[WIP] Pelagiad Expanded

Post » Sun Aug 08, 2010 9:38 pm

Okie dokie. Anyone else prefer the first one? second one? neither?

I'll dismiss the message box idea. It'd be annoying to work with.


Neither, I think the architecture of the first building is correct, but perhaps a different builiding?
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Daramis McGee
 
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Post » Sun Aug 08, 2010 9:39 pm

Different as in design or texture? The mages guild needs to be big, though. So there aren't that many buildings from which to choose. There are the nord buildings, though.

I'm just wanting to get a majority vote on what people think would fit best. So far it seems like the first one where the buildings blend in.

Here they are again for those that are viewing this page.
http://img3.imageshack.us/img3/7913/54954539.jpg
http://img713.imageshack.us/img713/9076/52917555.jpg
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courtnay
 
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Post » Sun Aug 08, 2010 4:18 pm

Different as in design or texture? The mages guild needs to be big, though. So there aren't that many buildings from which to choose. There are the nord buildings, though.

I'm just wanting to get a majority vote on what people think would fit best. So far it seems like the first one where the buildings blend in.

Here they are again for those that are viewing this page.
http://img3.imageshack.us/img3/7913/54954539.jpg
http://img713.imageshack.us/img713/9076/52917555.jpg


OK then, ignore what I said before. I like the second, as long as it doesn't stand out as being the only building of its type in the area.
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Dona BlackHeart
 
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Post » Sun Aug 08, 2010 11:19 am

I like the first set better.
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Pawel Platek
 
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Post » Sun Aug 08, 2010 8:44 pm

I like the second too.

On the other hand by changing the color of the roof of the Mages Guild, perhaps that the building will be less visible and thus will shock less? :whisper:
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Tanya Parra
 
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Post » Sun Aug 08, 2010 4:59 pm

I like big and detailed town mod, but will not download a g size one.

it looks so nice.

good luck.
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patricia kris
 
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Post » Sun Aug 08, 2010 2:07 pm

I like the second too.

On the other hand by changing the color of the roof of the Mages Guild, perhaps that the building will be less visible and thus will shock less? :whisper:

I was thinking something like http://img638.imageshack.us/img638/7074/31507159.jpg or http://img291.imageshack.us/img291/422/76321315.jpg. The second only having one tower instead of two.
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Nicholas C
 
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Post » Sun Aug 08, 2010 5:51 pm

I like the mages guild in http://img713.imageshack.us/img713/9076/52917555.jpg screenshot the most so far, although something would have to be done about the fighter's guild as it looks sort of plain in comparison.
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Nathan Hunter
 
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Post » Sun Aug 08, 2010 8:55 am

I like the mages guild in http://img713.imageshack.us/img713/9076/52917555.jpg screenshot the most so far, although something would have to be done about the fighter's guild as it looks sort of plain in comparison.

What I've been realizing is that I can't please everyone. In my own personal opinion, the Mages Guild should stand out from it's surroundings and look mystical and imposing. After all, it's a gathering of wizards and sorcerers; it should look different. And with that, I like the original one with the three towers. We're trying to come to a 50/50 thing in the CS at the moment.
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Sebrina Johnstone
 
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Post » Sun Aug 08, 2010 9:43 am

In Daggerfall, the Fighter's Guild appeared as an Imperial-style gray stone tower, perhaps three or four stories tall, characterized by a square base, a plain windowless facade, and a row of battlements at the top. If you are seeking to recreate High Rock, this may be a worthwhile consideration.
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Jarrett Willis
 
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Post » Sun Aug 08, 2010 5:39 pm

me also I love the building with the 3 towers.
If not it would be enough just to make a little darker the color of the roof ^^
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Ian White
 
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Post » Sun Aug 08, 2010 9:47 pm

We're going with http://img713.imageshack.us/img713/9076/52917555.jpg after all. Though the Fighters Guild exterior is still undecided. Regaez has some ideas for it.

@Aldea Donder, yes I'm very familiar with the Daggerfall FG (still play DF to this day). But I like the way FG looks in Oblivion. It looks more like a place at which warriors and knights would hang out. The one in DF is too plain.

FYI, I am planning on using the music from DF in this mod. i.e. the MG (Mages Guild) music (I think it's called The Arcane), etc...

I'm making some of the shops slightyly Daggerfallesque. The gem shop is called The Essential Bijoutry and the clothing shop it called The Odd Fashion. One of the armorers is called Andistair's Superior Metalworks. These are all run by Bretons of course. They travelled across the empire to take a chance at the marketplace in Vvardenfell.

I never really like the arrangement of the guild names. I like "The Mages Guild" better than "Guild of Mages". Do you guys think it would be immersion-breaking if all the MG in the game were called "cityname, Guild of Mages" except for Pelagiad's, which would be "Pelagiad, The Mages Guild"? Every guild does run things differently so perhaps they could call their guild by a different name. lol boy I sure am nitpicky. I guess that's the characteristic of being a Virgo.


@Papill6n, what do you mean exactly by darkening the roof? Which roof?
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Adam Porter
 
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Post » Sun Aug 08, 2010 7:29 pm

the roof of your Mages Guild's building => http://img713.imageshack.us/img713/9076/52917555.jpg

as that the building will be less shocking visually (will be distinguished less) compared to the colors of the other buildings around.

sorry, afflicted I am not gifted to speak in English :ninja:
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mimi_lys
 
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Post » Sun Aug 08, 2010 4:31 pm

You mean like http://img638.imageshack.us/img638/7074/31507159.jpg?
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roxxii lenaghan
 
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Post » Sun Aug 08, 2010 10:15 am

yes and not, because your building is very beautiful like that => http://img713.imageshack.us/img713/9076/52917555.jpg. is it for its that I just suggested coloring his thatched roof or to replace thatch by tiles (for example the same one as those of the buildings around)?

it is only my opinion :twirl:
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leigh stewart
 
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Post » Sun Aug 08, 2010 10:16 pm

any news of your mod's progress? :foodndrink:
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Steve Fallon
 
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Post » Sun Aug 08, 2010 7:07 pm

How cool that someone replied to this thread!

Well I came to the realization that 2.32 gigabytes is profusely superfluous for a

town mod. So I spent a few hours today deleting COV and Corean Hair from the esp and

the folders. It's approximately 1 GB now; still trying to get it smaller but I

really like the resources that I'm using and the town still has that "vanilla

Morrowind" feel to it.

There are currently 109 houses, which are divided into three sections; the noble

district, the common quarters and the slums or poor quarters.

As of now, I'm the only one working on it and I'm working on the interiors of the

commoners. What's taking so long is the fact that I'm making each home unique; not

just copying and pasting the layout from Fargoth's house.

Guilds:
We currently have a Mages and Fighters Guild, which are the largest in the game as

far as interior size, and soon there will be a Thieves Guild. I was thinking of a

Woodcarvers Guild but since that has never been mentioned in TES lore, I'm kinda

weary about it. However, it would explain where all the furniture comes from. I just

want to hear a "yay" or "nay" from people.

1 noble house is done
7 common houses are done

For the first beta release of PE, there will not be any guild quests or any quests

from the NPCs (at least none written by me). All of the NPCs will have

generic dialogue. Basically, there won't be much to do except rob all 110 houses and

kill all the denizens. But isn't that what a lot of people do any ways? lol But

they'll all eventually have their own stories and probably every NPC will have a

quest or task that you can do for them.

One thing I'm trying to stray away from is having weapons, armor and gold in the

homes. I put a little gold in each home as the people need money to live but not

every one has a weapon or a suit of armor. Besides, there are a zillion places in

the game that have a cornucopia of weapons and armor. Pelagiad has weapons stores

and blacksmiths any ways, one of which will be selling Dragon_Lance's dragon claw

spear. :)


After Version 1/Beta is released, I'm going to go back and add in children and

quests and music. And also, Kyro and Regaez will probably add more of

their things too.

Version 2, therefore, will be dependent on Children of Morrowind. We have a school

house already built in the noble section. It's just going to be devoid of younglings

for version 1.

There is a Brewery in the rich section where you'll be able to try a taste of

alcohol.

There is also concert hall where musicians will perform music. With this idea, I'm

wanting to use music of baroque/classical composers where you can pay the ensemble

and a day later or so, they'll perform their piece. This method is more practical

than scheduled performances as one player may have started a new game while another

player may have gone through 10 months of game time.

So yeah, that's pretty much it. Would you like to help out? Or anybody else for that matter? Even if you just want to work on one house, that would be great, as that is what needs the most work; interior modding.
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Alex [AK]
 
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Post » Sun Aug 08, 2010 8:42 pm

Woah, this is a huge mod :P, did you add alot of textures? Will still download anyway sounds fantastic!
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Charity Hughes
 
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Post » Sun Aug 08, 2010 8:35 am

I used a lot of Korana's and Dongle's and Qarl's and The Wanderer's resources. I added in NOM 3.0 resource pack today. The total size is now 1.12 GB. I know it's big but it probably contains meshes/textures that a lot of people already have in their game. So really, most people will only be adding a few hundred megabytes worth of stuff, if that.

Here's the overall size: http://img827.imageshack.us/img827/6149/pelagiadmap.jpg
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Marcia Renton
 
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Post » Sun Aug 08, 2010 9:49 pm

Woah! It's bloody massive! Isn't it going to completely dwarf Ebonheart though? I mean, that's a bit backwards.
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[ becca ]
 
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Post » Sun Aug 08, 2010 7:49 am

Yes, it does dwarf it but people kept coming there and building and constructing more homes and places and when the schoolhouse was established there, many more people settled there so their kids could be educated by a professional teacher, instead of by their parents, as how most children are educated. (That's the lore in-game reason why it's so big)
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Natasha Callaghan
 
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Post » Sun Aug 08, 2010 10:18 pm

i love the looks of it. Keep up the good work and NEVER SAY DIE!

I have just recently ordered the GOTY edition from Gamestop, supposed to get here in about a week or so. So I will be glad I have the game before you release this gem!
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Kat Lehmann
 
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Post » Sun Aug 08, 2010 12:39 pm

I think I asked this before but I'll ask again, would anyone be upset if Pelagiad Expanded was dependent on Children of Morrowind?
(And just a heads up, even when version 1 is released, version 2 is going to be released afterwards which will require COM to work and it'll also have much more quests and merchants and items.)
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Milagros Osorio
 
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Post » Sun Aug 08, 2010 5:57 pm

I wouldn't be particularly upset, but I probably wouldn't download the mod, as I'm not really a fan of CoM. (It conflicts a few mods)

But, its up to you.
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Amber Hubbard
 
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Post » Sun Aug 08, 2010 6:55 pm

So... now that I've seen -this-...


I think I'm going to have to build you guys another Census and Excise Office.

There's no way that a city this size can get overlooked for having an office... when I'm putting one in Ebonheart... and this place is now looking to be closer to the size of freakin' FIREWATCH.

Also, if you want any help with anything, I'd be happy to offer some. I'm rubbish at scripts and quests... but I've got interiors, exteriors, and dialogue down pretty well. It's been a lot longer than I'd like to admit since I've handled dialogue, though... but still... I figure I'd mention it. I'd hate to see a mod with this much potential get -this- far and die in Limbo.

Anyways, I just popped by to say its amazing... and offer my services, should any of them be required!

Keep up the excellent work!
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Code Affinity
 
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