• 6

    posted a message on Tales of Skyrim - Bringing Skyrim to Minecraft (Dungeons, Tools, Mobs, Magic, and more)

    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.


    center

    Posted in: WIP Mods
  • 1

    posted a message on Tales of Skyrim - Bringing Skyrim to Minecraft (Dungeons, Tools, Mobs, Magic, and more)

    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

    Posted in: WIP Mods
  • 2

    posted a message on Tales of Skyrim - Bringing Skyrim to Minecraft (Dungeons, Tools, Mobs, Magic, and more)
    Quote from The_Edgy_Whale»

    1. THIS IS THE MOST AWESOME THING I HAVE EVER SEEN, IF THIS MOD DIES I'LL KILL MYSELF!(in the most unsarcastic voice possible) 2. do you plan on adding 3d armour and tools? the guys working on mhfc have done an amazing job at this, so if you don't know how to maybe they will tell you. 3. do you guys plan on having a discord? 4. have you started working on any mobs? 5. do you plan on adding custom animations? And, for now that all I can think of. :P


    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? :P
    4) Not yet, but soon
    5) The mobs will have custom animations...does that count?
    Posted in: WIP Mods
  • 9

    posted a message on Tales of Skyrim - Bringing Skyrim to Minecraft (Dungeons, Tools, Mobs, Magic, and more)
    Quote from markacashion»

    What about lockpicking? How will that work? Every time you right click on a locked item with a lockpick in your hand will it be a random chance if it is successful (like in TES 3: Morrowind) or will there be a mini-game aspect to it like in Skyrim?


    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.

    ----------------------------------------------------------------------------------------------

    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:

    Posted in: WIP Mods
  • 0

    posted a message on Any tips for generating huge structures without causing worldgen runaway?

    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.

    Posted in: Modification Development
  • 5

    posted a message on Tales of Skyrim - Bringing Skyrim to Minecraft (Dungeons, Tools, Mobs, Magic, and more)

    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.

    Posted in: WIP Mods
  • 1

    posted a message on Tales of Skyrim - Bringing Skyrim to Minecraft (Dungeons, Tools, Mobs, Magic, and more)
    Quote from wdsawdsa»

    How about a painter? Can offer their services


    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.
    Quote from MokahTGS»

    Will you add star sign shrines that give players certain buffs? What about mudcrabs? Minecraft needs mudcrabs.


    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.
    Posted in: WIP Mods
  • 40

    posted a message on Tales of Skyrim - Bringing Skyrim to Minecraft (Dungeons, Tools, Mobs, Magic, and more)

    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:

    • Adds hundreds of new blocks, items, and mobs inspired by those found in Skyrim
    • Transforms the world generation to more closely match the land of Skyrim, including new types of biomes, plants, and animals
    • Adds challenging new dungeons and ruins to explore that generate randomly in the world
    • Adds a brand-new magic and shout system to expand how you play
    • Adds many new types of weapons, tools, and armor based on those found in Skyrim, all with unique stats
    • Adds randomly generated towns and cities based on those found in Skyrim

    What This Mod Does NOT Do:

    • Add static, pre-built content that clashes with the infinite random generation of MC, like quests and named NPCs.
    • Rip off Skyrim assets, like textures and sounds - all content created for this mod is original! Yes, that includes the code.

    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:

    • Alchemist > Buys and sells potion ingredients and potions
    • Blacksmith > Buys and sells armor, weapons, and ingots
    • Mage > Buys and sells spell books, staffs, mage robes, and soul gems
    • General Merchant > Buys and sells books, gems, building plans, and many miscellaneous items
    • Hunter > Buys and sells various types of meat
    • Farmer > Buys and sells crops, seeds, and food

    New merchant mechanics:
    • NO trade cooldown! Merchants will only refuse to trade with you if you want to sell something and they have run out of Septims, or if they have run out of stock of the item you want.
    • If a merchant runs out of stock of a particular item, they will restock after 2-3 minecraft days.
    • Trading multiple times with the same merchant will unlock new types of rare trades.


    (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.


    Want real-time updates and discussion about Tales of Skyrim?


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Banners!
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    [url="http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"][img]http://imgur.com/niFQ7rx.png[/img][/url]

    Posted in: WIP Mods
  • 0

    posted a message on [16x][1.8] ~Dandelion~ (Biomes o Plenty support) UPDATED 5/23
    Quote from AngeloTangelo»

    Is there any chance of you doing Skyrim styled textures like the stuff you did for Riverwood (I know this would be a huge amount of work), or are you planning on keeping the default texture style for this project? It looks exciting either way.

    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.
    Posted in: Resource Packs
  • 3

    posted a message on [16x][1.8] ~Dandelion~ (Biomes o Plenty support) UPDATED 5/23
    Quote from VanillaBrocker»

    How will we ever recover, man? Haha!
    Great to know that you're modding, now. Vertical Slabs are really cool!
    Will you stop updating your texture packs? Dandelion is my favourite texture pack and I've been using it since 1.7.10 came out.

    It's really nice that there are some users working on making addons for it. Thank you, guys. :)

    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. :)
    Posted in: Resource Packs
  • 0

    posted a message on [16x][1.8] ~Dandelion~ (Biomes o Plenty support) UPDATED 5/23
    Quote from Hallo89»

    I don't really see "I reverted your models and instead just took the exact same model folder which was in Dandelion since the beginning" as a fix, eh?

    Just wanted to point that out, you could've just said "I couldn't fix it" or "I won't take them" lol


    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.
    Posted in: Resource Packs
  • 0

    posted a message on onEntityCollidedWithBlock() and updateTick() not triggering for blocks

    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.

    Posted in: Modification Development
  • 0

    posted a message on onEntityCollidedWithBlock() and updateTick() not triggering for blocks

    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

    Posted in: Modification Development
  • 3

    posted a message on [16x][1.8] ~Dandelion~ (Biomes o Plenty support) UPDATED 5/23

    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.

    Posted in: Resource Packs
  • 0

    posted a message on KeyInputEvent not working
    Quote from TheXFactor117»

    Hmm...I used the Keyboard class and everything worked perfectly fine.


    Could you post your code, please?
    Posted in: Modification Development
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