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

Post » Tue Feb 01, 2011 1:19 pm

WHAT IS MESOGEA.

Mesogea is a fictional period of Earth History based upon a fantasy pre-history of the forefathers of the ancient civilisatins. A vast world of deserts, arid scrubland, wastes, dense forests, mountains, bitter snow fields and volcanic islands. To see it is to believe it.

Thread II: http://www.gamesas.com/bgsforums/index.ph...60&start=60
Thread III: http://www.gamesas.com/bgsforums/index.ph...0171&st=180
Thread IV: Thread IV Closed after HD failure. Oops.
Thread V Well here you are.....

MEDIA

http://www.youtube.com/user/Valisarius#p/a/u/0/oeRISyaoHDA

http://www.youtube.com/user/Valisarius

LATEST UPDATE (updated frequently. 3rd April 2010)

The Agaria world-space is finished. 44 NPC's at current count. Approx 20 interiors. Several interiors not done as they are for other modders to do as they wish with. I am now working on the port area which is another separate world space.

MESOGEA LINKS

Forum: http://mesogea.freeforums.org/index.php?sid=9b6d07bff65c732c3674a5538efc0238

Downloads (Two files needed: 1) Landmass and 2) Mesh/Texture pack-including distant land.

http://www.fileplanet.com/search.aspx?searchtype=2&q=mesogea
Megaupload (preparing)
Dedicated (preparing)


After a rather annoying and somewhat catastrophic HD failure, a lot of work was lost, including videos and so forth. With my teddy truly out of the pram, I pulled the content and threw it away in annoyance. Luckily most of the texture, mesh and all of the land mass content was preserved elsewhere (though my computer is beginning to steam with blender running many hours a day.) I am gradually building up the mesh content again. If you want to help then Blender can be obtained here in a fantastic all in one pack with everything needed in it to get a mesh from Blender into Oblivion. (http://www.tesnexus.com/downloads/file.php?id=12248).


FAQ


What stage is the mod at?

Landmass: Complete
Regions: Complete
Meshes: Hundreds of unique meshes, more added frequently. I am seriously suffering from Blender burn.
Quests: In preparation. We need quest makers.

How big is this mod then?

It is as large as the Construction set will comfortably allow. Tamriel covers about 3x3 quads, a quad being 32 cells square.
Mesogea is a massive 16x16 cells, some of which is ocean, but the landmass is litereally far beyond what can be seen and
by fast horse would take a week or two to cover, whereas you can probably cross Tamriel in less than three days.

Are there any quests yet?

The main locations for the primary quests are being populated now with NPC's. We are recruiting.

What is new about this? Isnt it just a bigger version of Oblivion?

The mod uses the Oblivion engine and plenty of content however as the planet this is set on is our own Earth thousands of years ago (albeit in a fictional era, much the same as the Lord of the Rings) there is no room for lizardmen and catpeople. Some Oblivion creatures do not fit into the mod so they are left out. However a huge number of beasts that could not sensibly be in Oblivion will be found in Mesogea. Sabre tooth cats, Mammoth, Elephants, ancient predators and herd beasts, fantasy Greek, Roman, Persian and Egyptian beasts can also make an appearance.

What is the storyline?

The mod is set in Mesogea at a crucial time in history. The Ice is retreating though still present in the north. Volcanic activity
is rife in some regions and man is master of the land, or so he believes. Before the Age of Ice, men were not the dominant species upon the Earth. The Vandur, the fathers of men, who bred men as slaves, controlled the world. Their nations were powerful and widespread, then came the Great Ice. The Vandur were devastated by their own wars and rivalries, some men escaped their power and began to develop civilisation outside of the sphere of Vanduric influence. Those civilisations are now many and powerful, tribes scattered throughout the warmer climates, Empires and Kingdoms who remember nothing of the Vandur but what legend tells them. The Ice withdraws and the Vandur begin to awake, slowly drawing their plans to enslave mankind again. Tribes arm and war begins to threaten the world.

Can I do something in the Mod? Can I mod Mesogea?

Yes, definately. We are constantly recruiting. The more people that help, the faster the mod will be produced and the more it can be tailored to the tastes of the many.

WHAT DO WE NEED FROM YOU?

1. Become part of the modding team. Visit the forum, stake a claim, make some models, make cities, villages, animals, NPC's, clothing, weapons etc.

2. Support the mod by contributing to the thread.

3. No modelling experience? No problem at all. Blender is free and contains everything you need to make meshes, that is buildings, armour, weapons and so on. I am no expert at Blender though over the years I've got through the rough stuff and my modelling is a bit quicker and cleaner. Get past the daunting interface and your a go!

CREDITS

This is an enormous work and various items have been scrounged from around Nexus and other sites over the years.

I have kept a list of credits as best I could but if you come across something in the mod that is not credited here, contact me with details and I will add it to the list.

RabbitFly - Mythology armour and weapons
Fox - Greek Hero Armors and Weapons
Iliana - numerous animals, creatures and all manner of content.
Darkness Eternal - loads of buildings and other content. From the DUNE mod.
Prometheus - desert content - also DUNE.
Truant - the guy just keeps on working and working on Mesogea. Many thanks T.
Meo - settlement resources.
Armour of Hades - übersetzer: Wozee (Wozee@Renegade-Arts.de)
Mr Siika for numerous articles, creatures, items etc.
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:)Colleenn
 
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Post » Tue Feb 01, 2011 10:11 pm

Sounds very cool :D Is there anything beyond meshes/textures that can be done? I'm pants at that, and I'm hesitant to commit to anything big, but if there is anything I can contribute, I'm willing to :D
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Rhi Edwards
 
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Post » Tue Feb 01, 2011 7:18 pm

Quick and dirty update:

The Agaria, if some of you remember it, the mucky little working class slum in Illusidum, unfortunately went with my HD content. So I am back into the Agaria. Consider it a bigger, better, leaner, meaner Agaria with more exciting, interesting characters that will make your real life more exciting and make you better in business (if you believe that last bit then you'll believe anything.)

Anyway, I am in the process of doing a basic forum so the Mesogea makers out there can combine efforts and chat.

I made the daft mistake before of making every mesh singular, that is house interiors were just exact copies of the exterior, in one solid mesh. This is fine but doesnt allow for walls to be moved about. Ive decided to make stuff modular. The existing models are all remaining where they are, but I am knocking together some modular stuff such as independent walls, floors, pillars, blocks, beams, ceilings, stairs and so forth that can be slotted together in interiors to build more diverse houses. Blender uses a fantastic layers tool that allows large meshes to be imported, then split off and shifted to other layers where they can be manipulated alone and saved to nif format for Oblivion importing. This means that I can take a whole house interior, split off the walls, then save them as individual meshes that house designers can put together as they fancy.

Anyway, back to work.
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Isaac Saetern
 
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Post » Wed Feb 02, 2011 12:59 am

Just a quick note, we also need NPCS. And also probably custom spells, but we can use the default spells in the meantime so they're not essential.
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Leanne Molloy
 
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Post » Tue Feb 01, 2011 5:52 pm

Malko,

There are lots of things that can be done.

Landscaping
Race making
Character design
Plot making
Construction set work such as doing dungeon and cave interiors as the basic caves and dungeon stuff is perfect for mesogea anyway.
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Steven Nicholson
 
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Post » Tue Feb 01, 2011 6:17 pm

Well, I'm new at making dungeons, but I'll put together a small one and then contact you to see if/where it fits in the world, and if I should bother doing more things.

Edit: Plot making? Meaning quests and the stories behind them, right? Or lore/history? I can probably write up a few smallish stories that can be turned into quests. I never tried making a quest, though.
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ruCkii
 
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Post » Tue Feb 01, 2011 9:31 pm

Hey glad to you are up and going.

I asked this before and I'm not sure you saw it. This seems like a serious issue and I'm not sure if it was resolved.

When I last had this installed I was unable to open it with tes4edit. The consequences of this being that any mod created that has the mesogea esm as a master will not be able to load either and will therefore be uncleanable (automated by edit anyway) or examinable.

I recall Arthmoor got a hold of the files to look at this and that was right about the time you dropped out for a while.

So has this been addressed?
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Jonathan Montero
 
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Post » Tue Feb 01, 2011 2:34 pm

@Psymon: The master file is just plain huge. In a 32bit system you're going to be up against the memory ceiling in a hurry. It may be possible to load it into tes4edit on a 64bit system using the LAA flag but otherwise it's not addressable.
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Jeffrey Lawson
 
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Post » Tue Feb 01, 2011 9:24 am

Well, like I said in my other post, I'm coming back on the project as well.

Anyway, did you want me to send you my Doraean plugin so you can take a look at them? I just want to make sure that they look ok to you. Besides, I can't really mod until the weekend, when I can download that enormous master file.

Kroot
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Alister Scott
 
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Post » Tue Feb 01, 2011 9:40 am

Kroot, yes please, send what you can.
Psymon, its a difficulty but hopefully not insurmountable. Any merging and so forth can be done on 64 bit systems.

Can you go into a bit more detail of what issues this will cause for the mod? I'm a bit lost to be honest. I can mod everything in the CS and TES4LOD can do the distant stuff, TES4Gecko can edit, merge and so forth. Is there something I have overlooked. The mod seems to work really well so far.
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JERMAINE VIDAURRI
 
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Post » Tue Feb 01, 2011 10:42 am

This had me thinking on Gor for half a second.... still I can't see any screeshot or download link anyway, I'm a graphic[censored], aftere all xD
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Steph
 
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Post » Tue Feb 01, 2011 4:07 pm

Try these:

http://www.fileplanet.com/197623/190000/fileinfo/Elder-Scrolls-IV:-Oblivion---Mesogea-Mod-%28Textures%29
http://www.fileplanet.com/197624/190000/fileinfo/Elder-Scrolls-IV:-Oblivion---Mesogea-Mod-%28Landmass%29
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Brandi Norton
 
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Post » Tue Feb 01, 2011 9:14 pm

thanks!
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ijohnnny
 
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Post » Tue Feb 01, 2011 1:03 pm

I'll keep up with this thread, glad to see it being worked on again. I really wish I had saved the work I had done on that little island with my Illusidum noble. I hope there is a bit more interest and volunteers this time around.
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jessica robson
 
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Post » Tue Feb 01, 2011 8:12 pm

I'm pleased to see that you decided to continue working on this. :) good luck.
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KU Fint
 
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Post » Tue Feb 01, 2011 12:59 pm

Well into the Agaria again now. Working at making it feel rich, vibrant, busy and all the things the vanilla game did not give, such as a feeling of a crowded, noisy, busy city. For some reason Blender seems to be working a lot quicker than it used to, maybe it was my bloated HD. Oh well.

I will post some pics soon and a movie. I will also get the forum underway too!
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Stephanie Kemp
 
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Post » Tue Feb 01, 2011 8:04 pm

@thekarithian: Do you still need to get the stuff I PM'd you a link for or can I remove the file from my server now?
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Samantha Pattison
 
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Post » Tue Feb 01, 2011 11:45 am

All downloaded, you can dump the link now, thanks, it was a huge help.
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Damned_Queen
 
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Post » Tue Feb 01, 2011 4:40 pm

Glad to see you're back in the game, Vali. I wish I had more time to help out, but I'm a pretty busy guy myself these days. I'll be keeping an eye on the thread. I can't wait to see some more progress.

truant
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brandon frier
 
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Post » Tue Feb 01, 2011 9:50 pm

Lots of progress being made, I have almost re-done the entire Agaria buildings, just adding clutter and have three NPC's doing their thing. Soon it will be like taking a stroll through the Subura in Rome. Video to follow soon.

Anyone want to get involved in this, please follow the link in my sig.
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Harry-James Payne
 
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Post » Tue Feb 01, 2011 10:32 pm

Hi Karithian-

Sorry I've been off in Fallout 3 and Morrowind lands so long I've actually neglected staying on top of anything here. But I ran a few small tests on my system. figured I'd owed you that since I brought the issue up.

This is a continuation of the discussion http://www.gamesas.com/bgsforums/index.php?showtopic=1065741 for those catching up. Posted here as the issue really is about Mesogea.esm.

So in trying to use telodgen I get this error:
[00:12] Loader: loading "hiboriamain.esm"...
[00:12] Loader: [hiboriamain.esm] Loading file
[00:12] Loader: [hiboriamain.esm] File loaded
[00:12] Loader: [hiboriamain.esm] Start processing
[00:12] Loader: [hiboriamain.esm] Adding master "Oblivion.esm"
[00:13] Loader: [hiboriamain.esm] Header processed. Expecting 3012937 records
[00:13] Loader: [hiboriamain.esm] GRUP Top "GLOB" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "FACT" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "SOUN" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "SCPT" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "LTEX" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "SPEL" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "ACTI" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "ARMO" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "CLOT" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "INGR" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "MISC" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "STAT" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "WEAP" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "NPC_" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "CREA" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "LVLC" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "WTHR" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "REGN" processed
[00:13] Loader: [hiboriamain.esm] GRUP Top "CELL" processed
[00:28] Loader: Fatal:
[00:28] Loader: finished
I then tried to open just the mesogea esm in tes4edit and it took about 10 minutes to open the program. My rig has 8 gigs of DDR2 ram with a quad core 2.66 on Vista (so it uses about 20% of ram off the top). That said I saw ram usage go as high as 80% ... so about 60% of 8 gigs to open the esm and keep it open (it used that much to keep the program/esm open continually).

I have a very full load order so I then tried to open Mesogea and the rest of the load order in tes4edit and ...
[00:48] Background Loader: [All Natural Base.esm] Building reference info.
[00:48] Background Loader: [Francesco's Leveled Creatures-Items Mod.esm] Building reference info.
[00:50] Background Loader: [Francesco's Optional New Items Add-On.esm] Building reference info.
[00:51] Background Loader: [Cobl Main.esm] Building reference info.
[00:51] Background Loader: [Oscuro's_Oblivion_Overhaul.esm] Building reference info.
[00:57] Background Loader: [Mart's Monster Mod.esm] Building reference info.
[00:59] Background Loader: [Enhanced Daedric Invasion.esm] Building reference info.
[01:00] Background Loader: [CyrodiilUpgradeResourcePack.esm] Building reference info.
[01:01] Background Loader: [TamrielTravellers.esm] Building reference info.
[01:01] Background Loader: [FCOM_Convergence.esm] Building reference info.
[01:02] Background Loader: [Armamentarium.esm] Building reference info.
[01:02] Background Loader: [Artifacts.esm] Building reference info.
[01:03] Background Loader: [Progress.esm] Building reference info.
[01:03] Background Loader: [MALO - MAIN.esm] Building reference info.
[01:03] Background Loader: [TamRes.esm] Building reference info.
[01:03] Background Loader: [hiboriamain.esm] Building reference info.
[04:10] Background Loader: Fatal:
[04:10] Background Loader: finished
... so crash. I then loaded my load order without mesogea and it seems to take up about 25% over normal Ram usage to keep that up and running, so with mesogea you would add at least another 30-40% and on my system (which as far as RAM goes is not really a slouch) that is too much.

Arthmoor mentioned in the other thread that if one has a Large Address Enabled exe that could load the file. I do have oblivion.exe with a 4 gb enabler, but I'm not sure if teslodgen or tes4edit rely on that exe, but none the less from my task manager those programs are already using over 4 gb.

The long and short of it. Yes I could load Mesogea.esm in tes4edit and so if another mod ever came along that was reliant on it I (or you) could load them and use the automatic cleaning of tes4edit. If that load order gets long with mesogea.esm then most likely the same crashing will happen.

As for teslodgen that is the most common distant view tool used today. I've never heard of tes4qlod, so if it really can be used to generate the appropriate distant objects like teslodgen then I would write a tutorial on how to do that - as most will not know. I've never even heard of the program until I'd heard of Mesogea. Maybe a link to the program and all that too.

So for anyone who does not have the memory resources that I have you are going to hear complaints.
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AnDres MeZa
 
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Post » Tue Feb 01, 2011 10:25 pm

http://projectmanager.f2s.com/morrowind/index.php

Manual is very helpful, but requires writing stuff in a command box or making a .bat file and executing it.
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Devin Sluis
 
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Post » Tue Feb 01, 2011 4:48 pm

http://projectmanager.f2s.com/morrowind/index.php

Manual is very helpful, but requires writing stuff in a command box or making a .bat file and executing it.


You also could use the version with a graphic interface: http://www.silgrad.com/wbb2/thread.php?postid=149421 4th post or so ...
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james reed
 
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Post » Tue Feb 01, 2011 9:19 am

Do you all use this program in place of teslodgen?

What then about using it then running teslodgen?

[edit] and really - sign up at yet another site?
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Destinyscharm
 
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Post » Tue Feb 01, 2011 11:58 am

Well now doesn't this project sound very ambitious!
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Kit Marsden
 
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