[Early WIPz] House Redoran Expanded

Post » Sat Mar 19, 2011 8:13 pm

I hope this project takes off and can be worked on without the internal bickering. I've seen many an idea fall just because of this.
At the present time I'm kinda tied up on TESIV as far as modding is concerned, but if I can advise in any capacity I'd be happy to help in any way I can without becoming officially involved.
It's time Hlaalu and Redoran players had something to look forward to as far as stronghold mods are concerned.
As for armour, I'd prefer if it was kept lore friendly instead of looking to creating a new outfit.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8215 an idea you may want to look at.
Nothing wrong with Gah-julan Bonemold as that's what all current house Redoran guards and councilors wear in game.


the internal bickering is done now, so we're back on track now.

and we are staying lore friendly, the armor will just be bonemold that looks slightly different, for example raised pauldrons, and a slightly different helm and cuirass.
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Tinkerbells
 
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Post » Sat Mar 19, 2011 5:54 am

yep, but since school has started back its going kinda slow at the moment.

ok cool what about the redoran vault in Vivec will you be changing that or will it be ok to use a seperate mod that affects that
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Amanda Furtado
 
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Post » Sat Mar 19, 2011 5:01 am

ok cool what about the redoran vault in Vivec will you be changing that or will it be ok to use a seperate mod that affects that

no, the only thing we're "changing" is bal isra, along with adding a few caves and dungeons. it will be completely compatible with any mod that changes the vault.
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Katey Meyer
 
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Post » Sat Mar 19, 2011 6:30 am

Well, if you guys need any kind of assistance from me, I tend not to be a frequent poster but I've got quite a bit of free time, I'm good with storylines, character development, and got something of an eye for spelling/grammatical/lore/out-of-character errors. I'm at least fluent in scripting but I don't have a ton of experience -- if you need an extra hand, I'm here to start contributing to the community. :)
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Ross Zombie
 
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Post » Sat Mar 19, 2011 7:50 am

I'm currently working on the outline of an early quest (perhaps the first?) in which you take over the Caldera ebony mines from House Hlaalu. As it stands, there'll be two separate paths through the quest (and most of the mod): a 'pro-Empire' path in which you can forge closer ties with the Empire, and an 'anti-Empire' path where you can oppose them. Here are some early screenshots from my test esp (all these are subject to change, since I haven't confirmed anything with the others yet):

http://i50.photobucket.com/albums/f332/ecucej/MGEScreenshot034.jpg
http://i50.photobucket.com/albums/f332/ecucej/MGEScreenshot037.jpg

I'd definitely welcome any help with storylines, dialogue and (especially) scripting, since I seem to be doing it pretty much single-handedly at the moment :wacko:
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Nikki Hype
 
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Post » Sat Mar 19, 2011 2:45 pm

I'm currently working on the outline of an early quest (perhaps the first?) in which you take over the Caldera ebony mines from House Hlaalu.



Yes, yes, yes. Oh that has always bugged me that you don't have a way of resolving that in the regular game or PAX Redoran. I've often wished I could set things in motion for Redoran to have that mine after my character becomes the Archmistress.
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remi lasisi
 
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Post » Sat Mar 19, 2011 7:58 am

Yes, and a later quest will probably involve taking over Caldera itself - it is Redoran territory, after all. There are quite a few other things from the vanilla game and Pax Redoran that I'd like to tackle if possible, e.g.

Dealing with the Camonna Tong
Helping the Ashlanders in some way
Deciding what the hell to do about Marandus (it's right on the edge of Hlaalu territory; I really don't think they're going to be happy about that)
Resolving the Ilmeni Dren/Enar Dralor love affair
Finding Sanvyn Llethri something to do with his life

Etc.

One thing I feel quite strongly about is that the player's political decisions should have actual consequences, good and bad. You can't please everyone all the time when you're a high-ranking politician. I'd like to implement some kind of system where the player can make allies or enemies of the other Redoran councillors, and various other factions on Vvardenfell, depending on how they handle the quests. This would come into play later on in the mod, e.g. if the player is trying to get a proposal passed in the Redoran Council or the Grand Council.
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Brooks Hardison
 
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Post » Sat Mar 19, 2011 9:52 am


One thing I feel quite strongly about is that the player's political decisions should have actual consequences, good and bad. You can't please everyone all the time when you're a high-ranking politician.


I agree with you. Not everyone should be singing your praises and it's to be expected that there are those who will be disgruntled no matter what choices you make.
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:)Colleenn
 
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Post » Sat Mar 19, 2011 5:52 pm

I'm currently working on the outline of an early quest (perhaps the first?) in which you take over the Caldera ebony mines from House Hlaalu. As it stands, there'll be two separate paths through the quest (and most of the mod): a 'pro-Empire' path in which you can forge closer ties with the Empire, and an 'anti-Empire' path where you can oppose them. Here are some early screenshots from my test esp (all these are subject to change, since I haven't confirmed anything with the others yet):

http://i50.photobucket.com/albums/f332/ecucej/MGEScreenshot034.jpg
http://i50.photobucket.com/albums/f332/ecucej/MGEScreenshot037.jpg

I'd definitely welcome any help with storylines, dialogue and (especially) scripting, since I seem to be doing it pretty much single-handedly at the moment :wacko:

Off-topic, but it appears that you're using a version of CanadianIce's robe replacer that replaces the male robes as well. Is there a download link for that? :whistling:
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Emily Martell
 
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Post » Sat Mar 19, 2011 9:07 pm

Off-topic, but it appears that you're using a version of CanadianIce's robe replacer that replaces the male robes as well. Is there a download link for that? :whistling:

I'm afraid not - I made it myself by using the female textures on the male robe meshes, with minimal UV adjustments. It's not difficult to do, just time-consuming. The original robe meshes are 'one-piece' so it's easy to make a pluginless replacer.
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Jack
 
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Post » Sat Mar 19, 2011 4:53 pm

Ah, that's what I feared. Okay, thanks :)
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Jeff Turner
 
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Post » Sat Mar 19, 2011 10:55 am

first off, Helena, im loving what your doing! Looks amazing! :)

and St. Juib, i'm going to need some interiors for the huts done, is there a time some time soon, you can start on them thats convenient for you? its no rush, i just don't have very much time now that school has started, i'm in all honors classes so studying and doing work takes up A LOT of my time. I'm probably going to start on the grand plaza after i'm done playing around with my new Sony Bravia :P

we can arrange all of it on skype later, just PM me and tell me to get on, i dont get on much anymore.
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A Lo RIkIton'ton
 
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Post » Sat Mar 19, 2011 5:13 pm

Well, if you guys need any kind of assistance from me, I tend not to be a frequent poster but I've got quite a bit of free time, I'm good with storylines, character development, and got something of an eye for spelling/grammatical/lore/out-of-character errors. I'm at least fluent in scripting but I don't have a ton of experience -- if you need an extra hand, I'm here to start contributing to the community. :)


how are you in the CS? and do you have any 3D modelling skills? Helena pretty much has the story line covered, and i have a friend who is a pro at scripting.
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oliver klosoff
 
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Post » Sat Mar 19, 2011 8:20 am

Okay. If you just want to PM me with the specifics, I'm not totally caught up with everything that's happening with this mod at the moment :P
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Ashley Clifft
 
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Post » Sat Mar 19, 2011 2:54 pm

Okay. If you just want to PM me with the specifics, I'm not totally caught up with everything that's happening with this mod at the moment :P

haha ok, well ill tell you, since i need to update everyone else to

what we have done:
-major parts of bal isra's exterior.
-1 hut
-the barracks
-the guard HQ
-some dialogue, and some really good quest/story lines

what we are about to start/are doing
-tiny details to the exterior, barrels, crates etc.
-hut interiors
-grand plaza interiors
-writing storyline and quests, along with dialogue.

what we need to do
-scripting
-market plaza interior
-optional Indarys manor expanion .esp
-completing dialogue
-taverns, and other large buildings
-"making" quests
-and other things.
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tiffany Royal
 
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Post » Sat Mar 19, 2011 9:17 am

how are you in the CS? and do you have any 3D modelling skills? Helena pretty much has the story line covered, and i have a friend who is a pro at scripting.


In the CS? Not fast, but extremely obsessive and perfectionist: copycat work sickens me, and I have no problem fleshing out exteriors and interiors. Everything I'd do would be tested for beginner - age mistakes: floating objects, unnecessary chokepoints, ridiculous loot choice, and so on. Modeling skills? Could be learned at a similar rate, but nothing spectacular: I have absolutely no skill in it. I'd be willing to learn if it's needed though. Honestly, I think 'we' (even if there's no need for me here, I'm watching you) could probably make do with a lot of past work -- game meshes/textures, mod resources, and the like. Are we talking about a mod that sticks out like a second sun, or something that blends in? I could adapt fairly easily, although most of what I've worked with has been scripting, dialogue, and stories.

And Helena, I'm intrigued by the Caldera thing (and story writing in general, I'll admit). House Redoran sure has eyed it for awhile, but I didn't get the impression that Redoran had the man power for it to fully take it. And if the mine is down, logistically it might be in Redoran's interests to either a) move *into* Caldera or B) move *beside* the Caldera mines. They need someone to export the goods and import supplies, and while Redoran and the Imperials seem to get along on friendly terms, Hlaalu seems wrapped fully around the Imperial Legion's little finger for the expansion to Caldera to work on a good level. But this is just endless prattling on my part, I'll probably look more into it as I understand the lore better.

Basically, I'd be happy anywhere on this project.
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Hannah Barnard
 
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Post » Sat Mar 19, 2011 10:20 pm

And Helena, I'm intrigued by the Caldera thing (and story writing in general, I'll admit). House Redoran sure has eyed it for awhile, but I didn't get the impression that Redoran had the man power for it to fully take it.

Not militarily, no, but I was thinking of other solutions - e.g. doing a deal of some sort with the Empire, or possibly taking Redoran's case to the Grand Council. If you could get Duke Dren on side (and completing one of the later Pax Redoran quests would make this much easier), that would give you a much better chance of success. As for the Hlaalu governer, he's not a problem as he's cheating the Empire and will be hauled off to jail after the 'take back the mines' quest (whichever way you choose to solve it).
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Bonnie Clyde
 
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Post » Sat Mar 19, 2011 9:40 am

ladies and gentlemen, bots and girls.

i would like to anounce i am part of this project again, may the bickering begin.

also i smoothed another helmet
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Conor Byrne
 
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Post » Sat Mar 19, 2011 6:40 pm

This mod looks very promising; I'm excited to see it finished!
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Enie van Bied
 
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Post » Sat Mar 19, 2011 9:50 pm

ladies and gentlemen, bots and girls.

i would like to anounce i am part of this project again, may the bickering begin.
:facepalm:


Just kidding :D Welcome back, Wolli.

By the way: If there are any scripting experts hanging around, I'd really appreciate some help. I need a script that will enable and disable a character at different times of day, but only if you change cells (so that they don't appear and disappear right in front of you). I'm sure there must be a really simple way to do it, but since my scripting knowledge is... ahem... minimal, I'm stuck on that one for the moment.

I also need a way to disable the slaves in the Caldera mine and replace the Hlaalu guards with Redoran ones. I don't think it can be done by attaching scripts to them, since the guards don't have unique IDs and the slaves already have a slaveScript attached.
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Rhiannon Jones
 
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Post » Sat Mar 19, 2011 4:26 pm

I like every single bit of what I see except for the use of the Emperor Land-crab. IMO it's something that makes Ald'Ruhn unique...
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Joey Avelar
 
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Post » Sat Mar 19, 2011 8:13 am

ladies and gentlemen, bots and girls.

i would like to anounce i am part of this project again, may the bickering begin.

also i smoothed another helmet


well that being said, we need to talk. so that the bickering no longer happens.

I like every single bit of what I see except for the use of the Emperor Land-crab. IMO it's something that makes Ald'Ruhn unique...


and the Emperor Crab shell is a little extra thing that will have a very long quest attached to it, along with taking a very long time to build, so basically the player wont have the resources to get it until he or she has basically climbed to the top of the ladder and restored the power of house Redoran, and currently im still trying to think of alternatives to even doing that so that it will fit into lore, honestly if i couldt put another building there i would.
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Jesus Lopez
 
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Post » Sat Mar 19, 2011 11:20 am

@Wollibeebee - just a thought as you appear to be relatively new to all this.
The info above is something to be relayed to team members and not something that should be made available for public view.
Team, PM's are also great for bouncing around idea's, and a work in progress thread isn't the ideal place to talk about these.
Just sayin' :P
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Farrah Barry
 
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Post » Sat Mar 19, 2011 2:48 pm

Update:

Just finished converting all of the statics to activators on the exterior so that they can be scripted. I haven't been able to work on it for the past 2 weeks so hopefully I'll have some time to work on it this weekend. Helena is still working on creating the storyline and from what she's shared with me its coming along great, St. Juib is working on some interiors for the huts and I'm going to start touching up the exterior and then making the interiors for the tavern and things like that.
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Imy Davies
 
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Post » Sat Mar 19, 2011 4:01 pm

Good news: I'm close to finishing what will probably be the first quest of this mod. There's still a couple of scripting issues to sort out, and a few other loose ends that need tidying up, but otherwise it's largely done. I'm also working together with asapp and Mr. Yuk to come up with a quest sequence for the entire mod.

A couple more screenshots already posted in the 'show us what you're working on' thread:

http://i50.photobucket.com/albums/f332/ecucej/MGEScreenshot038.jpg
http://i50.photobucket.com/albums/f332/ecucej/MGEScreenshot039.jpg
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trisha punch
 
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