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

Post » Wed Dec 22, 2010 2:28 am

New Caldera BETA --> http://rapidshare.com/files/414403512/New_Better_Caldera__Trancemaster_Edit_.esp

Many things have changed since Loki released this mod. Also did a little clean-up with the enhanced editior, I hope it's clean :)

I'll upload it at PES as soon as I've got some reports.
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Wed Dec 22, 2010 1:08 am

New Caldera BETA --> http://rapidshare.com/files/414403512/New_Better_Caldera__Trancemaster_Edit_.esp

Many things have changed since Loki released this mod. Also did a little clean-up with the enhanced editior, I hope it's clean :)


Yay :D
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Tue Dec 21, 2010 9:03 pm

New Caldera BETA --> http://rapidshare.com/files/414403512/New_Better_Caldera__Trancemaster_Edit_.esp

Many things have changed since Loki released this mod. Also did a little clean-up with the enhanced editior, I hope it's clean :)

I'll upload it at PES as soon as I've got some reports.


Ok cool :)
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Wed Dec 22, 2010 4:16 am

So has anyone done a proper playthrough? (New Caldera)

Btw, New Seyda Neen 1.6 soon ready for relz. :)

- Trance
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Tue Dec 21, 2010 7:09 pm

I looked around the place a little with the CS the other day. Not very thoroughly mind, but I did notice some stuff.

-The hanging moss on the side of Surane Leoriane's house can be raised up a bit as you can see the diagonal sections on the top of them sticking down some.
-The house added by http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=959 to the right of and somewhat behind Canodia Fallanus' house will most assuredly conflict with the changes to that area, although it should be easily fixable from the looks of it.
-A section of Ghorak Manor near the back door is sticking above the ground.
-The wall separating Ghorak Manor from the smithy yard could perhaps be changed into a fence with a gate or some such.

Other than that I think its looking good so far. :goodjob:

Oh, and I've been working on making those skeleton interiors for my Pelagiad town for you. I was trying to redesign the Tavern at one point to better fit the new exterior look, but decided that I will leave that for last as its going to be tricky due to the odd design of the vanilla Tavern (the vanilla design is a square when it should be a rectangle). I also had to change one of the nord houses I was using on the exterior to a different one because the interior for the house is unfinished. Nord house 5's interior that is...which does explain why its not used in the game I guess.
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Wed Dec 22, 2010 12:28 am

I looked around the place a little with the CS the other day. Not very thoroughly mind, but I did notice some stuff.

-The hanging moss on the side of Surane Leoriane's house can be raised up a bit as you can see the diagonal sections on the top of them sticking down some.
-The house added by http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=959 to the right of and somewhat behind Canodia Fallanus' house will most assuredly conflict with the changes to that area, although it should be easily fixable from the looks of it.
-A section of Ghorak Manor near the back door is sticking above the ground.
-The wall separating Ghorak Manor from the smithy yard could perhaps be changed into a fence with a gate or some such.

Other than that I think its looking good so far. :goodjob:

Oh, and I've been working on making those skeleton interiors for my Pelagiad town for you. I was trying to redesign the Tavern at one point to better fit the new exterior look, but decided that I will leave that for last as its going to be tricky due to the odd design of the vanilla Tavern (the vanilla design is a square when it should be a rectangle). I also had to change one of the nord houses I was using on the exterior to a different one because the interior for the house is unfinished. Nord house 5's interior that is...which does explain why its not used in the game I guess.


I will fix those issues right away, thanks.

Well no hurry with Pelagiad, take your time :)

* Other than that I just finished New Seyda Neen 1.6, will upload it tomorrow or Friday.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Wed Dec 22, 2010 9:15 am

I am really enjoying these mods, but I ran into a few compatibility problems with Children of Morrowind. In Seyda Neen, a couple rocks are in the same area as the play ground. In Gnisis, there were two children flying and one that was stuck in a rope. Easy fixes if the user wants to go in and fix them. Figured I should let others know in case they want to use both mods so they can take care of it before starting up a game.
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Wed Dec 22, 2010 2:15 am

I am really enjoying these mods, but I ran into a few compatibility problems with Children of Morrowind. In Seyda Neen, a couple rocks are in the same area as the play ground. In Gnisis, there were two children flying and one that was stuck in a rope. Easy fixes if the user wants to go in and fix them. Figured I should let others know in case they want to use both mods so they can take care of it before starting up a game.


Yes I know, it's not really working that well with Children of Morrowind. But there's nothing I can do since my mods will surely conflict with a whole lot of other mods too. I hope you were able to fix these issues by yourself though :)
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Wed Dec 22, 2010 1:52 am

I've now released New Seyda Neen 1.6!

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5057

- Trance
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Wed Dec 22, 2010 5:29 am

Yeah. It didn't take more then like 5 minutes. Just shifted a few children and deleted a rock. I really like what you did with the cities, excellent work.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Wed Dec 22, 2010 2:10 am

Yeah. It didn't take more then like 5 minutes. Just shifted a few children and deleted a rock. I really like what you did with the cities, excellent work.


Thanks! I guess this won't be the last version of New Seyda Neen. ;)
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Wed Dec 22, 2010 6:02 am

Well I'm not sure if its affecting others but I'm getting a file error when trying to download the latest version. I can download other mods still, even New Gnisis but not Seyda Neen 1.6.
User avatar
Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Wed Dec 22, 2010 6:03 am

I'm not sure what's causing this. I tried to re-upload the file but I still get the same error.

You can still download it through rapidshare though :)

http://rapidshare.com/files/415602889/New_Seyda_Neen_1.6.rar
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Tue Dec 21, 2010 11:40 pm

I got the fileplanet error also, but these types of errors are nothing new really for fileplanet. The same problem can also usually be found effecting several mods if one mod is found being effected by it.

I'm making gradual progress with those skeleton interiors on my Pelagiad for you. I've finished 8 skeleton interiors so far and there are about 9 or 10 left to go. Some of them take a while because I don't like copy and pasting existing interior's for bigger buildings a lot...I'm a svcker for unique interiors I guess. :shrug: There is also a cave entrance that I was going to use as the entrance to a grotto I think, but I figured I'd ask if you'd rather make some kind of cave interior instead for it?

Edit: Finished 9 of those interiors now. And I had actually counted wrong before. There were 8 or 9 left, not 9 or 10. So the new count of interiors I need to finish is actually 7 (the redone Tavern would make that 8). Oh, and the cave is not included in the interiors to finish counts, mostly because the count is only for actual buildings.
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Wed Dec 22, 2010 9:15 am

I got the fileplanet error also, but these types of errors are nothing new really for fileplanet. The same problem can also usually be found effecting several mods if one mod is found being effected by it.

I'm making gradual progress with those skeleton interiors on my Pelagiad for you. I've finished 8 skeleton interiors so far and there are about 9 or 10 left to go. Some of them take a while because I don't like copy and pasting existing interior's for bigger buildings a lot...I'm a svcker for unique interiors I guess. :shrug: There is also a cave entrance that I was going to use as the entrance to a grotto I think, but I figured I'd ask if you'd rather make some kind of cave interior instead for it?

Edit: Finished 9 of those interiors now. And I had actually counted wrong before. There were 8 or 9 left, not 9 or 10. So the new count of interiors I need to finish is actually 7 (the redone Tavern would make that 8). Oh, and the cave is not included in the interiors to finish counts, mostly because the count is only for actual buildings.


Yes I know, pretty annoying though hehe.


I'm not really comfortable building interiors. To be honest I svck at it.

And since I'm not that good at expressing myself further in English, that explanation will have to due hehe :P

But as I've told you before, take your time :)
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Tue Dec 21, 2010 10:53 pm

There's still some issues regarding the downloadlink for New Seyda Neen 1.6. I can't get it working for PES, but you can download it directely through fileplanet: This link can also be found in the OP.

http://www.fileplanet.com/215850/210000/fileinfo/-Elder-Scrolls-III:-Morrowind-New-Seyda-Neen-v1.6-Mod

- Trance
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Wed Dec 22, 2010 7:38 am

The dl-link for New Seyda Neen 1.6 is now working.

NEW CALDERA Pending @ PES! :D
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Tue Dec 21, 2010 11:32 pm

Congratulations on the newest release. :goodjob: Its also nice that the fileplanet downloads are working finally.

I have finished a few more skeleton interiors for Pelagiad. There are just 3 houses that I still need to make interiors for, the grotto, and other miscellaneous small interior adjustments for the fort. And yes, I am taking my time. :hehe:
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Tue Dec 21, 2010 9:00 pm

- Seems like there's still some problems with PES, although it's just a matter of time until this problem will be resolved.

Nice to hear you're making progress Syrcanus, keep it up!


- I'm also happy to announce that New Seyda Neen 1.6 has been included in the Hall of Fame :D
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Tue Dec 21, 2010 9:28 pm

Congratulations on the Hall of Fame for New Seyda Neen. Looking forward to seeing what you've done with Caldera.
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Wed Dec 22, 2010 6:34 am

Thanks! :D

It seams as PES is working now:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=135251&id=8676
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Wed Dec 22, 2010 5:07 am

BUMP
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Tue Dec 21, 2010 10:48 pm

Hm I assume my mods are bugfree :hubbahubba:

Anyway..New Ebonheart will hit PES soon (at the end of this month). My plans for the feature will be some sort of total conversation for Morrowind (kind of). It's a project I've been working on for a quite a while. The idea is to merge all my town mods (including WIP.s) with further additions like travel agents, Imperial Watchtowers, Bandit Camps, Windmills, New Caldera Mine etc etc. Most of these things will soon be in place, though a lot of work is still ahead. The first release is planned to cover AI, BC and some parts of WG.

Examples:

http://i55.tinypic.com/309ni83.jpg
http://i53.tinypic.com/2ldyomu.jpg


I could literally post 100 more of these, but It's far to time consuming with tinypic. Oh well.. I think I'll start a new thread soon regarding this project.

- Trance
User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Wed Dec 22, 2010 1:43 am

I really like your Ebonheart screenshots, they look like they add a lot of new life to the place - and it's one of the few places that very few mods seem to touch.

It always bothered me a little that this port is meant to be such as important one for the Empire, the headquarters of the Imperial Legion, the point of all imports and exports and yet there were no traders other than the Legion & Cult ones, who lets face it had a tiny and uninteresting inventory.

I'm a little worried about whether it will work with Morrowind Crafting (there's an NPC who roams around outside the Warehouse offices) but we'll have to see. It should be easily fixable if there is a problem.

Anyway, I'm looking forward to the release! ^_^
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Wed Dec 22, 2010 2:55 am

Yeah I've always felt that Ebonheart had potential to be something far better that it's current state. You don't have to wait long to find out :clap:
User avatar
T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

PreviousNext

Return to III - Morrowind