[RELz, WIPz] Mesogea Total Conversion- Thread V

Post » Fri May 27, 2011 6:57 am

Yes on all counts. There will be an arena in all the major cities and competition between each Arena. Lesser settlements will have a theatre where you can watch plays and fights.

The Legions are called the Alscoria (approx 2,300 men divided into two Seneva of 1,000 men, subdivided into Mellin of 80-100 and an Almae of 300 cavalry.) Clearly there will be no major battles as Oblivion cant handle it but there will be plenty of military action and you can either be one of the barbarian peoples or a Holorian citizen.

Specific arena armour and weapons would be very good. You could have a field day on that alone, the outlandish for spectacle and the downright evil!!
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Kevin S
 
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Post » Fri May 27, 2011 1:08 pm

Yes on all counts. There will be an arena in all the major cities and competition between each Arena. Lesser settlements will have a theatre where you can watch plays and fights.

The Legions are called the Alscoria (approx 2,300 men divided into two Seneva of 1,000 men, subdivided into Mellin of 80-100 and an Almae of 300 cavalry.) Clearly there will be no major battles as Oblivion cant handle it but there will be plenty of military action and you can either be one of the barbarian peoples or a Holorian citizen.

Specific arena armour and weapons would be very good. You could have a field day on that alone, the outlandish for spectacle and the downright evil!!


sounds cool, im interested in giving that ago, whats your ideas for the arena? is it going to be like the romans where each gladiator fought in different styles and was equiped accordingly or are you making it like oblivion where you can do what you want?

Nath
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Richard
 
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Post » Fri May 27, 2011 3:22 am

The basis of the Arenas is:

Each city had its own performance theatre that developed into an all round seated arena where plays would be performed and occasional executions occurred. The executions became spectacle and eventually the law was made to accomodate the performance. Any offender could request trial by arena. He or she would live within the arena and were not permitted to abscond though after a time they could be trusted to go out into the city. When within the confines of the arena they were triable only by the Sandmasters and no other law was above them. They could of course be expelled into the hands of the authorities. However if they were found abroad in the city by anyone having a legal argument to settle that involved summary death then it was tough luck. Mind you, who would want to take on a bladesman?

Bladesmen were the professional fighters. One could volunteer or be compelled into the Arena for a crime. Those volunteering gave up five years and were paid well but under Arena law until their five years, or life, ended.

Swabs were the women who acted as surgeons and nurses. Often bladesmen had relationships with swabs though were not allowed to marry.

Sandmasters ran the arena.

Myrions were ex bladesmen or soldiers who were employed as guards. Only the best could become Myrions and the best Myrions hunted down bladesmen who ran.

There should really be a uniform use of weapons and armour, nothing quite so slip dress looking as Oblivion with the frilly sleeves, whats all that about then?

Greek, Roman, Egyptian, Persian style stuff would look very much in keeping with the appearance of the mod. I have the interior and exterior arena models all done and in mod. Scripting and doing an interior arena is beyond me.
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Juan Suarez
 
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Post » Fri May 27, 2011 11:13 am

well this is my first attempt at a helmet, i tried for a greek hoplite helmet.

im no texture artist so this is as good as it gets from me

im going to get it in game as soon as i can get the damn nif scripts working

http://www.imagebam.com/image/000c6635051379
http://www.imagebam.com/image/539c6335051380
http://www.imagebam.com/image/50edb635051381

i can make a couple of variations too, eg a transverse plume (like the roman centurions had).

Nath
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butterfly
 
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Post » Fri May 27, 2011 1:27 am

fantastic. I will have a go at texturing though its not my forte entirely. This could actually be perfect for the Holorian Army, there could be a kind of fantastic representation of the ordinary soldier in the Arena. Good work.
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Justin Hankins
 
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Post » Fri May 27, 2011 5:52 am

Any update on the helmet?

Also, coming soon, the Agaria, The slums of Illusidum, NPC's movie.....
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Darian Ennels
 
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Post » Fri May 27, 2011 4:25 am

And finally:

The Agaria at Illusidum. Illusidum is the capital city of the Western Holorian Empire. Rather than the Imperial city in Oblivion it is an open city so the player and NPCs can wander in from the walls and harbour areas and move freely about the city, however densely populated areas and high content parts are seperate worlds which allows the city to have hundreds of NPC's that can of course move in and out of the main city and associated districts, however to keep frame rate reasonable etc they will not all be processed continously. This allows for shifts of NPC's, morning, afternoon, evening and night time making the city busy, coming and going from district to district and generally opening adventure to a 24 hour urban canvas.

The first dense district is almost complete. The NPCs each have lives to lead and intermingle. Voices have yet to be added, as are the quests but all packages are done. Internals are basically furnished but will eventually be open for claim so NPC homes, taverns, quests and so forth can be taken on as a mini project.

Anyway, the Agaria: Poor district, multi national, and 24 hour.

http://www.youtube.com/watch?v=OdPgXP2xNJQ

Just a small portion of the Agaria is included, I am in the process of filming a total walk through.
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Nicole M
 
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Post » Fri May 27, 2011 7:51 am

Fantastic!
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Sun of Sammy
 
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Post » Fri May 27, 2011 6:35 am

Holy.. uh... moly. VERY impressive.
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Lizbeth Ruiz
 
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Post » Fri May 27, 2011 8:36 am

i was going 0_o through the entire intro video , i cant freaking wait to try this mod :drool:
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joeK
 
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Post » Fri May 27, 2011 2:17 pm

Glad you folks like it, quite a lot of work in this one. I have added about forty or so new meshes to bring the markets to life and make the streets look so much more realistic. Stand by for the tour of the Agaria during a fairly quiet morning.


So, a second time for those who havent seen it yet.

Introducing the Agaria.

http://www.youtube.com/watch?v=OdPgXP2xNJQ

Watch this space for a more detailed tour later today.

THIS SPACE. Coming soon.
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Dragonz Dancer
 
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Post » Fri May 27, 2011 1:11 am

Very impressive stuff!
Your progress and tenacity are quite phenomenal and I salute you.

All the best,

Vac
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willow
 
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Post » Fri May 27, 2011 4:38 pm

Introducing the Agaria.
http://www.youtube.com/watch?v=OdPgXP2xNJQ


You've done a fantastic job in bringing the city to life. Its certainly no easy thing to do.
It really does feel just like the backstreets of ancient Rome, or even mythical Troy.
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xx_Jess_xx
 
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Post » Fri May 27, 2011 1:01 am

I agree with Iliana. Those streets look so good. High level of small details, looks like a place you could spend a whole day just strolling around.
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Jamie Moysey
 
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Post » Fri May 27, 2011 6:25 am

A brief walk through of the Agaria. I couldnt cover ever area in the place as the movie would be too long and too large. This is a stroll along the main parts, avoiding some of the alleyways and courtyards, camps, animal market and so forth.

Voices will be added to all NPC's if I can get someone to do the lip synch files. We already have some voice files done and can do more to order. I need someone to start planning quests, that will lead on to voice files which will in turn give the lip synch a purpose.

So:

Agaria intro movie
http://www.youtube.com/watch?v=OdPgXP2xNJQ
Agaria Walk through.
http://www.youtube.com/watch?v=T25MQJz45w8

If you want to help with Mesogea then the following is needed (and please dont unless you are serious and want to provide some tangible product in the construction set or by doing 3d work, quest writing, voices etc.)

1. Quest writers for the Agaria NPC's
2. City/village/town/settlement makers (Construction set workers)
3. A voices manager. Someone who with basic info about each NPC can organise the voice files and arrange lip synching etc.
4. Anything else you can think of. We want to get this mod to a playable state soon.
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Kelly Tomlinson
 
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Post » Fri May 27, 2011 4:46 pm

WOW!
This is gonna be epic! :clap:
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Peter P Canning
 
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Post » Fri May 27, 2011 5:33 pm

I'm going to continue for a week or so on the Agaria then merge it into the master file.
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Brooks Hardison
 
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Post » Fri May 27, 2011 4:28 am

You guys still
working on this?
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Cameron Wood
 
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Post » Fri May 27, 2011 12:35 pm

Yes. Well, I am. I have had differint levels of input from people over the last year or so, but basically I've been going strong. I still intend to. I need help though and its extremely thin on the ground. It will take a long time with just me working on this before you see it released and people can enjoy it.
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Nims
 
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Post » Fri May 27, 2011 5:06 am

Looking great! The streets look awesome. Loads of things going on. :clap:
Liked the music from the TV show- Rome!

Now you just need some sound- traders calling out their wares (with maybe some hand gestures) and some background noise and it will be perfect.

And I would like to see more of the beggars (and change that 'hands clasped' beg animation into one with their hands out if u can) :)

(oh, and have you come across a limit to the number of actors you can have on screen at one time?)
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maddison
 
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Post » Fri May 27, 2011 3:34 am

At present there are roughly 40-50 NPCs in the Agaria. At the busiest time there will be between 20 and 30 milling around and the fps hovers between 18 and 40 at different times. I reckon I could go much higher than this, make it look more crowded etc.

I would love to make the streets more involved, more anims and voices etc but its simply impossible for me to make all of these things. I need help.

1. Voices. Just simple, generic stuff for the traders.
2. Someone to take the voices and turn them into lip synched files.
3. Someone to add in anims etc.

If people make them, I will add them.

Its a difficult time for people at present, with exams and holidays etc. But hopefully there will be a few who will jump in and work with me and make some tangible product.

A reminder of what has been done recently, as its getting lost in the post ;)


Agaria intro movie
http://www.youtube.com/watch?v=OdPgXP2xNJQ
Agaria Walk through.
http://www.youtube.com/watch?v=T25MQJz45w8
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Blaine
 
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Post » Fri May 27, 2011 3:19 pm

Very nice work, Downloading now.
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 6:13 am

Just a note, what you see is not included yet in the available download. There are meshes etc to be added. The work done on the Agaria is a plugin at present for the main master file. Obviously as the Agaria part is a WIP and will be for a few more weeks I cant merge it to the master file and share it out as people would end up changing things that are in the process of being changed anyway that would lead to corruptions in the game play.

The files available are the ones I have worked from to create this plugin. As I said there are meshes that are specifically designed for this plugin and the plugin introduces them to the game so until the agaria plugin is added the meshes cant be used.

The quicker I get the Agaria to a releasable state the quicker I can make it available to all. basically nobody needs the Agaria plugin in order to use the mod to make their own plugins. Any quests arising from the Agaria are likely to need to link to other settlements that people need to make from the available files.

Having said that I think about 10-20 more NPC's for the Agaria will see it finished as far as merging to the master is concerned. So, yep about a couple of weeks to do that.

All that anyone will need to add content to the mod anyway is the modders release files that are available now. We can share info and prepare the NPC's and locations for quests to be added in.

Also the voice files etc dont even require the download.
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DAVId MArtInez
 
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Post » Fri May 27, 2011 8:22 am

That's fine, you may remember me from the mesogea forum and to be honest I've had an itch to run around mesogea again. One question, it's been a long time since i looked into mesogea and im wondering if you have done any work on the creature lists in the wilderness?
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Emmi Coolahan
 
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Post » Fri May 27, 2011 10:40 am

Not yet, they really need to be re-done. I did a lot of levelled creature lists for each region but with new creatures added they can be modified now. Also as the mod has progressed some regions have developed differently so the creatures need to be changed.
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Gwen
 
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