a lot of work to do for the interiors.

As for a quest, I'm planning on tying something in with the Anvil Recommendation quest, but that also comes later.

This post has been edited by Thomas Kaira: Apr 23 2011, 01:23 AM


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Acadian
post Apr 23 2011, 02:06 AM
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Nice work in progress at Brina Cross. Lots of nice little touches. smile.gif


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