[WIP] Keening, TES:III Independent Expansion [2]

Post » Thu May 03, 2012 9:44 am


http://a7.sphotos.ak.fbcdn.net/hphotos-ak-snc7/416387_277965818947312_250637605013467_626915_162118682_o.jpg - Part of the Lawson family (who have adopted a last name to fit in better with the Imperials) of Bosmer found in Keening, she runs the alchemy shop despite it not being her passion. Best selection of vegetarian ingredients.


I'm curious, is there a backstory for why this Bosmer has such a good selection of vegetarian ingredients? I thought the lore indicated that boomers only ate meat/animal products. Is she an exception, or am I just misremembering this?
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Casey
 
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Post » Thu May 03, 2012 2:59 am

Thanks! :smile:



Well, Keening is not a replacer mod. There are a number of replacers depicted in the video that have been added to my own game over the years - the origin of which I've mostly forgotten. I can tell you that Westly's Azura statue replacer, Darknut's Dwemer retexture are depicted. So, whatever texture replacers you use, Keening should not interfere with them. I'm actually looking forward to seeing screen shots and videos from other players as to how it looks in various games, and especially with MGE XE.

But just in case, which ones are you referring to, exactly?

Especially face, hair, some architectural, some clutter. But hey everyone likes it his/her own way ofcourse. I am more vanillaish :D
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Jamie Lee
 
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Post » Thu May 03, 2012 1:36 pm

I'm curious, is there a backstory for why this Bosmer has such a good selection of vegetarian ingredients? I thought the lore indicated that boomers only ate meat/animal products. Is she an exception, or am I just misremembering this?

Well first off all, I'm guessing you're referring to the Green Pact - and yes, you are correct. As far as I can tell, it is a cultural thing - but if someone can find a reference that shows that it is the race as a whole can eat only meat, rather than their cultural willingness, I'll either explain it out, or switch something out. Wood elves typically don't have last names in Morrowind, either. So, I'm thinking that having a book written by the Lawson family of wood elves in Keening would be a good idea. Mostly everyone I know can probably tell me about various characteristics from the culture of their grandparents that they no longer follow or care about... we're all pretty much just "American," now... a weird, watered-down mish-mosh of stuff from all over the world. Personally, I'm Danish - but what I know of the language and culture is what was passed down by a grandmother who was four years old when she came to Connecticut. So, from my perspective, in a world with so much Imperial influence, it is actually MORE Lore-friendly to have at least a few Bosmer who have blended into Imperial culture. But, working within Lore and expanding it where I can is one of the reasons I started this project, so if we find out that the Green Pact will physically prevent an Imperial-indoctrinated bosmer from selling plant ingredients, I *do* want to know about it.

Especially face, hair, some architectural, some clutter. But hey everyone likes it his/her own way ofcourse. I am more vanillaish :biggrin:

Ah, okay - yes, the faces and hair are created by or complied by Westly, as part of Westly's Master Head Pack (As with MCA, you do not have to have this .esp activated). This was chosen because Keening is a Mod of Morrowind Comes Alive. So, it was chosen because I wanted Keening to deliberately feel different, and to mesh with MCA, both of which also mesh with Clothiers of Vvardenfell. In fact, in the areas that I create outside of Keening City, I'm deliberately using styles that look a *little* closer to vanilla Morrowind. I like to think that even in a world like Morrowind's, it is possible for a group of people to follow fads and styles if you inject some powerful celebrity/ leader characters that are the reason all of these people are even in the city in the first place. Personally, I think that the vanilla faces and hair are the weakest part of Morrowind, and I always recommend that new players *at least* use a face replacer. But yes, that is personal taste, and I appreciate input of any kind. If Keening is popular, I will be honored if people create various patches and mods for it to create their own preferences... means I did something right. But, again, there are no face REPLACERS in Keening - the rest of your game will remain as you have modded it to be. Thanks to your input, I'm going to make sure that this is clearly written into the Lore of Keening City- here and there it may be mentioned.

As for architecture.... I'm using standard Common, Nord, Dwemer, and Hlaalu architecture. There will be a new Dwemer tileset, but it will not replace anything in your game. It's a big DON'T for a large mod like this to slip actual replacers into the game. I want to ADD, not replace... I may release some replacers after Keening comes out that allows some of the styles, clothing, and items to bleed into some areas of Vvardenfell, but those will be totally separate .esp's.

Clutter - again, I'm not replacing clutter. There is, however, some NEW clutter created by Qarl (Kayla's Knick-Knacks) that you'll find around town. I felt it would make sense that this City which exists outside of Tamriel, founded by powerful wizards who believe they are called by Azura to save the world just might start to develop their own unique items. There are plenty of mods out there that use only vanilla resources... sometimes out of preference, sometimes out of fear of reprimand... so, I guess you could say that Keening fills the void by creating a setting that is deliberately different.
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Luis Reyma
 
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Post » Thu May 03, 2012 4:38 pm

I enjoyed watching that, and once again I really admire your attention to detail. The "such useless creatures" scene was particularly amusing. :)

Thanks! My brother tried modding Morrowind many many years ago, and he was starting to create quite a city with unique characters in it, but he gave up and the files were lost. He always warned me that it was tedious, and nearly broken, and that "having to place forks all over the place" was a waste of time. So, when I finally got the determination to try modding, I went out of my way to create a very detailed dining room... and a tray of forks and spoons. So, "Nyaaaah!" at my brother... it's not as hard as he made it out to be... I could have been modding ten years ago if I hadn't listened to him.

I found the trailer VERY amusing :D

I'm glad- when we got into the studio, we all just started reading lines and interjecting outtakes... then, I dug into the existing voice files form Bethesda and was amazed at how many of them I'd never heard even once! So, while still being true to the spirit of Morrowind, I think we're going to have something that is epic, yet snarky. As with Morrowind, the humor will be found on the side, far away from the "Main Quest."

When I play the final version of this, those tiny guar and I are going to conquer Keening. Nothing will stand against the might of my hammer and their cuteness!! Nothing!! :rock:

Yay! People seem to like those little guys - I'm glad I stumbled into something people adore. :)
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sunny lovett
 
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Post » Thu May 03, 2012 1:35 am

Thanks to suggestions, I have added:
- A hairstylist, who discusses the cultural influence of the Mages Council and The Architect on their followers in Keening City. He will be selling some of the hairstyles in his small room decked with mirrors and shears in the back of the Clothier's building. I've tweaked one hairstle outside of Keening City to appear less influenced by the culture of the city.
- A new book found at the Alchemist and the Library by Hlathir Lawson, called "The Decline of Mer Culture," described currently as: [To be written - this book describes one bosmer's attempts to keep his heritage intact while raising a family amongst the Imperials. It discusses his reasons for adopting a Last name, and his grandchildren's rejection and abandonment of the Green Pact.]
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Laura
 
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Post » Thu May 03, 2012 1:55 pm

some http://www.fliggerty.com/phpBB3/viewtopic.php?f=28&t=4599
script is simple and correct, it should work. Try adding some debug messages to verify conditions, (e.g.)
Begin KN_Boatmaster01Enableif ( GetDisabled )	if ( GetJournalIndex KN_Boatmaster >= 100 )		; this is a comment: you can comment MessageBox line below prefixing it with ; when no more needed		MessageBox "DEBUG: JournalIndex KN_Boatmaster greater or equal to 100"		Enable	endif	returnendifif ( GetJournalIndex KN_Boatmaster < 100 )	; this is a comment: you can comment MessageBox line below prefixing it with ; when no more needed	MessageBox "DEBUG: JournalIndex KN_Boatmaster lesser than 100"	DisableendifEnd

Thank you, abot - I finally got this working. I had a problem with the name of the Journal Entry matching up to the script. Thank you everyone who was trying to help me. This makes me very happy to have this working, now! I will be able to use variations of this throughout the mod.
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Lauren Graves
 
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Post » Thu May 03, 2012 2:48 am

I really can't help one single bit along those lines, I got lost at "Begin"
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The Time Car
 
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Post » Thu May 03, 2012 10:54 am

I really can't help one single bit along those lines, I got lost at "Begin"

Hehe - yeah, me too. But, it's all working now :) Once someone types it up for me, I can edit it and change it. Khan- basically, this script is the magic you can make a magic mod with. I can now make people and objects appear or disappear after quest events in the journal. This tiny bit of script can change the face of an entire city throughout the course of a game if I chose to get that crazy with it!
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Kit Marsden
 
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Post » Thu May 03, 2012 1:13 am

:blink: I just imagined a mod where the game starts in the stone age and buildings get built and technology advances to where we are today... impossible though. I probably wouldn't download it even if it was possible.
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Christine
 
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Post » Thu May 03, 2012 4:46 pm

So, I just made some new book covers - I'm like WTF! You have to flip the cover of the book upside-down in the tga file or it will come out upside-down in game.

One more step towards being ready with the City portion of Keening to release a playtesting beta. :) Probabaly within a week or so.
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Alan Whiston
 
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Post » Thu May 03, 2012 3:14 pm

So, I just made some new book covers - I'm like WTF! You have to flip the cover of the book upside-down in the tga file or it will come out upside-down in game.

That is very weird...

One more step towards being ready with the City portion of Keening to release a playtesting beta. :smile: Probabaly within a week or so.

Yay!
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James Hate
 
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Post » Thu May 03, 2012 10:06 am

That is very weird...

Seriously.... and the you flip JUST the front cover... the spine goes the reverse direction. Then, the cover for an "open book" object has to be flipped AN ENTIRELY DIFFERENT WAY - to a mirror image. I can imagine that when I'm done with Keening, I'll be able to write an intermediate modding tutorial about the problems people only rarely encounter while making regular mods... though, the mess that it is, that's kind of what this thread is turning into. I posted my list of 5 things I was stumped on, and we're solved all of them except for tracking down Korana.
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sas
 
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Post » Thu May 03, 2012 8:23 am

I would like to try the beta too, if I can :)
Keep it up!
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Robert Devlin
 
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Post » Thu May 03, 2012 2:48 pm

I would like to try the beta too, if I can :smile:
Keep it up!

Thanks - and definitely! I'd love to get back some videos and screenshots of Keening inserted into a game that used the Overhaul in your signature! Watching the video now.
I'm adding you to the very small list of people who have asked to try the private playtesting beta for the City.
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tannis
 
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Post » Thu May 03, 2012 2:08 am

Todd and Sweet Rolls. For those that "get it." :wink:

http://sphotos.xx.fbcdn.net/hphotos-ash3/526677_3637877306982_1275746980_3502228_2066571944_n.jpg

Staying true to Morrowind's love of "Easter Eggs."

edit: I need to teak the face a little, but I figured it was enough to share for a laugh.
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jessica robson
 
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Post » Thu May 03, 2012 4:56 am

LOL!!!! Yum!! I like it. (And what if I was talking about the Sweet Rolls[LOL, just joking])

I like that head though.
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remi lasisi
 
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Post » Thu May 03, 2012 3:04 am

LOL!!!! Yum!! I like it. (And what if I was talking about the Sweet Rolls[LOL, just joking])

I like that head though.

Do you keep the sweet roll, or do you put it down, and come back later?


dont know!
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Megan Stabler
 
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Post » Thu May 03, 2012 3:33 pm

A littlehttp://sphotos.xx.fbcdn.net/hphotos-ash3/s720x720/522611_283389945071566_250637605013467_639262_585439121_n.jpghttp://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/466594_283389945071566_250637605013467_639262_585439121_o.jpg. Morrowind should have some more famous people other than the Tribunal. Now, they have banners, ballet, and books based on a character from Keening.
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Ray
 
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Post » Thu May 03, 2012 5:30 am

A whole new lore. I like it. :D
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^_^
 
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Post » Thu May 03, 2012 3:48 pm

----------------------------------------------------------------------------------------
RELEASE SCHEDULE?
----------------------------------------------------------------------------------------

So, I'm considering the schedule of release for Keening, as the Landmass/ Keening City (with some of the first few quests) nears completion.

What I'm considering is releasing KN01_KeeningCity.esp on May 1 (Morrowind's 10th anniversary) after playtesters get a run through it in about a week. It's no secret that Keening is a huge project, but if the base is released, I can still release additional/ continuing quests, locations, expansions, and tweaks - perhaps on a monthly or bi-monthly basis. I plan to have a website with character profiles, location information, and walkthroughs as well. So, Keening will become a more interactive process, as well as a continuing experience that will grow and expand over time. I come from a comic book background, so the idea of releasing "monthly issues" with a compilation .esp at the end of the year (or whenever) makes sense to me.

I could keep wraps on Keening for another year or so and still find things to add to it. Yes, I have that many ideas for locations and story arcs. So, I think a nice, clean landmass with a city and a new lore, along with the first chapter of the main quest and some side quests around the landmass would make a fine initial release from which to launch the rest of my mod projects and storylines.

I could see KN02_KeeningCityQuests.esp as being a second release with more side quests around the city, along with whatever tweaks and expansions I come up with from April-June/ July. KN03_KeeningMQ2_FirstCouncil.esp could be an additional release that follows part two of the "main quest" - and so on. These are just examples, but I'm considering a different way to release a large mod that allows not only collaboration and input but a progression and a buildup for players over time, where the finale will be something that's possibly (hopefully?) highly anticipated.

Keening will be released exclusively from automatichamster.com/keening/, with files hosted by gtagaming.com.

I'm tossing out ideas here - what do you all think of this?
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Reven Lord
 
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Post » Thu May 03, 2012 10:53 am

Releasing it in installments sounds good to me.
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Joe Bonney
 
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Post » Thu May 03, 2012 1:38 pm

Because I'm almost ready to send out links to the private play-testers that have requested to see it, I'm going to post the info about currently required mods so you can get those set up while I get the keening files together. I'm going to get as many permissions to combine resources for the actual release.

The version of Keening that I'm going to be giving out is not a beta, but an "as-is" work in progress. A beta release won't come until I'm happy with the state of the city. I have a checklist of tweaks, textures, and adjustments that I'm working on.

-------------------------------------------------
Required Mods.
-------------------------------------------------
1 - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=563%3Cbr%20/%3E by Neoptolemus. This will add people to your cities, and includes resources such as The Undead, Minions of House Dagoth, and Jeremy's Knights of Tamriel. There is a mod called "http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8909" that you can use to remove the hostile NPCs. [While using MCA, I started to wish that the armors that I was seeing on NPCs were actually used in the game, which, along with Clothiers of Vvardenfell and Complete Gothic Attire, was the inspiration to create my own mod to show what could be done.] Also, MCA adds to new races such as the Winged Twilight that are essential to the story and Lore of Keening.
2 - MCA requires http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6173. In turn, Most of Keening's characters are designed based on this amazing set of faces and hairs in order to mesh with MCA. According to MCA's readme, Westly has requested that this not be redistributed outside of Planet Elder Scrolls.
3 - http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewsdownload&sid=28&min=10&orderby=titleA&show=10. This also enhances MCA, which comes with an .esp file that you can use which adds COV clothing to your MCA NPCs throughout your game. COV clothing are used heavily in Keening City. Permissions given by BadKarma and Lady Rae, but I am still trying to reach Korana, after which this will be combined into Keening. An optional .esp file may be created later to remove exterior storefronts for people that want to play Keening but do not want these stores added to their cities, though out of respect for the original creators, this is not recommended.
4 - COV and CGA Require http://www.gamesas.com/redirect.php?site=http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=213 by Psychodog Studios. Most people who mod their games already use this. You can choose between nvde bodies or bodies with permanent underwear.
5 - http://www.gamesas.com/redirect.php?site=http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5735 by Qarl and Cenobite. These items are amazing and now can be seen worn by characters in Keening. Creator has asked that this not be combined as a modder's resource, so it must be used as a dependent mod to be downloaded on its own. Note: Modern Lingerie items will not be seen in Keening.
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6 - http://www.gamesas.com/topic/1318147-rel-creatures-xi/#entry19819034, compiled by PirateLord - this will be broken up and combined after I know which creatures I will be using. Full permissions have been given for use. You do not need to activate the .esp file for this.

-------------------------------------------------
Recommended Mods.
-------------------------------------------------
- Children of Morrowind. An extra .esp is included to add kids to keening if you use this. Children are used as intended by COM to quietly appear in several appropriate places. [Not finished]
- Ambient Town Sounds. An extra .esp is included to add town sounds to keening if you use this. We may develop our own version of this mod. [Not finished]
- Vurt's Grazeland Trees I & II, Bitter Coast - these are the main trees used in Keening. Keening City will not appear as intended without Vurt's replacer. In fact, I recommend you use all of Vurt's tree replacers just because of how good they are, but it is not required.
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Krystina Proietti
 
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Post » Thu May 03, 2012 9:34 am

Credits so far:

-------------------------------------------------------------------------

TO ADD
Creatures (edited) - PirateLord
Clothiers of Vvardenfell - Korana, Lady Rae, and BadKarma
Dwemer Race (folder included - may be replaced)

CREDITS
- Arcimaestro Antares: Daedric Portal
- Chainy: Oblivion Plants for Morrowind
- Silverfoxrival - Moonstone, Keening Stone, Lazmite Ore and Raw Lazmite
- Danke: Profane Dwemer Armor/ Alternate Daedric Armor
- DJGAmer: Techno Industrial Dwemer Retexture
- Lucevar: Conversion of DJGamer's TIDR to Modder's Resource for Keening
- Midgetalien: Daedric Resources
- Oriphier - Magic Gates Vfx Resource Pack
- Qarl: Kayla's Knick Knacks / Statue Replacer
- Steve Deffeyes (Dongle): Musical Instruments
- Steve Deffeyes (Dongle): Printing Press Mesh
- Steve Deffeyes (Dongle): Weapons Pack
- Taddeus: Sweetroll [Needs of Morrowind]
- TF: TF Books [blank book covers have been modified for Keening]
- Vurt: Mangroves (check missing texture)
- WildKarrde: Pipe Organ

THANKS
- ab0t: Kriin animation fix / Enable-Disable Script
- Kagz and ab0t: assistance with figuring out how to add new sound files for the Muroids

VOICE ACTING
- Casey Mongillo: Voice acting and sound editing
- Dana Darko: Voice acting
- Lennox: Voice acting

PLAY TESTER LIST
- Sam Sanderson
- Tonal Architect [Sunfall]
- Jada [GHF]
- Shadowsolid [Athlis Continent]
- Lucevar [Dwemer Conversion]
- Kingpix [MSGO]
- Silverfoxrival [Gem Collection]
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Veronica Flores
 
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Post » Thu May 03, 2012 4:05 pm

- WildKarrde: Pipe Organ

Isn't that thing awesome? :)
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(G-yen)
 
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Post » Thu May 03, 2012 4:09 am

Isn't that thing awesome? :smile:

It really is. The best thing.

Meanwhile, I've fixed my ftp so that I can host and link images properly - ie, they won't try to open as a download anymore. So, a few more images from the Keening WIP:

Keening Main Quest Part One: http://www.automatichamster.com/keening/Forum%20Images/cavernofazura.jpg.

New Book: http://www.automatichamster.com/keening/Forum%20Images/wordofarchitect.jpg

http://www.automatichamster.com/keening/Forum%20Images/keeningindustrial.jpg with the new Dwemer Tileset converted by Lucevar.

http://www.automatichamster.com/keening/Forum%20Images/minelands.jpg, where they mine a brand new ore being created by silverfox_rival for Keening.

Finally, Something dark and mysterious: http://www.automatichamster.com/keening/Forum%20Images/theship.jpg.
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LuCY sCoTT
 
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