[RELz/Beta] Open Cities Reborn

Post » Sat May 21, 2011 11:30 am

Thanks for update of OCR mod Arthmoor. :bowdown: :celebration:


I also saw that you have a patch for the Cobl-Luggage of OCR-Anvil up as well. Keep up the good work and well done. :tops:
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alyssa ALYSSA
 
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Post » Tue May 10, 2011 5:59 am

You'll be equally happy to know that Chorrol is well on its way to completion. I just need to figure out what to do with all the empty space inside the city walls. After rearranging things, despite tons of wasted space, I still have 2 whole cells of nothing. Looks like Chorrol is going to end up with some in-city farms to fill it up.
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alyssa ALYSSA
 
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Post » Sat May 21, 2011 4:21 am

You'll be equally happy to know that Chorrol is well on its way to completion. I just need to figure out what to do with all the empty space inside the city walls. After rearranging things, despite tons of wasted space, I still have 2 whole cells of nothing. Looks like Chorrol is going to end up with some in-city farms to fill it up.

That's good news. Could you describe these 2 cells that you're referring to please. I mean where are they located in Chorrol?

Let Chorrol end up like *some in-city farms to fill* is not appealing to me at all and I think it looks boring if you ask me.
I've some ideas of what it could be placed there instead. :)
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Heather Kush
 
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Post » Sat May 21, 2011 7:13 am

*some in-city farms to fill* is not appealing to me at all and I think it looks boring if you ask me.


I disagree. I love the idea of in-city farms. There aren't enough farms in Cyrodiil, in my opinion. It's unrealistic: all those citizens to feed from only one or two farms.
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Steve Fallon
 
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Post » Sat May 21, 2011 1:15 pm

I disagree. I love the idea of in-city farms. There aren't enough farms in Cyrodiil, in my opinion. It's unrealistic: all those citizens to feed from only one or two farms.

I see, but I only want to point that's not kinda solution I want to see if there other options where available.

I think I can lived with that if all other alternatives is not suited for this mod.
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Ross Thomas
 
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Post » Sat May 21, 2011 12:18 pm

Depends on what you have in mind. I don't want to fill in nearly 3 full cells with nothing but farms. A farm or two seems like a logical fit, but not that huge of one.

I am going to reserve some space for patch-added buildings but after that, something needs to go there or it'll just be empty space with trees and rocks, and how boring is that?
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Lilit Ager
 
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Post » Sat May 21, 2011 9:57 am

All of the IC Arena architecture is called "Chorrolxxxx". I take this to mean that Bethesda originally planned to put an arena in Chorrol. Now, the arena exterior is slightly less than one cell in diameter. So, what you do is you slap a farm on the other two cells and put the arena hopefuls to work on the farm. Farm labor is good honest work and is more productive, to my way of thinking, than punching out other arena hopefuls and then sleeping and getting up to punch other arena hopefuls out again.

Other ideas:
A Chorrol Dark Brotherhood Sanctuary.
Another player house.
Market stalls.
An outdoor stage area (something like Mournhold's Great Bazaar) with seats for an audience.
A steel cage in which to put Dar-Ma in so she doesn't keep wandering off.
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courtnay
 
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Post » Sat May 21, 2011 11:42 am

Bethesda intended to put an arena in at least Chorrol and Anvil, but I'm not going to even try and squeeze something that size in there. Cool as it may be.

So there's some idea of what's going on: http://img713.imageshack.us/img713/2548/chorrolreborn.jpg

The south end became the commerce district. The Oak & Crosier plus all the shops are there, flanked by the middle class housing. Should be obvious where the guilds and upper class went. The Grey Mare, graveyard, and lower class is on the north side now. It's not obvious from the overhead, but the castle, upper class area, and chapel are all on raised land. I've tried to level out the slope west of the chapel as much as possible, there may yet be more to smooth out. There's not much room for anything useful in the gaps around the upper class area since the mound rises much more sharply over there.

I'm thinking perhaps one or two medium size crop fields, and perhaps some livestock using Mr Siika's cows, pigs, chickens, and such. Still not sure what I want done with the rock field behind the commerce district.

I'm not going to put in a DB sanc, ABR already provides that and it would be awkward as hell to step on my own work that way :)

I don't much see the point of a second player house. Don't people have enough homes already?

I could see some lower class style market stalls in the lower quarter, but not a whole lot of them. Perhaps something logical to handle the farm output?

I also need to hold space here for one middle class home, and one lower class home, or things get ugly fast for patching the two mods in that I know need them.
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Epul Kedah
 
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Post » Sat May 21, 2011 10:30 am

Something like this is what I've in mind, so why not just go for it and you have my support on this. :twirl:

I'm quite sure that you will be satisfy of your work, which I admire a lot not only this but all your work. :)
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Jessica Thomson
 
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Post » Sat May 21, 2011 5:02 pm

How about an expanded Fighters guild headquarters, like MG have in imperial city. You could add some training field or armory for the fighters guild.
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Johnny
 
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Post » Sat May 21, 2011 2:49 pm

How about an expanded Fighters guild headquarters, like MG have in imperial city. You could add some training field or armory for the fighters guild.

Good idea and I like it. :nod:
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Christine
 
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Post » Sat May 21, 2011 12:42 pm

Expanding the Fighter's guild in Chorrol is a great idea. Chorrol is where the Master of the Fighter's Guild is stationed, so it would be the most logical place to build their equivalent to the Arcane University. It did always bug me that the Fighter's Guild headquarters was no more elaborate than any other guild hall.

Some ideas:
* More archery targets on an extensive shooting range (perhaps scripted to keep track of score and let you compete with other students for prizes?)
* More practice dummies and instructors that will spar with you.
* Instructors lecturing at recruits drill Sergeant style or commenting on their fighting style as they spar with other students.
* Tame monsters used by instructors to teach students about some of the dangers they will face in the field and help get them acclimated to facing monsters so they don't freeze up or panic when they fight one for real
* A library with combat, weapon and armor, arena, history of wars and tamriel themed books
* An extensive armory - guild carries better gear than just iron and even enchanted equipment which they will loan out to members. Catch, only one item can be borrowed at a time, if you return it damaged you need to pay a repair fee and lose disposition with other members, if you lose it you must pay for it or donate an item of equivalent value before you can borrow again. Higher ranked members can borrow more items at a time, and donating valuable gear nets you disposition and small amount of money - possibly other rewards? You might even see other members checking out the gear you donated!

I realize that most of these are probably more work than you're willing to do or more suited to their own mod, I'm just throwing them out there before I forget them. :)
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Ria dell
 
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Post » Sat May 21, 2011 9:26 am

Excellent description Jupiah. :D

I will be surprised if Arthmoor would reject this suggestion. :unsure:
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Sharra Llenos
 
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Post » Sat May 21, 2011 9:27 am

Well you might just have to be surprised or disappointed. I'm not going to get into a huge expansion of the FG HQ with all of this. The idea of moving them to a spot large enough to have some extra practice stuff outdoors is one thing, perhaps even cages with tame beasts, there's space enough to pull that off, but all that other stuff is definitely territory for a good mod in its own right.
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Katharine Newton
 
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Post » Tue May 10, 2011 8:14 am

Well you might just have to be surprised or disappointed. I'm not going to get into a huge expansion of the FG HQ with all of this. The idea of moving them to a spot large enough to have some extra practice stuff outdoors is one thing, perhaps even cages with tame beasts, there's space enough to pull that off, but all that other stuff is definitely territory for a good mod in its own right.

I'm either surprised or disappointed, but I think I knew that was your reaction of this idea. :)
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Mariaa EM.
 
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Post » Sat May 21, 2011 3:25 pm

i was walking around my OB today with this awesome mod, it's great guys it really is.

is it alright though, if i disable the doors? instead of just turning off the game? and starting again? the doors that shouldn't be there anymore.
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Big mike
 
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Post » Sat May 21, 2011 8:51 am

I wouldn't suggest manually disabling them. If you ever need to uninstall the mod from that character, those doors would remain permanently disabled in that case. If quitting and restarting is being a pain, grab the Fast Exit 2 mod. That will help a lot at least with getting out of the game quickly when needed.

@All: So I've moved the Fighters Guild to somewhere with more space. They have 3 archery targets there now instead of two, a pair of outdoor practice dummies, a pen with tame boars, and another cage with tame wolves. The function of which I'm leaving up to the player's imagination, for the purposes of OCR it's decorative. There are also now several plots of crops in the northwest, along with a good sized sheep pen. All sounds wonderful, yes?

Well, here's the problem. Now that the FG is no longer located in the upper class quarter, there's a hole that needs filling there. Another upper class something is all that makes sense, but that means using a duplicate structure. There was even space enough to give the Mages Guild a small plot for their stock of Oblivion plants. Plus, there's STILL at least one full cell of empty unused space between the back of the FG and the edge of the farming area. That's an awful lot of space to leave neglected. Apparently Chorrol is way larger than it ever needed to be. I've even got the two patch buildings still on the map to reserve their space.

http://img577.imageshack.us/img577/3985/chorrolreborn2.jpg

There's got to be something more that could go there that isn't too outlandish? Surely filling it in with rocks and trees would be lame? That's about all I can come up with right now. Perhaps go with the cow and pig pens to fill in some more? I'm trying to be mindful of the fact that extra stuff will impact performance if it gets out of hand.
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Emma
 
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Post » Sat May 21, 2011 6:56 am

Would a museum or library be too much work?

Edit: there are a bunch of modders' resources mods that add miniature statues and stuff, if that helps...
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Louise Andrew
 
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Post » Sat May 21, 2011 9:07 am

How about moving that big chorrol tree to that free space, and turning it into a park where the people relax :P . Or a legion barracks. Or a Kvatch refugee area. Or a circus. Or a clock-tower. Or a graveyard. :ooo:. Or a watch-tower similar to the one from bruma.
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Samantha Pattison
 
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Post » Sat May 21, 2011 4:10 pm

How about moving that big chorrol tree to that free space, and turning it into a park where the people relax :P . Or a legion barracks. Or a Kvatch refugee area. Or a circus. Or a clock-tower. Or a graveyard. :ooo:. Or a watch-tower similar to the one from bruma.


Or a http://www.tesnexus.com/downloads/file.php?id=20555, or a http://www.tesnexus.com/downloads/file.php?id=30404 , or an imperial legion acampament with some http://www.tesnexus.com/downloads/file.php?id=19686, or some http://www.tesnexus.com/downloads/file.php?id=25660
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Emma Louise Adams
 
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Post » Sat May 21, 2011 3:34 pm

@All: So I've moved the Fighters Guild to somewhere with more space. They have 3 archery targets there now instead of two, a pair of outdoor practice dummies, a pen with tame boars, and another cage with tame wolves. The function of which I'm leaving up to the player's imagination, for the purposes of OCR it's decorative. There are also now several plots of crops in the northwest, along with a good sized sheep pen. All sounds wonderful, yes?

It's okay with me. :thumbsup:

Well, here's the problem. Now that the FG is no longer located in the upper class quarter, there's a hole that needs filling there. Another upper class something is all that makes sense, but that means using a duplicate structure. There was even space enough to give the Mages Guild a small plot for their stock of Oblivion plants. Plus, there's STILL at least one full cell of empty unused space between the back of the FG and the edge of the farming area. That's an awful lot of space to leave neglected. Apparently Chorrol is way larger than it ever needed to be. I've even got the two patch buildings still on the map to reserve their space.

http://img577.imageshack.us/img577/3985/chorrolreborn2.jpg

There's got to be something more that could go there that isn't too outlandish? Surely filling it in with rocks and trees would be lame? That's about all I can come up with right now. Perhaps go with the cow and pig pens to fill in some more? I'm trying to be mindful of the fact that extra stuff will impact performance if it gets out of hand.

Since http://www.uesp.net/wiki/Oblivion:Rena_Bruiant is a dog lover. Why not a dog kennel in the upper class quarter area?
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Kat Stewart
 
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Post » Tue May 10, 2011 4:35 am

Or a http://www.tesnexus.com/downloads/file.php?id=20555, or a http://www.tesnexus.com/downloads/file.php?id=30404 , or an imperial legion acampament with some http://www.tesnexus.com/downloads/file.php?id=19686, or some http://www.tesnexus.com/downloads/file.php?id=25660


do you mean in place of the big tree? if so:

you could very well add a cathredal there, but then you nee something to fill up the empty space where the church is right now...
the market is okay, but it is the upperclass quarter, so it's a little strange, most of the time markets are in lower quarters...
the siege engines don't fit in any way
and the iron/gold foundry also don't fit.

if you mean to place them next to the farm and the fighters guild, i think it's some nice ideas!
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Jah Allen
 
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Post » Sat May 21, 2011 12:06 pm

The other thing that having the Fighter's Guild in town causes is a need for more memorials to the dead. I'd move the crops down to the South-west and have a large graveyard (with heroic statues etc) behind the chapel. For the space on the East side I'd move Motierre's house there and leave the gap behind the Castle as the open space instead. Castles like some room to breathe (and rain arrows down on people).
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Alexandra walker
 
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Post » Tue May 10, 2011 5:50 am

The other thing that having the Fighter's Guild in town causes is a need for more memorials to the dead. I'd move the crops down to the South-west and have a large graveyard (with heroic statues etc) behind the chapel. For the space on the East side I'd move Motierre's house there and leave the gap behind the Castle as the open space instead. Castles like some room to breathe (and rain arrows down on people).

I agree with the Fighter's Guild and chapel part. However, I think the southern gate is a bit too cluttered (dense) with two buildings very close to each others on both sides of the road, plus other adjacent buildings. Perhaps they could be moved elsewhere to fill the blank spot?
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!beef
 
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Post » Sat May 21, 2011 11:18 am

The other thing that having the Fighter's Guild in town causes is a need for more memorials to the dead. I'd move the crops down to the South-west and have a large graveyard (with heroic statues etc) behind the chapel.

I'm afraid that would cause another problem, because the http://www.tesnexus.com/downloads/file.php?id=28382 mod has a teleportation portal in that area behind the chapel.

I don't recall there where a statue of Stendarr in Chorrol perhaps add a statue of Stendarr would be nice. :)
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Marquis deVille
 
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