[RELz/BETA] Open Cities Reborn - Thread #3

Post » Wed Mar 30, 2011 6:41 am

It makes the city feel a lot less claustrophobic, and that in and of itself is an improvement in my eyes. What's going to happen if this pans out (and I want it to) is the huge walls on either side of the city will come down and the empty space will become a sort of parkland. So yes, there will probably be some extra foliage (and more VaPER leaves, purdy please? :hubbahubba: :hubbahubba: ) and maybe some smaller walls going up.

The main idea is to get rid of the separation anxiety and make the city look less divided. If you want that in a city, go visit New Sheoth.
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Big Homie
 
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Post » Wed Mar 30, 2011 8:10 am

Yes, I agree with Thomas. I navigate visually. I'm not even sure why I have the compass displayed in my HUD - I can't use the stupid thing anyway :lol: So less walls inside the city is always my preference. I think there should be walls around the city, but once you're inside, I'd like to see it more open.
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Jerry Jr. Ortiz
 
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Post » Wed Mar 30, 2011 2:44 am

When compared with the other image, I'm tempted to prefer the current version more, but that might just be due to the CS making things look less interesting. In order for the new design to be better than the old, I think it would need to be much more filled out in terms of decorative foliage or architecture. Perhaps a small wall lining the path with some sort of garden behind it? Or maybe just taller grass? Anything that would fit in with Skingrad's atmosphere while adding to the completeness of the setting at the same time. Given what you've already done with this project, I'm sure the end result will be very pleasant.


The image with the walls removed is just the initial step of wall removal and land tidy-up, that isn't what it will look like in the end. Some new content will be added by Arthmoor before he actually releases it as part of OCR.
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Nadia Nad
 
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Post » Wed Mar 30, 2011 4:25 am

The image with the walls removed is just the initial step of wall removal and land tidy-up, that isn't what it will look like in the end. Some new content will be added by Arthmoor before he actually releases it as part of OCR.

Yes, I figured. I thought it would be good to suggest what would look best in my mind, though.
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Cedric Pearson
 
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Post » Wed Mar 30, 2011 2:17 am

Ooo, intrigued. You know my feelings on Skingrad and how much I dislike the current layout, so any change is a step in the right direction for a Skingrad Reborn. :)
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Emma louise Wendelk
 
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Post » Wed Mar 30, 2011 10:25 am

Personally I like Skingrad having 2 seperate halves, its what makes Skingrad unique as a city.

One option is removing all the rocks are tree's on the main road, maybe extend the area by moving the farm stable on one side and the graveyard to the other side of the church, this way you can make a market for the passing travelers to trade on their way thought the city, add park or entertainment if theres enough room. Lower or remove the walls between the bridges and guard posts into the city halves (not the main gates) on either side of the city and capping the walls or enbankments with fences found around the city with the semi circles with the tree's to make the whole area still feel natural and so people can still look down on the market/park and stil be able to see the other half of the city from over the market.

Thats just my 2c but I think that would help keep Skingrads unique feel, open it up by loosing the imposing walls overlooking the road but still give the illusion of it being a secure city for travelers with the check points at the main gates and for the citizens with the guard posts to get into the main gates then again to get into the actual city 1/2s.
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El Goose
 
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Post » Wed Mar 30, 2011 1:11 am

Short question: I installed OCR and the complete UL package together with RAEVWD and AWLS and QTP3 via BAIN. So everything is modular. However, I have a small question rgearding the textures and the Landscape LOD. Right now, I have QTP3 and the BTQ2048lod installed after OCR and UL. I noticed some conflicts, meaning that QTP3 and the btq2048lod overwrite some UL and some OCR files. Ist that okay or should I switch that? Which files should have prority here?

Current Install order:

ULComp162
Unique Landscape LODs
OCR
OCR_UL_Patch
QTP3
BTQ2048LOD
RAEVWD
RAEVWD QTP3 Texture Pack
AWLS 5.5.3

Thanks a lot for your awesome work on all these mods!!!


regards,

Buford
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Alada Vaginah
 
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Post » Wed Mar 30, 2011 5:21 am

Just looked at the two Skingrad pics, i thought you meant removing the two gate pieces but keeping the bridges and split city, as if it built on both sides of the main road and then joined.
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SWagg KId
 
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Post » Wed Mar 30, 2011 11:57 am

Personally I like Skingrad having 2 seperate halves, its what makes Skingrad unique as a city.

One option is removing all the rocks are tree's on the main road, maybe extend the area by moving the farm stable on one side and the graveyard to the other side of the church, this way you can make a market for the passing travelers to trade on their way thought the city, add park or entertainment if theres enough room. Lower or remove the walls between the bridges and guard posts into the city halves (not the main gates) on either side of the city and capping the walls or enbankments with fences found around the city with the semi circles with the tree's to make the whole area still feel natural and so people can still look down on the market/park and stil be able to see the other half of the city from over the market.

Thats just my 2c but I think that would help keep Skingrads unique feel, open it up by loosing the imposing walls overlooking the road but still give the illusion of it being a secure city for travelers with the check points at the main gates and for the citizens with the guard posts to get into the main gates then again to get into the actual city 1/2s.

This sounds like more of what I'm hoping for as well. It'd be nice to have some separation still present, just a little more relaxed. Lower walls and a park/market area would really add to the atmosphere while still keeping to the city's original feel.
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Mistress trades Melissa
 
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Post » Wed Mar 30, 2011 1:43 am

Short question: I installed OCR and the complete UL package together with RAEVWD and AWLS and QTP3 via BAIN. So everything is modular. However, I have a small question rgearding the textures and the Landscape LOD. Right now, I have QTP3 and the BTQ2048lod installed after OCR and UL. I noticed some conflicts, meaning that QTP3 and the btq2048lod overwrite some UL and some OCR files. Ist that okay or should I switch that? Which files should have prority here?

Current Install order:

ULComp162
Unique Landscape LODs
OCR
OCR_UL_Patch
QTP3
BTQ2048LOD
RAEVWD
RAEVWD QTP3 Texture Pack
AWLS 5.5.3

Thanks a lot for your awesome work on all these mods!!!


regards,

Buford


The Land LOD Textures are not exactly the most important things in the world, but nonetheless, it would be preferable for the higher-res textures to win. I always install my Land LOD textures close to last to ensure the ones I want are the ones I have.
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 30, 2011 1:43 pm

The Land LOD Textures are not exactly the most important things in the world, but nonetheless, it would be preferable for the higher-res textures to win. I always install my Land LOD textures close to last to ensure the ones I want are the ones I have.


Yes I thought so, However, I was not sure abou possible optical "incompatibilities" with QTP3 and OCR/UL. So, I guess my install order seems okay... Thanks!
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Suzie Dalziel
 
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Post » Wed Mar 30, 2011 12:01 pm

As long as that's just the textures loading out of sequence you should be ok. You're going to notice though if you tell it to load the landscape LOD meshes out of sequence because the height won't match the area.

As far as Skingrad, well, I hope people like it because it's more or less done now. Keeping most of the rocks and trees didn't leave as much room as I figured so I went with a gallows and a small sitting area nearby and completed an enclosure around the graveyard. Combined with the hill there's still the separation and I think it looks pretty good this way without feeling like you're trapped within the walls.
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Da Missz
 
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Post » Wed Mar 30, 2011 2:20 am

If you wanted more space (maybe you don't) you could relocate the graveyard around the back of the chapel, which would free up plenty of space for one of your ideas of a market area.
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Andy durkan
 
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Post » Wed Mar 30, 2011 3:24 pm

If you wanted more space (maybe you don't) you could relocate the graveyard around the back of the chapel, which would free up plenty of space for one of your ideas of a market area.


Just make sure there's enough space for our favourite paranoid fellow :lol:
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DeeD
 
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Post » Wed Mar 30, 2011 6:58 am

I'm not particularly worried about more space now. An open air market doesn't exactly fit in with Skingrad anyway and felt out of place when I was tossing resources around to see. There's also not enough room on the other side of the church for a mountain of gravestones. There wasn't much else really to do since I wasn't planning to add more physical buildings to the city. Which is when I passed by the gallows resource in my folder of stuff I've been hoarding and figured that would be perfect :)
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Becky Cox
 
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Post » Wed Mar 30, 2011 7:44 am

Alrighty then. Package update:

Open Cities Reborn v0.9.1 - Beta

* Anvil: Grounded some buried rocks and shrubs, grounded a floating bush and foxglove.
* Chorrol: Slight landscape adjustment to allow access to a trap door for Hoarfrost Castle.
* Cheydinhal: Removed stubborn grass from the Mages Guild well. Gave Nardala's shop a sign.
* Bruma: Grounded some floating rocks.
* Leyawiin: Moved the map markers for the NW and NE gates slightly to avoid getting horses stuck when fast traveling.
* Skingrad: Removed a duplicate tree and some duplicate rocks.
* Skingrad: Removed the walls along the central road. Added a gallows, small sitting area, and several new leaf generators.
* All: Cities that no longer have gates have map markers marked as entrances instead now.

Skingrad is considered final as it was never planned to get anything at all, and this minor change suits it just fine without sacrificing the rest of its uniqueness.
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Steve Bates
 
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Post » Wed Mar 30, 2011 6:47 am

Cool. Downloading now.
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Dagan Wilkin
 
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Post » Wed Mar 30, 2011 1:30 am

Alrighty then. Package update:


Ah man, I just re-downloaded the package yesterday to make sure I was updated!. :lmao:

Thanks for the update as always, and I think you're going in a good direction for Skingrad. :thumbsup:
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Leonie Connor
 
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Post » Wed Mar 30, 2011 2:17 pm

The new gallows mesh is missing from the archive :sad:

EDIT
I believe you moved Foul Fagus in Skingrad to sleep behind Nerastarel's house? In the B&M OCR ESP, his bed is still in the original location, though the placed NPC, his food bag and the wooden boards for his bed are all in the new location.
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Roisan Sweeney
 
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Post » Wed Mar 30, 2011 9:12 am

Always something. Re-upped with missing gallows included. 13 of you are very quick :P

Yes, Foul Fagus has been relocated, his bed was given a new formID due to persistence.

You'll also want to note that there's minor landscape edits that were done too. And the spot on the west side where the arch used to be is where I'm moving the VHB club to since there's room enough for it there (need pics, just say so). I'll be uploading the VHB update shortly, along with getting the older patch synced up as well. Ugh.
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Daniel Holgate
 
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Post » Wed Mar 30, 2011 8:38 am

Quick response. :)

Update is headed down the tubes now. Good to see OCR is nearing completion and has now done something to every city in the game. My OCD can now finally be satisfied. :turned:
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marina
 
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Post » Wed Mar 30, 2011 9:59 am

Also FYI - if you're using Malevolent, that patch has been updated. Be mindful of the readme and the filename change for the OCR side. You'll need to uninstall the old filename to avoid clashes.

Plus side, the separated patches will handle LOD generation properly. I'll be separating the others as well. Most of them should also end up as mergable files if you're using CBash with Bash 292 or higher (not out yet, still debugging).
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Thomas LEON
 
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Post » Wed Mar 30, 2011 2:20 am

Always something. Re-upped with missing gallows included. 13 of you are very quick :P

Yes, Foul Fagus has been relocated, his bed was given a new formID due to persistence.


No, it's still in the wrong place.
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YO MAma
 
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Post » Wed Mar 30, 2011 4:23 pm

Checked it with several guys, it's in the right place for every one of them. With a new formID it would be impossible for it to still be anchored in the old location since the old bed should be long gone.
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Nikki Lawrence
 
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Post » Wed Mar 30, 2011 7:53 am

http://bettercities.free.fr/NotBC/Archive.jpg you can see I have downloaded the latest version, as it includes the gallows mesh which had been missing from the first v0.9.1
http://bettercities.free.fr/NotBC/OCR_BnM_Skingrad.jpg you can see the bedroll in the wrong place.
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ruCkii
 
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