[REL] Dark Telvanni Tileset

Post » Sat Dec 10, 2011 9:44 am

After... how many years? I've actually released something again!
Bear with me folks, I haven't done a REL thread in so long, I kinda forget how. :unsure:

About the DTCS
The "Thorn's Lament" rework of the Dark Telvanni Tileset (/Construction Set) takes my old idea a step further - rather than reusing stock MW textures and stretching them horribly out of proportion on meshes that were never designed for it, I've gone back to basics and created an entirely new collection of evil, decrepit, and otherwise ominous textures. Vine tips glow with orange-red veins, the bark is blackened and scorched, and the mushrooms look sickly and rotted. In other words: an ideal replacement for Tel Uvirith's odd greenery amid the ashen wastes.

The mod package includes the entirety of Telvanni meshes, interiors, exteriors, and doors, some additional flora, two new crystal meshes, and some additional duplicates with glow-mapping. And of course, all the necessary textures. An ESP (squeaky-clean thanks to Enchanted Editor), provides all the necessary entries in statics & doors to let you get straight to building.
All files and ESP entries use a TL_ prefix (or KRS_[In/Ex]_TL) so on the off-chance you actually LIKED the original DTCS and wish to keep using it, nothing will conflict or overwrite.

Images
http://i50.photobucket.com/albums/f321/Kieve/WIP-%20ST/Thorns%20Lament/exteriorsample.jpg
http://i50.photobucket.com/albums/f321/Kieve/WIP-%20ST/Thorns%20Lament/interiorsample.jpg
http://i50.photobucket.com/albums/f321/Kieve/WIP-%20ST/Thorns%20Lament/housepodexterior1.jpg

Downloads
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9341
http://www.tesnexus.com/downloads/file.php?id=40760

Readme
(Spoiler-tag to keep things nice & tidy)
Spoiler
********************************************************************
TES3: MORROWIND
"Dark Telvanni Construction Set - Thorn's Lament Edition"
Final Release, Version 2.0
-Kieve

********************************************************************
1. Installation
2. Modifications
3. Saved Games
4. Cleaning: Special note
5. Credits
********************************************************************
1. Installation

Unzip "KRS_DTCS_TL.rar" and extract the "Data Files" folder to your
"The Elder Scrolls III" directory, or whichever directory has your
"Data Files" folder in it. A message box will appear, informing you
that the folder is of the same name and may overwrite some files.
Say "Yes" to this message box and continue. You will receive similar
messages regarding the "Meshes" folder- agree to
these individually, or simply hit "Yes to all"

If these message boxes DO NOT appear, then you have done something
wrong and should check your directories. Make sure that you are
unzipping/extracting all files to your "The Elder Scrolls III" directory,
and NOT into your "Data Files" folder. If this happens, you will now
have a "Data Files" folder INSIDE your original folder (of the same
name). Simply select that folder, press CTRL and X (which will "cut"
the folder") and back out of your directory until the "Data Files"
folder appears. Then hit CTRL and V to paste, and you should receive
the messages described above.

********************************************************************
2. Modifications

-This is the "Thorn's Lament" rework of my previous Dark Telvanni tileset
While Thorn's Lament is more or less abandoned, the tileset was complete
enough to warrant a release.

-Nothing was added to the game world itself. Doors and statics are set up
for your convenience, but nothing has been replaced or altered.

-All meshes are original MW Telvanni units (barring certain Floras and
the new crystals). Some have been given glow-mapping for added visual
impact. All textures are new, though some stock-MW textures were used as
a starting point.

-Crystal formations (2 varieties) are 100% new from scratch, though care
was taken to ensure their overall shape and size was roughly equivalent to
the original Telvanni crystals. Textures for them are likewise new.

********************************************************************
3. Saved Games

This is a modder's resource. There is no point to enabling this for your
game, unless you are using pieces for your own mods. Should that be the
case, you may experience errors if you disable this mod later, but it
should not invalidate your saved games. As a precaution, however, I suggest
backing up your saves anyway.

********************************************************************
4. Cleaning

Enchanted Editor was used to clean this mod of all GMSTs, dirty references,
lewd cell changes, naughty NPCs, and other perverse filth. It is now safe
for work, your children, and your 5-week-old kitten.

********************************************************************
5. Credits

Bethesda for some original-MW textures
CGI Textures for an accumulated 10+years of reference material
The NIFSkope folks for giving me a way to mess with glo-maps

All texturing/retexturing done by me, Kieve. This mod may be redistributed
free of charge for use in any mod, provided this text file goes with it.

-MODDERS! Please contact me if you intend to use the DTCS in your mod.
I'd like to see how my work is put to use. ;)
Obviously, I am not responsible for any changes you make to the files.

Questions, comments, or concerns can be e-mailed to me at:

krsmodworks@yahoo.com

or if you happen to catch me on MSN,

kieve_krs@hotmail.com
(DO NOT USE THIS EMAIL FOR CONTACT PURPOSES, IT IS MSN/MESSANGER ONLY)

User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sat Dec 10, 2011 10:38 am

I really like the look of those crystals Kieve!

Nice to see you back around as well. I've enjoyed several of your mods! Well, your armors to be specific. Nice work on this!
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Sat Dec 10, 2011 5:58 pm

I feel alot of joy, when i see old school modmakers coming back to modding. Thank you for your modding, and tileset is awesome.
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Sat Dec 10, 2011 3:19 am

As I said - these are great! So, when can we expect an update to the DT armor? ;)

On a more serious note - perhaps You could consider an update to this mod? Using Plangkye's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7367 as a base would definately improve the looks (see http://img839.imageshack.us/img839/1158/roots.jpg - her model is on the left, the one in this mod on the right). While this is easy to do for anyone, it would be better to have the base resource fixed.

And perhaps You could consider including in this pack some retextures of one of my own http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8598? There aren't that many meshes there, but they do allow for some more options...
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Sat Dec 10, 2011 5:48 am

Wow, those are NICE! They look like they would fit in great with some of the darker, more realistic world graphic replacers I've been using lately. Great work!
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Sat Dec 10, 2011 11:13 am

Thanks everyone. :) Glad I could finally produce something again, feels good to get back in the swing of things.

As I said - these are great! So, when can we expect an update to the DT armor? ;)

On a more serious note - perhaps You could consider an update to this mod? Using Plangkye's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7367 as a base would definately improve the looks (see http://img839.imageshack.us/img839/1158/roots.jpg - her model is on the left, the one in this mod on the right). While this is easy to do for anyone, it would be better to have the base resource fixed.

And perhaps You could consider including in this pack some retextures of one of my own http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8598? There aren't that many meshes there, but they do allow for some more options...


DT armor? Dead. There's so many better options out there anyway, it'd be a waste of time trying to update that sad pile of crap.
As for Plangkye's meshes and yours... I'll take it into consideration. At least 70% of the time spent on this mod was just opening up mesh after mesh in NIFTexture and typing "Textures\KRS\TL_*****" over and over and over again, so I hope you'll forgive me if I'm not all that keen on going through a second round of it. I do see the necessity however - and it should be noted that in some cases (particularly, one of the load-doors and the "dormer" windows), some UVW/mesh fixes I did on my own, as well. I appreciate the suggestion though, and will look into it when I have more time.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Sat Dec 10, 2011 6:40 am

That's a fine idea and execution. I'm certainly going to use those.
But it runs into a problem that the original version didn't have: considering that everyone and their grandmother is using at least 1024x1024 textures nowadays, they're still going to stick out like a sore thumb.
Any chance for a higher resolution version?
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Sat Dec 10, 2011 4:07 pm

Any chance for a higher resolution version?


Nope. I may take Karpik's suggestion with fixed meshes, but nothing beyond that. This is something I scraqed off my drive rather than let it fall into the abyss - if it suits your needs, use it with my blessings. If the lower-res textures are really that horrible to look at in-game, you're welcome to take matters into your own paws, or find someone on your behalf who will.

I have a massive workload ahead of me for Skyrim - three tilesets, Void armor, weaponry, & clothing, rural W.Senche stuff for NorthHeart, a truckload of NPCs who'll all require voice acting... much as I love Morrowind, it's extremely low on my priority list.
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Sat Dec 10, 2011 4:18 am

I ran the textures through the photoshop actions I played around with earlier. Some look good, some look nasty, but it might be useful. I haven't tested this - the tiling might be broken. Someone brave could try it out and report back

https://www.dropbox.com/s/2b7olo2u7j0dgb0/Dark%20Telvanni%20Tileset%20-%20enhanced%20by%20Biont.zip

EDIT: I honestly recommend you take a look at the textures first and maybe compare them to see if it looks good to you.
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Sat Dec 10, 2011 5:49 am

I ran the textures through the photoshop actions I played around with earlier. Some look good, some look nasty, but it might be useful. I haven't tested this - the tiling might be broken. Someone brave could try it out and report back

https://www.dropbox.com/s/2b7olo2u7j0dgb0/Dark%20Telvanni%20Tileset%20-%20enhanced%20by%20Biont.zip

EDIT: I honestly recommend you take a look at the textures first and maybe compare them to see if it looks good to you.
Sure looks good to me. One thing I noticed is the screwed-up alpha channels on the parasols, though: http://img259.imageshack.us/img259/8890/ohgoymyalphas.jpg

-MODDERS! Please contact me if you intend to use the DTCS in your mod.
I'd like to see how my work is put to use. ;)
Obviously, I am not responsible for any changes you make to the files.
Consider yourself contacted, as I'm updating versions of the three Dark Uvirith mods with TL versions. The PES uploads are still pending atm.
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm


Return to III - Morrowind