[WIP] Pelagiad Expanded

Post » Sun Aug 08, 2010 3:27 pm

you guys should get Archmaestro on board to create some animated npcs to make the city more lively.
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Ria dell
 
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Post » Sun Aug 08, 2010 1:06 pm

Are you guys taking into consideration the usage of mods like MCA, NOM, LGNPC and LCV? Because these mods affect Pelagiad in some way or another.


P.S. MCA v6.0 is in work, by the way. http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1030899&view=findpost&p=14937013
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Emma Parkinson
 
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Post » Sun Aug 08, 2010 9:01 am

I must say it's very well detailed. No problems with the fps?
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Flesh Tunnel
 
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Post » Sun Aug 08, 2010 5:17 pm

I must say it's very well detailed. No problems with the fps?
Heh, define "problems." With that number of objects per cell there is bound to be a performance hit. How much of one, I don't know.
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Claire Lynham
 
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Post » Sun Aug 08, 2010 10:16 am

Well, unfortunately unless you have an awesome computer you will suffer lag problems. I won't deny it, but that is the cost of the detailing of the city. I may consider removing a lot of the unnecessary detailing (like muck, grass, paper and other such clutter) to reduce the sheer amount of objects in each cell, as there are currently A LOT, and making a light version which would be more playable, rather than a piece of artwork.

When we reach the stage where we are applying the finishing touches, then we'll consider adding things like the new animations. I think it's better to focus on getting the world built first.

Naturally there will be incompatibilities with mods such as NOM, LGNPC, MCA etc. but we'll look into making compatibility patches for some of them, depending on the degree of difficulty of that, of course. But, again, we'll be looking into that ONCE we've got the mod made. Gotta get that done first! :P
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nath
 
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Post » Sun Aug 08, 2010 6:43 pm

Well, unfortunately unless you have an awesome computer you will suffer lag problems. I won't deny it, but that is the cost of the detailing of the city. I may consider removing a lot of the unnecessary detailing (like muck, grass, paper and other such clutter) to reduce the sheer amount of objects in each cell, as there are currently A LOT, and making a light version which would be more playable, rather than a piece of artwork.

I personally don't care about FPS hits. I love all the clutter and muck, etc.. in the streets and all that; makes it look realistic. Perhaps you could make the real hard core version for those people who want the whole version of the mod, and then a "light" version for those who are concerned about FPS hits? I don't like sacrificing detail just to get a few more frames per second. I'm eventually going to build a $10 trillion computer any ways (hyperbole there)



Naturally there will be incompatibilities with mods such as NOM, LGNPC, MCA etc. but we'll look into making compatibility patches for some of them, depending on the degree of difficulty of that, of course. But, again, we'll be looking into that ONCE we've got the mod made. Gotta get that done first! :P

I agree, focus on the mod itself. Take your time though. Remember, you can't rush art. ;)
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XPidgex Jefferson
 
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Post » Sun Aug 08, 2010 3:02 pm

With permission from Regaez and Gracklsrugh, i've decided to attempt to finish this mod. I thought it was a great idea, and I don't want to see it just sitting here unfinished. If anyone would like to help me out, let me know. Thanks.
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Add Meeh
 
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Post » Sun Aug 08, 2010 1:16 pm

I just finished Estirdar's house in the poor district. Only about 100 more poor house interiors to go. :P
I'm only posting this to let people know that I'm helping Bryman1970 with this mod and that we're actively working on it.
Cheers!
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Nicola
 
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Post » Sun Aug 08, 2010 7:09 pm

Great to see this being worked on again by someone. I was working on the interior's for some of the western most poor houses before I got my new comp back in November, but I'm not sure if I transferred the files over from my old comp. :shrug: Will be looking forward to watching your progress on this.
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SUck MYdIck
 
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Post » Sun Aug 08, 2010 1:25 pm

Bryman1970 and I are just messaging each other for now, exchanging ideas and what not.
I wonder if people would complain if this mod was 335 MB in size. With all the resources from other modders that I want to use, it might be that big.
But then, people don't complain about Qarl's texture replacer for Oblivion, and that's 1.3 GB. lol
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oliver klosoff
 
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Post » Sun Aug 08, 2010 6:27 pm

Make the mod however large in size as you want. With all the resources that are available out there I think it would be more of a shame to not use them, all things considered.

Offtopic: I have to dig around for my photobucket account info to get my avatar to work again? This is going to be...interesting...
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john palmer
 
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Post » Sun Aug 08, 2010 2:59 pm

Yo, what's the eta on this beauty?
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Beulah Bell
 
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Post » Sun Aug 08, 2010 8:45 am

I'm hoping it'll be done before 2011. There's a lot to clean up off from where the original authors left. There are about 5 door markers sitting in open air from what Bryman found. I'll post on here periodically in regards to updates. But don't expect anything soon.
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Killer McCracken
 
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Post » Sun Aug 08, 2010 1:49 pm

Haha. Yeah. It was very much left in a "WIP state".

There are a helluva lot of interiors to be done, that's for sure. I don't know what their work rate is like, or the level of detail for their interiors, but there's over 80 house interiors and that alone would take quite some time to complete.


Oh, by the way, if it's all right with you guys, I would like to be the one to finish the exteriors for this mod. I originally signed on to the team to do a couple of scummy backalleys, then got hooked into doing the rest of the Poor Quarter, then got hooked onto the Rich district, and now I've done pretty much the whole exterior detailing of PE that I feel as if I should really finish the job and complete detailing the rest. I'm not really interested in doing interiors - I find that they get a bit tedious to make, but if you guys don't mind I would really like to complete the exteriors.

If you don't want me to and want to finish it by yourselves, then I understand.
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Krista Belle Davis
 
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Post » Sun Aug 08, 2010 7:15 pm

Oh please, by all means, help us with the exteriors!. I find exteriors more tedious than interiors because they're so much larger. I'm working on the interiors in the poor district at the moment. I'm doing Estirdar's house right now and will be doing the house next to it and the one next to that, etc....
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Latisha Fry
 
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Post » Sun Aug 08, 2010 10:26 pm

Okay. Would you be able to PM me your esp file? Cos I think my one might be a bit different to the one Grack uploaded to PES, and we'll need to be working from the same esp so that they're easily compatible.

Oh, and I've done a bit of combining esps before, so I can help you out with that too.
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hannaH
 
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Post » Sun Aug 08, 2010 12:26 pm

What I need the most help with, besides merging esps, is using items from other people's mods without having to have the mod uploaded so that our PE.esp isn't dependent on them. i.e. using some items from http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6456 without having to have the wanderer.esp loaded. I'm having trouble manually putting the items in the game as some of the icons I can't find. So I'd like to merge the items from The Wanderer's Lodge into the PE mod so that PE will run by itself with those items without wanderer.esp even being loaded. Does it make sense what I'm saying?
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Nichola Haynes
 
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Post » Sun Aug 08, 2010 7:58 pm

Oh yep. I'll PM you and help, so we don't clog up this thread.
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chloe hampson
 
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Post » Sun Aug 08, 2010 5:27 pm

I'm so glad this was picked back up. I loved running around Pelagiad, it felt so real.
I would love to help ya'll with some Interiors, you can pm me if you'd like.
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Kaylee Campbell
 
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Post » Sun Aug 08, 2010 6:56 pm

Sure, I'll PM you if you're still interested. I'd really like to get some modellers who can model trash, crumbled paper, dirty laundry, animal poop, etc... there's the poor district and one of the things that poor towns have is a lot of filth and garbage.... at least in Pelagiad poor district.
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Romy Welsch
 
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Post » Sun Aug 08, 2010 1:30 pm

Will this mod interefere with the mod the "cozy house" mod? They build a house some where in pelagiad or is that a no go?
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BaNK.RoLL
 
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Post » Sun Aug 08, 2010 3:11 pm

You mean http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1056? Actually, that's in Balmora, nevermind. Can you provide a link so I can see what you're talking about?
I know that this mod does conflict with Korana's Bath Shoppe, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6959, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8022, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8037, and Pelagiad Farmhouse by Heremod.

It conflicts ever so slightly with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2238 in the sense that the ground is lowered a bit and the portcullis looks like it's floating. So we'll probably have to raise the ground a bit.

And with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1524, the bell tower is floating a few feet. But other than that, it doesn't collide with any other buildings. So for those two mods I just mentioned, they just need ground raising.

I really love Korana's Bath Shoppe, but the only way to change it is to go into Korana's mod and move her exterior building to outside the city somewhere. I emailed her so I'll see if she replies. I don't think anybody has heard from her in eons on here.
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Fiori Pra
 
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Post » Sun Aug 08, 2010 1:03 pm

http://www.tesnexus.com/downloads/file.php?id=12737

I assume it does b/c it looks like you guys did a lot of work. Great job!
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Miss Hayley
 
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Post » Sun Aug 08, 2010 9:11 pm

Compatibility patches could always be made. Perhaps some of the houses in PE should be reserved for such cases? There are certainly enough houses to choose from if so. :D
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Harry-James Payne
 
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Post » Sun Aug 08, 2010 11:57 am

I don't see how a patch could work that would move some other author's model. If I have Korana's Provincial Bath Shoppe mod loaded and I make a patch for it and have the patch load after Bath Shoppe, all it does is duplicate the bath shoppe. There is no way to get rid of the original bath shoppe exterior model unless you go into the original mod itself and move it. Same with the Merchant Manor from the IndyBank mod. That model totally interferes with PE. But the only way to move it is to change the original IndyBank mod. I don't see how patches can work.

Anybody have any other ideas besides changing the original authors' mods?
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Dean
 
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