[WIP] Pegasus Estate

Post » Mon Nov 29, 2010 6:31 am

can the oven make muffin instead?
please, it's vanilla!

Isn't the muffin a unique item? Well, if it's not quest related I could have a muffin baking oven :)

As any NPC's would say...


I've sense some harmony with the mess hall. Great work Danae ! :tops:

Thank you :)

Nice dining room!
The pantry setup is a great idea, too. ^_^

A note for the kitchen though, did you know that NOM's portable fire kit
won't normally work indoors, but Morrowind Crafting's fire kit will?

If you want full MC compatibility, you could put two fireplaces in the kitchen.
One with an NOM default cooking fire, and one without one.
Then the player could start a fire in the empty fireplace using MC's fire kit.

Also, if you want a nice little stove, perfect for warming a room or making tea,
for your sitting area, try this: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7536
It's a favorite of mine, and I highly recommend it!

As I recall, it also comes with an optional external pipe piece so that if you used it in a room
you could put the external piece outside of the building, coming out of the roof, for realism.

I totally forgot about MC, probably because I don't use it at all for cooking so I only thought of making the workshop MC compatible. I was not going to have firepits indoors since the ovens already have fire. I'll check what activators MC has for cooking and see if I need to add any. I'll leave an oven 'fire-free' as you suggested in any case.
Thanks for the link to the stove resource, that's actually the one I had in mind. I've tried to make an open fire in the mess hall and I quite like it (it's in the video) so I might use the stove for other rooms that do not have fireplaces. I'll experiment some more...


http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/MGEScreenshot6-1.jpg of the Lord in his robe, in his room
early http://www.youtube.com/watch?v=pVjGPd5wGx4 of the mess hall showing the dining area, the open fire and the winerack (the actual kitchen area is not built yet)
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BrEezy Baby
 
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Post » Mon Nov 29, 2010 7:13 am

...early http://www.youtube.com/watch?v=pVjGPd5wGx4 of the mess hall showing the dining area, the open fire and the winerack (the actual kitchen area is not built yet)

I really love your updates. For several reasons, but here are two of them. First, I really like your style, it's very thematic, personal and creative and also I'm eagerly awaiting the release any tease is welcome. :) Secondly, I checked your newest video, and saw the winerack, with the nifty script on. I wanted to create something similar with a weapon rack, but I couldn't figure out the script for it. Now that I saw it in action, I managed to create a working code in 5 mins, you are inspirational. :)
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matt oneil
 
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Post » Mon Nov 29, 2010 6:04 am

I really love your updates. For several reasons, but here are two of them. First, I really like your style, it's very thematic, personal and creative and also I'm eagerly awaiting the release any tease is welcome. :) Secondly, I checked your newest video, and saw the winerack, with the nifty script on. I wanted to create something similar with a weapon rack, but I couldn't figure out the script for it. Now that I saw it in action, I managed to create a working code in 5 mins, you are inspirational. :)

Thank you :) As much as I love compliments i must give credit where credit is due: the script I used on the winerack (and the weapon rack in the display hall and the Lady's closets in her suite) are all inspired from this mod I love: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2799.
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sarah simon-rogaume
 
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Post » Sun Nov 28, 2010 10:22 pm

Isn't the muffin a unique item? Well, if it's not quest related I could have a muffin baking oven :)

it is quite unique, but it's only an easter egg:
http://www.imperial-library.info/dogate/mw_easter_eggs.shtml#Muffin
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cassy
 
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Post » Mon Nov 29, 2010 4:27 am

it is quite unique, but it's only an easter egg:
http://www.imperial-library.info/dogate/mw_easter_eggs.shtml#Muffin

Aha! Thanks for the link. After doing a bit of reading, I think I should actually make a mini quest: once you have aquired the one muffin in the game, you'll be able to bake some more with the oven, how does that sound?
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I’m my own
 
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Post » Mon Nov 29, 2010 2:58 am

Isn't the muffin a unique item? Well, if it's not quest related I could have a muffin baking oven :)

It's unique (as in: there is only one in the game), but it uses the model of bread. Still, http://tesnexus.com/downloads/file.php?id=8318
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Jacob Phillips
 
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Post » Sun Nov 28, 2010 9:30 pm

Actually, there is a mod that gives the muffin unique graphics,
to make it actually look like a muffin: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7612
The included plugin makes additional minor tweaks, like changing the weight of regular bread to make it different
from the muffin, as well as changing the muffin's graphics.
(Oh, and the muffin isn't related to any vanilla quest, it's just a minor curiosity.)

Anyway, that Mess Hall is looking good! ^_^
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Teghan Harris
 
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Post » Mon Nov 29, 2010 12:06 am

So it is settled, I have made a muffin oven using the mesh you gave me a link for Gaius.
Thank you all for the info on the muffin, I normally avoid any item that says UNIQUE in the CS for fear of breaking a quest.

For now the oven has a simple script, there is no quest yet, that will come once all the building is done. But, with the mess hall done, I'm one step closer! The remaining rooms are the lab, the library and the reception hall that I want to re work.

Mess hall : http://www.youtube.com/watch?v=Itg9sLc4kwU, showing the entrance (keybox, open fireplace), the dining area (scripted table/hutch), the kitchen (scripted winerack) muffin oven, central island, utensils cupboard, all NOM oven/keg/water/firepit) and the pretty coloured candles (cupboard respaws but the candle have no value)

SCREENS : http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/kitchen1.jpg, http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/messhall2.jpg, http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/messhall3.jpg, http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/messhall4.jpg
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Haley Merkley
 
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Post » Sun Nov 28, 2010 9:43 pm

So it is settled, I have made a muffin oven using the mesh you gave me a link for Gaius.
Thank you all for the info on the muffin, I normally avoid any item that says UNIQUE in the CS for fear of breaking a quest.

For now the oven has a simple script, there is no quest yet, that will come once all the building is done. But, with the mess hall done, I'm one step closer! The remaining rooms are the lab, the library and the reception hall that I want to re work.

Mess hall : http://www.youtube.com/watch?v=Itg9sLc4kwU, showing the entrance (keybox, open fireplace), the dining area (scripted table/hutch), the kitchen (scripted winerack) muffin oven, central island, utensils cupboard, all NOM oven/keg/water/firepit) and the pretty coloured candles (cupboard respaws but the candle have no value)

SCREENS : http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/kitchen1.jpg, http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/messhall2.jpg, http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/messhall3.jpg, http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/messhall4.jpg


Fantasic piece of work here. It's just AWESOME. Thanks Danae for your reports. :wave:
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Chloe :)
 
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Post » Mon Nov 29, 2010 2:20 am

I love the keyrack! but the oven is my favorite. muffins :]
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Jessica White
 
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Post » Mon Nov 29, 2010 12:55 am

It's all looking wonderful, Danae.
I really like the respawning candle idea, it makes good sense to keep a supply of candles
around the house, and they can be hard to come by in game.
(That's the reason that there have been several mods made just to make shops that sell them.)
I like the keybox, it's good to have a proper place to put your housekeys, realistic too.

Anyway, I know this may be too soon in the project, but since you will have drawn attention
to the muffin, and made it no longer unique, perhaps when you do your alchemy sorter setup,
you could include sorting for the muffin. I have done so myself in my mod "Wizard's Rest".

Here, if you want, you can use this script from my mod, just change the name of the script,
and change "_alchdeskph1" to whatever container you want to sort the muffins to.
(Edit: The "Lolcat" style speech in the "sorting complete" MessageBoxes was included
in my mod as a joke, please feel free to change those too, if you wish.
They were written in connection to my "MuffinM@$T4R!!!1!" addon plugin, which was done as a joke mod.)

Begin _ph_sortscript_muffin

short iCB
short tCB
short lCB

if ( MenuMode == 1 )
return
endif

set lCB to 0

if ( OnActivate == 1 )

set lCB to 1
set tCB to 0

endif

if ( lCB == 1 )

set iCB to ( player->GetItemCount, "ingred_bread_01_UNI3" )
set tCB to tCB + iCB
if ( iCB > 0 )
while ( iCB > 0 )
set iCB to ( iCB - 1 )
player->RemoveItem, "ingred_bread_01_UNI3", 1
"_alchdeskph1"->AddItem, "ingred_bread_01_UNI3", 1
endwhile
endif

set lCB to 100

endif

if ( lCB == 100 )

if ( tCB > 0 )
PlaySound "Item Misc Up"
MessageBox "Kay thanx 4 teh %g muffinz", tCB
else
PlaySound "Menu Click"
MessageBox "I can has muffin plz?"
endif

endif

end
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alicia hillier
 
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Post » Mon Nov 29, 2010 5:32 am

Fantasic piece of work here. It's just AWESOME. Thanks Danae for your reports. :wave:

Glad you like it :)

I love the keyrack! but the oven is my favorite. muffins :]

You're welcome :) Thanks for the suggestion in the first place.

It's all looking wonderful, Danae.
I really like the respawning candle idea, it makes good sense to keep a supply of candles
around the house, and they can be hard to come by in game.
(That's the reason that there have been several mods made just to make shops that sell them.)
I like the keybox, it's good to have a proper place to put your housekeys, realistic too.

Anyway, I know this may be too soon in the project, but since you will have drawn attention
to the muffin, and made it no longer unique, perhaps when you do your alchemy sorter setup,
you could include sorting for the muffin. I have done so myself in my mod "Wizard's Rest".

Here, if you want, you can use this script from my mod, just change the name of the script,
and change "_alchdeskph1" to whatever container you want to sort the muffins to.

Begin _ph_sortscript_muffin

short iCB
short tCB
short lCB

if ( MenuMode == 1 )
return
endif

set lCB to 0

if ( OnActivate == 1 )

set lCB to 1
set tCB to 0

endif

if ( lCB == 1 )

set iCB to ( player->GetItemCount, "ingred_bread_01_UNI3" )
set tCB to tCB + iCB
if ( iCB > 0 )
while ( iCB > 0 )
set iCB to ( iCB - 1 )
player->RemoveItem, "ingred_bread_01_UNI3", 1
"_alchdeskph1"->AddItem, "ingred_bread_01_UNI3", 1
endwhile
endif

set lCB to 100

endif

if ( lCB == 100 )

if ( tCB > 0 )
PlaySound "Item Misc Up"
MessageBox "Kay thanx 4 teh %g muffinz", tCB
else
PlaySound "Menu Click"
MessageBox "I can has muffin plz?"
endif

endif

end

Hum, I could simply add a line to the ingredient sorting script but I'd like to use yours and put it on a cookie muffin jar in the mess hall. What do you think?
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FoReVeR_Me_N
 
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Post » Mon Nov 29, 2010 3:03 am

Yes you can! A great idea! ^_^
Like I said in my edit, you might want to change the messageboxes, though.
(Edit: MuffinM@$T4R!!!1! was a deliberately immersion breaking joke mod, you know.)

(Further Edit: I don't know if you knew this or not, but when making an alchemy sorter,
always remember to put a non-pickupable light in the sorter container.

Morrowind has an issue where if you add/remove/change the items in a container by script,
and the container becomes completely empty for whatever reason, (Player action, etc.)
the game can get confused, and forget whether or not anything was in the container.
When the game does it's 72 hour cleanup, you might lose all the items in the container!

If you make it so the container always has at least one item in it, and that item is never touched by the sorter script,
the game won't lose track of the contents of the container, so you won't lose your ingredients.
The object must be a non-pickupable light though, so it won't appear when the player looks into the container.
Otherwise, the player could accidentally take it out.

You can use the same light object in more than one container, just make sure the object has a unique ID,
so it doesn't get used anywhere but your sorter containers, and make sure they all have one.)
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Ezekiel Macallister
 
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Post » Mon Nov 29, 2010 5:30 am

I have an idea for the mod, if you are interested.

How about making an ingame book about the house?
There would be several versions of the book.

At first the book would talk about things already in the house,
but as the player unlocked more of the house's features,
the book would be replaced with a version that talks about those.

The book would be placed on a lecturn in the house, perhaps in the vestibule.
The book itself would be scripted so you could read it, but not pick it up.

Perhaps in the script that controls it's replacement, you could put this:

if ( OnActivate == 1 )
if ( menumode == 0 )
Activate
else
Messagebox "This cannot be taken."
endif
endif

This ensures that the player can read the book, but can't take it with him.

When the house has been fully upgraded, the book would be replaced with
a version that talks about everything, and isn't scripted, so you can take it with you.
On the final page of this version the book would end with a lovely portrait of the front of the house.
(Like one of those screenshot paintings.)

Beneath the screenshot would be written a line or two from you, thanking the player for playing your mod.
(These lines would be written cryptically in daedric letters, almost as if a secret, forbidden incantation.) ^_^
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Tinkerbells
 
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Post » Sun Nov 28, 2010 11:56 pm

And now for something competely different!

Has anyone here ever played a "Myst" game?
I'm a fan of the series myself.

In my previous post, I mentioned a final non-scripted version of the book.
On that book would be placed a script like this one:

begin _peg_bookspell1

short pegbook_SpellOn

If ( ( player->GetItemCount, "_pegbook_final" ) != 0 )
If ( ( ScriptRunning, "_peg_bookspell2" ) != 1 )
If ( MenuMode == 0 )
player->AddSpell, "_pegasusbookspell"
StartScript, "_peg_bookspell2"
endif
endif

If ( ( player->GetSpellEffects, "_pegasusbookspell" ) == 1 )
If ( pegbook_SpellOn == 0 )
Player->PositionCell, x ???, y ???, z ???, ???, "Pegasus Estate, Grounds"
MessageBox "Ahh, home sweet home!"
set pegbook_SpellOn to 1
endif
elseif ( pegbook_SpellOn == 1 )
set pegbook_SpellOn to 0
endif

endif

end

This would make it so that, if you hold the book in your inventory, you can cast a special spell to teleport
back to Pegasus Estate, anytime.

Also, this script, which is started by the first script, and isn't attached to anything:

begin _peg_bookspell2

If ( ( player->GetItemCount, "_pegbook_final" ) == 0 )
If ( MenuMode == 0 )
player->RemoveSpell, "_pegasusbookspell"
StopScript, _peg_bookspell2
endif
endif

end

The second script makes it so, if you don't have the book, you can't use the spell.
I made these scripts for my MuffinM@$T4R!!!1! addon, and would like to donate them for your mod.

The spell controls the cost of using this. (Set it however you think is best.)
It should be set to not auto-calculate, and always succeed.
Might I suggest making the first script cause a fade-to-black, like you used with the dish-placing.

By doing this, you can make a really nice teleport item for your house, that the player has to earn.
(And an awesome homage to Myst, if I do say so myself.) ^_^

Well, what do you think?
The book itself would be a nice feature, even without this extra stuff,
but I hope you'll consider using it.
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Stefanny Cardona
 
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Post » Sun Nov 28, 2010 10:11 pm

Yes you can! A great idea! ^_^
Like I said in my edit, you might want to change the messageboxes, though.
(Edit: MuffinM@$T4R!!!1! was a deliberately immersion breaking joke mod, you know.)

(Further Edit: I don't know if you knew this or not, but when making an alchemy sorter,
always remember to put a non-pickupable light in the sorter container.

Morrowind has an issue where if you add/remove/change the items in a container by script,
and the container becomes completely empty for whatever reason, (Player action, etc.)
the game can get confused, and forget whether or not anything was in the container.
When the game does it's 72 hour cleanup, you might lose all the items in the container!

If you make it so the container always has at least one item in it, and that item is never touched by the sorter script,
the game won't lose track of the contents of the container, so you won't lose your ingredients.
The object must be a non-pickupable light though, so it won't appear when the player looks into the container.
Otherwise, the player could accidentally take it out.

You can use the same light object in more than one container, just make sure the object has a unique ID,
so it doesn't get used anywhere but your sorter containers, and make sure they all have one.)

Thanks, I knew that from looking at the ingredient sorters though I never wondered the hows and whys ;)
I've made the muffin jars, and then some cookie jars, cos one jar seemed too lonely... http://i656.photobucket.com/albums/uu289/Danae123123/WIP%20Pegasus%20Estate/cookiejars.jpg (CS view)

I have an idea for the mod, if you are interested.

How about making an ingame book about the house?
There would be several versions of the book.

At first the book would talk about things already in the house,
but as the player unlocked more of the house's features,
the book would be replaced with a version that talks about those.

The book would be placed on a lecturn in the house, perhaps in the vestibule.
The book itself would be scripted so you could read it, but not pick it up.

Perhaps in the script that controls it's replacement, you could put this:

if ( OnActivate == 1 )
if ( menumode == 0 )
Activate
else
Messagebox "This cannot be taken."
endif
endif

This ensures that the player can read the book, but can't take it with him.

When the house has been fully upgraded, the book would be replaced with
a version that talks about everything, and isn't scripted, so you can take it with you.
On the final page of this version the book would end with a lovely portrait of the front of the house.
(Like one of those screenshot paintings.)

Beneath the screenshot would be written a line or two from you, thanking the player for playing your mod.
(These lines would be written cryptically in daedric letters, almost as if a secret, forbidden incantation.) ^_^

I have a book in mind, written by Feyiin himself, describing his plans for the Estate and with a picture of the Estate on the cover. I love the idea of having it in the vestibule and having a final version of the book, actually I love all you suggestions :)
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Bedford White
 
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Post » Mon Nov 29, 2010 3:54 am

Thank you! ^_^

The jars look lovely!

As a side note, you could try making an NOM sorter for your kitchen,
just replace the ingredients in a normal sort script with NOM food.
Not necessary, but I don't think anyone's actually done that before...
I may have to make one for the next version of "Wizard's Rest"...

Anyway, I hope you'll consider my "Fayiin's Book, Final ver. as Myst style "Linking Book"" idea.

(Edit: I even made custom scripts for that, they worked properly for my mod,
so there shoudn't be any trouble with using them. If there is, I could re-write them as necessary.
A book is so much nicer than an insane muffin, anyway.) ;)
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Hayley O'Gara
 
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Joined: Wed Nov 22, 2006 2:53 am

Post » Sun Nov 28, 2010 7:49 pm

Thank you! ^_^

The jars look lovely!

As a side note, you could try making an NOM sorter for your kitchen,
just replace the ingredients in a normal sort script with NOM food.
Not necessary, but I don't think anyone's actually done that before...
I may have to make one for the next version of "Wizard's Rest"...

Anyway, I hope you'll consider my "Fayiin's Book, Final ver. as Myst style "Linking Book"" idea.

(Edit: I even made custom scripts for that, they worked properly for my mod,
so there shoudn't be any trouble with using them. If there is, I could re-write them as necessary.
A book is so much nicer than an insane muffin, anyway.) ;)

Ah, I missed your post before this one, I guess I was still writing mine at the time. I have planned a teleport amulet that your guilde guide improves over time (starts as the the teleport amulet Feyiin gives you, then the estate is added, then, when you're a vampire to the crypt). Though I like the idea that getting the book i.e completing the Estate gives you something extra... how about the location of the Pegasus Wings (constant levitate toggle on/off)? OR... upon reading the 1st book the first time, you could get a message like : the last page has some scambling on it, it appears to be a magic spell to teleport back to the Estate. After a second, you decide to tear the page off: it could come in handy", and add a teleporting scroll in the player's inventory. So, it would be a linking scroll instead of a book.
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Miragel Ginza
 
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Post » Sun Nov 28, 2010 6:14 pm

That'll work nicely! ^_^

A teleport with expanding options like that would be great.

You could make it so your teleport script requires that the player have the paper with them,
and trigger it with a toggle spell.

That way the scroll could be read normally, with the Pegasus Estate screenshot and "magic spell".
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Emma Pennington
 
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Post » Sun Nov 28, 2010 6:22 pm

So, it would be a linking scroll instead of a book.


Good idea: as I recall, it's a scroll that gives you a spell in Tchos Alchemy Tower and one of the other popular magical houses in Oblivion. The idea being that in an area so magical, scrolls conveying spells of transportation make sense. And with the Estate, you've got an owner who has wealth, wanderlust, and a fascination with foreign cultures. He'd be just the kind to import strange, new ideas.
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Sweets Sweets
 
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Post » Sun Nov 28, 2010 11:57 pm

Yeah, it's become a sort of community gold standard.
That's part of why I used a similar method in my mod.
(I twisted it into a silly joke in mine, though.)
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Averielle Garcia
 
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Post » Mon Nov 29, 2010 6:17 am

After I got done posting about my idea for the expanding book, I remembered
a previous project idea of mine that I wound up having to put aside due to a lack of free time.

It was to be a house mod inspired by the Relto age in "Myst: Uru". (Like it, anyway.)
Like Relto, it would be upgradeable, and grow with the player.

The project never got past the planning stage, though.
Perhaps I could try again, after I finish the final v3 of "Wizard's Rest", though.

I thought the "Linking Book/Page" idea would be a good idea for this mod,
so I decided to mention it, and see what you thought of it.
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Chica Cheve
 
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Post » Mon Nov 29, 2010 12:16 am

After I got done posting about my idea for the expanding book, I remembered
a previous project idea of mine that I wound up having to put aside due to a lack of free time.

It was to be a house mod inspired by the Relto age in "Myst: Uru". (Like it, anyway.)
Like Relto, it would be upgradeable, and grow with the player.

The project never got past the planning stage, though.
Perhaps I could try again, after I finish the final v3 of "Wizard's Rest", though.

I thought the "Linking Book/Page" idea would be a good idea for this mod,
so I decided to mention it, and see what you thought of it.


I think you definitively should go for it, I haven't played Myst but I like the idea of any house that is more than just a house and with your scripting skills (mine are just good enough to understand what a script does...) you could do something really wicked!
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sas
 
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Post » Sun Nov 28, 2010 5:56 pm

Thanks for the encouragement, Danae! ^_^
It's decided then, it will be my next project after Wizard's Rest is final.

As anyone who's played Uru, or even seen a screenshot of Relto could tell you,
a perfect copy of Relto probably couldn't be done in Morrowind.
I'm not trying for that.

Instead, I'd like to recreate it in a Morrowind style, but hopefully keeping the same theme and
the general Myst "feel" of the place.

I'd like to try a Tribunal-style "fake exterior", with a small deserted island, with a rugged Solsthiem-like landscape.
It would start out with just a simple shack, and gradually get more features as you play the game.

The island would intentionally never be "fancy", but would serve as a peaceful place for the player to call their own.
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Jacob Phillips
 
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Post » Mon Nov 29, 2010 7:38 am

Now my question is when will this be done? I know this might go over the post count, but if so can you please tell me when it will be done. If not sure then that will be ok then.

Thanks

~King Paul~
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Mel E
 
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