[RELz] [WIPz] Mesogea Thread V (Back to work then.)

Post » Tue Feb 01, 2011 9:10 pm

Well the plan is also to have ships actually moving along the waterways. I am praying for some scripter to come along and say, I'll do some unmanned ships moving in and out of port. Then of course there can be real ships, ones that the player can climb aboard, that will take the player from A to B.

In the meantime here's another video: http://www.youtube.com/watch?v=0HIu1ouqF7s

Claim thread for Talath Lindon: http://mesogea.spruz.com/forums/?page=t&fid=7C736848-B240-42B0-9485-73DE17ED9A6F

Talath Lindon Special Feature, history, pics, location etc: http://mesogea.spruz.com/pt/Talath-Lindon/blog.htm
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Cat Haines
 
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Post » Tue Feb 01, 2011 4:20 pm

Sounds like an awesome new world. I've installed everything. Now how do I get there?

Thaellar
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Krystal Wilson
 
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Post » Tue Feb 01, 2011 10:08 pm

As has been justifiably pointed out as a failing, I havent done a readme for this yet. Cant believe I was so thick!!! Anyway,

Start the game (best to use and install Oblivion mod manager as this makes it really easy to set the load order)

Anyway.

Start the game
Select the plugins and master files as follows:

Oblivion.esm
Hiboriamain.esm
Shiveringisles.esp
(if you want an ingame map then get it here; http://www.tesnexus.com/downloads/file.php?id=26570 but remember to set it LAST in the load order.)

Now set the game off to run, go to any location, anywhere, any save game etc.

press the ` key (usually above the Tab or two above caps lock)
type cow hiboria xx,yy

for instance

cow hiboria 0,0 (centre of Mesogea)
cow hiboria 86,59 (banks of River Viknoy and Lake Arrian)

and so forth. Hop about, see the world. Alternatively just run everywhere for a bit (take meals and drinks into your study and be prepared not to see the family for a few days)
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m Gardner
 
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Post » Tue Feb 01, 2011 5:14 pm

Well the plan is also to have ships actually moving along the waterways. I am praying for some scripter to come along and say, I'll do some unmanned ships moving in and out of port. Then of course there can be real ships, ones that the player can climb aboard, that will take the player from A to B.


Hasn't Side already figured out how to do that? I seem to remember something like that.
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Eduardo Rosas
 
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Post » Tue Feb 01, 2011 9:56 pm

Yes, that looks extremely promising for this mod. However I am rubbish at scripting. I can model the ships as required but beyond that nuffink! I'm hoping someone can strip that mod down to its resource basics with no refs for the Vanilla game then add it into Mesogea so we can sort the ships out.
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Michael Korkia
 
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Post » Tue Feb 01, 2011 2:53 pm

Hasn't Side already figured out how to do that? I seem to remember something like that.

Not sure if all the kinks have been worked out of that yet. Sounds like there are some performance concerns with having too many scripted ships moving around. It would be nice to at least have a couple of scripted ones traveling between certain areas that you could jump on (after paying a small fee) while they were taking on cargo/passengers.

I just thought of this: A stealthy character could stow away on board without paying, but there could be an NPC bosun mate or chief mate or something who would check your papers if you weren't hidden well enough and make you either pay or throw you overboard!
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Amy Melissa
 
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Post » Tue Feb 01, 2011 4:24 pm

One of the ideas I thought of was the Roman super galley. I recall that they built a kind of cruise ship, and a few were made for major lakes where grandeur and opulence were needed. ie http://www.pixelparadox.com/pic/images/Nemi_ship_color.jpg or this http://i5.photobucket.com/albums/y199/Comerus/NemiShips19.jpg

Anyway Archimedes designed it. It was eventually sold to the Egyptians I seem to recall.

So going out on deck one could emerge onto a private veranda, sit and watch Mesogea go by. Rivers then out onto the sea. Go inside (portal) into the cabin, out onto corridors, interiors and then out on deck.

An entire adventure on a ship.
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Sheeva
 
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Post » Tue Feb 01, 2011 9:47 pm

Quick update. Slight delay in uploading the latest version of the mod. I have added the pallisade work that was done for Mesogea, some new statues and some more pallisade stuff, plus working on a few new architecture items so that the required work can be done when people stake claims:

http://i992.photobucket.com/albums/af43/valisarius/sarachwall.jpg
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koumba
 
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Post » Tue Feb 01, 2011 6:01 pm

Still working on it today. A few new meshes added. I am working on the exterior of a fort that will be available to be claimed. So a few new claim sites with this next upload.
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Lauren Graves
 
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Post » Tue Feb 01, 2011 5:06 pm

First dungeon interior added. Just the basic building blocks. I have merged the following mods:

Cow1787 Pallisade set
amjyromanvilla Roman villa and statues (villa needs some work)
Alasdair's Nordic Tomb Resource

Ive done a very basic interior for one of the tombs on the Capranecurum (see http://mesogea.spruz.com/pt/Special-Feature-Capranecurum-The-Causeway-of-the-Glorious-Dead/blog.htm

http://www.youtube.com/watch?v=1hDKIf8XkrY
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Unstoppable Judge
 
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Post » Tue Feb 01, 2011 10:38 pm

Just added all of the claims locations and descriptions for the Capranecurum tombs: Simply visit the forum, choose a claim and start building a dungeon, tomb interior. Some are basic, some can be very lavish, all can have connecting content to deeper, darker caverns and who knows just how deep and far these caves in the mountains can delve and what beasts can be found.

Claims are open: You dont need to even have Mesogea loaded and running in the CS. Just create interiors with Vanilla Oblivion stuff and we can link it into the greater mod. How much easier can it be??

Go here: http://mesogea.spruz.com/forums/?page=t&fid=92852723-3AE0-4DA7-94C8-952D3C9A4868

I am also looking for suggestions for a deep, massive cave and subterannean complex, very much along the lines of Moria, or that kind of thing. Let your imagination run riot. Go to the forum, join up and lets get some ideas going.
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CRuzIta LUVz grlz
 
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Post » Tue Feb 01, 2011 1:19 pm

Just wanted to give you a little cheer and let you know some of us lurkers :ninja: are following this with great interest. What you've done so far is amazing, very good work. Alas I can only cheer you on, no modding skills whatsoever :brokencomputer: . Heck I'm lucky my computer lets me play it, lol. But seriously just wanted to let you know peeps are following this and looking forward to it.

As for an idea for an underground complex. Many years ago (too many actually) I read a book about some elves who had pissed off some god and had gotten cursed. They were cursed to never see the surface world again. Over time they had built an underground city, tunnels connecting everything, homes, gardens with all types of mushrooms and stuff that didn't need sunlight, you name it they had it. Problem was they had stopped reproducing because of this curse and were slowly dieing out. Thats where the main character came in, and tried to break the curse.

Now I don't know about the curse part, but just the thought of all those people rebuilding their lives underground always stirred my imagination. Not the big things, the little things..food, water clothes, tools for all that. Just the scope of their problems. Maybe in your mod the player could find such a city (or just parts of it) with tunnels and stuff. The quest would be to find out what happened, who were these people, why were they here? Diaries or journals scattered about could help, stuff like that.

I don't know if any of this fits into your world, but just an idea from something that caught my imagination long ago. Of course that's why we're all here to make or play some of the stuff our imaginations come up with :).

Anyway, good luck and I can't wait to see more of your world.

:foodndrink:
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Sam Parker
 
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Post » Tue Feb 01, 2011 9:25 am

Concept of an underground city is quite good actually. If I go back to the Vandur, there would be numerous underground cities in their homeland and those lands under their control, so why not several that have been forgotten, that are now being repopulated. Cool idea, definately has me thinking.

Now I just need people to start working on some huge underground stuff.
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Minako
 
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Post » Tue Feb 01, 2011 10:57 pm

we will do a Morrowind style, get a boat or caravan style fast travel, where the player can for a price cadge a lift from someone


If you're interested you could use the system from the http://www.tesnexus.com/downloads/file.php?id=31991 I recently made. It is designed to make travel to huge numbers of locations easy - all you have to do to add a new location is make a ticket, make a containter, and drop it in the world. It might save you some time.
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Marcus Jordan
 
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Post » Wed Feb 02, 2011 12:12 am

As for an idea for an underground complex. Many years ago (too many actually) I read a book about some elves who had pissed off some god and had gotten cursed. They were cursed to never see the surface world again. Over time they had built an underground city, tunnels connecting everything, homes, gardens with all types of mushrooms and stuff that didn't need sunlight, you name it they had it. Problem was they had stopped reproducing because of this curse and were slowly dieing out. Thats where the main character came in, and tried to break the curse.

Now I don't know about the curse part, but just the thought of all those people rebuilding their lives underground always stirred my imagination. Not the big things, the little things..food, water clothes, tools for all that. Just the scope of their problems. Maybe in your mod the player could find such a city (or just parts of it) with tunnels and stuff. The quest would be to find out what happened, who were these people, why were they here? Diaries or journals scattered about could help, stuff like that.

I don't know if any of this fits into your world, but just an idea from something that caught my imagination long ago. Of course that's why we're all here to make or play some of the stuff our imaginations come up with :).

Not sure if there are Elves in Mesogea... thekarithian could clarify that, but I like the idea of an underground "lost city" type place. Now you've got my imagination working... would try to see what I could come up with but alas I played a late show with my band and am hung over today. :( Brain... hurt... caffeine ineffective... must drink more water! :cryvaultboy:

Maybe if I feel a little better later I'll try to come up with something. If anyone has any good ideas and wants to start on it though, then by all means, go to it! :goodjob:
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Vickey Martinez
 
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Post » Wed Feb 02, 2011 1:09 am


Claims are open: You dont need to even have Mesogea loaded and running in the CS. Just create interiors with Vanilla Oblivion stuff and we can link it into the greater mod. How much easier can it be?

what tileset? the cathedra/crypt?
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Soraya Davy
 
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Post » Tue Feb 01, 2011 12:48 pm

Glad you like the underground city idea. Yeah in the book I read (wish I could remember the name of it, been way too long) it was elves but in Mesogea it could just as easily be humans or anything actually. Imagine huge natural caverns with interconnecting tunnels. A large roman cistern type thing in one area for fresh water, with an underground river or lake that feeds it. Terraces and homes built on multiple levels carved from the rock itself. Huge columns in the main area where shops and meeting areas are (think dwarf columns from Lord of the Rings). Whole rooms of different mushrooms and other edibles (including water plants) that thrive without sunlight. Areas where spiders and other things are kept to harvest thread for making clothes. Areas for construction and of course military wing. These were some of the descriptions of rooms that I remember, there were many more of course. Courtyards, magic area, etc.

Even if we find nothing but ruins, it would be worth it. Or maybe some groups just starting to build some of the structures. I was really disappointed in the Ayleid ruins because they were all the same. You never walked into a room and said, oh here's the sleeping quarters, or here's the military area, or anything like that. Just room after room of sameness. (Though beautiful I admit) I hope some of these descriptions gives you some ideas. Again, good luck and can't wait to see what you come up with.

:foodndrink:
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^~LIL B0NE5~^
 
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Post » Tue Feb 01, 2011 3:47 pm

what tileset? the cathedra/crypt?


For the Tombs, they should be a kind of valley of the kings type of thing. Corridors going deep, rooms, chambers, gaps in the wall leading into caverns opened by excavations. Flooded areas etc.

For tilesets, any of the Dungeon statics will be fine. Ayleid ruins are quite white and almost luminous and can be used but without any of the very specific Ayleid emblems as they are just too Oblivionesque. However in some cases these can be used so long as they are not overt and put together in such a way as to just look like another Ayleid ruin in another world.

Ruined fort, caves and so forth are perfect as they are quite slimy, green, damp looking etc. Ive not tried the cathedral crypt etc stuff but yes they could be used in some locations, though they might look just a bit too much like a cellar rather than an old extensive tomb along the lines of mountain excavations etc.

Elves in Mesogea? Not really, but something kind of similar.

The Sheahlin are an ancient people, one of the principal earliest men, bred initially as slaves to the Vandur (and providing food just as cattle do humans today). The Sheahlin survived the Mesogean ice age in the far north, a hardy people who now live on numerous islands that are constantly besieged by Vanduric forces. The Sheahlin are excellent sailors, longer lived than most men (300-400 years) and have a knowledge of the earth and skills that others might consider almost sorcery. They are accomplished soldiers, regimented, organised, disciplined and intelligent. The closest warriors of history to them would be the Spartans, though their politics and morals would be very different.

The Sheahlin were once more widespread than they are today, and it would be no surprise for them to have abandoned cities across Mesogea, many of them underground.
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DeeD
 
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Post » Tue Feb 01, 2011 9:04 pm

Work in progress, this explains the slight delay in the latest release. Now and again I come across some substantial piece of content that really needs to be in place for others to mod. I have decided my last addition will be the Vardensara Gate, an ancient entrance to Andebury, the plague land. Once in place it will be made to look slightly delapidated and overgrown but will have Skayan guards patrolling its battlements.

Anyway; Nifskope view: http://mesogea.spruz.com/member/?page=photos&p=A7EDA3B7-F0E8-43D9-86CE-5576CA91B0E6&cmd=full&id=F44C9CEE-8090-4F74-9B09-8B489B88E018
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Ross
 
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Post » Tue Feb 01, 2011 11:58 pm

I figure I'll bump your thread rather than send a PM, I hope that's ok. :whisper:

Have you got those scenic/atmospheric screens for me? If you're still putting them together, that's ok: there's no rush, I just wanted to remind you that I'm definitely still interested in shots I can use for ALS and give back to you (thus returning the favour).

Vac
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Ross
 
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Post » Tue Feb 01, 2011 11:29 am

Sounds good to me. I have a whole crop of them now so I'll winrar them up together and put them up as a download tomorrow. Just putting the finishing touches of another movie together and getting the mod ready to pack for a new download for the whole mod.
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Robyn Howlett
 
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Post » Tue Feb 01, 2011 12:15 pm

The latest video; The Vardensara gate. This area can be claimed by the way.

http://www.youtube.com/watch?v=8IayK_nOo3Q
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Bitter End
 
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Post » Tue Feb 01, 2011 1:15 pm

Youtube Channel added. http://www.youtube.com/user/Valisarius
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jaideep singh
 
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Post » Tue Feb 01, 2011 9:46 am

The entire heightmap from the Construction Set Heightmap editor here: http://mesogea.spruz.com/user/380826/members/A7EDA3B7-F0E8-43D9-86CE-5576CA91B0E6/big_20106241410485.jpg
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WTW
 
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Post » Tue Feb 01, 2011 10:09 pm

Quick update:

Distant Land meshes, textures and architecture now complete. Compiled for upload.

I have one quick plugin to make and merge to the master file connecting the Vardensara Gate exterior entrance to the interior thats made up using Mr Siikas absolutely fantastic Dwarven Architecture. The rest of the interior and its final destination exit will be for other modders to decide.

Locations now ready to visit:

Talath Lindon fortress
Illusidum several districts WIP with dozens of NPC's
The Causeway of the Exalted Dead (Capranecurum Tombs in the mountains with one interior part done - for claiming)
In Game map ready and useable
Vardensara Gate (WIP) to be claimed and worked on.
Tebella desert city to made transferred to interior world (I will do this later today)
Ventara now transferred to small world and ready for modding.
Byrgo Castle exterior, border wall and province gateway placed and distant visible.
Several villas exterior only and distant visible
Deeping Fir (Sarach village, houses placed, needs work and claiming)

There are a few other easter eggs dotted about but the world is HUGE.

The stuff I am working on now wont need another distant land render so upload should be very soon.

Latest vids, pics etc:

Youtube Channel added. http://www.youtube.com/user/Valisarius

The entire heightmap from the Construction Set Heightmap editor here: http://mesogea.spruz.com/user/380826/members/A7EDA3B7-F0E8-43D9-86CE-5576CA91B0E6/big_20106241410485.jpg

http://www.youtube.com/watch?v=8IayK_nOo3Q
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Brentleah Jeffs
 
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