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I checked the Steam store page to be sure; Skyrim doesn't use DX11. Just DX9. And adding support for a newer DirectX version would require some rather big changes to the game's engine anyway (see: Dark Souls 2 - Scholar of the First Sin).
DX12 would be nice, but ultimately Bethesda doesn't have much to gain from adding something like that to a game that's been out for three years.
It doesn't even have DX11 support, though.
This is more a matter of design ingenuity than it is of engine quality. Eleven year old tech is inherently less capable when compared to more recently developed software, not to mention the fact that IdTech 4 struggles with large environments, which I can only assume is very restricting on the development side.
Still, props to the level designer for doing some fantastic work here. It looks awesome.
Ah, just doesn't feel like Doom without gallons of blood. Love it.
I like it. Doesn't just look like a box with a photograph on it anymore.
Just as a lighting tip, you might want to try adjusting that spotlight's aspect ratio to match the shape of the window. Otherwise, it looks less like light shining through a window, and more like a spotlight with no physical source.
I know that, sometimes, it can be pretty easy to build your work into something that's way out of your comfort zone to work on. Once you get to that point, you'll probably end up trying too hard to keep ideas you like, even though they don't work with the story. Sometimes you just have to let stuff go.
Not to say you should trash everything that doesn't fit this particular story, just that you might consider splitting the book and the mod into two unrelated projects. Dial it back on the complexity, and think about where your ideas fit into your stories, if at all.
;-; Don't scare me like that, man.
This is archived now? Hell, I was really looking forward to this.
I guess that's that.
Hey, if it worked for me, it'll work for you. Sometimes the best thing you can do is start over.
That's more reasonable.
I don't mean to imply that your frustration is unwarranted, only that you shouldn't direct it at developers. I do understand how you feel. 1.2 launched just under four years ago, and nobody wants to lose four years' worth of custom content.
All I'm saying is that it's unfair to call a mod unplayable when the problem lies in changes you made to your copy of the game. It's not the developer's fault 1.3 doesn't work for you.
You need to stop being so salty about this update thing, man.
And thank you for supporting my insanity.
The slow periods of development can really get to me, but it always helps to hear stuff like this. Truly.
That's not something you see every day.
Probably for the better, actually.
Bah, curse you daylight savings.
Assuming that this is intended as an April Fool's joke, then I must, regrettably, inform you that you're a day early.
Well, I imagine it would be in the custom story's folder, assuming it'd be used in-game.
Hope a month isn't too late for a reply.
There are a lot of things you can do to make lighting look nice; too many, in fact, for the comments section.
If you're still interested, feel free to PM me, and I could go over it with you personally.
By 'difference' do you mean the candles' colors, or am I missing something else?
This hits home in so many ways. The fear of failure, the apprehension of feeling that you've let everybody down, the anxiety of knowing you can't finish something when you want to, the lack of motivation, the creative brick wall, all of it rings uncomfortably true.
It's how I've been feeling for months, though I think you have it worse.
So far as I can tell, it's part of the creative process. Not for every creative endeavor, at least I hope not, but definitely the first. It's something of an obstacle to overcome, but there's no clear way to get past it.
I'm still terrified everybody will think my custom story's complete **** when I release it, whenever that may be. I've failed on so many promises and deadlines, I'm not even sure it's worth the effort to try anymore.
We'll all take it differently, but the important thing to take away is that you're not alone in feeling this way.
Ah, I thought those other screenshots might have been a countdown.
Was not disappointed.
Ah, I knew I wasn't the only one crazy enough to make refractive glass.
I'd recommend not mixing-and-matching tilesets like that. It tends to create dysfunctional, clashing color schemes that can really get to be an eyesore.
My advice would be either to trash the bright red walls in favor of castle stone, or replace the ceilings and floors with something that better fits a warm color scheme.
Also, torches on wood walls; that'll start a fire faster than you can dial for the fire department. Candles or hanging lanterns would make more sense.
I was bothered by this for a while before I decided to check if it was just the way the editor handled shadows, as the level editor renders things differently, sometimes for better, sometimes for worse.
Planes do, in fact, cast shadows. It's just that they only do so in-game, and not in the level editor. But you should still use the static plane, at least for development's sake.
That's about 263,768,453 more minutes than I expected.
Must've been all them lightings.
(Guessing you meant 2.63, not 2,63)
Ah. So... it is old, then?
You've changed the title back to The Hands Resist Him? I thought you said it didn't reflect the core of the story.
I'm not sure what to make of this.
My only real guess is that it's an old as hell screenshot from a very early stage of development, except that doesn't explain the ambiguous title.
It could be that it's a joke, poking fun at amateur custom stories, but if that's so it's very out of place.