[WIP] Continent of Yesterbreeze

Post » Mon Jul 12, 2010 10:08 pm

I noticed something about the name of this mod. Is it just a coincidence or did you guys plan this out...?

Morrow-Yester
Wind-Breeze

Seems like an odd coincidence :)

Great looking mod, and I too cannot wait for a release!

Yes, I did intend for it to be a little pun. :D I wondered if anyone would notice...

Thanks Faylynn for the praise.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Tue Jul 13, 2010 5:07 am

Well, it's been a long time coming, but after some inspiration last night I've finally finished the first Yesterbreeze trailer. It's not the original one that was being worked on, but a new one (though the original is still coming...). This trailer is a scenic overview of Tyrthol Coast so far, whereas the original is a more general YB trailer.

So, without further ado... I give to you:

http://www.youtube.com/watch?v=iWhBM2baa08

Enjoy.

Edit: Oh, and make sure you watch it in High Quality to get the most out of it. Feedback and comments welcome. :D
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Tue Jul 13, 2010 2:25 am

Well, it's been a long time coming, but after some inspiration last night I've finally finished the first Yesterbreeze trailer. It's not the original one that was being worked on, but a new one (though the original is still coming...). This trailer is a scenic overview of Tyrthol Coast so far, whereas the original is a more general YB trailer.

So, without further ado... I give to you:

http://www.youtube.com/watch?v=iWhBM2baa08

Enjoy.

Edit: Oh, and make sure you watch it in High Quality to get the most out of it. Feedback and comments welcome. :D


Amazing, it seems this mod will add one of the things I most wanted to see in Morrowind?s landascape.. a forest that you could actually get lost into. So many impressing scenes, like the aqueduct, the "alpine village", rivers, lakes, waterfalls... the topology is so realistic.. Congratulations, great work done so far.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Mon Jul 12, 2010 5:40 pm

Amazing, it seems this mod will add one of the things I most wanted to see in Morrowind?s landascape.. a forest that you could actually get lost into. So many impressing scenes, like the aqueduct, the "alpine village", rivers, lakes, waterfalls... the topology is so realistic.. Congratulations, great work done so far.

thank you. while i cant take credit for the placeing of the scenery personaly. i can take credit for the hours of play testing and error hunting. its been alot of fun running around in these new lands seeing all of the wonderious scenes. glad you enjoied the vid.
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Mon Jul 12, 2010 2:54 pm

This looks very nice; the landmass appears to be quite well done. However I'm going to assume this conflicts with the official plug-in of Firemoth, is that correct?
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Mon Jul 12, 2010 9:43 pm

Amazing trailer! This mod looks absolutely great! I can't wait until we get the release ;) I love those ?magicbridges? incredibly creative.

Keep up the good work everyone!
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Mon Jul 12, 2010 4:48 pm

Der Trailer schaut recht toll aus! :-)

(Sorry, I couldn't resist; it's the Tirol reference!)

Best of luck with this mod!

Swiveller
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Mon Jul 12, 2010 8:26 pm

This looks very nice; the landmass appears to be quite well done. However I'm going to assume this conflicts with the official plug-in of Firemoth, is that correct?

i tried looking at the map o mods to check what it conflicts with but its a bit hard to tell i do know that with mge installed when i get off the boat after generation i can look out over the ocean and see the coast line of yesterbreeze in fact its a rather swimable distance from it . but its considerably larger as well . so id suppose its one of those things ppl will have to make a decision if its worth installing for the experience. we dealt with alot of critisim on the first thread about all the things it would conflict with . however due to its size there is no way to avoid the conflict.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Tue Jul 13, 2010 3:57 am

Oh, glad to see the video !

great landscape ! such things haven't been done since morrowind come out.

there is no difference to me whether it conflict with other mods or not. because I will stick to use this mod.

when the first release come out ?
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Tue Jul 13, 2010 2:18 am

Thanks for all the responses!

As to some of your questions:
- I am not sure whether it conflicts with Firemoth at this point, however it may do - I will be sure to check that up later.
- I am not setting any release date as yet. It will be done when it is done. I want to make this mod the best that I can, so I don't want to rush things.
- Yes, those are magical bridges. :D And you have just given me an idea for a misc quest...

Cheers,
Regaez
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Tue Jul 13, 2010 3:30 am

This is awesome, and the trailer looks really really beautiful. You have admirable landscaping skills, which I'd kill to have! :P hehe
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Mon Jul 12, 2010 6:31 pm

Oh, and make sure you watch it in High Quality to get the most out of it. Feedback and comments welcome. :D


I can't imagine how powerful of a computer you're using to get more than 4 fps while running yesterbreeze. Did you set the loaded cell buffer bellow 9?
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Tue Jul 13, 2010 3:59 am

I can't imagine how powerful of a computer you're using to get more than 4 fps while running yesterbreeze. Did you set the loaded cell buffer bellow 9?

its not that bad honest. im running about 200 mods including some high rez texture replacers about 90 percent of connarys texture replacers and some of darknuts and just about every town expansion mge and running around yesterbreeze like it was a cake walk and i only have a 2.80 ghz cpu and a geforce 7900 gs vid card.

im testing it with so many mods hoping to catch as many incompatabilities as i can at least with the mod list im running. and later on when it gets closer to release ill be happy to test it with mods ppl may be consearned about. and we will be sure to list any incompatabilitys we find in the read me
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Tue Jul 13, 2010 2:13 am

I can't imagine how powerful of a computer you're using to get more than 4 fps while running yesterbreeze. Did you set the loaded cell buffer bellow 9?

Well, I just got a new laptop a month or two ago. If you are interested, then the brief specs are:

Intel® Core™2 Duo CPU P8600 @ 2.40GHz, 4GB DDR2 RAM, ATI Mobility Radeon HD 3650 512MB dedicated memory (and for that Windows Vista rating thing it gets 5.2).

I was also running MGE (distant land draw distance set to 5) and enbseries while taking video with Fraps (and my vanilla MW view distance was set to full). I only really encountered a few 1 second lags when I moved from one cell to another and it had to load, which I removed when editing the video. But, other than that, it didn't really lag at all.

I'm not sure what you mean by setting the loaded cell buffer below 9, so I probably haven't changed anything to do with that...
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Tue Jul 13, 2010 1:11 am

not sure if we made a point to mention this or not but yesterbreeze will be NOM compatable.. so you dont have to worry about packing food for your trip there. *smiles*
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Tue Jul 13, 2010 4:34 am

not sure if we made a point to mention this or not but yesterbreeze will be NOM compatable.. so you dont have to worry about packing food for your trip there. *smiles*

Ooh! Can you make it crafting compatible too?

I love your landscaping work BTW, I've got to do some more work on ULM AI.
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Mon Jul 12, 2010 2:59 pm

Here's a few more random screenshots I took while having a wander through YB, checking up on what I've done:

http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot10-1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot9-1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot8-1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot13.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot12.jpg

Sorry if a few of them are a bit dark (like the bedroom and cave ones) - it's the moody lighting... blame the attempt for atmosphere, if you can't see them! :D
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Mon Jul 12, 2010 9:25 pm

Here's a few more random screenshots I took while having a wander through YB, checking up on what I've done:

http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot10-1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot9-1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot8-1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot13.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot12.jpg

Sorry if a few of them are a bit dark (like the bedroom and cave ones) - it's the moody lighting... blame the attempt for atmosphere, if you can't see them! :D

Wow! Those look excellent. I'm glad to see that you guys are already working on interiors (high quality interiors at that too! :lol:)

Keep up the good work! :goodjob:
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Tue Jul 13, 2010 2:32 am

Wow! Those look excellent. I'm glad to see that you guys are already working on interiors (high quality interiors at that too! :lol:)

Keep up the good work! :goodjob:

Yes, there is already a whole city's worth of interiors created, and a second city with a handful completed (thanks to Cullanna). There's also some misc. interiors like caves (e.g. the roadway cave above) that have been done (mostly by me), as well.
User avatar
Luna Lovegood
 
Posts: 3325
Joined: Thu Sep 14, 2006 6:45 pm

Post » Mon Jul 12, 2010 5:16 pm

i looked at the magic shop one and thought hey that looks familuar duh!! ive been there. this 4 or 5 hours of sleep is catching up with me haha

anyway those look real good.. yeah they were abit dark but when it said CAVE i sorta expected that .
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Mon Jul 12, 2010 10:19 pm

A few more screenshots of the latest Tyrthol Coast developments:

http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot2-1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot3-1.jpg
http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/MGEScreenshot4.jpg

Enjoy.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Tue Jul 13, 2010 4:37 am

You needn't be worried about not being able to walk through the forest, unless your character is obese (I hope not). :D There's plenty of room to walk through the forest, but you will need to navigate yourself. My intention when creating these large forests was so that you might get lost in the sea of tree trunks and that you have to twist and turn and sidestep your way through the trees because, in my opinion, a forest like that was one thing MW really lacked. (And also because I love forests :hehe:)

Don't worry, though. I assure you that you will be able to walk through the forests. If I get the opportunity, I might make a short video walking through some of the forest so I can show you how it is like.

As to your question... the highest reference count in Tyrthol Coast is 725, but that is around the islands and is largely due to all the ice layers on the ocean. Most of the others are 200-300 references per cell.

Have you folks tested with hostile spawn points in the forested areas / statics heavy areas? How about NPCs in these areas? I noticed in the latest vid a tiny rabbit amongst the trees, but no other big brutal creatures. With the less than optimal way MW does AI pathing, I'd hate for your beautiful work to end up trapping hostiles and take the fun out of the hunt/battle.

This is quite simply gorgeous work! :thumbsup: :thumbsup: :thumbsup:
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Mon Jul 12, 2010 2:50 pm

make pathgrid for wildness area. that may be a huge job.

you know what I want to ask-----how far from a release ? even only a landscape mod is enough nice.
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Mon Jul 12, 2010 5:57 pm

Ok, how is going with this amazing project? The last new screenshots looks incredible, you really put a lot of effort in creating this mod. Keep up the good work! :)

you know what I want to ask-----how far from a release ? even only a landscape mod is enough nice.


Seriously, perhaps you could think to release a questless version of the mod with only landscape, NPCs and dialogue as TR does. That would be a very nice present to the community. :)
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Mon Jul 12, 2010 4:40 pm

You know, I never really followed this mod because I was so involved on other boards on the forums but looking back, I can see that I have missed out.

Your work is looking just absolutely astonishing. Keep it up matey! :tops:
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

PreviousNext

Return to III - Morrowind