User:Ice Eyes

Revision as of 10:34, 23 February 2012 by imported>Ice Eyes (→‎V: Skyrim: added details about current projects)
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Ice EyesEdit

 

HistoryEdit

I was introduced to The Elder Scrolls (and Bethesda games, in general) in 2006 with IV: Oblivion. Since that time I have been a 'modder' for all of Bethesda's main games (Oblivion, Fallout 3 and Fallout: New Vegas - although this is not strictly a Bethesda games since it was developed by Obsidian Studios and published by Bethesda Softworks, additionally a distinction should be made between Bethesda Softworks and Bethesda Game Studios. Bethesda Softworks are the publishers while Bethesda Game Studios are the actual development team.) and now The Elder Scrolls V: Skyrim.

IV: OblivionEdit

Most of my work as a modder has been on Oblivion (and this continued until 2011) and notable mods I have created for the game are:

  • The Imperial Legion (arguably my largest, most ambitious mod, the development of which began in 2008 and ended officially in 2011)
  • Ice Eyes Lycanthropy (a werewolf mod; although it was proceeded by my earlier attempt at a werewolf mod "Sign of the Wolf Lycanthropy" but I was dissatisfied with the mod and started again and made the aforementioned.)
  • Who Am I (a mod that alters the beginning of game so that the player gets the opportunity to choose a back-story and religion for their character, each choice conveying different benefits to the player)

...and some others

Fallout 3Edit

I've created much fewer amount of mods for this game, however the main (and personal best) mod is:

  • Gene Tonics (this is a mod that was an attempt to add BioShock-esque plasmids to the game, although it was really a desire for an equivalent of Oblivions spells to be present in the game. Much like my Lycanthropy mod for Oblivion, prior to this mod I had created a "Gene Mods" mod but I felt that it had not accomplished what I had planned.)

New VegasEdit

  • Vegas Tonics (essentially just a continuation of "Gene Tonics" however this never left the 'Beta' stage of development since there seemed to be a lack of interest in the mod. Although I did create a detailed, and comprehensive tutorial on how to use the GECK to create 'Tonics' for the mod; for anyone interested but unfortunately this never seemed to take off.)

V: SkyrimEdit

I am currently working on a quest/guild mod that will feature (not an exhaustive list) a female dragon and voiced, new dialogue. I'm planning the mod to, in some ways, to follow on from my "Imperial Legion" mod for IV: Oblivion.

TriviaEdit

  • The pseudonym that I use, "Ice Eyes", is taken from a character out of the Redwall series of books (an English fantasy series by Liverpudlian author Brian Jacques that I used to read when I was younger). The character was a villainous snake called "Asmodeus" but the shrews, whom he preyed on, referred to him as "Giant Ice Eyes" due to his hypnotic stare.
  • I first bought The Elder Scrolls IV: Oblivion for the Xbox 360 but after learning that it was possible to create mods for the PC version of the game, I bought the game for the PC and started making mods for it.
  • The first mod I 'released' was a mod for Oblivion called "Forges" and it allowed the player to use anvils to 'make' levelled weapons and armour if they had collected certain types of new ore that I had put into the game. The mod was uploaded to FileFront.
  • Most of my mods can be found on The Elder Scrolls Nexus and its related sites. I moved away from FileFront because the mods were not made available immediately after uploading.
  • My mod for Oblivion "The Imperial Legion" contains numerous references to the fantasy series The Chronicles of Thomas Covenant by Stephen Donaldson.
  • The idea for my Oblivion mod "Who Am I" was inspired by a similar feature of the character creation (choosing a back-story for the player) in the game Arcanum: Of Steamworks and Magick Obscura.
  • I made the team working on the mod Morroblivion aware of "The Construction Set Extender" (which fixes a bug in latest version of Oblivion's Construction Set where LIP files for recorded audio could not be generated.) This meant that it became much easier for the team to create spoken dialogue in their mod.
  • I will be using the Steam Workshop for Skyrim when I release mods.
  • You might find me commenting on the Bethesda Blog, or on Bethesda's forums under the name "Moth Monk".
  • Apart from Bethesda Softworks my favourite game developers would either be Eidos Interactive or Valve.