Balmora Remastered? Expansion mod?

Post » Thu May 03, 2012 2:36 pm

haha ok.
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Zach Hunter
 
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Post » Thu May 03, 2012 5:33 pm

You might be interested in looking at this:

http://projectmanager.f2s.com/morrowind/2x2/index.html

Towards the bottom there's a bit about doubling the landscape in Morrowind with all the statics being spread out according to their original positions, including Balmora. Imagine all that extra space and the stuff you could put in it.

(Not sure what to do about that ridge effect in the landscape, though.)
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Andrea P
 
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Post » Thu May 03, 2012 7:18 am

You might be interested in looking at this: http://projectmanager.f2s.com/morrowind/2x2/index.html Towards the bottom there's a bit about doubling the landscape in Morrowind with all the statics being spread out according to their original positions, including Balmora. Imagine all that extra space and the stuff you could put in it. (Not sure what to do about that ridge effect in the landscape, though.)

I would really like to download that.

http://flickcabin.com/public/viewset/45244 Upon request I uploaded some more pics of my progress; I don't have much done, but what is seen is the beginning of a beach, A small park next to the beach, and outside restaurants, [kinda like the restaurants in France]. This specific surrounding idea consists of: Some Clothing, rug, and Tapestry shops. A fancy Hotel. And a restaurant all surrounding a park. It's still unfinished. I am building this side of town, working my way up to the other-side.

Looks really awesome, keep up the good work.
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stephanie eastwood
 
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Post » Thu May 03, 2012 12:55 pm

I would really like to download that.



Looks really awesome, keep up the good work.

Thank you! :D
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mike
 
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Post » Thu May 03, 2012 6:51 pm

You might be interested in looking at this:

http://projectmanager.f2s.com/morrowind/2x2/index.html

Towards the bottom there's a bit about doubling the landscape in Morrowind with all the statics being spread out according to their original positions, including Balmora. Imagine all that extra space and the stuff you could put in it.

(Not sure what to do about that ridge effect in the landscape, though.)

How does that affect Morrowind, it was converted to Oblivion? I don't understand how to convert it back to Morrowind; Plus last I knew, you couldn't use morrowind stuff in Oblivion and visa versa, also I heard that was dead because of said reason.
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jaideep singh
 
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Post » Thu May 03, 2012 11:58 am

Nice, but don't make the whole pier so dead-straight. And personally I suggest not sectioning it to rich-medium-poor section, that concept of town building has been beaten to death. :tongue:

Has it? I'd like to find those mods. I find that kind of "format" rather realistic.
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john palmer
 
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Post » Thu May 03, 2012 11:21 pm

Has it? I'd like to find those mods. I find that kind of "format" rather realistic.

me too, me too.
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JLG
 
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Post » Thu May 03, 2012 12:33 pm

This is gonna be nice. Huge cities are nowhere to be found. I like the style... :thumbsup:

(That's why Senchal is set to be around 15-20 cells. FRIGGIN HUGE!)
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Laura Shipley
 
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Post » Thu May 03, 2012 2:41 pm

Can't wait! That's the Showcase city right? :D
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Floor Punch
 
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Post » Thu May 03, 2012 12:34 pm

Yes, now EsoptrosOer, How many cells will this be? Do you even know yourself?
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sophie
 
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Post » Thu May 03, 2012 9:00 am

Yes, now EsoptrosOer, How many cells will this be? Do you even know yourself?

Too be honest I have no clue; I am building this from imagination, real-life experience of places, and suggestions of people. So, in all it's going as it goes, I am going with the flow of building it basically, rather then having a set idea, O__O
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George PUluse
 
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Post » Thu May 03, 2012 5:13 pm

Can't wait! That's the Showcase city right? :biggrin:

indeed. :D
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Jennifer May
 
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Post » Thu May 03, 2012 5:15 pm

I disdain Techno styles. xD Unfortunately, I have no texturing Skills. I can 3D model. which you have seen. But not texture yet. Is there any Dwemer Textures out there that make the architecture new looking rather then broken and old?
Yes here "Techno Industrial Dwemer Retexture" => http://tes.nexusmods.com/downloads/file.php?id=34851
And a trailer of his retexture here => http://www.youtube.com/watch?v=Lh3WhUOvUS8
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Rachel Eloise Getoutofmyface
 
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Post » Thu May 03, 2012 1:20 pm

I disdain Techno styles + "Techno Industrial Dwemer Retexture" = A very confusing and paradoxical combination. hahahahaha. BUT, I very much so appreciate the help/attempt nonetheless. xD As I said, I do not like techno styles, and I personal don't see the Dwemer as Techno type of technology. XD
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Nathan Risch
 
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Post » Thu May 03, 2012 8:50 am

I have in mind what I am looking for. . . however, it's unreleased! xD
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Umpyre Records
 
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Post » Thu May 03, 2012 8:32 pm

Ok but the floor textures and walls can be useful without looks too techno.
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tannis
 
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Post » Thu May 03, 2012 7:41 pm

I see where you are coming from; makes sense, makes sense. lol

http://www.gamesas.com/topic/1197751-wip-exas-dwemer-interiors-sovereign-tileset-ldist/page__hl__dwemer

However, this was really close to what I was thinking about; Styles roughly in these colors, to give a new feel to them. :D
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casey macmillan
 
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Post » Thu May 03, 2012 8:17 am

I disdain Techno styles. xD Unfortunately, I have no texturing Skills. I can 3D model. which you have seen. But not texture yet. Is there any Dwemer Textures out there that make the architecture new looking rather then broken and old?

I think Keening makes some new looking Dwemer buildings but I think their techno style.

P.S. Confirmed: http://www.automatichamster.com/keening/screens/scrnapr18/portsunder-night.jpg http://www.automatichamster.com/keening/screens/scrnapr18/lazmerfortress.jpg

EDIT: LOL just saw papill6n's post and links and realized that that is the pack that was used to make Keening. Oh well.
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Taylrea Teodor
 
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Post » Thu May 03, 2012 7:15 pm

Has it? I'd like to find those mods. I find that kind of "format" rather realistic.

It has. Seen it in every single city making wip (big note on "every single"), not sure if any of them were finished though. Well it was just a suggestion after all. :smile:
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Breautiful
 
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Post » Thu May 03, 2012 12:35 pm

It has. Seen it in every single city making wip (big note on "every single"), not sure if any of them were finished though. Well it was just a suggestion after all. :smile:
Well, there's a reason for that. Class separation is an older-than-dirt concept, and it's done for a reason.
Just play Sim City! Rich people don't like their area looking all rundown, they'll move out!
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Dewayne Quattlebaum
 
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Post » Thu May 03, 2012 10:09 am

Yes here "Techno Industrial Dwemer Retexture" => http://tes.nexusmods.com/downloads/file.php?id=34851
And a trailer of his retexture here => http://www.youtube.com/watch?v=Lh3WhUOvUS8

I have decided I'll be using this Techno-industrial retexture! O_O
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Auguste Bartholdi
 
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Post » Thu May 03, 2012 9:43 am

There is the imperial Dwemer set - that looks nice and new! Maybe try that?

EDIT: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3144- Think its all interiors though :(
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Darren
 
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Post » Thu May 03, 2012 2:28 pm

I have decided I'll be using this Techno-industrial retexture! O_O

We actually converted that re-texture to a new tileset for Keening. I will be releasing it as a modders resource eventually, after we've had a chance to have it debut in Keening and I've finished converting all the appropriate pieces. It' an excellent set, but the download for it right now is just a texture replacer.

My tileset in Keening is a mix between hlaalu and dwemer architecture, with a little bit of "common," and these techno-industrial towers looming overhead - the secret of which will be revealed in chapter 7.

Apparently on some measure, you and I think alike.;)
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Julie Ann
 
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Post » Thu May 03, 2012 10:51 am

I disdain Techno styles + "Techno Industrial Dwemer Retexture" = A very confusing and paradoxical combination. hahahahaha. BUT, I very much so appreciate the help/attempt nonetheless. xD As I said, I do not like techno styles, and I personal don't see the Dwemer as Techno type of technology. XD

I have decided I'll be using this Techno-industrial retexture! O_O

Oh, you! ;)
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Cassie Boyle
 
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Post » Thu May 03, 2012 9:20 am

We actually converted that re-texture to a new tileset for Keening. I will be releasing it as a modders resource eventually, after we've had a chance to have it debut in Keening and I've finished converting all the appropriate pieces. It' an excellent set, but the download for it right now is just a texture replacer.

My tileset in Keening is a mix between hlaalu and dwemer architecture, with a little bit of "common," and these techno-industrial towers looming overhead - the secret of which will be revealed in chapter 7.

Apparently on some measure, you and I think alike. :wink:

I am starting to think the same thing; hahaha. Which honestly, makes me feel less, estranged. xD

On another note: To everyone: I created an Album for my Aherim City mod. There are Four new screenshots added to it.

http://s1112.photobucket.com/albums/k481/kenders21/City%20of%20Aherim/?previewTheme=114&previewCancelUrl=http%3A%2F%2Fs1112.photobucket.com%2Falbums%2Fk481%2Fkenders21%2FCity%2520of%2520Aherim%2F&offer=y

So this is where the vote thing comes in. . .

Should I keep the Hlaalu, Velothi, and techno Dwemer mix [Without the Extra Flora around and atop some of the buildings] or should I use the Hlaalu, Velothi [Without the Techno Dwemer] mixed with the extra trees and gross atop building overhangs and e.c.t, as displayed in the screenshots? Or should I keep all of it together like it is atm?
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Marina Leigh
 
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