[WIP] High Rock

Post » Sat May 28, 2011 5:57 am

It looks good but by looking at some of the screen shots it certanly isn't done keep up the good work and keep testing for any glitches and errors :D


It's only a Height Map release, and we haven't given any screenshots of the actual Height Map yet anyway :) It's not meant as a full release, it's meant as the first playtesting release for people to explore :)
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Alex Vincent
 
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Post » Fri May 27, 2011 9:46 pm

I wasn't talking about the hightmap i was talking about the whole project :D
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Mrs Pooh
 
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Post » Sat May 28, 2011 6:51 am

I wasn't talking about the hightmap i was talking about the whole project :D


Oh yes, the whole project is far from finished, we're currently just handing out settlement claims :) But we've got alot of progress already made on the mod :)
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Ross Thomas
 
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Post » Sat May 28, 2011 1:27 am

http://www.tesnexus.com/imageshare/image.php?id=51098
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Ron
 
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Post » Sat May 28, 2011 8:08 am

Fascinating, can I ask where are you going to create Daggerfall, west/east coast? and for Wayrest are you guys building the city on both sides of the Bjolsae? and finally Orsinium, any plans?
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darnell waddington
 
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Post » Fri May 27, 2011 7:07 pm

How big is Daggerfall gonna be because in Daggerfall the game space is so big i wondered how big will Daggerfall be in High Rock :D
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Alba Casas
 
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Post » Sat May 28, 2011 5:38 am

Let's handle these one at a time:

1. We discussed Daggerfall's position for some time, but in the end we decided to go with the most recent map from Bethesda and stick it on the west coast.

2. No, firstly because the other side of the Bjoulsae is part of Hammerfell in TR's mod, so we're leaving it to them. Plus, our mod is on a much smaller scale than Daggerfall so Wayrest is correspondingly reduced in size.

3. Yes, absolutely! TOYB is working on a new architecture set for Orsinium, and we've already planned it out in detail. Stay tuned!

4. Dark Hound: do you mean the city itself, or the province?
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SaVino GοΜ
 
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Post » Sat May 28, 2011 7:55 am

4. Dark Hound: do you mean the city itself, or the province?


Well you played Daggerfall right? And the size of the place is huge so i guess you will reduce the whole place right?
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Fanny Rouyé
 
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Post » Fri May 27, 2011 7:12 pm

The province will be made on the same scale as Cyrodiil in Oblivion (based on the most up-to-date world maps of Tamriel). So our cities will be about the same size as the ones in Cyrodiil, and our landmass will be approximately 4 quads in size, although a large amount of that is in Skyrim and Hammerfell, hence non-playable.
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Queen of Spades
 
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Post » Sat May 28, 2011 2:22 am

Thanks for clearing that up for me, good luck with the project and have fun making :D
*Cheers* :foodndrink:
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Nathan Barker
 
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Post » Sat May 28, 2011 5:59 am

Fascinating, can I ask where are you going to create Daggerfall, west/east coast? and for Wayrest are you guys building the city on both sides of the Bjolsae? and finally Orsinium, any plans?


Also Wayrest in all lore sources is only on one side of the Bjolsae, in the book Wayrest, Jewel of the Bay, and in Daggerfall :)
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Madeleine Rose Walsh
 
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Post » Sat May 28, 2011 7:37 am

Thanks for your support.
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Trish
 
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Post » Sat May 28, 2011 12:30 am

http://www.tesnexus.com/imageshare/image.php?id=51098


Looking good :) For this house I would suggest changing it to Camlorn textures, and also the sides of the roof still need more work (and vertex shading is needed), but I assume it's still a WIP, however good work so far! :)
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Lucy
 
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Post » Sat May 28, 2011 2:51 am

Looking good so far. Can't wait to help.
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i grind hard
 
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Post » Sat May 28, 2011 7:54 am

Hurray for the HeightMap!

Downloading now. :D

Exploring the base land will be fun. Should I find anything odd, I'll let you know. ;)
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Rozlyn Robinson
 
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Post » Sat May 28, 2011 12:33 am

Should I find anything odd, I'll let you know. ;)


Thanks a lot for that. Please post a screen of it if you do.
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Sophie Louise Edge
 
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Post » Sat May 28, 2011 7:21 am

Keep up the good work! Can't wait to play it! Just will add more land to my already never-ending game...
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Kortniie Dumont
 
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Post » Fri May 27, 2011 8:33 pm

Also Wayrest in all lore sources is only on one side of the Bjolsae, in the book Wayrest, Jewel of the Bay, and in Daggerfall :)


Allow me to disagree,
Wayrest only truly bloomed after the razing of Orsinium in 1E 980. The hard-working traders and merchants were instrumental in forming the Masconian Trade Way and thus reducing the pirate activity on the Bay. At this time, Wayrest occupied both banks of the Bjoulsae.
Wayrest, Jewel of the Bay
by Sathyr Longleat

I Understand your point of of view on a design basis, I would probably do the same, any way, good luck with your project, I'm really looking forwards.
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Yonah
 
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Post » Fri May 27, 2011 6:42 pm

Allow me to disagree,
Wayrest only truly bloomed after the razing of Orsinium in 1E 980. The hard-working traders and merchants were instrumental in forming the Masconian Trade Way and thus reducing the pirate activity on the Bay. At this time, Wayrest occupied both banks of the Bjoulsae
Wayrest, Jewel of the Bay
by Sathyr Longleat

I Understand your point of of view on a design basis, I would probably do the same, any way, good luck with your project, I'm really looking forwards.


"At this time, Wayrest occupied both banks of the Bjoulsae", meaning that it did once-upon-a-time (in the first era, which is several thousand years ago), but doesn't now :) Thanks for the interest in the project, it's always great when the fanbase increases :)
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Zosia Cetnar
 
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Post » Sat May 28, 2011 3:22 am

Downloaded the esm and meshes, activated the esm in OblivionModManager, typed in "cow highrock 0,0" as it was described in the tesnexus, gets a message about "invalid worldspace" or something.
Using OBSE 18+
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Hearts
 
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Post » Fri May 27, 2011 11:07 pm

Downloaded the esm and meshes, activated the esm in OblivionModManager, typed in "cow highrock 0,0" as it was described in the tesnexus, gets a message about "invalid worldspace" or something.
Using OBSE 18+


Try using it without OblivionModManager and OBSE, though I'm not sure exactly what the problem is (it's possibly your load order).
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Kim Bradley
 
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Post » Sat May 28, 2011 12:10 am

Tried without OblivionModManager and OBSE, got the same message. :shrug:

*edit
Tried on a freshly installed oblivion - it worked
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 11:45 pm

Ahem, so how do those city claims work? What would I have to do if I wanted to create a settlement, and what would creating a settlement involve (e.g. will I also create quests for that settlement)?

I'd love to try myself at a small village... something like Pelagiad. Just a couple of houses and maybe one major manor or small castle or Imperial fort.

On another note, I have a couple of retextured vanilla buildings that are supposed to look like the Imperial style found in Morrowind, but they would probably fit perfectly into High Rock as well. http://img697.imageshack.us/i/sample1f.jpg/, http://img203.imageshack.us/i/sample2n.jpg/, http://img697.imageshack.us/i/sample3st.jpg/, http://img203.imageshack.us/i/sample4l.jpg/.
The shots are taken in Nifskope and the vanilla textures that are used sometimes are missing, e.g. the windows.
If you're interested, I could finish this tileset with lots of different variations of the several buildings. I can also try and match the textures to those of your cities so that you can use them there as well.
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Sam Parker
 
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Post » Fri May 27, 2011 11:25 pm

Ahem, so how do those city claims work? What would I have to do if I wanted to create a settlement, and what would creating a settlement involve (e.g. will I also create quests for that settlement)?

I'd love to try myself at a small village... something like Pelagiad. Just a couple of houses and maybe one major manor or small castle or Imperial fort.

On another note, I have a couple of retextured vanilla buildings that are supposed to look like the Imperial style found in Morrowind, but they would probably fit perfectly into High Rock as well. http://img697.imageshack.us/i/sample1f.jpg/, http://img203.imageshack.us/i/sample2n.jpg/, http://img697.imageshack.us/i/sample3st.jpg/, http://img203.imageshack.us/i/sample4l.jpg/.
The shots are taken in Nifskope and the vanilla textures that are used sometimes are missing, e.g. the windows.
If you're interested, I could finish this tileset with lots of different variations of the several buildings. I can also try and match the textures to those of your cities so that you can use them there as well.


We're trying to avoid retextures (atleast for architecture), but they do look like nice retextures and I'm sure that they would be great in a Vvardenfell-Oblivion mod :) If you want to do retextures, and claim a town, http://n2.nabble.com/Dwynnen-tp4531797ef2210626.html would probably be a good Settlement for you (which requires banner retextures, retextures for the Knights of the Raven, and a Logo design to go on both the retextures).

Quests and Npcs will be implemented after we have made each settlement, and they don't neccesarily have to be made by the same modder (someone else can come in to do that), however if you want to make the Npcs and Quests you can, but you must do this after you have finished the settlement claim entirely (and the quests and Npc claim will be a seperate claim aswell, though it will be open to the modder who claimed the settlement, in this case you).
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Kortniie Dumont
 
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Post » Sat May 28, 2011 9:06 am

Okay, I've read through the threads on your forum, and I'd really like to do one of the village claims. I'd prefer Glenpoint, personally :)
A town claim like Dwynnen is a little bit too much for me. (And I don't really mind if I get to do retextures or not - although I believe that ANY settlement will sooner or later require some unique resources, be it banners, inn signs or something else.)
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Killah Bee
 
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