[RELz, WIPz] Mesogea Total Conversion- Thread V

Post » Fri May 27, 2011 4:54 am

Hey, I do voice acting. You need me to record something for you? Also, I have some free time and I really like this. If you can point me towards some decent tutorials, I can maybe help you out with cs stuff.
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James Baldwin
 
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Post » Fri May 27, 2011 2:25 am

What kind of stuff do you want to do? The tutorials are all dependant upon the kind of work, NPC, statics, landscaping etc. Give me an idea of what you would like to get involved in and I can help.

Agaria intro movie
http://www.youtube.com/watch?v=OdPgXP2xNJQ
Agaria Walk through.
http://www.youtube.com/watch?v=T25MQJz45w8
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Darlene Delk
 
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Post » Fri May 27, 2011 10:26 am

Is it feasible to load hiboriamain.esm in the cs with oblivion? Every time I try my cs freezes up at the Idea of loading that much. Any tips?
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Yama Pi
 
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Post » Fri May 27, 2011 4:25 pm

Yes, just wait for it to load. The mod is big, so what I do is load up the CS.
hiboriamain.esm
oblivion.esm
shvering isles esm

then go and have a cup of coffee, some breakfast, then go back to the computer

Takes about 10 minutes on my rig (AMD dual 6600, 4gb Vista64) so no fantastic rig.

It just takes time thats all.
When loaded it will throw up an error about some bad forms that cant be removed. Ignore that, just click to continue as the bad forms relate to some land portions and nothing else. They have no effect on the cs or game.

I always load up the cs then mod on and off through the day, then close it down.
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BRAD MONTGOMERY
 
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Post » Fri May 27, 2011 2:55 am

Did it load up ok?
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Claire Lynham
 
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Post » Fri May 27, 2011 7:57 am

Hey, I do voice acting. You need me to record something for you? Also, I have some free time and I really like this. If you can point me towards some decent tutorials, I can maybe help you out with cs stuff.


Contact me, we can take a look at what needs to be done.
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Judy Lynch
 
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Post » Fri May 27, 2011 3:30 am

It did, thanks for the help. Great landscape to wander around. Although, I've noticed that along some of the sandy river/lakebeds the land is flickering between water and sand. It might just be me, just a heads up.
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Mel E
 
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Post » Fri May 27, 2011 6:47 am

Some of the coastline is in need of a smooth out, as it was auto generated in many places, not manually done.

There was no point going back and smoothing, working over every square foot as, as portions of the land are claimed people will work on them anyway and changes will be changed.

Glad youre enjoying it.

I have to be entirely honest, as time goes on and really either people promise help then fail to deliver, or just plain dont bother, I can spend less and less time on the mod. I will keep plugging away at it and will never give up on it but so far as the public side of it goes, releasing updates and doing forum posts etc, I'll probably just pack that side in and go on for my own benefit.

I will probably make the odd release of it with updates on and off, but it just becomes a pointless exercise displaying progress.

For now, work goes on.
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jessica Villacis
 
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Post » Fri May 27, 2011 2:03 pm

Shame, but would you please post your updates as plugins on the mesogea boards? Just so the more devout fans can keep getting the updates.
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jess hughes
 
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Post » Fri May 27, 2011 4:37 am

Yes, I will definately post the updates there.
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cutiecute
 
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Post » Fri May 27, 2011 4:43 am

Ok, thought about things overnight. The board will close anyway if no one uses it, part of the freeforum rules. When an occasional update is made I will likely post it here. If the freeforum is still running I will use that.

Ive decided that I wont do anything more for a while. The mod has been released with tonnes of content and there is nothing stopping anyone from doing work on it. Up to now all I have had is two plugins and some voice files. I am immensely grateful for that work but doing the whole Mesogea mod on my own in the hope it will ever reach playable quality is just plain fantasy.

So it ends here. As I said, I will do more work when I feel like it, but with no external impetus or assistance it wont be anywhere near as often as it was.

Once again. Thanks to those who provided tangible help.
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Eileen Müller
 
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Post » Fri May 27, 2011 9:21 am

Some members continue to work on this and I keep doing a little now and again. Eventually I will be able to put more effort into it.

If anyone is interested then the mod still lives.
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Kortknee Bell
 
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Post » Fri May 27, 2011 1:20 am

I'll be home early July, and I'll start working on the mod.
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Lori Joe
 
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Post » Fri May 27, 2011 3:49 pm

Still working on this but have a busy summer ahead, an essay to do, lots of study, revision, then a new course starting in Sept plus of course, family, full time job....
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Casey
 
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Post » Fri May 27, 2011 6:18 am

Whoops responded to the last thread, didn't see you had started a new one... but it wasn't closed :P

Anyways, Hi! Like the looks of the mod
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Sara Lee
 
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Post » Fri May 27, 2011 10:03 am

This is just excellent.

`Senten
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Joe Bonney
 
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Post » Fri May 27, 2011 2:46 am

Well I read the entire last two threads, I didn't see that work has kind of stopped on it... well, really really slowly. It's a shame not more people have tried to help out, or at least helped out in a tangible way. I posted over on the Mesogea boards, but it's not getting checked. I would really like to see this mod released at least in some part with a fully working city and quests to do. I don't know if it will ever be done in the scope of the entire 16x16 mod like it was supposed to be done... but maybe one day.

I think that if even a few people got together and really pushed for getting one city done, most likely Illusidium along with the Agaria, complete with quests to do, some caves and wilderness to explore around it, even if there is no new voice acting yet, that it would really stimulate some interest. Oblivion is a great engine to mod, and the idea of creating an entirely new world is amazing. It's entirely possible that more people might join if they are given the chance to actually play in the new living breathing world, not just running around endless terrain.

So that's my idea. I'm on board whenever thekarithian checks up again. I'm working on it right now, trying to get some stuff done that I think will help...
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Rachie Stout
 
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Post » Fri May 27, 2011 6:41 am

Development is very slow. Almost, but not quite at a standstill at the moment. I have been working on designing custom creatures so that I can add some unique fauna to the mod...but these things take time. :)

If it's any reassurance, people are still happily making Morrowind mods, and I suspect Oblivion will be around for just as long. There's still hope for some official Mesogea releases, so if you're really interested in seeing them in the not too, too distant future take up the torch and carry on. thekarithian will be back at it, for sure; and I'll be back once I've got something tangible to show for all my work. (At least a creature and hopefully a new tileset, too, that I've been poking away at.)
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Robert Devlin
 
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Post » Fri May 27, 2011 8:45 am

That sounds good Magician. I realize it's slow going, especially lately. But I also realize that maybe it just needs a jumpstart, so hopefully with me and maybe another new person, we can get it going again! I simply love the idea and the premise, ancient Greek/Rome world to roam around in, bigger area to explore, etc. I guess I'm on a modding high right now, I started working on an in-game world map today and I have it working now, just touching it up and adding the names of areas on the map, and dropping in a few map markers. I'll upload it to the working forum when I'm finished.

I'm waiting for thekarithian to show up again so I can get a base of where he is with some of the cities. Illusidum seems like it would be a good city to expand on and get finished as a first area to explore. I'm all ready to start getting my feet wet modding ;)

Edit: I just ran through Tebella for the first time (since I placed a marker there, haha). It looks great, but I think my next project for the mod might be to go through all the new textures and re-save them to be less shiny. With HDR it hurts the eyes.
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Chris Ellis
 
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Post » Fri May 27, 2011 3:11 am

:bowdown: :bowdown: :bowdown: :bowdown: :bowdown:
It's kind of like a Medieval realm, with a bit of desert and Snow. And and the toppings. Kinda Barbaric. With a :shocking: and :nuke: .

AMAZING. WONDERFUL. My dream (oops)
:drool:

Thank you, Thank you, Thank you!

Time to explore,
NoName101
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Siidney
 
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Post » Fri May 27, 2011 2:43 pm

It's rather bare right now, as in lot's of terrain but no monsters and no NPC's yet in this release. But the towns are enough for the download just to check out.
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Leah
 
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Post » Fri May 27, 2011 5:18 pm

Still here, still plugging away, not as often as i would like but studying and work consume almost all of my time. I still do stuff when I get a chance. Working on another district for Illusidum at present.

Glad to see people are still onboard. Certainly happy to put in more effort if the help is there,.
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Carlitos Avila
 
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Post » Fri May 27, 2011 4:17 am

Actually if someone fancies a tiny project, something just a few minutes to do, an invisible large door is needed to enable a fairly smooth passage from one city district to the other. Something about the size of one of the city gates would be perfect as it can be slotted between towers or in a city gate with a dog leg of wall beyond. The character goes through the invisible door by clicking as usual to pass into the next city district, appears at the other side of the gate (other world space) can look back into the alleyway or dog leg of wall they have come out of and can walk straight into the next city district. Its as seamless a way of simply going from one city district to the next without the obvious gates.

Any takers? Just a few mins work. I cant get mine to be invisible in the game, though it is in the CS using alpha masking.
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Mashystar
 
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Post » Fri May 27, 2011 7:59 am

If you're able to send me the .esp of the area you are trying to do that in, I can take a look at it for you.

Edit: BTW the World Map is about finished, I just have to make it look more like a map, add some Photoshop work, and I'll upload it somewhere for you guys to check out. I added for the moment map markers for Illusidum, Ventara, and Telledum so now I can go check out all 3 cities without alt+tabbing and looking for the coordinates.
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Nathan Maughan
 
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Post » Fri May 27, 2011 8:32 am

The character goes through the invisible door by clicking as usual to pass into the next city district,


Just an idea, you can actualy attatch a script to the invisible door which makes the player automatically travel through without even needing to click.
Even more immersive :thumbsup:
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Danii Brown
 
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