[WIPCONCEPT] Mountainous Morrowind

Post » Tue May 08, 2012 10:45 am

http://pcmedia.ign.com/pc/image/article/874/874783/gothic-iv-20080516033622594.jpg

Here's an idea :)

...or four

http://images.wikia.com/finalfantasy/images/7/7e/Mt_nibel_reactor_path.png
http://img35.imageshack.us/img35/141/259uf.jpg
http://4.bp.blogspot.com/_gkDiG1iZS_8/TRn6xvfEMjI/AAAAAAAAA0g/wdWeyFRQgBc/s1600/tolkien-the-mountain-path.jpg

Another concept I like is the way CDPR did it in Witcher 2- a path both around and through the mountains:

http://guides.gamepressure.com/thewitcher2assassinsofkings/gfx/word/1193536968.jpg
http://image.gamespotcdn.net/gamespot/images/2011/features/gameguides/witcher2/0043.jpg

Here's a good bit of the "around and through" in W2:
http://www.youtube.com/watch?v=K10HvDF-T2c

Hope this gives you an idea or two :)
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Wayne W
 
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Post » Mon May 07, 2012 10:59 pm

I recall in Skyrim that they used tunnels to connect the inaccesable peaks of mountains with lower areas. It could be naturally made 6'th house tunnels, or recently inhabited Dwemer as Red mountain was their stronghold.

It's an idea, hope it helps.
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stevie critchley
 
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Post » Tue May 08, 2012 2:54 am

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20061.jpg - just need to smooth it out - I hate the landscaping tool :P I was going to have the edge exposed, but landscape painting the path texture had too much going up/down the cliff sides, which I've had to hide under meshes. I'm hoping/praying that this is the last of the steep paths. Had 3 so far, and managed to make 3 different looking solutions.

I am trying to avoid tunnels but I may need to make one or two.

There's about 3 more cells I want to adjust, then it will be available for testing. It will be about 50% complete then, but that 50% are the major areas, the rest should be pretty easy.
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Dorian Cozens
 
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Post » Mon May 07, 2012 9:42 pm

I am trying to avoid tunnels but I may need to make one or two.

Ur's been there long enough to have riddled the mountain with tunnels, but don't forget there would be natural hardened lava "pipes" too.
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Dalton Greynolds
 
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Post » Tue May 08, 2012 11:44 am

Ur's been there long enough to have riddled the mountain with tunnels, but don't forget there would be natural hardened lava "pipes" too.

It's also been there long enough for many of them to have collapsed.
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Stephanie Kemp
 
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Post » Mon May 07, 2012 10:56 pm

Can't wait to download this PirateLord, looks simply amazing :biggrin:
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Leah
 
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Post » Mon May 07, 2012 9:59 pm

http://dl.dropbox.com/u/46396473/MRM_Test.7z

I thought I'd make this pubicly available for testing. It's about 50% done, mostly just the southern facing side of the mountain.

Vurts Tree replacer for Ashlands and Taddeus on the rock mods are required. Using vanilla rocks and trees will end up with floating meshes and odd results.

I've included the Red Mountain rocks, but these have had their bump map removed, I preferred the RM rocks without the Bump Map :D So if you have the Red Mountain On the Rocks mod already, don't replace the meshes.

But, saying that, meshes number 14, 15, 17, and 19 MUST BE REPLACED. These have had extra rocks built onto them, and their shapes are used for the positioning and filling of the Red Mountain landscape. Replacing these meshes will dramatically change the way most of Vvardenfell looks too. This is intentional. It's possible these new meshes will overlap other objects, especially mod content. I've not yet noticed any overlap in normal Morrowind (yet).

I've also included the textures I use, again, don't replace your existing textures if you prefer your setup.

This esp file is also NOT CLEAN, and I changed a few weather settings to aid screenshots. So, only download if you want to test it out. Don't download it to put into your game play.

I'm fully aware of the gap in the landscape between my changed cells and normal morrowind. Don't panic, it's fine. I've started at the top of the mountain, and haven't yet reached the edge cells to fix that gap.
Ghostfence is at about it's final new height, and I'm aware that in some places there are gaps under the fence :D

Naturally, this mod will conflict with anything that places anything in the exterior of Red Mountain.
I've tested most of the paths a number of times with a level 1 character with skill 5 althetics and 50 speed, and can get about the main paths fairly easily. Leaving the paths, I suggest keeping levitate and jump potions/spells handy :D You should be able to walk to Dagoth Ur facilty from the ghostgate along the Eastern path.

Final version will be an esm, which will help with conflicts.

Enjoy, and bug feedback welcome. No doubt there are floating meshes I've missed. Also, if you think a landscape texture should be changed, or a cliff face is begging for a rock mesh to be placed, or some things placed that don't make sense (like dead trees), just let me know.
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stevie critchley
 
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Post » Mon May 07, 2012 9:11 pm

Tried it out in game, though I had to settle for looking it over in distant land as it seems to remove ghostgate or move it somehow, as certain scripts in several mods I use complained about it being missing and I cba to uncheck them all.

Still awesome. I can't wait for a final release!
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Alex Vincent
 
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Post » Tue May 08, 2012 8:12 am

I fix alittle your bridge rock, there was some problems with smoothing groups and i draw vertex paint there, might now look bit better.
http://www.mediafire.com/?5vkuc1ec628pxct
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FABIAN RUIZ
 
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Post » Mon May 07, 2012 9:31 pm

Tried it out in game, though I had to settle for looking it over in distant land as it seems to remove ghostgate or move it somehow, as certain scripts in several mods I use complained about it being missing and I cba to uncheck them all.

Still awesome. I can't wait for a final release!
Might be due to the cell name. TESAnnwynn loses cells names, and defaults back to region names. Checking cell names was last on my to do list :D

I fix alittle your bridge rock, there was some problems with smoothing groups and i draw vertex paint there, might now look bit better.
http://www.mediafire.com/?5vkuc1ec628pxct
Thanks Apel.
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NEGRO
 
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Post » Tue May 08, 2012 9:02 am

Updated the Test Download. Few more cells updated, and the changed cell names are now named correctly, so scripts referencing cell names shouldn't moan now :D
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kevin ball
 
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Post » Mon May 07, 2012 9:41 pm

Even just using the rock replacer bit, it dramatically changes the feeling of the game. Makes areas inland look more distinctive to their shore counterparts in most cases, especially the West Gash. Wandering around, everything just plain looks more varied with these rocks.
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Nicole Elocin
 
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Post » Tue May 08, 2012 8:33 am

I try to avoid double posting, but

http://img26.imageshack.us/img26/8674/mgescreenshot46.jpg
http://img854.imageshack.us/img854/3647/mgescreenshot47.jpg
http://img825.imageshack.us/img825/9844/mgescreenshot48.jpg
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Lynne Hinton
 
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Post » Tue May 08, 2012 7:42 am

Now that 2nd one makes me wish he was varrying a bit of the terrain around it as it kind of maks the mountain stand out too much.
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leigh stewart
 
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Post » Tue May 08, 2012 8:53 am

I try to avoid double posting, but

http://img26.imageshack.us/img26/8674/mgescreenshot46.jpg

Okay, that is amazing :drool:
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Dean
 
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Post » Mon May 07, 2012 9:40 pm

I love it. It makes the "mountian" actually menacing and a constant reminder of the danger within while you play.
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Chrissie Pillinger
 
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Post » Tue May 08, 2012 2:59 am

Nice screenshots there Knots. Really highlights how just replacing 4 meshes drastically changes the appearence of Vvardenfell, and merges the landscape with the new red mountain.
Also an easy way of adding height, and I kept the new meshes heights in ratio with the new height of red mountain.

Molag Mar always seemed bland, but now it looks like a jagged rocky maze, from the distance.

Going to see if I can get this finished this weekend, doubt it, but who knows? :D
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(G-yen)
 
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Post » Mon May 07, 2012 10:12 pm

Going to see if I can get this finished this weekend, doubt it, but who knows? :D
:hehe:
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Wayne Cole
 
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Post » Tue May 08, 2012 12:47 pm

Fast paced very much?
Ive never seen a mod going so fast from: "seems impossible" to "soon to be released"
? congrats though, will be a fine addition for sure ?
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Nicole Elocin
 
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Post » Tue May 08, 2012 9:48 am

Well, I want to get it done so I can start playing this damn game :P Once I get the bug to mod something, I'm non stop on it.

I've got about 16 cells left to sort out, which means first release should be tomorrow (with follow up tweaked versions after that :P). These low level cells are easy compared to the higher cells.
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Bellismydesi
 
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Post » Tue May 08, 2012 4:24 am

Well, I want to get it done so I can start playing this damn game :tongue: Once I get the bug to mod something, I'm non stop on it.

I've got about 16 cells left to sort out, which means first release should be tomorrow (with follow up tweaked versions after that :tongue:). These low level cells are easy compared to the higher cells.
Would it be worth starting to work on a patch for this and DNGDR now with the current beta version, or are you still likely to change a lot around the facilities that changes?
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Mariaa EM.
 
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Post » Mon May 07, 2012 9:36 pm

Only changes I can imagine there will be from that beta and future versions will be adjusting paths if some are not climbable, or if there are floating meshes. I haven't changed the layout/design of the existing dwemer ruins. In fact, for most of them, I moved up the entire cell by a fixed value, and then adjusted the surrounding cells to link up with it (which gave me those steep path headaches). So if DNGDR adds extra buildings to the outside in those same cells, those additions will just all need moving up, and will slot into place.
No interiors have been changed (apart from the door marker reference co-ords which automatically update).
Oh, I also scaled the blight storm up to scale 2, from 1. Felt it needed it really :D
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Nicholas
 
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Post » Tue May 08, 2012 3:25 am

Here are a few shots of the patch I'm working on. It's basically done, I just need to check all of the door markers etc.

http://img515.imageshack.us/img515/4184/mgescreenshot001.jpg
http://img814.imageshack.us/img814/2041/mgescreenshot002.jpg
http://img210.imageshack.us/img210/5804/mgescreenshot003.jpg
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Isabell Hoffmann
 
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Post » Tue May 08, 2012 8:36 am

Oh, wow. O.O
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JD bernal
 
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Post » Tue May 08, 2012 4:40 am

Red Mountain finally looks like more than a hill with MGE, thanks for working on this :smile:

Some criticism: I think the rocks are a little repetitive, particularly the D-shaped rock is used everywhere with little rotation. Maybe if you rotate some of them more, it wouldn't be as noticeable. Some more different rock models would be good too, of course.
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Emma Copeland
 
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