idea[possible wip]

Post » Fri Jul 09, 2010 7:28 pm

I am giving serious consideration to making an small place out in the waters between vivec and tel branora for a trasport hub. what i want to do is put a lighthouse on a rock and have a network of docks around it. the purpose is to give a place for modders to put their transport to their lands without loading up the harbors anymore. poor khuul and dagon fell are way too full now. ok, the premise is that bluewater outpost started as just a lighthouse to warn ships off the rocks of southern vvardenfel. but after septim put a ban on travel to and from the island people started using it as a stopping off spot instead of suran or vivec. and then it just grew from there. the only transport i would put in is from a fisherman outside suran to it. and a smuggler to 'outside' all the ports on the island from there. the only buildings would be at the lighthouse, a tradehouse. and a few shacks for resident longshoremen. the rest would be docks for modders to put their ships in and an npc for transport. in order for that to work. it would have to be a dependancy and you would have to put in your mod which berth you used to keep conflicts down. i figured about twenty to fifty berths for starters. just to see. what would y'all think about that.
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courtnay
 
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Post » Sat Jul 10, 2010 3:25 am

I am giving serious consideration to making an small place out in the waters between vivec and tel branora for a trasport hub. what i want to do is put a lighthouse on a rock and have a network of docks around it. the purpose is to give a place for modders to put their transport to their lands without loading up the harbors anymore. poor khuul and dagon fell are way too full now. ok, the premise is that bluewater outpost started as just a lighthouse to warn ships off the rocks of southern vvardenfel. but after septim put a ban on travel to and from the island people started using it as a stopping off spot instead of suran or vivec. and then it just grew from there. the only transport i would put in is from a fisherman outside suran to it. and a smuggler to 'outside' all the ports on the island from there. the only buildings would be at the lighthouse, a tradehouse. and a few shacks for resident longshoremen. the rest would be docks for modders to put their ships in and an npc for transport. in order for that to work. it would have to be a dependancy and you would have to put in your mod which berth you used to keep conflicts down. i figured about twenty to fifty berths for starters. just to see. what would y'all think about that.



Had a similar idea myself, tho your version is much better. I think this would be very good idea!
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Valerie Marie
 
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Post » Sat Jul 10, 2010 1:32 am

Interesting indeed.
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Richard Thompson
 
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Post » Fri Jul 09, 2010 3:25 pm

I'm doing something similar for the Hlaalu to the west of Vvardenfell BUT , its an abandoned Customs station and light house on an island to the south west of the mouth of the Odai river . Your idea sounds good though as I want to make mine more a story / character driven quest dealing with a Breton who could have been Nerevar some 10 years previous to the game but for various reasons failed . When I have most of the journal work , three new NPCs with dialogue and book additions ( diaries and temple documents referencing the events I cover in my mod ) I'll be taking this to the group "What are you working on " thread . I mention it here because at some stage I would have set up another similar isle to the south of Vvardenfell . I'll see what you do ( if you run with this idea { and I hope you do as it sounds great } ) and shift my " South Watch " accordingly . Cheers .
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phil walsh
 
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Post » Fri Jul 09, 2010 11:35 pm

I'm doing something similar for the Hlaalu to the west of Vvardenfell BUT , its an abandoned Customs station and light house on an island to the south west of the mouth of the Odai river . Your idea sounds good though as I want to make mine more a story / character driven quest dealing with a Breton who could have been Nerevar some 10 years previous to the game but for various reasons failed . When I have most of the journal work , three new NPCs with dialogue and book additions ( diaries and temple documents referencing the events I cover in my mod ) I'll be taking this to the group "What are you working on " thread . I mention it here because at some stage I would have set up another similar isle to the south of Vvardenfell . I'll see what you do ( if you run with this idea { and I hope you do as it sounds great } ) and shift my " South Watch " accordingly . Cheers .


sounds excellent, you won't have to move yours. i'm placing what i am working on more than a fair bit east of the odai. cell 11,-15 is where i am playing at.
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Eddie Howe
 
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Post » Fri Jul 09, 2010 6:18 pm

these are some pics of what i have done so far. ships are place at moment for planning out.

http://i757.photobucket.com/albums/xx219/Rattfink333/morrowind%20mods/ScreenHunter_04Jul061611.jpg
http://i757.photobucket.com/albums/xx219/Rattfink333/morrowind%20mods/ScreenHunter_03Jul061610.jpg
http://i757.photobucket.com/albums/xx219/Rattfink333/morrowind%20mods/ScreenHunter_05Jul061611.jpg

question though, i am trying to leave enough room for people to pull up with sell n sail galleon or other such ship mods. do you think i have left enough room on the northwest corner?
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Thema
 
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Post » Sat Jul 10, 2010 2:10 am

Interesting idea. I do think however in the pics given, the boats look really crowded together, imagine trying to maneuver a boat out of/into that dock with it filled like that. IMO, I think the boat with the whitest sail should go on the left side of the lighthouse, and the leftmost boat in that row of 4 should go where the whitest sail is currently. Just my opinions however. I like the idea though.
As an aside to this, has anyone ever noticed how a couple of the places where there are boats look half impossible to get to because of all the rocks? If you look down from above, it looks half nuts that anyone would sail through the rocks like that, not to mention its quite shallow; specifically I note Azura's Coast.
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Lauren Dale
 
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Post » Fri Jul 09, 2010 3:21 pm

these are some pics of what i have done so far. ships are place at moment for planning out.

http://i757.photobucket.com/albums/xx219/Rattfink333/morrowind%20mods/ScreenHunter_04Jul061611.jpg
http://i757.photobucket.com/albums/xx219/Rattfink333/morrowind%20mods/ScreenHunter_03Jul061610.jpg
http://i757.photobucket.com/albums/xx219/Rattfink333/morrowind%20mods/ScreenHunter_05Jul061611.jpg

question though, i am trying to leave enough room for people to pull up with sell n sail galleon or other such ship mods. do you think i have left enough room on the northwest corner?

For me only lower left ship looks out of place, otherwise it looks realistic enough and ships/boats could maneuver in such placement. :)
I guess the idea is fine. :)
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Sunnii Bebiieh
 
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Post » Sat Jul 10, 2010 5:08 am

For me only lower left ship looks out of place, otherwise it looks realistic enough and ships/boats could maneuver in such placement. :)
I guess the idea is fine. :)


OK I'll probably replace that one with a galleon by dongle. have expanded on that some more. fixing to do up interiors and npc's. aargh, scratch that, when i am done the boat esp will only be for demo purposes, the one for use will only have the bar/trader wrecked ship. the rowboats and skiff. and the smuggler one for transport around island. the rest of the berths will be emptied out for modders to put their own transport ships and people in. hopefully with some variety to show off where the ship came from, and is going to. that way it can be used as intended. i am leaving the littlest one for the logshoremen. that way if someone wants, or makes a real big ship that won't line up to the dock. they can stand it off. and put a skiff or two next to it with crates and boxes and npc,s. to make it look like it is transhipping cargo, i.e. like they were doing at the front of the first pirates of the carribean film
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Irmacuba
 
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