[WIP] Daedric Ruins/Realms expansion

Post » Mon Nov 28, 2011 12:26 pm

Ressurecting an old mod.

Ever felt that Daedric ruins were tiny inside? Which they were larger? I thought so too, but I didn't want just more boring passages/rooms with enemies to deal with, so instead, you can now visit the daedric realms.

So far I've got my take on a Shivering Isles realm, concentrating on "insanity" (I think my insanity....), 2 early Coldharbour regions, and 2 for Deadlands.

There's no quests for here, just places to explore, and maybe a treasure hunt to find a unique item per realm.


Since I've been gone a long time, has there been any development on Daedric models/statics such as those found in Oblivion?


Okay, everyones favorite - Picture time:

Deadlands (very early WIP getting basic ideas down, collision is causing me issues though)
http://piratesretreat.webs.com/DL1.jpg
http://piratesretreat.webs.com/DL2.jpg

Coldharbour
Supposed to be a more "evil" duplicate of Vvardenfell/Nirn, using a handy program called CelltoNif by Fliggerty (I think!), I can take parts of the Morrowind heightmap, and turn it into a mesh to make new fake interior/exteriors. Just need to work out a way to stop players travelling to the edge.
http://piratesretreat.webs.com/CH1.jpg - honest, this is an interior....
http://piratesretreat.webs.com/CH2.jpg
http://piratesretreat.webs.com/CH3.jpg
http://piratesretreat.webs.com/CH4.jpg
http://piratesretreat.webs.com/CH5.jpg - proof of being an interior

Shivering Isles
This area does suffer from problems with MW's engine, but I think of it as part of the insanity. Is Down Up, or visa versa. Doors may not take you to interiors you are expecting...

http://piratesretreat.webs.com/Sheo1.jpg
http://piratesretreat.webs.com/Sheo2.jpg
http://piratesretreat.webs.com/Sheo3.jpg
User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Mon Nov 28, 2011 12:38 pm

The last 3 screens remind me of Jumping Flash game :P

Anyway, interesting project, nice to see more exterior/interior mods being worked on :thumbsup:
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Mon Nov 28, 2011 3:17 pm

Shivering Isles looks amazing, and I appreciate that there is floating areas/confusion (reminds me of the last dungeon of Daggerfall, which is very appropriate for the realm). Keep up the good work :trophy:
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Mon Nov 28, 2011 11:30 pm

Some cool stuff. I know Midgetalien releases some Daedric themed resources (and there's Dongle's as well). However both of those are more set dressing than a tileset

Dividebyzero made an http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5415 that I think was Daedric-y

using a handy program called CelltoNif by Fliggerty (I think!)
< :nerd: > Yacoby

[edit: added nerd tags :) ]
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Mon Nov 28, 2011 11:07 pm

Gimme a break, it's been 2 years since I've thought about morrowind :D Been soooo many different people who have helped me in this great friendly community. :tes: Sorry Yacoby :cake:
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Tue Nov 29, 2011 12:02 am

I always liked looking back at the old thread for this and was repeatedly bummed that it was dead.

And now you're back! I wasn't expecting you to revive this. What a surprise! :celebration:
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Mon Nov 28, 2011 11:12 pm

Could use invisible blocks or some other high things, rocks etc to create a wall at the edge of those interior/exterior cells. Didn't someone also do a forest like wall years ago? Or is that what you're already using? Amyway... Maybe also put a script on them that has a message when you get close to turn back.... Or you could be nasty and setup the script to continuously eat health, fatigue and mana if you stay to close to the edge of the cell :hubbahubba:

I've thought of expanding the ruins themselves too. If you do want to build some dungoens using the daedric set quickly the dungeon auto generator does do a good job with this tile set. Daedric is probably the best set when using the auto generator IMO. Of course totally up to you, but was something I played around with a few years ago and the results were quite nice, at least as a starting point.

Pics are looking very nice, look forward to it.

:)
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Mon Nov 28, 2011 11:28 am

I was thinking about looking in to that maze dungeon generator. Only issue I have is that for shivering isles, I've made a new set of retextured models, which I would like to use instead.


Levitation will be disabled which will help, can't do much about jump spells/potions. Coldharbour especially I'll add extra landscaping to block the paths. I was also thinking the same about a script that damages the player if they travel too close to the edge. We shall see. I may just have to do the best with blocking routes, and rely on players being sensible.
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Tue Nov 29, 2011 1:51 am

Okay, need your thoughts about Coldharbour. Based on what limited information there is about this Daedric realm, what comes to mind? I can only scratch the surface.

Coldharbour key words: Dominion; Enslavement; Strife: Discord; Freezing Realm; Burning Sky; Muddy Ground; Barren and Filled with Suffering; Warground; Daedroth; Vampires; Nirn of Future

So far I have 2 areas of Vvardenfell copied as interiors, all spawnpoints changed to special "daedric" lists, all NPCs that happened to be in the area replaced with skeleton corpses. Trees have been replaced with clones that have skeletons modelled onto them, and some rounded rocks changed to spikey rocks.
Not sure if a skybox will work to be able to make a "burning sky" but still have it snowing. Shame we can't make our own unique weathers.

I definately need some sort of special race to be the Coldharbour Vampires, with an armour/weapon set that reflects Cruelty, Enslavement, etc.
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Mon Nov 28, 2011 4:49 pm

From UESP: "Coldharbour, the immense realm of Molag Bal, is also one of the most inhospitable realms, consisting only of charnel houses and vast slave pens. Any mortal found here is captured and placed in one or the other."

So slave pens, crucifixions of disobedient slaves (Nipton in New Vegas is a good example), forced labor (maybe forced to cultivate food / energy for daedric minions?) I think its interesting that mortals end up there; after all why would they want to go in the first place? Power-seeking mages? Arrogant adventurers? Treasure-seekers? Cursed enemies of powerful mages? All are now in the same place, enslaved. I'd imagine going from foolhardy adventurer to eternal slave makes you crazy.

Coldharbour vampires I imagine to look like more humanoid winged twilights (the dark grey skin, semi-reptilian in appearance). For weaponry, I first think of either a whip (pretty much impossible in this engine), or a massive red-hot cattle prod. I feel like any weapon you got from this realm would very clearly have played a part in torturing countless slaves.
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Mon Nov 28, 2011 11:52 pm

Not sure if a skybox will work to be able to make a "burning sky" but still have it snowing. Shame we can't make our own unique weathers.

How about a very high ceiling with a burning effect? That would require a long view distance, but it could still snow, even with MCP's particle collision.

Or blight clouds with a red/orange fog. But that would still leave you with the falling ash...
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Mon Nov 28, 2011 10:08 pm

Burning sky is an easy to do thing. You can use a skybox or better skydome and just animate the texture. Get a short movie of flames or record a fire with a camera, Split movie into single frames .tga in Blender or any other suitable app. Make a NiFlipcontroller with whatever amount of those textures and done. Maybe add some custom sound as well. You theoreticaly can run a whole movie on that skybox, if PC is strong enough to handle the large filesize of the nif. I'm working on some fire and lava themed interiors right now and I'll do a whole lot of nifs that use animated textures. If you can wait til x-mas, you can use all that. On that day I plan to release a mod/ resource featuring that stuff.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Mon Nov 28, 2011 7:42 pm

Based on above, and what else I've read, what I'll do is have Orcs as the main race of Coldharbour. They will be 2nd in command. Then, find a race suitable for vampires who are top of the chain of command. All other races then are slaves.
I can build charnel houses and slave camps to block off paths that lead off the small map areas, should be able to get them blend in enough to look "natural". Sorry, you won't be allowed in the charnel houses :P
Might even use my resources from Blood Point Isle for the armour and weapons, depending on the vampire race that I can find.


Pvt. Parts, that should great. This mod won't be ready for a long time, making small changes each day to it.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm


Return to III - Morrowind