The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Mod Page under reconstruction. Links to the other modules in the series will become available as they are made.

Image RSS Feed Latest Screens
2012/2013 Tardis Interior WIP WIP WIP Model
Blog RSS Feed Report abuse Latest News: Updates and Changes

1 comment by neronix17 on May 16th, 2013

Progress Update

Well, so far it's looking good on the Doctor Who part of this mod, not quite the level of realism as Fallout Who Vegas as quite frankly the 11th time I went through that form of travel I was on the verge of allowing the Death Claws outside the doors to eat me alive. It's a great mod and all, don't get me wrong he's doing a phenomenal job, just the TARDIS controls are a little repetitive for my tastes. If you are interested in playing a damn good Doctor Who mod for New Vegas then here it is.

Now back to the update, the TARDIS is at a state where I have been able to try out a few methods of transportation, which at the moment is completely random. Adding an actual control for landing is a bit of a complication with the limited menu function built into the game, creating a new menu screen is currently outside of my abilites though so I will have to think of a way to wrap the selection into it no matter how annoying it is. The texturing on the interior is far from complete so no screenshots yet (rather not post WIP shots as it does not look any good at the moment). I've been busy since the 'Journey to the Center of the TARDIS' episode, recreating the coridoors and rooms seen, made all the easier by the BBC posting concept art of the set, measurements and everything needed really.

The more spectacular rooms like the swimming pool and observation room are in progress still, being as large and unique as they are, I am doing my best to keep the poly count low but it is getting more and more difficult. At this rate almost every room will need to be separated through a load door to keep it from lagging on even the most beastly of computers.

The Changes

As I'm sure it has already been noticed I've not been speaking much about anything non-DW related lately I'll move on to the changes I've been unsure whether or not to go ahead with. I'm still not sure about doing this change or not but I'm putting it out there to see how it would be recieved.

First of all I will note clearly that this is not already done or even decided, I am unsure if I should or not. Second, consider the pro's and con's of the changes before screaming at me for even thinking it. Right, the first big thing is that I am thinking on splitting the mod completely, separating them over different games, keeping Doctor Who on Skyrim and the rest placed into the most appropriate games for the functions and whichever one will proved the best end result.

What would most likely happen is that I will return Stargate to Fallout 3/New Vegas, where guns would be incredibly easy to add and the model importing is done in a fraction of the time it takes in Skyrim, leading to a much quicker release. Battlestar Galactica would also be a possible candidate for placing in Fallout.

Star Wars would possibly be left in Skyrim, although having it in a Fallout game would also be a lot easier and quicker. I might even go as far as to say that I would be willing to do a lot more content for it if I was to transfer to F3/NV.

So basically a large portion of the mod would be pushed into Fallout 3 or New Vegas, pro's being that it would be faster, easier and I would have to deal with a fraction of the amount of crashing in the G.E.C.K than with the Creation Kit. There's also the fact most of the mod would need guns to be at it's best quality, which Skyrim is sorely lacking. A graphical plus to going back to F3/NV means the Stargate puddle (Event Horizon) will be fully animated. Cons obviously being that the progress currently made on Skyrim in the Stargate section will need to be redone and reworked slightly to fit the game better but I guarantee that even doing that it would be out sooner that it would be on Skyrim. To be honest the only reason I pushed the mod into Skyrim in the first place was because I thought it would be just the same process and would simply have better functions and nicer graphics, I was wrong and it turns out it is much more difficult.

I'll be making the decision at the end of the month, comments and opinions from the community will be taken seriously and will factor into the decision. I'll be continuing purely with Doctor Who until this is decided so as not to waste any time if the transfer to Fallout for the others is going to happen.

Downloads RSS Feed Latest Downloads
SkyFi - Homes 1.0

SkyFi - Homes 1.0

Apr 9, 2012 Full Version 8 comments

Hey all, just a quick mod I made for personal use mainly but I plan on expanding on it at some point in the far future. This will also be a testing ground...

Sword of Truth Expansion

Sword of Truth Expansion

Mar 20, 2012 Full Version 24 comments

Here is a different module of SkyFi, this can be used with or without the main SkyFi mod and the only reason it is separate is because it isn't technically...

SkyFi R1

SkyFi R1

Feb 22, 2012 Full Version 14 comments

Here is the first release, not complete as I lost yesterdays progress thanks to my oh so wonderful chunk of metal some call a computer. I thought it best...

Jaffa Staff Weapon (Ma'Tok Staff)

Jaffa Staff Weapon (Ma'Tok Staff)

Feb 19, 2012 Demo 7 comments

Here is the first MiniMod for SkyFi, a complete weapon, craftable at any forge, using 6 Firewood and 12 Iron Ingots, the high-ish cost is to balance the...

Post comment Comments  (0 - 10 of 126)
magiguy101 Apr 29 2013, 12:29pm says:

Well after the latest episode of Doctor Who, I guess your work with the Tardis just got a whole lot harder :P

+1 vote     reply to comment
neronix17 Creator
neronix17 May 6 2013, 5:42am replied:

Damn right, although the concept art is making it easy to re-create the corridors. Sadly didn't get a closer look at the swimming pool and observatory but should be easy enough to make up the unseen sections. The library will be easy enough although I will have to take advantage of the opportunity to add a few dozen books to make the shelves a little less repetitive.

+2 votes   reply to comment
harrison1703 Jun 22 2013, 7:49pm replied:


+1 vote     reply to comment
jarmenkell23 Mar 1 2013, 4:53am says:

hey great work here, any chance of star trek or bsg?

+1 vote     reply to comment
neronix17 Creator
neronix17 Mar 1 2013, 7:01am replied:

BSG will be added after SG, DW and SW, a couple other small mods for others too, Star Trek is one of the few that has never interested me though, sorry. If there's anything specific from it you would like though I might be able to do that, like a weapon or ship to have as a player home.

+1 vote   reply to comment
jarmenkell23 Mar 1 2013, 10:02am replied:

ive always despised star trek however hav u seen the jj abrams movie? turned me into a believer. anyway will the game hav space ships?

+1 vote     reply to comment
neronix17 Creator
neronix17 Mar 2 2013, 12:04am replied:

Yeah I actually liked that movie too, not sure why, the one thing I think Star Trek is actually better in is the believable science behind technology (their alcubierre drives world like a real world theory for FTL travel). Yes there will be ships, I have actually been mapping out the interiors for the Stargate ships today. They won't work in the typical way though, it's hard to describe and I'll probably make a news post sometime to explain how ships will work.

+1 vote   reply to comment
neronix17 Creator
neronix17 Feb 18 2013, 10:30pm says:

I learnt how to model for this mod. I'm glad I did because it's one of the most relaxing things I have ever done, enjoying making the models for the mod more than any other part of it at the moment.

I'm actually getting distracted with making a couple small mods for Kerbal Space Program because most of what goes into making parts for that is the models, the rest is a very simple configuration file which you can essentially copy and paste for each part. If you are waiting for this mod I highly suggest you try out KSP, it's brilliant fun and well worth the very small cost (there is a demo available for free of course).

Anyway, small progress update, I'll get more images up sometime showing a range of new models, which I might wait until they are all textured first as they will look better. In-game things are still going at a snails pace, the CK is literally crashing for no reason now, I am not even kidding. I left it alone with NOTHING rendering, simply after the files had loaded themselves and it was waiting for me to get going, 50 seconds is all it took for it to crash by itself. I need to find out what the problem is as I've re-installed the whole thing to try and fix it already and that made it worse.

+1 vote   reply to comment
MODSTERMD90 Feb 17 2013, 12:16pm says:

Awesome! the work you put into this is truly remarkable! I am not worthy of playing this mod! =D

+1 vote     reply to comment
neronix17 Creator
neronix17 Feb 18 2013, 10:23pm replied:

Compliments? Hmm...are you sure you are looking at the right mod? :P

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

The Elder Scrolls V: Skyrim Icon
Nightman Games
Send Message
Release Date
Mod Watch
Track this mod
Role Playing
Single Player
Embed Buttons

Promote Skyrim - Doctor Who on your homepage or blog by selecting a button and using the embed code provided (more).

Skyrim - Doctor Who
Skyrim - Doctor Who
Last Update
1 year ago
330 members