Tuesday, February 28, 2012

News Update: 2-28-12

News Update:
2-28-12



Skyrim Books: The project has been planned and organized. There will be two main parts of the mod called Extended Book Mod and Skyrim Publishing, as well as two optional sub-parts. EBM will primarily be managed by nox.fox, while Skyrim Publishing will primarily be managed by Woverdude.
  • The Extended Books Mod will extend the amount of stories, poems, background data, and lore within the game by adding original books. 
  1. Readable Spell tomes is an optional add-on to EBM that will make Spell Tomes readable and add actual information to them
  • Skyrim Publishing will function as a magazine, accepting fanfic submissions to be added to the game on a regular basis. 
  1. Skyrim Publishing Bookstore will add a bookstore to the game world that will contain the latest and previous issues of Skyrim Publishing. It will also feature a unique character with an interesting background and (hopefully) original voice acting.
Better Books will also be available for download, but as a separate mod. It will add new and improved textures to books within the game.

Progress:

  • The Readable Spell Tomes script has been made and is available for download at the Nexus as a modder's resource. As a part of Skyrim Books, information will be added to the Spell Tomes that players can read ingame when they learn the spell.
  • A number of original books have been collected for EBM, and several submissions for SP have been received.
  • Woverdude has begun building the level for the Skyrim Publishing Bookstore.

Unarmed Warfare IS still in progress, but is a bit delayed. I reached the end of my familiarity with the Elder Scrolls system during my work on Unarmed Warfare, and even delved far deeper into the code of the construction set than I ever have before. Even then, though, there were so many features that an unarmed mod needs that are either impossible to do, I do not know how to do, or the CK is too buggy to do. I will pick the work back up at some point, but it will probably be a while. I am also much busier now than I was when I began Unarmed Warfare. The work on Skyrim Books meets my time constraints and experience far more than my coding and modding for UW.

When I DO manage to pick it back up, however, expect some brand-new features, such as new fist weapons, along with original models.

Sunday, February 26, 2012

Skyrim Publishing

Skyrim Publishing
or
SP

Description:

Skyrim Publishing is an e-zine that is published within the world of Bethesda's game Skyrim. Submissions are sent in and reviewed just as they are in any other magazine, but rather than being published online or on paper, they are put into the world of Skyrim for players to read, buy, find, and collect. Along with the Extended Books mod, it will be part of the larger mod called Skyrim Books.

Updates:

Skyrim Publishing will be updated on a monthly basis during its beginning. Realistically, I do not expect to receive enough submissions within the first couple of months to post an update every week. Hopefully, once we get enough publicity, we will receive enough stories to update the mod more than once a month.

Submission Process:

If you want to submit your work to Skyrim Publishing, then send an e-mail to us with your story. Make sure that you follow the Submission Guidelines. The contact page is linked to below:


Submission Guidelines:

  • Your e-mail must contain your real name, your username/Tamrielic-pen-name, your preferred e-mail address, and the word count of your story, along with the actual tale itself. Your real name will only be kept for our records of published stories, and will not be shared with anyone.
  • Your story MUST be original, and based in the lore of the Elder Scrolls game. Any unoriginal work will be deleted, and none of your work will ever be accepted by Skyrim Publishing. 
  • Both stories and poems are accepted, but preferably should fit the style of the ones that Bethesda written. A poem about Skyrim for instance, should fit the Nordic style. Stories can be written in a more complex, modern way, but stories written in the authentic Nordic style and mode will be more likely to be accepted. To read some real-life Nordic peoms and tales, you can try to get you hands on a copy of the Sagas of Icelanders. They are very expensive to buy, but you might be able to find them at a large library or find individual volumes online.
  • Try to find a pen name to use that fits the lore of the game. The Names article on the UESP.net Elder Scrolls wiki has a list of name that you can use to base your choice upon. You can also try Tamriel Rebuilt's name generator.
  • Word Limit: Stories must be under 5k words; preferably 1k-2k. If your story is longer than that, then it will need to be separated into a series. Series are not only accepted, but are preferred, because it allows us to add more books to the game, and lets players collect the volumes.
  • Preferably, your work should be submitted as a plain RTF or TXT file, formatted to the Creation Kit's style requirements. That is not required, but it is very much encouraged. Doing so will increase the chance of us wanting to use your story. To learn about the Creation Kit's formatting requirements, see this post.
  • Profanity, violence, and sexual content are allowed in your submissions. However, a gratuitous amount is not. Basically, PG-13 content is accepted, but R-rated content is not. If such content is necessary to tell the story, or to display the personality of the characters, then you may include it. But do not make it gratuitous. We have this rule mainly because, even though Skyrim is M-rated, quite a number of minors still play the game.
How to help:

There are a number of ways that you can help with Skyrim Publishing:
  • Write well and submit your work
  • Volunteer to be an editor for Skyrim Publishing (preferably with some previous experience in publishing)
  • Design and create new models and artwork for our stories
  • Tell your friends about Skyrim Publishing and suggest that they download the mod (once the first version is out)
Acception/Rejection:

Skyrim Publishing reserves the right to refuse to publish your writing. If we (the editors) do not believe that your story or poem is of the quality that we prefer, or that it does not follow the Submission Guidelines, then we may reject it. If we accept your writing, then we will notify you, ask you to make any changes if we believe they are necessary, and will add your story to the next version of the mod. If you do not receive any response from us within 3 weeks, or receive an e-mail in which we state that we will not publish your work, then consider your work to be rejected. A rejection does not mean, however, that we will not publish any of your writing. Feel free to submit something else. If we do choose to reject your story, then we will most likely tell you why we have chosen to do so, and suggest ways in which you could improve. If we make suggestions on how to improve a specific story, and you apply them to the best of your abilities, then feel free to submit the story again as long as you do not spam us with e-mails.

We look forward to hearing from you!

Saturday, February 25, 2012

Skyrim Books


What is Skryim Books?
Skryim Books will be a compilation of the different mod-related books we're working on. We intend to create several mods that work together perfectly but can be used as stand alone as well. This will let you more freedom in the way you mod your game as you can choose which features you want to instal in case you're not interested in all of them.

What's inside?
First of all, the two major mods we are working on will be included in the bundle: Extended Books Mod and Skryim Publishing.
Secondly, we'll also add Readable Spell Tomes, Skyrim Publishing Bookshop and Better Books.
More information about these mods will come in a near future so keep tuned!

Thursday, February 23, 2012

Tutorial: Creating a new book


Object: Create a new book and implement it ingame

Difficulty: Easy

Time Needed: Less than 5 minutes + writing the content

Things you will need:


  • Creation Kit. The Creation Kit is the modding tool for Skyrim and can be downloaded for free on Steam.
  • Some skills in writing, preferably =D


Creating the new book

1. Open the Creation Kit and load Skyrim.esm.
2. In the Object Window, go to Items>Book and choose a book with a look you like. You can preview the book by right-clicking on its line and clicking on preview. A window will pop up with a small viewport in which you can move the book up and down to view both sides. You could also right-click in the list>New to create a new book but is much easier to edit an already existing book.
Also do not duplicate items! This is a very messy option, just forget about it.

3. Once you've selected the book you like, just double click on it or right-click>Edit. A window will pop up in which you can control what's going to be in your book, what is its title, if it can teach spells or skills, how much it costs... This is quite easy to edit. Still the first thing you should edit is the ID of the book (in red below) to make sure you won't edit an original book by mistake.
I advice you to insert a code in the name so you can find it easily with the filter, like here "EBMTelvanniSweets" where "EBM" stands for "ExtendedBooks Mod" of course.
When you have changed the ID and click OK a window will prompt. Click OK and your new book can be found in the Object Windows.

We'll come back to text formating later, for now let's keep on going.

4. Now you can save your mod and test it. Testing is 50% of game development and you should do it often to be able to know when it started to bug in case it happens.
Don't forget to activate your mod in the Date files option before starting to play.
To access your book though it wasn't placed in the world of Skyrim you can either load any save or go to the test cell by opening the console. To open the console press the key that is just under the ESC key top left of your keyboard. For some it might be the tilde key, for other it can be the ¬ key, depends on keyboard. Just press keys until a grey layer appears down the screen, type coc QASmoke and press enter.

5. When the level is loaded open the console again and type Help "Name of your book" 4 to obtain its ID. Of course type the name of your book between the brackets.
When you have the ID, type player.additem 0200d67 1 (but replace 0200d67 by the ID you get). This will add the book to your inventory so you can read it and enjoy!

If the book appears correctly then you can place it in the world, add it to level lists etc.


Formating the text

To have your text nicely formated in your book, with the title on a first page, well centered, and the content coming on the next page, nicely as well, you have to use various tags that are quite similar to HTML formating. If you haven't any basic skills in web formating don't worry, it's really, really simple!

1. There is one first thing you should remember before starting to add any text in the input field:
Pay a great attention to apostrophs and brackets, it may sound stupid but the font used ingame is very strict on characters. Thus your apostrophs and brackets should be the default ones you get with US/UK qwerty keyboards. In fact avoid any special character in general and anything generated by alt-codes, no thin spaces or such formating.
  • ['] and not [] (the second one has a slight curve)
  • [" "] and not [“ ”] (the second ones are slightly curved as well)
  • [...] and not [] (the second one is only one character composed with the alt+0133 code in spite of 3 dots)
2. The following tags are the most useful ones that you likely will use in most of your books:
  • [pagebreak] is obviously a page break. It should stand on an empty line, you can't put it at the end or beginning of a paragraph.
  • <p align="center"> centers your text. It isn't really necessary to close the tag with a </p> but you can do it if you want. You can use other alignment values that are "left", "right" and "justify" as it seems, according to the CK wiki, that the "chaotic evil" alignment wasn't implemented.NOTE that this tag changes the paragraph! Paragraphs are seperated by the equivalent of skipping 3 lines. Just so you know.
3. The following tags will help you change the appearance of the text itself.
  • <b></b> bolds the text placed between these tags.
  • <i></i> italicizes the text placed between these tags.
  • <font color="#FFFFFF"></color> changes the color of the font. Replace #FFFFFF by the hexadecimal value of the color of your choice. You can obtain this value on a web color index or in a CG software such as Photoshop in the color box.
  • <font size="20"></font> changes the point size of the font. We haven't figured out yet if 20 is the default size but it seems credible.
  • <font face='$HandwrittenFont'></font> changes the font (in handwritten font here). by default the font used is the one seen in the books so you should use this tag only if you want to switch to another font. The available fonts and their tags can be seen below.

$SkyrimBooks (or  $PrintedFont ) - $HandwrittenBold (or  $HandwrittenFont )
 $DaedricFont $DragonFont (Upper case only)
$DwemerFont - $FalmerFont (Upper case only) 


4. The following tag allows you to insert images in your book.
  • <img src='img://Textures/Interface/Books/Illuminated_Letters/A_letter.png'> inserts an illuminated letter's picture. You may need to insert size values in the tag after the path to the image. Just add  height='40' width='40' and replace the numbers by the right values. You can replace the A in A_letter.png by any other letter to get the one you want. If you insert this tag within a paragraph the text around should wrap around it. Click here more a tutorial teaching how to add your own images to a book.

Feedback:


If you have any comments/questions, or would like to request a tutorial, then please feel free to leave a comment. I will answer your question as quick as I can. If you request a tutorial, I'll let you know when/if you should expect your request to be fulfilled.

Tutorial: Readable Spell Tomes

Object: To make spell tomes readable, instead of losing them when the spell is learned.

Difficulty: Easy-Moderate (involves script editing)
[edit] It appears that modifying the spell tomes causes conflicts with the vendors lists with Crash To Desktop whenever the spell tomes are hovered in the lists. Hence another solution will have to be figured out but the tutorial is still interesting to approach the functions of spell tomes and scripting.

Time Needed: Less than 5 minutes

Things you will need:

  • Creation Kit. The Creation Kit is the modding tool for Skyrim and can be downloaded for free on Steam.
  • Some previous experience with item-editing, and (preferably) script editing
Note: The scripting part of this tutorial is a one-time ordeal. After the script has been made, you will simply need to add it to each book that you want to apply it to, rather than creating a new script for each item. For users of the Readable Spell Tomes mod on the Nexus and the Workshop, you can skip to step 8.

Download: To download the Readable Spell Tomes mod, visit the:
Steam Workshop at:  http://steamcommunity.com/sharedfiles/filedetails/?id=13474
Nexus at: http://skyrim.nexusmods.com/downloads/file.php?id=10954

1. Open the Creation Kit and load the appropriate Data Files.
2. Open the 'Gameplay' Menu and click 'Papyrus Script Manager.'

3. Right-click in the Script Manager, and click 'New.' This allows you to create a new script.
4. Name your new script "SpellTomeReadScript". This is not a required name, but it is simple and easy to find when you search for it later. Also, type "ObjectReference" into the Extends text box. It MUST be "ObjectReference" and NOTHING else.

5. Click OK, and type/copy the following into the editor that pops up:


Scriptname SpellTomeReadScript extends ObjectReference  
{Adds spell to player on equip}

Event OnEquipped(Actor reader)
if (Game.GetPlayer().HasSpell(SpellLearned))
Debug.Notification("You already know this spell.")
endIf
Game.GetPlayer().AddSpell(SpellLearned)
EndEvent

Note that the first time you open a script you may need to tell Windows which program it should use to open the script file. If so, choose a program like Notepad (or Notepad++ if you have it) in the list Windows proposes.

6. Don't worry about the last line that you see in the image above. That is added in automatically by the CK when you add the script to an item later in the tutorial. (nox.fox: personnaly I had to add this last line to compile the script successfully)
7. Save the script. Right click on the script in the Script Manager, and click 'Compile'. Click on your script in the box that pops up. If the box disappears, then the script was compiled successfully and no errors were found. If it says that there was an error, then something in the script was typed incorrectly.
8. In the Object Window, navigate to the Items > Books category, and find the Spell Tome that you want to modify.
9. Double-click on the book to edit it. The first thing you must do is to deactivate the standard option of teaching a spell. On the left side of the Book window, there should be a 'Teaches' section, and then two options. For a spell-tome, the 'Spell' option should be filled, and the appropriate spell should already be selected in the drop-down menu. Open the drop-done menu, scroll to the top, and click NONE. This deactivates the spell-teaching, so that we can use the SpellTomeReadScript instead.
10. Now click 'Add' in the Scripts section of the Book window. A window should pop up that lists all of the scripts. Find the 'SpellTomeReadScript' and click OK.

11. In the Scripts section of the Book Window, select the 'SpellTomeReadScript' and click 'Properties.'
12. Click Add Property in the window that pops up.
13. Select SPELL from the drop-down menu in the new window, and type "SpellLearned" in the 'Name' text box.
14. Click OK. Select your new property, and click 'Edit Value'.
15. Select the spell that you want to add to the player from the drop-down menu, and click 'OK.
16. The script should be added correctly to the item. Save the mod, and test the spell tome ingame.
17. To make other spell tomes readable, repeat steps 9-15 for the spell tome or book that you want to modify.

Notes/Possible Bugs:

1. Note: This process can be used on any book to have it teach a spell without being destroyed.
2. If you have tested your book out, and it is not working, then go back over the tutorial carefully and make sure that everything was typed in correctly and that you disabled the standard method of making books teach a spell.


Feedback:

If you have any comments/questions, or would like to request a tutorial, then please feel free to leave a comment. I will answer your question as quick as I can. If you request a tutorial, I'll let you know when/if you should expect your request to be fulfilled.

Wednesday, February 22, 2012

Tutorial: Adding Images to Skyrim Books


Object: To add an image to a Skyrim book through the Creation Kit.

Difficulty: Easy

Time Needed: 10 minutes at most; much less once you get used to the process

Things you will need:
  • The Creation Kit. The Creation Kit is the modding tool for Skyrim, and can be downloaded from Steam.
  • Some previous understanding of the Creation Kit (preferably).
  • The image you want to add (I would suggest that it be a simple image with a clear background).

1. Download or find the image that you want to add to the game.
2. Navigate to the Skyrim Data folder. This will be in the install directory for Skyrim, which usually is at Program Files > Steam > steamapps > common > skyrim > Data, and find the Textures folder.
3. Create/find folders in the following order: clutter > books > images.

4. Copy/move the image you want to use into this directory. I used a image named "Sakin_04.png" as an example.


5. Open the Creation Kit and load the appropriate data files.
6. In the Object Window, navigate to the Items > Books category.
7. If you want to add the image to an existing book, then find the one you want, and double-click on it. If you want to create a new book, then find a book with the world model you want to use, and change the info and model to what you want it to be. The reason for this is that simply creating a 'New' book will mean that you have to add a world model to it. This is a large hassle if you are just trying to create a book without a unique appearance.
8. Next, add the code:  <img src='img://Textures/clutter/books/images/your_picture.png'>  but replace "your_picture.png" with the filename of your image.
9. Click 'OK' to save, and click 'Yes' when a prompt asks you if you want to "create a new Form".
10. Save your mod.
11. Next, you will need to test your mod. Start Skyrim.exe, select your mod, and (preferably) deselect all others. Start the game.
12. Once you get to the Main menu, either load a clean save, or type the following into the console: coc QASmoke . This code places you into the Skyrim testing room with a default Nord character. To bring up the console, press the "tilde" (the ~ character) on your keyboard.
13. Type  help "Your Book Name" 4    into the console. Replace "Your Book Name" with the 'Name' of your book. Make sure to not use the ID, but the actual Name. Doing this will give you the code to add the book into your inventory.

14. Type player.additem itemcode 1 into the console, but replace "itemcode" with the code that you get from the console. This should add the book into your inventory
15. Open your inventory and find the book.
16. Open the book and turn to the page where the image should be. If all worked correctly, then you should see the image.


Notes/Possible Bugs:

If the image was not in the book, then there are a number of possible reasons.

1. The image type may be foreign to the CK. I do not know all of the filetypes that the CK recognizes, but all of the default images are .png images. I would suggest that you make sure your image is in the .png format.
2. The code in the book may have been input incorrectly. Make sure that it accurately details the address of the image. Also, make sure that the address starts from the Textures directory, rather than the Data directory or the hardrive's main directory.
4. The code could have been written in a format other than the one accepted by the CK. You must use
specific fonts in the CK. You must make sure and use:
['] and not [’] (the second one has a slight curve)
[" "] and not [“ ”] (the second ones are slightly curved as well)
[...] and not […] (the second one is only one character composed with the alt+0133 code in spite of 3 dots)

5. The image may not have been added into the mod's archive. The CK is supposed to automatically add any new files to the archive, but it may have failed. If the code was correct, then try adding the file manually to the archive. You can do this by going to the File menu in the CK and selecting 'Create Archive'. A window will pop up with horizontal slots in it. Drag-and-drop your image from its folder into this window and click 'Pack Files'. Save the mod, and test it again.

(next part added by nox.fox)

The image may appear scaled down. As you can see on the screenshot below, no matter the size of the picture, by default the image is scaled down (click the images to see their original sizes).

So in order to solve this out you must add height and width information in the image tag. These information are the size in pixels of your image. You can find these information either in the properties of your image file (right click>properties) or in any image editing software like Photoshop.
  • <img src='img://Textures/Interface/Books/Daedric Artifact book/Daedric Artifac00.png' height='471' width='296'> (replace the numbers by the right height and width size of your picture)
  • Note that the size of a picture in its properties is given like 296x471 where 296 is the width and 471 is the height. However in the tag the information make sure you indicate the height and width information in the appropriate field or the image will be distorted like on the second picture below (nox.fox: where I forgot to correct the image path after changing the size information).
  • Also note that 296x471 is the maximum size of a picture. A larger picture will still be displayed but all the pixels out of the 296x471 area will be hidden.
  • You can purposely input wrong numbers to scale your image. In example, if your picture is 40x60px large, you can input height='120' width='80' and it will appear 2 times bigger in the book. While this trick can allow the creation of smaller files with a smaller weight I don't suggest to do this in hope to reduce the weight of your files. It would be interesting if you had to make your files fit on a DVD with limited storage for a whole game but we don't have this problem as modders. Also since illustrations are only displayed when the book is opened it won't affect the performances. But I'm just saying that if you want to do something like this, it's possible!
  • Images cannot be centered with the <p align="center"> tag. If you want your image centered you should set the width to 296.



Packing your images in a .bsa

In order to share your mod you might have to manually create a .bsa. Normally the CK creates the .bsa automatically when you upload it on Steam, but sometimes it might not work. Or maybe you don't want to put your mod on Steam but still want to share it with friends or teamworkers.
In this case, here is a way to do it quickly in a few clicks. Click the image below to enlarge the tutorial.





Feedback:

If you have any comments/questions, or would like to request a tutorial, then please feel free to leave a comment. I will answer your question as quick as I can. If you request a tutorial, I'll let you know when/if you should expect your request to be fulfilled.

Tuesday, February 21, 2012

ExtendedBooks Mod 01



ExtendedBooks Mod
or
EBM


Description
EBM aims to both enhance the graphics of some of the ingame books with a texturing work to create more variations in the books, and to add more new books in the game.


This project will be communautary, gathering books created by several writers in way to get more books at once in a single mod. You can see below how you can contribute.


What we're looking for
  • Writers. Good ones, see requirements below.
  • Texturers. No 2048^2 maps will be allowed! You should be able to do something awesome with a 512^2 =D
  • Think you can help in another way? Make your proposition! =)



Book submission guidelines
  • The book has to be original. No rip off will be tolerated. If you cannot write by yourself this place isn't for you.
  • The book must be submited as a simple RTF file containing the whole text.
  • The text should be formated very simply. First the title, then name of the author, then the content. Just like the ingame books. Just mind skiping a line or two between paragraphs if you're not at ease with script tags (see below).
  • Sign the book not by your irl name or Internet pseudo. Sign it with the name of your Tamrielian alter ego. Of course the name shall be appropriate, such as "Sothis Andas" for a Dunmer.
  • Pay a great attention to apostrophs and brackets, it may sound stupid but the font used ingame is very strict on characters. Thus your apostrophs and brackets should be the default ones you get with US/UK qwerty 
  • keyboards. In fact avoid any special character in general and anything generated by alt-codes, no thin spaces or such formating.
  • ['] and not [] (the second one has a slight curve)
  • [" "] and not [“ ”] (the second ones are slightly curved as well)
  • [...] and not [] (the second one is only one character composed with the alt+0133 code in spite of 3 dots)
  • Choose a model for your book among these if you don't have a personal texture: 


Script formating
[pagebreak]


<p align="center">
Another Book of Daedra
or "Through the Eyes of Oblivion"
by Sothis Andas
<p align="left">
[pagebreak]
You probably already know the wondrous Book of Daedra describing the spheres of the Daedra princes and maybe you think this present book is a rip off.
Not exactly I would say. This book is also about the Daedra princes and their spheres but the focus is more on the "why" than on the "who and what".
<p align="left">
As a Dunmer grown up in Vvardenfell the Daedra were always part of my life. I grew a fascination for them quickly, with a special appreciation for clannfears in my
very childhood. At that time I would spend a lot of time day-dreaming about the Daedra, letting my mind wander in Oblivion and conjuring lesser creatures before I knew it.
[...]
<img src='img://Textures/Interface/Books/Illuminated_Letters/A_letter.png'>zura,
the prince of dusk and dawn.
<p align="left">
Azura is often considered as a rather good Daedra, or not completely evil Daedra, by many even out of Dunmer people and people easily believe she is actually good.
Of course that is wrong, Daedra have no interest in mortals, only in themselves, they only have interest in how mortals can serve their survival. But Azura is quite special.
She may come to really appreciate mortals but then becomes very possessive and the loss of a mortal may lead to dread consequences. Like when Nerevar died and she
cursed the whole Chimer people who became the Dunmer.






[pagebreak] is obviously a page break. It should stand on an empty line, you can't put it at the end or beginning of a paragraph.
<p align="center"> centers your text. the "left" version aligns it on the left. As you see it isn't necessary to close the tag with a </p> but you can do it if you want.
NOTE that it changes the paragraph! Paragraphs are seperated by the equivalent of skipping 3 lines. Just so you know.
<img src='img://Textures/Interface/Books/Illuminated_Letters/A_letter.png'> inserts an illuminated letter's picture. You can replace the A in A_letter.png by any other letter to get the one you want.
<font face='$HandwrittenFont'></font> changes the font (in handwritten font here). by default the font used is the one seen in the books so you should use this tag only if you want to switch to another font. The available fonts and their tags can be seen on the wiki (plus they've just added pictures of what the fonts look like and all the available characters).
more tags can be found here, on the CK wiki

Starting up

Hello folks!


This blog will host the development tracks of several Skyrim mods in way to show you the advancement of the mods we'll be working on and share with you the troubles we met, the solutions we found, hints and tricks to ease everybody's modding experience as much as we can and make Skryim even more awesome! =)




What we expect
Coming up with great mods running smoothly of course, but also to meet new people, share contacts to help modders to team up... Help each other to grow better and stronger together.


How to contribute
You can contribute at anytime if you wish so! If you think you can be of any help, if you have ideas or even if you just want to encourage us, do not hesitate to send a message here or on the Nexus, dA, wherever you can find us... You can also ask for some help this way as well of course. As long as you're nice we'll considerate your words and answer as best as possible. Just remember that we may not have all the answers of course and we can be a little busy as well sometimes as we still have lives.


Don't hesitate to follow this blog to keep tuned!