[WIP] Journey to Riller-Mosh

Post » Wed Dec 22, 2010 7:08 am

Download http://www.sendspace.com/file/wrzn7v

This is a continuation of the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5327. The island of Riller-Mosh has opened it's docks for outsiders and visitors alike, and are working on improving relations. Journey to Riller-Mosh and experience the culture of it's Argonian inhabitants.

I've worked on fleshing out the experience of this mod, and changed a few things substancially. I've mainly focused on the dock area, the underwater area, and the buildings associated with the docks. Still have a few things to finish up, like the embassy, and some dialog paths, before moving on to the town area. I've also repainted the landscape, to get rid of the use of the default land texture.

I did a lot of work cleaning up the mod, as well as giving a lot of attention to the dialog, especially greetings, to make dialog a little more natural. The dialog itself has kept me quite busy (weeks, many weeks, as I only get to mod for an hour or two a day), even though I've only scratched the beginnings, but am happy with the progress. I'm keeping things pretty close to 'vanilla' while fleshing out the base part of this mod, and will be adding new content once everything is presentable and working fine with just the 'vanilla' content.

I've decided to release what I've done for now to get some feedback as well as some playtesting of current dialog and world building. I've done some thorough testing myself, but it helps to have some outside advice and feedback during development. For playtesters, to start out, you need to ask an Argonian NPC about "latest rumors", and just follow your intuition from there.

A little about myself as this is my first post, I've been a lurker on these forums on and off for quite a while. I'm not new to modding per-se, but this will be my first public release for modding with Morrowind. I've always been fascinated with the Argonians, and this seemed like a good launching pad to put my experience to work. I do have experience at modding, been doing it since the original DOOM days, and have been an avid D&D player/dungeonmaster throughout the years too.

So, have at it, and tell me what you think of the progress so far. Try playing through it first before dissecting it in the construction set, it's pretty short for now. ;P
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Marcia Renton
 
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Post » Wed Dec 22, 2010 7:25 am

Wow, http://www.gamesas.com/index.php?/topic/1085582-relz-beta-riller-mosh-v27/page__p__15823065__fromsearch__1&#entry15823065
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Chris Duncan
 
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Post » Wed Dec 22, 2010 5:28 am

I'd love these 2 projects could merge efforts :)
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Sammygirl500
 
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Post » Wed Dec 22, 2010 6:58 am

Small world indeed!

I'd love these 2 projects could merge efforts :)


So would I but with similar things being done by both parties it would make a merg near impossible (as in a merge of the two ESPs)
What could be done is comparing what both mods have achived then try and incoroprate some of the op's work into the other mod and have the op join the Riller-Mosh team.

Beyond that it could prove a lot more complecated with the two mods.
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Claire Vaux
 
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Post » Wed Dec 22, 2010 9:22 am

Or you could all help me out with Amanita instead! :P

:facepalm:
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Georgine Lee
 
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Post » Wed Dec 22, 2010 1:45 am

i second that you should join the Riller-Mosh team, as they have already done most of the work you've described. they've been working on the whole island for a while now. :)
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Taylor Thompson
 
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Post » Wed Dec 22, 2010 2:46 pm

Yes, join the Riller-Mosh team, so the island can be finished up!
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Penny Flame
 
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Post » Wed Dec 22, 2010 4:11 am

Hmm, not quite the feedback I was expecting... Did anyone actually try it out?
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Dj Matty P
 
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Post » Wed Dec 22, 2010 12:44 am

i personally couldn't test it only because i've been testing out the other Riller-Mosh mod, and this could cause some overwrite issues.
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Brandi Norton
 
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Post » Wed Dec 22, 2010 10:10 am

I couldn't as well I'm afraid, been a bit busy atm.
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MISS KEEP UR
 
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Post » Wed Dec 22, 2010 1:10 pm

I posted an update to the mod, I've repainted most of the island from the default land texture. I'm cleaning up most of the landscape. I've also fully implemented the Entry Permit, so visitors really can't do much without them.
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JUan Martinez
 
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Post » Wed Dec 22, 2010 3:30 pm

I've began working on the town itself. I'm changing the town layout, downsizing it somewhat from how it was originally, making it smaller but more cohesive. I'll post an update and some screenshots soon. I'm also fleshing out some more dialog for the citizens.
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Kelly James
 
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Post » Wed Dec 22, 2010 2:35 pm

I'm interested in seeing what you'll you be doing with the town :)
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kennedy
 
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Post » Tue Dec 21, 2010 11:26 pm

How's this going, Acolyte of Quaoar?
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Tyrone Haywood
 
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Post » Wed Dec 22, 2010 12:43 am

Been awhile, kind of an update.

I've decided to move away from the whole Riller-Mosh bit, and develop something new. It'll still have a similar feel, but will feature a new setting and background. So it'll still be an Argonian settlement, but completely seperate from Riller-Mosh. I'll post a new thread when there is something to release for testing.

Progress-wise, I do have most of the dialog engine complete, and the scripting for most of the ambient stuff. I have in place a sort of system where the dialog will depend on whether a player is Argonian or not, and whether they have any background in Argonian studies or language (which the player can learn through books/NPCs & innate speechcraft). Ebonheart's East Empire Company and the Argonian Mission both play a noticable role with this settlement, as does some other Imperial and Dunmer interests. Basically this plug-in will be a lot more dialog and diplomacy than combat or magic based.
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Michelle Serenity Boss
 
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Post » Wed Dec 22, 2010 7:40 am

Been awhile, kind of an update.

I've decided to move away from the whole Riller-Mosh bit, and develop something new. It'll still have a similar feel, but will feature a new setting and background. So it'll still be an Argonian settlement, but completely seperate from Riller-Mosh. I'll post a new thread when there is something to release for testing.

Progress-wise, I do have most of the dialog engine complete, and the scripting for most of the ambient stuff. I have in place a sort of system where the dialog will depend on whether a player is Argonian or not, and whether they have any background in Argonian studies or language (which the player can learn through books/NPCs & innate speechcraft). Ebonheart's East Empire Company and the Argonian Mission both play a noticable role with this settlement, as does some other Imperial and Dunmer interests. Basically this plug-in will be a lot more dialog and diplomacy than combat or magic based.
I was just wondering about this project, it is nice to know you have a lot of interesting ideas to develop :)
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Catharine Krupinski
 
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