I'm extremely concerned about the very real possibility of content theft.
It would be all too easy for someone to grab copies of all sorts of lesser-known maps and texture packs, register a business license, and then post the stolen content on the Marketplace under their own name.
What protections is Microsoft going to implement to ensure that the store isn't full of stolen content?
6
All ores and ore blocks!
Left to right: Corundum ore/Steel block, Silver ore/block, moonstone ore/block, orichalcum ore/block, malachite ore/block, ebony ore/block, dwarven metal block
Amethyst, garnet, ruby, and sapphire.
1
This mod now has a discord channel!
If you want to see live updates, or just come chat about the mod in real-time, come join us here:
https://discord.gg/SmjhMKg
2
1) Thank you!
2) No 3D tools, but I'd like to actually be able to have horns on the armor when you're wearing it. What's mhfc? I'll go ask them.
3.a) There are no "guys", just me
3.b) I hadn't thought about having a discord channel for this mod, but I can look into setting one up. Is that what all the popular mods do?
4) Not yet, but soon
5) The mobs will have custom animations...does that count?
9
If I decide to add lock-picking, it will definitely involve some sort of UI mini-game like skyrim. I really dislike the morrowind style of using random chance.
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Mini update!
I've added nuggets for all the new ingots (silver, corundum, steel, moonstone, dwarven, orichalcum, and ebony) and changed the crafting recipes for all tool sets but silver and steel so that they use nuggets instead of sticks. Observe:
I'm also slowly working on texturing the armor sets. Here are the icons for the Steel, Elven, Dwarven, and Glass armor:
0
I'm working on mod that brings Skyrim to MC.
One of the most important features I'm trying to implement is large underground dungeons. These dungeons are up to 15 chunks wide, so naturally they would cause runaway worldgen if I tried to spawn them using the usual methods that work for trees and such.
Vanilla MC structures such as nether fortresses don't cause this issue, and they are approximately as big as what I'm trying to create. But I don't understand how the MapGenStructure class works, and how it's preventing runaway worldgen.
The only thing I can think of is that MC is somehow pausing nether fortress generation until more chunks are loaded by the player...but how would I go about doing something like that?
If anyone has any tips or insights, I'd be very grateful.
5
I've created two new randomly spawning ruins. These are not giant sprawling dungeons, but rather surface points of interest to discover.
(FYI: Most of the vanilla blocks in all ruins and dungeons will eventually be replaced with new blocks.)
First is a standing-stone circle with an altar. The chest contains minor loot, and there is a skeleton spawner hidden under the altar.
Next is an overgrown circle thing...I'm not sure what you call these. Once I've created spriggans, a spriggan will spawn in here to ambush you if you try to open the chest.
1
When you say "painter", do you mean texture artist? If so, I wouldn't necessarily say no, since this mod needs so many textures. But I'm a pretty good texture artist myself, so any textures would need to be at least as good as what I can make.
That said, I'd love to see what you can do. Especially if you have a talent for armor or mobs.
Ah, good old mudcrabs! Almost forgot about them. I'll put them on my "to-do" mob list.
And I was thinking about adding standing stone, yes. The effects would probably need to be at least a little different, given the extreme differences in mechanics between Skyrim and Minecraft, but I could probably make something work.
40
Come talk to us: Join the Tales of Skyrim Discord Chat!
Introduction
Tales of Skyrim is a massive mod for Minecraft that brings many of the elements of Skyrim into the Minecraft world. The goal of ToS is not to turn Minecraft into an RPG, but rather to take the content, gameplay elements, and overall feel of Skyrim and introduce them to Minecraft in a way that works with the Minecraft style of play.
Tales of Skyrim is currently in development.
What This Mod Does:
What This Mod Does NOT Do:
Planned Features
Tales of Skyrim adds many new ores to the world. These ores can be smelted into ingots and crafted into brand new sets of weapons, tools, and armor.
Crafting
Tales of Skyrim features a wide variety of structures that generate randomly in the world. Think strongholds and jungle temples, but much more interesting.
Dungeons:
Dungeons are sprawling underground structures filled with monsters, traps, and treasure. They spawn randomly in the world with an entrance on the surface, so you won't have to dig up a continent to find them.
Two types of dungeons can be found: Nordic and Dwemer. Each has unique blocks, treasure, mobs, traps, and room architecture.
Ruins:
Ruins spawn randomly on the surface and range from standing stones to altars to collapsed towers. Some have treasure, some have secrets, and some have traps or monsters waiting to ambush you.
(-Screenshots coming soon-)
Tales of Skyrim adds many new types of ores for you to mine.
Left to right: Corundum ore/steel block, silver ore/silver block, moonstone ore/moonstone block, orichalcum ore/orichalcum block, malachite ore/malachite block, ebony ore/ebony block, and dwarven metal block. (Dwarven metal does not generate as ores, but you can get Dwarven ingots by smelting scrap found in Dwemer dungeons).
Tales of Skyrim adds four new types of gems: Amethyst, Garnet, Ruby, and Sapphire.
(Coming soon)
Tales of Skyrim replaces the default MC villages with new towns and cities. Town architecture is based on the various cities found in skyrim, and changes based on the biome where the town spawns. Large towns will be spawned with a wall and a palace, transforming them into cities.
These new towns are populated with the various types of humanoid races that can be found in Skyrim. There are three types of townsfolk - merchants, guards, and jarls. Merchants will buy and sell goods for Septims (which replace emeralds as the common currency), guards will protect the town from mobs (and from you, if you attack the townsfolk), and Jarls will offer bounties for bringing the heads of dangerous creatures.
Types of merchants:
New merchant mechanics:
(Coming soon)
Tales of Skyrim adds spells that you can cast from an empty hand. Spells can be learned by reading spell tomes that you find in chests or purchase from town merchants. All spells drain magicka when cast - magicka will regenerate very slowly over time if your hunger bar is full, or can be restored instantly by drinking potions of Restore Magicka
(Coming soon)
(Coming soon)
Development Screenshots
Here are some fun little behind-the scene screenshots of assets in development.
Help Wanted!
Got a talent for sound creation or mixing? Want to help bring this mod to life? Then I need your help!
I have no skill with handling or creating sounds, so at the moment all traps and mobs are re-using vanilla sounds. I'd really like to add custom sounds to this mod, so if you have the talent, drop a comment and let me know.
Banners!
0
It's going to be released with default-ish textures. I'm doing my best to make them nicer than default, though.
1) HD textures take way to long to make, 2) it would be a really bad idea to release a mod with HD-only textures.
3
Eh, Vertical Slabs and Crystal Caves were just warm-ups. Getting my feet wet, so to speak.
I'm currently elbow-deep in creating a mod to bring many of the elements of Skyrim to MC - new ores/materials, new weapons and armor (including new weapon types), randomly spawning nordic and dwemer dungeons, towns populated with the races of Skyrim (with interesting new trades), MAGIC, possibly new potion and enchantment crafting...and, of course, dragons.
I'm calling it Tales of Skyrim. Here are some preview pics, if anyone is interested:
Example of a nordic dungeon:
Nordic dungeon boss room:
As for Dandelion, I tend to work on it in big chunks when I feel like doing an update. I go on texturing-sprees, so to spreak. I'll certainly post about it when I have another one.
0
What are you talking about? The old models didn't map the textures correctly. Or at least, the version I used didn't map the textures correctly. I haven't posted an update in a while, so it's possible that I broke the models and then fixed them again.
0
Nevermind, figured it out. The collision box has to be a bit smaller than 1x1x1, or you won't actually "collide" with the block.
And updateTick() just randomly started working...? So I guess that's all good now.
0
I have two different blocks, one super simple, the other a little more complex. Both make use of the function onEntityCollidedWithBlock(). For reference, this is the function called by the cactus block for causing damage when you run into a cactus.
But for both of my blocks, onEntityCollidedWithBlock() never fires when a mob touches the block. I put a console.println() statement right inside of the function, but it never prints out.
I can't think of any explanation for why this function isn't triggering. Help?
EDIT:
The function updateTick() never fires either, and it should, because I set setTickRandomly() to True. Why are my blocks not working??? I can place them in the world without issue, and forge/eclipse isn't throwing any errors....
Here's my code:
https://pastebin.com/kyyJ4HJU
3
Hey guys!
Wow, that bed and those doors look great. And I've added the armors to the main pack, since they're so awesome.
I haven't been doing a lot of work on this lately - my artistic soul has been consumed by Minecraft Modding.
But here's a download link for the progress I have made:
https://www.mediafire.com/?avo55v6jkkbe4m7
@Hallo89: I don't remember exactly how I fixed the fences. But you can probably look at the blockstate and model files to find out.
0
Could you post your code, please?