[wip] Amanita

Post » Mon Jun 28, 2010 12:17 pm

Work is continuing on this mod.

I will update this OP when i get a better idea of things.

Keep your eye's peeled

http://s319.photobucket.com/albums/mm449/DDevilMonkey_666/Amanita/

http://www.youtube.com/watch?v=jS8ZAWdNaQo

http://www.youtube.com/watch?v=iwUk0C4DnHo
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Joanne
 
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Post » Mon Jun 28, 2010 8:43 am

Looks well constructed. Keep it up :)
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X(S.a.R.a.H)X
 
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Post » Mon Jun 28, 2010 6:11 am

Why thank you, there's still alot to do, static wise, and all my NPC's need placement and quests

Anyone interested in working with me on this at all?
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Chad Holloway
 
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Post » Mon Jun 28, 2010 12:28 pm

Anyone? :P
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michael flanigan
 
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Post » Mon Jun 28, 2010 10:21 am

LOOKS AMAZING!!!

what kind of quest do you need to be written?
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Dawn Porter
 
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Post » Mon Jun 28, 2010 7:42 am

Looks like you know your way around the CS, why not grab some dialog tutorials and finish it up yourself :)
Making the quests is often the funnest part, and the part that reflects you the most.

If I had more time I'd help out, but I barely have time for my work nowadays.
Looks like a great island though.
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Craig Martin
 
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Post » Mon Jun 28, 2010 3:59 am

Well thats nice to hear, thank you Zobator and Pluto.

Ive only ever tried doing dialogue and quests once or twice but i may just give it a go.

Keep your eyes peeled and i may post a beta... ooooooooh my first beta :P
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ImmaTakeYour
 
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Post » Mon Jun 28, 2010 7:01 am

Hey all, just a quick question about path grids. I take it i don't need to connect grids from one cell to another cell?

They should just 'see' each other automatically, or am i wrong?
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Carys
 
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Post » Sun Jun 27, 2010 11:35 pm

Hey all, just a quick question about path grids. I take it i don't need to connect grids from one cell to another cell?

They should just 'see' each other automatically, or am i wrong?

Path Grids can't cross cells. The NPC will stop and turn around at the edge of the cell. (unless scripted to walk somewhere, or Following the Player)
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Janeth Valenzuela Castelo
 
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Post » Mon Jun 28, 2010 6:11 am

Ahh, that's a bit poor.

On another note, does anyone fancy making a very elaborate imperial fort for this mod?

I already have some of it done, but the one i want to make really fancy I just cant :P
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Chloe Mayo
 
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Post » Mon Jun 28, 2010 9:38 am

REMOVED
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Rebecca Dosch
 
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Post » Mon Jun 28, 2010 1:06 am

Looks liek no-one was interested.... anyway

I've decided to finish this mod up, mostly just needs quests and interiors finishing off, and a few of the exterior cells need more detail, and a reason if you like, but alot of that will tie in when the quest is finished

So yeah, im gonna be changing the name to simply 'Amanita' cos that ties in with the story and things

{S.G}
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Brιonα Renae
 
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Post » Mon Jun 28, 2010 1:22 pm

OK 4th consecutive post :P

This is a calling to all you quest makers out there that are bored and have nothing to work on right now

I'm intending on making this very quest intensive, i.e. many different routes to complete the main quest. And its a very long quest if I can have it my way :)

I've spent all of today making a quest, I have it working at the moment but its not 100%, but its ok for my first try

If anyone is interested in lending a hand please let me know

{S.G}
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Mark Churchman
 
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Post » Mon Jun 28, 2010 4:15 am

What are your ideas for quests for this? I can make quests, and maybe I could contribute.
I have never released anything, but I have a large faction-mod in the works, where I have made 20+ quest made so far. I've taken a break from that because I was frustrated by missing some textures, i would like, but couldn't make myself. So working on something, where I could make quests and dialogue and not worry about textures and meshes would be nice :)
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Bloomer
 
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Post » Mon Jun 28, 2010 6:31 am

Awesome, sounds cool. The storyline is intended to be pretty long, and have several routes, depending on what race you are. There should be 3 different ways to complete the mod.

If you could split all the playable races into 3 groups that all get on with each other, who would it be? Lore abiding and all.

Khajiit and Argonians for one
Bretons, imperials, orcs, redguard??
Dark elves, high elves, wood elves?

Not that there is gonna be an all out war between the three groups, just want people on the island to react different to different races.

On the island there is a large Telvanni settlement, and an imperial fort/settlement, and there are rumours of a hidden city.
Still working on writing the storyline, but its a mod i started years ago and ive had lying about for a while wanting to finish it cos its quite big and im not great with dialogue and quests

PM me if your interested and want to know more

{S.G}
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Joey Avelar
 
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Post » Mon Jun 28, 2010 11:22 am

Just thought id add two more screens, ive overhauled my imperial fort (scrapped the old one and made a new one :)) just needs details adding now

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Underworld/Morrowind2009-12-2423-12-54-75.jpg
http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Underworld/Morrowind2009-12-2423-10-48-06.jpg

EDIT: Fixed links
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Taylor Thompson
 
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Post » Mon Jun 28, 2010 1:35 am

Awesome, sounds cool. The storyline is intended to be pretty long, and have several routes, depending on what race you are. There should be 3 different ways to complete the mod.

If you could split all the playable races into 3 groups that all get on with each other, who would it be? Lore abiding and all.

Khajiit and Argonians for one
Bretons, imperials, orcs, redguard??
Dark elves, high elves, wood elves?

Not that there is gonna be an all out war between the three groups, just want people on the island to react different to different races.

On the island there is a large Telvanni settlement, and an imperial fort/settlement, and there are rumours of a hidden city.
Still working on writing the storyline, but its a mod i started years ago and ive had lying about for a while wanting to finish it cos its quite big and im not great with dialogue and quests

PM me if your interested and want to know more

{S.G}

You forgot Nords. They should of course belong to the second group. Technically orcs are an elves race, so they might belong to the last group (eventhough high elves might not have high opinions on the orcs).

I can do quests, dialogue and some scripting (you can see my dwemer puzzle in my sig), and will PM you for further details.
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R.I.p MOmmy
 
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Post » Mon Jun 28, 2010 1:40 am

Ahh yeah, silly me. So the groups should be more like

Khajiit and Argonians
Bretons, imperials, nords, redguard
Dark elves, high elves, wood elves, orcs

I have to say, your dwemer puzzle loooks pretty damn cool, i see you are quite talented with scripting. Really want to have some fancy quests for this mod, i need to learn alot more about quests myself, as there are a few things i want to keep secret :)

Look forward to working with you

{S.G}
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Cayal
 
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Post » Mon Jun 28, 2010 11:05 am

Just a couple of images of http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Underworld/Morrowind2009-12-2715-31-31-87.jpg http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Underworld/Morrowind2009-12-2715-34-42-29.jpg
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Colton Idonthavealastna
 
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Post » Mon Jun 28, 2010 4:20 am

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Underworld/Morrowind2009-12-2423-10-48-06.jpg
http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Underworld/Morrowind2009-12-2423-10-48-06.jpg

Might want to fix the links - both are the same ;)

The project looks nice - though as a Telvanni I can't stand seeing that fort tower above the Tel - the only way a piece of Imperial construction should appear over a Telvanni town/tower is when it's flying in the air after being blasted apart :evil:
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Ana
 
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Post » Mon Jun 28, 2010 2:11 pm

Ha, well spotted, fixed the links.

Well there are reasons why they are so close, and if you play as a Telvanni, you might just get to blast it apart :P
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Evaa
 
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Post » Mon Jun 28, 2010 3:11 pm

Also, i am now accepting interiors with owners if anyone wants to throw them my way, basically you design an imperial or telvanni house with an NPC with a vanilla'ish name send it to me and ill add it to my mod :foodndrink:
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RAww DInsaww
 
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Post » Mon Jun 28, 2010 6:45 am

Great work, very interesting ideas there. I love the cliff-clinging walkways, and the back porches of the structures being perched so dangerously close. Just a couple thoughts.
-The Ashlander yurts and mushroom architecture don't seem to belong together.
-The imperial architecture and mushroom architecture don't seem to belong together.
Unless there are actual reasons for it to be so, ignore these two thoughts. or if you don't care, ignore these two thoughts.
-The dual waterfalls, from vertical flow to horizontal flow, don't seem to flow right. Again, just an idea.
Looks fantastic, though.
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daniel royle
 
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Post » Mon Jun 28, 2010 1:24 pm

Thankyou, i have put alot of time into this mod so far.

About the ashlander camp.
Ive thought this myself and i was removing it anyway, may just have a small yurt there instead, something that fits, without adding a small village.

And for the imperial and Telvanni settlements being so close, there is a reason for it. And i think it looks great in-game :)

And your right about the waterfalls there, ive been trying to rack my brains to think of a better way to do it. So any ideas for that part are more than welcome.

I may add some rocks and make a small rocky waterfall there, one that you can walk under too, if that makes any sense :)

Anyone up for making imperial interiors? Ive got a few that need filling with looooooooaaaaaaaaaddddddddssssssssss of statics :P
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Brandi Norton
 
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Post » Mon Jun 28, 2010 1:16 am

I was just thinking if rushing water comes from vertical to horizontal, there must be a small collection area (rocky pool, etc) with a nice decline (becoming then horizontal) for it to be rushing out from. Just an idea, man. Not saying I can do better. If it makes sense, the mushrooms and Imperial stoneworks do look great together. I especially liked the crowded look of the mushroom structures from the outside.

Edit: I'm trying to finish up a mod now, I'm close to completion. I only come in here to save my sanity from it. If you still need help with those statics when I'm done, I'd love to. I've become addicted to placing statics lately; it's simple, and I don't have to know anything too technical.
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Monika Krzyzak
 
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