[RELz WIPz] Mercarryn's New Cities (MNC)

Post » Mon May 07, 2012 12:29 pm

Just a little update for the WIP on MNC:Ebonheart (German version):

Exterior cells: 99,9% done
Interior cells: 99,9% done
NPC and dialogues: About 75 NPCs have been added right now, the amount should stay at this level. Most work will be the dialogues right now, as I haven't done anything.

Due to some Alpha testing I could repair some compatibility issues, but not all.
There aren't any new screenshots for you, showing you more interior cells would destroy any interest in discovering them later on, wouldn't it? ;)

I will try to translate my mod into English as soon as I become familiar with the necessary tools for this. So it may take some time.
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JERMAINE VIDAURRI
 
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Post » Mon May 07, 2012 4:25 am

Just a little update on MNC:Ebonheart:

German version:

Exterior cells: 99,9% done
Interior cells: 99,9% done
NPC: 100% (if I have to add more to my mod, I wil go nuts)
dialogue: 90%

Furthermore I have finished translating the WIP-version of MNC:Ebonheart into English


English version:
Exterior cells: 99,9% done
Interior cells: 99,9% done
NPC: 100%
Dialogue: 30 %

After finishing the dialogues there will be a beta-test for both Versions.
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Charity Hughes
 
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Post » Mon May 07, 2012 11:50 am

So at last the WIP on MNC: Ebonheart has come to betatesting. I have already found 2 volunteers for that but more are welcome. Just pn me here on the forums if you are willing to test the mod. :)
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Damien Mulvenna
 
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Post » Mon May 07, 2012 3:53 am

I would love to try it, but time is limited these days.. I find it pretty inspirational to take a look at other mods. I will definitely try it when it's done.
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suniti
 
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Post » Mon May 07, 2012 11:39 am

So, just a little update from my site:

MNC:Ebonheart is still in betatest, especially the English version of my mod. Thanks to my testcrew ( ^_^) many problems ingame have already been corrected and problems with mod compability have been detected and are mentioned in the readme. When betatest on the English version has ended I will translate it back again for the German version with its dialogues (how I love this work :facepalm: )

So MNC:Ebonheart will still take a bit of time until release.
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Natasha Biss
 
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Post » Mon May 07, 2012 7:00 am

MNC:Ebonheart

Finally it's done! The second mod of my little series, MNC: Ebonheart is finished. Below are some information for you all

*********************************************************************************                                                                              **                            The Elder Scrolls III                             **                                  MORROWIND                                   **                     Mercarryn's New Cities: Ebonheart 1.0                    **                                                                              **                               Mar. 08, 2011                                  *********************************************************************************Author: MercarrynType:   City ExtensionRequirements: Morrowind, TribunalTable of Contents:1.  Introduction2.  Installation3.  Uninstallation4.  Compatibility5.  Savegames6.  Version History7.  Credits8.  Usage9.  Contact********************************************************************************1.  Introduction********************************************************************************MNC: Ebonheart extends the castle Ebonheart and its surrounding area withseveral buildings and NPCs with their own dialogue.This mod is the second of a little series of city expansions. I tried to be as lore-friendly as possible, i.e. the new additions have gottheir own little background stories. I leave it to your judgment if I succeeded.Furthermore, this mod doesn't contain any quests, armor, or weapons. Okay, thereis one or two of them but they are used by NPCs and not intended to be used bythe player.This mod has been thoroughly cleaned with tes3cmd, TESPCD, tesame andEnchanted Editor by bhl and me.



http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9051

So the English version of MNC: Ebonheart is finished and the German version of it should be ready for release until weekend. :celebration:

Have fun with it.
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Penny Courture
 
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Post » Mon May 07, 2012 2:31 am

I'm receiving a "file not found"-kind of error while trying to download it from fileplanet.
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Cayal
 
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Post » Mon May 07, 2012 1:24 am

Hmm, I'll see after that. By some error there had been two downloadable files at first, of which I have removed one. Seems like that the deletion of the redundant files has caused a problem with the other one. I will try to fix it.


*EDIT*

Okay, don't know why but it still does not work. I will contact PES for this as I am not sure what else to do.

*EDIT the 2nd*

Apy is already informed about this and has received the data files. He wants to add the file manually so just give him some time, then it should work again.
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Karine laverre
 
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Post » Mon May 07, 2012 6:56 am

Now it's working fine.
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krystal sowten
 
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Post » Mon May 07, 2012 8:14 am

Well not really. Apy has reuploaded it again but he still receives an error and so do I. He will try again in a few hours, else he will contact hi socalled "tech guys". :brokencomputer:
So it may still take some time.
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Tai Scott
 
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Post » Mon May 07, 2012 7:10 am

Strange, the link is still working for me.

Also, are there conflicts with Princess Stomper's Ebonheart Interior Expansion? I suppose the Ebonheart Expanded you mention in the readme is another mod...
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rae.x
 
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Post » Sun May 06, 2012 11:33 pm

I just got word from APY that it seems to work again, so you can download the files again at PES. Seemed to be a little sync problem with the servers.

@samtam99: Interior Expansion by Princess Stomper? Hmm, the only interior that has been altered a little bit is the council hall as it has received at two of its stairs doors leading to a new cell beneath the council hall and there is a new door leading to another cell at Vedam Dren's position. So there might only be minor conflicts.
I don't know princess' mod myself but the conflict could be avoided with a proper loadorder.

The mod that I mentioned in my readme is one for the exterior.
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No Name
 
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Post » Mon May 07, 2012 11:25 am

Hi, nice work on Ebonheart.

A couple of issues I didn't want to paste on your PES feed..

- A texture might be missing. Model "Meshes\MNC\md_imp_fountain_03.nif" tex not found
"water\water00.tga"! (This could just be my setup, because I don't use Bloodmoon or just some other weird anomally. See if anyone else has encountered an issue, if not, don't worry about it.)
- The imperial in the boat. The water is showing through the hull during the boats animation. (Maybe you could just
drop the animation)

Very minor.

I just deleted the fountain, and the boat I can live with or edit myself later.

Cheers!
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Christie Mitchell
 
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Post » Sun May 06, 2012 11:08 pm

@Crankgorilla:
About the water texture: Yes I noticed that, too. This seems to be a texture error with the fountain mesh, that I used from a ressource at PES, but I am not skilled enough to solve this problem. You can fix this if you copy the water00.nif from your morrowond-cd directly into the texture-folder, that solves the problem. Sorry, I really had forgotten this minor problem.
If anybody with enough skills could handle this, I would be thankful. Otherwise I should use another fountain mesh.

About the boat: I'll have a look at it.
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cutiecute
 
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Post » Mon May 07, 2012 1:00 am

Just a little quick note:

For those who are perhaps interested in a German version of MNC: Ebonheart, you can find it at scharesoft.de

http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=2202
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Tom
 
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Post » Mon May 07, 2012 7:54 am

I always try to expand most (if not all) of the towns, villages, etc. in my game whenever I play. I came across this one and as someone previously mentioned, Ebonheart seems like it was always overlooked. I haven't had a chance to explore a lot of it, but from what i've seen so far, this mod definitely adds a lot of life to Ebonheart. As I wandered into the surrounding village toward the castle, I noticed a few issues and i've taken screenshots of them:

http://i51.tinypic.com/qnvkat.jpg - Corner of building is above the surface
http://i52.tinypic.com/w0718x.jpg - Landscape tear.
http://i51.tinypic.com/2zegw0x.jpg - Same landscape tear beyond gate.

The only mod i'm using in the general area of Vivec/Ebonheart is the Vivec Outdoor Mall. On the other hand, the VOM seems to only be contained to just beyond the wooden bridge to the west of Seyda Neen, so I don't believe this could have changed the landscape. As far as the landscape tearing, i'm also not sure what could be causing that. For all I know, it could have just been a random issue when I loaded the game and simply reloading the game will solve the problem. Aside from these small issues (which could be my own fault), I like what i've seen so far and i'm looking forward to more of your expansions. It's good to see fresh ideas out there.
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mollypop
 
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Post » Sun May 06, 2012 11:09 pm

1st off I recommend you either use a different picture uploading site or view an image and copy the direct image, because for each picture 1st I get a pop up about Bill Clinton, after which new window opens when I close the pop up, and then I can see your picture :P

Also I'll reffer to this picture- http://www3.pic-upload.de/05.10.10/vujv723tq44w.jpg

I don't see a wall to the west of the picture but I see something goes to east. What is exactly the purpose of the wall? I'm asking cause that square shaped wall that guards 2 houses doesn't really make sense.
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neen
 
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Post » Mon May 07, 2012 8:17 am

[...] As I wandered into the surrounding village toward the castle, I noticed a few issues and i've taken screenshots of them:

http://i51.tinypic.com/qnvkat.jpg - Corner of building is above the surface
http://i52.tinypic.com/w0718x.jpg - Landscape tear.
http://i51.tinypic.com/2zegw0x.jpg - Same landscape tear beyond gate.
I'm not this mod's author, but as one of its beta-testers I grew interested and looked up those findings. When I'm loading MNC Ebonheart into the Construction Set, I can't reproduce any of them, so I really suspect either a mod conflict or a dirty savegame. Could you please post your active mod list, so we can try to find out what's conflicting here?
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michael danso
 
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Post » Mon May 07, 2012 12:28 am

I'm not this mod's author, but as one of its beta-testers I grew interested and looked up those findings. When I'm loading MNC Ebonheart into the Construction Set, I can't reproduce any of them, so I really suspect either a mod conflict or a dirty savegame. Could you please post your active mod list, so we can try to find out what's conflicting here?

Only mods that modify landscape height can create that kind of landscape tear.
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christelle047
 
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Post » Mon May 07, 2012 8:01 am

Only mods that modify landscape height can create that kind of landscape tear.

Yepp, I suspect he's using another mod altering the landscape in and around Ebonheart.. making it either smoother, higher or lower. I had this issue with Rebirth when I first merged my plugins, altering the same cells, bad idea :P
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Flash
 
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Post » Mon May 07, 2012 8:13 am

Well, I'm suspecting NoM (Food of the Gods restaurant)... let's wait for bryman1970 to post his mod-list to base our suspicions on.
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Sudah mati ini Keparat
 
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Post » Mon May 07, 2012 7:07 am

Here is my mod list as requested:

Spoiler
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Texture Fix 2.0.esm
_005_ Bloodmoon Landscape Overhaul 1.0.esm
_006_ abotWaterLife.esm
_007_ Morrowind Advanced.esm
_008_ Morrowind Patch 1.6.5 Beta (BTB Edit).esm
_009_ GDR_MasterFile.esm
_010_ Book Rotate.esm
_011_ H.E.L.L.U.V.A._Merchant_Containers.esm
_012_ MCA.esm
_013_ MW_Adv_PHW.esp
_014_ Better Bodies.esp
_015_ Nymeria's Monthly Respawn.esp
_016_ Nymeria's Faster Walk.esp
_017_ INDYBANK.ESP
_018_ The Neverhalls.esp
_019_ Passive_Healthy_Wildlife.esp
_020_ NoM_Creatures Loot PHW.esp
_021_ Real_wildlife_2b Complete.esp
_022_ sm_ForgottenHalls.esp
_023_ A_flock_of_seagulls.esp
_024_ New Argonian Bodies - Mature.esp
_025_ New Khajiit Bodies - Mature.esp
_026_ Syc_HerbalismforPurists_BM.esp
_027_ Syc_HerbalismforPurists_TB.esp
_028_ Syc_HerbalismforPurists (Pearl Bug Edit).esp
_029_ EcoAdjCrime (Tresspass Edit).esp
_030_ EcoAdjMerchantSkills (Disposition Edit).esp
_031_ BTB - Alchemy.esp
_032_ Vality's Bitter Coast Addon (Texture Fix Edit).esp
_033_ BTB - Character.esp
_034_ Westly's Master Headpack X.esp
_035_ BTB - Equipment.esp
_036_ BTB - Spells.esp
_037_ Service Requirements (BTB Edit).esp
_038_ Talrivian's State-Based HP Mod v.2.2.esp
_039_ MW_Adv_Required (BTB Edit).esp
_040_ H.E.L.L.U.V.A. Complete Weapons.esp
_041_ DN-GDRv1_NOM (BTB Edit).esp
_042_ Balmora Council Club.esp
_043_ Siege at Firemoth.esp
_044_ Quieter_UI_Sounds.esp
_045_ ASE Complete (BTB Edit).esp
_046_ Vivec Outdoor Mall_v2.esp
_047_ Illuminated Windows v1.2.esp
_048_ BTB - Settings.esp
_049_ Protective Guards.esp
_050_ Dura gra-Bol's House Extended.ESP
_051_ Starfires NPC Additions ver-1.11.esp
_052_ Area Effect Projectiles (PAR Edit).esp
_053_ JAC_Jasmine.esp
_054_ Pursuit Enhanced.esp
_055_ Book Rotate - Tribunal v5.3.esp
_056_ Book Jackets - Morrowind - BookRotate.esp
_057_ Book Jackets - Tribunal - BookRotate.esp
_058_ Book Rotate - Bloodmoon v5.3.esp
_059_ Illuminated Windows for Indy Bank.esp
_060_ New Gnaar Mok.ESP
_061_ Book Jackets - Bloodmoon - BookRotate.esp
_062_ Better Music System (BTB Edit).esp
_063_ WeatheredSigns.esp
_064_ Hold it - replacer.esp
_065_ Hold it - SF npc addon.esp
_066_ H.E.L.L.U.V.A. Handy Holdables.esp
_067_ ProperLadies_1.1_HoldItCompat.esp
_068_ W_Balmora Candle Shop IV.esp
_069_ Mir_Vistas_SN.ESP
_070_ Hold it - MCA addon.esp
_071_ mel_teleportPlugin_1_3.esp
_072_ MCA Names 6.1.ESP
_073_ New Better Caldera (Trancemaster Edit).esp
_074_ Clean Atmospheric Balmora.ESP
_075_ Improved_No_Glow_v1-MW_Trib_Blood.esp
_076_ MNC_Ald-ruhn_ v1.1_EV.esp
_077_ DN_1st_Person_Helm1.1.esp
_078_ MNC_Ebonheart_v1.0_EV.esp
_079_ Better Clothes Complete (BTB Edit).esp
_080_ DM_DB Armor Replacer-ExpDDBA (BTB Edit).esp
*083* Water Level Fix - Full.esp
_081_ NOM 3.0.esp
_082_ Hold it - NoM addon.ESP
_084_ Mashed Lists.esp

Perhaps the NoM area with the fountain, statue and food shop is causing the landscape near the building to be altered. As for the tears in the land, i'm not sure what could be causing that.
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Krista Belle Davis
 
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Post » Sun May 06, 2012 8:38 pm

Yes, that's probably the source of trouble here. When you display the Cell borders (keyboard short command "b") in the CS, you'll notice that all your landscape tears are located in the two Cells adjacent to the Food of the Gods restaurant. I'll quote from MNC Ebonheart's readme file:
Necessities of Morrowind v2 by Nymeria and Taddeus
If MNC: Ebonheart is loaded after NoM, the pool of NoM will disappear, but
everything else will be okay. If NoM is loaded last there will be massive
land conflicts with MNC: Ebonheart. If you still want to use both I recom-
mend to load MNC: Ebonheart after NoM.
The same is true for NoM v3: if MNC Ebonheart is dated after NoM, all should be well.
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Kellymarie Heppell
 
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Post » Mon May 07, 2012 1:06 am

Well, nice to see my mod is still be discussed. In one way or the other. ;)

@chaka zg: My intention for this was something like a small frontcourt with some lesser "official" buildings being guarded in this one. The rest of the town north and south of the fortress is outside the walls.

Concerning the landscape conflicht: bhl already explained everything to it. if you had read my readme carefully, you should have noticed the mod conflict with NoM by yourself, bryman.
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Kanaoka
 
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