[WIP] Continent of Yesterbreeze

Post » Mon Jul 12, 2010 3:46 pm

Continent Of Yesterbreeze

For those of you uninformed as to the nature of this undertaking of mine, or in other words, those who don't know what Continent of Yesterbreeze (YB) is, I'll take this delightful opportunity to enlighten you where you are otherwise not enlightened. This project started approximately April '07 (no exact date known, I now wish I had marked that momentous moment) and has been an ongoing project developing quite steadily ever since. A large continent spanning a multitude of regions, a vast number of exterior cells (of which, again, I have no exact value, but lots - take my word for it), and situated (currently) to the west of the Bitter Coast Region. The way becomes hazy when it comes to regarding MW lore, so it is best not to dwell to much on that. Take this mod as it is; enjoy the sights, enjoy the quests, and most of all, enjoy the overall experience.

INFO

With Yesterbreeze, I aim to deviate from the standard MW ways, and provide some fresh, original, and hopefully, enjoyable approaches to many different aspects of the game. To highlight some of Yesterbreeze's features, they are:

* Starting YB - There will be two options of how to start YB: Pre-MW and Post-MW. The Pre-MW option is for those who wish to start a new game and get the full YB experience with a new char-gen and prologue to the main storyline. However, for those who currently have high-level characters and wish to continue to use those, there will be the Post-MW alternative so you can continue to use that character. It will be advised to start a new game and create a new character, but in the end it's your choice.

* Landmass - YB is primarily a continent mod, so there is a great emphasis on the world building. The ultimate goal in creating YB is to make things you've never seen in MW before, to make you go "Wow, that's cool!" and to make you want to explore the world, to see what's out there ? to discover the secrets YB contains. The style of building the exteriors is quite different to that of MW. YB takes a new approach and, unlike MW, uses a lot more objects to create very different and more interesting landscapes. The regions of YB range from the rocky, snowy mountains of Tyrthol Coast to the dry, dusty plains of Syramez desert; from the dense pine forests around Y'Phirac to the open waters of Lake Fieara. Yesterbreeze offers an imaginative, varied alternative to the somewhat plain, boring, and repetitive landscapes of MW. Hidden caves, secret waterfalls, vast forests, barren wastelands, tranquil lakes, frozen seas, hostile glaciers, boggy swamps ? YB has it all! (Except ashlands ? there was enough of that in MW!)
Imagine two soaring mountain ranges, capped with snow, and between these mountains a plateau. A ragged path carved into the cliff winds up to the plateau above. Climbing this path and cresting the cliff, you are greeted by a large lake, sparkling in the afternoon sun, surrounded by tall, leafy pine trees. A gentle stroll around the lake takes you to a narrow gorge gushing down to the valley below? who knows what awaits down there?

* Cities - YB has 12 'cities', each one unique in it's own right. There's Togurn, the fortified Imperial town; Oredac, the Cliffside village; Veloropir, the city in the trees; Cohis, the oasis in the desert. The mountain city of Pijet, and the caverns of Simet; the ruins of Tyramenarthol and the farmlands of Lismaden. The majestic Y'Phirac and the shack city, Soluon. Finally, the peaceful Wzurv, and serene Dhifyran. They all combine to form the Cities of Yesterbreeze, each with something different to offer. Transport between the cities is primarily via ship or the local Racer Flights service. Racer Flights is the YB alternative to silt striders ? trained cliff racers (the only ones you'll see in YB) will fly you, under the direction of a pilot, to any city in YB that has an office. Relatively cheap, fast and effective, Racer Flights is the preferred method of travel for those with weary legs, or those who don't want to get weary legs.

* Factions - There are 10 factions planned for YB, excluding the Main Quest factions. They are Fighter's Guild, Bandit's Brotherhood, Yestebreeze Murder Investigators (YMI), Hitman Guild (Name pending), YB Mages' Guild, Necromancer Sect, three warring Goblin tribes; Icefyre, Thaukendar, and Shadebane, and a gladiator-type guild. Since the previous thread there has been much development on some of the factions, Fighter's Guild and Bandits in particular, and we have combined the previously mentioned Rangers into the Fighter's Guild. As a base, most of the factions will have an opposing faction, meaning you will only be able to join one or the other, but we aim to provide many varied and interesting Quest Lines (QLs) for the factions. For example, within the Bandit's Brotherhood you will have the opportunity of setting up customizable ambushes and smuggle goods using a different method each time. The Hitman Guild will allow you to become an assassin and conduct your kills in several different manners, each as interesting as the next. While the YMI will lead you on a hunt to solve the clues and the murders that are happening in YB. Who will you side with in Tyrthol Coast? Which tribe shall you lend your allegiance to so that they can prevail over their goblin kin? Will you be able to help the YB Mages' Guild rid the plague that is the Necromancer Sect, or will you help the Necros establish equal rights? Which faction will you choose? How will you play it? (Any comments, or suggestions, or ideas for names, are welcome)

* Quests - Uh... where to start? Miscellaneous Quests. We are aiming for the nice round number of 100 misc. quests. These are kindly being thought up and conceived by the masterful Syrcanus, whose conceivability skill is unparalleled in value (and using Fligg's cap remover, it soars very high). Unlike MW's quests, our goal is to provide choice. This means nearly every quest you do there will be multiple paths as to how you complete it. Currently, at time of posting, the number of misc. quests planned and in our Quest Library is 65 - which means we're 65% through the designing misc quests! We also have many of the factions Quest lines (QLs) under construction, and we are looking at many quests there, as well. A quick, rough tally of the number of quests for Misc quests, Fighter's Guild, Bandits, YMI, and Hitman guild is about 290 quests. So, with the other other factions and the MQ we will be looking at a large number of quests - well over 300, verging but most likely passing 400, perhaps even 500. We'll see. So, for those of you who don't particularly like to just wander and drink in the sights but prefer to get in the thick of it, then the vast range of quests YB offers will please you no end. (Any comments, or suggestions, or ideas for quests, are welcome)

* Leveled Gameplay - This idea stems again from the level of difficulty of MW, and how the quests did not really become any difficult if once you were at a high level. For example, I once went and played the game and did lots of side quests and leveled up my character before going to do the Main Quests. However, when I went to do the Main Quests, I found them ridiculously easy for my high level character and they did not provide much of a challenge. So, I intend to implement a leveling system on the major quests of YB, which will adjust the difficulty of the quest to suit that of your character. There will be a base value, however, which will not change. So, if you reach a quest which has a base value of level 20 and you are level 15, the difficulty will not be lowered, but rather you will have to work to get up to a level where you can complete it. Or, if you are level 30 and doing that same quest, the quest difficulty will be adjusted to make it challenging for a level 30 character. So, overall, I aim to provide more enjoyable, challenging gameplay, truer to that of what I envision as RPG. (Any comments, or suggestions, are welcome)

* NPCs - The cities will be populated according to size and importance of said city with the intention that no MCA be needed for YB. NPCs will have additional dialogue that is area/NPC-specific and will, hopefully, provide more interesting conversation and give reason to talk to random NPCs. For example, families of NPCs will ask whether you've visited their hometown lately and, depending on your response, enquire as to the welfare of their family. There will be many topics of conversation, depending on your reputation and quests completed, each with various responses to choose from which depends on your character's preference. The down-right rude dismissal to the polite declination, or the social chat? You choose, you talk.

* Leveled Creatures - My feeling on Leveled Creatures (LC) in MW was that, in my eyes, they were not that - they weren't leveled. With YB, I want to revise the idea of leveled lists and make them truly leveled. So, that means, if your level 50 you aren't going to be walking around the wilderness and see a level 15 guar LC - you'll be seeing something stronger, more reflective of your own skills and abilities. This, I hope, will make the wilderness more wild and more of a challenge to explore. I also intend to make creature specific leveled lists. This means that I will be able to control the LC at certain places, so that if I want a wolf to be at this area, there will be a wolf there, and not a bear because the leveled list put one there. However, I am going to be capping LCs off. What that means is that there will be a leveled list which only goes up to level 50, or 35 (or any other value), so that if you get past level 50, or 35, then the LCs will not get any stronger. These leveled lists will be spread out through the wilderness so there is a mix of weaker and stronger creatures - an attempt at trying to simulate the weaker and stronger creatures of real life. (Any comments, or suggestions, are welcome)

* Ancestral Tombs - Ever thought Ancestral Tombs (ATs) were a bit boring, especially after the first few you visited? Well, I intend to remedy that and provide more exciting, perilous, and hopefully some [censored]-your-pants moments when exploring ATs. (Excuse my censored language, I couldn't think of a better way to put it, though) How do I intend to do this? Why, put in traps of course! There will be many ATs spread throughout YB, and not all will have traps in, but many will. For those that don't have traps, I plan to do something special to them, which I will not say here at this point in time. For those others, they will have traps. The reasoning behind this is that the dead are sometimes buried with their family treasures, so, in order for the family to protect those treasures and prevent tomb raiders from dropping by, they installed traps. These traps are varied and will be also "leveled", with a "randomizer" placed in every tomb with traps in. The randomizer means that, upon entering the AT, it will randomly select one of a few traps to be "active" meaning each time you go in, it may very well be a different experience. And perhaps not always a pleasant one. The traps will be "leveled", which, depending on you health, attributes and other stats will do varying amounts of damage on your character - or just kill you outright. Overall, I'm hoping this will provide a unique and exciting experience for those currently dissatisfied with ATs in MW, and make them worth exploring once again - if only to see what way you will die, this time. (Any comments, or suggestions, or ideas for traps, are welcome)

Percentage Completion
Please take the percentage completion with a pinch of salt. I find it is very hard to accurately estimate how much I have done, and how much there is still to go, but I have done an awful lot of work so far, which the percentage completion doesn't really reflect...

Exteriors: ||||||||||
Interiors: ||||||||||
Quests: ||||||||||| (0-50% Quests designed | 50-100% Quests made in CS)
Other: ||||||||||


MEDIA

Here is a comprehensive collection of screenshots of YB, and also the vidoes of YB. These screenshots and videos are being taken as the mod is being developed, and do not necessarily represent the finished mod, so please take that into account. Otherwise, enjoy.

Videos

http://www.youtube.com/watch?v=iWhBM2baa08
http://www.youtube.com/watch?v=9HHUI0SxDc0
http://www.youtube.com/watch?v=rrGQchkOP1U
http://www.youtube.com/watch?v=wPd9YRFurMA


Latest Screens
The latest screenshots are of the newest developments in the Swampy southland.

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Also, on request, some old areas have had screenshots taken again with updated graphics.

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The Rest
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Interiors by Cullanna:
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http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/CoY_Wallpaper_NorthTyrthol_Vale_2.jpg

A big thanks to all those who have been helping me with the mod so far, you know who you are. I really appreciate it, and this mod wouldn't be as good if it wasn't for your contribution, whether it was helping me with a script on the CS forum or giving me a new retexture or model - it all helps to make this mod that much better. I'd like to make a special mention of Mystery05, whose tireless testing, constant encouragement and positive, informative feedback has helped me no end! Also to Syrcanus, whose ability to think up unique and interesting misc quests never fails to amaze me. And also to Cullanna, who has been working solidly on interiors for Oredac and Togurn.

I hope you all enjoy watching as this mod develops, and enjoy it all the more when it is released. But most of all I hope you all with enjoy it as much as I have enjoyed, and am enjoying, making it.

Cheers,
Regaez
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Abel Vazquez
 
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Post » Mon Jul 12, 2010 9:14 pm

Ragaez, when you will realise it?
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Abi Emily
 
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Post » Tue Jul 13, 2010 2:23 am

Regaez, when you will realise it?

When it is done, of course.
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Jhenna lee Lizama
 
Posts: 3344
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Post » Mon Jul 12, 2010 6:14 pm

:D I just wan't to ask - "When you will done it"? Cose it looks great.
~ApelCiH~
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Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Tue Jul 13, 2010 1:26 am

Wow! This mod is very amazing!
The landscapes are very gorgeous! I think your mod is the most beautiful mod for Morrowind! Totally sure!
It's so incredible! Your work is so beautiful!

Keep up this good work!!!
:drool: :drool: :drool:
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Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Mon Jul 12, 2010 6:17 pm

We know. :D This probably won't be released for a while though, since we're not doing much work on it until Pelagiad expanded is released. but don't worry, It will be released eventually, even if we have to work on it in prison :P.
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Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Tue Jul 13, 2010 1:25 am

Wow! This mod is very amazing!
The landscapes are very gorgeous! I think your mod is the most beautiful mod for Morrowind! Totally sure!
It's so incredible! Your work is so beautiful!

Keep up this good work!!!
:drool: :drool: :drool:

thank you. i know personaly i find my self wandering around knowing i have a job to do but getting lost in the land scape and different sites just to look up a few hours later and think now what was i suppose to be doing? oh yeah working . well i must admit its been alot more fun then it has been work i have enjoied every min of it and look foward to when every one can enjoy it as well. well.... i guess i should get back to wandering around..umm i mean working of course!
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Chloe :)
 
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Joined: Tue Jun 13, 2006 10:00 am

Post » Mon Jul 12, 2010 5:10 pm

:D I just wan't to ask - "When you will done it"? Cose it looks great.
~ApelCiH~

Thanks. I'm sorry to say I don't have a definite date for you, but it will get done. It will probably be quite a long time yet, but progress is constantly being made.

Wow! This mod is very amazing!
The landscapes are very gorgeous! I think your mod is the most beautiful mod for Morrowind! Totally sure!
It's so incredible! Your work is so beautiful!

Keep up this good work!!!
:drool: :drool: :drool:

Thanks a lot. I don't know about the most beautiful mod, as there are many excellent and wonderful looking mods out there, but I do try to make it look as good as I can. I set a high standard of quality for myself, so I will be endeavouring to keep it up, of course.
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BethanyRhain
 
Posts: 3434
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Post » Mon Jul 12, 2010 10:10 pm

Hi all! I'm watching this WIP from the first thread, now is time for me to post something. :)
My deepest congratulations: everything looks beautiful and detailed (thanks for so many screenshots!), so I couldn't wish you all the best for this project. Can't wait to put my hands on it!

I have some questions:

    1) Why not add the percentage of completion for each part of the mod (example: factions, interiors, etc.) to the thread?
    2) Will you release a first open beta not far in time, or only the completed mod?
    3) Will the resources used by the mod packaged in a .bsa file?
    4) Perhaps have you planned to move the landmasse a bit to the west to add compatibility with TR Maps 4 and 5 when they will be released?

Thanks for your replies. :)
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CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Tue Jul 13, 2010 3:23 am

Hi all! I'm watching this WIP from the first thread, now is time for me to post something. :)
My deepest congratulations: everything looks beautiful and detailed (thanks for so many screenshots!), so I couldn't wish you all the best for this project. Can't wait to put my hands on it!

I have some questions:
    1) Why not add the percentage of completion for each part of the mod (example: factions, interiors, etc.) to the thread?
    2) Will you release a first open beta not far in time, or only the completed mod?
    3) Will the resources used by the mod packaged in a .bsa file?
    4) Perhaps have you planned to move the landmasse a bit to the west to add compatibility with TR Maps 4 and 5 when they will be released?
Thanks for your replies. :)

Thanks, Osiris, for your praise and questions. :goodjob: In answer to your questions:

1) I might do that... didn't really think about it when posting, so I'll have a little think of how far through everything is and then consider it.
2) I was thinking, once the landmass is complete, to get a handful of people to test specific areas for me and to look for bugs/improvements etc. I'm not sure whether I'll publicly release it at that stage... but we'll see. You never know what might happen. ;)
3) No, probably not. There is not actually that many data files used in the mod - not enough, I think, to worry with a bsa. The compressed data files currently is only about 50mb, although that will increase as the esp is certainly going to become a larger file...
4) Perhaps. At this current point in time, I am leaving YB where it is. However, when it comes to releasing it, I may make an alternate version, or something, which moves the continent elsewhere. But for now, it's easy for me to test and give map shots. :hehe:

Hope that helps.

Regaez
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Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Mon Jul 12, 2010 11:28 am

4) Perhaps. At this current point in time, I am leaving YB where it is. However, when it comes to releasing it, I may make an alternate version, or something, which moves the continent elsewhere. But for now, it's easy for me to test and give map shots.


Right. Don't worry too much about my last question at the moment, since TR Map 4 - 5 are still far. ;)
Many thanks for everything, and keep up the good work!
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Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Tue Jul 13, 2010 4:06 am

Will it be released the next year?
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Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Mon Jul 12, 2010 10:34 pm

That really can't be answered at this point. If it was, that would be great. As it is though, there is no set release date.
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Rach B
 
Posts: 3419
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Post » Mon Jul 12, 2010 3:09 pm

Good luck with this ambitious project.
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Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Mon Jul 12, 2010 5:55 pm

This looks really nice.

I havent gone through every single screenshot, but so far i am loving alot of what you have here especially the laveled huts of Soluon.
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Kortniie Dumont
 
Posts: 3428
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Post » Mon Jul 12, 2010 5:47 pm

I can't wait.
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Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Tue Jul 13, 2010 2:44 am

Thanks for all your responses. It's good to see how many people are actually looking forward to this project. I'm not setting any release date yet, but I am trying to get things done as fast as I can. I don't want to rush it too much though, good things take time.

These last couple of days I've been thinking about doing a teaser video (I hate to call it that) highlighting some of the scenic areas of YB, like Tyrthol Coast and Syramez Desert for example. I'm not sure when I'll manage to get it done, but would people be interested in watching one?

Meanwhile, I've just uploaded a video to YouTube, showing the result of a script I wrote last night for a misc quest Syrcanus designed. The script was a major feature of the quest, so I thought it best if I see if could script it first before getting too excited about the cool quest. It turned out I could script it, so now the quest will be in YB. I'm not going to say anything as to the nature of the quest, I'll let you watch the video and guess. Here's the link to the video: http://www.youtube.com/watch?v=2zcMi82CDgE
NOTE: the room in the video is not part of YB, just a random testing mod of mine.

Cheers,
Regaez
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Rude_Bitch_420
 
Posts: 3429
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Post » Mon Jul 12, 2010 3:03 pm

Very cool!

The bottle reminds me to my loved :love: The Goblin Lab :love:
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Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Tue Jul 13, 2010 4:06 am

I think a teaser video would be good idea. Would save people who don't like clicking all those screenshot links some trouble. :bigsmile:

Considering that there's no release date yet...all I have to say about that is I'd like to see someone else design near 100 misc. quests that are all unique in their own ways in a timely manor. Good ideas take time. On the bright side I only have 34 more to design. :nuts:
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Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Mon Jul 12, 2010 7:27 pm

My greatest congratulations on this one! This is probably the biggest project among the ones that will be released, except maybe TR (I don't know how big are those).

:thumbsup: :goodjob:
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Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Mon Jul 12, 2010 5:49 pm

My greatest congratulations on this one! This is probably the biggest project among the ones that will be released, except maybe TR (I don't know how big are those).

:thumbsup: :goodjob:


http://tamriel-rebuilt.org/?image=g/maps/map_mw_full.jpg&p=modding_data/maps shows how many land TR will add to Vvardenfell and Solstheim. I think your continent is about twice the size of Solstheim.
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luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Tue Jul 13, 2010 2:49 am

So, admittedly I saw this among the thread listings and though "Ah, another landmass mod...shame it's just another wish...", but after a couple of days of seeing it within the active threads I clicked on it, and...

Well, wow, I must say, the inventive ways in which you've created things even simply to that of how you arranged the rocks/paths/trees/mountains of the landscape shows quite a bit of ingenuity and sheer awesomeness. If you've been doing the exteriors primarily by yourself, I just gotta say dang, that's some dedication.

Anyways, a big kudos. This may be one of the first real non-lore specific mods I download upon its release. Though I've gotta ask, since any good area is complimented by a good backstory, have you thought about any lore for the area? I understand you're not worrying about piecing it seemlessly with Morrowind, but I was wondering as to what general background rules you held for the island.
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Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Tue Jul 13, 2010 1:08 am

Well, i was also one of the ones that used to just lurk around the other threads to see were this was going, now i want to say that you seam to be doing a really good work on this, and aside TR it's becoming my favorie WIP around.

Keep the good work, and make the quests fun... i love quests :).
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Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Mon Jul 12, 2010 4:22 pm

after seeing that bottle i think ill take up drinking from water skins just to be on the safe side hehe.
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Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Tue Jul 13, 2010 5:11 am

http://tamriel-rebuilt.org/?image=g/maps/map_mw_full.jpg&p=modding_data/maps shows how many land TR will add to Vvardenfell and Solstheim. I think your continent is about twice the size of Solstheim.

Yeah, YB is going to be nowhere near the size of TR, but I'd say it's around about half the size of MW, perhaps a little less. (Judging from the in-game map, that is).

So, admittedly I saw this among the thread listings and though "Ah, another landmass mod...shame it's just another wish...", but after a couple of days of seeing it within the active threads I clicked on it, and...

Well, wow, I must say, the inventive ways in which you've created things even simply to that of how you arranged the rocks/paths/trees/mountains of the landscape shows quite a bit of ingenuity and sheer awesomeness. If you've been doing the exteriors primarily by yourself, I just gotta say dang, that's some dedication.

Anyways, a big kudos. This may be one of the first real non-lore specific mods I download upon its release. Though I've gotta ask, since any good area is complimented by a good backstory, have you thought about any lore for the area? I understand you're not worrying about piecing it seemlessly with Morrowind, but I was wondering as to what general background rules you held for the island.

To date, ALL exterior work has been done by me and me alone. Interiors in Oredac (and now starting Togurn) have been done by Cullanna. And I've done a fair few interiors here and there, back when my modding attention shifted from one thing to another depending on my mood. I'm now focussing on getting the exteriors done and dusted, then to finish off interiors, then quests etc. While I'm doing exteriors, Mystery05 is testing the landscapes for misplaced rocks, floating trees etc, and making sure everything looks lovely and is being a great help, so that when the exteriors are finished, it shouldn't take too much testing for problems. Also while we're building the world, we have Syrcanus conceiving misc quest ideas, and I also have a friend who is working on the Fighter's/Bandit guild QL's (which leads me on to lore...), so that once the world is done we can get on to making the quests.

When building the exteriors, I am looking to create different, and awesome looking, landscapes to provide a truly unique experience and make it a pleasure to explore. So far I have not included many resources in this mod, and am rather sticking to the vanilla objects and trying to make new things out of them and use them differently. For example, Tyrthol Coast is probably one of the most different regions of YB when compared with MW, and the only resource I've used so far is Dongle's water mesh to create a mountain plateau lake - something different and not seen in MW. You might think, "Mostly only using vanilla objects? This continent will be boring..." but I assure you, there is A LOT you can do with what comes in the game, you've just got to experiment and use a bit of ingenuity (like you said - I think the http://i223.photobucket.com/albums/dd41/Regaez/Yesterbreeze/ScreenShot223.jpg is the best example of ingenuity so far - it's very different) and be open to suggestions and feedback.

In terms of lore, it mostly is based around the faction storylines and quests, which, I must say, are currently VERY interesting. I've been working alongside my friend and have been developing the Fighter's/Bandits QL (Quest [story]Line) and I think we have come up with something very good. There's about 6 different endings, with each path having something unique to do; be it ambushes, smuggling, raiding towns, interrogating, saving people from a storm - and maybe having to save yourself - or falling prey to ambushes. There's lots of awesome ideas put into these two guilds. But that's a bit off the topic of lore... Anyhow, there's much to do, and we're still getting things developed at the moment, and lore is one of those things, but it will be relevant to the storylines of the factions. It will not be the same as MW, but it won't be like a complete new game either.

Well, i was also one of the ones that used to just lurk around the other threads to see were this was going, now i want to say that you seam to be doing a really good work on this, and aside TR it's becoming my favorie WIP around.

Keep the good work, and make the quests fun... i love quests :).

I assure you, with Syrcanus there are no boring quests - they're all fun in some way! Probably about +80% of the misc quests (not just faction/MQ etc.) have multiple paths, which means you'll have plenty of options as to how you want to do things. There are, of course, misc quests with only one path, as you have to have some of those! :hehe:

after seeing that bottle i think ill take up drinking from water skins just to be on the safe side hehe.

^_^ Yes, I'd advise it. Although you're safe unless you've eaten something with fire salts in it lately.


Thanks for all your support. I feel inspired to go mod some landscapes now.

Cheers,
Regaez.
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Symone Velez
 
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