[WIP] High Rock

Post » Fri May 27, 2011 7:42 pm

Glory to Direnni >:o

We shall rise once more to reclaim Tamriel.

Please add a quest for the Direnni isles that allows you to join the Direnni faction, and become leader if you're Altmer. And of course, lead the Direnni to reclaim high rock ^_^


You'll be able to join the 'Direnni Faction' in the sense that you can become a Retainer of Clan Direnni, however you won't be able to ascend rank, or become 'the leader', as the Clan is a family (a quite large and extended one at that) and because of this there usually isn't a set 'Leader' (unless there is war, which hasn't happened for thousands of years, since High Rock was unified under the Clan, lead by http://www.uesp.net/wiki/Lore:Aiden_Direnni#Aiden_Direnni (though this was 'lead into battle', Ryan/Ryian Direnni and Raven Direnni were also working behind the scenes, they worked as a Family rather than a strict Leadership) into war allied with the http://www.imperial-library.info/mwbooks/wulfharthsongs.shtml and http://www.uesp.net/wiki/Lore:The_Last_King_of_the_Ayleids, against the Alessian Empire at http://www.uesp.net/wiki/Lore:First_Era#1E_482), (though there would usually be a Patriarch and Matriarch of the Clan) -someone outside of the Clan remains only a Retainer (which can be in the form of Sorcerors, Knights, Messangers, House Servants, etc), an Advisor at best (the most well known Retainer of Clan Direnni being http://www.uesp.net/wiki/Battlespire:Harvest%27s_End,_3E_172) unless they marry into the Clan (or by similar means, like adoption, etc)).
So the player will be able to do a couple of quests for the Direnni, in a round-about faction-like way, and the Direnni will have an intimate involvement in the politics of High Rock, however the Clan won't operate like The Mages Guild, or a Great House like in Morrowind :)


I finished the interiors for the three houses, I will make interiors for the tower and the mill later.
01
02
03

TOYB, I'll send you the files in the next hour, so you can start playing around with them.


Sweet as Mr Siika, they look great :)
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Hope Greenhaw
 
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Post » Sat May 28, 2011 12:23 am

The province is improving second by second...
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Neko Jenny
 
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Post » Fri May 27, 2011 7:17 pm

Made ahttp://www.youtube.com/watch?v=w4aMM3XlRt8 to show the village tileset. Enjoy ;-)
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flora
 
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Post » Fri May 27, 2011 10:37 pm

damn it siika, youre too awesome. those models look like they were in the game all along.
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Baby K(:
 
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Post » Sat May 28, 2011 3:36 am

Much kudos to you, mr_siika :goodjob: Great looking architectures design as always :clap:
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Conor Byrne
 
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Post » Fri May 27, 2011 7:08 pm

Made ahttp://www.youtube.com/watch?v=w4aMM3XlRt8 to show the village tileset. Enjoy ;-)


They look great, I've been trying them out in mock-up versions of Shornhelm, and they are perfect :) Awesome work!
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Sunny Under
 
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Post » Fri May 27, 2011 11:48 pm

Glad you like them. Hope you also like the first screenshot of two meshes for http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall01.jpg.
There are actually two seperate houses in that picture.
My goal is to create a city tileset that does not rely on free-standing houses like vanilla cities. Instead, houses should be organized in blocks, flanking the streets.
Not sure if is possible though, but I'll try ;-)
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JESSE
 
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Post » Sat May 28, 2011 2:29 am

Glad you like them. Hope you also like the first screenshot of meshes for http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall01.jpg.
My goal is to create a city tileset that does not rely on free-standing houses like vanilla cities. Instead, houses should be organized in blocks, flanking the streets.
Not sure if is possible though, but I'll try ;-)

They look amazing!
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loste juliana
 
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Post » Fri May 27, 2011 8:24 pm

amazing indeed. Very medieval.
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Jay Baby
 
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Post » Fri May 27, 2011 11:47 pm

Glad you like them. Hope you also like the first screenshot of two meshes for http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall01.jpg.
There are actually two seperate houses in that picture.
My goal is to create a city tileset that does not rely on free-standing houses like vanilla cities. Instead, houses should be organized in blocks, flanking the streets.
Not sure if is possible though, but I'll try ;-)


Yes that's perfect! Also by doing that it allows for us to pack in more housing, and still keeping in line with the scale Oblivion set for city size! I can't wait for this architecture to be finished, you're definetly a huge help to the mod! :)
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Amy Siebenhaar
 
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Post » Sat May 28, 2011 5:53 am

Might I ask when the resource pack will be up? Sorry If Its been answered.
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Mr. Ray
 
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Post » Fri May 27, 2011 11:34 pm

I sure hope it is possible! In the mean time...BRING ME AN AMBER LAMPS...
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kat no x
 
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Post » Sat May 28, 2011 7:25 am

Love the the design of the new houses, very medieval feel to it. :thumbsup:
Thank you again mr_siika :foodndrink:
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laila hassan
 
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Post » Fri May 27, 2011 9:40 pm

Might I ask when the resource pack will be up? Sorry If Its been answered.


Trying to get it up asap, the problem with the resource pack is that Deeza oringinally made it and forgot to set the paths properly when he organised the file structure, so I've had to go back and change everything, which is rather annoying as you might imagine.
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Kitana Lucas
 
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Post » Fri May 27, 2011 8:51 pm

Trying to get it up asap, the problem with the resource pack is that Deeza oringinallyu made it, and forgot to set the paths properly when he organised the file structure, so I've had to go back and change everything, which is rather annoying as you might imagine.

Oh yes... That does sound rather tedious.
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Joanne Crump
 
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Post » Sat May 28, 2011 6:34 am

The video of the High Rock tileset is very impressive. Hats off to mr_siika.
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Hannah Barnard
 
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Post » Sat May 28, 2011 3:21 am

Thanks to all of you! I won't have much time this week, but afterwards I'll continue with full speed.

Yes that's perfect! Also by doing that it allows for us to pack in more housing, and still keeping in line with the scale Oblivion set for city size! I can't wait for this architecture to be finished, you're definetly a huge help to the mod! :)

That's good to hear :-)
I'm also very excited myself about this "experiment". If it succeeds, "realistic" medieval cities will finally be possible in Oblivion.
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Ria dell
 
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Post » Sat May 28, 2011 5:26 am

Thanks to all of you! I won't have much time this week, but afterwards I'll continue with full speed.


That's good to hear :-)
I'm also very excited myself about this "experiment". If it succeeds, "realistic" medieval cities will finally be possible in Oblivion.


Well, technically it should be possible, what your doing is very similar to how the city architecture in F3 works, and even then it's not that far off how Skingrad's architecture works (however, your 'experiment' should prove to be of much higher quality than Skingrad).
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Luna Lovegood
 
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Post » Sat May 28, 2011 6:04 am

Glad you like them. Hope you also like the first screenshot of two meshes for http://i189.photobucket.com/albums/z133/mr_siika/Highrock/daggerfall01.jpg.
There are actually two seperate houses in that picture.
My goal is to create a city tileset that does not rely on free-standing houses like vanilla cities. Instead, houses should be organized in blocks, flanking the streets.
Not sure if is possible though, but I'll try ;-)

:shocking: Wow...

Mr Siika, you never cease to amaze!
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Trevor Bostwick
 
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Post » Sat May 28, 2011 6:47 am

Indeed, without you a very large number of mods I konw of would either cease to exsist or be sub par as apposed to brilliant.

Thanks mr siika!
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Sarah Kim
 
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Post » Sat May 28, 2011 12:50 am

That's good to hear :-)
I'm also very excited myself about this "experiment". If it succeeds, "realistic" medieval cities will finally be possible in Oblivion.

Just remember that if it succeeds, you will also be forced by the community to update all vanilla cities to this new standard... :twirl:
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Carys
 
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Post » Sat May 28, 2011 6:26 am

I saw this project while ago and the progress since then is looking very good! The mod is looking amazing now that Mr. Siika is involved. I will be keeping a close eye on this one.
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Andrea Pratt
 
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Post » Sat May 28, 2011 12:10 am

That tileset video gave me a completely Dagon Fel vibe. In all those wonderful ways.


Keep up the most excellent work!
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Rudy Paint fingers
 
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Post » Sat May 28, 2011 12:14 am

Yes, The Form IDs used by the worldspace. Gecko will inject the necessary records into Oblivion.esm (which means they remain in your ESM, but are given Form IDs to make them seem to be from Oblivion.esm). Then the game will consider the worldspace to be part of the 00 ID range, and will correctly display the LOD, regardless of where in a gamer's load order your ESM resides. Somewhere in the readme for Gecko there should be a more detailed explanation, but it's so long since I read it, I can't quite recall whether it does describe this or not.


I've done this, and now LOD remains, but no land data/limited land data :shrug:


And the resource file has reached a state where it can be used for modding, so if for any modders on the mod, please post saying that you still plan to finish your claim, and I'll send you out a link to the resource file (which is uploaded privately -a modder's only download atm).
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Jason Rice
 
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Post » Fri May 27, 2011 11:53 pm

New Statue, http://yfrog.com/3ustatuekingeadwyrej (for Wayrest)
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Dan Stevens
 
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