Day 17: Then, you move on

Oh well

Well, not everything works. Fact of life. Best thing to do is to move on. Sul here has a lot of dialogue that he may or may not say. But, right now’s he’s a wonderful follower with a unique voice. Eventually I’ll get him to say a lot more but for now, he’s doing what I wanted him to do. I have to move on to making a quest, so I’m leaving him as is for now.

Today was a LOT of bug searching. I simply can not find out why he doesn’t taunt. Sul also has an issue of not commenting on areas like he’s supposed to. No matter, he’ll live. Maybe. I got him to grunt when shoved, so at least that’s working.


9-11: AP history study session

12-3:30: AP History Test

5-8: Bug Fixing

Total work time: 7.5 hours. Pretty good.



Day 16: Not Everything Works

is working

Here’s the good news: Sul is fully functional as a follower. He talks, he groans when hurt, and he knows when combat starts. However, he has no idea how to taunt the enemy. After working on the issue for quite some time, I asked for help from an expert, and I’m now waiting for a reply. That said, a lot got done today.


8-10:30: Voice Recording

12-2: Voice fixing and beg fixing

4-6: Bug fixing

Total time: 6.5 hours.

Day 15: Now with Sound!


Well. A lot got done today. A lot a lot.

First of all, let’s cover a lesson on audio. Audio is incredibly important in a video game. In fact, audio is incredibly important in just about anything (even books are better with a little music playing in the background). However, only good audio is acceptable. Bad audio is… disgusting. Grainy, echo-y, you name it. Bad audio simply destroys an experience. So many good mods are ruined by poor audio quality. That said, it’s somewhat difficult to get good sound files. Few people have in house recording studios with excellent equipment. Luckily, I made do with what I have.

First, I have a Blue Snowball Ice microphone. It was about $30, and it gets the job done. It connects via USB to my computer. Then, I have a pop filter, which prevents spit from hitting my microphone and making a “pop” noise. In audition to this, I have a dampening box to cut out any echo or outside noise. I made this box today, actually, out of nothing but cardboard and towels. This gives me some pretty good quality audio, which I’m very proud of. I also cut down on noise around my desk while recording, in audition to watching my breathing and pronunciation.

Maybe some samples are in order.

Here’s the bad.

Here’s the good.

That’s the difference between a playable mod, and a mod that is quickly uninstalled and deleted.

Anyways, that recording was used TODAY to make our hero talk! He is fully functional as a custom voiced follower! But he’s not finished yet. Not at all…


7:30- 9: Build the follower

9-10: Build dampening box

10-1 Gut the follower, add some functionality back

2:30-3:30: Band Practice

8 – 10: Record audio, repair follower functionality

Total work time: 15.5 hours. Jezum…


Day 13: The Dungeon is Complete

argonian bandity

Today a new race was created. Robot Argonians who lack blood and make metal clashes whenever you hit them. This is in order to keep the material in the mod PG-13. They work great, but they will forever be known as bandits due to technical limitations.

Today I had a friend run through the dungeon, a tester. The mod is presently in “alpha” meaning that there is still a ton of main features to add. The alpha test pointed out some flaws that I needed to fix. But for now, the dungeon is complete.


7-2: Creating new race, finishing dungeon

Day 12: The Floor is No Longer Lava


See all that red stuff? That, my dear fellows, is Navmesh. Navigation mesh is, essentially, a map for computer controlled characters. It allows them to figure out where they may or may not move. Say, you don’t want a follower running into a chair. Well, when setting navigation mesh, go around the chair. By doing so, the chair is taken out of the equation. Navigation mesh also allows NPC’s to follow more specific paths, avoid walking off of mountains, etc. ┬áIt also keeps NPC’s from preforming odd maneuvers such as hiking a mountain or dancing all over a grouping of tables. The player character can do many things, but the artificial intelligence running NPC’s is limited. However, this intelligence will make a follower or companion follow the player using the same path he took. Navigation mesh keeps the NPC’s from attempting maneuvers that their little brains couldn’t actually handle.

Navmeshing takes a very, very long time. Imagine building your house, then needing to put in an EXTREMELY precise carpet that can’t be covered by any objects. NOTHING can be put on top of this carpet, unless you want your guests to run into it. So, you would get out your scissors, and start cutting away. Far more difficult than simply laying down the carpet THEN furnishing the joint.


7-12: Glitch fixing

12-3: Errands

3- 7: Nav meshing, more glitch fixing.

Total work time: 9 hours. Good job!

Bonus photo: My navmesh testing buddy, Stenvar!


Poor Stenvar .He crashed into tons of tables before I fixed the navmesh. His shins must be a wreck.

Day 11: It All Comes Crashing Down

Sul with stars

The dungeon is complete.

Today, I completely redid lighting. There’s mist, less flickering, and a far more interesting atmosphere surrounding the ruin. The garden pictured is one such addition.

One thing to remember when creating a mod, is to save often. More than often, all of the time. When working with creation kit, anything could cause a malfunction, crashing the tool and deleting all unsaved data. Today, after fixing numerous issues, I accidentally crashed my work by not being specific enough whilst using the search bar. Let this be a warning.


4 am – 2 Pm – Model Un

3 Pm – 10 Pm – lighting and glitch fixing

Total work time: 18 hours of work. ( 7 just for the mod)


Ninth Day: Dungeon Crawl

No pictures today, rushing.

Today was more dungeon work. The two halves are connected now, and the whole dungeon may now be accessed by the player. Will (hopefully) be done by the end of the weekend.


7- 12:30: Dungeon work, adding clutter, adding lighting