New Caldera 1.0, Seyda Neen 1.6 & Gnisis 1.2 released!

Post » Wed Dec 22, 2010 12:57 am

These are looking nice. :)


Thanks! :)

Still if someone's up for the challange:

I'd be glad if someone could do a proper playthrough with New Gnisis, to verify that it's bugfree. Don't be shy, give me a word if you're interested

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Jonny
 
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Post » Wed Dec 22, 2010 1:01 am

A quick update. I'm playing around with quite a few "new" areas. Dren Plantation (windmills and stuff!), Balmora, Caldera etc. I'm also making a "smoother landscape" for most areas around these new locations. I've always been disturbed by morrowinds landscape lol. Well that's it for now.

Later :wave:

EDIT: And hey, I'm searching for an experienced modder to help me with my work, if anyone's interested give me a pm (mostly landscaping and such) :)
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Georgia Fullalove
 
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Post » Wed Dec 22, 2010 3:27 am

Wow Trancemaster! I love your work! I've said before on these forums that mods like these are among my very favorite additions to Morrowind, and your mods are no exception. Thank you for sharing these with us. :^) I can't wait to see what you do with Dren Plantation... Windmills!
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Lou
 
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Post » Wed Dec 22, 2010 5:44 am

Wow Trancemaster! I love your work! I've said before on these forums that mods like these are among my very favorite additions to Morrowind, and your mods are no exception. Thank you for sharing these with us. :^) I can't wait to see what you do with Dren Plantation... Windmills!


Oh thanks for your kind words, it really matters to me :)

I hope to have something ready in the beginning of next month. HINT Huge modification incoming HINT

We all have a secret, or two :D
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Nauty
 
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Post » Tue Dec 21, 2010 8:54 pm

Here is some feedback for you Trancemaster. :^)

I love your Seyda Neen mod, the subtle changes you made to the existing city (new walls, new stairs to Arille's) are great and the new docks and houses feel like a natural part of the game. I do, however, have a few suggestions. You have added a lot of new, unguarded loot in the houses around the docks. IMO, it is far too easy for anyone to rob these homes of everything they have. I suggest that you add two or three Imperial Guards abd a pedestrian or two set to patrol the new areas of homes you've created so it's not so tempting. :^)

A couple things in your mod felt kind of unnatural, if you know what I mean. The Imperial towers at the docks have no doors (I assume because you did not build interiors for them). Although they truly are nice scenery, it feels very wrong in Morrowind to see something and literally have no way of getting there at all... Morrowind is a world, it is continuous and free; IMO towers that have no doors and cannot be entered are not desirable. I suggest you either add interiors for these towers, or else just delete them. There are other things you can use for nice scenery at the docks, and I do suggest that you make use of The Wanderer's "Dockside Clutter" mod/resource to prettify your docks. Also, I do like the haunted tower, but its location seems very weird, it's right in the city's center of transport. Everyone coming and going has to see this creepy tower! After a bit, I don't think *anyone* would be coming to Seyda Neen. ;^) I think the tower should be moved across the water away from the town somewhere. If it's anywhere in the town it seems to me that the guards would just take care of it, but with it outside the town it's convenient to ignore the place and let the townspeople whisper rumors about a haunted tower. By the way, is there any quest developed around this tower or the other Sixth House building in Seyda Neen? I really think there should be, if you need ideas for one then let me know and I can PM you something.

I also thought it odd that there were so many people and homes but so few proper businesses. How about less street peddlers and maybe a proper store or two, like a smithy, clothing store, or alchemist's shop? Another small thing I noticed was that you have huge trees growing all around the light house so that it's almost impossible for any sailing ship to see it, what's the point of a light house that can't be seen?! ;^) I suggest you simply delete the trees around the light house, maybe place a few stumps there for scenery instead. One last thing I noticed in Seyda Neen - Ildoni Harsinia in the Red Lantern seems to be placed too close to his chair, every few seconds he pops up into the air then settles back down onto the floor.

I hope you find this helpful. :^)
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Jason Wolf
 
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Post » Tue Dec 21, 2010 3:01 pm

Great feedback. I'll definitely remove the trees around the lighthouse, at least some of them. A guard or two, perhaps a random NPC will make you think twince before entering a house where you're not supposed to be. Although I'm not sure about the Imperial Towers right now, dunno what to put there instead to make it look nice, but I agree it does look kinda odd without any way to enter these buildings, I think I got lazy there. :D

Well I'll take a look tomorrow (ehm later today) and we'll see :)
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Love iz not
 
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Post » Tue Dec 21, 2010 5:54 pm

New Gnisis 1.1 uploaded @ PES

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8506

Enjoy! :)

This looks great! I has just one question. I can't see how it would, but do these at all interfere with the LGNPC mods? If not, these'd make a great pair; your mods to make the town awesome and the LGNPC ones to do the same for the inhabitants.
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Eduardo Rosas
 
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Post » Wed Dec 22, 2010 2:52 am

This looks great! I has just one question. I can't see how it would, but do these at all interfere with the LGNPC mods? If not, these'd make a great pair; your mods to make the town awesome and the LGNPC ones to do the same for the inhabitants.


I haven't changed any dialoge as we speak, and I suppose I never will since the LGNPC mod does a great job with this. :)
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Danny Warner
 
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Post » Wed Dec 22, 2010 6:59 am

Great feedback. I'll definitely remove the trees around the lighthouse, at least some of them. A guard or two, perhaps a random NPC will make you think twince before entering a house where you're not supposed to be. Although I'm not sure about the Imperial Towers right now, dunno what to put there instead to make it look nice, but I agree it does look kinda odd without any way to enter these buildings, I think I got lazy there. :D

Well I'll take a look tomorrow (ehm later today) and we'll see :)


You could put a door and add a tiny script so it says something like 'The door is securely locked' when it's activated, or simply lock it a with a unique key, add the key ingame later when you found the courage to make the interior ;)

I'm very much looking forward to see what you do with the Dren Plantation!

Edit: typos
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Andrew Perry
 
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Post » Wed Dec 22, 2010 3:38 am

You could put a door and add a tiny script so it says something like 'The door is securely locked' when it's activated, or simply lock it a with a unique key, add the key ingame later when you found the courage to make the interior ;)

I'm very much looking forward to see what you do with the Dren Plantation!

Edit: typos


Yeah I had that in mind, but I think I'll add a guard and raise the lock-levels for some doors. :)
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Bad News Rogers
 
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Post » Tue Dec 21, 2010 10:34 pm

New pictures

A teaser of the new Dren Plantation
http://i26.tinypic.com/2urumno.jpg

Reworked some areas, one example:
http://i28.tinypic.com/2w1w32t.jpg

Smoother landscape!
http://i30.tinypic.com/20uzm91.jpg

Some of you might already have seen these in the: "Show Us What You're Working On!" thread. :)

- Trance
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Marcin Tomkow
 
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Post » Wed Dec 22, 2010 5:50 am

Yeah I had that in mind, but I think I'll add a guard and raise the lock-levels for some doors. :)

IMO a door that cannot be opened no matter what is no better than no door at all. It's just as lazy and just as detrimental to the continuity of the game. Seriously, if you don't want to build an interior (and I don't blame you if you don't) then simply place something else in that location.
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jessica Villacis
 
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Post » Tue Dec 21, 2010 9:49 pm

IMO a door that cannot be opened no matter what is no better than no door at all. It's just as lazy and just as detrimental to the continuity of the game. Seriously, if you don't want to build an interior (and I don't blame you if you don't) then simply place something else in that location.


Lol I wasn't talking about the towers, I will do something about them. I'll raise the lock levels for the SHACKS and add a guard or two around the area to keep people from stealing things.
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JR Cash
 
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Post » Wed Dec 22, 2010 5:18 am

Oh, I thought you were talking about the towers when you said "yeah I had that in mind" in reply to Danae's post because his post was all about them. I'm glad to hear you do not intend to add scripted doors that never open to the game. :^)

The new pics look cool, can't wait to see what you come up with next!
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Lexy Corpsey
 
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Post » Wed Dec 22, 2010 12:36 am

Oh, I thought you were talking about the towers when you said "yeah I had that in mind" in reply to Danae's post because his post was all about them. I'm glad to hear you do not intend to add scripted doors that never open to the game. :^)

The new pics look cool, can't wait to see what you come up with next!


Hehe, English is not my native tongue so sometimes my texts can be a bit confusing :D

Anyway, I'll post a few screens tomorrow :)
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Inol Wakhid
 
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Post » Tue Dec 21, 2010 9:53 pm

New screen:

Gnisis Streetlights
http://i26.tinypic.com/5z37mq.jpg
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Big mike
 
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Post » Wed Dec 22, 2010 2:46 am

New Balmora? :hubbahubba:

http://i26.tinypic.com/30sdjq1.jpg
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Ana Torrecilla Cabeza
 
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Post » Tue Dec 21, 2010 8:03 pm

This project is looking great, keep up the good work :)
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teeny
 
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Post » Wed Dec 22, 2010 12:06 am

This project is looking great, keep up the good work :)


Thanks!

Progress is slow atm, but I'll get there :D
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Max Van Morrison
 
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Post » Tue Dec 21, 2010 7:37 pm

Soon to be released, New Ebonheart:

http://i33.tinypic.com/infi9h.jpg
http://i36.tinypic.com/x4g1s2.jpg

I've also finshed New Gnisis 1.2, I'll upload it as soon as possible :)

- Trance
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Luis Longoria
 
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Post » Wed Dec 22, 2010 5:05 am

sorry if this has already been answered...

Are these going to be compatible with NoM or MWCrafting?
Since they are so popular and add small changes to every town. (water barrels, a few NPCs) Just wondering.
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Amanda Furtado
 
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Post » Tue Dec 21, 2010 4:30 pm

I'm looking forward to New Ebonheart. Of all the cities, Ebonheart seemed the most rediculously small, seein as it was suppost to be the Imperial Capital of Morrowind, yet 80% of it was a castle and the rest was mostly warehouses, with bairly a dock or houses. I like the look of that market you'r making, I never thought about it specificaly but now I do I see a market makes perfect sense in Ebonheart.
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Emilie M
 
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Post » Tue Dec 21, 2010 8:56 pm

sorry if this has already been answered...

Are these going to be compatible with NoM or MWCrafting?
Since they are so popular and add small changes to every town. (water barrels, a few NPCs) Just wondering.


Probably not, I really got my hands full with the work I'm doing atm. Perhaps I'll do something in the future :)


I'm looking forward to New Ebonheart. Of all the cities, Ebonheart seemed the most rediculously small, seein as it was suppost to be the Imperial Capital of Morrowind, yet 80% of it was a castle and the rest was mostly warehouses, with bairly a dock or houses. I like the look of that market you'r making, I never thought about it specificaly but now I do I see a market makes perfect sense in Ebonheart.


I'm not sure I'll expand the area around Ebonheart in the first version, but sure I could try something in later releases. This is mostly statics, NPCs etc, to spice things up :)
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CYCO JO-NATE
 
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Post » Tue Dec 21, 2010 11:08 pm

Moved the haunted tower in New Seyda Neen to a better location.

http://i33.tinypic.com/nfp8ao.jpg

Suggested by Bycote, thanks :)

EDIT: I removed the fog, It didn't turn out as good as I'd hoped lol. And no, I'm not done yet ;)
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ZANEY82
 
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Post » Wed Dec 22, 2010 4:49 am

I love your mods, they just blend in so well with vanilla! :)

That Balmora looks sensational.
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Daniel Lozano
 
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