[WIPz] Open Cities Reborn

Post » Fri Dec 17, 2010 2:26 am

Are there any news on this mod? I love the way you turned Bruma into a more frontier town look.
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Jessie Butterfield
 
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Post » Fri Dec 17, 2010 5:12 am

Nothing just yet. Been busy with other stuff ahead of it.
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D LOpez
 
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Post » Fri Dec 17, 2010 4:02 am

Damn, I was happy when I saw you posted. <_<
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Wayland Neace
 
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Post » Fri Dec 17, 2010 10:54 am

Probably a dumb question, but is there an ETA on this thing yet? I'm just all sorts of excited. :)
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Gisela Amaya
 
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Post » Fri Dec 17, 2010 12:47 pm

Do not ask for time estimates. I wouldn't be able to give you one even if I knew I had everything I needed.


I believe that answers your question, TennysonXII. Bottom of OP. ;)

Oblivion towns are small so smaller


Looks like they could be expanded much easier now though. Or, at least Bravil and Bruma do. Maybe Arthmoor will work wonders and make some surprises for us. :D

Comment on Bruma: My two fusses with Bruma are the flag and the chapel. I do agree that the chapel shouldn't be touched, though. The flag though...looks kinda awkward. I'm all for smaller flags.. pennants...but that one is gigantic. :ahhh:


As a whole though.... looks like its going to be awesome, Arthmoor. :goodjob:
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Rob Davidson
 
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Post » Fri Dec 17, 2010 4:57 am

All I can say is be patient, a lot of other stuff fell into place all at once. Anvil is still the only viable next candidate unless someone wants to provide some wall models for Chorrol and/or Cheydinhal. In any case I won't be doing a first release until Anvil is done being rearranged, and I haven't had a chance yet to even start on that.

The flags though, they're staying as they are. The entire point of them was to be gigantic. That's the whole reason I requested the resource to begin with. And I didn't do anything to the chapel other than move the building in Bruma.
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Lyd
 
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Post » Fri Dec 17, 2010 7:47 am

The flags though, they're staying as they are. The entire point of them was to be gigantic. That's the whole reason I requested the resource to begin with. And I didn't do anything to the chapel other than move the building in Bruma.


I think the Bruma chapel looks out of place because it's just dirt ground beneath it. Perhaps adding some of the Bruma ledge all around would help it to fit in.

Also, hating that Bruma flag! :bolt:
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Jonny
 
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Post » Fri Dec 17, 2010 4:34 pm

Dirt around the chapel isn't anything new, every other city has it in more or less the same type of configuration.

And as I said, the flags aren't going anywhere. To put it bluntly, if you don't like them, don't use the mod.
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Sheeva
 
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Post » Fri Dec 17, 2010 1:36 am

Some ongoing work in Anvil: http://img192.imageshack.us/img192/3721/anvilreborn.jpg

The concept drawing is a lot harder to mimic than I first thought, and the work you see in the CS now is the 3rd nearly complete redo to try and get it reasonably close. The rocks around the castle and chapel may go, or be reduced, I'm not really liking how it's turning out there, but the lighthouse is looking good.

Ignore the stuff you see floating out of place. I just haven't finished working what's off the top end of the screen and people's homes have been pushed around to clear space to work :)
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Marcia Renton
 
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Post » Fri Dec 17, 2010 8:14 am

Some ongoing work in Anvil: http://img192.imageshack.us/img192/3721/anvilreborn.jpg

The concept drawing is a lot harder to mimic than I first thought, and the work you see in the CS now is the 3rd nearly complete redo to try and get it reasonably close. The rocks around the castle and chapel may go, or be reduced, I'm not really liking how it's turning out there, but the lighthouse is looking good.

Ignore the stuff you see floating out of place. I just haven't finished working what's off the top end of the screen and people's homes have been pushed around to clear space to work :)

Very nice, it's much more interesting and feels and looks more like a seaside town. I wonder why they moved away from the concept art? I've never really been hugely fond of Anvil - the location of the docks, castle, etc. in relation to the actual city didn't make sense, but this looks a lot better so far, especially the lighthouse actually being part of the city.
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Kayleigh Mcneil
 
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Post » Fri Dec 17, 2010 6:45 am

Very nice, it's much more interesting and feels and looks more like a seaside town. I wonder why they moved away from the concept art? I've never really been hugely fond of Anvil - the location of the docks, castle, etc. in relation to the actual city didn't make sense, but this looks a lot better so far, especially the lighthouse actually being part of the city.


When Beth abandoned open-style cities for TES4 and switched to closed worldspaces, the concept art for Anvil (as with Leyawiin) was just too impractical for a closed worldspace, so they scaled back and standardised the city into the typical circle of walls with houses inside. You just cannot have closed city worldspaces as conceived for Anvil and Leyawiin, at least not without invisible barriers where the walls stop and the water begins.
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Nims
 
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Post » Fri Dec 17, 2010 9:09 am

:lol:
Those flags looks like the flags in Medieval 2 Total War.

I love Open Cities and the flags are not so boring... Maybe people won't even notice them.... Even if they are so big. Just keep playing and enjoy the mod.
Just yesterday I went to Chorrol and I found a Hill Giant inside the walls killing the guards with his big hammer. I like the possibility to see enemies in town and a new version of Open Cities could only improve the experience it already gives.
Making cities like concept art is simply an ingenious idea. :goodjob:

Now I have some questions:
Will Bartholm still be open? Have you considered to make Elsweyr Anequina cities open too?

And for the patches I suggest to make one for CM Partners and maybe (if it's necessary) for Tamriel Transportation Network (I know your Cyrodiil Travel Services will be).
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Lisha Boo
 
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Post » Fri Dec 17, 2010 2:25 am

Some ongoing work in Anvil: http://img192.imageshack.us/img192/3721/anvilreborn.jpg

The concept drawing is a lot harder to mimic than I first thought, and the work you see in the CS now is the 3rd nearly complete redo to try and get it reasonably close. The rocks around the castle and chapel may go, or be reduced, I'm not really liking how it's turning out there, but the lighthouse is looking good.

Ignore the stuff you see floating out of place. I just haven't finished working what's off the top end of the screen and people's homes have been pushed around to clear space to work :)


Wow, this looks great! Not too long ago I saw the concept art for Anvil, and was wondering how it would've looked if they had it like that in game. It looks fantastic! :goodjob:
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Paula Ramos
 
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Post » Fri Dec 17, 2010 3:09 pm

Does the Lucky Old Lady get moved at all in the Bravil changes? I temporarily replace that in my mod, and have had no issues with OCC Bravil, because the OC version is exactly where it always was. If she moves, I need to rework that logic to account for position as well as FormID.
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lacy lake
 
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Post » Fri Dec 17, 2010 5:42 pm

Since adopting Open Cities recently, I am really keen on this development.

I might sorta miss having a flooded city (as I do now) but that's about it. Otherwise, this looks like da bomb. :)
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electro_fantics
 
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Post » Fri Dec 17, 2010 5:25 am

how did i not see this before? looks great Arthmoor this may make switch to open cities :goodjob:
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quinnnn
 
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Post » Fri Dec 17, 2010 3:11 pm

Making cities like concept art is simply an ingenious idea. :goodjob:


Just don't expect to see Chorrol matching that, the concept art is way too complex and wouldn't fit in the space provided.

Now I have some questions:
Will Bartholm still be open? Have you considered to make Elsweyr Anequina cities open too?


Yes, the open version of Bartholm will be included.

I hadn't had any plans to open the remainders of the two major cities in Elsweyr. They're already partly open anyway. Dune and Riverhold are entirely open, so they don't need to be converted. IIRC, the Rimmen team is doing theirs as an open city. So there really isn't much there to do.

The palace district in Corinthe was never finished, and I haven't checked but I don't know if Orcrest's interior would fit in the exterior space.

And for the patches I suggest to make one for CM Partners and maybe (if it's necessary) for Tamriel Transportation Network (I know your Cyrodiil Travel Services will be).


Uh. CM Partners would need a patch? Why? CTS won't need one, I don't anticipate needing to relocate the stable. TTN may not either if they're using the same space.

Does the Lucky Old Lady get moved at all in the Bravil changes?


No, she won't be moving, but her formID in the reborn package will change. If you can give me the details of which IDs you need I'll remember to make a note of them.
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Tom Flanagan
 
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Post » Fri Dec 17, 2010 9:05 am

No, she won't be moving, but her formID in the reborn package will change. If you can give me the details of which IDs you need I'll remember to make a note of them.

I replace the replacement statue (LuckyLadyAfterOC if I remember right), start a quest in the conversation, and switch her back. The method I'm using is to have a general quest script get the currently active formids for the vanilla or OCC objects I reference at each load of the game, and then use the variables in place of the fixed ID's everywhere else. All adjustment for OCR will take place in the same "if GetGameLoaded" block as I'm already using for OCC. If I know the esp names and the new FormID, I can be ready in advance.

I have code that adjusts for OCC Leyawiin, but I've not yet done the work for the OCC Leyawiin Reborn where things are more complicated. I don't need to add docks (or a new gate) any more, but I still need to add a ship, and in a different location. I'm guessing that the OCR Leyawiin will have the docks in the same place, so my new ship will fit unchanged?
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R.I.p MOmmy
 
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Post » Fri Dec 17, 2010 7:22 am

Right, no plans are in the works to alter the layout of OCR Leyawiin. I thought about more closely duplicating the concept art for it, but the existing land space would call for disrupting too much other stuff. So you're fine there with your ship, unless of course you stuck something up on land right behind the docks. I did have to relocate the stables to keep the staff there from being slaughtered by wisps.
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Erika Ellsworth
 
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Post » Fri Dec 17, 2010 5:23 am

Arthmoor, this looks really good... nothing at all surprising about that! I'll be watching this closely...
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Micah Judaeah
 
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Post » Fri Dec 17, 2010 6:44 am

Looking good, I might switch over to this from Better Cities when its released. Keep up the great work! Bravil looks awesome without the walls, by the way :D
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sarah taylor
 
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Post » Fri Dec 17, 2010 6:45 am

Heh. Well I figured out part of why I kept hitting the proverbial mental wall with Anvil. The concept art didn't take the location of the current stable into account. In fact, it's not even apparent if the art planned for one at all. So there's a bit of deviation at the north end of the city, which looks weird but cool at the same time. On track for getting the basics down in the next few days. Luckily everyone who lives there will still fit :)
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Trish
 
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Post » Fri Dec 17, 2010 9:05 am

http://www.invision.tesalliance.org/forums/uploads/1278866192/tn_gallery_9_21_862365.jpg http://www.invision.tesalliance.org/forums/index.php?/gallery/image/8524-anvil-lighthouse/ http://www.invision.tesalliance.org/forums/index.php?/gallery/image/8525-anvil-west-side/ while I work out the kinks in a few things. Not the least of which is the fact that I can't get an LOD land texture generated. I keep getting half of the quad in solid black, which cuts off the eastern edge of the city and EVERYTHING beyond it.

(piss on you Imageshack for being worthless)
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Sara Lee
 
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Post » Fri Dec 17, 2010 9:00 am

Incredible! As someone quite addicted to better cities, I may just have to switch over. :)
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Loane
 
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Post » Fri Dec 17, 2010 10:13 am

Oh wow. I love the vastness of the place. It feels so open now.

You are awesome, Arthmoor, you know that? :D
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Franko AlVarado
 
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