[BETA] Imperial City Suburbs

Post » Wed Mar 30, 2011 12:50 pm

Imperial City Suburbs
Urbanizing the Imperial Island

Currently: Beta, version 0.51


May 15 2010: A new version, adding two new suburbs, in the works! Look at the http://olivia.aob.rs/Play/Games/Oblivion/ImperialCitySuburbs/Screenshots.aspx. :)


http://www.tesnexus.com/downloads/file.php?id=27500

http://olivia.aob.rs/Play/Games/Oblivion/ImperialCitySuburbs.aspx

http://olivia.aob.rs/Play/Games/Oblivion/ImperialCitySuburbs/Screenshots.aspx

http://olivia.aob.rs/Play/Games/Oblivion/ImperialCitySuburbs/Readme.aspx



Greetings, fellow modders. I've been working on this for quite some time... my ambitions are great and my hours few and so it is that I bring you only a small part of what I have envisioned as the Suburbs of the Imperial City.

This mod populates the "peninsula" under the Talos Bridge, adding a settlement with two inns where you can rest, a house for sale for you to decorate, some government buildings, a stable, a grove with a nice view and an open market to explore. All buildings have complete interiors, housing around 30 NPCs with schedules of varying degrees of complexity. But if your avatar is looking for a job or somebody to entertain him/her with witty conversation, this, unfortunately, isn't the right mod for you - no quests, no new dialog. Yet.

I have big plans for the continuation of this project. In fact my idea is to urbanize, part by part, the whole Imperial island. I also have stories to tell and puzzles to lay out. But for the moment - it's just an expansion of the setting.

There are also many retextures, mostly of buildings and furniture, done to satisfy my color-matching mania. Some examples are visible in the http://olivia.aob.rs/Play/Games/Oblivion/ImperialCitySuburbs/Screenshots.aspx.

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* Latest update (to v 0.51): fixed the long map marker names and gave unique names to all NPCs. If you already have the mod, you can update only the esp file.

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All comments are appreciated, thank you!
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Code Affinity
 
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Post » Wed Mar 30, 2011 2:29 pm

I have just seen the screenshots ... and i am amazed. It just looks so superb and sophisticated, like everything you added would be there in vanilla!

To the questions now: 1) In my opinion you should leave working with visible when distant for now. And if users really want to have it, they can always run TES4LODGen. 2) Sorry i can't offer any real help for that one. Are you sure your mod is causing the crashes? Sometimes it crashes just like that, and some crash on exit prevention mods are out there too ... 3) I say don't worry about that. Don't let FPSs come between you and your creativity. You can however try to do things in a "minimum clutter for maximum looks" approach, if you know what i mean.

I also have some questions myself. First, will this mod add interiors to the new houses? I see some extra NPCs in the screenshots, so i guess it will? And secondly, i guess it won't be compatible with UL:II, but you surely haven't heard of my http://www.gamesas.com/bgsforums/index.php?showtopic=1027360? Is it going to be compatible with it? At least the first version of your mod should be, because i mainly altered the area close to city walls. Anyway, mods related to Imperial City are my favorite, and this looks really good.

Good luck!
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Andrew
 
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Post » Wed Mar 30, 2011 1:32 am

looks great mate!
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Multi Multi
 
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Post » Tue Mar 29, 2011 10:26 pm

That's really nice! :o
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Frank Firefly
 
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Post » Wed Mar 30, 2011 4:41 am

Thank you, all!

To the questions now: 1) In my opinion you should leave working with visible when distant for now. And if users really want to have it, they can always run TES4LODGen.

Well that's the thing - using TES4LODGen will only make the bridge tiles and the two towers from the IC tileset visible from distance, nothing else, and that looks pretty weird. To make it possible at all, I would have to create the "_far.nif" files for all the other buildings, and that's a lot of work, which is why I'm asking if it is necessary. Whatever the conclusion, though, I'll probably release the mod as it is for now; it's going to be a kind of beta anyway.

I also have some questions myself. First, will this mod add interiors to the new houses? I see some extra NPCs in the screenshots, so i guess it will?

Yes, there are interiors for all the houses, and something like 30 NPCs with schedules and all. I guess I should add that to the description.

And secondly, i guess it won't be compatible with UL:II, but you surely haven't heard of my http://www.gamesas.com/bgsforums/index.php?showtopic=1027360? Is it going to be compatible with it?

I'll try them together and I'll tell you. If there are minor, easily fixable overlaps, we can negotiate a merge. :)

In principle, I'm willing to work on making the mod compatible with popular mods that change the same area - as long as it's feasible, and if there's enough demand.
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Aliish Sheldonn
 
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Post » Wed Mar 30, 2011 11:25 am

Have I told you that I loved you yet? :P

Fantastic work, it looks so..so...regal! :D
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Jennie Skeletons
 
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Post » Wed Mar 30, 2011 1:28 am

Well that's the thing - using TES4LODGen will only make the bridge tiles and the two towers from the IC tileset visible from distance, nothing else, and that looks pretty weird. To make it possible at all, I would have to create the "_far.nif" files for all the other buildings, and that's a lot of work, which is why I'm asking if it is necessary. Whatever the conclusion, though, I'll probably release the mod as it is for now; it's going to be a kind of beta anyway.


Here's a good idea, release a beta first, think about LOD in a later release :)
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Lew.p
 
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Post » Tue Mar 29, 2011 11:17 pm

Amazing! I hope you will release it.
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ShOrty
 
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Post » Wed Mar 30, 2011 4:21 am

Here's a good idea, release a beta first, think about LOD in a later release :)


Yes. I think that's what I'm going to do.

I hope to have the mod ready in a day or two at most.
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Ella Loapaga
 
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Post » Wed Mar 30, 2011 7:50 am

Haha, took me a bit longer, but I'm there:

The mod is complete and up for grabs!

So, ummm, is there a way to change the [WIPz] tag into a [BETA] tag?
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Chris Cross Cabaret Man
 
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Post » Wed Mar 30, 2011 9:12 am

Well that's the thing - using TES4LODGen will only make the bridge tiles and the two towers from the IC tileset visible from distance, nothing else, and that looks pretty weird. To make it possible at all, I would have to create the "_far.nif" files for all the other buildings, and that's a lot of work, which is why I'm asking if it is necessary. Whatever the conclusion, though, I'll probably release the mod as it is for now; it's going to be a kind of beta anyway.


If you have created new building types, or modified existing meshes to become new buildings, then yes. You will need _far.nif files to go with them in order for them to show up on LOD. Folks who have RAEVWD will already have access to _far.nif files for the vanilla IC meshes, so you don't really need to make those as they already exist.


In principle, I'm willing to work on making the mod compatible with popular mods that change the same area - as long as it's feasible, and if there's enough demand.


I haven't downloaded the mod yet but if you kept mostly to the strip under the Talos bridge you should be ok as far as UL:II goes for the most part. There may be some slight land tearing but nothing major. If you've gone beyond that to any significant degree though, then it will impact it more heavily.

So, ummm, is there a way to change the [WIPz] tag into a [BETA] tag?


Report your post to the mods and ask them to change the title tag for you.
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Steve Bates
 
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Post » Tue Mar 29, 2011 11:36 pm

I dearly love the Unique Landscapes: Imperial Isle mod but these screenshots are so jaw-droppingly astounding that I'm going to have to install this and at least take a look around for awhile. From the looks of things you have done an amazing job with this. I'm looking forward to seeing this in-game. Thank you for releasing this.
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Enie van Bied
 
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Post » Wed Mar 30, 2011 11:50 am

WOW!
I just took a tour around the place and I have to say that is some premium-level work. It looks so natural along the Isle. It goes perfectly with the surroundings, to the point where if it was expanded upon dialogue-wise I would feel like it was far beyond what Bethesda would've done for the game. I am absolutely appalled by your efforts. Have a cookie. :cookie:

Though I do have one hilarious story to tell. I have Waalx's Animals and Creatures Alpha on in my game, which is a great mod by the way, and when I first arrived at Lakeside, I couldn't help but laugh. In the middle of the pathway was a massive Hill Giant. A woman ran by and was insta-killed by him and flew across the path. I then proceeded to kill the Hill Giant through tears of pure laughter.

Anyways, yeah. Three things that could make this mod better:

1) Original Names: "Commoner" and "Drunk" by the bar come up every other time I turn around. (If you want help, I'm sure the folks here would be glad to suggest names.)

2) Dialogue/Purpose: I'm sure you know this could be improved upon, it is a beta and you haven't completed your work yet. I love the imperial navy office and the office of the legion, they feel like they belong, but inside all I can do is ask about rumors. Fix things like that on the major players of the suburbs and it will feel just like home.

3) MORE! For the love of god, my mind was blown! Give me more suburbs! I feel like a child on Christmas day who got the best present in the world, but is for some reason dissatisfied with it! If only all city-additions were as awesome as this one...
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Pixie
 
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Post » Wed Mar 30, 2011 3:43 am

One word. Two syllables. Wowzer! :drool:
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Marine x
 
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Post » Wed Mar 30, 2011 8:05 am

Lady Olivia...

Please work with RedBag on making a perfectionist Imperial City Suburbs!!!!!!!!!!!!!! I mean so your suburbs and his fit together!

EDIT....okay, after a download and run through...I LOVE IT! One thing I ask of you though, is to make actual names for the NPCs, instead of commoner, etc. If you need help coming up with names, I am 100% ready to help.
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Richard Dixon
 
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Post » Tue Mar 29, 2011 11:24 pm

Wow, that looks damn impressive. Well done! :tops: And welcome to the modding community.
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jessica sonny
 
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Post » Wed Mar 30, 2011 10:27 am

Something you might find helpful......... http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1868

Then again, maybe not. I've had no reason to use it myself, so can't vouch for its merits.
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leni
 
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Post » Tue Mar 29, 2011 11:06 pm

This looks awesome from the screenshots. I am definitly interested in this, I hope you will continue to work on this.
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Lloyd Muldowney
 
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Post » Wed Mar 30, 2011 2:47 pm

Does it alter the same zone of ATL SHACK mod? I'd like to try it but i love that japanese mod.
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Kate Schofield
 
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Post » Tue Mar 29, 2011 10:40 pm

Thank you, everyone, for kind words. I'm really happy that you like it! :twirl:

I haven't downloaded the mod yet but if you kept mostly to the strip under the Talos bridge you should be ok as far as UL:II goes for the most part. There may be some slight land tearing but nothing major. If you've gone beyond that to any significant degree though, then it will impact it more heavily.

I will try it them out together as well. It would be wonderful to make my mod work with UL, I know how very beautiful and popular it is.

1) Original Names: "Commoner" and "Drunk" by the bar come up every other time I turn around.

Heh, and you're not the only one to find it boring. I admit I was a bit lazy. I'll give all the NPCs unique names in the next release.

2) Dialogue/Purpose: I'm sure you know this could be improved upon, it is a beta and you haven't completed your work yet. I love the imperial navy office and the office of the legion, they feel like they belong, but inside all I can do is ask about rumors. Fix things like that on the major players of the suburbs and it will feel just like home.

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?

3) MORE! For the love of god, my mind was blown! Give me more suburbs! I feel like a child on Christmas day who got the best present in the world, but is for some reason dissatisfied with it! If only all city-additions were as awesome as this one...

Hehe, thanks. I'll do my best. I have loads of ideas but I don't dare tell you how long it took me to build just this area...
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chirsty aggas
 
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Post » Wed Mar 30, 2011 12:14 am

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?


Unvoiced is just fine. I'm thinking of disabling voices completely the next time I play Oblivion, so that all the mods I have which add silent dialogue will fit in neatly.
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No Name
 
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Post » Wed Mar 30, 2011 10:37 am

Unvoiced works just fine for me. I'd rather have good quality silent dialogue than so-so quality dialogue spoken aloud.
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Tiffany Castillo
 
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Post » Wed Mar 30, 2011 12:38 pm

Voice-overs is great when you get good actors to do it, but it's just fine without it as well.
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Karine laverre
 
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Post » Wed Mar 30, 2011 2:05 pm

Yup, I'd prefer unvoiced too.

Looking great so far, just hope it works fine with UL and doesn't bring my old P4 FCOM/WAC set-up completely to its knees!
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Kortniie Dumont
 
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Post » Wed Mar 30, 2011 2:29 pm

Oooh, this looks rather shiny. Do you know how well (or otherwise) it interacts with Region Revive - Lake Rumare?
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SaVino GοΜ
 
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