City of Nerevar : The CoN Project

Post » Tue Mar 15, 2011 4:59 am

Ages ago, back in the beginning of the year, I made an innocent enough post on the Planet Elder Scrolls forums, talking about how Nerevar seemed to get pretty little publicity for having been such a major figure. Well...all right, it wasn't that innocent. :whistling:
The topic also discussed how barren the Ghostgate seemed, and proposed building a new major city in honor of the Great Hero. A team was formed. Quests were discussed. Some really nice preliminary work got done. We even optimistically made a poster: http://i47.tinypic.com/2vvn7gz.jpg

Sadly, things have broken down. People, and data, have been lost. However, the bulk of our planning still stands, as does a dedicated core group of people. Now, I sadly cannot say that I've had much productive input on the project myself, but as the concept originator, I've somewhat fallen into the role of a reluctant Project Coordinator (I won't be so arrogant as to call myself the Lead) as well as helping with outlining quest flow. As such, the burden has fallen to me to try to gather up a new team to carry on what has been started, and if possible turn this dream into the true player-created expansion that all those of us who've called ourselves the CoN Team have dared hope it can be. I won't lie, the project is ambitious...greatly so...but I think we would all be glad just to finally get a chance to take our characters for a walk through the streets we've discussed for so long. To make this work, we need a diverse skill base to draw from. So anyone that can script, model, create dialogue...heck, anyone with a flair for layout; We Need You!

What we propose:
A Unique Story - CoN is planned to feature it's own Main Quest, centered around the city itself, featuring a puzzle intensive mystery, inspired by the works of authors like H.P.Lovecraft, for an experience unlike those of Morrowind itself, or any of the official expansions.

New Quests - Nerevar City will be a busy place, with a thriving and varied community. Plenty of side quests are to be included to keep players busy while exploring this new addition to the Morrowind world.

New Factions - Join the "Order of St. Nerevar", an Ordinator contingent charged with protecting the city, with other organizations being discussed.

A Player Stronghold - The ruins of Fort Barrowmoth are all that remains of the Empire's ill-fated attempt to claim the Red Mountain. Will you be the one to restore this once-mighty bastion to glory?

And much, MUCH, more...



Check out the original thread, http://forumplanet.gamespy.com/morrowind_mod_ideas/b49691/20175431/p1. (Warning, it's a bit long. If we have a team to continue, then re-examining and organizing is definitely on the agenda.)
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lillian luna
 
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Post » Mon Mar 14, 2011 6:45 pm

Sounds good to me ;)
Also I'm very curious about the "much, MUCH, more" content.

I would gladly offer my help in 3d modelling but I just began learning - so there isn't much to it for now.
Same goes for scripting, animating.
Perhaps I'm good enough in a few months (not likely :D) or do you have some "simpler" 3d model that I could manage? :D

Good luck!
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Jade Barnes-Mackey
 
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Post » Tue Mar 15, 2011 4:49 am

I saw the thread on Planet Elder Scrolls some time ago, but thought the project had died. I'm happy to hear it's still being worked on.

I don't have enough time (or skill) to help with the project, but I want to wish you and everyone else working on it good luck and lots of fun. :)
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Alexander Lee
 
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Post » Tue Mar 15, 2011 1:17 am

I have been lurking that thread for some time on the PES-forums :D Good move to bring it up here, you might find some more interest here.
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xxLindsAffec
 
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Post » Mon Mar 14, 2011 4:01 pm

Interesting project....I would love see some of what has already been done, i will also be reading over the other thread. If you need help pm me with a list of areas that need attention and i will see what i can do.
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A Dardzz
 
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Post » Mon Mar 14, 2011 5:07 pm

Right now, the biggest problem facing us has been the lack of a finished layout for the city. Our main...and pretty much only...city planner, capfuncko, is having to take an extended absence from the project to go back to school. Since a great deal of the project (like all of it) hinges on the city itself, we are in desperate need of one or more people who can lay out the shape and form of the city. After all, all that content needs a place to be!

We have some shots that were intended to help plan out the design of the city, linked below. Also, anyone who is interested, if you could please drop a line on the other thread so people can get in touch, please do. I can't guarantee right now who but me is watching this thread, and everybody will need to communicate to get things rolling. :wink_smile:


http://i1022.photobucket.com/albums/af345/Drakkmore/CoNLayout.jpg

http://image.com.com/gamespot/images/2007/191/930278_20070711_screen022.jpg

http://fc06.deviantart.net/fs15/i/2007/087/a/5/Morrowind_by_Demi_urgic.jpg
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kirsty joanne hines
 
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Post » Mon Mar 14, 2011 7:45 pm

(this is broncofan for anyone from PES) Hey y'all, to add to what Kefke said, I'm working on the dialogue for the city and Capfuncko was also going to be working with me on that. Unfortunately with him gone I really can't handle all the dialogue. So I'm adding another request besides world builder and that's for a dialogue writer. If you are interested I have been working on a new style of dialogue where the player actually has a conversation with the NPCs that they talk with. I'll explain how it works later, but doing this takes a LOT longer than the traditional dialogue for morrowind so if I could get a couple of people to work with me that would be great. Thanks.
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abi
 
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Post » Mon Mar 14, 2011 11:24 pm

I would be happy to work on the town layout. How many people do we have on that? What is already placed? What work on it is already done? Just the basic fill me in type thing.
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Tiffany Carter
 
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Post » Mon Mar 14, 2011 7:12 pm

The architecture in that Assassin's Creed screenshot is nothing like any Dark Elf architecture. Probably not the best look to shoot for if you are hoping for the city to fit in with the vanilla game.
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chirsty aggas
 
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Post » Mon Mar 14, 2011 11:18 pm

What is your standing in the question of lore correctness? Will this mod try to explain the construction of the city and adress the political situation after the fall of dagoth ur? Which faction has claimed the territory?
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Emily abigail Villarreal
 
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Post » Tue Mar 15, 2011 2:50 am

Sounds cool, if you guys have any simple requests for models/meshes I can do some frankensteining work in Nifskope and can edit stuff in blender. I have no idea what you need and I don't have quite enough time to actually join the project, though I like the concept, as long as it is properly lore-wise implemented. :)
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SiLa
 
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Post » Tue Mar 15, 2011 5:19 am

All right, first off to address the Assassin's Creed shot: That was provided by capfuncko to give the rest of us an idea of how the streets of the city were to be laid out. In terms of actual architecture, we all agree it should be in traditional Dunmer style, incorporating elements from pretty much everything but Telvanni mushrooms. We'd probably also want some new meshes to show a building style suited to the terrain. A large amount of Nerevar City will be built into the landscape, with an underground network sort of like the Underworks/Canolworks of Vivec. We also hope to include an outdoor bazaar like you see in Sadrith Mora.

Historically speaking, Nerevar started out as a "boom town" in the early days of pilgrimage to the Ghostgate, being as it was easily the most significant and impressive site of the Pilgrimages of the Seven Graces. Due to heavy lobbying by Great House Indoril, the Tribunal sanctioned the site for the construction of a proper city, dedicated in honor of the hero Indoril Nerevar. However, as a condition to its construction, the entire city was declared Temple grounds, outside the jurisdiction of any Great House, by order of the Tribunal. In practicality, a hypothetically neutral council of representatives from each of the Great Houses, overseen by a Temple adjudicator, handles most of the administrative chores of the city unless there is some reason for the temple to directly involve itself. Though it is widely known that, even if not officially, it is Great House Indoril who holds greatest stake in the city. Not only because they provide greater resources to the city, but also because the special Ordinator detachment assigned as the city's peacekeeping force (the Order of St. Nerevar) has a fair number of Indoril members seeking the honor of protecting the city, particularly among those of rank.

After the fall of Dagoth Ur, there will be changes to the city to reflect the new state of things. The city will likely continue to operate as a politically neutral site, still under the guidance of the ruling council. I would say there will probably be some added lore to show that House Indoril has grown in influence after Dagoth Ur is defeated. It could possibly go so far as to have the Temple presence removed from the council halls, though from the Official Quests it seems that in the time frame of the game, neither the destruction of the Heart, nor the deaths of the Tribunal members themselves has time to weaken the Temple's power significantly.
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Leonie Connor
 
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Post » Mon Mar 14, 2011 9:51 pm

Small update today. We're confirmed now that we still have the work done on Fort Barrowmoth, so I'm going to go ahead and put up the teaser for that.


Fort Barrowmoth was the Empire's attempt to gain a foothold on the Red Mountain. Constructed under the harshest of conditions, the project was plagued with disaster from the start. However, Imperial stubbornness and determination saw the fort to completion. From the beginning, Barrowmoth was station to the most hardened and elite soldiers that the Legion could spare. On the night of its completion, several ranking commanders came to inspect the fort. Great pains were made to accommodate the important guests, and a banquet was held in their honor. At the very height of the celebration, a sudden and intense dust storm engulfed the region, and a force of Dagoth Ur's minions, stronger than any that had previously encountered, overran the fort. None knew how, but the invaders were within the walls before the first alarm was sounded. Fewer than a handful of the men survived, each reporting that they had been sent back as a warning by a terrible creature with a booming voice and flesh that crackled with arcane power. Since that day, the Empire has made no further attempts to conquer the Red Mountain.


http://i47.tinypic.com/wgu5uh.png
http://i50.tinypic.com/1y79yp.jpg
http://i48.tinypic.com/e9t5so.jpg
http://i45.tinypic.com/15i6hpg.png
http://i50.tinypic.com/2j5dzd3.png
http://i45.tinypic.com/htfwo6.jpg
http://i48.tinypic.com/no65mv.jpg
http://i48.tinypic.com/301iwe0.jpg
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victoria johnstone
 
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Post » Mon Mar 14, 2011 8:37 pm

Pretty soon, we'll be releasing the ruins of Fort Barrowmoth as a teaser of what's to come.
Expect a link to it here when we do! :foodndrink:
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gandalf
 
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Post » Mon Mar 14, 2011 4:44 pm

Hi everyone, I'm EvanMeisterX, the guy who made Barrowmoth. I've uploaded it onto Planet Elder Scrolls, and I'm now awaiting its approval. I'll be sure to post a link here as soon as I can! :foodndrink:
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Alexis Acevedo
 
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Post » Tue Mar 15, 2011 2:22 am

Well everyone, we promised a link, so here you go! http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8725.
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WTW
 
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Post » Tue Mar 15, 2011 12:00 am

Well everyone, we promised a link, so here you go! http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8725.

Nice touch including the lore I worked up in the description. :read:
Thanks for that, and woot on the upload. :disco:
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Lucie H
 
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Post » Tue Mar 15, 2011 1:45 am

Maybe we could, in the mod, make a Nerevar museum. It would be similar to the one in Mournhold, but, rather than bringing in artifacts, you bring in things from Lord Nerevar. Just a thought that I think would be cool. Oh, and maybe there can be a book or something that details the history of Nerevar and the lore surrounding it. :D
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Nick Pryce
 
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Post » Mon Mar 14, 2011 10:47 pm

Hay guys I have almost got my machine fixed from some nastiness that has happened to it recently. Sorry about the delay I will be watching this topic as well as the PES forum topic too. All that I ask is that you guys be patient with me, also I will be willing to help with the placement of buildings, and NPCs in with in the city. I was going to work with Cap on this, but with school invading his life it seemed to grind to a stop last I had heard he was making mesh of the foyoda (wall. two smaller gates bracketing a larger one. The large gate will be the triangular shaped one, and the smaller ones will be the Rectangular shaped ones used in the palace courtyard.
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Darlene Delk
 
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Post » Mon Mar 14, 2011 2:35 pm

The short "CoN" was also used for "Children of the night"
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1014

For a short while I got really happy, none the less this also seems like a nice project.

Good luck!
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An Lor
 
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Post » Tue Mar 15, 2011 1:37 am

Hey you guys, I jsut wanted to catch up on everything, my pc recently crashed and i have been busy but i got some time to work on things, so what is the current status of everything.
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Noraima Vega
 
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Post » Mon Mar 14, 2011 10:02 pm

There've been the usual load of delays, though I can say that I'm still working on this. At present I've been off and on outlining the structure of the Main Quest. The tricky part is going to be building it with a proper sense of suspense and discovery. Hopefully, we can implement it using an investigation based system, whereby you will (mostly) progress by following up on clues, rather than actual quests. Though there will certainly be some definite objectives in the traditional sense as well.
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Len swann
 
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Post » Tue Mar 15, 2011 4:19 am

I like the sound of it. The quest sounds like it is going to need a good nice city to go along with it. What is the status of the actually city? Is there anything that i can do to help it progress?
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djimi
 
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Post » Tue Mar 15, 2011 3:16 am

I like the sound of it. The quest sounds like it is going to need a good nice city to go along with it. What is the status of the actually city? Is there anything that i can do to help it progress?

The main things we need are people to do interiors, exteriors, and puzzles.
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Sammykins
 
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