[RELz] [WIPz] Mesogea: Fantasy Ancient Earth Total Conversio

Post » Sun May 05, 2013 5:29 am

Bump. Also looking for anyone who can create or adapt any desert creatures, giant scorpions, sandworms, sandcrawlers and the like. Anyone?
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Krista Belle Davis
 
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Post » Sun May 05, 2013 5:23 am

The start of Corrus Deborium (Port Deboran) merchant and military port on the south coast of the Holorian Empire.
http://i992.photobucket.com/albums/af43/valisarius/portdeboran.jpg

Across the sea from Deboran is the Island of Etruscia. Not yet claimed and not yet landscaped, this island is quite large,
as can be seen by the heightmap here: http://i992.photobucket.com/albums/af43/valisarius/Mesogealandmass.jpg

Screenshots:

http://i992.photobucket.com/albums/af43/valisarius/Etruscia/ScreenShot44.jpg
http://i992.photobucket.com/albums/af43/valisarius/Etruscia/ScreenShot48.jpg
http://i992.photobucket.com/albums/af43/valisarius/Etruscia/ScreenShot47.jpg
http://i992.photobucket.com/albums/af43/valisarius/Etruscia/ScreenShot46.jpg
http://i992.photobucket.com/albums/af43/valisarius/Etruscia/ScreenShot45.jpg

So whats needed?

1. Someone to claim Etruscia island and make a volcanic, forested, interesting island via the region editor.
2. More claims to link to the ones already being made.
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WTW
 
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Post » Sun May 05, 2013 4:39 pm

All I can do to help you here is mentioning that there are scripts to move a ship along a predetermined path in the prototype of my The Evolving Society project.

Check the file "QQuix - The Evolving Society Engine Test Environment - Alpha v0_01" in my "http://www.tesnexus.com/downloads/file.php?id=20878".


You need to place a series of XMarkers along the path. The ship goes to each, one after another,
The placement of the markers may be a little tricky and you will need some trial and error to place them in such a way to get a smooth transition from one 'leg' of the path to the next.

The scripts move a set of meshes together as one, so cargo on deck will go along with the ship.

The scripts, as they are, will not allow the player to ride the ship freely on the deck, because the way the game handles the movement of most meshes: the visuals of the object moves, but their collision stays at the original spot. This way, the moving ship is like a hologram, there is no solid deck for the player to stand on.

May the scripts be of any help, feel free to use and/or adapt any part of the code as you see fit.
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Prisca Lacour
 
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Post » Sun May 05, 2013 2:20 pm

That sounds fantastic anyway, I appreciate the offer and yes, please do this if you can. Is it possible that when the ship is in port, whichever one that is to be, the player can go onboard as a passenger, then get off when the ship docks at its destination port. The ship would then sail regardless of the player who would have to get onboard before sailing.
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Emma
 
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Post » Sun May 05, 2013 12:41 pm

For this scenario, you don't need to move the ship along the route.

You just move the ship to the destination and script the interior door to not allow the player to get out before an adequate 'travel time' has passed.

The door script would, also, need to send the player to different destinations (wherever the ship is docked). You may use the OBSE function "SetDoorTeleport" to do this.
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Hot
 
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Post » Sun May 05, 2013 4:06 pm

Would it be possible to do the following:

Script ships to move in and out of port, perhaps between harbours. This would be at set times, and the ship would remain in dock for a limited period only. If the player joins the ship they will enter an interior where they can sleep out the journey or in an entirely interior space move about the inside of the ship. At set periods a message will appear interupting sleep or player activities when awake, to say the ship has arrived in port. The player then walks out through the ship door, onto the deck in the new port.

When the ship moves on, the player can actually see it pull out of port and fade into the distance.
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Emma-Jane Merrin
 
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Post » Sun May 05, 2013 7:55 am

Quite possible.
To move the ship use the scripts I linked earlier.
Create a quest to keep track of the schedule and, when it is time to leave port, either trigger the ship movement (if the player is not in) or move the ship to its destination and 'release' the player at the proper time.
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Isaac Saetern
 
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Post » Sun May 05, 2013 1:41 pm

Kia Ora

Have the main files been pulled,.. I can not get them to open a page at all never nind download then?
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Jynx Anthropic
 
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Post » Sun May 05, 2013 5:09 am

No, all downloads are still available. With very large files it sometimes takes a little while to start a download or even acknowledge one has been started. To download the main file my internet seems to ignore it for ages, then suddenly the message pops up to download. Bandwidth for my site is 43GB out of a total of 250GB per month, so definitely no problems there. Where are you trying to download from?
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Benji
 
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Post » Sun May 05, 2013 2:55 pm


New Zealand,.. for some reason it times out all the time,.. I don't have a cap or any limited bandwith,. well not for NZ lol full speed is spose to be what ever the net gives me


I got lucky tonight,..... no not that lucky lol

I managed to get both files to start,. looking forward to this ths, thank you for your effort
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Zoe Ratcliffe
 
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Post » Sun May 05, 2013 1:37 am

Hope all works out ok with the download. For those modding Mesogea, I have added in some links to existing models in a new .esm file. There is one new model, a desert well (retexture of a basic well) that is also added in. The new version is available here:

mesogea.org/mesogea_v_3_2.rar

Just replaced the hiboriamain.esm and allow the folders to be overwritten to drop the well into place. This will give six new interiors for desert buildings. I am in the process of replacing all of the downloads to incorporate this new version. For those tourists wandering about Mesogea, dont worry about this, you dont need it to wander about and explore.

Anyone modding Mesogea, you dont need it unless you are adding desert architecture. If so, then download the new file.

Kiwi_hawk, I didnt read your post until after I started the new uploads. Hopefully your download has already finished. If not then let me know.

If youre totally stuck I will put it all on disk and send it to you.
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Samantha Wood
 
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Post » Sun May 05, 2013 12:37 pm

Kia Ora

I'll try it again I got data errors on that try
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BRIANNA
 
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Post » Sun May 05, 2013 4:56 am

Ok, the master file is changed now at Mesogea.org and the Data files are also being updated now (0920 hours UK Time.) Should be completed by about 1300 hours. I will then move to update the other sites overnight. That will bring all of the downloads up to the latest version.

As I said, if anyone not modding Mesogea wont see any difference with the new uploads so you dont need to use them. Anyone modding Mesogea and using desert architecture will need them, anyone modding any other part, wont unless they choose to download.

To keep people updated on what is happening in the Mod, we have the following being worked on now:

A Holorian fort under barbarian siege.
A port town.
A port city.
Illusidum Capital.
One tomb interior.
A player home.
Load screens.
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Naughty not Nice
 
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Post » Sun May 05, 2013 8:34 am

Kia Ora

I got it down thank you,..

Jus a wee thought after running round for a bit and running through landscapes at times,.

Have you not done all the highmaps for the world at this point? my reason for asking is not to complain but to maybe make a wee point
that might help in the future,.. I have been modding with the Tamriel World space Project and I use a Summerset.esp as the highmap for
that Island,.. I esmify it to edit and do my building and espify it to test/playround in it,. I have at times forgotten to esmify and done a lot
of work only to find it's either there and the landscape is flat or the landscape is there and no building,.. my thought here is that if you make
highmaps after people have done work on an area the work they've done maybe disapair or landscapes will break. If you have thought of this
and everything is under control I'll just shut up lol, I just thought I voice this incase it wasn't thought of as yet. this thought only came about when
I run through some landscapes and fast traveled to a couple of places that disapaired as I run to them, please don't think I'm trying to be a wise guy
I'm not I'm after commuicating a thought just incase it's important,. or maybe I missed a file some where I have hiboriamain.esm and Hiboriamap.esp
loaded

Very very choice world by the way and I love your textures the floor tile and slate look awsome and so real as does the trall marks on the mud walls.

Great work so far and thanks for sharing
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Kayla Oatney
 
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Post » Sun May 05, 2013 7:26 am


Thanks for the pointers. The difficulty is the world size, an esp causes problems with the CS so it cant be run as an esp, also the landscape has to be attached to an esm that is directly next to the Oblivion.esm in the load order. The landscape is made using TES4QLOD and that has various settings. The highest setting provides more detailed terrain however this considerably increases file download size so up to this point to keep the download as manageable as possible, I put it on low or medium setting. Some of the heightmap stuff needs to be re-done after changes but working for the most of the time alone on this Ive had to put the majority of effort into getting the mod to a tourist/modder state rather than polishing things off. Remember that this is a work in progress and the polishing hasnt even begun yet. Even now I have had to make quick changes and update all the files online so that people wanting to mod Mesogea get the most up to date files possible.

As the mod progresses and work picks up faster and with a larger team I will be able to concentrate on tidying things up.

Your message has reminded me to take a tour myself now and again, to check bits that are missed etc.
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Cheville Thompson
 
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Post » Sun May 05, 2013 7:27 am

Hi all,

this is an absolutely mind boggling effort.

Keep up the good work!

Haldir
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Jessica White
 
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Post » Sun May 05, 2013 2:34 am


I'm greener than hemp when it comes to modding I think and I'm using what I have seen the Tamriel Worldspace guys are doing ( Ino idea if this would help you guys) and wonder if having the base data etc in the esm and had a highmap esp for each province with jus landscape, trees, rock and landscape data which would mean you'd have say two esm's and maybe 3 or 4 esp's to make the world up,.. those esp's would not be that big I don't think a? then the modder would just load the esm's, esmify the province esp and load that to make his mod. That mod has the esm's and province esp as dependences.

These could be merged at a later date when theyer complete or just loaded long with the base files buy the user, this way theres maybe a choice for the end user if one some mods in the same area as somebody else.
As I said I'm greener n hemp but I do understand this is a massive project and my aimd here is to throw ideas in the air dumb or not just incase theyer of help and save pain later,. I do know how much it hurts having to start over a and having a base set of highmaps stable would be a load off for you and modders as the landscape shape is not going to change much after that.

I'm thinking tha same as everybody this is mind boggling and totaly awsome and would love to see it progress in the best way possible,.. logic states it's better to talk early than to late,.. if a dumb wee idea works and helps it's all good if not no matter
What I'm saying is jut food for thought not in any way ment to be negitive, highmaps are a big job and not easy
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Scott
 
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Post » Sun May 05, 2013 6:33 am

Two new download locations: These are the updated files containing all of the new meshes and landmass items, version 3.2 adding severald desert interiors and new mesh.

http://www.megaupload.com/?d=L3KF9SXE

http://www.megaupload.com/?d=3F2NZK1R
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Julie Serebrekoff
 
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Post » Sun May 05, 2013 5:04 pm

I have just added a special feature entry asking for intrepid adventurers to enter Mesogea and take decent screenshots, close up of Flora and Fauna. I am building up the Wiki and need good close ups of Mesogean animals, plants and so forth. Any takers?
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Wayland Neace
 
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Post » Sun May 05, 2013 8:49 am


That would fall under my team's jurisdiction, no?
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Brian Newman
 
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Post » Sun May 05, 2013 1:46 pm

Darn. I had a pretty tough fight with a Timber Wolf the other day while I was scouting out a mountain pass for an approach to Astaroth, He looked pretty cool (A little different than the vanilla ones, huh?) I didn't get a pic, though. I know where to find one, I think, so if I see him again, I'll snap some pictures.

I'll at least post some concept pics for Astaroth soon, I think. Had a busy week, and had to do a complete OS reinstall and transfer of files due to a persistently botched Windows Vista update that was starting to cause some problems with my laptop, so not much progress on the port yet, but I've done a good bit of research and brainstorming on the area and had some pretty good ideas. Working on the layout of the city now, and it's coming together well. Got lots of landscaping to do on that area, though. I may need to change the river and the valley south of Astaroth, and make a little more sense of the topography there, but I'll post my ideas on the Mesogea site that way we can discuss and make sure it's not going to conflict with anything in progress or general lore, maps, etc.
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Jarrett Willis
 
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Post » Sun May 05, 2013 4:24 am



It would be great if your team could take that on, yes. Ive put your video and screens stuff under one forum and given you moderator status so you can organise things as you wish.

Elricwulf, do whatever you need in the Astaroth area, the area wasnt landscaped as I would have ultimatey liked it, so do whatever you need to get it up to scratch.
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CArlos BArrera
 
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Post » Sun May 05, 2013 9:55 am

Thanks, definitely got a working concept for the area, just need to translate that from my brain and paper sketches to the CS.

Well, having a great time landscaping the Astaroth area, and by great, I mean painful. The guys who designed the land editing tools in the CS had to have been Sado-Masochists. I thought there was a way to "paint" broad sweeps when land raising as opposed to dragging it up one mound at a time... maybe I'm just tripping or waxing wishful again. I swear I have to re-learn all the wonky CS controls and hotkeys every time I use this thing. It's a testament to the UL guys that they can come up with such nice looking regions using this CS.

Well, hopefully I'll have something nice to look at sometime before my mouse button expires.

(EDIT)
Okay, so now I'm using the Heightmap editor to mold (or paint) the landscape the way I want it to look and it's working out a little better. I wont hurt anything by modifying the heightmap around the Astaroth area, will I? I mean, if I change the land around Astaroth, and someone else changes it around Talath Lindon or Theme, you will be able to merge all the changes together, right?

I hope it wont conflict with anything doing it like this b/c I can get what I want to get done alot faster like this.

I'm still a bit new at this team-based large scale landmass thing, so please bear with me.

The post earlier about using separate esps for different regions sounds like it would be easier to work with in CS, if it could be done at this stage. I've read that large esps use more memory or something than esms, but might it not work better to be able to divide it up the way the "Sign of the Dragon" mod and other large scale mods do?

I'm not sure how the LotR mod is being done, but it might be worth a look to see how it is organized in that respect.

Anyway, it just takes a long time to load up the CS with all the land (like 10-15 mins), but whatever works best for the mod will be fine by me. It is a huge world, so if it's gotta be this way, I'll deal. The finished product should be worth it.
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Kate Norris
 
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Post » Sun May 05, 2013 12:48 am

I just dropped a reply in the forum. The heightmap editor is more pain than gain. Its fine for doing a whole landscape from scratch but beyond that I very soon learned never to touch it again. It leaves holes, mucks up things next to it and is utterly awful. I do everything now in the landscape editor. You can turn the edit speed up and down too so I set it on fast for sweeping changes, then lower the setting for intricate stuff.
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Adam Kriner
 
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Post » Sun May 05, 2013 10:06 am

It definitely svcks. I kept trying to get it to work by doing small edits, but every time I tried to save, it came up with errors in places I never touched and ended up putting stupid flat boxes of color in places. So that is right out. I'll just have to mold the land slowly b/c I had to delete the esp every time the heightmap editor corrupted it.

Is there any way to copy a cell (or multiple cells) of land from one esp to another? I see there is an export function, but what about import? TESFaith TESAnnwyn, maybe? I'm gonna see if I can find something b/c it will be better for me if I can have the whole design laid out and then make the little changes.

On that note, will TES4LODGen die if you try to generate stuff for this? I know you got the LOD somehow... maybe just generating it for my mod and then merging in someway would work. I just don't want stuff (like the city itself) popping up out of the blue when you get within 100 feet of it. Then you wouldn't be able to see the city from a distance. And the actual LOD land is a whole 'nother issue, since LODGen doesn't actually generate that. I noticed that when I tested in game, land and the island I had made didn't show up until I got close.
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Avril Louise
 
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