Search found 792 matches
- Tue Apr 28, 2015 12:51 am
- Forum: Grimrock 2 Discussion
- Topic: Disappointed
- Replies: 40
- Views: 60179
Re: Disappointed
(Whistling) Just wandering through. . .What's being talked about in here? Holy mother Mary. . .(Keeps walking.)
- Mon Apr 13, 2015 7:08 pm
- Forum: Mod Creation
- Topic: boring times - not enough memory
- Replies: 25
- Views: 22714
Re: boring times - not enough memory
Diarmuid did, in fact, succeed at storing party info in a name string in LoG 1. He was able to import it to a second dungeon, BUT. It was the most rudimentary information being carried. Name, exp, a couple of items. . . As minmay stated, in order to get any kind of persistent info across takes enorm...
- Sun Apr 05, 2015 6:27 pm
- Forum: Mod Creation
- Topic: question about memory usage
- Replies: 10
- Views: 9979
Re: question about memory usage
Now that's news. Good work Isaac!
- Sat Mar 28, 2015 9:10 am
- Forum: Mod Creation
- Topic: List of "hidden" sound files in assets
- Replies: 4
- Views: 5803
Re: List of "hidden" sound files in assets
God-Dangit minmay, how am I supposed to dislike your hatred for everything ever born, if you're always RIGHT?
- Thu Mar 26, 2015 11:47 pm
- Forum: Custom Dungeons
- Topic: [MOD] - Eye of the Atlantis - version 3j
- Replies: 742
- Views: 782075
Re: [MOD - WIP] - Eye of the Atlantis - 50% done
Looking great Drakkan! Keep it up!
- Tue Mar 17, 2015 4:14 pm
- Forum: Mod Creation
- Topic: Help req - Info for creating + animating custom monsters
- Replies: 14
- Views: 22528
Re: Help req - Info for creating + animating custom monsters
I don't think they will have all that much trouble from a technical standpoint. Using standard industry tools, run through a couple of converters found around here, it can be figured out (especially with the communities help). A difficult task may be nailing the poly counts to show fidelity, but not...
- Sun Mar 15, 2015 6:35 am
- Forum: Mod Creation
- Topic: neo-goth industrial set and more
- Replies: 63
- Views: 63410
Re: neo-goth industrial set and more
Or you could certainly try ripping LoG assets to use in a Skyrim mod, Or anything else not expressly allowed in the end user license agreement. I'm sure it would turn out fine. I'm sure this will turn out great for all involved.
- Sat Mar 14, 2015 7:05 am
- Forum: Mod Creation
- Topic: neo-goth industrial set and more
- Replies: 63
- Views: 63410
Re: neo-goth industrial set and more
There is no discussion. If you were not aware that Bethesda plays by stricter rules than most of the industry, Phitt did you all a favor. As long as you post that these are modified from original Bethesda models, and using them could (WILL) get all mods using it, and the asset itself removed from al...
- Mon Mar 02, 2015 12:56 am
- Forum: Custom Dungeons
- Topic: [ORRR3] Let's Pick a Theme!
- Replies: 34
- Views: 44333
Re: [ORRR3] Let's Pick a Theme!
variety is the spice of life
- Thu Feb 26, 2015 2:24 am
- Forum: Mod Creation
- Topic: Tips on Designing a good Experience
- Replies: 22
- Views: 26508
Re: Tips on Designing a good Experience
Mod Designers would be doing us all a great justice to incorporate the math at all times, so that the Player can feel confident that regardless of how many Racial Foods reside within the game, at the very least there will be enough to get that last +1 Random Stat. For example, a Mod that has 12 of ...