[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 6)

Post » Fri May 27, 2011 6:34 pm

very nice mr_siika! are these going to be in the next update?
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^~LIL B0NE5~^
 
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Post » Fri May 27, 2011 7:00 pm

very nice mr_siika! are these going to be in the next update?


Thanks!
I don't know what Iliana's plans are, but if she likes it, it's possible. I'll have to create _far meshes before that though :-)
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Tyrone Haywood
 
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Post » Fri May 27, 2011 9:01 am

Hey, my map is really screwed up lol. I downloaded one from TesNexus.
In my map, the locations and the place where they are supposed to be are not at the same spot.
There is nothing at the Imperial City, but, the icons to travel there and between Bruma and Chorrol on the edge of the map. And I cannot scroll south enough to see Bravil or Leyawiin, not to mention I cannot see Elsweyr. Did I do something wrong? If so, can you tell me how to fix it?
Lmk please
Thanks.


Make sure the maps ESP is loaded very last and that should fix it.
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Matt Fletcher
 
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Post » Fri May 27, 2011 3:20 pm

Make sure the maps ESP is loaded very last and that should fix it.


Thanks, it worked.
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Marlo Stanfield
 
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Post » Fri May 27, 2011 3:25 pm

About those Orcrest towers...

I like eveyrhing except the top...there is nothing to hide behind should they come under archery attacks.
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Izzy Coleman
 
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Post » Fri May 27, 2011 5:35 am

Real Orcs don't hide. :toughninja:
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Carlitos Avila
 
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Post » Fri May 27, 2011 10:13 am

And here the new gate...
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/orcrestNew02.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/orcrestNew03.jpg


I really like those! They make the town much more primitive and rough looking. :)
Perhaps the wall pieces in-between should be curved rather than straight? Orcrest is designed as two 12-piece rings, so a more circular wall might look better.

The Dune landscaping is almost all done now -- a long battle against nasty jagged edges!
I've started linking up the interiors but ran into a problem with three of the building types--
http://img10.imageshack.us/img10/8622/anqdunebuildingsfix.jpg

The tall and squat one don't have a door-frame to place a door into, and the big one has collision across the doorframe which makes the placed door untouchable. Other than those all the houses are perfect. The interiors are pretty small which is going to make furnishing them alot less time-consuming. I think I will split the caravanserai with accomodation over several buildings, with a few of the little huts as rentable rooms.

I might be able to do that, but such additions come after the main map. Then I'll be making combos and variations for the more popular landmap/city additions.
I thought so too, although I'm not very happy with Verkarth Hills. I'm either gonna redo then or move the text a bit, right now it's just too hard to read it. The thing I'm most proud of is Lynmount, after making the mountain I added the text and it fit perfectly. :)
Anyways, I wanted a bit of advice on the eastern part of Tenmar Forest (on http://www.tesnexus.com/downloads/images/24044-1-1243276606.jpg, the red/black part south of Corinthe). The rest of the Tenmar Forest is relatively easy because it is very forested, but I'm unsure as to how the former part should look. My initial thought was making it look a bit like Blackwood with a transitions into The Colovian Highlands/The Golden Coast (tinted more red-ish/orange-ish). Do you have any suggestions on this (with perhaps references to the Cyrodiil Elven Map)? I'd really like to make it as good as possible, after all, that's what your mod deserves. :)
P.S. I'm checking the Region Editor for better references to where a region ends or starts. That's how I found that the Saimisil Savannah is actually quite big. :o
P.P.S. About the road that leads from Skingrad to Dune, since it crosses into Valenwood; do you edit that section of land or is the road purely decorative with regards to the map?
-kyoma


I will scribble some stuff over the map later today for you to show you where the Tenmar forest and mountain ranges end. The forest extends up to the western wall of Corinthe, the ground though is still red beneath the trees, and gradually gets greener further west.

Yes, there is a road through Valenwood to Skingrad around the mountainside. In lore it would be the one on the map connecting Dune-Arenthia-Skingrad.

Seems to have worked though it's taking a bit for it to save.
Well it doesn't crash when i try to save, but it doesn't save at all, it just sits there saying "saving" How long on average does it take for stuff to save?
Nevermind finally got it to save, wonder if I'll always have to move back to a vanilla cell before saving.


The trick is to esmify the ElsweyrAnequina.esp, then load up that and COBL as masters (neither should be checked as active though).
Then move something in the landscape, like nudging a tiny stone somewhere and save your new esp.
After that you can create and save any other edits without a problem.

About those Orcrest towers...
I like eveyrhing except the top...there is nothing to hide behind should they come under archery attacks.


Its no different from the other Elsweyr cities, or the ones in Morrowind for that matter. The look is more important than the function.

very nice mr_siika! are these going to be in the next update?


I think I'll release the next update in a couple of weeks. There will be alot of new additions this time.
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Trevi
 
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Post » Fri May 27, 2011 9:49 pm

Excellent, Smithers!
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Jason King
 
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Post » Fri May 27, 2011 7:32 pm

And here the new gate...
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/orcrestNew02.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/orcrestNew03.jpg

Excellent stuff, Mr_Siika! I've seen also the video on YouTube and was extremely impressed!

Congratz to Iliana&Co for this outstanding mod, I'm returning to Oblivion only to play it!

Cheers,
PKR.

EDIT (roughly after 1 day of playing the mod): my initial good opinion about the mod just went up a couple of notches! :) I'd like to underline (among others) the very nice town layout, realistic landscaping and good variety of NPCs - all easily on par with the rest of the game, if not better! In short, I can't wait for an update, so I can play some more!
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Lew.p
 
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Post » Fri May 27, 2011 6:03 am

Visited all the towns now, Orcrest is just perfect. The sandstorms, the backalleys, traversable rooftops, all of the new objects added look stunning (are the building models new?)

Anyway just superb
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Danial Zachery
 
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Post » Fri May 27, 2011 10:36 am

I do not change the default khajiit race at all, so any problems with those comes down to the body mods you are using. A female body mod needs to change the foot texture address for the khajiit female race, so it should come with an esp.

I also don't have any replacement textures for hgec for the new khajiit races in the mod, nor can any be provided. Sorry.


I have no problems at all for the default khajiit race because of the Roberts fix but the textures for your custom khajiit races are the one that's messed up. The Roberts fix is only assign the .dds files for the default khajiit races. I guess I'll have to wait until someone(hopefully) decide to make a fix for it. I can live with the messed up Khajiit textures for now since the world is just too beautiful to ignore... and explore! :thumbsup: :thumbsup:
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brandon frier
 
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Post » Fri May 27, 2011 2:20 pm

Are there any sandy textures that have "grass" included, or are you aware of some in the CS? I need this for our super secret mod.
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James Shaw
 
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Post » Fri May 27, 2011 12:40 pm

Is there going to be a January releae? If so, how soon? I can not play the game any more without E:TDOA in it! And the more that gets added, the more I am residing in Valhalla!
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Naughty not Nice
 
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Post » Fri May 27, 2011 8:57 pm

EDIT (roughly after 1 day of playing the mod): my initial good opinion about the mod just went up a couple of notches! :) I'd like to underline (among others) the very nice town layout, realistic landscaping and good variety of NPCs - all easily on par with the rest of the game, if not better! In short, I can't wait for an update, so I can play some more!


I really enjoy creating NPCs. Thank god I had Slof's khajiit textures and Luchaire's race to work with, I can't imagine the mod working with just the vanilla khajiit alone.

Visited all the towns now, Orcrest is just perfect. The sandstorms, the backalleys, traversable rooftops, all of the new objects added look stunning (are the building models new?)
Anyway just superb


I really cluttered Orcrest like crazy. Placing hundreds of splinters of broken wood and broken crates and barrels and the like took ages!
Some of the buildings in Orcrest were made by DarknessEternal (but retextured for this town), and others like the palace by theKarithian.
I've just finished off my first two new quests for the town as well.

Are there any sandy textures that have "grass" included, or are you aware of some in the CS? I need this for our super secret mod.


There are two ways you could do that. The first is just to paint the ground with the standard grass at 100%, then paint sand over it with 40% opacity. That way you would be coating the grassy ground texture with sand.

The other way is to create a new ground texture. Go to Miscellaneous, LandTexture in the CS, find the grass type you want (e.g. TerrainGCGrass01), duplicate the form, rename it and change the ground texture to sand. The grass item in the landscape form is separate from the ground texture, so you can mix any ground texture with any type of grass.
I am curious to see what your quest will be. :)

Is there going to be a January releae? If so, how soon? I can not play the game any more without E:TDOA in it! And the more that gets added, the more I am residing in Valhalla!


I should have the next update in a couple of weeks, and another one after that in February. I try to release one regularly every 6-8 weeks.
There will be a few new quests, including a strange love story, a murder mystery, a madwoman's request, and a beggar.
There's a few new homes in Orcrest as well, Corinthe has a dungeon prison, and the palace district is opened up and now includes a Mages Guild spread over three buildings.

And of course, the new town of Dune can be visited, although at first at it will only have a few NPCs and limited number of interiors you can go in. But in later months it will expanded.
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m Gardner
 
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Post » Fri May 27, 2011 9:07 pm

I know I always say the same, but....

This mod is SO great..!! :D Many thx to all the Elsweyr team for their efforts.
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Sammygirl
 
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Post » Fri May 27, 2011 5:54 am

WOW!!
This looks so utterly amazing that I don't even find words for it. :wub:
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patricia kris
 
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Post » Fri May 27, 2011 6:17 pm

I finally managed to look through the mod's image repository ... whew ! It was spectacular, quite simply. To tell the truth, I'm still recovering from the onslaught.

Hats off to the mod's dev. team.
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lisa nuttall
 
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Post » Fri May 27, 2011 9:07 am

I decided i'd do a bit of video recording, but i've never recorded any video in OB. i decided i'd give Riverhold the honor of being the setting for this http://www.youtube.com/watch?v=inXi2SVuUdk
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Amy Melissa
 
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Post » Fri May 27, 2011 11:01 am

I decided i'd do a bit of video recording, but i've never recorded any video in OB. i decided i'd give Riverhold the honor of being the setting for this http://www.youtube.com/watch?v=inXi2SVuUdk


lol! very funny
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luis dejesus
 
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Post » Fri May 27, 2011 5:53 pm

I really like those! They make the town much more primitive and rough looking. :)
Perhaps the wall pieces in-between should be curved rather than straight? Orcrest is designed as two 12-piece rings, so a more circular wall might look better.

I don't think you'd notice the difference, to be honest.

Btw I was thinking: wouldn't it be cool to have a little arena in Orcrest? Some hole in the ground with spikes where Orcish fighters battle against desert creatures and each other...
Do you think there's room for such a thing somewhere? Maybe even in a little ring outside Orcrest (though it would be better inside... perhaps a third ring?)

The Dune landscaping is almost all done now -- a long battle against nasty jagged edges!
I've started linking up the interiors but ran into a problem with three of the building types--
http://img10.imageshack.us/img10/8622/anqdunebuildingsfix.jpg

The tall and squat one don't have a door-frame to place a door into, and the big one has collision across the doorframe which makes the placed door untouchable. Other than those all the houses are perfect. The interiors are pretty small which is going to make furnishing them alot less time-consuming. I think I will split the caravanserai with accomodation over several buildings, with a few of the little huts as rentable rooms.


I'll fix the collision things, no problem. I'll see about the door frames, but I never needed one during testing... in fact it makes it more difficult, because it limits your possibilities when placing a house.
The is a nice Orcrest door (I think) that can be placed "into" the walls without looking unrealistic.
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Breautiful
 
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Post » Fri May 27, 2011 6:08 pm

I'll fix the collision things, no problem. I'll see about the door frames, but I never needed one during testing... in fact it makes it more difficult, because it limits your possibilities when placing a house.
The is a nice Orcrest door (I think) that can be placed "into" the walls without looking unrealistic.


How about door frames as a separate NIF, so they can be placed anywhere around the building, or even on multiple different building NIFs?
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Christina Trayler
 
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Post » Fri May 27, 2011 9:05 pm

A small arena, sound good :thumbsup:
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Lauren Graves
 
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Post » Fri May 27, 2011 7:55 am

I think the Arena idea fits the town pretty well. Although I'd make it more "a small, decadent pit where poor and desperate orcs fight for a bit of bread while being watched by depravated folks" than the "majesty" of IC arena.

It should be small, hardy, and brutal, in my opinion (yeah, I highlight "brutal" :) ).
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Maddy Paul
 
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Post » Fri May 27, 2011 1:18 pm

I like this arena idea, perhaps these poor desperate Orcs use this small fighting pit to try and launch their career in hopes of making it to the Grand Arena located at Dune? Just a thought, I desert themed arena a quick walk away from Dune would be a nice landscape fill. (alternatively, if this were turned into the typical arena faction questline, one would have to first prove themselves in the pit of Orcrest to then get invited for Dune participation)
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gemma king
 
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Post » Fri May 27, 2011 6:59 pm

Perhaps a hole in the ground with spikes at the edges... if Iliana likes it, I'll come up with a quick concept.

Dune palace interiors are as good as done. Here some more pics:
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/interior/dunePalace01.jpg
http://i189.photobucket.com/albums/z133/mr_siika/Elsweyr/interior/dunePalace02.jpg
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jenny goodwin
 
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