[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 5)

Post » Fri May 27, 2011 6:28 pm

Could you post a link? Still can't find it.
http://www.tesnexus.com/downloads/file.php?id=28218could be helpful as well for Rimmen...
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Vickytoria Vasquez
 
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Post » Fri May 27, 2011 10:48 am

Could you post a link? Still can't find it.
http://www.tesnexus.com/downloads/file.php?id=28218could be helpful as well for Rimmen...

http://oblivionsrealestate.com/Resources/Architecture/New_Models/new_models.html
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Code Affinity
 
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Post » Fri May 27, 2011 3:21 pm

I could provide a few meshes for Rimmen, if wanted - it seems to be a very interesting place, and it would be strange to use meshes from Orcrest or Corinthe. It's rather easy to create a town wall that looks similar to the walls of Cloudruler temple. Furthermore I think there was a resource by Phit once, some sort of Akaviri tower (same design as Cloudruler temple)... does anybody remember that?


Yes, Phitt made a pagoda resource which would be ideal for the Akaviri Potentate's palace in Rimmen as its described in the TES book. It seems to have gone missing though. I can't see it listed in his uploads. :(
It was pretty cool, you could pile the pagoda pieces one on top of the other to make it as tall as you liked.

Mr Siika, some Akaviri style city walls, like those Cloud Ruler Temple ones, would make for a good modders resource. I'm sure alot of people would find them handy to have.
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Bedford White
 
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Post » Fri May 27, 2011 7:33 am

Yes, Phitt made a pagoda resource which would be ideal for the Akaviri Potentate's palace in Rimmen as its described in the TES book. It seems to have gone missing though. I can't see it listed in his uploads. :(

It's on http://oblivionsrealestate.com/Resources/Architecture/New_Models/new_models.html.
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Francesca
 
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Post » Fri May 27, 2011 6:26 pm

I haven't ever made a mod of this size so I can't even guarantee it will ever be released.

Will Rimmen be built anyway? Or just if grzesiog1 succeeds?


http://oblivionsrealestate.com/Resources/Architecture/New_Models/new_models.html


It's on http://oblivionsrealestate.com/Resources/Architecture/New_Models/new_models.html.


Thanks, got it!
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Adrian Powers
 
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Post » Fri May 27, 2011 3:12 am

Will Rimmen be built anyway? Or just if grzesiog1 succeeds?
Thanks, got it!


Only if he succeeds. I have no plans to do that town myself.

Here's some screenies of your town. Its now all placed in my current esp so I can start thinking about adding npcs and interiors soon.

It really does look fabulous in-game. A very impressive sight, especially as you climb down the mountain road from the Valenwood border.

http://img704.imageshack.us/img704/2590/anqdune01.jpg

http://img704.imageshack.us/img704/5216/anqdune02.jpg

http://img683.imageshack.us/img683/4481/anqdune03.jpg
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Jessica Colville
 
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Post » Fri May 27, 2011 11:24 am

I think I'll need to get another bowl to catch my drool. :P That looks incredible, kudos to you and siika.
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Marquis T
 
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Post » Fri May 27, 2011 6:38 am

Sorry Mr Siika, I wasn't at home so I couldn't get link at the moment.
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A Dardzz
 
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Post » Fri May 27, 2011 8:36 am

@ Mr_Siika
So both are include..thats good news, the reason i did'nt know, it's 'cause i did'nt went trough all Anequina's Quest yet.
Everytime i start the game to play, i always end-up modding something after an hour... So havent got the time to "play" Anequina completly ! But i will Soon... After V_2 of my manor is released...

@ Iliana
Thanks Ili, yeah, the ingredient sorter works fine, just finist testing this feature last night... all ingredients are include in the script !
By the way, Dune is looking great, can't wait till the next updates...witch will be major, i guess ? !!!
Have you got time to think about addind a Sultan... (arabian prince/king) to rule this fabulous palace ? With the size of this palace... you don't have much choice about this...or perhaps you have other idea ?

@ Grzessiog1
I'm starting to be really interested in this Rimmens town project...i hope you will suceed !
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James Baldwin
 
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Post » Fri May 27, 2011 5:27 am

Hey, this is moving along real fast lately. It's all looking really good. Elsweyr is getting better with each update.
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kirsty joanne hines
 
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Post » Fri May 27, 2011 9:22 am

Only if he succeeds. I have no plans to do that town myself.

Here's some screenies of your town. Its now all placed in my current esp so I can start thinking about adding npcs and interiors soon.

It really does look fabulous in-game. A very impressive sight, especially as you climb down the mountain road from the Valenwood border.

http://img704.imageshack.us/img704/2590/anqdune01.jpg

http://img704.imageshack.us/img704/5216/anqdune02.jpg

http://img683.imageshack.us/img683/4481/anqdune03.jpg

Looks good, glad you like it! Could you please make sure that there are no spots where you can actually jump the wall?


Sorry Mr Siika, I wasn't at home so I couldn't get link at the moment.

No problem!
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katie TWAVA
 
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Post » Fri May 27, 2011 3:20 am

Another update...

Ah, yes, you shouldn't have used that collision optimized package. Some interior doors are blocked as a result, which means quite a few NPCs become trapped in their homes and can't complete their AI packages. You should only use the files I included with the release. I did include most of the optimized ones in my uploads anyway.
I don't know what would cause the crash, perhaps its a knock-on-effect from trapped NPCs with must complete AI packages, like the city guards which are referenced to one another.
I have no idea about the save game bloat. This mod shouldn't do that. My current save game is only around 4MB.


I rebuilt my OMOD, this time using only:

# ElsweyrAnequinaMod.rar (but used my already TES4edit-cleaned esp instead of the original)
# ElsweyrOrcrestHightTextureSizeFix from the Sep09 optional files
# Arthmoor's RAEVWD_Elsweyr_Anequina.7z (minus rocks and trees)

Install went well. I've traipsed through much of Anequina without issue. Everything looks as good as before and runs as smoothly, this time minus crashes and un-exitable dwellings. Even managed to find that blasted lost ring...heh.


Do you have plans to (or have you already) upload the OMOD, decrepit? I, for one, would love to have an easy-to-install version of Anequina; for some reason, I always miss meshes and/or textures when I install updates.


I know what ya mean. My September build attempts were like that. Missing graphics. Lots of lag/stutter. Thankfully this build turned out amazingly well, especially now that the obsolete optimization files are removed from the mix.

Sadly, it's prolly not a good idea. My build is rather specialized. ElsweryHighTextureSizeFix requires that the game be set to use high textures, which not all do. Plus, not everyone would appreciate my automatically including part of Arthmoor's REAVWD_Elsweyr_Anequina. (Some wouldn't want it (most likely for performance reasons), others would prefer using the whole package (those rocks and trees tend to overtax my computer) ). And I didn't include the optional silent voice files since I run a separate universal-silent-voice mod that eats far less disk space. I used a modified esp (TES4edit cleaned to "Remove "Identical to Master" records" and "Undelete and Disable References"). While it certainly seems to work well for me, Iliana might not appreciate its distribution to the masses. To distribute it even on a private basis would require both Iliana's and Arthmoor's blessing and, again, being specialized might cause more harm than good.

-Decrepit
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Farrah Lee
 
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Post » Fri May 27, 2011 6:40 pm

Quick question:

Do the new khajitt races all have the same stats or does each one have seperate stats/skills/powers. If they're seperate is there a place where I can find the specifics?
I was trying to find a readme for the entire mod but all I found was the readme for each month, in which only the new additions for that month was included.

Thanks.


PS. Love your mod. :D
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LuCY sCoTT
 
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Post » Fri May 27, 2011 7:40 am

Once more about Rimmen:

Thanks for links to resources mr_siika and everything_rex, they will be very usefull

Thanks for your suggestions Kohdi, guess I should read this new TES book before working on Rimmen.

About city walls: I modified Corinthe wall tower and ended up with something like this:

[IMG]http://img197.imageshack.us/img197/8493/screenshot8uo.jpg[/IMG]

after some retexturing it might be good enough.

Who should I ask for permission or credit for modyfing Corinthe wall meshes? (Yes I checked Desert of Anequina credits but it dosen't specify who made these particular meshes)

I might be forced to change landscape more than I thought in the beginning. Do you have any plans at all regarding the large mountain between Orcrest and Bravil Iliana? Would you mind if I changed it into a valley? Not that I plan to do that, just checking how far I can go.
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tannis
 
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Post » Fri May 27, 2011 6:06 pm

That looks like a great beginning :D

Are the colors of the architecture described in the book?
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Soraya Davy
 
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Post » Fri May 27, 2011 4:57 pm

Rimmen is off to a good start there!
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cheryl wright
 
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Post » Fri May 27, 2011 3:18 am

I know what ya mean. My September build attempts were like that. Missing graphics. Lots of lag/stutter. Thankfully this build turned out amazingly well, especially now that the obsolete optimization files are removed from the mix.

Sadly, it's prolly not a good idea. My build is rather specialized. ElsweryHighTextureSizeFix requires that the game be set to use high textures, which not all do. Plus, not everyone would appreciate my automatically including part of Arthmoor's REAVWD_Elsweyr_Anequina. (Some wouldn't want it (most likely for performance reasons), others would prefer using the whole package (those rocks and trees tend to overtax my computer) ). And I didn't include the optional silent voice files since I run a separate universal-silent-voice mod that eats far less disk space. I used a modified esp (TES4edit cleaned to "Remove "Identical to Master" records" and "Undelete and Disable References"). While it certainly seems to work well for me, Iliana might not appreciate its distribution to the masses. To distribute it even on a private basis would require both Iliana's and Arthmoor's blessing and, again, being specialized might cause more harm than good.

Ah well.. it was worth asking. Which obsolete optimization files are you referring to?
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Andrew Perry
 
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Post » Fri May 27, 2011 8:18 am

I already can't wait to check out Rimmen. And the above ground section of Dune looks Great! I can't wait to do some quests there! Then there is always the below ground section...yum....
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Josee Leach
 
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Post » Fri May 27, 2011 4:48 am

Ah well.. it was worth asking. Which obsolete optimization files are you referring to?


Arthmoor at one time created optimized meshes for ElsweyrAnequina, the downloaded package being titled "AnequinaCollisonOptimized.7z". Not sure exactly when it was created, but I prolly downloaded it within days of release. My download date is 8/19/09. Nor am I sure where/how I got it. The file name does not contain normal TESNexus identification code. Iliana says it is obsolete, though some of its optimized meshes are now included in the mod-proper. If you have AnequinaCollisonOptimized do not use it to build your OMOD.

As to your Elsweyr build, it's not that difficult these days. Just grab Iliana's "ElsweyrAnequinaMod.rar". That has all the base files plus the quasi-monthly updates through Nov09. Then all you really need to add is HighResOrchestSizeFix from the Sep09 optional files if you want it, and whatever you want of Arthmoors RAEVWD Elsweyr add-on. There is also the silent-voice add-on, but as mentioned I don't recommend it, preferring to a separate universal-silent-voice mod which doesn't use near as much hard-drive space. And of course whatever patches you need, but you prolly wanna keep those as separate installs in any case.

-Decrepit
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!beef
 
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Post » Fri May 27, 2011 8:22 am

Iliana, are you going to add any vampire clans into Elsweyr?
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Franko AlVarado
 
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Post » Fri May 27, 2011 8:52 am

http://img704.imageshack.us/img704/2590/anqdune01.jpg

http://img704.imageshack.us/img704/5216/anqdune02.jpg

http://img683.imageshack.us/img683/4481/anqdune03.jpg

Wow, that is truly a fantastic design. Nice work.
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Laura Shipley
 
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Post » Fri May 27, 2011 2:06 pm

Wow, that is truly a fantastic design. Nice work.

In fact, I am really looking forward to having a reason to explore Dune...this will be a good reason!
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Claire
 
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Post » Fri May 27, 2011 11:40 am

Looks good, glad you like it! Could you please make sure that there are no spots where you can actually jump the wall?
No problem!


I'll create a LOD mesh first to see how the overall landscape looks, then look at moving some of the hill slopes back a bit.

Thanks Ili, yeah, the ingredient sorter works fine, just finist testing this feature last night... all ingredients are include in the script !
By the way, Dune is looking great, can't wait till the next updates...witch will be major, i guess ? !!!
Have you got time to think about addind a Sultan... (arabian prince/king) to rule this fabulous palace ? With the size of this palace... you don't have much choice about this...or perhaps you have other idea ?


The khajiit rulers are just called "kings" in TES literature. So no, there won't be any sultans, or pashas or rajas. In the story I've built into the mod so far, the king of Dune is dead, and his twin sons are vying for the throne.

I'm not sure what the next update will include. For the most part I've been working on new quests. The city of Dune will just be eye-candy initially. It will take quite some time to populate it with NPCs, inns, guildhalls, shops and the like.

Quick question:
Do the new khajitt races all have the same stats or does each one have seperate stats/skills/powers. If they're seperate is there a place where I can find the specifics?


Yes, all the khajiit races are identical to regular khajiit. They were only really intended for NPCs, and on NPCs the race modifiers aren't particularly noticeable.

Once more about Rimmen:
Who should I ask for permission or credit for modyfing Corinthe wall meshes? (Yes I checked Desert of Anequina credits but it dosen't specify who made these particular meshes)
I might be forced to change landscape more than I thought in the beginning. Do you have any plans at all regarding the large mountain between Orcrest and Bravil Iliana? Would you mind if I changed it into a valley? Not that I plan to do that, just checking how far I can go.


It would not be a good idea to remove the mountain. That is what separates the desert from the green of Cyrodiil.

The walls are from this package by DE : http://www.tesnexus.com/downloads/file.php?id=11589

Iliana, are you going to add any vampire clans into Elsweyr?


I still need to figure out what to use for building desert dungeons and tombs. I really do need something like the old Morrowind tomb set. For the time being dungeons are mostly on hold.
Vampires are possible. There are also the Tsaesci snake-men which are blood-drinkers. Some of them may be vampiric.
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Robert
 
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Post » Fri May 27, 2011 1:35 pm

Once more about Rimmen:
Thanks for links to resources mr_siika and everything_rex, they will be very usefull
About city walls: I modified Corinthe wall tower and ended up with something like this:
http://img197.imageshack.us/img197/8493/screenshot8uo.jpg
after some retexturing it might be good enough.

You are right, it's not bad - but as far as I remember, the quality of the Corinthe wall meshes was not that good. I mean they are not bad, but could definitely be better.
I'll try to create Cloudruler-city-walls anyway, you can then decide if you want to use them.
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Miragel Ginza
 
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Post » Fri May 27, 2011 6:44 am

I'll try to create Cloudruler-city-walls anyway, you can then decide if you want to use them.


Great! Just can't wait to see them.
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Pawel Platek
 
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