About expanding Seyda Neen

Post » Thu Dec 03, 2009 12:24 pm

I came across http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3701 mod and it looks great. Unfortunately, in the comments http://planetelderscrolls.gamespy.com/View.php?view=User.Profile&id=148961
points out a lot of problems within the mod so I'm a bit reclutant...

What are you using then to bring Seyda Neen to it's full glory (or sorta of... ;) )? What about http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5057#Files?

thx
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Tiffany Holmes
 
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Post » Thu Dec 03, 2009 6:12 pm

None, except Haldenshore. It seems right that you would be brought into a sleepy backwater rather than a major excise port, where you would be spotted by your enemies much sooner. But again, that's just me. I'm open to being convinced otherwise.

Oh, and Magical Trinkets of Tamriel IV. That's not really SN-specific, but it does drop some basic things in a cave near SN.
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jaideep singh
 
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Post » Thu Dec 03, 2009 12:14 pm

None, except Haldenshore. It seems right that you would be brought into a sleepy backwater rather than a major excise port, where you would be spotted by your enemies much sooner. But again, that's just me. I'm open to being convinced otherwise.

Putting it this way, I'm with you. I don't like when mods add too much stuff, making arbitrary and drastical
changes that don't fit with lore/vanilla game. Maybe a ship or two and a few travelers it's all that
I'm looking for to make it more lore-friendly. I'll check a few plugins to clear up my mind :).

btw, thanks for pointing out about Haldenshore, it's very nice for a thief character.
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Melanie Steinberg
 
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Post » Thu Dec 03, 2009 2:49 pm

Good morning!

Funny you should ask that...I'm probably going to post my modification of JamesW's Seyda Neen Expanded this afternoon. I tried all the SN mods I could find, including Samurai's ENORMOUS Bitter Coast Compilation, and liked his the best. Then I tweaked it to make it more vanilla-friendly, and finished up a couple of loose ends. I just need to run a couple more compatibility tests and it should be ready to roll. This is a LOW-impact mod, adding only two merchants (arms&armor and alchemy), a couple houses for vanilla residents, sea travel to a few destinations, and a very small dungeon with a quick quest.

What it does NOT add is a ton of easily-accessible overpowered items or 37 different "player" houses. I mean really, how many houses can one player live in after all?

Rochndil, who has been testing for a while...
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TOYA toys
 
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Post » Thu Dec 03, 2009 4:35 am

Good morning!

Funny you should ask that...I'm probably going to post my modification of JamesW's Seyda Neen Expanded this afternoon. I tried all the SN mods I could find, including Samurai's ENORMOUS Bitter Coast Compilation, and liked his the best. Then I tweaked it to make it more vanilla-friendly, and finished up a couple of loose ends. I just need to run a couple more compatibility tests and it should be ready to roll. This is a LOW-impact mod, adding only two merchants (arms&armor and alchemy), a couple houses for vanilla residents, sea travel to a few destinations, and a very small dungeon with a quick quest.


That's great news, Rochndil! Looking forward to your vision of Seyda Neen...


Samurai's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8183 is the way to go if you want to see pretty much all the mods available for the Seyda Neen area. Also, it adds some of the replacers, like Daduke's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1650. It's just- wow- overwhelming... But in a good way. I think the best way to play it is to use ONLY the BCC mod, nothing else, except for maybe Better Bodies and such...
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Milagros Osorio
 
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Post » Thu Dec 03, 2009 6:34 pm

Sounds like a great idea. I'm only using New Seyda Neen, just because I don't think it adds that, "big port" feel, more of a run down scummy feel. In my mind there would be criminals thriving there just because its such a dirty town and not really developed out that much.
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Emma louise Wendelk
 
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Post » Thu Dec 03, 2009 6:43 pm

I'm using Gianluca's mod, but I won't in the future. The problems mentioned in the comments are true.
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cosmo valerga
 
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Post » Thu Dec 03, 2009 8:40 am

I think that Trancemaster did a fantastic job with New Seyda Need, it adds some needed life to the port (considering it is the port housing the Offices of Census and Excise for Vvardenfell), but maintains the gritty swamp colony feel and doesn't go terribly overboard on things. On the same note, I am eager to see what Rochndil has come up with as well - so I'll probably be taking a peek at this too once it is released.
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Kelly Osbourne Kelly
 
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Post » Thu Dec 03, 2009 5:05 pm

I just started using the Bitter Coast Compilation along with Vality's Bitter Coast Mod and it looks wonderful so far. It also doesn't make Seyda Neen look like a big town and a large part of the new stuff you have to go search for in the trees.
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Sara Johanna Scenariste
 
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Post » Thu Dec 03, 2009 2:16 pm

So then the Bitter coast compilation is compatible with Vality Bitter Coast?
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.X chantelle .x Smith
 
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Post » Thu Dec 03, 2009 12:12 pm

Actually NO after installing this with Vality Bitter Coast I'm immediately confronted with Trees collided with houses and docks.

Either one or the other ... or I could go in and disable some of Vality's trees in his mod. that may not be such a bad option.

Never tried merging mods in morrowind.
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Sandeep Khatkar
 
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