Elsweyr's Kingdom Of Rimmen

Post » Wed Aug 04, 2010 8:25 pm

Questions to all who test the mod:

Do the sheeps on the market place stay within the fences, and does the guy and his dog stay outside? As there was no pathgrid, this was a problem in earlier versions. I've done a few pathgrid points inside the fences, but after that the guy (Alusaron) appeared inside the fences. Even with a grid point below his feet he did so, had to give him a blue one to make him stay outside, so would like to know if this works now for everyone.


It's pointless to be concerned with something like this until you've actually reached the point of full pathing the city. You're still pre-beta according to an earlier post in this thread, so NPCs and creatures being ever so slightly in the wrong location really doesn't matter yet :)
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rheanna bruining
 
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Post » Wed Aug 04, 2010 9:40 pm

I know this is in alpha stage but it reminds me of morrowind in a bad way the city is so dull what I liked about anequenia was that everything was so alive cornithe market was a great example but rimmen is really dull and small all that it needs to be elsweyr anequenia best expansion pack is it to be bigger alot bigger and more npcs.5/10 but if you make it bigger then 9/10 if you make it bigger and add mor npcs then 10/10.
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Alyce Argabright
 
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Post » Thu Aug 05, 2010 2:07 am

I know this is in alpha stage but it reminds me of morrowind in a bad way the city is so dull what I liked about anequenia was that everything was so alive cornithe market was a great example but rimmen is really dull and small all that it needs to be elsweyr anequenia best expansion pack is it to be bigger alot bigger and more npcs.5/10 but if you make it bigger then 9/10 if you make it bigger and add mor npcs then 10/10.


If you had read the post that Auryga made 2 posts back, then you would have seen that the mod is still in alpha. And I don't think that you even have the slightest idea what Alpha is. Alpha is even less finished then beta. It's just a small preview of how the mod is coming along. He explained that a lot more will be added, and NPC's and other things. So just read that post, and don't act stupid.
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James Hate
 
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Post » Thu Aug 05, 2010 5:21 am

It's pointless to be concerned with something like this until you've actually reached the point of full pathing the city. You're still pre-beta according to an earlier post in this thread, so NPCs and creatures being ever so slightly in the wrong location really doesn't matter yet :)

Easy to say if you got years of modding experience ;). I'm still in the learning phase, so it's my right to ask silly questions :P.

No, serious: think I've fixed the problem, but as it was a somewhat strange problem I just like to know if it works only for me, or is really fixed.

@Team: we all forget north markers in the interior cells. At least in all cells I've checked so far ... Temple and guilds done, the rest is yours ;).

When placing them in the guild cells, I recognized that I swapped both guild house interiors. As it is much less work I just relinked the doors and changed the banners 'outside'. So mages guild is on the west side next time, don't wonder ;).
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lucile davignon
 
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Post » Wed Aug 04, 2010 6:11 pm

im thinkin anyways, but itll be pretty bug ridden and unpopulated and such. id wait for anouncement from auryga about it though. i did just give auryga my latest work to be merged into the next release though. this release is not even a beta, id call it an alpha. i still have lots of cluttering and skooma tents and lower class homes and npc's to finish yet



I know this is in alpha stage but it reminds me of morrowind in a bad way the city is so dull what I liked about anequenia was that everything was so alive cornithe market was a great example but rimmen is really dull and small all that it needs to be elsweyr anequenia best expansion pack is it to be bigger alot bigger and more npcs.5/10 but if you make it bigger then 9/10 if you make it bigger and add mor npcs then 10/10.

as clearly stated were still in alpha, of course its unpopulated and such! please reasd the posts next time before judging like that
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Emily abigail Villarreal
 
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Post » Wed Aug 04, 2010 9:19 pm

When you say that the Akavir have been absorbed into the Khajit culture, I hope you're not implying that they're going to be half-cat-half-chinese folks? :confused:
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Emily abigail Villarreal
 
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Post » Thu Aug 05, 2010 1:44 am

Maybe they are just Chinese cats...
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Chrissie Pillinger
 
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Post » Thu Aug 05, 2010 2:47 am

When you say that the Akavir have been absorbed into the Khajit culture, I hope you're not implying that they're going to be half-cat-half-chinese folks? :confused:

wow i actually just lolled really hard at that. but no were not we mean theyre following khajiit culture. according to lore though theres no actual akaviri in rimmen, theyve all passed on, its just a regular tamrielic city now.
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jennie xhx
 
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Post » Thu Aug 05, 2010 4:00 am

Or half-Chinese half-cats...

I'll give this a test-drive, to see what you've all done so far. At least in the CS, don't wanna mess up my game.
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Charity Hughes
 
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Post » Thu Aug 05, 2010 12:40 am

If you had read the post that Auryga made 2 posts back, then you would have seen that the mod is still in alpha. And I don't think that you even have the slightest idea what Alpha is. Alpha is even less finished then beta. It's just a small preview of how the mod is coming along. He explained that a lot more will be added, and NPC's and other things. So just read that post, and don't act stupid.

I said I know it's in ALPHA! and I know what an alpha is and beta.
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Bambi
 
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Post » Wed Aug 04, 2010 8:36 pm

as clearly stated were still in alpha, of course its unpopulated and such! please reasd the posts next time before judging like that

I said I know it's alpha.
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JeSsy ArEllano
 
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Post » Thu Aug 05, 2010 3:43 am

wow i actually just lolled really hard at that. but no were not we mean theyre following khajiit culture. according to lore though theres no actual akaviri in rimmen, theyve all passed on, its just a regular tamrielic city now.

Ah yes, that will be interesting, to see them acting like Khajits lol. People always seem extremely surprised when they meet a black or oriental person with a british accent, now they will speak like cats!
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jodie
 
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Post » Thu Aug 05, 2010 8:58 am

I said I know it's alpha.

well thats why its unpopulated and such. i think you were expecting a beta type thing but no were not even close to that yet. alpha is just rough work with lots to do and many bugs to fix
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flora
 
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Post » Thu Aug 05, 2010 7:41 am

Johnn123, please give the market place guys some packages, can't see them staying around there day and night and even in the heaviest thunderstorm :P. If you do so I'll spent them a script that disables their goods when they're away. Hm, may be you should make their chests visible besides their stands. They would put this goods in there when leaving the place.

Shouldn' t Ma' Kara reside in an upper class house? A 10.000 gold diamond laying around in a simple tent isn't plausible. I'll put some of my Fuyohin furniture in the next package for you, think they look more upperclass than the vanilla ones.

can do, ill have it for the next update. Ma 'Kara was intened to be a travling merchant thats why he had a $10k diamond lying around in a tent. ill try and set up some sort of package for him to travel elsweyr selling in the next package as well

ps srry for the double post forgot i made 1 above :P
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Sheila Reyes
 
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Post » Thu Aug 05, 2010 3:29 am

Firstly, Just letting everyone know that I failed horribly at something, and the .esp I sent Auryga of the Upper-Class section of the city was so buggy it was unusable, so... Yeah. If you see bugs in the upper-class section, they're fixed already, just only for me. Working on a new .esp right now to fix everything (hopefully!) and to add undecorated interiors, which I'll hopefully be able to decorate later on.

Secondly, I couldn't find any easter eggs :( I think I just fail at searching for things.

Thirdly, "the blog reader", this mod might as well be just starting off, so don't bother saying it svcks. We know. Also, don't bother posting things like "I said I know it's in ALPHA! and I know what an alpha is and beta." as it's just cluttering up this forum thread.
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Solène We
 
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Post » Thu Aug 05, 2010 8:25 am

Ah yes, that will be interesting, to see them acting like Khajits lol. People always seem extremely surprised when they meet a black or oriental person with a british accent, now they will speak like cats!

srry what i meant was that there are NO akaviri in rimmen according to lore. i have placed a few in of course cause what would an an akaviri based mod be without any akaviri peoples? so far there are 3 tsaesci placed in it. both guild heads are tsaesci and one tsaesci merchant. they sound really funny because they have the imperial voice :P
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Krystal Wilson
 
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Post » Thu Aug 05, 2010 9:22 am

srry what i meant was that there are NO akaviri in rimmen according to lore. i have placed a few in of course cause what would an an akaviri based mod be without any akaviri peoples? so far there are 3 tsaesci placed in it. both guild heads are tsaesci and one tsaesci merchant. they sound really funny because they have the imperial voice :P

What's even more funny is to hear someone running when this snakes follow you :P.

For the lore discussion: Cloudruler is Akaviri too, but there isn't even an Akaviri ghost in there. Same with Rimmen, look at this thread's intro post, this damn 3 authors stated it very clear in the fan interview. The 'Infernal city' novel describes an Akavir temple in Rimmen, and I've added a 'little' Akavir influence to the palace. Hope that's not killed by the novel's text. Still don't have the book, needs 2 weeks to get it here in germany. Wish there was an eBook version, would be much easier for me to translate all this unknown words I already found in the extracts ...

Finished the hopefully last mesh for the 'stairhouse basemant' below palace and temple. This will bring a way to reach the guild houses and the 'upper level' from the inner city. Annoyed me to always need fast travel to go up there.
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clelia vega
 
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Post » Thu Aug 05, 2010 1:43 am

What's even more funny is to hear someone running when this snakes follow you :P.

For the lore discussion: Cloudruler is Akaviri too, but there isn't even an Akaviri ghost in there. Same with Rimmen, look at this thread's intro post, this damn 3 authors stated it very clear in the fan interview. The 'Infernal city' novel describes an Akavir temple in Rimmen, and I've added a 'little' Akavir influence to the palace. Hope that's not killed by the novel's text. Still don't have the book, needs 2 weeks to get it here in germany. Wish there was an eBook version, would be much easier for me to translate all this unknown words I already found in the extracts ...

Finished the hopefully last mesh for the 'stairhouse basemant' below palace and temple. This will bring a way to reach the guild houses and the 'upper level' from the inner city. Annoyed me to always need fast travel to go up there.

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Big Homie
 
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Post » Thu Aug 05, 2010 5:43 am

nice work auryga! lookin forward to seeing that.
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Jeremy Kenney
 
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Post » Thu Aug 05, 2010 12:04 am

nice work auryga! lookin forward to seeing that.

Not so nice as I though. The vanilla parts I've used don't 'tile' very well. The cuts only matched in their original position, but that's not good for a tile set. Have to redo most of them and add some more variants. Haven't seen that in Blender, but it was immediatly obvious in the CS. Here's what's already finished:

http://i808.photobucket.com/albums/zz7/Gyoshin/Passages2.jpg
http://i808.photobucket.com/albums/zz7/Gyoshin/Passages1.jpg

Screenshots have bad quality, sorry, but my upload rate is 7Kbyte/s, so I have to compress to the limit ;).
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Michelle Smith
 
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Post » Thu Aug 05, 2010 5:04 am

Hi I have just downloaded your mod and i think your layout for Rimmen is great. I would love to be able to help you in some way. I have never made a published mod because i never had any good ideas :sad: but i hope that i would be able to help you in this great mod. Im good a making quests, world building and some scripting.

Thanks :laugh:

SoulSaver
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Kelly John
 
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Post » Wed Aug 04, 2010 11:23 pm

OK.... Knowing this is an early WIP, here's stuff I am not sure if perhaps you already know, but here's a couple of my early test run results anyway...

As soon as you enter the main gate and turn to your left, there is a house half submerged in the city wall.

If you walk straight ahead into the residential section with the narrow streets, there are some walls not properly grounded and just sort of floating in the air.
Also, some doors are missing (just a black space instead of the door there)...

Other than that, I see the mod is coming along rather well!!! Thank you for your work.

Now that you have released a WIP to the public, I suggest that as you fix/add things to the mod, you keep posting the new versions just like Iliana did and that way the mod will truly feel like it is in progress and will start gathering more attention (hopefully no trolls) and popularity.

Once again thank you so much for creating this!!! It is now (early version and all) incorporated into my load order.

Oh yeah... and have the BOSS masterlist addition done.. :wink_smile:
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Strawberry
 
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Post » Thu Aug 05, 2010 3:19 am

Hi I have just downloaded your mod and i think your layout for Rimmen is great. I would love to be able to help you in some way. I have never made a published mod because i never had any good ideas :sad: but i hope that i would be able to help you in this great mod. Im good a making quests, world building and some scripting.

Thanks :laugh:

SoulSaver

Sounds great, I've posted you more details ...

OK.... Knowing this is an early WIP, here's stuff I am not sure if perhaps you already know, but here's a couple of my early test run results anyway...

As soon as you enter the main gate and turn to your left, there is a house half submerged in the city wall.

If you walk straight ahead into the residential section with the narrow streets, there are some walls not properly grounded and just sort of floating in the air.
Also, some doors are missing (just a black space instead of the door there)...

Other than that, I see the mod is coming along rather well!!! Thank you for your work.

Now that you have released a WIP to the public, I suggest that as you fix/add things to the mod, you keep posting the new versions just like Iliana did and that way the mod will truly feel like it is in progress and will start gathering more attention (hopefully no trolls) and popularity.

Once again thank you so much for creating this!!! It is now (early version and all) incorporated into my load order.

Oh yeah... and have the BOSS masterlist addition done.. :wink_smile:


Norinvaux is already fixing the floating walls and houses and adding doors.

Next update isn't far away: all meshes for my 'suburban' (or is it 'subpalace'?) passage are done, just have no more time to update the ESP today, but that's easy and will be done tomorrow for sure.

But please don't expect an update every week now ... :P.
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Melly Angelic
 
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Post » Thu Aug 05, 2010 12:12 pm

i got alot of wrok done the past few days. i built interiors for all the market NPC's plus a few new NPC's. i have another utility to credit in nthe readme, insanities random name generator. im gonna merge it with the .esp you send me k auryga? or would you like to merge it yourself?
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Alan Cutler
 
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Post » Thu Aug 05, 2010 12:51 pm

I fixed as many bugs and floating things as I could find, but I still don't have a few things I want. Blackwood plants look a little weird in planters and such, could I use some annequina flowers or something? Also, I was going to replace the castle well, but I'm not sure what well would fit in with the scenery. Anybody know where I can find a well that's japanese/akaviri-looking, or at least better than vanilla wells?
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Add Meeh
 
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