This mod mainly highlights not only the enemy encounters that I made for the quest but it also highlights the new textures I used on a lot of the assets, and an in depth look at the new areas as well as some of my traveling adventures made during the quest (the quest literally has you go all over the map).
There is also a new magic spell that is completely overpowered but is fun to use! Although, sometimes the spell makes it hard to hit moving targets. This mod additionally features 2 new companions (Joel the Cow and Drynjo) and a plethora of new items.
I created the textures individually to add different rainbow patterns (since rainbow was the central theme). I also custom made the spell using the magelight for the base of the spell and then just adding effects on top of it.
Furthermore, I created all of the programming and the dialogue so I had to utilize various programs such as audacity to record the audio and papyrus to write the code. I also reused a few of my earlier mods to help create the story and levels.
This mod taught me a lot about recording audio and how picky programs can be. I say picky because I recorded the audio in Adobe Audition however when I went to add the files the characters audio wouldn't play. After hours of scratching my head I re-recorded the dialogue in Audacity and it worked. Later I found out that Creation Kit didn't like the .wav files that Audition made.
I also learned about plugging several mods into a single mod (because I re-used some mods that I had previously made). Unfortunately, it wasn't as easy as I hoped because I had to make the areas reachable and integrate the locations along with the new characters.
This was a mod that I created for the game Skyrim and it contained a collection of humanoid NPCs on their own faction, use of idle markers, and a "unique" creature. The creature is a giant rainbow chicken and is safely guarded by the Dremora faction. If the player attacks it they will enrage the faction.
For this mod there were several different focuses. One was the use of idle markers, by this I mean when the NPC's aren't engaging the player they are idling. What I had one of the NPC's do was tend to some vegetables. Another was the use of factions. I had the Dremora NPC's aligned to a faction together that way if I were to upset them (by killing one of them or the chicken) they would attack together.
Also I wanted to make sure that they did not attack the player right off the bat and that they would have dialogue. Depending on how the player responds to the dialogue they will initiate combat with the faction or they can leave peacefully.
This mod taught me about factions in the Elder Scrolls Creation Kit. I also learned how to retexture assets in Skyrim. This was particularly helpful because I made a quest where I retextured the in-game assets (the chicken drops a re-textured heart when he dies). Making this mod also taught me how to customize NPC's inside the Creation Kit.
An NPC mod I made in the Elder Scrolls Creation Kit. Credit to my friend Joel Hunt for doing the cow's voice.
I created a dialog with recorded speech, a complex dialog tree (meaning something non-trivial, and the ability for Joel the Cow to be a follower.
While making this mod I learned how to make my own custom followers, with their own customize dialogue and story. What I found interesting about this mod was that when I was attacked the cow would also attack. To me this was interesting because before this I had never seen a cow fight in Skyrim.
This mod wasn't very big and didn't take very much time but still could have been improved. The biggest improvement I would make would be to script the cow to face the player when he talks.
In this mod, created with the Elder Scrolls Creation Kit, I modded a pre-existing cave.
Similar to my first mod, Frakig Fire-eye's Tomb, I created 7 chambers within the cave and had an elevation change inside of it mid complex. There were also a variety of heights and wall directions.
I tried for a random but natural feel, along with a good assortment of clutter/flora in appropriate areas. I also added variety in each of the floor levels so that the rooms do not look flat.
I learned about the different cave structures inside the Creation Kit and how to snap them together to make a level. I also learned how to set an exterior location on the outside of the cave so the player can actually enter it.
For this mod I could have paid more attention to the clutter/objects in the rooms. Some of the clutter seemed out of place and didn't fit the theme of an ice cave. I also could have added more puzzle elements to the mod.
I had put in a pull chain that opened a door, but more puzzling puzzles would have an extra sense of challenge.
For this project I implemented Bethesda's Creation Kit to mod the game Skyrim. For this mod I created a dungeon that connects into a cave area.
I created 7 chambers within the dungeon and had an elevation change inside of it mid dungeon. There were also a variety of heights and wall directions.
I tried for a random but natural feel, along with a good assortment of clutter/flora in appropriate areas. I also added variety with different tiles so the rooms do not look like exact copies.
This was the first mod I made for Skyrim so needless to say I learned a great deal from it. One of the things I began to learn about was level designing inside the Creation Kit.
Another big thing I learned was how to make enemy encounters inside of a custom made area. In order to get the enemy to move and attack I had to generate a navigation mesh. In this mod, I also learned about setting up quests so that players can access the location via a quest rather than just stumbling upon the location.
I could have spent a little less time on the encounter and more on just designing the dungeon. Because this was my first mod I wanted to showcase the dungeon but I had also added encounters that weren't really necessary.