[WIPCONCEPT] Mountainous Morrowind

Post » Tue May 08, 2012 2:23 am

Do you want some more rocks PirateLord? Apel made another wonderful rock and I finished converting another dozen rocks from the Blackwood's Project (Oblivion) as well.
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Vickey Martinez
 
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Post » Tue May 08, 2012 1:58 am

Not planning on doing major landscape changes beyond red mountain itself. 76 cells are already being changed.

Seperate note, what controls the weather in red mountain region. There must be a script, as it's not the weather settings. Can't really take screenshots while in a blight storm....

I think I'm alright with the rocks I've got. Two meshes from Apel, combined together in different ways makes for a lot of different layouts, and is hardly noticable it's the same mesh :D Might need some more at a later date once the big design work is done.
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Greg Swan
 
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Post » Tue May 08, 2012 8:43 am

When in game, I use the console and type
 ChangeWeather "Red Mountain Region" 0 
and then I rest for an hour so the weather can change. The 0 means clear weather. the higher the number the worse the wheather, with 7 being the ash storms.
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Caroline flitcroft
 
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Post » Tue May 08, 2012 1:31 pm

Thanks Spiffy, now some screenshots minus blight storms :D

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20053.jpg
Rope bridge removed, replaced with a dwemer bridge. Unfortunately in taking these screenshots, I encountered a landscape error, and my Dagoth Ur cell went all screwed, I must have hit on the limits on the landscape design, so I had to reimport that cell, which reset a bit of the landscaping in this screenshot area - damn...

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20054.jpg
Distant land texture has turned some of the landscape slightly green - very odd! There will be a cliff/rocky path to get to that daedric ruin at the back, currently there is a big hole where there used to be a footpath.

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20056.jpg
Dagoth Ur facility, with missing land :S Distant land really shows up the change in the landscape by just changing a few rock meshes.

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20055.jpg
This sheer cliff used to be a footpath :D There's no way I can get a foot path up that area using the landscape, so I'm thinking about facing that sheer edge with meshes, and putting a door there to a tunnel system that goes up to the top of the cliff.
I know it's my mod, and I can do what i like :P but what do you guys think?
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Nicole M
 
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Post » Tue May 08, 2012 7:36 am

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20055.jpg
This sheer cliff used to be a footpath :biggrin: There's no way I can get a foot path up that area using the landscape, so I'm thinking about facing that sheer edge with meshes, and putting a door there to a tunnel system that goes up to the top of the cliff.
I know it's my mod, and I can do what i like :tongue: but what do you guys think?
Tunnel is fine if that's what you want, but in such cases where footpaths won't work, usually a stairway (sometimes recessed so its carved into the rock) would be tried first in the real-world. Even with all the magic in Morrowind, I'd say they'd try the simpler apporach or a stairway first.
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Stay-C
 
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Post » Tue May 08, 2012 1:58 am

WOW. Those rocks make the top of the mountain look awesome. And in that first shot, that bridge makes more sense there than the rope bridge. You're doing a great job in such a small amount of time.
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Jodie Bardgett
 
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Post » Tue May 08, 2012 8:47 am

That's an impressive project, really! Wow! : )
I like how the Red Mountain is much more 'massive' visually-speaking (not just an old flattened volcanic mountain anymore) and looks more menacing, seems more dangerous to explore the slopes of the volcano.
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Andy durkan
 
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Post » Tue May 08, 2012 1:05 pm

Just wanted to let you know that it looks really amazing!
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Louise Andrew
 
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Post » Tue May 08, 2012 10:48 am

Shame that Beth didn't make a dwemer footbridge, just the big highway bridge. Hmm, I wonder, retexture a footbridge so it's metal plates instead of wood, and pipwork instead of ropes...


I'll try a mountain path up that cliff. Tribunal has some meshes with carved steps in the rocks that might be suitable.
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kirsty williams
 
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Post » Mon May 07, 2012 11:17 pm

Shame that Beth didn't make a dwemer footbridge, just the big highway bridge. Hmm, I wonder, retexture a footbridge so it's metal plates instead of wood, and pipwork instead of ropes...
It would depend upon how the meshes were designed, especially with regard to the ropes. It wouldn't look right to have sagging pipes that sway.
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Liv Staff
 
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Post » Tue May 08, 2012 9:16 am

That trail would look so good at night with lights along it. With MGEXE, you'll be able to see them from quite a distance. :D Even better if they're spooky red flames.
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Charles Weber
 
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Post » Tue May 08, 2012 3:45 am

Since you mention lights, How does the Ghostgate look with MGEXE lighting from a distance? And PL, will you be making all the rope bridges into Dwemer bridges? As a suggestion, maybe leave 1 or two rope ones around on lesser trails since the Dwemer probably didn't care enough to invest in making those solid bridges.
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Facebook me
 
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Post » Tue May 08, 2012 9:51 am

First attempt http://dl.dropbox.com/u/46396473/CS_Shot_2.jpgwasn't too bad. Managed to get halfway up it before being blocked by some rocks :biggrin: Needs a lot of fine detail work, looks a bit poor at the moment :biggrin:

So far I've replaced one rope bridge with a dwemer bridge, and another with a http://dl.dropbox.com/u/46396473/CS_Shot_1.jpg(to get up to the daedric ruin). I think there's about 3 more in the red mountain region, but they are short and only go over shallow gaps. They will be left as rope bridges, or Dwemeri rope bridges.

Here's a couple of old pics that show the http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20043.jpg/http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20036.jpg from MGE XE.

Don't think I'll add extra lighting, 6th House don't seem to go in for normal decorating and maintence. A tower of talking chairs, sure, lighting, nah...
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Leanne Molloy
 
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Post » Tue May 08, 2012 10:07 am

as far as rope bridges. replace the rope texture with a metal cable texture. And rough metal planking. Replace the creaking sound with the popping sound you get when a cable is overtightened. And for the switchback path. try grabbing N'dibs cliff resources. they would be perfect for what you probably want.
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Kelly Osbourne Kelly
 
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Post » Tue May 08, 2012 12:10 pm

There isn't said that eruption killed all places on island. If volcano should explode, then lava would destroy many places but not all things. If everything would be gone, shouldn't Vvardenfell be gone? If you look at Vvardenfell from Skyrim,l there isn't any explosion mark to be seen. Probably just lava destroys most of settlements and many ruins. But it has been 200 years. In that time there are probably even trees growing there
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stephanie eastwood
 
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Post » Mon May 07, 2012 10:05 pm

Had a brainwave with that cliff path, reworked it, and got the following: Construction set http://dl.dropbox.com/u/46396473/CS_Shot_3.jpg doesn't look that good but, in game, at ground level, what http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20058.jpg? It's actually very easy to walk past in clear weather. In a blight storm it would be even worse to see. So, I'm happy.

Onwards and upwards, next problem area is the path beyond the daedric ruin. That too is unclimbable, great fun!
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sexy zara
 
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Post » Tue May 08, 2012 11:01 am

Looks perfect!!
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Flash
 
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Post » Tue May 08, 2012 12:29 am

25% of all cells complete, almost one entire face of Red Mountain. Here's a latest http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20059.jpg. I've run about (with a level 1 character with a speed of 50) all the cells I've adjusted so far, some do require a bit of jumping to get along paths, but it's not too bad.


I'm in a dilemma about http://www.uesp.net/wiki/Morrowind:Yanemus_Mine (wiki link), not only does it not really make sense being there, it's now only accessable via levatation. I'm thinking of shifting it outside of the ghostfence, as it appears to have no real function.
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Symone Velez
 
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Post » Tue May 08, 2012 5:13 am

25% of all cells complete, almost one entire face of Red Mountain. Here's a latest http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20059.jpg. I've run about (with a level 1 character with a speed of 50) all the cells I've adjusted so far, some do require a bit of jumping to get along paths, but it's not too bad.

Wow, that is incredibly impressive. It's wonderful to see the tremendous progress you are making on this :smile:
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Charlie Ramsden
 
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Post » Tue May 08, 2012 10:27 am

Thank you PirateLord, this is the way how i imagine mine meshes on RM, amazing work.
Try also to use http://www.mediafire.com/?0lntw55c5at2a5g
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saxon
 
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Post » Tue May 08, 2012 6:55 am

Thanks Apel, those meshes you made are wonderful, I'll check out that new one you've made too (edit - just seen the mesh, it's great. That would be perfect for low lying areas and cliff bases, I'll definately see where I can put them in after the major work is done). That's all I've used, but they are so uniquely designed, rotating and scaling them, it's hardly noticable it's just the same mesh all over the place.

I've been trying to but those meshes to match the landscape, so if there's a bump, one large mesh, then try and make them go down the cliff sides to add detail to the stretched areas.
Also trying to make it so that the lower I go in altitude, the fewer of those meshes I use, so it blends into the surrounding landscape.

Slowest part in this is when a path is too steep, then it's trying to work out a way of fixing that, can take a couple of attempts.


I think when I get to about 50%, I'll release for testing and "bug" fixing. Might even be tonight, see how I get on, some cells are very akward.
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Leanne Molloy
 
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Post » Tue May 08, 2012 12:32 pm

Well I'll be damned. Looking fantastic so far.
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Kevan Olson
 
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Post » Mon May 07, 2012 11:44 pm

Latest updates:

That front mountain in the screenshot that had no detail on it, now has all it's meshes, and for a bit of creativity it has a mini vent with lava and a tiny blight cloud in it. Not really noticable unless you are flying.

Next to the dwemer bridge is now a mini lavafall. Idea is that it starts from a side vent, trickles slowly down the side, and eventually dissapears part way down. Put that in to partially hide an akward area, and to add something different to the area. It finishes near the Yanemus Mine, which I've now moved outside the ghostfence.


Now working on the path past the Daedric ruin, that eventually leads to Dagoth Ur facility.
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Brιonα Renae
 
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Post » Tue May 08, 2012 5:18 am

This isn't going to be compatible with Darknut's, is it? :(
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^_^
 
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Post » Tue May 08, 2012 5:20 am

Highly likely, if it modifies external cells. If it's just a bigger internal, then should work just fine. A compatability patch might be possible.

I need some inspiration, stuck in one area. It's a path that has to be pretty steep over a http://dl.dropbox.com/u/46396473/Help2.jpg, but it's http://dl.dropbox.com/u/46396473/Help1.jpgto walk up and too narrow to make a switch back system. Any ideas? I don't want to force players to levitate or jump to get to the Dagoth Ur facility.

One idea that is a change to the design is to have a new path going around the http://dl.dropbox.com/u/46396473/Help3.jpg http://dl.dropbox.com/u/46396473/Help4.jpg of the cliff, with some sort of bridge over the lava channel. That might give enough extra distance.


Edit: Using Haalu steps as a placeholder, it looks like that http://dl.dropbox.com/u/46396473/Solved.jpgwill work. Carve through the mountains in the way, and fill in the old path.
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saharen beauty
 
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