Quick http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20047.jpg of the restart. Started work around the top of the mountain, and put in quite a few new meshes.
It even feels like a proper "mountain". From the ghostgate entrance, it looks like a short walk up a hill, but you get to the halfway mark, and you see even more mountain ahead of you, and even better, it's so steep, you can't walk up it, so you are forced to follow the main path around (or levitate
)
The side of the mountain where there is a daedric ruin is currently too steep to travel over, so will definately need to be creative there with the landscape tool.
Some changes that I will be making:
- Adding meshes to the landscape to enchance it's "spikey-ness", beyond what the landscape model can produce, started doing this around the vent. Meshes I'm using use the same texture as the ground, so totally compatable with any texture replacer.
- Remove the rope bridges, and replace with dwemer bridges. Just makes more sense to me. Dwemer moved in after initial eruption, built their stuff, did their vanishing act, then Dagoth Ur moved in.
- Likewise, remove all rope posts, replace with ruined dwemer walls
- I'm going to remove ALL dead trees and grass from the mountain, and look at the grass tool to generate across the mountain in suitable places random dead trees/grass. Many of vanilla trees are very close together, and with the new landscape, are/were growing out of 60 degree plus slopes. Looks silly to me
- Remove/move spawn points, some of the 6th house spawn points are in places that requires mountaineering gear to reach/move over.
Edited to fix forum posting raw HTML version, and not formatted HTML - silly forum