[RELz] Mudwater

Post » Wed Mar 30, 2011 3:27 am

== Mudwater v1.2 ==

This mod adds an Argonian village called Mudwater to the Blackwood Forest. The village is made almost completely from new meshes and comes with four quests. The quests are rather short, but they are hopefully fun - there is much more to see than just the village.


= Installation =

ATTENTION: If you have v1.0 installed and if you've been to the village already (and if you saved afterwards) you need to do the following to update to v1.2:

1. Uncheck PTMudwater.esp so the mod doesn't load
2. Load a savegame and save again.
3. Install the update and check the new PTMudwater.esp
4. Play - unfortunately you will need to do all the quests again. This was the only way to make the mod compatible with KotN and I apologize for it. But I had to move a persistent ref (load door to the old mine) for the update.

If you've downloaded for the first time or if you already had v1.1 correctly installed simply put the PTMudwater.esp from this archive and PTMudwater.bsa into your Oblivion\Data folder. If asked whether you want to overwrite choose 'yes'. Check the esp in the launcher. The village is located between Onyx Caverns and Fort Teleman, near the border to Black Marsh.


= Requirements =

You should have Elys Universal Silent Voice installed, otherwise you will not be able to read the dialogue.


= Compatibility =

The only mod that is currently known to be incompatible is 'The Forgotten Realm'

I made sure that I didn't alter any cells occupied by UL mods (including planned mods). I altered as few cells as possible, there shouldn't be many mods that conflict. In my load order at least is no conflicting mod and I have most major quest mods loaded (like Lost Spires, Ayleid Steps, Kragenir, Integration and others).


= Changelog =

v1.0

- initial release

v1.1

- made the mod fully compatible with Knights of the Nine
- added more hints/easier maps to the Treasure Hunt quest
- added a hint to the 2nd dream sequence of the Solid Thoughts quest so you (hopefully) know what to do without a walkthrough
- fixed spelling error in a quest update of the Civilization quest
- fixed faulty texture path for two of the large mushrooms in the dream sequence
- slightly decreased the volume of the Rainforest sounds around the village
- fixed a minor annoyance in the Treasure Hunt quest were upon finding the treasure the quest update was hidden behind the inventory menu

v1.2

- made sure that if KotN is loaded no enemies (who may attack and kill the villagers) will spawn outside the fort added by KotN


= Credits =

The Magician for the Shrieking Bolete creatures


= Permission =

The assets provided by this mod can be used as modders resources. That means you can use them in your own mods without asking me. All I'm asking for are credits if you do. And please do not upload altered versions of the esp file.


Finally I was able to upload to Nexus (if the archive is not corrupted again...). Not many screenshots to look at, but I don't want to spoil the fun and I'm lazy right now. Maybe I add some more later.

http://www.tesnexus.com/downloads/file.php?id=35434

Trailer video can be found here (Video contains spoilers, so don't watch it if you don't want to see any spoilers):

http://www.youtube.com/watch?v=wXf3xGIK-9w
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Johnny
 
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Post » Wed Mar 30, 2011 12:31 pm

Gah I gotta get back to playing Oblivion. Awesome to see more work from you Phitt, hopefully I'll get the chance to check this out soon. Your work is always top quality and very enjoyable. :)
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Sarah Kim
 
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Post » Wed Mar 30, 2011 11:00 am

Anything from you is an automatic download in my mod list! Was looking for reasons to head over to the Black Forest area, even though my PC is an argonian, he doesn't have nay hometown, but maybe Mudwater is where he will find his roots, or sow new ones, who knows? :)

EDIT: The first archive shows an error in 7zip while trying to extract :"Data Error in PTMudwater.bsa. File is broken". Will try to download again and try. Funny that it has an exact size of 40,000 kB!

EDIT2: I guess this is due to the fact that PTMudwater.bsa is in both archives, and the first one is broken (cannot extract completely). Trying to extract both files does not help, so the extracted BSA still has a 0 filesize. Could you reupload on Nexus/elsewhere as one composite file?
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Dalia
 
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Post » Wed Mar 30, 2011 4:39 am

Instant download!
Love villages with quests and Phitt means quality.
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Ian White
 
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Post » Wed Mar 30, 2011 7:30 am

Awesome. I'm such a svcker for new villages, especially unique ones like this :)

Er. Seconded on the archive file issue. 7zip can't handle it the way it's been set up. It just reports the archive as broken on the BSA.
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 8:38 am

Anything from you is an automatic download in my mod list! Was looking for reasons to head over to the Black Forest area, even though my PC is an argonian, he doesn't have nay hometown, but maybe Mudwater is where he will find his roots, or sow new ones, who knows? :)

EDIT: The first archive shows an error in 7zip while trying to extract :"Data Error in PTMudwater.bsa. File is broken". Will try to download again and try. Funny that it has an exact size of 40,000 kB!


Unfortunately you can't live there (no player house), but the Argonians will like you more and more if you help them with their little problems.

Hrmph...if that archive is corrupted I'll kill someone. I tried to upload the 7z complete 80mb archive over and over, but Nexus always disconnected before I could finish uploading. Uploaded about 400mb data in total - all for nothing. Right now trying to upload the complete archive with IE, seems to work better than with my standard browser Opera. I hope it works this time, then I'll delete the split archives anyway.

EDIT: @Arthmoor: You like villages? Would have never thought that. :P Have most of your villages in my load order.
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dell
 
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Post » Wed Mar 30, 2011 5:26 am

Downloading the new composite file - I might be the first one to download this file off nexus. This hasn't happened before! :)
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Nienna garcia
 
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Post » Wed Mar 30, 2011 3:38 am

Yeah, I used to have the same problem with Nexus myself on anything larger than about 5MB. That problem disappeared when I upgraded to Windows 7, so I never figured out what it was.
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KU Fint
 
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Post » Wed Mar 30, 2011 12:38 am

I too get errors, trying with all kinds of extractors. :-(
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Farrah Lee
 
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Post » Wed Mar 30, 2011 2:09 am

Downloading the new composite file - I might be the first one to download this file off nexus. This hasn't happened before! :)


Wohoo! Seems like the split archive was indeed corrupted. The one on my hd is not, I tried that. Whatever, new one file archive is up now.

Yeah, I used to have the same problem with Nexus myself on anything larger than about 5MB. That problem disappeared when I upgraded to Windows 7, so I never figured out what it was.


It seems that at least in my case Opera was causing the trouble. With Internet Explorer I managed to upload the file without problems (knock on wood it's not corrupted) now. There is simply no love for Opera.
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Sabrina Steige
 
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Post » Wed Mar 30, 2011 5:35 am

There is simply no love for Opera.


Can't trust them Norwegians...
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Brentleah Jeffs
 
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Post » Wed Mar 30, 2011 12:01 am

New village! Love new villages and towns, especially unique ones. This looks amazing! :)

Phitt means quality.


Got to agree completely with this! :thumbsup:
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Arnold Wet
 
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Post » Tue Mar 29, 2011 11:29 pm

Thanks for the comments everyone!

Downloaded the new archive and it works. Phew. Finally.

I'm really interested what you people think about the dialogue. That is my weak point as english is not my first language. If anyone feels like he/she could do better don't hesitate to offer your help. I often had to resort to more simple sentence structures simply because I didn't know how to express the things I wrote down in german in english properly. At least I wasn't 110% sure and before I write something that doesn't make any sense at all I'd rather have slightly stiff dialogue that makes sense. So...

There is also some voice acting in the mod. Wonder whether you like my voice. :P (you will know it when you hear it) At first I wanted my wife to do the voice acting, but she was busy when I needed her. I might update the mod with her voice in the future, the one sentence she did speak (for testing) really sounded much better than what I did now.
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DAVId Bryant
 
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Post » Wed Mar 30, 2011 9:43 am

If the mod is well uploaded.
It is enough to when it asks for the second file of give him the Part 2 file ;)

Phitt, amazing work!
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An Lor
 
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Post » Wed Mar 30, 2011 11:28 am

Well, I can report one conflict - with the addon esp from Lore Creatures Expansion which places a giant gnarl in that spot. Pity.
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Farrah Lee
 
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Post » Wed Mar 30, 2011 10:27 am

I actually prefer Opera for most things. The zoom feature is best, it is the only browser I know of with the Speed Dial feature, etc.
I prefer its implementation of tabs too.
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Thomas LEON
 
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Post » Wed Mar 30, 2011 4:04 am

Instant download, looks awesome! <3 I love these kinds of cozy villages.
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TOYA toys
 
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Post » Tue Mar 29, 2011 10:02 pm

It's always a pleasure to see your creations in my game. B) I haven't started any of the quests yet, but I wanted to give you some initial impressions.

The animated wind chimes and other animated doodads in the elder's hut were great details. And I LOVE the green particle effects inside the lights! But could you quiet down the buzzing sounds from the lights while the player is outside? Or have it as an option to either lower the sound or turn it off completely? (The loudness of the lights inside the huts was at a good level.)

The dialogue I've come across so far is very good. You might want to add more pauses, insert a line/question from the player and then have the npc continue?

The lower class wooden pilings around the village look very good...all worn and cobbled together. From an aesthetic point of view, could you tweak the meshes to curve the boardwalks around the village? Having any right angles seems wrong for the Argonians to me.

I also ran across a land mesh tear just inside the fort behind the town.

Thanks for your awesome work!
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trisha punch
 
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Post » Wed Mar 30, 2011 6:25 am

Yeah I get a small land tear at the fort too. It turned out that that conflict with LCE wasn't at the same spot as the village but some way south from there, causing a huge land tear. Odd.
Anyway the village is beautiful, love those windchimes - makes me want to pull out Morrowind again. Really does add a bit more distinctiveness to rather samey old cyrodiil. Having the village twice the size would be cool. Looks like it's bye bye LCE. :)
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Jessie Butterfield
 
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Post » Wed Mar 30, 2011 1:37 am

Is that LCE regular or LC addon special encounters?
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FirDaus LOVe farhana
 
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Post » Tue Mar 29, 2011 9:42 pm

This. Is. AWESOME! It's like a little taste of how I thought Black Marsh would be. I love how the quests just fit. I've got two more left to do.

I would eventually like to see a player home, but of course, it should only be available after all those quests are done.
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Mélida Brunet
 
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Post » Wed Mar 30, 2011 12:24 am

Again, thanks for comments!

The animated wind chimes and other animated doodads in the elder's hut were great details. And I LOVE the green particle effects inside the lights! But could you quiet down the buzzing sounds from the lights while the player is outside? Or have it as an option to either lower the sound or turn it off completely? (The loudness of the lights inside the huts was at a good level.)

The dialogue I've come across so far is very good. You might want to add more pauses, insert a line/question from the player and then have the npc continue?

The lower class wooden pilings around the village look very good...all worn and cobbled together. From an aesthetic point of view, could you tweak the meshes to curve the boardwalks around the village? Having any right angles seems wrong for the Argonians to me.

I also ran across a land mesh tear just inside the fort behind the town.

Thanks for your awesome work!


Thanks for the feedback! Personally I love the jungle sounds (in real life as well), but I can easily make an optional esp that turns them off (or makes them so subtle that they're hard to notice).

The docks meshes are a slightly altered, more worn looking version of the MW docks I remade for my Sheogorad mod. Problem is that it's rather hard to make curved meshes from a technical point of view (there would be large gaps between the planks on the outer part of a curved mesh) and I would also need to redo the whole village layout for that since there is not much space. I agree that it would look better though, so I see what I can do.

I'm a bit confused about the land tear. Which fort do you mean? The next vanilla fort is about five cells away, it's called 'Fort Teleman'. Couldn't find a land tear there. Mind telling me the name of the fort?

Yeah I get a small land tear at the fort too. It turned out that that conflict with LCE wasn't at the same spot as the village but some way south from there, causing a huge land tear. Odd.


Or you? :P

I would eventually like to see a player home, but of course, it should only be available after all those quests are done.


Thought about that, maybe I'll add one.
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FoReVeR_Me_N
 
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Post » Wed Mar 30, 2011 7:06 am

Great mod Phitt.
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gary lee
 
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Post » Wed Mar 30, 2011 6:51 am

This area really needed a good village, and having it provided by one of our master mod makers is icing on the cake. :cake:
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james reed
 
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Post » Wed Mar 30, 2011 1:45 pm

I would eventually like to see a player home




Thought about that, maybe I'll add one.


:lmao: If you want a volunteer to give said player home interior some character, I'm your gal. Sign me up! The village is fantastic Phitt! Just beautiful work! Thank you so much!
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Pixie
 
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