Jappa123 Posted December 2, 2018 Posted December 2, 2018 19 hours ago, Huckleberry said: Hi everyone ... sorry it has taken me so long to post an update. BUT ... things are cooking along nicely. In order to save performance, I have moved the pleasure gardens to an interior location however there won't be any load doors once inside and you will be able to move seamlessly from the brothel to the theatre/arena to the bar, etc. All exterior and interior locations (thus far) are navmeshed and optimized ... I am consistently able to get 60fps in all locations during game play, however, like all mods with lots of assets there is a drop in fps when loading an area. I've got my "basic" scripts in - lights, fires, water taps, stripping - and the NPC packages and some preliminary ambient dialogue is input and working (these are the little convos that happen between NPCs as they wander around, etc). Yay! For some reason, calling actual SL anims continues to elude me ... having some sort of mental block on that but I think I've got it figured out ... sort of defeats the purpose of a SL mod if I can't call SL anim ... lol. I mean, I can make them strip and screw on the spot, just having some issues integrating the anims as part of quest stages. Like I said, I think I have it figured out but we'll see. Anyway, some new teaser pics: Reveal hidden contents Overviews and harbour area: Bridge and Libby in game: Transport Ship Cargo Hold: Pleasure Gardens New Entrance: Pleasure Gardens Atrium Teaser (view from Brothel Area): Pleasure Gardens Private Party Room: The Feral Cat VIP Tub Tap (room also has working shower and sink): Looks great! so it the end how far you are from "release the first phase"? Keep up the good work!
Huckleberry Posted December 2, 2018 Author Posted December 2, 2018 3 hours ago, Jappa123 said: Looks great! so it the end how far you are from "release the first phase"? Keep up the good work! I'm pretty happy with the basics so far, so, if I can get a couple of Skinder quests set up I may release an early WIP version later today or early tomorrow ... yikes. ? 2
Huckleberry Posted December 2, 2018 Author Posted December 2, 2018 15 hours ago, zwdragonbone8314 said: Wow, the picture looks awsome. I can't wait to play this mod. Thank you!
Jappa123 Posted December 7, 2018 Posted December 7, 2018 On 12/2/2018 at 7:27 PM, Huckleberry said: I'm pretty happy with the basics so far, so, if I can get a couple of Skinder quests set up I may release an early WIP version later today or early tomorrow ... yikes. ? Let me guess.. something went wrong? Its ok take your time, just keep us updated if possible.
Huckleberry Posted December 7, 2018 Author Posted December 7, 2018 2 hours ago, Jappa123 said: Let me guess.. something went wrong? Its ok take your time, just keep us updated if possible. lol ... fair enough. Nothing went wrong, I've just been busy. 1
Huckleberry Posted December 11, 2018 Author Posted December 11, 2018 Little update - Realized that I hadn't transferred all of the meshes/textures over to my own folders and they would have just been flopping around in your various data sub-folders (bad) or had a shitload of dependencies (worse), so I spent the day moving everything into a proper set of mod folders and redirecting all the texture locations in Nikskope (which was a bit terrifying at first ... lol) ... on the plus side, with all the necessary meshes and textures now safely tucked away inside a Bay of Voices folder, there shouldn't be any mesh conflicts for anyone. Yay! I also spent some time polishing and adding some pirate cove flavor. Also put in a couple mini-locations needed for NPC quest givers. New Pics: This one is for Highborn - if you don't use climate mods it can be quite bright during the day ... weather dependent of course ? Aaaannnd ... back to my darker side ... lol ... a little zap pack cross tie pole and other mod resources makes for a lovely matched set with some poor bastard who didn't make it: Swimming with the fishes: A couple mini-locations for NPCs (these are inside the Bay, just will have specific NPCs tied to them: Fisherman's boat A strange ritual barge: Temporary dock near Winterhold so we can get to the Bay without the pirate quests active: 4
cailic Posted December 11, 2018 Posted December 11, 2018 1 hour ago, Huckleberry said: Little update - Realized that I hadn't transferred all of the meshes/textures over to my own folders and they would have just been flopping around in your various data sub-folders (bad) or had a shitload of dependencies (worse), so I spent the day moving everything into a proper set of mod folders and redirecting all the texture locations in Nikskope (which was a bit terrifying at first ... lol) ... on the plus side, with all the necessary meshes and textures now safely tucked away inside a Bay of Voices folder, there shouldn't be any mesh conflicts for anyone. Yay! I also spent some time polishing and adding some pirate cove flavor. Also put in a couple mini-locations needed for NPC quest givers. It's looking quite awesome! 1 hour ago, Huckleberry said:
Highborn Posted December 11, 2018 Posted December 11, 2018 5 hours ago, Huckleberry said: Little update - Realized that I hadn't transferred all of the meshes/textures over to my own folders and they would have just been flopping around in your various data sub-folders (bad) or had a shitload of dependencies (worse), so I spent the day moving everything into a proper set of mod folders and redirecting all the texture locations in Nikskope (which was a bit terrifying at first ... lol) ... on the plus side, with all the necessary meshes and textures now safely tucked away inside a Bay of Voices folder, there shouldn't be any mesh conflicts for anyone. Yay! I also spent some time polishing and adding some pirate cove flavor. Also put in a couple mini-locations needed for NPC quest givers. New Pics: Hide contents This one is for Highborn - if you don't use climate mods it can be quite bright during the day ... weather dependent of course ? Aaaannnd ... back to my darker side ... lol ... a little zap pack cross tie pole and other mod resources makes for a lovely matched set with some poor bastard who didn't make it: Swimming with the fishes: A couple mini-locations for NPCs (these are inside the Bay, just will have specific NPCs tied to them: Fisherman's boat A strange ritual barge: Temporary dock near Winterhold so we can get to the Bay without the pirate quests active: looking very beautiful!
Jappa123 Posted December 11, 2018 Posted December 11, 2018 Damn i'm kinda hyped. You want to fill whole mod with quests and stuff? damn it sounds like dlc sized mod. So it the end when we can expect some wip version to test?
Huckleberry Posted December 11, 2018 Author Posted December 11, 2018 7 hours ago, cailic said: It's looking quite awesome! 3 hours ago, Highborn said: looking very beautiful! Thanks cailic and Highborn! Yeah, I think its coming along nicely. ? 3 hours ago, Jappa123 said: Damn i'm kinda hyped. You want to fill whole mod with quests and stuff? damn it sounds like dlc sized mod. So it the end when we can expect some wip version to test? Yes, the Bay of Voices location will serve as a quest hub and this thing is planned to grow to a dlc mod over time. That's part of the reason it is taking so long to release the wip version ... I'm trying to think five steps ahead to make sure it all fits together. For example, the strange ritual barge is related to The Keepers questline and won't be fully active until I do that group of quests, BUT I want to set the tone and back story early ... the place is called the Bay of Voices for a reason. The Bay itself though will also just be a 'town' like Whiterun that will have radiant quests, etc that the player can explore and sandbox in ... I want it to feel like a normal part of the game so merchants, radiant, and ambient dialogue, etc all need to be in there. I'm reluctant to give a window for the wip release since every time I do so, something goes sideways ... don't want to jinx myself so I'll just say there will be a pre-alpha wip release soon-ish. That release will be for mesh checking, looking for purple textures of death, making sure basic scripts and merchant quests are running, ambient dialogue is showing up, etc. I've modded my own locations in the past, but this will be my first public release and I want to make sure all the i's are dotted and t's are crossed.
goldust Posted December 11, 2018 Posted December 11, 2018 looks fucking great!!! cant wait to test it out in wip or any other way ❤️ thank you so very much for all that you are doing. ❤️❤️❤️
goldust Posted December 11, 2018 Posted December 11, 2018 hey Huckleberry..i would love to do some voice work for your mod. 1
Huckleberry Posted December 13, 2018 Author Posted December 13, 2018 On 12/11/2018 at 2:25 PM, goldust said: looks fucking great!!! cant wait to test it out in wip or any other way ❤️ thank you so very much for all that you are doing. ❤️❤️❤️ ? thank you! On 12/11/2018 at 2:31 PM, goldust said: hey Huckleberry..i would love to do some voice work for your mod. I don't have enough voice lines yet to bring in voice actors, BUT, as soon as I do, I will let you know ? 1
poopoopuh Posted December 13, 2018 Posted December 13, 2018 Still looking forward to this, quest mods are sorely needed 1
Huckleberry Posted December 13, 2018 Author Posted December 13, 2018 I've started a development blog for the mod and have put up a posting about voice acting. I'll use the blog to post recruiting info, random thoughts, etc ... but I thought it would also be a good spot for more granular discussions about the lore and characters as they start coming out. It's pretty empty right now but will start to fill up ? https://www.loverslab.com/blogs/entry/8026-characters-voice-acting/ Cheers!
goldust Posted December 14, 2018 Posted December 14, 2018 6 hours ago, Huckleberry said: ? thank you! I don't have enough voice lines yet to bring in voice actors, BUT, as soon as I do, I will let you know ? cool ty ❤️
Huckleberry Posted January 27, 2019 Author Posted January 27, 2019 Hi. Had a busy month so my focus was elsewhere for awhile. Just wanted to let everyone know I am still working on this and it hasn't been abandoned. Update coming soon. 5
Highborn Posted January 28, 2019 Posted January 28, 2019 7 hours ago, Huckleberry said: Hi. Had a busy month so my focus was elsewhere for awhile. Just wanted to let everyone know I am still working on this and it hasn't been abandoned. Update coming soon. Nice to hear it.
cailic Posted March 31, 2019 Posted March 31, 2019 I think you've forgotten about us. How Could You? After all we have done for you.
cailic Posted April 5, 2019 Posted April 5, 2019 On 4/4/2019 at 12:25 AM, MurderInc said: RIP Bay of Voices Don't spend the money on the gravestone just yet. Huckleberry actually has a life... unlike me. So work on the mod is intermittent. A few months between updates isn't unusual.
Huckleberry Posted August 22, 2019 Author Posted August 22, 2019 On 4/5/2019 at 9:40 AM, cailic said: Don't spend the money on the gravestone just yet. Huckleberry actually has a life... unlike me. So work on the mod is intermittent. A few months between updates isn't unusual. Hello! cailic is right ... Bay of Voices is not dead ... not even close! I've been extremely busy with RL stuff but have carved out some time to work on this lovely little beast. Soooo .... I am packaging the beta town test as I write this (just have to look up what to do with dialogue). It will be loose files in tidy little folders with an esp. The town residents won't do any sexy stuff just yet but the area works with TDF Prostitution and Radiant Prostitution/Gigolo (avoid the critter stuff for now though as I haven't put any animals anywhere). The Pleasure Gardens are (mostly) open for business if you are looking to ply your trade in the oldest profession, but, I haven't put the brothel or arena systems in yet. That is coming. There are lots of sailors, merchants, guards, and patrons in all the taverns/inns. All of them are male. When I have everything sorted out I will add a toggle in the as-yet-non-existent MCM menu that will let players choose the gender(s) of the patrons, sailors, etc The three locations where you will find easy prey - I mean willing financial supporters of rare and delicate flowers - are The Ragged Flagon Too (rough trade), The Feral Cat (fancy pants), and The Pleasure Gardens (at least they are clean). At present, rooms can be rented at the Ragged Flagon Too and the Pleasure Gardens. There are also numerous locations for pitching a tent if you use a camping mod. I haven't put in the ownership conditions yet so you can also just steal a house by going to the Meadery or Residence 1 (clever name, huh?). I will post pictures of how to find those locations when I put up the file. I will be uploading this without the quests because I need BETA TESTERS for the location itself. I need to know if I have purple mesh problems and if the location is causing lag ... it is detailed and decorated so the exterior can take a bit of time to load but I haven't had any performance issues once it does. OK ... see you in a few hours 7
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