[WIPz] Elsweyr's Kingdom of Rimmen, Thread 4

Post » Tue May 03, 2011 5:43 am

Also, if you can't make more space for the palace entrance, maybe instead of making it bigger, make it smaller and more attached to the main palace part. That would free up more room for the mountain and the water, too.
Also also, Iliana's released another update? :D Awesome! Those updates are always great.

Had a similar idea too, but I won't start it now, just leave the thing as it is for a while. Currently working on new additional versions of the lower class houses and retexture/optimize the meshes for the passages.

I suggest you (or somebody, maybe me if I get the time) make another, separate moonsugar/cane sugar/skooma. Give it a name, like "Rimmenian Sweet Skooma" or something, and charge more for it. Have it so the drug lords in Rimmen are the only ones who sell it, and maybe even put a quest in where the player gets asked to "remove" some of the competition, who are selling rip offs by the same name or something.

Have a very vague quest idea on a gang of skooma smugglers. There's a part in the Pocket Guide III:
Ya'Tirrje, the Gold Cat, is rumored to even have a luxurious villa in Senchal, and helps pay for the abundant security that keeps the city safe and crime-free, all the while continuing his drug-smuggling business in Torval, Corinthe, and Rimmen.

and we should do a quest with this gold cat and it's smugglers in Rimmen. The real challenge would be a cross-mod quest, with Iliannas Corinthe and Starx Senchal :D. Wonder if that's even possible ...



Those sound like things Khajiit would have an abundance of. Shouldn't the prices be lower then?

Just for example, lets say there is an Alchemist living in Rimmen, selling various ingredients. He's bound to sell things like Durzog meat and Barrel Cactus Juice much more cheaply than, say, Clouded Funnel Cap or Wormwood Leaves (found in the Jeralls), which would be expensive, seeing that they're difficult to obtain and rare (for those living in Elsweyr, at least).

Likewise, for a weapons dealer, Akaviri artifacts (rare elsewhere in Tamriel) you can obtain quite cheaply in Rimmen. You'd be hard pressed to find things like maces or axes in Rimmen though, since the Khajiit prefer daggers and bows. As such, any maces being sold in Rimmen would be quite expensive..

As far as I understand, this is not possible with EE, as you can only change a whole category together. See TheNiceOnes list in the second 'spoiler'. And I know, you do know anything about looking into spoilers :P.
Had hoped that too, e.g. as the Khajiit like sweets so much they would pay a lot for foreign 'exotic' sweets like Salmos products for instance ;).
My idea was that heavy weapons wouldn't sell good in Rimmen, as nobody want's them. And a real world Katana for instance needs a lot of work and knowledge, you wouldn't get a good one for low prizes anywhere. Only difference to the rest of Tamriel is, that you can get more of them in Rimmen, and other Akaviri things you find nowhere else in Tamriel. But that wouldn't make this things cheap.
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Czar Kahchi
 
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Post » Tue May 03, 2011 8:27 am

As the previous post was a bit 'crowded' already, I put this ones into a separate one ;)

@TheNiceOne: I'll take a try with the ini file, it's easy enough to understand. Hopefully already tomorrow morning, if nothing interferes.

@Team: as I didn't add the merchants myself, ideas/suggestions for the list?
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Josee Leach
 
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Post » Tue May 03, 2011 3:29 am

@TheNiceOne: I'll take a try with the ini file, it's easy enough to understand. Hopefully already tomorrow morning, if nothing interferes.
Good. I will hopefully not need too many days to get 5.1 of EE ready for release either.

As for high/low prices, it can be argued both ways. I agree that things that are in abundance should proably have relatively low prices, if the reason for the abundance is high local production, and not so high demand. But the reason for abundance can also be that the ware type is very popular in the area and therefore see relatively high prices, even though the production/import is a bit high.

But it's really up to you to find something that you think is fitting, and if you back it up with dialogue explaining the reasoning, it will make good sense either way.
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Imy Davies
 
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Post » Tue May 03, 2011 9:01 am

Here's my idea for the INI. No input from the rest of team yet, there may be changes necessary:
Spoiler

; Enhanced Economy - Location Prices.ini
; =====================
;
; Version: 5.1
; Author: Ole Boe / TheNiceOne
;

; Defines Local price variations for mod-added cities

set tnoEEP.p_All to 1.0
set tnoEEP.p_Armor to 1.0
; Tsaesci didn't use shields, and Rimmens human don't do either, but Khajiit do, so slithly higher prices
set tnoEEP.p_LiShield to 1.1
; Light Armor is popular, production takes a lot time, so higher prices
set tnoEEP.p_LiArmor to 1.2
; Nobody in Rimmen likes heavy shields/armor, so low prices
set tnoEEP.p_HeShield to 0.8
set tnoEEP.p_HeArmor to 0.8
; often used tools, but this skills are high in Rimmen, so prices for hammers stay as usual
set tnoEEP.p_RprHammer to 1.0
set tnoEEP.p_Weapon to 1.0
; prefered weapons in Rimmen, even Rimmens Khajiit are influenced by the old Tsaesci blade fighting arts and prefer blades
; weapons produced in Rimmen are of highest quality and take weeks for production, there's not enough availiable for the
; high demand, so prices are high
set tnoEEP.p_Blade to 1.3
; heavy weapons are nearly not used in Rimmen, and nerby Orcrest floods the market anyway, so prices are low
set tnoEEP.p_Blunt to 0.8
; another prefered weapon in Rimmen, but production rate is higher, so prices are not that high
set tnoEEP.p_Bow to 1.2
set tnoEEP.p_Arrow to 1.2
set tnoEEP.p_Magic to 1.0
set tnoEEP.p_Staff to 1.0
set tnoEEP.p_Scroll to 1.0
set tnoEEP.p_SoulGem to 1.0
set tnoEEP.p_Ayleid to 1.0
set tnoEEP.p_Furniture to 1.0
; tradition, knowlede and wisdom are highly valued in Rimmen, so books sell very well
set tnoEEP.p_Book to 1.3
; alchemy skills are high in Rimmen, always high demand for ingredients, so prices are bit higher
set tnoEEP.p_Ingredient to 1.1
; normal prices for food ...
set tnoEEP.p_Food to 1.0
; ... and drink
set tnoEEP.p_Drink to 1.0
; alchemy skills are high in Rimmen, doing potions is common to everybody, so prices for it are low
set tnoEEP.p_Potion to 0.8
; although often used, production is high too, so prices are normal
set tnoEEP.p_Apparatus to 1.0
; high demand, rare materials, so prices are high
set tnoEEP.p_Jewelry to 1.2
set tnoEEP.p_Clothes to 1.0
set tnoEEP.p_ClothesLo to 1.0
set tnoEEP.p_ClothesMi to 1.0
; high demand, rare materials, so prices are high (especially before the Queen of Rimmen's winter season balls)
set tnoEEP.p_ClothesUp to 1.2
set tnoEEP.p_Misc to 1.0
; for some reason, this tools have a high demand whenever Khajiit are around
set tnoEEP.p_LockPick to 1.2
; high demand, rare materials, so prices are high
set tnoEEP.p_Gems to 1.2
; high demand, so prices are bit higher
set tnoEEP.p_Cloth to 1.1
set tnoEEP.p_MiscLower to 1.0
set tnoEEP.p_MiscMiddle to 1.0
set tnoEEP.p_MiscUpper to 1.0
; low demand, even humans in Rimmen prefer cloth
set tnoEEP.p_Pelt to 0.8

set tnoEEP.p_cellPrefix to sv_Construct "ANQRimmen"

set tnoEEP.p_hdl1 to sv_Construct "A strong craftmanship tradition founded on the profund skills of the Tsaesci from Akavir lets you find"
set tnoEEP.p_hdl2 to sv_Construct "some of the best blades, bows and light armors of Tamriel here in Rimmen. Not only their quality"
set tnoEEP.p_hdl3 to sv_Construct "but also a high demand keeps prices for those items generaly high. Also book wisdom is valued high here."
set tnoEEP.p_hdl4 to sv_Construct "Try to sell alchemy ingredients, there is a high demand too, or jewelry, gems and upperclass clothing."
set tnoEEP.p_hdl5 to sv_Construct "And for some reason whenever Khajiit are around lockpicks have a high demand and sell well too."

set tnoEEP.p_ldl1 to sv_Construct "You should not try to sell heavy weapons or armor here, we don't pay much for them."
set tnoEEP.p_ldl2 to sv_Construct "Everybody in Rimmen is good in alchemy, potions are cheap here."
set tnoEEP.p_ldl3 to sv_Construct "And don't try to sell pelts, no demand for that here."
set tnoEEP.p_ldl4 to sv_Construct ""

SetStage tnoEEP 10



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Marta Wolko
 
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Post » Tue May 03, 2011 1:38 am

Here's my idea for the INI. No input from the rest of team yet, there may be changes necessary:

Good. I have now uploaded a 5.1 beta version of EE. It is only meant for testing of new mod comatibility features like this one, so you can download and test it with your file. The 5.1 beta archive consists of main esp and 3 new ini files only, and one of the three ini files is the one you will replace with your content. One note when testing and changing the prices/price dialogue: For simplicity's sake I made it so that the location data ini settings will only be read once, and if part of your savegame, not be read again.

So to change some of the values, you must either do it with a save that was not already saved with 5.1, or you must get EE to clean out the Rimmen location data. The latter is done by setting p_All to -1 and loading the savegame, then saving it, and then put in the new settings and load the savegame. But the easiest is to save just oustide the merchants before starting to test.
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Elea Rossi
 
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Post » Mon May 02, 2011 11:34 pm

Here's my idea for the INI. No input from the rest of team yet, there may be changes necessary:
Spoiler

; Enhanced Economy - Location Prices.ini
; =====================
;
; Version: 5.1
; Author: Ole Boe / TheNiceOne
;

; Defines Local price variations for mod-added cities

set tnoEEP.p_All to 1.0
set tnoEEP.p_Armor to 1.0
; Tsaesci didn't use shields, and Rimmens human don't do either, but Khajiit do, so slithly higher prices
set tnoEEP.p_LiShield to 1.1
; Light Armor is popular, production takes a lot time, so higher prices
set tnoEEP.p_LiArmor to 1.2
; Nobody in Rimmen likes heavy shields/armor, so low prices
set tnoEEP.p_HeShield to 0.8
set tnoEEP.p_HeArmor to 0.8
; often used tools, but this skills are high in Rimmen, so prices for hammers stay as usual
set tnoEEP.p_RprHammer to 1.0
set tnoEEP.p_Weapon to 1.0
; prefered weapons in Rimmen, even Rimmens Khajiit are influenced by the old Tsaesci blade fighting arts and prefer blades
; weapons produced in Rimmen are of highest quality and take weeks for production, there's not enough availiable for the
; high demand, so prices are high
set tnoEEP.p_Blade to 1.3
; heavy weapons are nearly not used in Rimmen, and nerby Orcrest floods the market anyway, so prices are low
set tnoEEP.p_Blunt to 0.8
; another prefered weapon in Rimmen, but production rate is higher, so prices are not that high
set tnoEEP.p_Bow to 1.2
set tnoEEP.p_Arrow to 1.2
set tnoEEP.p_Magic to 1.0
set tnoEEP.p_Staff to 1.0
set tnoEEP.p_Scroll to 1.0
set tnoEEP.p_SoulGem to 1.0
set tnoEEP.p_Ayleid to 1.0
set tnoEEP.p_Furniture to 1.0
; tradition, knowlede and wisdom are highly valued in Rimmen, so books sell very well
set tnoEEP.p_Book to 1.3
; alchemy skills are high in Rimmen, always high demand for ingredients, so prices are bit higher
set tnoEEP.p_Ingredient to 1.1
; normal prices for food ...
set tnoEEP.p_Food to 1.0
; ... and drink
set tnoEEP.p_Drink to 1.0
; alchemy skills are high in Rimmen, doing potions is common to everybody, so prices for it are low
set tnoEEP.p_Potion to 0.8
; although often used, production is high too, so prices are normal
set tnoEEP.p_Apparatus to 1.0
; high demand, rare materials, so prices are high
set tnoEEP.p_Jewelry to 1.2
set tnoEEP.p_Clothes to 1.0
set tnoEEP.p_ClothesLo to 1.0
set tnoEEP.p_ClothesMi to 1.0
; high demand, rare materials, so prices are high (especially before the Queen of Rimmen's winter season balls)
set tnoEEP.p_ClothesUp to 1.2
set tnoEEP.p_Misc to 1.0
; for some reason, this tools have a high demand whenever Khajiit are around
set tnoEEP.p_LockPick to 1.2
; high demand, rare materials, so prices are high
set tnoEEP.p_Gems to 1.2
; high demand, so prices are bit higher
set tnoEEP.p_Cloth to 1.1
set tnoEEP.p_MiscLower to 1.0
set tnoEEP.p_MiscMiddle to 1.0
set tnoEEP.p_MiscUpper to 1.0
; low demand, even humans in Rimmen prefer cloth
set tnoEEP.p_Pelt to 0.8

set tnoEEP.p_cellPrefix to sv_Construct "ANQRimmen"

set tnoEEP.p_hdl1 to sv_Construct "A strong craftmanship tradition founded on the profund skills of the Tsaesci from Akavir lets you find"
set tnoEEP.p_hdl2 to sv_Construct "some of the best blades, bows and light armors of Tamriel here in Rimmen. Not only their quality"
set tnoEEP.p_hdl3 to sv_Construct "but also a high demand keeps prices for those items generaly high. Also book wisdom is valued high here."
set tnoEEP.p_hdl4 to sv_Construct "Try to sell alchemy ingredients, there is a high demand too, or jewelry, gems and upperclass clothing."
set tnoEEP.p_hdl5 to sv_Construct "And for some reason whenever Khajiit are around lockpicks have a high demand and sell well too."

set tnoEEP.p_ldl1 to sv_Construct "You should not try to sell heavy weapons or armor here, we don't pay much for them."
set tnoEEP.p_ldl2 to sv_Construct "Everybody in Rimmen is good in alchemy, potions are cheap here."
set tnoEEP.p_ldl3 to sv_Construct "And don't try to sell pelts, no demand for that here."
set tnoEEP.p_ldl4 to sv_Construct ""

SetStage tnoEEP 10




looks pretty good to me auryga! dont see anything id change in there.
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alicia hillier
 
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Post » Mon May 02, 2011 8:01 pm

Here's my idea for the INI. No input from the rest of team yet, there may be changes necessary:
...
Thanks, I am pretty close to releasing 5.1 now, so it is good to have this included :) Saw your post in the EE thread too, but posts here because I have another mod compatibility request for Rimmen too: I haven't yet decided if it will be a standalone mod or part of Map Marker Overhaul, but I add this new feature where small components of a map can be displayed ontop of the normal world map (thus making it look completely like the components are part of the world map), depening on active mods. For Elsweyr, this means that the Elsweyr part of the Elven Map (which I use) is only displayed if Elsweyr is active in your load order.

But as you know, the Elven Map that includes Elsweyr does nor have Rimmen on it (save its name). So I am wondering if any of you could provide me with a map image for Rimmen and the roads it adds. If you can, then I will scale and cut it properly, and add ini file support, so that Rimmen and its roads automatically show up on the world map when Rimmen is active.
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Justin Bywater
 
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Post » Tue May 03, 2011 9:15 am

... I add this new feature where small components of a map can be displayed ontop of the normal world map (thus making it look completely like the components are part of the world map), depening on active mods. For Elsweyr, this means that the Elsweyr part of the Elven Map (which I use) is only displayed if Elsweyr is active in your load order.

Sounds great, and I would very much like to have a feature like this. I'm using a full Tamriel map and a 'magnifying glass' is really needed with all that millions of Map Markers I got already ;).

But as you know, the Elven Map that includes Elsweyr does nor have Rimmen on it (save its name). So I am wondering if any of you could provide me with a map image for Rimmen and the roads it adds. If you can, then I will scale and cut it properly, and add ini file support, so that Rimmen and its roads automatically show up on the world map when Rimmen is active.

Two parts of the roads are still missing. The one Iliana started in southern Elsweyr and the end of the road from Bravil to Rimmen's north gate.

I've asked Iliana, if she could extend her road to Rimmen as far as ElsweyrAnequine.esp includes this landscape, and she 'will have a look at extending that road someday', so I don't expect that to happen very soon. I'll simply leave a gap in that road for now, or may be place some dotted line on the map instead.

Rimmen's north gate area needs a lot changes for the new palace, so I didn't finish that road end yet too.

I'll try to update http://www.tesnexus.com/downloads/file.php?id=30875 for a first go. Ok, that's a bit selfish, as I use that one in my game setup :P. But I think it has a lot in common with the other elven maps, so it might be possible to incorporate my changes into that other ones too.
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Mrs Pooh
 
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Post » Mon May 02, 2011 11:07 pm

@TheNiceOne: I did a mini Rimmen map and merged it into Kiwi-hawks elven style map. Looked not really bad :P and showed up in the right place matching our Rimmen map markers. But I couldn't get Kiwis map exported again without lots of white dot errors in the DDS file. Can't figure out why that occurs, never had problems like that before with DDS exports. Here are some pictures of what I did (without the errors):

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/4163708_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/5765326_orig.jpg

After reading your http://www.gamesas.com/index.php?/topic/1144376-req-a-good-map-maker I would assume that the full map isn't necessary any way. But what about the written city name and the other 'labels' around there? I don't think the several different maps you mentioned in your thread all use the same font.

Edit: having this base now I think I can do several different versions of this city map 'icon'. If you point me to the different maps you want to use, I should be able to adapt their 'style' to make Rimmen match in.
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WYatt REed
 
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Post » Tue May 03, 2011 12:34 am

@TheNiceOne: I did a mini Rimmen map and merged it into Kiwi-hawks elven style map. Looked not really bad :P and showed up in the right place matching our Rimmen map markers. But I couldn't get Kiwis map exported again without lots of white dot errors in the DDS file. Can't figure out why that occurs, never had problems like that before with DDS exports. Here are some pictures of what I did (without the errors):

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/4163708_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/5765326_orig.jpg

After reading your http://www.gamesas.com/index.php?/topic/1144376-req-a-good-map-maker I would assume that the full map isn't necessary any way.
That's correct. I only need the area that is changed by Rimmen. I am no graphics artist, but I know my way around GIMP well enough to cut out what I need and ensure that it looks as if it is part of the world map it overlays, so one map with this is good. I also see from the full map that the other Elsweyr cities looks better than on the standard Elven map, so I'm interested in those as well.

But what about the written city name and the other 'labels' around there? I don't think the several different maps you mentioned in your thread all use the same font.
I haven't yet decided how to handle different map types yet. The mod in itself is independent of actual map (or scale), so I guess the simplest is to have one image per map type.

Edit: having this base now I think I can do several different versions of this city map 'icon'. If you point me to the different maps you want to use, I should be able to adapt their 'style' to make Rimmen match in.
That would be great. I have started with the http://www.tesnexus.com/downloads/file.php?id=31273, so that will be my focus until I get to the first release.
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tannis
 
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Post » Tue May 03, 2011 6:47 am

... But I couldn't get Kiwis map exported again without lots of white dot errors in the DDS file. Can't figure out why that occurs, never had problems like that before with DDS exports. ...


Try saving as dxt1.

I had that few days ago but I haven't remembered what settings exactly worked. I think that saving dxt5 gave me errors, while dxt1 (or dxt3) did it good.
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Hairul Hafis
 
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Post » Tue May 03, 2011 2:42 am

@TheNiceOne: I did a mini Rimmen map and merged it into Kiwi-hawks elven style map. Looked not really bad :P and showed up in the right place matching our Rimmen map markers. But I couldn't get Kiwis map exported again without lots of white dot errors in the DDS file. Can't figure out why that occurs, never had problems like that before with DDS exports. Here are some pictures of what I did (without the errors):

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/4163708_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/5765326_orig.jpg

After reading your http://www.gamesas.com/index.php?/topic/1144376-req-a-good-map-maker I would assume that the full map isn't necessary any way. But what about the written city name and the other 'labels' around there? I don't think the several different maps you mentioned in your thread all use the same font.

Edit: having this base now I think I can do several different versions of this city map 'icon'. If you point me to the different maps you want to use, I should be able to adapt their 'style' to make Rimmen match in.

a map with rimmen?? :drool: cant wait to get a hold o this!
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Leonie Connor
 
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Post » Mon May 02, 2011 10:10 pm

Try saving as dxt1.

I had that few days ago but I haven't remembered what settings exactly worked. I think that saving dxt5 gave me errors, while dxt1 (or dxt3) did it good.

Did already save as DXT1, that was were the error occured.
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louise tagg
 
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Post » Mon May 02, 2011 6:48 pm

Then, some other settings. No alpha, mipmaps, ... The problem IS in your current settings. Unfortunately, I forgot what was wrong, what correct but first time I saved the map and there were white errors. Then I saved it with different settings and all was nice (except icons that weren't in place, but that's a different story :))
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Amelia Pritchard
 
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Post » Tue May 03, 2011 2:27 am

Then, some other settings. No alpha, mipmaps, ... The problem IS in your current settings. Unfortunately, I forgot what was wrong, what correct but first time I saved the map and there were white errors. Then I saved it with different settings and all was nice (except icons that weren't in place, but that's a different story :))

Leaved out Alpha channel, and seems that did it. At least I can't see the dots in the DDS viewer anymore, haven't had the time to test it ingame. Thanks for your help!
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Laura Elizabeth
 
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Post » Tue May 03, 2011 6:02 am

hey boss any chance of spreading that map around? id love to get my hands on it
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Ymani Hood
 
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Post » Mon May 02, 2011 10:47 pm

hey boss any chance of spreading that map around? id love to get my hands on it

Still haven't checked it in game, too busy with the new LC house set. I'll look at it when home later. As it's Kiwi_hawks map, you will need to have his http://www.tesnexus.com/downloads/file.php?id=30875 installed (as you most probably already have :P).

Just found a great http://www.tesnexus.com/downloads/file.php?id=35974 for the golden roof of the palace. One of the pics there: http://www.tesnexus.com/downloads/images/35974-3-1291776334.jpg.
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Kat Ives
 
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Post » Mon May 02, 2011 10:55 pm

Still haven't checked it in game, too busy with the new LC house set. I'll look at it when home later. As it's Kiwi_hawks map, you will need to have his http://www.tesnexus.com/downloads/file.php?id=30875 installed (as you most probably already have :P).

Just found a great http://www.tesnexus.com/downloads/file.php?id=35974 for the golden roof of the palace. One of the pics there: http://www.tesnexus.com/downloads/images/35974-3-1291776334.jpg.


actually no i dont use that map. i use yians colored elsweyr map. anyways very nice looking textures there! i failed at the modeling, but i can texture, so if ya want ill do the texture for the roof of the palace. this i know i can do! of course you can if you want to or already have... :P
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Bereket Fekadu
 
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Post » Mon May 02, 2011 11:41 pm

actually no i dont use that map. i use yians colored elsweyr map. anyways very nice looking textures there! i failed at the modeling, but i can texture, so if ya want ill do the texture for the roof of the palace. this i know i can do! of course you can if you want to or already have... :P

No more dots in game too with the map now. Send it to you at TESA, and the new castle nif too, for retexturing.

I finished the new LC tileset's exteriors yesterday. Still have some ideas for exterior 'add-ons' to do, but the house parts themselve are done. Started with the interior tiles now, if nothing interferes I'll finish them this weekend.

Edit: What happend to your dragon? That hat looks weird :rofl:
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..xX Vin Xx..
 
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Post » Tue May 03, 2011 2:37 am

No more dots in game too with the map now. Send it to you at TESA, and the new castle nif too, for retexturing.

I finished the new LC tileset's exteriors yesterday. Still have some ideas for exterior 'add-ons' to do, but the house parts themselve are done. Started with the interior tiles now, if nothing interferes I'll finish them this weekend.

Edit: What happend to your dragon? That hat looks weird :rofl:


alright thx, ill have the castle texture for ya tonight hopefully. im gonna transplant rimmen to yians map, if i can
and my dragon is getting festive :P
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Lily Evans
 
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Post » Tue May 03, 2011 12:57 am

hey Auryga, check your in box at the Alliance, i sent the Palace back to ya.

EDIT: hey one last thing, you dont happen to have layers for the map do ya? when i ever i cut it out it comes out very odd, plus i cant remove part of the city name from over the city without killing the city. i tried doing to local maps, but they wont show in GIMP for whatever reason
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Enny Labinjo
 
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Post » Mon May 02, 2011 8:17 pm

hey Auryga, check your in box at the Alliance, i sent the Palace back to ya.

Seen the palace and although it was good work I changed my mind on the texture. Took no 10 now, and changed the mesh itself too. With that changes it all looks much better than my first idea. I also changed the normal map of the texture and used the NiMaterialProp setting of mr_Siikas Elsweyr Dune palace mesh. Now the roof reflects the light much more like a 'real' golden surface. Although it's looking a bit to good for an ancient building :P.

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/2839932_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/9503929_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/2112375_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/2456195_orig.jpg

Interior doesn't match the exterior yet, have to add window 'slots' to the exterior.

EDIT: hey one last thing, you dont happen to have layers for the map do ya? when i ever i cut it out it comes out very odd, plus i cant remove part of the city name from over the city without killing the city. i tried doing to local maps, but they wont show in GIMP for whatever reason

Don't have anything else than Kiwi_hawks mod on Tesnexus (http://www.tesnexus.com/downloads/file.php?id=30875).
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Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Mon May 02, 2011 10:28 pm

Seen the palace and although it was good work I changed my mind on the texture. Took no 10 now, and changed the mesh itself too. With that changes it all looks much better than my first idea. I also changed the normal map of the texture and used the NiMaterialProp setting of mr_Siikas Elsweyr Dune palace mesh. Now the roof reflects the light much more like a 'real' golden surface. Although it's looking a bit to good for an ancient building :P.

http://rimmen.weebly.com/uploads/5/0/4/8/5048364/2839932_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/9503929_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/2112375_orig.jpg
http://rimmen.weebly.com/uploads/5/0/4/8/5048364/2456195_orig.jpg

Interior doesn't match the exterior yet, have to add window 'slots' to the exterior.


Don't have anything else than Kiwi_hawks mod on Tesnexus (http://www.tesnexus.com/downloads/file.php?id=30875).


looks real good! is that the same texture still, it sure looks like it!
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Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Tue May 03, 2011 9:05 am

:celebration: A Happy Birthday :cake: to Rimmen, it's a year since grzesiog1 startet it all. :celebration:

And we got a big 'snowy' present from Bethesda already :laugh:

Wish I could release a birthday version, but the lower class meshes need some more work.

And I found a lot of pathgrid changes in regions several cells away from Rimmen in my ESP. Have to delete that garbage first.

Is there a bug in CS pathgrid generation, that it not only changes the cells you selected, but also others way apart? Can't believe that I selected them too when I generated the grid around Rimmen.
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Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Tue May 03, 2011 4:42 am

Wow, beautiful work on the palace, Auryga!

:celebration: A Happy Birthday :cake: to Rimmen, it's a year since grzesiog1 startet it all. :celebration:

Wow, you guys have been working on it for a year already? Congrats :celebration:

Is there a bug in CS pathgrid generation, that it not only changes the cells you selected, but also others way apart? Can't believe that I selected them too when I generated the grid around Rimmen.

Seems to be bugs when selecting cells for any purpose at all.
Also, on a possibly related note, a while back when attempting to select a bunch of chairs at once in Rimmen, I discovered a bunch of trees hundreds of units below the ground that were also selected. Has anyone else seen this? And if so, have they deleted it? Seems like a waste of FPS having to render trees that you don't even see...
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Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

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