I maek thing.
I tried some initial conversions to the Special Edition for Enderal. Obviously most things don't work at all, but the cells at least ran MUCH MUCH better. I know you guys didn't seem to have any plans to convert over to the SE, but once SKSE64 is out, you might gain a lot from doing so, especially in terms of performance.
It only opens for a few seconds when all the levers are flipped.
Then shoot it again. It's a boss, it has a lot of health.
You installed some other tree mod that causes them to be far too large.
Reload a save before entering the park. You were TOLD nobody comes back, you should know what to expect.
You didn't do the sidequests and didn't look around, and you expected to get a good ending? Come on man, seriously? You've nobody to blame for that at that point but yourself.
Make sure you talked to your companion, stand back, and let the scene progress without interrupting the NPCs.
Get the latest patch.
Make sure you're set to load loose files.
This means the scripts aren't running, which means you aren't loading the loose files for whatever reason.
Check the files section.
It'll be up in a few hours.
It's currently Thursday here. But it doesn't matter, because I wouldn't be releasing immediately on Saturday anyway, more closer to noon.
This is quite a bit bigger than Tales from the Commonwealth.
I'm not sure, it might be too big.
Maxwell’s World is officially done!
Sort of. What we’re missing now is a lot of bugtesting, which means testing is officially open for those who apply!
Keep in mind, you need to be on PC, and have at least a passing knowledge of how to use the console to get yourself out of situations. It’s a bugtest after all! You can PM me if you want in.
I'll be most likely updating UU after Maxwell's World, yes. I have effects lined up for it.
One week is not "a while since any updates"
Who says you're going to die?
No, real life is just happening. It'll be out when it's out.
We have a texturer now. Except, as soon as we did, our modeler went MIA.
Well, if you know a texturer, it'd certainly speed things up.
I already contacted a few people, that's where our original texturers came from. Problem is they don't seem to be around anymore. I might just do it myself if I have the time.
Our texturer is still MIA, I'm not sure how long it'll take because we can't find a texturer as it currently stands.
Like I said, the issue is doing cell detail work. Quests can be done quickly, but not so much when you've got around 20-30 new areas plus an entire amusement park to fill out.
The main two points is that our texturer is very late with his textures, and I still need to do a lot of detail work.
With their mouth.
It's more or less what I'm shooting for, and easily possible.
Currently the full list of unique weapons includes:
Good news everyone! Our first pass for cells has finished up, which means we're onto the dialogue and quest stage.
To explain, development goes as such:
-First pass for interiors and exteriors (structures and navmeshes)
-Dialogue and quests
-NPCs, items, polish of dialogue
-Second pass for interiors and exteriors (details, lighting, objects placed)
First pass is always one of the harder portions, and with that finished up, the rest should fly by quickly. The only thing we're really missing at this point are textures for assets.