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

Post » Tue May 17, 2011 6:24 am

With this thread I want to couple and display my releases and WIPs concerning my project

Mercarryn's New Cities (MNC)

In a previous thread (http://www.gamesas.com/index.php?/topic/1057325-new-aldruhn-10/) there was quite an interest in my German Mod New Ald'ruhn translated into English. With big help from bhl this is finally done and so I can proudly announce the release of MNC:Ald'ruhn


MNC:Ald'ruhn

Here some excerpts from the readme:

*********************************************************************************                                                                              **                            The Elder Scrolls III                             **                                  MORROWIND                                   **                     Mercarryn's New Cities: Ald'ruhn  1.1                    **                                                                              **                               October 05, 2010                               *****************************************************************************************************************************************************************1.  Introduction********************************************************************************This plug-in is the English translation of my German Mod "New Ald'ruhn". Itextends the city of Ald'ruhn with several buildings and NPCs with their owndialogue.This mod is the first of an upcoming little series of city expansions. In orderto reflect that greater scale, I renamed this mod from "New Ald'ruhn" to "MNC:Ald'ruhn".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. Well, thereare two armor parts, but they aren't really that special. ;-)This mod has been thoroughly cleaned with tes3cmd, TESPCD, and Enchanted Editorby bhl.****************************************************************************************************************************************************************6.  Credits********************************************************************************Dongle for his meshes, textures, and icons for his quivers, canopy bed, and    water objects.    http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7060    http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3189    http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3354_aediin_ for his Marble&Gold resource.    also Psychodog Studios, Astarsis, The Better Heads team, Sabregirl, MYJ,    LadyE, Don Salus, Emma, Eternum, Rhedd and Allie, Snakebitten, Qarl...    as they are credited in the Marble&Gold readme    http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6380Morro zocko and WormforEnnio aka Sister for their initial beta tests for the    German version of my mod.Bhl for his incredible work with translating my mod for the English version of    Morrowind, his beta tests, suggestions, and corrections that led to the    actual version 1.1.The forum members of scharesoft.de whose interest let me know that my whole work    was not useless, at least not that useless at all ;-).And last but not least Bethesda for a game that even today can enthuse so many    people despite its age.If I have forgotten somebody, just let me know and I will update it.********************************************************************************



For those interested just follow the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8744. You will also find some screenshots for a first impression of MNC:Ald'ruhn.



As already explained MNC is so far a little series of city extensions by me. MNC:Ald'ruhn being the first, I am right now working on the second part called MNC:Ebonheart.


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

http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=2202

Screenshots from the CS:

http://www.pic-upload.de/view-6935476/MNC_Ebenherz_01.jpg.html
http://www.pic-upload.de/view-6935500/MNC_Ebenherz_03.jpg.html
http://www.pic-upload.de/view-6935515/MNC_Ebenherz_04.jpg.html (chamber of Vedam Dren)
http://www.pic-upload.de/view-7413442/MNC_Ebenherz_13.jpg.html

ingame-screens:

http://www.pic-upload.de/view-6968109/MNC_Ebenherz_08.jpg.html
http://www.pic-upload.de/view-6968215/MNC_Ebenherz_09.jpg.html
http://www.pic-upload.de/view-7300452/MNC_Ebenherz_10.jpg.html
http://www.pic-upload.de/view-7666661/MNC_Ebenherz_14.jpg.html
http://www.pic-upload.de/view-7666718/MNC_Ebenherz_15.jpg.html

Please note: In the screens you will see some replacer that I am using. These replacers are not included in any of my mods!

Okay, I am finished with this opening. Comments, questions and critics appreciated!
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Amy Cooper
 
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Post » Tue May 17, 2011 3:47 am

I really like a concept of expanding mods that makes the cities a little more lively, without straying too far from Bethesda's original vision. This mod definitely make a huge aesthetic improvements to the biggest Redoran city. It would be great if you could consider adding compatibility patches for popular mods. As far as I know almost everyone with English version of the game is using Unofficial Morrowind Patch, so the conflict with script added to Silt Strider Caravaner may discourage them from using this mod. Other mods like NOM, VR, MCA and Windows Glow are also very popular. It’s always safer to leave the original buildings unchanged and just add the new ones although I’m aware that it would be pain to expand this city with it’s original design. Good luck with you your next W.I.P and thanks for sharing this mod with us :)
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Etta Hargrave
 
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Post » Tue May 17, 2011 10:00 am

A good idea might be to try to coordinate with VURT so his landscape mods fit seamlessly with your city mods. If that can happen...INSTANT VISUALGASM

Oh yeah...forgot to mention, I linked your ald ruhn to my new landscape thread.
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Lucky Boy
 
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Post » Tue May 17, 2011 7:51 am

Ebonheart is one of those places SORELY lacking -anything- resembling character in Morrowind.

With all the mods out there turning places like Seyda Neen into a flourishing town, and Pelagiad into a full-blown city... it seems to me that Ebonheart is one of the most OVERLOOKED places in all of Morrowind.

It's because there's NOTHING of use there, except the Duke.

If he wasn't there... I would forget the city existed.


I hope your mod can bring some life and meaning to the place. Even if you don't pull a Pelagiad Expanded on us all and turn the place into a metropolis... at the very least some HOUSES and TAVERNS and INNS and SHOPS and all that good stuff should give me a reason to visit the place once in a while.
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Siobhan Thompson
 
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Post » Tue May 17, 2011 5:09 am

Thx for you comments and critics so far, guys.

@richardrocket009 : Well, i am already using vurt's ashland trees with MNC:Ald'ruhn and they fit nicely into my mod! The same also goes for his Ascadian Isle trees.
Or do you mean another landscape mod from him?

I will see if I can make MNC:Ald'ruhn compatible zu these popular mods, but it will take some time. Dammit, I really should have a look for the english MW GotY :whistling:

Furthermore I always try keep as best as possible the orignial feeling of the places, but it was very difficult with Ald'ruhn as there were so much unused space, it really screamed "USE ME" !
Now with Ebonheart this is much easier as I haven't altered much at the original castle ( that what I have altered will likely impress you ;) ), but placed many new buildings, walls etc around it.
Right now it gives me more of feeling of walking through a bigger version of Pelagiad, i.e. more housings and citizens walking alone. And my intention was to stress that Ebonheart is the drop-in-centre of the Empire on Vvardenfeel while for the natives of Morrowind it pictures a huge thorn in their side and a reminder of their occupation!
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Julie Ann
 
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Post » Tue May 17, 2011 1:22 am

Congratulations on this release, Mercarryn! It gives Ald'ruhn a much needed overhaul, and as far as I know, it's the first mod to do so. Also thanks again for entrusting me with porting it to Morrowind's English version. :)

It would be great if you could consider adding compatibility patches for popular mods. As far as I know almost everyone with English version of the game is using Unofficial Morrowind Patch, so the conflict with script added to Silt Strider Caravaner may discourage them from using this mod. Other mods like NOM, VR, MCA and Windows Glow are also very popular. It’s always safer to leave the original buildings unchanged and just add the new ones although I’m aware that it would be pain to expand this city with it’s original design.

That's quite a bit you're asking here. Making external patches is certainly possible, but I'd only consider it for those mods that are unlikely to be updated anymore (VR and Windows Glow). Otherwise, we'd run into problems when the other mod is updated. Also, please bear in mind that these would be esp-on-esp-patches which are a bit finicky: you couldn't make or edit them with the Construction Set alone, for example.
Before I attend to the conflicts in detail, I'd like to present the appurtenant part of MNC: Ald'ruhn's Readme file, so we all know what we're discussing about:
********************************************************************************4.  Compatibility********************************************************************************Any mod that that alter the Cells of Ald'ruhn and its surroundings might produceconflicts with MNC: Ald'ruhn.Here is a list of mods that are known to create lesser or greater conflicts withMNC: Ald'ruhn (thx to bhl for your list):Beyond Ysgramor by Miles Acraeus    This mod places a Teleport Marker (staked skull) under Clavius Vinerius'    House.Children of Morrowind by Emma    This mod adds a target board and a couple of children outside Ald'ruhn's    west wall, and it places a playground to the city's south eastern corner.    With MNC: Ald'ruhn active, the target board will float in the air above    Daynes Redothril's House while the children are standing under said house.    The playground will be buried by Ratena Dresertani's House.  Necessities of Morrowind v2 by Nymeria and Taddeus    This mods places a waterspout at the temple's original location. Since    MNC: Ald'ruhn moves the temple, that waterspout now blocks the door to    Arzul Vossamon's House.Night Time Doorlocks by Ldones    MNC: Ald'ruhn moves a couple of buildings, so some doors might appear double    or floating in the air.Nevena's Twin Lamps and Slave Hunters    Aurelia's House is placed in the middle between Clavius Vineius' House,    Vinara Kalinar's House, and Rheltion Manor. While Rheltion Manor remains    accessible, the others don't.Unofficial Morrowind Patch v1.6.3 by Thepal    This mod adds a script to the Silt Strider Caravaner that prevents him from    falling from his ramp by placing him back whenever he changes position.    MNC: Ald'ruhn alters his location, so he'll constantly fall down, be reposi-    tioned, fall down, be repositioned, fall down...    It looks like a strange flicker.Windows Glow by Max a.k.a. ~NOBODY~    This mod exchanges all windows with activators, including the temple, thus    making its shell appear at the old place.Vampire Realism by Jaxalot    The crypt will slightly overlap with an object from MNC: Ald'ruhn.Morrowind Comes Alive by Neoptolemus    Several conflicts because of some NPCs' location.

About possible solutions:
The UMP problem could probably be solved by saving an altered version of the script in MNC: Ald'ruhn, and resolving the VR conflict is actually very easy too as it is only a tiny visual conflict. The other conflicts can only be resolved by redesigning major parts of Ald'ruhn. Just like Mercarryn, those mods' authors looked for empty spaces in Ald'ruhn and put their new stuff in those locations. As a result, conflicts with large city overhauls are virtually unavoidable. If Mercarryn were to cater for all those mods, Ald'ruhn would probably look a bit arbitrarily laid out for players without those other mods. Redesigning Ald'ruhn in this way would be laborious but possible.
The worst conflict, however, is with Windows Glow as it needs the temple to be in its original position, and one of MNC: Ald'ruhn's major design elements is moving and extending the temple. The only possibility to restore compatibility would be an external patch (esp-to-esp). I can't comment on the latest MCA or NoM, as I haven't tried them out yet.
In any case: my opinion is not decisive here. Mercarryn's is. If he decides to tackle those issues, I'll gladly help to implement them in the English version of MNC: Ald'ruhn.
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Tasha Clifford
 
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Post » Tue May 17, 2011 4:20 am

Congratulations on this release, Mercarryn! It gives Ald'ruhn a much needed overhaul, and as far as I know, it's the first mod to do so. Also thanks again for entrusting me with porting it to Morrowind's English version. :)

Well, you're welcome.

I see, we are thinking in the same ways, bhl, because I already wondered if a similar script like in UMP could solve the conflicht with it. The same goes for the little conflict with Vampire Realism.

As I think more and more about these conflics, it will likely be that the conflict with Windows glow cannot be solved, although I know that Sister has done this for her game herself by deleting the altered temple in WG.
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Mizz.Jayy
 
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Post » Tue May 17, 2011 1:31 pm

I found several assorted homes with graphical glitches when you get close to the front door.
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Hayley O'Gara
 
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Post » Tue May 17, 2011 3:23 am

Can you tell me what houses these are, so it can be fixed?
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Caroline flitcroft
 
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Post » Tue May 17, 2011 6:46 am

I am trying to get into Codus Callonus's bookstore/shack, and there is no back wall when you look through the doorway...also, the door is inside the shack, and I can not even enter the shack. His place is right near the Skaal.

I will tell you when I come across other glitches I have seen.

Looking forward to Ebonheart.
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Marquis deVille
 
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Post » Tue May 17, 2011 2:49 pm

Okay, I have recognized the little glitch with the door. Sames goes for the homes of Nethan Odiros and Hunnot Dessivat.
Their doors are not in the correct place as it should be. Despite that you should be able to enter the shacks.
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alyssa ALYSSA
 
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Post » Tue May 17, 2011 10:19 am

I can't get into Callonus's shack.
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aisha jamil
 
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Post » Tue May 17, 2011 1:06 am

I don't know what's happening there as I have successfully tested all doors before sending the english version to Mercarryn. In fact, I have just checked again, and the doors are all functional in my game. I agree that the one to Codus Callonus' bookstore needs to be rotated to fully fit into its frame. The one to Hunnot Dessivat's House is a wee bit dislocated, but you have to squint and sort of tilt your head in order to notice. The door to Nethan Odiros' House looks completely fine to me.
Could you please post a screenshot of how it's looking in your game so that I can get an impression of what's wrong?
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Mari martnez Martinez
 
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Post » Tue May 17, 2011 3:19 am

I am going to try to see if another mod was causing this. I will play this alone, and report back later. Right now, I have a chemistry class to run to...
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anna ley
 
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Post » Tue May 17, 2011 8:06 am

Just wondering,richardrocket009, if you have found out, what has created your problem?

Besides that, I have a little problem with MNC:Ebonheart, considerung the new southern part of the harbor:

http://www.pic-upload.de/view-7413442/MNC_Ebenherz_13.jpg.html

As you can see, there is much empty space and I don't really know, with what to fill it. Well, I could place crates there, but I am not really fond ot that. Perhaps anyone of you has an idea for it?
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Alyna
 
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Post » Tue May 17, 2011 2:56 pm

What about some http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6454, like a http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/6454/1211052560_fullres.jpg?
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loste juliana
 
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Post » Tue May 17, 2011 2:58 pm

A crane? :drool:

Well, I think I have to write an e-mail to the wanderer concerning the usage of some of his work... :D

*EDIT*

Hmm, the wanderer has not left his e-mail adress in the readme of his dock side clutter-mod. Anyone know that?
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Zach Hunter
 
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Post » Tue May 17, 2011 7:40 am

Well he does grant permission directly in his readme:
NOTE: For modders only

Additional permission "IS" required if you wish to use any of
the content of this mod in any other game.
This includes, but is not limited to,
any other of "The Elder Scrolls" series.

Permission is granted however to use the contents in additional works
for “The Elder Scrolls III Morrowind” game as the community wishes.

Do whatever you want with it;
all I ask is that you mention me in your readme if it's mine
or the other modders responsible if it’s theirs.


An email to let me know would also be appreciated
but not conditional upon its use.


Thank You.
The Wanderer
(My italics)

I'm sure he's on these Forums but I'm not sure which of the many people with "wanderer" in their name he is.
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Rebecca Clare Smith
 
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Post » Tue May 17, 2011 12:52 am

I'm really interested in this mod, but I fear what conflicts will develop with Less Generic NPC - Ald-Ruhn and Pax Redoran. Has anyone tried this with the LGNPC mods?
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Cat
 
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Post » Tue May 17, 2011 10:41 am

Oh, also in Tamriel Rebuilt's "TR_Data.bsa" are a couple of other cranes:
meshes\tr\x\tr_ex_com_crane_01.nif
meshes\tr\x\tr_ex_com_crane_02.nif

You need to credit them if you use them.
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Curveballs On Phoenix
 
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Post » Tue May 17, 2011 11:38 am

I do not know Pax-Redoran, so I cannot tell you what conflicts will appear with this mod.
LGNPC Ald'ruhn should work AFAIK, because all it does is adding new topics to the existing npcs.
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Robert DeLarosa
 
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Post » Tue May 17, 2011 3:10 am

Just some new information on MNC:Ebonheart:

Actually I wanted to start with the dialogues, but instead I am still altering the exteriors, meaning that i have placed some little buildings on empty spaces where possible. Furthermore, I got permission from the Wanderer to use his crane from his dock site clutter mod. With this I have done the rest of the new harbor-part and the dry dock:

http://www.pic-upload.de/view-7666661/MNC_Ebenherz_14.jpg.html
http://www.pic-upload.de/view-7666718/MNC_Ebenherz_15.jpg.html

Right now I have stopped going on as I want some feedback from a friend who I gave the alpa-version of MNC:Ebonheart in order to solve any greater problems with compability issues.
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Eduardo Rosas
 
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Post » Tue May 17, 2011 9:46 am

I might be rude asking, but were did you get that "awning" from? Second pic :)

Looks good btw
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Jason Rice
 
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Post » Tue May 17, 2011 2:16 pm

He he, that's just two normal ex_common_awning_wood_01's that have been mirrored and put together and scaled to 2.0 in CS. So this is nothing special.^^ It was some hard work to get them on the right snap grid with a 64° angle,but just gives the roof a feeling of minor work ingame :laugh:
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Nicole Mark
 
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Post » Tue May 17, 2011 7:47 am

He he, that's just two normal ex_common_awning_wood_01's that have been mirrored and put together and scaled to 2.0 in CS. So this is nothing special.^^ It was some hard work to get them on the right snap grid with a 64° angle,but just gives the roof a feeling of minor work ingame :laugh:


Yeah now I see it clearly! Lol it does look like a single mesh.. thanks for pointing that out :D
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Ana Torrecilla Cabeza
 
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