[WIP] Pelagiad Expanded

Post » Sun Aug 08, 2010 6:09 pm

I'm glad to hear you've finally got your CoM issues sorted. For the names - doesn't Tamriel Rebuilt have some name generators that could be useful?
That's right, I remember seeing something like that. There are a couple other members on here I talk to who are good at making names.

I had an idea; would people here like for us to release this mod in stages so they can get a feel of what it's going to be like? Because at the rates it's going and the ideas for things I'm wanting to put in, it's not gonna be finished until 2013 probably.
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Stephanie Kemp
 
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Post » Sun Aug 08, 2010 5:51 pm

I am glad I could assist you in finding a name for the smithy.

I had an idea; would people here like for us to release this mod in stages so they can get a feel of what it's going to be like? Because at the rates it's going and the ideas for things I'm wanting to put in, it's not gonna be finished until 2013 probably.

If you do decide to go for a modular expansion, perhaps you could use construction work as a framing device? It may be a little bit immersion breaking if buildings just popped up over time, so making the town look busy with in-universe construction projects could be an interesting way of making it work. Perhaps you could even include a few quests related to the town's construction projects?
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Anna Beattie
 
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Post » Sun Aug 08, 2010 10:15 pm

I am glad I could assist you in finding a name for the smithy.


If you do decide to go for a modular expansion, perhaps you could use construction work as a framing device? It may be a little bit immersion breaking if buildings just popped up over time, so making the town look busy with in-universe construction projects could be an interesting way of making it work. Perhaps you could even include a few quests related to the town's construction projects?
Huh?
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Lisa Robb
 
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Post » Sun Aug 08, 2010 7:54 am

If you decide to release the mod in stages, it could be a good idea to make it look like construction work is going on in the areas reserved for later stages of the mod. The problem with releasing a mod in several stages is that it may seem strange for a town to suddenly grow every time you visit it.
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dean Cutler
 
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Post » Sun Aug 08, 2010 6:03 pm

If you decide to release the mod in stages, it could be a good idea to make it look like construction work is going on in the areas reserved for later stages of the mod. The problem with releasing a mod in several stages is that it may seem strange for a town to suddenly grow every time you visit it.
No, that's not the point of releasing it in stages. The point is just to show people what we're doing and so they can test what we have with their other mods to see if there are any conflicts. I was thinking people would simply test it in their game for a bit and then uninstall it since it's not complete. But no, it's not going to simulate construction going on, although there will be construction workers in the mod when it's finally released.
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Irmacuba
 
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Post » Sun Aug 08, 2010 9:48 am

I like the idea of stages myself. That way if anything happens to anyone's pc's or RL there's a copy out there for safe keeping or for someone else to pick up later.
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Robyn Lena
 
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Post » Sun Aug 08, 2010 1:54 pm

Still need names for the smith? I was thinking Clement's Ironmongery. Clement being the patron saint of metalworkers and blacksmiths, then Ironmongery, which is an old fashion term equivalent to hardware store (which is still used in Great Britain).
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Amanda Leis
 
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Post » Sun Aug 08, 2010 7:23 pm

Still need names for the smith? I was thinking Clement's Ironmongery. Clement being the patron saint of metalworkers and blacksmiths, then Ironmongery, which is an old fashion term equivalent to hardware store (which is still used in Great Britain).
Nah, we're good. I went with Xeth-ban's name The Ascadian Anvil. It's catchy and other people said they liked it. Thanks, though.

http://www.4shared.com/file/okt4coCz/PE_COM_1-19-11.html

This is the latest esp which has PE merged with COM. It's only 6.7 MB in size for the esp, which is kinda big just for an esp file. Any ways, can a few people test this with COM and their other COM related mods? PE just requires Tribunal and Bloodmoon to run but I think 99% of us have the expansion packs.

None of the resources are included so you're going to get thousands of errors and big yellow markers but just temporarily put Yes to all in the ini file to bypass that stuff. I just want to see if there are any conflicts while running COM or COM related mods while this is running in-game. There are four Pelagiad cells in the Construction Set (-1,-8) (0,-8) (-1,-7) (0,-7).

I've tested it while running NOM 3.03, COM, Hold It, MCA and there are no errors that pop up in the Warnings.txt. The children and pregnant mommies are stuck in walls though, but thank goodness Emma made COM an esm file and not an esp; I'll just make a patch. :)

Thanks in advance.
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carrie roche
 
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Post » Sun Aug 08, 2010 10:17 pm

Any news of this amazing project ? :goodjob:
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OJY
 
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Post » Sun Aug 08, 2010 3:49 pm

Any news of this amazing project ? :goodjob:

One of the blacksmith shops is finished (apart from quests & dialogue). Before I begin work on any other interiors, I want to know what people think of the interiors/shops/workers I have in mind before I begin working on any more cells.

http://img197.imageshack.us/img197/8135/55085844.jpg

Keep in mind that just because one house says "cooper" or "rope maker", doesn't mean that that is all the house is going to be. That's just what one of the NPCs in the house does for income. There will be the typical vanilla classes in many of the homes. Most of the NPCs in the homes have families or relatives or roommates living with them, too, including children/teens. Let me know what you guys like or dislike or think should be changed.
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how solid
 
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Post » Sun Aug 08, 2010 9:53 am

http://img197.imageshack.us/img197/8135/55085844.jpg


Now THAT'S a city!
Nice job! Keep it up!
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Elina
 
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Post » Sun Aug 08, 2010 11:36 am

Now THAT'S a city!
Nice job! Keep it up!

And that's not even half of it... ;)
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Enie van Bied
 
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Post » Sun Aug 08, 2010 6:22 pm

Adjusted the town picture a bit.

http://img708.imageshack.us/img708/8608/pelagiad08.jpg

What does anybody else think of the shops?
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zoe
 
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Post » Sun Aug 08, 2010 7:14 pm

Is it desired to put all the shops at the same place?
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Raymond J. Ramirez
 
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Post » Sun Aug 08, 2010 11:36 am

Is it desired to put all the shops at the same place?
Yes. The street running south (where the baker, clock maker, barber, etc are) is the second main shopping street. The main market street runs east and west but isn't included in the above picture.

http://img20.imageshack.us/img20/5959/mapya.jpg is the overall view, tilted 90 degrees so that North is pointing to your left. The yellow line I drew is where the towns people can go buy things. The other merchants and workers make stuff, but they sell it strictly to the other businesses. And that's how they make their living. I'm aiming to make this town very interrelated and as realistically functional as the game engine will allow, where different merchants work together and it's what helps build the town and make it seem real and functional. The woodcutters cut timber, sell it to the furniture maker, who sells it to customers as well as other shops. The clockmaker buy wood from the woodcutters and paint from the paint shop and scrap metal from one of the metal smiths to make clocks. He then sells his clocks to not only customers, but to other shops, including the ones from whom he bought his resources. It's really more of a roleplay concept than something you can actually experience fully. But the aim is to make the town work together. And I do plan to make custom animations, like the roofers and thatchers down on their knees laying out plywood. One other thing I'm considering adding is a windmill outside the town for making grains. With that, I would need to make one of the denizens a "miller". And most of these people have families. So the ropemakers wife could be one of the scribes at the book shop. The needlemaker's friend could be the street sanitation worker. The possibilites for these NPC relationships is huge. And that's what we're going to achieve with this. I just need to consult Regaez to see if a windmill would fit appropriately.


And the quests are going to be something else. I'm going to write quests that haven't been written before, of if they have, I haven't tried them out or seen them in any other TESIII mods. And I don't play a lot of quest mods so perhaps there are things I'll be writing that are redundant. oh well.... I going to write quests that deal alot with the relationships of the people of Pelagiad. My goal is to try and avoid the typical "deliver item A to location B" or "go kill this person or that creature". Another thing to note is that you won't easily find large sums of money, unless you successfully rob the bank or one of the nobles' homes. The bank is placed right next to the Mages & Fighters Guilds for a reason, as well as near the Guard Captain's home.
I mean, yes, there will be typical quests, but a lot of them I'm going to try and make as unique as I can.

So I'm asking again for opinions on the placement of the shops in the town. If everyone thinks it looks good, then I'll keep it the way it is and begin designing the interiors.
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laila hassan
 
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Post » Sun Aug 08, 2010 5:53 pm

I think it looks good the way it is.
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Elle H
 
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Post » Sun Aug 08, 2010 6:47 pm

Latest download links:

http://www.4shared.com/file/4z-SFRXV/Pelagiad_Expandedpart01.html
http://www.4shared.com/file/YEuFJq-a/Pelagiad_Expandedpart02.html
http://www.4shared.com/file/34qpatkO/Pelagiad_Expandedpart03.html
http://www.4shared.com/file/6N-VdAYy/Pelagiad_Expandedpart04.html
http://www.4shared.com/file/VfrV-rIx/Pelagiad_Expandedpart05.html

http://img22.imageshack.us/img22/738/68438773.jpg

1.22 GB uncompressed

Unfortunately, it took me 7 months to finish just one interior cell out of 108. But none of the others will require as many object references as this one so they won't be taking that long, I hope. "Pelagiad, The Ascadian Anvil" cell is a 3-level blacksmith/armorer shop. It opens at 8am and closes at 8pm. All the cranks in the cell on the dwemer machines are scripted to rotate upon activation. This cell still needs tweaking and fixing but for the most part, it's done. Some parts in the cell appear very dark because I set the lighting to 10 so that when the candles & lamps went out, the cell would go dark. Doing it that way was much more effective than using the "blind-curse" trick that the "Living Cities of Vvardenfell" mod uses to make it appear to be night time.


"modTESTchargen_v2_5" by Trunksbomb is included but I tweaked it so you start in Pelagiad in front of cell "Pelagiad, The Ascadian Anvil". You don't need to use it. I just forgot to remove it from the folder. But it really made mod testing so much quicker and convenient as I always start a new game when testing each new thing I add. As of now, only "The Ascadian Anvil" and "Aldarilar's House" are completed as far as design and building. There are no quests. Ignore the other mod that says "Pelagiad_UNFINISHED". It is a patch for BM that I'm going to integrate later on. Just use "PE_4-1-11". It only requires the 2 expansions, TB & BM.

This mod uses NOM scripts and Morrowind Crafting scripts and Children of Morrowind scripts, so set the PE load date to be first. I usually set Pelagiad Expanded to January 1, 2000 so that I'm 100% certain it will load first. You'll probably need WryeMash to do that, unless there is some other date-changing utility. You only need to change the date if you want this to work with NOM and MC. I would have changed it myself but I only just now remembered while I was typing this. So oopsy on my part. Feedback is appreciated. :)
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Chris Guerin
 
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Post » Sun Aug 08, 2010 8:02 pm

Very Impressive. When I come back to Morrowind some day...I am addicted to FO3 now, and will switch to Skyrim on triple elevensies...This will definitely be on my MUST list.
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Jynx Anthropic
 
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Post » Sun Aug 08, 2010 7:03 pm

Wow, now this is going to make Palagiad into an actual city! The work looks great so far.

It seems odd though that the file would be 1.22 GB just for a city mod, even if the city is that big. Is that because of all of the resources?

Also, having to wait to be able to download is pretty inconvenient, have you tried https://www.dropbox.com/ before? I find it to be much more convenient than any other file uploading sites.
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lucy chadwick
 
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