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Showing results for tags 'architecture'.

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  1. Very simply: Fort Dawnguard has what are called "machicolations" along the upper portion of the walls and towers. However, the machicolations are flawed in that they are not properly constructed, and everyone, Bethesda included, seems to have missed this. Machicolations were an advancement in engineering that allowed a direct way to attack wall sappers and other enemies who might attempt to build ramparts or escalades to reach the top. The murder-holes would allow castle defenders to rain down boiling oil, flaming pitch, stones, arrows, excrement, rat carcasses and worse on top of the enemies while offering relative safety to the defenders who didn't have to lean way over crenelations to do so otherwise. This is even indicated by the higher walls and tall narrow arrow slits of Fort Dawnguard, that would preclude defending the base of the walls and towers because sentries wouldn't be able to lean out of them and the machicolations already project the sentries way past the base of the walls and towers, making them even less defensible. Furthermore, the constructors of Fort Dawnguard wouldn't have added machicolations without murder-holes, anyway, because machicolations were very expensive additions to castles due to the extra engineering and specialized masonry and stone-shaping work that was required to pull them off correctly without them collapsing. Prior to stone machicolations, castles would employ wooden "hoardings," or covered platforms over the battlements that acted as machicolations. They were only used during times of war, though as they were made of wood and therefore fire-prone, so one good flaming arrow and whoosh, the whole thing goes up. Stone hoardings, or machicolations, were therefore the next step in advanced siege warfare. Therefore, I would like to see Fort Dawnguard have functional murderholes added to it (and perhaps a proper barbican) since Fort Dawnguard is clearly meant to be anachronistic, a bit of far more advanced technology in a time when such things would be stunning to most, akin to the Ulfbehrt sword being made of high-carbon steel 800 years ahead of the technique being discovered during the industrial revolution. To whit, I want to see these: added to these: http://staticdelivery.nexusmods.com/images/110/5013400-1362184469.jpg Thanks!
  2. This is a mod that fixes, better word is "finishes," the 3d architectural models for the city of Windhelm. I am using Open Cities and if one manages to climb over the walls, they will be greeted by numerous missing meshes and textures for the rooftops of the city. This is not just a few places, it is everywhere, including the walls, which missing their back meshes. Surprisingly, this is the only city in Skyrim that is in this shape. Arguably, the Blue palace dome and the college of winterhold dome are missing window textures and meshes, witch would also be greatly appreciated if added. So if it is possible to fix by anyone who has the 3d modeling talent and the time, please do. PS: I know you are technically not suppose to go there, but it is about exploring anywhere you want to go.
  3. hello sorry for my regular english, ok i have a cuestion!!! anybody know how i can change the far lod of an objet?? i try change for example the castle of dragonreach for the blue palace but only a get find it when i get near i use creation kit ..................... see the images for be more especifics............
  4. Hello. First post on this forum. The mod I'd like to request is to set construction limit off and remove the green boundary of the construction. Meaning you can construct in any part of the commonwealth. Dunno if its possible, but it would be great to build turrets, houses, traps etc etc in any part of the commonwealth. With the construction limit off, I would build your settlement into another diamond city all-together. Even set a number of NPCs in the settlement could be raised up to 100 or so. Would be fantastic if this was possible. Thank you.
  5. I am currently trying to make a mod that removes the larger cities and other civilized areas for a request from some people who use survival mods. I've deleted the hold capitals and was going to release the mod yesterday, but when I tested it to make sure everything was working, I realised that the cities were visible until I got within a couple of cells from them. I've tried generating LODs for both the Tamriel worldspace and the Whiterun worldspace, deactivating anything that might affect LODs, deleting the base objects that made up the cities, and deleting all of the object references of the cities both in the Tamriel worldspace and the Whiterun worldspace. I don't understand. I've searched the internet for solutions, and haven't found anything I haven't already tried. Thank you for taking the time to read this. If you can help me resolve this problem, I would really appreciate it.
  6. Hey guys, a few hours ago I found this screenshot of Skyrim and I really wonder where it was taken. I can't remeber to ever have seen this architecture in any dungeon I visited. Can someone please help me. I really want to see this place with my own eyes. http://img2.wikia.nocookie.net/__cb20111114230743/elderscrolls/fr/images/9/9b/Skyrim_screenshot_1.jpg
  7. First of all I'd like to apologise if this has already been adressed somewhere and I've overlooked it. I've done some research, but I lack the experience to make sense of all the information I find. I'm working on a mod featuring an observatory/planetary. For this, I want the walls and ceiling transparent to make the impression that you're inside and not just standing on a rooftop looking up at the sky. It would be easy enough if I just wanted the walls transparent. But to make things difficult - I want the transparency to gradually increase so that the lower part of the wall is fully visible and the upper parts completely transparent. Is this possible to do with nifskope only, and in that case, how? Are there any guides or tutorials that can transfer to this particular problem? Or would I need to tweak alpha-channels in photoshop? In that case, I have loads of experience with it but would need help with the process after preparing the textures in photoshop. Is there another solution I'm not familiar with? Any help would be greatly appreciated.
  8. I wanna to built my architecture by using the Creation Kit. But the problem which bothered me is after loading my mod into the game, the original things I have cleaned already in Creation Kit are still there. ...AND also my creation in game, settlers who I have summoned before, and so on. Have there any methods to clean those thing even in player archive? I have looked for hard but haven't gotten the answer.. Sincerely wish someone can help me.
  9. Hi all. I'm getting back into modding after a 3 year break so everything is new again. I have an idea I want to explore but have hit problem number 1. I want a jail cell that has a barred window or at least a window that is high and I can shine light through. I've looked around in game and can't seem to find one. Anybody know of one? Thanks.
  10. So i'm making my very first ANYTHING with the creation kit. so far its going quite well. to be specific its a player home located just outside white run underneath the whiterun watch tower (as in i have a trapdoor leading to the cell that my hideout is) its so far going to act somewhat like the dovhakiin hideout did where there will be ways to access all the various holds over skyrim giving easy and free travle early in the game. my problem is that there is a certain tile space, just big enough for a single celing piece to fit into, that whenever i try to put one there, the object completely dissapeares and i have no way to select or remove it without using the cell view object editor section. i have absolutely NO idea what on earth is going on as when i try and put an object into that location, it is fine just untill it clicks perfectly into place, then it dissapeares...not sure what is going on not really sure a screenshot will help but ill try anything that can be suggested. thanks! ALSO i can't seem to duplicate a certain celing object that is adjacent to this invisible black hole lol, its a corner piece thats sucking things up, and on either side, one is fine, and the other one can't be duped. not sure why that is. also if it helps. both the one that can't be duped, and the black hole space, were in a green bounding box thing earlier, can't remember what it was called but i deleted it. i hit one of the m buttons on the top (can anybody tell me what those do!!?? because i can't find that info freaking anywhere!! like...seriously...) anyways. thanks ppl for da helpz! lol p.p.s. (i just started using the creation kit yesterday, with about 1 tutorial in me so don't e surprised if i haven't the slightest clue what you suggest. please be very specific if you're able too! thank you!
  11. Hi, first of all I'm a complete beginner in modding and I started out recently (and have enjoyed everything I've learned so far). I am creating my own town in a custom worldspace, and the regular Skyrim buildings won't do it. So I decided to really get into business and start learning how to do it my own, cause the architecture I have in my mind is completely different from Skyrim's. I prefer using 3ds max over blender (I find blender too complex). I only wish to get more wind to my sails on this subject, and I got some questions for experienced modellers. My main interest is making architecture models for now. So please give me some advice if possible. Questions 1. Is modelling Buildings more complex than modelling character meshes or item meshes? 2. Can a newbie use a existing Building model and modify it into a new one, or it is better to start entirely from scratch? In terms of difficulty. 3. Is it generally a good idea to start learning modelling first at building architectures? 4. I haven't found many Skyrim tutorials on Buildings, do you know of any which are meant for beginners? I found Observe's Architecture tutorial, which is amazing (but not for complete beginners). 5. Any tips are welcome, even ones I didn't ask for! Thanks a lot, I will be obviously checking back.
  12. I am requesting that someone with the time and skill please make a mod that re-textures or replaces the models for all the buildings in Solitude to look like Ancient Roman buildings, including Roman art and Architecture into the designs, to match the Roman feel of the Imperial army and their presence in Skyrim.
  13. I'm interested in the possibility of creating architecture tilesets, similar to those found in Morrowind. The intention is for this to be a modder's resource, for the creation of more unique building interiors and exteriors that still fit in with what's already there. I don't think anything like this exists yet on the Nexus for Oblivion, certainly not that I can find anyway! However, I'm unsure of the "legality" of breaking apart meshes and sharing them on here, or would I have to make them from scratch, using the originals as a reference only? Many thanks for any feedback!
  14. I'm trying to get a house model I made into the game. I was thinking of making it a pre-fab buildable in the settlement workshop. I've watched video's on how to make it a .Nif and from there I ran into a wall. I don't know if I am using incorrect search words but I cannot find out how to get it to the workshop menu. If anyone has any advice or links that will point me into the direction of what I am looking for it would be greatly appreciated!
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