I absolutely love my players. I won't call them 'fans' because the root word comes from the latin for 'fanatic'. But I love them. After I come home from a hard day at work and there are comments like this in my inbox:
You created the greatest mod I've ever had the joy of playing. I don't know what to do with my life now that I've completed it.
- DarthJanine420
I just have to say this is a beautifully done mod, good voice acting, and even the conversations your NPC's had with Nazir and Babette. The murders that had to be commited and the ways to do them were just original, WAY better than Bethesda. But I can't complete this mod, because I just can't bring myself to... You know.... With the female NPC... I'm sorry, but I just can't. I have to stop with this mod as soon as I get to that part.
But I just want to say you are a GREAT modder. - Torok551
This is one mod I felt obliged to come back and comment on. I LOVE
Averna's outlook on things. The whole mod was very well put together. - gogrick
I love this mod! Stabby is THE BEST! Very immersive. It was wonderful to have the same WTF? moment that the character would be experiencing the first time my health got low. I won't give away any spoilers so I'll just say the name of the place cracked me up. Averna is wonderful too- so dry. All of the writing and voice acting is superb. I'm not even done with the quests yet but I just had to drop by and give you major props. Thanks so much for this mod! - Nitro1a
Thanks so much guys for making all my hard work feel worth the effort. Ya'll are the best!
Thursday, December 13, 2012
Thursday, December 6, 2012
New Review... in french
Someone made a video review of my mod... in french. I have no clue what he's saying it could be a terrible review but I choose to believe it's a fantastic glowing review worth sharing
Wednesday, December 5, 2012
The Rabbit Hole
So I made a video preview of one of the levels from my next mod, 'The Rabbit Hole'.
I play through the video with stabby, and it shows off all his powers so check it out!
I play through the video with stabby, and it shows off all his powers so check it out!
Friday, November 16, 2012
ScreenShots
Thursday, November 15, 2012
Kickstarter project cancelled
My kickstarter project for the sequel was cancelled. You can read the post for more details.
Honestly, a part of me knew the project would never succeed. But we live in a world where independent developers are getting funding every day to create games. Even super small niche games with very little mass appeal get lots of funding on kickstarter. Apparently a mod for an existing game is in a total different ball-park.
What surprised me the most was some of the hostility I read on the internet. Some people seemed genuinely offended that I was asking for money to create a mod. Many comments started out hurtful, with me being accused of generating a shitty mod and then 'having the gall' to ask for money to do what others do for free.
This I don't understand. What is so offensive about asking for money? People ask for money every day. Some provide soup for free (Volunteers at a soup kitchen) and some provide soup for a fee (Souper Salad anyone?) Should I be offended that a restaurant charges for soup, just because others give it away for free? Some seem to think that the profit motive is a sin, I honestly don't think a volunteer at a Soup Kitchen is any better or worse than a Waitress at a restaurant. Both are providing a valuable service. I guess some think the Volunteer is more admirable because she's not motivated by money, just compassion for other humans.
Was I motivated by money to make a Kickstarter? HELL NO. The kickstarter was an attempt to make a mod I could never do in my free time. If I did it to make money, I woulda started a project to launch a Business; Never once did I have the allusion that I could make a profit from developing mods. I just wanted to break even.
It was an experiment; a failed experiment. But as the Mythbuster's say, 'Failure is ALWAYS an option' At this point, I just want to put the whole thing behind me, and focus on my next mod coming out.
Honestly, a part of me knew the project would never succeed. But we live in a world where independent developers are getting funding every day to create games. Even super small niche games with very little mass appeal get lots of funding on kickstarter. Apparently a mod for an existing game is in a total different ball-park.
What surprised me the most was some of the hostility I read on the internet. Some people seemed genuinely offended that I was asking for money to create a mod. Many comments started out hurtful, with me being accused of generating a shitty mod and then 'having the gall' to ask for money to do what others do for free.
This I don't understand. What is so offensive about asking for money? People ask for money every day. Some provide soup for free (Volunteers at a soup kitchen) and some provide soup for a fee (Souper Salad anyone?) Should I be offended that a restaurant charges for soup, just because others give it away for free? Some seem to think that the profit motive is a sin, I honestly don't think a volunteer at a Soup Kitchen is any better or worse than a Waitress at a restaurant. Both are providing a valuable service. I guess some think the Volunteer is more admirable because she's not motivated by money, just compassion for other humans.
Was I motivated by money to make a Kickstarter? HELL NO. The kickstarter was an attempt to make a mod I could never do in my free time. If I did it to make money, I woulda started a project to launch a Business; Never once did I have the allusion that I could make a profit from developing mods. I just wanted to break even.
It was an experiment; a failed experiment. But as the Mythbuster's say, 'Failure is ALWAYS an option' At this point, I just want to put the whole thing behind me, and focus on my next mod coming out.
Wednesday, October 31, 2012
Kickstarter!
I really, really hope this works. There is nothing I would like better than to work on the sequel full-time. Please check out this link and help me make The Dark Brotherhood Resurrection: Part 2
Sunday, October 28, 2012
OMG Switches!
They have these
pressure-plate switches in Skyrim. Often there will be like a potion
on a pedestal, you pick up the potion and OH MY GOD POISON SPIKES IN
MY EYES!!!! If you try to put the potion back in vanilla Skyrim you
get an exercise in frustration trying to precisely place the item
back onto the switch, and hoping it doesn't fall back off.
Because a puzzle I
designed was going to rely on such switches, I spent a lot of time
developing custom scripts so the switches would be 'sticky' It makes
them so much easier to use!
I know it's a
silly little thing to get excited about, but it's minor victories in
Human-Machine interfaces like this that make life worth living for
me.
Saturday, October 27, 2012
Perforce
I want to write about something very near and dear to me today: Perforce. It's a tool probably very few modder's know about, and boy should they ever! Perforce is the most used Source Control system in the Video Gaming industry. When I first started working on this mod, I was using Dropbox to sync my script files between my computer at home and my computer at work. As my mod became more complex, it became clear I needed something more powerful. I needed my own perforce server.
A lot of the files are named 'BetterDarkBrotherhood' or use the prefix 'BDB'. This was my code name for the mod during development. I eventually decided to name it something less arrogant.
On the left side of the image, you can see the branches I maintain. Each branch contains all the files I need to create the mod. I maintain three branches, one for Skyrim Nexus, one for the Steam Workshop, and the last is my Main branch. My main branch is where I develop and test all the new code. When I tested and verified that my changes fixed the final boss being unkillable, I integrated the changes to the branches, and then I create an Archive (The Skyrim engine packs all its assets in to archives with the extension '.bsa') the archive is what is eventually uploaded to Steam and Skyrim Nexus.
On the right side of the picture you will see a list of my most recent changelists. See, every time I update the mod, I then 'submit' the changes to the server. This change gets saved, so If i ever want to go back and play an older version of my mod, even if it was the version 4 months ago, I can!
The two branches are different in important ways. The skyrim branch has all the Audio I had to cut in order to make the mod meet the workshops 100MB limit. It also contains revisions of the audio before I cut their bitrate in half. Soon, i'll be going through and adding all the missing lip files as well.
By Sithis, look at the time! It's 4am in the morning and I'm still blogging!
![]() |
Here is a picture of my perforce client connected to my server |
On the left side of the image, you can see the branches I maintain. Each branch contains all the files I need to create the mod. I maintain three branches, one for Skyrim Nexus, one for the Steam Workshop, and the last is my Main branch. My main branch is where I develop and test all the new code. When I tested and verified that my changes fixed the final boss being unkillable, I integrated the changes to the branches, and then I create an Archive (The Skyrim engine packs all its assets in to archives with the extension '.bsa') the archive is what is eventually uploaded to Steam and Skyrim Nexus.
On the right side of the picture you will see a list of my most recent changelists. See, every time I update the mod, I then 'submit' the changes to the server. This change gets saved, so If i ever want to go back and play an older version of my mod, even if it was the version 4 months ago, I can!
The two branches are different in important ways. The skyrim branch has all the Audio I had to cut in order to make the mod meet the workshops 100MB limit. It also contains revisions of the audio before I cut their bitrate in half. Soon, i'll be going through and adding all the missing lip files as well.
By Sithis, look at the time! It's 4am in the morning and I'm still blogging!
Friday, October 26, 2012
Updates!
Just finished uploading two major bug fixes to the mod. The first update on the Nexus was hudge, but that's because version 1.0 had more bugs than the workshop version! Because of a bad archive, users where crashing to desktop when using Averna's shouts, and none of the actors where moving their lips when talking!
- Mod adds a broken new 'Breton' race, causes an extra floating head in character creation screen
- The quest marker after Yuvon is killed points to the wrong place
- The Nexus version still does not have lip files for all Audio
Some might be wondering 'Why haven't you fixed the minor bugs yet?' the truth is, every single update I make has the possibility of introducing new bugs. Even Bethesda fell into this trap when their Xbox 360 patch caused dragons to start flying backwards!
So now that I have confirmed all the NPB's (non-playable bugs) have been fixed, I plan on turning my attention this weekend to the minor bugs.
Also, have I mentioned we now have a Wiki? It features a full walkthrough for the mod. It's not quite complete yet, I also plan on finishing it this weekend.
- Version 1.1 update fixed the Nexus bugs, but it also featured improvements to the quest Bring out your virgins (Some users were not getting credit for killing virgins)
- Version 1.2 fixed a bug that was preventing Stabby from following some players, also prevented the mod from starting.
- Version 1.3 fixed players not being able to kill the final boss.
- Mod adds a broken new 'Breton' race, causes an extra floating head in character creation screen
- The quest marker after Yuvon is killed points to the wrong place
- The Nexus version still does not have lip files for all Audio
Some might be wondering 'Why haven't you fixed the minor bugs yet?' the truth is, every single update I make has the possibility of introducing new bugs. Even Bethesda fell into this trap when their Xbox 360 patch caused dragons to start flying backwards!
So now that I have confirmed all the NPB's (non-playable bugs) have been fixed, I plan on turning my attention this weekend to the minor bugs.
Also, have I mentioned we now have a Wiki? It features a full walkthrough for the mod. It's not quite complete yet, I also plan on finishing it this weekend.
Wednesday, October 24, 2012
Bugs, bugs, BUGS!
Ugh. Bug fixing. I'm writing this blog at work right now, I'm supposed to be fixing bugs for our build system but I really just want to fix bugs in my Mod!
Right now there are two main bugs people are experiancing:
1) Averna's shouts cause CTD
2) Some people can't start the quest
I have not experienced the averna crash yet, i'm gonna try it tonight, If anyone has this problem can you please email me TheDarkBrotherhoodResurrection@gmail.com
With detailed steps about what you where doing when the game crashed.
The Second one is very disturbing. Apparently a few people who have finished the DB questline cannot start the DBR questline. I'm asking anyone with this problem to please send me their save file.
By default your save games are stored in /My Documents/My Games/Skyrim/Saves
Please zip your save file and email them to me.
During the entire production of the mod I tested it with a save file that had completed the Dark Brotherhood quest. It wasn't until the last several months I started testing it with new save files, and found I had bugs to fix. If anyone was having problems starting my mod, i figured it would be people who started a new character, not those who had already finished the quest!
So, I have these two bugs to fix, and then I have to focus on my Nexus branch. I keep my mod in two branches, one for the Steam Workshop, and one for Skyrim Nexus. My mod has a few missing .lip files (these let the actors lipsync to the dialogue, so it looks like they are actually talking) I can't put these .lip files in the Workshop branch, because then i'll go over the upload limit. But nexus has plenty of room for me to add!
Tommorow i'll probably make a post about Perforce, and how AWESOME it is for Mod development, or any game development actually.
Until then, enjoy this excellent video review of my mod that was created by user SaioTV
Right now there are two main bugs people are experiancing:
1) Averna's shouts cause CTD
2) Some people can't start the quest
I have not experienced the averna crash yet, i'm gonna try it tonight, If anyone has this problem can you please email me TheDarkBrotherhoodResurrection@gmail.com
With detailed steps about what you where doing when the game crashed.
The Second one is very disturbing. Apparently a few people who have finished the DB questline cannot start the DBR questline. I'm asking anyone with this problem to please send me their save file.
By default your save games are stored in /My Documents/My Games/Skyrim/Saves
Please zip your save file and email them to me.
During the entire production of the mod I tested it with a save file that had completed the Dark Brotherhood quest. It wasn't until the last several months I started testing it with new save files, and found I had bugs to fix. If anyone was having problems starting my mod, i figured it would be people who started a new character, not those who had already finished the quest!
So, I have these two bugs to fix, and then I have to focus on my Nexus branch. I keep my mod in two branches, one for the Steam Workshop, and one for Skyrim Nexus. My mod has a few missing .lip files (these let the actors lipsync to the dialogue, so it looks like they are actually talking) I can't put these .lip files in the Workshop branch, because then i'll go over the upload limit. But nexus has plenty of room for me to add!
Tommorow i'll probably make a post about Perforce, and how AWESOME it is for Mod development, or any game development actually.
Until then, enjoy this excellent video review of my mod that was created by user SaioTV
Tuesday, October 23, 2012
Meggers
There where two main voice actors for
The Dark Brotherhood Resurrection: Part 1 . I myself did all the male
voices, but my good friend and professional voice actress Meg
McDonald (Lovingly refereed to as 'Meggers') did all the female
voices, including the character Averna.
I struggled to give her good notes and
direction with Averna, as her motives where always subtle and I
didn't always take into consideration that Meg has never played an
Elder Scrolls game. She did pretty good with the psychopathic,
sadistic character, and her performance as a dying woman was
fantastic. The part she had the most fun with, and the character I
enjoy killing the most, is Susan Gold-Love
The only direction I gave her for this
character was: “You are playing a drunk, rich teenager. The
medieval version of a spoiled daddy's girl. I want this character to
be as annoying as possible, I want the player to enjoy
killing her”
The performance she gave me was so
stellar, I spent far too much time making sure the player could hear
Susan's dialogue before even getting the quest to kill her.
Two Main Questlines
When I decided that the focus of my mod
would be the introduction of two new characters to the Dark
Brotherhood, I knew my mod was going to have two questlines. I could
have had these two characters working together to achieve a single
goal, but I knew their personalities would be very different. That
would mean they would have very independent objectives. From the
start Averna was designed to be the foil to Stabby's Gib. Stabby
would be the silly one cracking jokes all the time, and Averna was
the serious one who was busy doing creepy voodoo magicka.
These two characters had their
questlines developed very differently. The philosophy behind Stabby's
questline was 'addition'. Everything in his story is an addition to
the existing world. He has two unique dungeons (not to mention his
'happy place') and every single character you kill in Stabby's
questline is a person I have added to the existing world of Skyrim. (There is just one notable exception, more on that later)
Averna was developed with a philosophy
of complementing existing assets. Almost all the virgins you kill in
her quests are pre-existing characters. Her quests were an exercise
in Skyrim's Radiant Story system. The first quest picks a random
dungeon with hagravens that you haven't been to, sticks the Quest
Objective in that dungeon and then tells the player to go get it! It
was so much fun to test and debug these quests because they where
different every time! Almost all of Averna's quests are driven by the
Radiant Story System, I really experimented to see what clever
scenarios I could concoct programatically, without having to generate
any new art assets. I am after all, /* just */ a
programmer.
I knew these two
questlines would intertwine eventually, but it wasn't until about 4
months into production that I actually started playing both
questlines at once and seeing how they interacted. That's when the
headaches began. I never wanted to force the player to play the mod
in a certain order or another. But I would have to set some
guidelines in order to keep the system sound and my head in one
piece. Fortunately the plots of both stories came to a single knot.
There is only one spot where you must advance Stabby's questline
before you can advance Averna's. It took a few weeks to untangle the
threads into a single workable knot, but at the end of the project I
was proud of how flexible I had made the game for the player.
Scope
When I first started work on The Dark Brotherhood Resurrection: Part 1, I tried from the very beginning to
keep my expectations in check, and my scope narrow. My primary goal
was to design a mod for Skyrim that I could complete in three months.
I decided I would only be adding two new characters to the Dawnstar
Sanctuary. I was going to let these characters have back-stories with
relevant quests, but I wasn't going to let myself do more than 4
quests each.
[Averna and Stabby, the only two main
characters I would be making for my mod, and they would only have a
quest or two each]
I ended up adding several characters to
the story (though only Stabby and Averna would be followers) By the
end of the project, Stabby had 11 quests, and Averna had 8. It took
me half a year to finish TDB Resurrection: Part1. Originally stabby
was just going to give you 4 random guys to kill in interesting ways,
but then I got the bright idea to tie these murders together in a
larger arch. This ended up taking the mod in a whole new direction
about two months in.
Honestly, what I am most proud of is
the quests that I cut. About once a month I would evaluate my
progress, where the mod was going, and what I was realistically going
to be able to finish. A whole questline involving Stabby's search for
a daedric weapon, and learning of his true parentage, was cut.
At one point after killing a wealthy
victim and selling his things, stabby was going to invite you to
drink at the bar, pick up some chicks, and bring them back to the
sanctuary. I thought it would be interesting to script random
conversations between the Dark Brotherhood 'groupies' and the actual
members, but obviously the complexity and sheer number of
interactions that would inevitably result was too much for me to
finish in a few months.
Still, I am proud of sticking to my
main objective: to produce a quality mod for Skyrim in less than a
years time.
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