[BETA] Imperial City Suburbs

Post » Wed Mar 30, 2011 4:56 am

Wow, thats some sweet stuff, I'd Give it a look in game, but unfortunatly it clashes, completely with a mod I'm making... that does much the same thing (Allthough I'm going around the the whole island, not just that one (if large) part.

But those screenshot are teh awsomsauce, so bast of luck with your work!
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Liv Brown
 
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Post » Wed Mar 30, 2011 1:37 am

Olivia...I noticed that the Imperial City Suburbs seemed more higher class. Can you make a new section of Weye...and make it lower class? Just add it west of the current Weye. You are very skilled, by the way! :)
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Mélida Brunet
 
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Post » Wed Mar 30, 2011 12:19 pm

Wow, thats some sweet stuff, I'd Give it a look in game, but unfortunatly it clashes, completely with a mod I'm making... that does much the same thing (Allthough I'm going around the the whole island, not just that one (if large) part.

But those screenshot are teh awsomsauce, so bast of luck with your work!

Thanks, good luck to you too! I figured there would be people doing the same thing, and I think it's great - for people who play to have options, and for us to learn from each other. :)

Olivia...I noticed that the Imperial City Suburbs seemed more higher class. Can you make a new section of Weye...and make it lower class? Just add it west of the current Weye. You are very skilled, by the way! :)


Hehe, thanks! I might do Waye one day, but for now I'm going for the island. I do plan on adding some slums, yes.

---

So, tonight I'll try out some of the mods you guys and gals suggested to see if there are conflicts; I'll report later, hopefully with good news.
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Dewayne Quattlebaum
 
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Post » Wed Mar 30, 2011 3:12 am

Bablivia...

You have delivered us from evil with the high quality of this mod...Thank you tons!!!!!!!!
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Jaki Birch
 
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Post » Tue Mar 29, 2011 10:45 pm

I particularly like the retextures of buildings to fit the IC theme! Very nice idea!

...
Yes. I want to do this very much. I'm kind of worried about the voiceovers... I can't make them myself. What's the opinion of the modding community about unvoiced dialog?
...

I prefer voice overs, but don't mind unvoiced dialogue at all.

... Can you make a new section of Weye....

Yet Another Weye mod??
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Chica Cheve
 
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Post » Tue Mar 29, 2011 10:25 pm

Olivia...

Could you just shorten the names on the continental map to Hylon and Lakeside? It is kind of obvious that these are suburbs. Same thing for Weye when you do it...in fact, don't make a new icon for Weye. Just keep the one already from the game, and let people discover the exciting new slum/low-income village nearby.

Also...found floating boulder due east of Hylon Hotel Reception. It is just north of fountain 3 to 5 meters.
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victoria johnstone
 
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Post » Wed Mar 30, 2011 10:02 am

Olivia...

Could you just shorten the names on the continental map to Hylon and Lakeside? It is kind of obvious that these are suburbs. Same thing for Weye when you do it...in fact, don't make a new icon for Weye. Just keep the one already from the game, and let people discover the exciting new slum/low-income village nearby.

Also...found floating boulder due east of Hylon Hotel Reception. It is just north of fountain 3 to 5 meters.


Point taken, about the names. But like I said, and in the way of answering washington, I probably won't touch Weye in the foreseeable future.

Also, thanks for reporting the rock.
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~Sylvia~
 
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Post » Tue Mar 29, 2011 11:45 pm

Any news on how this conflicts with UL?
BTW, I like the site. I think its really cool that you have your own websites. I like small websites, kindof like small businesses.
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Darian Ennels
 
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Post » Wed Mar 30, 2011 8:42 am

Hello,

Thanks for this great mod! Imperial Island seems to have much more "identity" now : )

Just wondering. Acording to BAIN, some LOD files from this mod conflicts with UL ones (Rolling Hills/Arrius Creek/ FallenLeaf Everglade) and with a Elseweyr - Deserts of Anequina one. Is there a better order of install (since one will overwrite the other)? Or for LOD files I dont have to worry about that (besides some possible visual glitch) ?
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Avril Churchill
 
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Post » Wed Mar 30, 2011 3:02 am

Just wondering. Acording to BAIN, some LOD files from this mod conflicts with UL ones (Rolling Hills/Arrius Creek/ FallenLeaf Everglade) and with a Elseweyr - Deserts of Anequina one. Is there a better order of install (since one will overwrite the other)? Or for LOD files I dont have to worry about that (besides some possible visual glitch) ?

Since UL changes areas that are much larger than my mod, I'd recommend you not to overwrite your existing LOD files with mine. But yes, visual anomalies when looking at the affected areas from afar are the worst that can happen, as far as I know.
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Sandeep Khatkar
 
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Post » Wed Mar 30, 2011 7:14 am

Thanks, good luck to you too! I figured there would be people doing the same thing, and I think it's
So, tonight I'll try out some of the mods you guys and gals suggested to see if there are conflicts; I'll report later, hopefully with good news.


Thanks for the effort! Tes4edit seems to hint some conflicts with AFK_Weye. Unfortunantly, my knowledge isnt enough to understand if its a serious/real conflict or not.
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Lucy
 
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Post » Wed Mar 30, 2011 4:06 am

About them conflicts. Bad news is that all of the mentioned mods do conflict with ICS. Good news is that some conflicts may be fixable. The details:

UL - Imperial Isle
No collisions but there are some land-height issues (discontinuities) just where the huts are in UL, http://olivia.infinitereflections.rs/images/discontinuity.png.

Region Revive - Lake Rumare
Some collisions and land height conflicts in the area of the "Arkay grove" in the Suburbs. Fixable, but objects from both mods would have to be moved around some.

Imperial City Pack
No collisions but serious land height conflicts since the things ICP *doesn't* change overwrite the changes ICS makes and vice versa. Although this can perhaps be fixed, I must admit I don't think there'd be much point to it, since sooner or later I'll make changes to the areas close to the walls as well.

ALT Shack 386
Heavily conflicting around the Talos Bridge. Nothing I can do, I'm afraid.


Now, I have no experience merging mods. I tried to merge ICS with UL just to see how it works, and got a square piece of land flat under water, leaving a big hole in the landscape. Can these things - discontinuities in height - be fixed at all?
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Austin England
 
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Post » Wed Mar 30, 2011 1:28 am

Now, I have no experience merging mods. I tried to merge ICS with UL just to see how it works, and got a square piece of land flat under water, leaving a big hole in the landscape. Can these things - discontinuities in height - be fixed at all?


They can - and merging is not the way to do it. But you've provided a fine example for all as to why you should never attempt merging landscape changing mods. The result you got is one of the critical failures that can happen with the process.

What usually has to happen is the two mods to be patched need to be ESMified, loaded into the CS, and the landscape repaired. The results then need to be saved as a new plugin. That new plugin then needs to be trimmed to make sure it's not harboring junk from cells that shouldn't be touched because the CS is notorious for that when making patches.

It's also not a good idea to worry about doing any of that until you've reached a stable release.
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Jade Muggeridge
 
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Post » Tue Mar 29, 2011 10:48 pm

Haha! Thanks, Arthmoor. I needed to hear that.

To be perfectly honest, when I started this I knew I wasn't after some uber-original idea and that there would be many mods that have done it already to conflict with mine. I made my peace with that. It's only that now, seeing how welcoming and wonderful you all are, I'd like to fulfill every request...! :D
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Cody Banks
 
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Post » Wed Mar 30, 2011 3:54 am

The mod 'Aleyd Steps' has a step stone that leads to a lost dungeon, right in the middle where you have placed your new suburb, so when I downloaded your mod, I expected that it would 'kill' this step stone, preventing people from reaching the dungeon. As expected, there is (of course) a conflict, but fortunately not as serious as I had expected. The step stone is still there and reachable, he is just hovering in the air next to the player house in the middle of the promenade. It looks silly, ok, but because the step stone still can be used it is something that I can live with. And who can say he has a 'flying' stone just in front of his home ;).

I like the mod as is, even the names (drunk, noble) haven't bothered me at all. As soon as I get home I'll give you kudos on the Nexus.

Edit: ok, I'm at home now and wanted to give you the promised kudos, unfortunately you have blocked endorsemants, so I couldn't. But I voted for 'file of the month', that was the least that I could do. Please keep up the good work!
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Pixie
 
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Post » Tue Mar 29, 2011 11:36 pm

Haha! Thanks, Arthmoor. I needed to hear that.

To be perfectly honest, when I started this I knew I wasn't after some uber-original idea and that there would be many mods that have done it already to conflict with mine. I made my peace with that. It's only that now, seeing how welcoming and wonderful you all are, I'd like to fulfill every request...! :D


I, for one, give you every encouragement :) I'd like to see RR-LR and your mod play together, since I think they will complement each other nicely.
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Wayne Cole
 
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Post » Wed Mar 30, 2011 10:23 am

Here's a picture of the step chanur mentioned, in case anyone is interested: http://morrowind4kids.com/pseronwyrd/Screenshots/ICSuburb-AyleidSteps.jpg

I found a http://morrowind4kids.com/pseronwyrd/Screenshots/ICSuburbsPot.jpg also (visible in upper right).

So far I've only spent a few minutes wandering around in-game but already I am already more impressed than I was when I looked at the screenshots. This is first-rate work, Lady Olivia. This mod is a real gem.

I stumbled upon a little detail that I love. You were considerate enough to place a very nice http://morrowind4kids.com/pseronwyrd/Screenshots/ICSuburbFountain.jpg so our characters could admire your wonderful fountain. And it's no wonder: that fountain is just amazing. Pictures don't do it justice. I was so awe-struck I had to take http://morrowind4kids.com/pseronwyrd/Screenshots/ICSuburbFountain2.jpg

I can't wait to see what you do next with this wonderful mod. Thank you so much for sharing it with us. :wub:
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james kite
 
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Post » Wed Mar 30, 2011 2:22 am

Edit: ok, I'm at home now and wanted to give you the promised kudos, unfortunately you have blocked endorsemants, so I couldn't. But I voted for 'file of the month', that was the least that I could do. Please keep up the good work!

You're very kind. Thank you! :)

I found a http://morrowind4kids.com/pseronwyrd/Screenshots/ICSuburbsPot.jpg also (visible in upper right).

Doesn't appear to be mine - it's not there in the CS.

Also...found floating boulder due east of Hylon Hotel Reception. It is just north of fountain 3 to 5 meters.

Same here - I can't find it. Is it under water? Can you please make a screenshot?

So far I've only spent a few minutes wandering around in-game but already I am already more impressed than I was when I looked at the screenshots. This is first-rate work, Lady Olivia. This mod is a real gem.

I stumbled upon a little detail that I love. You were considerate enough to place a very nice http://morrowind4kids.com/pseronwyrd/Screenshots/ICSuburbFountain.jpg so our characters could admire your wonderful fountain. And it's no wonder: that fountain is just amazing. Pictures don't do it justice. I was so awe-struck I had to take http://morrowind4kids.com/pseronwyrd/Screenshots/ICSuburbFountain2.jpg

I can't wait to see what you do next with this wonderful mod. Thank you so much for sharing it with us. :wub:

Your compliments make me blush. :)

Encouraged by the positive criticism I got so far, I intend to add some dialog and a couple of stories to this area, and then to start building a new one, probably further north along the coast and around the Arkay's Grove. So many ideas, and so little time...!
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Steve Fallon
 
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Post » Wed Mar 30, 2011 12:03 am

Maybe you can name of the drunks SNUFFY SMYTHE.

This mod is one of the most original creations I have seen since.........???????
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Leonie Connor
 
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Post » Wed Mar 30, 2011 2:55 am

A small update:

  • Renamed the map markers to omit the superfluous "Imperial City Suburbs"
  • Gave unique names to all NPCs

The release version is now 0.51. If you already have the mod, you may update only the esp file: no other files have been changed. Your saves shouldn't be affected. If you don't have the mod, you're invited to go and get it. :)
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Tanya Parra
 
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Post » Wed Mar 30, 2011 2:06 am

Maybe you can now have these locals, who now have names, also say chit-chat kind of things...to make it realistic that the player is actually around normal, everyday people. Then again, maybe some of the darker NPCs can say mean or weird things.
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meg knight
 
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Post » Wed Mar 30, 2011 1:45 pm

I'm working on adding dialog. For starters, I'll write a couple of lines for each NPC to say if he/she likes you enough. If that doesn't take too long, I'll also include a quest or two in the next release. I actually like the idea of updating the mod every now and then (even once it grows out of its beta stage) with quests and new things for the NPCs to say. That way you'll always have something new to do in the Suburbs.

Since I won't have voices, I'll make use of the http://www.gamesas.com/bgsforums/index.php?showtopic=832514 for OBSE. Or perhaps there are other solutions you would care to recommend?
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Josee Leach
 
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Post » Wed Mar 30, 2011 12:21 pm

I'm working on adding dialog. For starters, I'll write a couple of lines for each NPC to say if he/she likes you enough. If that doesn't take too long, I'll also include a quest or two in the next release. I actually like the idea of updating the mod every now and then (even once it grows out of its beta stage) with quests and new things for the NPCs to say. That way you'll always have something new to do in the Suburbs.

Since I won't have voices, I'll make use of the http://www.gamesas.com/bgsforums/index.php?showtopic=832514 for OBSE. Or perhaps there are other solutions you would care to recommend?


The only other option I know of would be to generate silent voice files using TES4Gecko. This method doesn't require OBSE, which some people are strangely afraid of.
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rae.x
 
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Post » Wed Mar 30, 2011 2:02 pm

Fatal error: Cannot redeclare m0hay() (previously declared in /webhome/httpd/vhosts/elricm.com/httpdocs/nuke/html/index.php(1) : eval()'d code:1) in /webhome/httpd/vhosts/elricm.com/httpdocs/nuke/html/config.php(1) : eval()'d code on line 1 on

my mod =( i svcks at modding
p.s. love ur mod
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Louise Andrew
 
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Post » Wed Mar 30, 2011 9:58 am

The only other option I know of would be to generate silent voice files using TES4Gecko. This method doesn't require OBSE, which some people are strangely afraid of.


Some people are also unable to use OBSE due to having the older D2D versions of Oblivion. Unless that's changed recently.
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Sxc-Mary
 
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