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

Post » Tue May 03, 2011 10:19 am

would http://tesnexus.com/downloads/file.php?id=32610 be of use? might fit in well with our akaviri weapons store
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Alexandra Louise Taylor
 
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Post » Tue May 03, 2011 7:06 am

would http://tesnexus.com/downloads/file.php?id=32610 be of use? might fit in well with our akaviri weapons store


Haha, look back a post or two. I already suggested the double katanas.
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Jason White
 
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Post » Tue May 03, 2011 9:11 am

Haha, look back a post or two. I already suggested the double katanas.

oh lol missed that, thought it was the double sabers for whatever reason :P
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Markie Mark
 
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Post » Tue May 03, 2011 9:49 am

Wow, been a hot weekend out here, at least for nothern german regions. No chance for much work on Rimmen, but added a lot of beer elsweyre ... :foodndrink:

At least I did some bureaucrazy and added several far nifs. The way upon the city part of the wall is finished and 'Passages' has a new exit leading up to the wall. Going to add some more entrances to several towers.

Johnn123, your Chorrol Hinterland idea for me is 'the twists and turns of an entry overlooked by platforms' mentioned before in this thread. Currently thinking about filling the 'Rimmen hinterland' with a kind of 'ruin set', a bit like UL Bravil Barrowfields or Cloudtop mountains, but with Cloudruler textures and less clutter.

As the former home of the Cyrodiil potentates, Rimmen ones might have been a much bigger city. Most of the outer regions was razed in the Khajiit border wars, current city is only the innermost part of it. The ruins around the city gates are reinforced with barricades (like Kvatch), the roads 'twist and turn' around them to the gates themself.

Now we 'only' need somebody to build that ;).
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marina
 
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Post » Tue May 03, 2011 10:32 am

Auryga, first off, I'm lovjng th great work on this mod, I was really hoping RImmen would be in Anequina, but not yet, so I'm glad to see it getting put in! I don't know if this is completely what your trying to get at, but reading your post made me think of something that I thought would be rather cool. I think it'd be neat if you put rimmen on a hill or plateau of sorts (or could be the opposite, in a valley or gorge), and have a Kvatch-like winding path ascending (or descending) to Rimmen. But what would really be great is if you had sets of walls, parallel to each other and at intervals, that the path winds around. Like large guard walls, so that for any 'invader' to pass through they'd have to pass through a literal gauntlet of guards. Just a thought though, keep up the awesome work!

Also, are you planning to add the Tonenaka? It's supposedly a large temple that holds ten thousand statues, it'd be cool to see.Call me a dork, but I think it could look AMAZING if you do it like the Air Temple Sanctuary from Avatar, theres a pic of it here:
[img]http://images3.wikia.nocookie.net/__cb20090529000336/avatar/images/8/88/Avatars_002.png[/img]

EDIT: P.S Just saying, if you end up doing that, no need to give me credit, you could just add the Mace of Slurring from Tribunal to Rimmen somewhere, haha. Best artifact ever.
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Javier Borjas
 
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Post » Tue May 03, 2011 4:35 am

Wow, been a hot weekend out here, at least for nothern german regions. No chance for much work on Rimmen, but added a lot of beer elsweyre ... :foodndrink:

At least I did some bureaucrazy and added several far nifs. The way upon the city part of the wall is finished and 'Passages' has a new exit leading up to the wall. Going to add some more entrances to several towers.

Johnn123, your Chorrol Hinterland idea for me is 'the twists and turns of an entry overlooked by platforms' mentioned before in this thread. Currently thinking about filling the 'Rimmen hinterland' with a kind of 'ruin set', a bit like UL Bravil Barrowfields or Cloudtop mountains, but with Cloudruler textures and less clutter.

As the former home of the Cyrodiil potentates, Rimmen ones might have been a much bigger city. Most of the outer regions was razed in the Khajiit border wars, current city is only the innermost part of it. The ruins around the city gates are reinforced with barricades (like Kvatch), the roads 'twist and turn' around them to the gates themself.

Now we 'only' need somebody to build that ;).


i would actually love to do that auryga! id probably be using your fuyohin island resource though, if thats alright. im tired of interiors and such there bothering me after i lost 4 complete to a stupid mistake.... gimme the thumbs up auryga and ill start on that!
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Ernesto Salinas
 
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Post » Tue May 03, 2011 10:11 am

:blush:
i would actually love to do that auryga! id probably be using your fuyohin island resource though, if thats alright. im tired of interiors and such there bothering me after i lost 4 complete to a stupid mistake.... gimme the thumbs up auryga and ill start on that!

Of course you can start with that outer area if you want to. Not sure if I understood this right, Fuyohin for ruins? Don't remember that I've done something you could use for that :P. I would suggest to retexture the straight parts of the Fort ruin set and parts of the Kvatch set with Cloudruler textures. And then take a good look at the UL mods I mentioned ;).

Took a look on my far nifs in game and was quite disappointed. The ones from the Castle base tileset are unusable, seems it's a bit more complicated with tiles, have to redo that set. And I mixed up some wall parts, city looks very strange from the distance ... surely a 'too much beer' error :blush:.
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Javaun Thompson
 
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Post » Tue May 03, 2011 3:55 am

Just don't copy the ULs too much...I think it would look cheezy if it was too similar.
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Nicole Elocin
 
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Post » Tue May 03, 2011 3:59 am

@auryga- i was gonna use some fuyohin textures for the fort ruins and such, but i guess cloud ruler has a lot of those textures dont it?
@richard- dont worry Rimmens outer city will be far different then any UL you have seen before!
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casey macmillan
 
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Post » Tue May 03, 2011 3:38 am

Just don't copy the ULs too much...I think it would look cheezy if it was too similar.

I didn't say 'cut and paste' :P. But you will agree that they are some of the best 'how to' examples to learn of.

i was gonna use some fuyohin textures for the fort ruins and such, but i guess cloud ruler has a lot of those textures dont it?

Most of them are not really new textures, but based on the vanilla ones. And I tried to get an improved, 'good as new' look, which might not be the best for ruins ;).

Probably only replacing the outer wall textures with Cloudrulers 'bigstones.dds' is already enough.
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Channing
 
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Post » Tue May 03, 2011 4:25 am

http://www.tesnexus.com/downloads/file.php?id=32114 is a pretty awesome katana resource I saw posted recently
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Cathrin Hummel
 
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Post » Mon May 02, 2011 11:34 pm

http://www.tesnexus.com/downloads/file.php?id=32114 is a pretty awesome katana resource I saw posted recently

made by me and already included mishaxi :P
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ONLY ME!!!!
 
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Post » Tue May 03, 2011 7:20 am

@Auryga- So i took a stab at retexing those Ruins with the cloud ruler temple stone wall and it turned out very well!, its just that it looks very imperial instead of akaviri... im gonna look into retexing some of the fuyohin island stuff and see if i can make some decent looking akaviri ruins.

EDIT: the decapoden(think thats it) house retex went well, so did my torii retex. i retexed a few other things, ill post a few pics later
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Taylor Thompson
 
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Post » Tue May 03, 2011 4:15 am

@Auryga- So i took a stab at retexing those Ruins with the cloud ruler temple stone wall and it turned out very well!, its just that it looks very imperial instead of akaviri... im gonna look into retexing some of the fuyohin island stuff and see if i can make some decent looking akaviri ruins.

EDIT: the decapoden(think thats it) house retex went well, so did my torii retex. i retexed a few other things, ill post a few pics later

Hm, don't do too much. I would not use complete buildings, and surely none of the round tower parts from fortruins, it's gates and this things, as they all are too much imperial, yes. Not sure about the Torii, may be at the north gate near the temple.

What I was thinking about are only the few straight wallparts in the FortRuin folder. Not sure about the subfolder, was it Exterior\Ruins? Only few meshes, with three textures each. the 2 for the outer stones are nearly perfectly replacable with Cloudruler bigstone. The middle texture looks best with one of the Fortruin textures, currently can't remember the name, but it has nearly the same color as the Cloudruler bigstone. Haven't looked at the fortruin columns yet, but the Ayleid exterior block meshes and the broken Ayleid quad colums work very well with this same textures.

'Draw' 3 mazes with this ruined wallparts, winding paths in front of the 3 gates. Do just hint's of the former wall structures, some retex Ayleid blocks between them and other garbage. But don't use too much stone parts, fill the holes between them with the Kvatch barricades to build the maze.

Then put few other wall parts were once an outer city wall might have been. Not sure yet, but maybe we can use some of the several house ruin parts to fill up this outer region a little.
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Natalie Harvey
 
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Post » Tue May 03, 2011 8:33 am

Hm, don't do too much. I would not use complete buildings, and surely none of the round tower parts from fortruins, it's gates and this things, as they all are too much imperial, yes. Not sure about the Torii, may be at the north gate near the temple.

What I was thinking about are only the few straight wallparts in the FortRuin folder. Not sure about the subfolder, was it Exterior\Ruins? Only few meshes, with three textures each. the 2 for the outer stones are nearly perfectly replacable with Cloudruler bigstone. The middle texture looks best with one of the Fortruin textures, currently can't remember the name, but it has nearly the same color as the Cloudruler bigstone. Haven't looked at the fortruin columns yet, but the Ayleid exterior block meshes and the broken Ayleid quad colums work very well with this same textures.

'Draw' 3 mazes with this ruined wallparts, winding paths in front of the 3 gates. Do just hint's of the former wall structures, some retex Ayleid blocks between them and other garbage. But don't use too much stone parts, fill the holes between them with the Kvatch barricades to build the maze.

Then put few other wall parts were once an outer city wall might have been. Not sure yet, but maybe we can use some of the several house ruin parts to fill up this outer region a little.

alright i will do that, just gotta write this down and i will start tomorrow when ive got some time in the morning
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Kirsty Wood
 
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Post » Mon May 02, 2011 8:48 pm

Realy bad weekend for me according to forum work. For some very strange reason my dialup line at home doesn't like to work with several web sites. I don't blame it too much for the M$ pages, but it also blocked Bethesda :swear:.

Just sending a simple PM took me hours. May be the 30° Celsius inside were too hot for my ISDN router ;).

Restartet with the NPCs for the temple and generated some 'Akaviri' faces with Facegen. Aussie_in_Oblivion some time ago mailed to me an idea of a special human race for Rimmen with an East Asien look.

Reread all I could find about Akaviri races once again, and decided to call them the 'Ungenie?baren' (german for inedible, 'not good to eat'): those humans that didn't taste well enough to be eaten by the Tsaesci ;).

This didn't sound 'Akaviri' enough of course, so I used a great german website (www.wadoku.de) to translate it into Japanese. Got 食えない (kuenai) for it, which seems to have several other meanings I liked very much too.

Here is Bing's english translation:

Not good to eat
1. 〈食べられない〉 not good to eat; inedible
2. 〈まずい〉 《フォーマル》 unsavory; disgusting.
3. 〈生活できない〉 be unable to keep body and soul together
4. 〈悪賢い〉 shrewd; 《口語》 smart (and wide-awake); cunning; crafty
食えない奴 a foxy man.

Johnn123 pointed me to this http://en.wikipedia.org/wiki/Kunai; little bit different writing, and surely 'not good to eat' too :P.

Background infos for this race will be very vague, they will claim Akaviri ancestors, some will say they have Tsaesci ancestors, others rumour about human Akaviris. But they will have profund knowledge about Akaviri craftsmanship, and have their special magic and religion.

Anybody out there speaking Japanese to 'verify' my translation of kuenai?
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Juan Cerda
 
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Post » Tue May 03, 2011 3:54 am

interesting idea auryga, i like it! will these folk just be regular towns folk and such or will they only live in the toneka shrine?
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Spooky Angel
 
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Post » Tue May 03, 2011 6:25 am

interesting idea auryga, i like it! will these folk just be regular towns folk and such or will they only live in the toneka shrine?

Town folks too, but that's your job :P. Did you ever used Facegen for NPCs?
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Rhysa Hughes
 
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Post » Tue May 03, 2011 5:54 am

Town folks too, but that's your job :P. Did you ever used Facegen for NPCs?

a little bit, yes to remove the look-a-like from npc's i copied :P
also should i add any NPC's to the hinterlands?
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Dominic Vaughan
 
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Post » Mon May 02, 2011 7:35 pm

Hey guys, just wanted to point out that my lore notes on the http://www.imperial-library.info/content/infernal-city-lore-notes#Elsweyr. Theres some additional information on Rimmen and Elsweyr in general which I didn't write out the first time.
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Daramis McGee
 
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Post » Tue May 03, 2011 10:22 am

@Lady N- thx, im sure we can use those!
@Auryga- i got a confermation on kuenai being bad to eat. my cousin lived in Japan for 8 years and said thats what it meant
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Laura Elizabeth
 
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Post » Tue May 03, 2011 10:09 am

Bumping to keep this baby at the top...LONG LIVE RIMMEN!
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(G-yen)
 
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Post » Mon May 02, 2011 8:29 pm

Hey guys, just wanted to point out that my lore notes on the http://www.imperial-library.info/content/infernal-city-lore-notes#Elsweyr. Theres some additional information on Rimmen and Elsweyr in general which I didn't write out the first time.

Thanks for the link, great work! Good to have all those several parts together. Always miss the search function in this old fashion paper books :P, it's much easier to reread something now.

What do you think about my http://www.gamesas.com/index.php?/topic/1100237-wipz-elsweyrs-kingdom-of-rimmen-thread-4/page__view__findpost__p__16084486 of the novel text?

@Auryga- i got a confermation on kuenai being bad to eat. my cousin lived in Japan for 8 years and said thats what it meant

Good to hear! If your expert is still availiable: is it ok to use this word as a name for a group of people?

Did some 'research' for the 'kuenai' background, mainly in the several http://akavir.pbworks.com/.

And found some info about Japanese names: http://en.wikipedia.org/wiki/Japanese_name. Good base for NPC naming, as the name generator tools don't support Akaviri names yet ;).
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Taylor Thompson
 
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Post » Mon May 02, 2011 7:56 pm

i figure this thread could use a bump. how about an update? i built a very nice little ruined entrance to Rimmen today, ill take some screens in game and post em in a bit. also auryga, would mind if i did some londscaping on the hill beside rimmen? there was a nice ledge i dropped a column ruin on, but id like to build right into the hill as well with some of the ruined homes and such.

EDIT: so of course while i was doing some editing to the landscape, my CS crashed and i lost my awesome long entrance path to Rimmen :(
sigh there goes an hours work for the stupid mistake of not saving
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LijLuva
 
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Post » Tue May 03, 2011 10:04 am

i figure this thread could use a bump. how about an update? i built a very nice little ruined entrance to Rimmen today, ill take some screens in game and post em in a bit. also auryga, would mind if i did some londscaping on the hill beside rimmen? there was a nice ledge i dropped a column ruin on, but id like to build right into the hill as well with some of the ruined homes and such.

EDIT: so of course while i was doing some editing to the landscape, my CS crashed and i lost my awesome long entrance path to Rimmen :(
sigh there goes an hours work for the stupid mistake of not saving

Of course you can try out landscape editing. But: (as it fit's so well) don't do any landscape editing without extensive saves of your ESP!!! You don't even need a CS crash to ruin the landscape so badly that you need hours to recover from it. So before starting such things always make a backup; whenever a part is finished, save and make a backup. At least that's how I try to work. Had too much hours lost without that, it's most often worth the extra effort. Ok, to be honest I also most often forgot the save before the really dirty errors... :P.

Must admit that I haven't done any modding this weekend, currently a very important real world project has top prio for me, so I only sneak around the forums from time to time. Think I'm going to concentrate on lore background for a while, I can always spare some time at work for that ;).
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Alexandra walker
 
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