[WIPz] Famous Battles of Cyrodiil Thread III

Post » Tue Mar 29, 2011 9:05 pm

Hey Guys!

Why has this mod appeared out of nowhere?

A lot of you new guys probably won't remember this mod. This mod was created nearly a year ago with the intention to bring to life the somewhat boring books and records of long past battles fought in Cyrodiil.

After months of dormancy, I've decided to temporarily kill another, less popular, and more strenuous mod (Medieval London) and put this mod in its place.

I still have all the original files, so that means we have one completely finished battle and one nearly finished battle on the record. You can also play the demo of the mod, which contains the completed battle: Battle of Sancre Tor.

Thank you reading, and please, if you feel like this is a mod you'd like to take interest in, please contact me and perhaps we can get you onto the team. As you can see, I've had a diverse team of modders around my belt in previous times, and I'm always willing to make a new team.

What is the mod about?

The mod allows the player to relive historical battles recorded in the annals of the Empire's history.

Is this some kind of Time Travel mod?

No, time travel is not involved. Basically, you will be able to hire a retired model maker from the Diorama Hall of Cyrodill. This wizard has the power to make mini models of creatures that come to life. However, he agrees to make life-size models and scenery, if you are willing to give him the information he needs. Spread around Cyrodiil are forgotten books and accounts detailing this famous battles. Should you bring these books to the wizard, he'll be able to use them to make the battle. He can then transport you to the finished battleground.

Some of you have recently asked why the model maker wants to help you. Well, the wizard's daughter was a recent victim of Kvatch. The wizard desperately wants to see if there was any way to prevent the tragedy of Kvatch. So, he agrees to help you relive the battle of Kvatch. However, he wants you to study previous battles from Cyrodiil's past, so you can learn from them and go into Kvatch prepared.

After you defeat all the battles, the wizard will finally recreate the battle of Kvatch for you. Note that this is the battle that lets you try to prevent the fall of the city. Be warned, Kvatch is a very hard battle! This is why the wizard wants you to study previous battles in preparation. Can you triumph over the Daedric hordes and see what might have been?

Do I get to fight 50 vs. 50?

No, there are no epic clashes of thousands of NPCs.

How is this going to work then?

Simple, you'll start out with a small battle. For example, 10 on 10. As models start to die, they'll respawn offscreen. In addition, 2D figures and scenery will cover up the blank space on the battlefield.

Hold on, so I'm just slugging it out with a bunch of other guys on an open field?

Far from it! There will be new armor and weapons from the corresponding time period. Also, you will be able to adjust certain factors of the battle, like difficulty. Also, you'll have objectives that correspond to the actual historical battle. For example, you might be part of a small covert force sneaking through the halls of Sancre Tor, or a Kvatch guard trying to protect your city from certain doom.

Wait, what's stopping me from bringing a kick-ass sword in from Cyrodiil?

At the beginning of the battle, your inventory will be temporarily taken away and you'll be given armor and weapons from the current era.

Will there be voice acting?

This is undetermined at this current time. However, expect some cool speeches and orders from the leaders in each battle. You will also be able to talk to your fellow soldiers at certain points.

What battles can I participate in?

As this mod has been resurrected, there may be some major changes to the battle list in the near future. However, for now (In Order):

The Battle of Sancre Tor: Fight under the command of General Talos (later Tiber Septim) himself as a small Cyrodiilic army desperately attempts to defeat a High Rock-Skyrim alliance holding Sancre Tor.

The Elsweyr Civil War: Fight in the midst of a great civil rift in the province of Elsweyr. Side with one of the great armies and attempt to beat back the enemy from a nearby valley.

Uriel III: Defend the Imperial City from the invading forces of Uriel Mantiarco, later Uriel III. Unfortunately, a mistake is made, and you will be forced to test your loyalty in a bitter struggle between good and evil.

Siege of Kogmenthist Castle (Optional): Hurled into the midst of the brutal Red Diamond War, you must hold the flanks of Queen Potema's army long enough for the main force to win the battle. Fought trench-warfare style, you must possess both a sharp sword and keen eye to survive. Due to the size of the battle, players can choose to skip the battle with no penalty.

The Defence of Kvatch: The final and long anticipated battle. Before the Hero of Kvatch, before the liberation of Castle Kvatch, before the stand of Savlian Matius, there was a bitter, desperate struggle against a surprise Daedric invasion of Kvatch. Now, for the first time, relive the greatest untold story in Cyrodiilic history. Fight besides the Kvatch guard as they strive to save Kvatch from the Great Gate. Watch a once great city be reduced to a pile of rubble. Make your last stand besides Count Goldwine himself. For Kvatch!

The Team

Fluffy Knight: NPCs (Retired)

Uglulyx: Retexturing/Elsweyr (Retired)

Rokknroll4: Disaster at Ionith (Retired)

Cobb: Historian (Retired)

We would always welcome new members to help in this project!


Current Phase: Resurrected


This mod has been resurrected for the moment. Further info will be posted as time goes on.


Thanks for reading!
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Emma Louise Adams
 
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Post » Wed Mar 30, 2011 1:13 am

I will post this in the new thread too, but http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1030838&view=findpost&p=14928155. It is actually a link to a topic I made to see if someone had one. I used the ones by Corthian but there are others there too.

It is a huge file and the esp doesn't really work, but I just imported the meshes and it works fine. If you aren't registered on the host he used it will take forever to download, just a warning.

Here it is again if anyone still wants it. Btw, I'm not up early I woke up at 9 Central Time. Its almost noon now, what time zone are you guys in anyway?
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Melanie Steinberg
 
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Post » Tue Mar 29, 2011 10:56 pm

Well I'm in PST.

Anyway, since Sancre Tor is taking much longer than expected, I might have to move the release date to this weekend.

To show how sorry I am, I'll give you some details I wasn't planning to release.

In the battle, you take the place of a Legion sergeant, who is part of a squad led by General Talos (Tiber Septim) himself. The player will have to lead the squad to it's objective: to capture the enemy Breton and Nord leaders. You'll travel through the now restored halls of Sancre Tor, as well as battle new enemies.

There won't be that many scripted events, so the player is free to lead the attack however they want.

For more info, you'll just need to wait to play the demo. :)
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Bek Rideout
 
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Post » Wed Mar 30, 2011 12:37 pm

We can has pic of Tiber Septim? lol

Anyways, I was wondering how you change the water level of an individual cell, I know its possible but its just not something I have done yet.

EDIT: Just thought I'd update on my progress, I am starting to build the city after working on Tsaesci Soldiers and on important Imperial Soldiers (Emperor and named COs), I am starting with the wall, the city will be built on a hill with a trickle of a steam running through it (due to the dry conditions that summer), I am mostly using the Blackwood tileset, and I am trying to make it look somewhat dried up in an Japan-like forest kind of way. I found a tileset from which I will build the Akaviri buildings and for the rest I am using Imperial (due to the fact that after the Expeditionary Fleet moved in the abandoned cities were Imperialized, with walls and homes). It is going to take place in its own worldspace, which I blocked fast travel and waiting (is everyone else doing the same?) Thats about it

Oh and I figured out the water thing so never mind...
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April
 
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Post » Wed Mar 30, 2011 6:22 am

Cool Kroot did you add the beard General Tiber Septim had if you don't know what he looks like go to Bruma out in front of the chapel there is a statue of him.
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Luna Lovegood
 
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Post » Wed Mar 30, 2011 2:33 am

Yup I added the beard, but I can't add a long one.
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dean Cutler
 
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Post » Tue Mar 29, 2011 10:34 pm

Yay! New thread! :P Certainly itching to see how it all turns out together now. Especially Disaster at Ilonith.

Oh could add the name of my battle to my line in the team section? (Dro'Sakhar's Last Battle)
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Sam Parker
 
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Post » Wed Mar 30, 2011 12:09 am

Yay! New thread! :P Certainly itching to see how it all turns out together now. Especially Disaster at Ilonith.

Oh could add the name of my battle to my line in the team section? (Dro'Sakhar's Last Battle)

The city is actually turning out quite well and looking pretty good (in a dried out war-torn sort of way). I added a small river, it is meant to look a little dried up but there is still a waterfall in the city but its a small one. I'll try to update again tomorrow.

I had an idea for how to manage the player's and emperor's death, but it might be tricky, especially with an arrow. So, I think it was kroot, mentioned that the enemy would have to have an agression of 6 and a -100 multiplier towards the emperor and have an arrow that was scripted to kill the emperor and the emperor only, but there is not surefire way to make him hit every time. So what I was thinking is after that the player would get a journal update, after which a Tsaesci hostile only towards him/her would be enabled and would charge at him, and the sword would have a scripted effect on hit that brought the player out of the battle. I think I could get that to work if there was a way to make 100% sure that the emperor got killed. Any comments?
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TRIsha FEnnesse
 
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Post » Wed Mar 30, 2011 4:42 am

yes it was me. But i said that was only if the emperor was alone.
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Aman Bhattal
 
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Post » Wed Mar 30, 2011 1:16 am

Quick update before I crash for the night, finished city walls and did a little scenery (stream and waterfall running through the city) and texturing of the ground. I'll be a little busy tomorrow so don't expect a ton of progress but I will be on.
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Averielle Garcia
 
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Post » Wed Mar 30, 2011 3:55 am

Sounds like it's coming along well. Can't wait to see it. :D
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Leah
 
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Post » Wed Mar 30, 2011 1:44 am

Uglulyx: I don't mean to rush you, but I really need those retextures soon. They're really the only thing that's preventing me from finishing Sancre Tor. Thanks!

Oh, and did you ever figure out the respawn thing?
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Lily Something
 
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Post » Wed Mar 30, 2011 8:45 am

Uglulyx: I don't mean to rush you, but I really need those retextures soon. They're really the only thing that's preventing me from finishing Sancre Tor. Thanks!

Oh, and did you ever figure out the respawn thing?


I sent them to you already. They should be in the previous thread somewhere.

No I never really looked into it again. I think issue may have been that I wasn't clean saving whenever I added new variables. But I can't really work on it for a while. I'm cleaning today and I've got work to do tomorrow. If the scripts I tried are still in there try them again. If not post in the CS thread. Maybe someone there can help us.

EDIT:
http://uploading.com/files/YLMSJQDD/armor.rar.html to save you the time. :P

If I made any silly mistakes just send me a PM. Worst might be a symbol upside down. I can just rotate that easily.
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Tamara Primo
 
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Post » Tue Mar 29, 2011 9:23 pm

This may sound like a silly question, but I want to take some screenshots except when I zoom out to see the whole city it disappears, is their any way to crank up the draw distance?

Also, my water is purple in the CS, is that normal? Is there any way to make it look like normal water?
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Samantha Pattison
 
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Post » Tue Mar 29, 2011 10:21 pm

This may sound like a silly question, but I want to take some screenshots except when I zoom out to see the whole city it disappears, is their any way to crank up the draw distance?

Also, my water is purple in the CS, is that normal? Is there any way to make it look like normal water?


You have to select EACH item that you want to stay visible and check the visible when distant box. If aren one already you should make some _far.nifs with lower poly and texture resolution to save FPS.
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elliot mudd
 
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Post » Wed Mar 30, 2011 12:43 am

I am using mostly vanilla textures and meshes, but my Akaviri tileset came equipped with some _far.nif s, how to I use them? Oh yeah and again is the water supposed to be purple(ish)?
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Mark
 
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Post » Wed Mar 30, 2011 1:53 am

Hey Kroot can we get a pic of what Tiber Septim looks like?
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Prue
 
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Post » Wed Mar 30, 2011 7:34 am

I am using mostly vanilla textures and meshes, but my Akaviri tileset came equipped with some _far.nif s, how to I use them? Oh yeah and again is the water supposed to be purple(ish)?

Water being purple in the CS is normal.
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dean Cutler
 
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Post » Tue Mar 29, 2011 10:30 pm

I am using mostly vanilla textures and meshes, but my Akaviri tileset came equipped with some _far.nif s, how to I use them? Oh yeah and again is the water supposed to be purple(ish)?


Just check that box (for the objects in the reference window) and it should do it for you.
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Nicole Coucopoulos
 
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Post » Tue Mar 29, 2011 9:06 pm

Water being purple in the CS is normal.

Thanks, I was really starting to wonder because my graphics card can't handle the water shaders in game anyways, plus Morrowind had normal looking water.

New issue, I can't seem to texture this area, here is a http://img193.imageshack.us/img193/6407/texproblem.png of what it looks like. Basically what I am trying to do is texture the whole area shown with the texture highlighted in red in the top corner. Any help? Sorry I am still getting use to some of the common issues and differences with between the MW and OB Construction Sets.

EDIT: Just noticed that the line that isn't a border, happens to be directly between two borders.
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meg knight
 
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Post » Wed Mar 30, 2011 12:44 am

Cobb: Sorry, but the one thing I can't do is show you Talos. That will have to wait until the demo release.

Uglulyx: Damn, how did I miss that? Thanks!

An update on the demo: Everything is almost in place. All we need to do is figure out a respawn script, put some finishing touches on Sancre Tor, and we're done.
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Robyn Lena
 
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Post » Tue Mar 29, 2011 10:28 pm

Cobb: Sorry, but the one thing I can't do is show you Talos. That will have to wait until the demo release.

Uglulyx: Damn, how did I miss that? Thanks!

An update on the demo: Everything is almost in place. All we need to do is figure out a respawn script, put some finishing touches on Sancre Tor, and we're done.


Awesome! :celebration:

Oh if you'd like some more unique weapons, armor, or maybe statics I can try to make some. No promises though. I made my first cuirass today and it turned out alright. I need to learn how to do non-planar maping first though. The UV maps turned out a little off. But we could probably get away with just modifying/adding to vanilla armors, I honest doubt I'd be able to do a full set yet. I've got weapons down quite well though.

As always I can do retextures too.

Kroot: If I have time on Sunday I can try make a testbed for a respawn script so we figure out a good method. And could you add http://www.tesnexus.com/downloads/file.php?id=26626 sword to the ally captain (The named one, Qu'khar I think) in my battle? You can nerf it a little if you need to.
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Vera Maslar
 
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Post » Wed Mar 30, 2011 4:23 am

Will this mod be playable on the 360? OK...just kidding!!!!!!!
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Timara White
 
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Post » Wed Mar 30, 2011 7:32 am

Uglulyx: Will do.

richard: lol. Wouldn't that be awesome???!!!
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NAtIVe GOddess
 
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Post » Wed Mar 30, 2011 5:19 am

Damn, I just thought of something. Ok, important question: Do you think that the Cyrodiilic army at the time of the Battle of Sancre Tor would wear Legion armour? I tried to find an answer to this, but there wasn't any.
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Gisela Amaya
 
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