Imperial City Pack #2

Post » Sun Feb 07, 2010 12:52 am

pash111, i don't think question which mod is better, mine or BC, is really in place. Those are two different mods with different goals, it is everyone's personal opinion which one suits them better.


I'll definitely try this out, your version of IC Isle also seems to be a great alternative to the UL mod. I love the look of the houses in the sides of the cliff.
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Trey Johnson
 
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Post » Sat Feb 06, 2010 11:07 pm

Excellent.
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Mr.Broom30
 
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Post » Sat Feb 06, 2010 3:05 pm

The bad news is that i am very busy because of school and other real worldly thingys. The good news is that people one some other forums (closed community, won't say the name) have responded to my thread for help (unlike here) in a positive way. I am expecting some new interiors for my mod, and it's good that community (even if not the community) care about this mod. Nice to know that someone cares ...


This is how I always envisioned IC should have been done. Great job! Please don't be discouraged, I bet there are lots of people just waiting for the final release before they dive in...
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Marion Geneste
 
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Post » Sun Feb 07, 2010 1:07 am

Looks great, but if i were you i'd remove the big arch on the first pic from the elven gardens district
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Dorian Cozens
 
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Post » Sat Feb 06, 2010 7:29 pm

Hey dudes, just thought i say hi again. It's been a while since i posted, and a lot of things happened. Because of the unfortunate esp corruption, i've been set a few weeks back, but it's ok, i am working on the mod again. I've been through a lot and learned a lot. Maybe i'll even post some screenies, if the wind is good. Consider this post just as a little bump and an update i'm still alive. And of course, i still encourage you to share your thoughts about this mod, especially what do you not like and what do you want to see new or changed.
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Lillian Cawfield
 
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Post » Sat Feb 06, 2010 10:42 pm

Oh ... hi :)

I was just making an update post, and it seems you beat me for 2 minutes ;) . And sorry i deleted my post just now, i thought it was a wrong thread. Huh ... anyway.

I certainly won't delete the arch, it serves as a small forum and a place where people gather and socialize, plus it make Elven Gardens more unique. Thanks for the suggestion anyway! Or, do you have any arguments or justifications why it should be deleted? Or is it just you personally? I am more than willing for reconsideration.
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Batricia Alele
 
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Post » Sat Feb 06, 2010 5:32 pm

Hi, :)

You're welcome.

I think the arch doesnt't fit in such a tight street
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naomi
 
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Post » Sun Feb 07, 2010 4:28 am

Time for screenshots:

Some Waterfront center for you: http://www.shrani.si/f/3W/rO/2BSTB5Wt/jpg46.jpg, http://www.shrani.si/f/3J/XL/3jgGpct3/jpg47.jpg, http://www.shrani.si/f/H/Ke/2Phe6Jeo/jpg48.jpg, http://www.shrani.si/f/2I/Zb/xjjPrqV/jpg49.jpg. I've put a statue of a divine, Stendarr, to the center of the Waterfront. He was perfect for this specific location, since he is more for protecting the poor.

And some CS of the vault now: http://www.shrani.si/f/w/1G/LbhGnUZ/mod02.jpg, http://www.shrani.si/f/1y/123/3QEjM5xk/mod03.jpg. I'll start working on The Vault really soon. I am planning to make it the same way i did before the esp corrupted, only better!

Constructive comments are appreciated, what do you not like in particular.
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Juliet
 
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Post » Sat Feb 06, 2010 9:41 pm

Pics look great

You have done a fantastic job so far (Just downloaded and had a look around)


I love, literally love the waterfront, its so busy and dirty and great (Plus a hanging corpse... who doesnt like hanging corspes?). The elven gardens' baths are great and I love the raised doors and staircases on all of the town-houses. The prison is great, lots of NPCs and cells, the market district is fantastic (Bit performance hungry) and the Arena is also one of my favourite districts.

My comments are not critisizing your mod, as I know it's a BETA, I'm simply remarking on what I would like to see in the final version:
I'm playing my game with the ImpeREAL City mod, I really like the higher buildings (http://www.tesnexus.com/downloads/images/19589-2-1223763287.jpg) and wondered whether you could include something like that in this mod. An interior for the tunnel connecting the waterfront and the Temple district would be fantastic (Something like this: http://www.tesnexus.com/downloads/file.php?id=4590).

So yeah fantastic so far... keep up the good work
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maddison
 
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Post » Sat Feb 06, 2010 9:38 pm

Of course, working on a project like that, i have given much thought about buildings. In vanilla, all building are pretty much the same height, with the White Tower in the middle. In my opinion, that approach seems kind of bland. To wanted to give the city the feeling of rising. That is why i made the houses near the White Gold Tower higher. On the slopes of The Isle, there is more and more houses carved in the hill as you ascend towards the walls. Inside the city, i placed the lowest houses on the outer part of the walls, left the vanilla outer houses the way they were, and made the inner houses higher (there is where stairs come in ;) ). Right near The Tower, the houses are higher then all others, and there are also three towers added. That increases the feeling of presence of The White Gold Tower, makes the city feel less linear and more connected (because every district is built in the same style).

I understand, simply making all buildings higher seems awesome. But it is not the way i want this mod to be. That is why adding stories on top of existing buildings would break the feeling i want to achieve. However, ImpeREAL City do have higher houses, but that is a different mod (an awesome mod, if i may add), that undertakes Imperial City in a different way. I don't know about Better Cities (i do know that they don't need more publicity ;) ), but you should check out http://www.gamesas.com/bgsforums/index.php?showtopic=1002209&hl=IMPERIAL+CITY. Author of it, The UCM, made some mind blowing structures, if you like amazingly tall buildings, then you totally need to have a look at it. He has done it in an opposite way though, the outer houses are the highest.

And yeah, i am going to take care of the Waterfront tunnel. I haven't given it much thought, but i will make something more about it for sure.

Thanks for the comment.
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lillian luna
 
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Post » Sun Feb 07, 2010 3:47 am

OK guys, I have deleted a few posts that were getting a bit argumentative. Lay off the niggles and discuss the mod. OK?
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Chantel Hopkin
 
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Post » Sat Feb 06, 2010 2:39 pm

I'm really torn now. I think I'm going to try this mod anyway; it looks really great, especially the Market District and the Waterfront, and I very much like the design concept as seen in the screenies. I think you're doing great with the "Imperial City as it was meant to be, rather than the way 'I' want it to be". It looks like a designed city, which of course it is, as the capital of the Empire, and I expect to gawp like the most backwater tourist when I enter after the Great Escape :) .

I am rather distressed by the lack of Let the People Drink compatibility, though. Of course, I don't really know how much trouble it would be, but I do think that LtPD also adds a very reasonable and realistic (in terms of... if not lore, then logic) functionality to the city, and I am saddened at the prospect of having the IC become more realistic in one sense, and less in another, both due to this mod :) .

But we'll see; maybe I won't mind the lack at all.... maybe :) .
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steve brewin
 
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Post » Sat Feb 06, 2010 3:01 pm

Just a notice to everyone who think they can use my thread for offensive arguments; i don't hunt the forums and report every minor infraction. But this is my thread for my mod, and there will be absolutely no offensive arguing. I'm not nit-picking about FAQ, but the last point is where i don't make compromises.

@wmj, thanks for your neat comment! As i've said, if i would make compatibility patches right now, it would be simply too much work. After the first complete release, i will consider making them. The reason i neglected the issue of drinking, is because i simply don't think of it as a problem. What i mean is i don't feel that i should work on that logistic mistake of dry cities (heh), and i think it's ok if they don't have water ... i don't see the lack of realism, since i take it as "it's just a game", and my imagination works out the rest. A completely personal point of view though.
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SHAWNNA-KAY
 
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Post » Sat Feb 06, 2010 8:03 pm

Are new/added models/textures welcome to this mod?? :)
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Lily
 
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Post » Sun Feb 07, 2010 5:12 am

Hello again.

The answer is yes, they are welcome! I mean to include as little resources as possible, and i only pick already existing resources, when i do. It's just that i don't want this mod to be dependent on other people to do things for me. But if you voluntarily want to do it, i've got some small, specific things that would be nice to have them. One of the things i can think of now are the signs. You know the signs for shops, like "The Fighting Chance", or "The Copious Purse" ...? I would need one that says "Imperial Vault". My guess is you should copy the existing sign, and change the texture of it to say Imperial Vault instead of the usual. You can also make it different than vanilla signs if you think you can do it, but it's got to be believable, and at least vanilla quality. Your help would be greatly appreciated, if you choose to do it.

Talking about resources, i've included Phaedra's Flower Resource (http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5963, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5992) in my mod. I've already made something using them.

http://www.shrani.si/f/2c/5g/2OWZwDOg/screenshot55jpg.jpg
http://www.shrani.si/f/E/ru/3uLrbr7E/screenshot52.jpg
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Rhysa Hughes
 
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Post » Sat Feb 06, 2010 4:58 pm

Hello again.

The answer is yes, they are welcome! I mean to include as little resources as possible, and i only pick already existing resources, when i do. It's just that i don't want this mod to be dependent on other people to do things for me. But if you voluntarily want to do it, i've got some small, specific things that would be nice to have them. One of the things i can think of now are the signs. You know the signs for shops, like "The Fighting Chance", or "The Copious Purse" ...? I would need one that says "Imperial Vault". My guess is you should copy the existing sign, and change the texture of it to say Imperial Vault instead of the usual. You can also make it different than vanilla signs if you think you can do it, but it's got to be believable, and at least vanilla quality. Your help would be greatly appreciated, if you choose to do it.

Talking about resources, i've included Phaedra's Flower Resource (http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5963, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5992) in my mod. I've already made something using them.

http://www.shrani.si/f/2c/5g/2OWZwDOg/screenshot55jpg.jpg
http://www.shrani.si/f/E/ru/3uLrbr7E/screenshot52.jpg


Great, i'll let you know when i'm done :)
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Marguerite Dabrin
 
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Post » Sat Feb 06, 2010 4:10 pm

Okay, i think im done,

Screenshot:

http://i577.photobucket.com/albums/ss213/Bone_Collector_2009/ScreenShot202.jpg
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Lucky Girl
 
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Post » Sat Feb 06, 2010 5:55 pm

Daaayumn, that was fast. Go ahead and send it to me on my email (mat579Red@gmail.com). It looks pretty good!
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Add Meeh
 
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Post » Sat Feb 06, 2010 9:45 pm

Daaayumn, that was fast. Go ahead and send it to me on my email (mat579Red@gmail.com). It looks pretty good!


Thanks, do you know how to link textures to meshes?, if not ill explain you.
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Juliet
 
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Post » Sat Feb 06, 2010 6:46 pm

Forgive me if this has been addressed already in this post, but I read through and couldn't find anything about scheduling. What happens in the Market District at night, for example? Do the merchants pick up their wares and go somewhere to sleep? I love the new cluttered feel of it, but it seems like it would be hard to secure all those wares at night without picking them up or increasing guard patrols, etc.

Great looking mod, in any case! :goodjob:
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Andrew
 
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Post » Sun Feb 07, 2010 1:07 am

Every NPC, including merchants, have lives. They sleep, have meals, have free time, socialize, etc ... Many new street merchants are poor. They live in the new houses on Waterfront. After the day, they pick up all their wares. If they wouldn't do that, Market would become a breeding spot for thieves. Player would be able to just pick up everything. Also, there are many new guards, mercenaries that guard the remaining wares at night, and private shops.

Mind that in the current beta, many of the mentioned features are not yet fully or at all implemented.
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leigh stewart
 
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Post » Sat Feb 06, 2010 3:18 pm

I am glad to see this, one of my ALL-TIME FAVORITE MODS, is starting to get more attention. Damn...this is such a great mod!!!!
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Stryke Force
 
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Post » Sat Feb 06, 2010 10:07 pm

Just a little bump for a great mod. (Even if it is still in progress.)
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gemma king
 
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Post » Sat Feb 06, 2010 8:03 pm

Here is another bump to keep it going...I JUST CAN NOT PLAY OBLIVION WITHOUT THIS MOD!!!!!!!!!!!!!!
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Casey
 
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Post » Sun Feb 07, 2010 1:14 am

And yet another bump...this is such a historic mod!
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Sheeva
 
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