[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 3)

Post » Wed Mar 30, 2011 9:08 am

OrcCrest looks great...those slums are going to be so wicked to explore! I can't wait to do the quest there. I hope you make it sort of like it's own mini-main quest. Maybe take an hour or two to finish it...and it is only in OrcCrest.

EDIT...

Are you going to add a really intense sewer sytem? This could really turn into something great if you add this on.

EDIT EDIT...

Some things I found in the latest uploaded version...

Found a floating boulder, barely off the ground, Northeast of the road between Fort Riverkeep and junction with Harborer Road. This is about 70% of the distance from Fort Riverkeep. The boulder is up on a hillside, to the east/southeast of the road. You probably would not notice it, unless you climbed half way up the hillside.

AND

In Alabaster, I noticed you fixed the see under walls of the town. However, I found a floating tree between Raskiri's and Haerdicen's houses.

KEEP UP THE GOOD WORK!!!!!!!!!
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Sharra Llenos
 
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Post » Wed Mar 30, 2011 12:58 am

Do we still get transported to the Leyawiin Jail, when we break the law, or is there a jail in Elsweyr now?
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Shannon Marie Jones
 
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Post » Wed Mar 30, 2011 5:00 pm

Just ran in to a possible conflict with another mod?

I was gonna install old "http://www.tesnexus.com/downloads/file.php?id=6507", which is situated off the coast southeast of Leyawiin. My newly created OMOD of it was beet red. The source of the conflict was two files owned by Elsweyr...

  • Textures\landscapeLOD\generated\60.00.-64.32.dds
  • Meshes\landscape\LOD\60.00.-64.32.NIF

I realize that these have to do with distance viewing and that I must choose one or the other set. But which? What do I lose and/gain with either choice?

Thanks in advance!
-Decrepit
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Lloyd Muldowney
 
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Post » Wed Mar 30, 2011 2:32 am

OrcCrest looks great...those slums are going to be so wicked to explore! I can't wait to do the quest there. I hope you make it sort of like it's own mini-main quest. Maybe take an hour or two to finish it...and it is only in OrcCrest.
EDIT...
Are you going to add a really intense sewer sytem? This could really turn into something great if you add this on.
EDIT EDIT...
Some things I found in the latest uploaded version...
Found a floating boulder, barely off the ground, Northeast of the road between Fort Riverkeep and junction with Harborer Road. This is about 70% of the distance from Fort Riverkeep. The boulder is up on a hillside, to the east/southeast of the road. You probably would not notice it, unless you climbed half way up the hillside.


Harborer Road? Where on earth is that? My places have acquired names I don't know about. lol.

No sewer system for Orcrest (only rich cities have sewers the rest dump their waste into the street). But I'll probably add some catacombs beneath it eventually. The Dark Brotherhood has a sanctuary down there as well.
But I'm only working on building the town right now. Any quests and undercaverns will have to come later.

Do we still get transported to the Leyawiin Jail, when we break the law, or is there a jail in Elsweyr now?


There is already a jail in Riverhold. They are fairly simple to set up but I wanted to do something special for the Orcrest and Corinthe ones so have left them out for the time being.

Just ran in to a possible conflict with another mod?
I was gonna install old "http://www.tesnexus.com/downloads/file.php?id=6507", which is situated off the coast southeast of Anvil. My newly created OMOD of it was beet red. The source of the conflict was two files owned by Elsweyr...
  • Textures\landscapeLOD\generated\60.00.-64.32.dds
  • Meshes\landscape\LOD\60.00.-64.32.NIF

I realize that these have to do with distance viewing and that I must choose one or the other set. But which? What do I lose and/gain with either choice?
Thanks in advance!
-Decrepit


If you overwrite those files the landscape will end up looking something like this:--
http://img206.imageshack.us/img206/8328/elsweyrmountainxt2.jpg
The chasm marks the end of the world in the vanilla game which I patched up by adding extra cells and retexturing it with desert. Naturally any lods overwriting this will cause the chasm to return.

60.00.-64.32 is the quad covering the region south of Skingrad extending east almost as far as Orcrest, and west just short of Kvatch.
The Anvil coastline is in the middle of the neighbouring quad and has a completely different lod number, so Dunkerlore shouldn't need to overwrite the one I'm using.
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Hayley Bristow
 
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Post » Wed Mar 30, 2011 11:12 am

Here's a grid map of the vanilla cells I use, if you're curious--
http://img368.imageshack.us/img368/3836/anequinagridmapelsweyr.jpg

So is there any hope of ever seeing some of the white quads west of corinth? I know you said you were just sticking to what you had already generated, but some more sand mountains would be nice-- just general wilderness to add to the sprawl of the desert.
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james reed
 
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Post » Wed Mar 30, 2011 5:00 am

Are you going to add a really intense sewer sytem? This could really turn into something great if you add this on.

I feel like a sewer system would be somewhat out of place for a city as primitive as Orcrest, my bet is that they just straightup [censored] in the streets.

Now a system of crypts under the city, that is a whole different affair...
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Motionsharp
 
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Post » Wed Mar 30, 2011 4:14 am

Thanks Illiana, it was another mod causing the problem. Oh, and I have a question. I got the first Thieves Guild Quest in Corinthe, "Pickpocketing", the one where you have to steal the keys from some shop owners in Leyawiin, and I can't find the key for southern books. I found the one for Goods and Guarantees and I haven't checked the last one. I need help finding.
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Robert Bindley
 
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Post » Wed Mar 30, 2011 4:13 am

I feel like a sewer system would be somewhat out of place for a city as primitive as Orcrest, my bet is that they just straightup [censored] in the streets.

Now a system of crypts under the city, that is a whole different affair...

You have a great point there. I am sold on that idea...

The crypts would be very interesting to explore. I think since OrcCrest is such a primitive city, the crypts would be just caves, and not ruins.
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Jack Bryan
 
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Post » Wed Mar 30, 2011 8:35 am

I feel like a sewer system would be somewhat out of place for a city as primitive as Orcrest, my bet is that they just straightup [censored] in the streets.
Now a system of crypts under the city, that is a whole different affair...


You have a great point there. I am sold on that idea...
The crypts would be very interesting to explore. I think since OrcCrest is such a primitive city, the crypts would be just caves, and not ruins.


Yep, they drop down a few planks to walk over the nasty bits. Even the rats use it to wade over the puddles--
http://img340.imageshack.us/img340/1645/anqorcrestalleys1.jpg

I think I'll use retextures of the crypt tileset (those very narrow winding corridors sometimes found beneath the Forts) and the Oblivion caverns set for the Orcrest undercity, when I get around to doing that.

Speaking of Orcrest would anyone fix some collisions on a couple of meshes for me? Just some stairs I keep falling through, and the palace building which needs the collision pushed back so I can place a load door.

Thanks Illiana, it was another mod causing the problem. Oh, and I have a question. I got the first Thieves Guild Quest in Corinthe, "Pickpocketing", the one where you have to steal the keys from some shop owners in Leyawiin, and I can't find the key for southern books. I found the one for Goods and Guarantees and I haven't checked the last one. I need help finding.


Oh yeah, I noticed that the key for Southern Books is checked as a quest item. I don't know why because its not used in any vanilla quests. So you can't actually pickpocket.
You can grab a copy of it through the console though
player.additem 00026085 1
I'll fix that in the next update. BTW If you tell Jinsiraga you can't find all the keys she sends you to get the town guard keys instead. I did that just in case some of the Leyawiin shopkeepers had been killed!


Yay, Uglulyx is making a dungeon quest for Elsweyr. :)
http://www.gamesas.com/bgsforums/index.php?showtopic=1051958
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Liii BLATES
 
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Post » Wed Mar 30, 2011 12:40 pm

OOPS!


Just ran in to a possible conflict with another mod?

I was gonna install old "http://www.tesnexus.com/downloads/file.php?id=6507", which is situated off the coast southeast of Leyawiin. My newly created OMOD of it was beet red. The source of the conflict was two files owned by Elsweyr...

  • Textures\landscapeLOD\generated\60.00.-64.32.dds
  • Meshes\landscape\LOD\60.00.-64.32.NIF

I realize that these have to do with distance viewing and that I must choose one or the other set. But which? What do I lose and/gain with either choice?

Thanks in advance!
-Decrepit


Oh my! I just now realized that in my initial post (already replied to) I said that Castle Dunkerlore was located southeast of Anvil, when it is in fact southeast of Leyawiin. Prolly makes no difference, but I thought I better post my question again just in case.

-Decrepit
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Mandy Muir
 
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Post » Wed Mar 30, 2011 3:27 am

Oh my! I just now realized that in my initial post (already replied to) I said that Castle Dunkerlore was located southeast of Anvil, when it is in fact southeast of Leyawiin. Prolly makes no difference, but I thought I better post my question again just in case.
-Decrepit


That must be the LOD quad shared by Corinthe and Leyawiin then (quads are very large!), so it will also be shared by Dunkerlore.
If you overwrite my ones, the desert textures of the badlands will vanish, Corinthe will be half floating in the air, and you will get this landscape chasm just past the city walls--
http://img257.imageshack.us/img257/6696/anqendofmap.jpg

I could create a combined landscape mesh for the quad including both mods. That's fairly simple to do, just a two click job.
But I can't successfully generate any LOD landscape textures on my pc. The texture file I already provide should be ok though since it just includes whatever is painted on the ground there in the vanilla game -- Black Wood grass and muck and stuff -- which won't look out of place around the castle foundations.
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Raymond J. Ramirez
 
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Post » Wed Mar 30, 2011 9:33 am

I have a sense Orcrest is going to be the town of choice for adventurers...
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Jessica Nash
 
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Post » Wed Mar 30, 2011 1:17 am

My char explored Elsweyr for the first time yesterday, trekking from Sheogorath's shrine towards Orcrest. After a while I was just making a mental note that while everything looked nice it was just too empty of life, when she suddenly was attacked from behind by a Leopard and had to fight for her life while reflecting over how you preferably should be careful what you wish for.
Spoiler
And, true enough, the continued trek to Orcrest turned out to be quite challenging for my Lvl 10 char. The felines are awesome. I love how their awareness radius or whatever it is called is so high. It seems very fitting and makes for some nervous trekking. In fact, using MMM it would be cool to import those stats to Cyrodiil.


In short, an impressive first impression. :mohawk:
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Leonie Connor
 
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Post » Wed Mar 30, 2011 7:20 am

I think I'll use retextures of the crypt tileset (those very narrow winding corridors sometimes found beneath the Forts) and the Oblivion caverns set for the Orcrest undercity, when I get around to doing that.

Speaking of Orcrest would anyone fix some collisions on a couple of meshes for me? Just some stairs I keep falling through, and the palace building which needs the collision pushed back so I can place a load door.

sure... what mesh is the stairs? Also have you seen Phitt's old school dungeon resource? some of it might be good for crypts - very narrow.
Pacific Morrowind
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Makenna Nomad
 
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Post » Wed Mar 30, 2011 2:38 pm

Hi - great mod! I was wondering when someone was going to do this (take advantage of the border area) This must have been a ton of work..Thanks so much!...The latest addon esp may need some clean up? I noticed a rock floating in mid air over the water (between imperial city and bravil)..Where the small dock is (and the Moretta boat mod is) 18,0 is loc I think. I tried to load ESP in TES and got several warning errors...

ps: Revert to July add on esp and rock dissapears.
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Yung Prince
 
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Post » Wed Mar 30, 2011 1:51 am

The felines are awesome. I love how their awareness radius or whatever it is called is so high. It seems very fitting and makes for some nervous trekking.


That was a fluke on my part. I'm pretty lousy with setting up creatures! The leopard is just a mountain lion with all the stats lowered a bit. That's about as sophisticated as I get with monsters. ;)
I have yet to figure out how to give the spiders better attacks. I was going to some paralysis, others poisons, others drains, but haven't had any luck with it so far.

sure... what mesh is the stairs? Also have you seen Phitt's old school dungeon resource? some of it might be good for crypts - very narrow.
Pacific Morrowind


Thanks for fixing that mesh and all the other stuff. :) I will have to check out Phitt's dungeons. They do look like they will suit the area quite well.

Hi - great mod! I was wondering when someone was going to do this (take advantage of the border area) This must have been a ton of work..Thanks so much!...The latest addon esp may need some clean up? I noticed a rock floating in mid air over the water (between imperial city and bravil)..Where the small dock is (and the Moretta boat mod is) 18,0 is loc I think. I tried to load ESP in TES and got several warning errors...
ps: Revert to July add on esp and rock dissapears.


I have deleted that cell edit already for the next update, Arthmoor pointed it out earlier. That rock was pretty wierd. Its not even a desert type and is plonk in the middle of Cyrodiil! There shouldn't be any other out of place edits, I've checked the mod in TES4Edit, and except for that its all contained within Elsweyr and the new interior cells.
The CS shouldn't generate any errors when loading the mod. I never get any except near cells which contain a spear, and that is only a harmless missing node on mesh pop up.
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Donatus Uwasomba
 
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Post » Wed Mar 30, 2011 5:58 am

Are there any plans for adding voices to this mod? I'm fine with silent voices, they don't bother me at all, but I was thinking how much more immersive this mod would be with voices. They could only just be some characters, like rulers and some quest givers, but I think it would improve the mod greatly. And if there are plans, I understand they would most likely be after the cities and pretty much everything else is finished.
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JAY
 
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Post » Wed Mar 30, 2011 5:38 am

Voices are a huge waste of space. Think about that...
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Sasha Brown
 
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Post » Wed Mar 30, 2011 4:28 am

I know,but I'm spoiled. =P I played Oblivion before Morrowind, so I like the voices.
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Jennifer May
 
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Post » Wed Mar 30, 2011 2:29 pm

Voices are a huge waste of space. Think about that...

Fortunately nobody here is trying to put this on a CD...
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Amanda savory
 
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Post » Wed Mar 30, 2011 5:58 am

If I had the time, I'd offer to voice it myself and come out of 'voice acting retirement'.

Hi Liana! I've just been getting up to date on how you're doing here. Sounds like you've got some great features in there....just looking for a bit of time to playtest it...;)
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*Chloe*
 
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Post » Wed Mar 30, 2011 7:34 am

I mean, it wouldn't have to be all at once. Like maybe when an add-on pack comes out, some voices come with it. And when the next one comes out, maybe a few more voices. They could even be optional, and come as separate files♠.
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Jessica Stokes
 
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Post » Wed Mar 30, 2011 6:17 am

Hmm, I'll respectfully submit my opinion on this, which is: please don't try and get it voice-acted, Iliana. I know people put an enormous effort into voice acting, but for me (and I'm not the only one) it's about the least important part of a mod and can easily spoil an otherwise very enjoyable part of the game. Yes, I'm in a minority on this one, but I feel quite strongly about it and if someone's going to put a lot of effort into something, I'd be much happier if it was put into another area of the mod.

Vac
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Mario Alcantar
 
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Post » Wed Mar 30, 2011 2:05 pm

seconded-

While voice acting is nice when done right - it really is the icing on the cake - to be done when there is little else to do.

I'd rather have more reasons to go to that province. More quests, more locations, more lore, more interactions with main province.

More dungeons - textured redish or sand like like the province.
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le GraiN
 
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Post » Wed Mar 30, 2011 1:16 am

Yes, I'm in a minority on this one


You may just be surprised. Voice acting is also the least important part of a mod for me too. Nice to have, but certainly not a requirement for something to be considered truly great. So for what it's worth, add my vote for focusing elsewhere instead.
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Anna Beattie
 
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