[RELz, WIPz] Mesogea Total Conversion- Thread V

Post » Fri May 27, 2011 12:48 pm

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:


That's a decent idea. It's true, most times you are near a gate you want to go through it. Of course there are times when you are in the middle of a battle and you probably wouldn't want to get teleported somewhere else. That's scriptable as well though..... hmm....

Then of course, there are times when you are in battle and WANT to run away through the door, haha.
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Darren Chandler
 
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Post » Fri May 27, 2011 10:04 am

Using both would be good, the transition gates are set in places unlikely to be bumped into, down alleyways etc.

Really looking forward to an ingame map. A fantastic thing to have made!!!
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D IV
 
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Post » Fri May 27, 2011 2:05 am

Hopefully I'll have it finished by today. Where do you think I should upload it? It shouldn't be more than 4 or 5 mb. TESNexus? Or something like Megaupload?

And about the door idea, yeah I think both would work. Automatically going through would be more immersive, but with the script in place, you wouldn't go thru automatically if in combat. But if you still wanted to get through the door, you could still activate it. It would better show the franticness if you are trying to escape.
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Stefanny Cardona
 
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Post » Fri May 27, 2011 1:54 pm

World Map is now available for download. It should help your exploring. It's a rough first draft so expect it to be updated in the future and feel free to give any criticism, I'm looking to make it better.

http://www.tesnexus.com/downloads/file.php?id=26570
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Romy Welsch
 
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Post » Fri May 27, 2011 4:35 pm

Wow this looks pretty awesome. I'm really tempted to design a little wayward fishing village.. Ill have to see how the upcoming school year will be. The hbo rome series inspired me for thos type of mod too
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Amanda savory
 
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Post » Fri May 27, 2011 1:37 am

I've started building a trade town named Hazelgate. But looking forward to helping to put together some finishing touches on Illusidum or Ventara... and by finishing touches I mean more NPC's, quests to be built, interiors, etc.... heh.
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Danger Mouse
 
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Post » Fri May 27, 2011 4:45 am

Quick note to everyone that is using the world map. If you are modding as well and have created your own .esp file, you HAVE to make sure that the hiboriamap.esp loads AFTER all other .esp files related to Mesogea. At least that's how it worked for me, or else the original world map would load.
Hope this helps.
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Danel
 
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Post » Fri May 27, 2011 2:11 am

Has anyone working on this seen Mighty Joe Young's work on Egypt yet?

http://www.gamesas.com/bgsforums/index.php?showtopic=1005195&st=0

He has said he will release all his work as a resource as well, but we should ask him if he's interested in doing some work in Mesogea. He seems very talented.

In Mesogea there is a lot of desert area, but is there an Egyptian-type race?

Edit: I feel weird, 3 posts in a row..... oh well.
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Dalton Greynolds
 
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Post » Fri May 27, 2011 10:26 am

It would be nice to have MJY involved in this, those Alexandrian models are fantastic.

I am getting the next upload ready but need a couple of things, the fix for the transition door to make it invisible in game and a last trawl of Nexus etc to see if there is any third party content that can be merged in at this stage.
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ladyflames
 
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Post » Fri May 27, 2011 12:48 pm

I'll see if I can get some of the textures fixed up this weekend and send them over to you.
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Spaceman
 
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Post » Fri May 27, 2011 10:15 am

World Map is now available for download. It should help your exploring. It's a rough first draft so expect it to be updated in the future and feel free to give any criticism, I'm looking to make it better.

http://www.tesnexus.com/downloads/file.php?id=26570


To all players and modders of Mesogea. I need to add my thanks here for this excellent addition to Mesogea. Its not until the map is used that you realise how hard it was to enjoy Mesogea without it. I strongly advise people to download it and use it as soon as possible. Well done Citizen86.
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laila hassan
 
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Post » Fri May 27, 2011 3:04 am

Thanks karithian, just trying to breathe some life into an already amazing mod. Now let's get working! ;)
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Nicola
 
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Post » Fri May 27, 2011 1:08 am

Just and update: I've been going through the texture folder working on getting rid of the ultra-shine on many of the new exteriors. karithian and I are also in the works of updating the World Map so as to have more info available. Any thoughts or ideas for it are encouraged. Going to try and build some more interest for the TC soon as well, might make a post on some of the other computer game forums I frequent.

And in case you haven't seen, here's the world map at the moment.
http://www.tesnexus.com/downloads/images/26570-1-1250630638.jpg
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James Potter
 
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Post » Fri May 27, 2011 2:28 am

The world map is excellent, Citizen86, and a great addition. :tops:

Has anything been done on the custom races, yet? I'm thinking of taking a break from creature modding once I've released the Bolete and I've been toying with the idea of creating some races for Mesogea. I'm thinking about using the Head06 resource with merged teeth and mouth to free up a slot for beards and some tweaked skin textures. I'd also like to try my hand at creating a custom head mesh (*trembles at the thought*) for the Vandur, since I don't think a normal head mesh quite does them justice.

@thekarithian: Do you have any illustrations of the Vandur (even rough sketches) that will give me a better idea how you imagine them?
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Imy Davies
 
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Post » Fri May 27, 2011 4:31 am

Thanks Magician
I'm pretty sure nothings been done in a long while with the races, so that would definitely be a help. Especially the races where we have cities already placed, we start putting finished NPC's in them. So I think there are two Holorian cities and a Karithian city as well.

What's the Head06 resource?
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Killer McCracken
 
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Post » Fri May 27, 2011 4:34 am

I had a fantastic sketch done by a friend but cannot for the life of me find it anywhere.

I always envisaged them a sort of cross between Darth Maul and the Nazgul. Humanoid, corporeal so not ghosts, extremely tough:

http://images.elfwood.com/art/v/a/val1/sith.jpg

http://www.darthmaul.net/pictures_pics_images_photos/darth_maul_sith_lords_1.jpg

http://vince.koistorm.net/wp-content/gallery/character-designs/vampire_lord_concept.jpg

If you look at the Satan armour on TESNexus that I used for Vanduric armour in the mod it gives you a fair idea of their battle appearance. I considered them long before Riddike came on the scene but imagine their society as very much like the Necromongers, parisitic, destroying peoples and enslaving them for food and workforce rather than amalgamating them into Vanduric society.

So far as locations go, Illusidum is split into sections. The Agaria is populated but the interiors need more decoration than the functional bed, seats etc Ive given them, but all interiors are linked and NPCs come and go. Some NPC's need tweaking to sell and do other stuff.

The link door still needs to be made transparent. Once thats done I can put the mod together again into another upload so people can visit the Agaria of Illusidum and meet characters. No quests yet, unless we can do some basic ones soon. I can hold off the upload actually if some get done.

Actually just adding vultures and ravens as animated creatures too.Thanks to Mr siika
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Ludivine Dupuy
 
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Post » Fri May 27, 2011 3:47 am

They sound dark.... might be fun to have some battles with them :chaos:

BTW: Karithian, I left you a question on our forums in the chat. Illusidum please!
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Averielle Garcia
 
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Post » Fri May 27, 2011 4:28 am

All Ive done is invented a Holorian race in the CS as a copy of the Imperial so I wouldnt touch the Holorian race as it might cause problems merging esps etc. Go for anything else you fancy though, I havent touched the others.
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Rob Smith
 
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Post » Fri May 27, 2011 3:09 pm

So I guess if I do some work around Illusidum, I should make the NPC's Imperials.
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victoria gillis
 
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Post » Fri May 27, 2011 3:02 am

One idea. I haven't read all the lore yet, but from looking at the Mesogea intro again, the plan is to have attacking Vandur in the game? It's talked about how they awaken once again, I assume to enslave mankind. This could open up some pretty cool scenarios, like even if we only have one main city available in a few months, we could have a quest triggered where the city comes under attack and you have to help defend it. Or perhaps if you enlist in the Holorian Army, you are sent on a mission to take out a Vandur encampment that has been found near the city.

Just some thoughts of how to incorporate them. It would definitely be fun to face off against a Darth Maul looking bad guy :toughninja:
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Natalie J Webster
 
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Post » Fri May 27, 2011 8:29 am

All Ive done is invented a Holorian race in the CS as a copy of the Imperial so I wouldnt touch the Holorian race as it might cause problems merging esps etc. Go for anything else you fancy though, I havent touched the others.

As long as you've created a new race we should be able to change anything we like about the race at a later date. The race definition contains all of the links to skin textures, hair, eyes, head mesh, etc., that we need. Maybe we should start by just creating default races based off imperials and then change them later. Come to think of it, we can really use any race and then just change the NPC's race later. Everything else should stay the same. :wacko:

So I guess if I do some work around Illusidum, I should make the NPC's Imperials.

I was going to say 'no' but then realized it doesn't matter. (Viz above.)

One idea. I haven't read all the lore yet, but from looking at the Mesogea intro again, the plan is to have attacking Vandur in the game? It's talked about how they awaken once again, I assume to enslave mankind. This could open up some pretty cool scenarios, like even if we only have one main city available in a few months, we could have a quest triggered where the city comes under attack and you have to help defend it. Or perhaps if you enlist in the Holorian Army, you are sent on a mission to take out a Vandur encampment that has been found near the city.

There is a somewhat developed quest line at the forum already, but I can't remember what thread its in. The Vandur are master manipulators, and relatively rare, from what I understand. Think of them more like elder vampire lords or the Emperor in Star Wars. You wouldn't run into an army of them in the game, though there might be a few of them leading an army of their underlings. A single Vandur is sufficiently powerful and cunning enough to serve as an arch-villain in his or her own right. These guys are bad a$$.
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maya papps
 
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Post » Fri May 27, 2011 11:00 am

That should be interesting then. So I guess they will only appear basically at key times (and heavily scripted times most likely). That's cool though, as we can still make for some pretty interesting encounters.
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Reanan-Marie Olsen
 
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Post » Fri May 27, 2011 11:26 am

Agree with the above, the Vandur are rare but way beyond what some of the best players could cope with. Though of course at the very top echelons of character power we can have some Vanudur on human action.

Just trawling the web for some last minute kit. Sorted out the door, we do need some Karithian clothing now. It would be better to have clothes for some of the custom races in the game.
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Josh Dagreat
 
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Post » Fri May 27, 2011 3:10 am

I'm thinking, if one Vandur is too much for most humans to take on, then we are really going to have to figure out something that the player can do to combat one of these guys. And without breaking game balance.

I was thinking of either huge damage weapons or spells, but that would make anything else you fight one-shot kills.

I'm not sure if you can make weapons and spells affect a particular race only, or maybe we can re-write one of the elements to make it Vandur-only, so you would need specific weapons and spells to be able to do any damage to Vandur. But they would be specific to only doing a lot of damage to a Vandur.
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roxanna matoorah
 
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Post » Fri May 27, 2011 1:40 pm

Don't worry about that. Think about the Vandur as key antagonists driving the quest plots. Characters may encounter them at key points without being required to kill them early on, meeting and conversing with them without engaging them in combat--or trying to engage them only to find themselves swiftly and effectively rendered powerless or unconscious. The Vandur would likely allow their servants to dispatch the player in any case (encounters which can be appropriately scaled), hardly condescending to sully their hands with what must appear to them to be common vermin. Only later, after a player has acquired significant power in his or her own right might a Vandur condescend to do battle with them; perhaps after the player has eliminated all of the Vandur's other underlings. At this point, even a proud Vandur might feel compelled to handle the 'problem' themselves.

Of course, the player may also acquire the aid of others (Durya) or magical artifacts (one-shot wonders) that assist them in these ultimate battles.
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Marquis T
 
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