[IDEA/WIP] Burial Rites

Post » Sat Nov 06, 2010 10:05 am

Burial Rites
An atmospheric adaptation for The Elder Scrolls III: Morrowind (GotY)

With the Imperial Conquest of the Province of Morrowind, Imperial customs and culture immediately washed over the landscape - Imperial villages popping up all around the Districts of Morrowind. While the Imperials allowed the local Dunmer to maintain many of their customs in regards to local politics and religious views, in their cities they utilized their own methods. While the local Dunmer utilize elaborate Ancestral Tombs, the Imperials prefer to lay their departed to rest in collective cemeteries and crypts, with private accommodations provided in exceptional cases.

Project Overview: This is an expansion upon a resource and demonstration mod called Graveyard by Barabus that added an Imperial styled cemetery set to the CS, as well as placing a cemetery in the city of Caldera. Burial Rites aims to expand upon this concept by adding lore appropriate cemeteries to the Imperial settlements and forts in Morrowind and its Expansions (as well as Barrows to Nordic settlements). Further, it seeks to add to the ambiance of the game by providing a degree of interaction with the cemeteries themselves, adding spawning NPCs coming to pay their respects to the departed, dungeon crawls in the new crypts, interactivity with the headstones, and eventually some quest add-ons as well. Burial Rites will require both Tribunal and Bloodmoon in order to play it (as I will be utilizing resources from both of these Expansions).

Project Downloads:
http://www.otherfamily.net/webmaster/redeye/Burial_Rites_Demo_v1.rar: This is a small demo mod that shows off the headstone scripts that are going to be used in the final Burial Rites mod upon release. *Scripting methods have been completely changed since this demo, no longer recommended.*.

Project Information: Updated: 11/03/2009
Project Title: Burial Rites Base Mod
Project Status: ALPHA Development (Current Plugin Version: 0.01 - Next Demo at Version 0.12)
Project Progress: \\\\\\\\\\\\\\\\\\\\ 28% Complete
Pre Development Planning: \\\\\\\\\\\\\\\\\\\\ 100% Complete
Custom Item Creation: \\\\\\\\\\\\\\\\\\\\ 50% Complete
Headstone Scripting Development: \\\\\\\\\\\\\\\\\\\\ 90% Complete
Exterior Placements: \\\\\\\\\\\\\\\\\\\\ 10% Complete
Scripting Implimentation: \\\\\\\\\\\\\\\\\\\\ 0% Complete
Interior Development: \\\\\\\\\\\\\\\\\\\\ 10% Complete
Leveled List Development: \\\\\\\\\\\\\\\\\\\\ 0% Complete
Spawn Point Placement: \\\\\\\\\\\\\\\\\\\\ 0% Complete
Base Add-on Development: \\\\\\\\\\\\\\\\\\\\ 0% Complete
Project News: I have obtained permissions from Dormouse to utilize his mod, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7580, as a resource for one of the major expansions that I was planning for this mod. As such, I have opted in to adjusting my plans for the initial release of the mod as I would like to include some of the add-ons and patches in the initial release. I have updated the relevant sections in the post to reflect these decisions.

UPDATED!
I have been speaking with Cyrano in regards to the headstone scripting, and further provided a new method that is what I will be using moving forward for the base mod project. Some small things are still being finalized with this aspect of the project, but the essential methods are pretty well in place in regards to the scripts.

Further, NazoX9 has provided permission for use of the recently released http://tesnexus.com/downloads/file.php?id=27454. I feel that this will make a wonderful aesthetic addition to the project and look forward to utilizing the works.

Further, I am hoping to have a texture artist make some nice high res textures to provide as alternates to the base textures in this mod. I would also like to provide some details on the planning to get ideas and criticism on them:

Spoiler
CEMETERY LAYOUTS W/CITY STATS
**STATS DO NOT INCLUDE GUARDS**
Seyda Neen (Imperial - Town)
Population: 23
Altmer: 2
Argonian: 1
Bosmer: 1
Breton: 1
Dunmer: 10
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 1
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 2
Private: 0
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 3 (Burcan Esdrecus [M], Vertiu Nucciu [M], Cinda Archer [F])
Khajiit: 0
Nord: 1 (Hulgar [M])
Orc: 0
Redguard: 0

Pelagiad (Imperial - Fort/Town)
Population: 22
Altmer: 2
Argonian: 1
Bosmer: 3
Breton: 1
Dunmer: 6
Imperial: 2
Khajiit: 2
Nord: 3
Orc: 2
Redguard: 0
Burial Rites: Cemetery and Crypt
Crypts: 2
Communal: 1
Private: 0
Headstones: 6
Altmer: 0
Argonian: 0
Bosmer: 1 (Dondre [F])
Breton: 1 (Ernand [M])
Dunmer: 1 (Hlarvy Salvi [M])
Imperial: 2 (Malpen Muspidius [M], Moria Laecus [F])
Khajiit: 0
Nord: 1 (Thonro [M])
Orc: 0
Redguard: 0

Caldera (Imperial - City)
Population: 31
Altmer: 2
Argonian: 1
Bosmer: 1
Breton: 3
Dunmer: 7
Imperial: 5
Khajiit: 2
Nord: 1
Orc: 7
Redguard: 2
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 1
Private: 1
Headstones: 8
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 1 (Mebentie Masola [M])
Dunmer: 1 (Fedave Delms [M])
Imperial: 2 (Murber Uuleius [M], Laripp Callei [M])
Khajiit: 0
Nord: 0
Orc: 3 (Ugdul Murz [M], Ogrug Bogadb [M], Durash Magadbu [F])
Redguard: 1 (Relian [F])

Ebonheart (Imperial - City/Castle)
Population: 76
Altmer: 5
Argonian: 8
Bosmer: 4
Breton: 6
Dunmer: 9
Imperial: 23
Khajiit: 2
Nord: 12
Orc: 2
Redguard: 5
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 2
Private: 3
Headstones: 20
Altmer: 1 (Armion [M])
Argonian: 1 (Effe-Tee [M])
Bosmer: 0
Breton: 1 (Lielle Bielle [F])
Dunmer: 2 (Eldrus Sarayn [F], Bradas Marend [M])
Imperial: 10 (Clagiu Lioria [M], Rufinu Afronia [M], Ildoni Macrin [M], Malpen Coloni [M],
Clagius Callei [M], Caniaia Aurrus [F], Raesaia Vantinius [F], Sabrinda Ponius [F],
Pritia Pundus [F], Lunia Uuleiu [F])
Khajiit: 0
Nord: 3 (Heddvi [F], Lasskar [M], Ingma [M])
Orc: 0
Redguard: 2 (Jartod [M], Minia [F])

Dagon Fel (Nord - Town)
Population: 24
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 1
Dunmer: 1
Imperial: 0
Khajiit: 0
Nord: 20
Orc: 1
Redguard: 0
Burial Rites: Barrow
Headstones: N/A

Moonmoth (Imperial - Fort)
Population: 10
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 1
Dunmer: 0
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 1
Burial Rites: Cemetery
Headstones: 3
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 2 (Laripp Egnatius [M], Isobel Jucani [F])
Khajiit: 0
Nord: 0
Orc: 0
Redguard: 1 (Kalort Hawker [M])

Buckmoth (Imperial - Fort)
Population: 16
Altmer: 2
Argonian: 0
Bosmer: 1
Breton: 2
Dunmer: 1
Imperial: 5
Khajiit: 0
Nord: 1
Orc: 2
Redguard: 2
Burial Rites: Cemetery
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 1 (Faric [M])
Dunmer: 0
Imperial: 2 (Trebonde Burtor [M], Ladiaia Cosades [F])
Khajiit: 0
Nord: 0
Orc: 1 (Gakken Yagadb [M])
Redguard: 0

Frostmoth (Imperial - Fort)
Population: 17
Altmer: 0
Argonian: 1
Bosmer: 0
Breton: 0
Dunmer: 2
Imperial: 10
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 2
Burial Rites: Cemetery
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 2 (Laripp Jucani [M], Seguri Muco [M])
Khajiit: 0
Nord: 2 (Engar [M], Frakig [M])
Orc: 0
Redguard: 0

Wolverine Hall (Imperial - Fort)
Population: 23
Altmer: 4
Argonian: 1
Bosmer: 1
Breton: 3
Dunmer: 3
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 2
Redguard: 2
Burial Rites: Cemetery
Headstones: 6
Altmer: 0
Argonian: 0
Bosmer: 1 (Belwen [F])
Breton: 1 (Mebent [M])
Dunmer: 0
Imperial: 2 (Impell Otius [M], Pritia Angius [F])
Khajiit: 0
Nord: 0
Orc: 1 (Gakken Gat [M])
Redguard: 1 (Gancol [M])


Initial Release Plans:
What the Base Mod Will Include
-Imperial Cemeteries and Crypts added to all Imperial Settlements. (Seyda Neen, Pelagiad, Caldera, Ebonheart)
-Small Imperial Cemeteries added to all Imperial Forts. (Moonmoth, Buckmoth, Darius, Frostmoth, Wolverine Hall)
-Barrows added to all Nordic settlements. (Dagon Fel)
-Customized Leveled Creature/NPC Spawns at Burial Locations Exterior/Interior.
-Basic Interaction with NPCs Spawned in areas.
-Scripted Activator Headstones where one can pay their respects.

Included Add-ons and Patches (*There may or may not be included in the initial release!*)
-Spirits of Divination Odyssey Add-on
-Lay to Rest Add-on
-Divinity Integration Patch

Possible Features Plans:
-Special NPC tied scripted memorials if/when killed during the course of the game

Compatibility Plans:
I will be taking great effort to keep this mod as compatible as possible with as many mods as I can. Further, I am still debating making special patches for a couple plug-ins to grant a sort of full integration between the plug-ins (some of these will be addressed below).

Add-on/Patch Possibilities:
-Major quest add-on relating to the player learning Necromancy in game - not a class option (Spirits of Divination Odyssey Add-on; I have received permissions to utilize http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7580 by Dormouse as a resource for this task).
-Scripted burial services being held at random times in cemeteries (Mourners and Services Add-on).
-Additional environmental stimulus via the addition of Undertaker shops (Undertakers Add-on).
-Dunmer services held in Vanilla Ancestral Tombs as well (Lay to Rest Add-on).
-A full integration with the Chapels of Vvardenfell mod (Divinity Integration Patch).

Development Screens:
There are no developmental screens at this time as I am going to be rebuilding this mod from the ground up. If there is enough of an interest, I can include some developmental screens from the now defunct Imperial Cemeteries mod.

----------------
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Lauren Denman
 
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Post » Fri Nov 05, 2010 6:16 pm

I love the idea. I think it could really add alot to the game, especially as for me morrowind is quite a dark game and this would add to that feel. I notice you are planning to script memorials etc in your added graveyards. It would be stunning if you could script it so that if certain npcs are killed in the settlement cells it then triggers a memorial for them in the grave yard... perhaps adding a new grave for them. You could pick out 5 or so npcs from each settlement and script unique memorials for each of them if they die. Might not be possible but sure would be cool. Would also be good if you created a patch that moves the crypts from vampire realism into your graveyards... vampires/spirits spawning rarely and at night in the graveyards would be cool. Great idea and I am looking foreward to it.
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Stryke Force
 
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Post » Sat Nov 06, 2010 4:11 am

Ahh, you just reminded me of something I had planned to add but couldn't remember - good form! And, further, I love that idea about the special NPCs, adding it to the list of things to look into.

Gonna update the OP here in a moment to reflect these ideas.
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Solène We
 
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Post » Sat Nov 06, 2010 10:10 am

I have updated the OP with some new information, still looking for any suggestions/ideas to help make this mod the best I can hope to make it. Specifically, can anyone think of any other settlements that should be focused on through the course of this mod?
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Liv Brown
 
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Post » Sat Nov 06, 2010 7:32 am

I kinda think some of the imperial soldiers killed on duty might get shipped back to their homeland for burial - perhaps a memorial wall like you see for WW2 andWW1 might look good in a fort?

There seem to be alot of urns in the tombs - I supppose that suggests cremation - I wonder if the imperials who are more roman in nature would of had crypts where skulls and skeletons were piled ontop of each other - that would make for a very atmospheric dungeon and could make a good interior cell.
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Stephanie I
 
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Post » Fri Nov 05, 2010 11:55 pm

I kinda think some of the imperial soldiers killed on duty might get shipped back to their homeland for burial - perhaps a memorial wall like you see for WW2 andWW1 might look good in a fort?

There seem to be alot of urns in the tombs - I supppose that suggests cremation - I wonder if the imperials who are more roman in nature would of had crypts where skulls and skeletons were piled ontop of each other - that would make for a very atmospheric dungeon and could make a good interior cell.

I figure under normal circumstances they would be shipped back home, but Vvardenfell is under a quarantine, so I don't see them shipping bodies around all that often (or at least that was my assumption). Your description of the Imperial Crypt is basically exactly what I had in mind for these locations.
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Rowena
 
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Post » Fri Nov 05, 2010 11:19 pm

I have allocated some additional resources from Lady E into the mix (any additional Crypt Tileset to add a little diversity from city to city, as well as a few general atmosphere enhancing resources as well).

I have also started debating how I want to handle the actual Headstone Markers in the Imperial Cemeteries and found in Forts. The way Barabus originally did them was as Statics, but I have been debating the idea of Activators so that the Headstones could have names on them without needing textures to compensate. I was wondering what some of the Community thoughts on this would be, and which would feel like a more immersive addition.

I think I pretty well have my places picked out for the actual placement of the assorted cemetery locations, but I will need to do a little more research first to try and ensure this remains as compatible as possible with as many mods as I can.

Even though it will be a bit more work on my end, I have decided to keep this project as modular as I possible can as well, to give each player the ability to have this mod be as detailed as they would like in their particular game world. For instance, the VR Patch that I intend to make will be coming in two flavors (at minimum), with the primary choice being the decision to use the VR Crypts or BR Crypts (patched to VR) in the cities - so, it will come down to Interior layout. Most things will also have multiple versions based on what other Add-ons/Patches you are using, so expected an extremely detailed readme to accompany the well off final version of this mod.

Thoughts, comments, and suggestions are welcome.
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Damien Mulvenna
 
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Post » Sat Nov 06, 2010 9:20 am

I have allocated some additional resources from Lady E into the mix (any additional Crypt Tileset to add a little diversity from city to city, as well as a few general atmosphere enhancing resources as well).

I have also started debating how I want to handle the actual Headstone Markers in the Imperial Cemeteries and found in Forts. The way Barabus originally did them was as Statics, but I have been debating the idea of Activators so that the Headstones could have names on them without needing textures to compensate. I was wondering what some of the Community thoughts on this would be, and which would feel like a more immersive addition.

I think I pretty well have my places picked out for the actual placement of the assorted cemetery locations, but I will need to do a little more research first to try and ensure this remains as compatible as possible with as many mods as I can.

Even though it will be a bit more work on my end, I have decided to keep this project as modular as I possible can as well, to give each player the ability to have this mod be as detailed as they would like in their particular game world. For instance, the VR Patch that I intend to make will be coming in two flavors (at minimum), with the primary choice being the decision to use the VR Crypts or BR Crypts (patched to VR) in the cities - so, it will come down to Interior layout. Most things will also have multiple versions based on what other Add-ons/Patches you are using, so expected an extremely detailed readme to accompany the well off final version of this mod.

Thoughts, comments, and suggestions are welcome.


So if I am understanding you right. the option with the graves is to either have lots of different statics with different textures to represent names etc or one activator that uses scripts to add message boxes with the grave info when you click on them. If this is the case I don't mind either way. I wouldn't find message boxes for reading gravestones immersion breaking. Everything sounds really great at the moment and it's nice that you are planning to make this modular for people. :goodjob:
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Penny Flame
 
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Post » Sat Nov 06, 2010 8:39 am

I kinda think some of the imperial soldiers killed on duty might get shipped back to their homeland for burial

I doubt the body would last long enough. The custom of shipping bodies home only really became common with the advent of cargo plabes that could transport things quickly. I imagin only important officers would be shipped home.
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Matthew Barrows
 
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Post » Sat Nov 06, 2010 12:54 am

I have allocated some additional resources from Lady E into the mix (any additional Crypt Tileset to add a little diversity from city to city, as well as a few general atmosphere enhancing resources as well).

I have also started debating how I want to handle the actual Headstone Markers in the Imperial Cemeteries and found in Forts. The way Barabus originally did them was as Statics, but I have been debating the idea of Activators so that the Headstones could have names on them without needing textures to compensate. I was wondering what some of the Community thoughts on this would be, and which would feel like a more immersive addition.

snip


I vote activator, perhaps you could script the names of the deceased to appear if you hover over the gravestone.
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Rob Davidson
 
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Post » Fri Nov 05, 2010 10:04 pm

That's enough interest by my book to at least take a look into working with Activators and seeing what I can come up with for getting some scripted names in there when you hover over them. I figure it will be more work, but the overall effect should be worth it. I may also look into trying to cook something up so that the player has an option to pay respects by leaving a flower of some kind at the grave as well that offers some kind of lite blessing or some such.
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Cassie Boyle
 
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Post » Sat Nov 06, 2010 3:47 am

That's enough interest by my book to at least take a look into working with Activators and seeing what I can come up with for getting some scripted names in there when you hover over them. I figure it will be more work, but the overall effect should be worth it. I may also look into trying to cook something up so that the player has an option to pay respects by leaving a flower of some kind at the grave as well that offers some kind of lite blessing or some such.


I love the idea of paying my respects. If you went with the idea of adding graves for a few npcs from each settlement when they die then I could kill them and gloat by paying my "respects" at their grave... or if it recognised I was the killer then his ghost could attack me.
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brian adkins
 
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Post » Fri Nov 05, 2010 8:43 pm

I vote activator, perhaps you could script the names of the deceased to appear if you hover over the gravestone.

Seconded.

I love the idea of paying my respects. If you went with the idea of adding graves for a few npcs from each settlement when they die then I could kill them and gloat by paying my "respects" at their grave... or if it recognised I was the killer then his ghost could attack me.

That was my first thought, too, when I read the "paying your respects" part; that if you killed the person, his ghost should appear to take vengence. Also, although this might be hard to do, if you crash the memorial service of someone you killed, there should probably be a response from the mourners. A disposition drop at least, if they don't downright try to kill you.

I might have missed this in an eariler post, but are you going to add some sort of memorial service in Dunmer tombs as well? I think it might be strange to only have services for outlanders, and it would be quite neat to walk into some vanilla tomb you intend to raid, only to find a collection of people trying to bury someone at the time.
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Joanne
 
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Post » Fri Nov 05, 2010 9:10 pm

I really like both of those ideas, Lyssia - I'll just have to decide how I want to integrate them into the mod. I think I will still try to keep the paying respects part attached to the base mod, and I will also be looking into some options for crashing some services (though in the base mod, you still won't have the special NPCs addition, so it would only be crashing randomly spawned services - so probably little negative impact).

As for the touching of the Dunmer Ancestral Tombs, I will more than likely save this for an Add-on package to keep that aspect of it modular (as I know there are some Tomb mods that I may run into conflicts with there). This way, those who would enjoy it and not get conflicts from using it certainly can. On the same note, I will take many efforts to keep that Add-on as compatible as possible with other Tomb altering mods so that a few can be used in conjunction with one another.

OP will be updated in a moment to reflect these ideas.
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c.o.s.m.o
 
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Post » Sat Nov 06, 2010 12:29 am

A quick update to share a little news in relation to the mod (OP has been updated). Along with that, it looks like I will be having some decent time actually to invest into this project soon, as I will be undergoing a scheduling adjustment at work that will provide a little more open time to work on this and get some progress. Until that time, I will be doing a little more contemplation on just how I want to structure this entire project, and then begin on the actual further developments in the CS.

Currently, I am starting to lean towards making the base mod a Master File as I feel it might be a little bit easier for compiling the assorted patches and add-ons, and will leave the mod a little more open for people to make their own adjustments to as well so they can better fit it into a heavily modded game (and account for mods that I might not account for). Still a bit wet behind the ears in the area of modding (have done a number of basic projects for myself like many do), so I wonder what general thoughts are on this approach (and also if I am completely off base in my reasoning)?
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Rachel Briere
 
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Post » Sat Nov 06, 2010 10:18 am

Very minor update, I just got finished uninstalling Morrowind on my rig to get a fresh install built back up and a proper development environment setup from the start. Once I get a fresh development environment I will be resuming work on this project.

When I pick this back up, my first task is going to be exterior placements. I have decided that during this process I will only be accounting for some mods (basically what I personally use), and as such I have decided to run small tests on the various phases of this mods development so I can quick track down any kinds of conflicts that there might be with mods I don't use personally. I figure this will nip many problems before they come up, and the few issues I do run into along the way at that point can hopefully be fixed by developing some form of a patch for it.

I will also be going back and making some adjustments to the OP as I have decided some of the information there needs a little refresher, so hopefully that will be done in a moment or two.

That about covers it for the moment.
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Rachael
 
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Post » Sat Nov 06, 2010 5:14 am

Good to hear this is still in the works.
I look forward to it, for sure.
Being able to leave offerings for a blessing is really simple scripting, so that won't add too much to your work load, and it's a great idea. I hope you utilize that one.
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Crystal Clarke
 
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Post » Sat Nov 06, 2010 5:38 am

Being able to leave offerings for a blessing is really simple scripting, so that won't add too much to your work load, and it's a great idea. I hope you utilize that one.

Then you need not fear, as I am fairly well set to do this actually since I think it will bring a very good aesthetic touch to the mod. I also really like the idea of tieing a few game NPCs into this mod as well, though that will most certainly be an add-on for compatibility reasons (though I will probably look to the community for ideas of NPCs this can be done with).
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NeverStopThe
 
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Post » Sat Nov 06, 2010 6:46 am

I have updated the OP with a small progress report, but I also wanted to toss down something I was working on for this to see what people have in regards to thoughts and comments.

Earlier today I went through and did a bit of looking into the population density of the various settlements/forts that I intend to make adjustments to through the course of this mod. I then further broke this down by racial demographic, and then used this information to come up with the size of each respective cemetery and how many headstones will be allocated to each particular race in that area. A lot of the was based off the size of the original Caldera cemetery that Barabus created, which I found to contain enough headstones to account for roughly 25% of the current population of the city (this did not seem too unreasonable to me considering I imagine medical practices are still lacking in the Tamrelic culture, akin to our knowledge in the middle ages, and also account for the heavy affliction of Blight in the area as well).

To determine how many headstones would represent each race, I calculated what percentage of the current population each race attributed, and then used this percentage to determine what percentage (and thus actual count) of headstones each race would have. I figured I would toss this up here for people to take a look at before I plug too terribly far into this (though this aspect would certainly be easy to adjust later on still), and get any comments and suggestions people may have in regards to it.

EDIT: Considering the approach I want to take with the actual headstones, this would dictate a total of 60 new individual activators going into this mod. I am curious what kind of effect this would have on performance (if much of any), so if anyone might have any ideas on this I would be glad to hear them.

So, without further ado:

Spoiler
CEMETERY LAYOUTS W/CITY STATS

Seyda Neen (Imperial - Town)
Population: 23
Altmer: 2
Argonian: 1
Bosmer: 1
Breton: 1
Dunmer: 10
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 1
Burial Rites: Cemetery and Crypt
Headstones: 9
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 3
Imperial: 5
Khajiit: 0
Nord: 1
Orc: 0
Redguard: 0

Pelagiad (Imperial - Fort/Town)
Population: 22
Altmer: 2
Argonian: 1
Bosmer: 3
Breton: 1
Dunmer: 6
Imperial: 2
Khajiit: 2
Nord: 3
Orc: 2
Redguard: 0
Burial Rites: Cemetery and Crypt
Headstones: 6
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 0
Dunmer: 2
Imperial: 2
Khajiit: 0
Nord: 1
Orc: 0
Redguard: 0

Caldera (Imperial - City)
Population: 31
Altmer: 2
Argonian: 1
Bosmer: 1
Breton: 3
Dunmer: 7
Imperial: 5
Khajiit: 2
Nord: 1
Orc: 7
Redguard: 2
Burial Rites: Cemetery and Crypt
Headstones: 8
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 3
Imperial: 2
Khajiit: 0
Nord: 0
Orc: 3
Redguard: 0

Ebonheart (Imperial - City/Castle)
Population: 76
Altmer: 5
Argonian: 8
Bosmer: 4
Breton: 6
Dunmer: 9
Imperial: 23
Khajiit: 2
Nord: 12
Orc: 2
Redguard: 5
Burial Rites: Cemetery and 2 Crypts
Headstones: 20
Altmer: 1
Argonian: 1
Bosmer: 0
Breton: 1
Dunmer: 2
Imperial: 10
Khajiit: 0
Nord: 3
Orc: 0
Redguard: 2

Dagon Fel (Nord - Town)
Population: 24
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 1
Dunmer: 1
Imperial: 0
Khajiit: 0
Nord: 20
Orc: 1
Redguard: 0
Burial Rites: Barrow
Headstones: N/A

Moonmoth (Imperial - Fort)
Population: 10
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 1
Dunmer: 0
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 1
Burial Rites: Cemetery
Headstones: 3
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 2
Khajiit: 0
Nord: 0
Orc: 0
Redguard: 1

Buckmoth (Imperial - Fort)
Population: 16
Altmer: 2
Argonian: 0
Bosmer: 1
Breton: 2
Dunmer: 1
Imperial: 5
Khajiit: 0
Nord: 1
Orc: 2
Redguard: 2
Burial Rites: Cemetery
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 1
Dunmer: 0
Imperial: 2
Khajiit: 0
Nord: 0
Orc: 1
Redguard: 0

Frostmoth (Imperial - Fort)
Population: 17
Altmer: 0
Argonian: 1
Bosmer: 0
Breton: 0
Dunmer: 2
Imperial: 10
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 2
Burial Rites: Cemetery
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 1
Imperial: 2
Khajiit: 0
Nord: 1
Orc: 0
Redguard: 0

Wolverine Hall (Imperial - Fort)
Population: 23
Altmer: 4
Argonian: 1
Bosmer: 1
Breton: 3
Dunmer: 3
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 2
Redguard: 2
Burial Rites: Cemetery
Headstones: 6
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 1
Dunmer: 1
Imperial: 2
Khajiit: 0
Nord: 0
Orc: 1
Redguard: 1

User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Fri Nov 05, 2010 7:38 pm

:goodjob:

I would certainly enjoy making my next version of Blasphemous Revenants work in conjunction with this.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Sat Nov 06, 2010 12:52 am

There shouldn't be any performance hit adding all the new Activators.
They (and therefore the scripts on them) will be spread out through many different cells.
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No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Sat Nov 06, 2010 9:26 am

:goodjob:

I would certainly enjoy making my next version of Blasphemous Revenants work in conjunction with this.

Wow, in all honesty, I am honored!

There shouldn't be any performance hit adding all the new Activators.
They (and therefore the scripts on them) will be spread out through many different cells.

Well, that is certainly good to know, though from the looks of it, Ebonheart will have around 20 of those bad boys about, but I can always adjust things if performance takes a dive at any point
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Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Fri Nov 05, 2010 11:59 pm

Made some progress tonight, updated the OP in regards to the news on it...

I am off to bed myself, been up for over 30 hours now - take care folks!
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Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Sat Nov 06, 2010 9:30 am

Updated the OP with some more information in regards to the status and progress of this project. Most of the information related to scripting, which has had some good progress so far due to some assistance from Pluto (who I would like to thank once more, and who will also likely be getting a note in the Development section of the ReadMe Credits for the work done with scripts that will appear in this mod). With recently finishing off a reinstall on my system, and getting my Production and Developmental environments of Morrowind back up and running, I hope to get some more good work in on this moving forward here (though I will not be rushing, as I want the final product to be a good one).
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adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Fri Nov 05, 2010 11:56 pm

No problem, Red Eye. I'm glad to help when I can. :)
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JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

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