[RELZ] PMR - Sea of Destiny

Post » Mon Jul 18, 2011 5:15 am

Progress update:


I have spent quite some time working on the exterior of Daggersoul (the first city you arrive in) to include:
- moved building and objects around to create a sense of continuity and aesthetics.
- created central city area and moved outdoor mechants to make it a market bazaar type feel
- reduced the amount of lights being used as I felt the tribunal lights used had too large a radius and less lights would heighten the atmosphere.
- massively terraformed the land. To create more interest and add a little realism.
- repainted many of the landscape textures (not a fan of a city completely being cobbled stone).
- added "reef" to the entrance of the port.
- some other stuff I'm sure I forgot.

Plans for Daggersoul:
- add items of interest to the city (landmarks etc)
- add items to building exteriors to make them unique from each other (right now they all look like carbon copies)
- region dialogue so folks have something (ANYTHING) to say
- add some questline independant quests/dungeons (so their is something to do and motivate the player to explore)
- add land/boat travel (possibly nix magic travel)
- add alternate way to the island (beside the one guy outside Balmore...although I will probably move him to a better location too)


I also looked a bit more into the mods "guts". I discovered in Daggersoul alone, there are 13 door markers (and a few statics) beneath the mountain. All of them lead to stores and interiors that were made but not used. Oddly enough they have unique name while the ones actually used were generice (i.e. weapons stores). Also, NPCs are all being renamed from their awkward IDs to a more systematic one (SOD_race_trade_#). Half way through on that though since there are so many. With that came the discovery that many, many NPCs in the mod aren't actually used and some are variants (or prototypes) of characters in the game. I can almost see the process that this mod went through before it was released. It very fascinating. For now I'm not deleting the excesses till I have determined that I can't use them.

On top of this I have also worked a little on the sandy area near Gerson (some but not alot). I have just about settled on how I plan to expand the original plot. I have a new backstory that I hope to weave into the whole "narrative" of the mod. Plus I have worked out how to "add back" a couple of the unfinished (or even unstarted) areas to the mod.

For now the progress will be slow since for me "Real Life" is the rule and not the exception and this is a HUGE mod to update. Also, I'm trying to finish up a Texture pack overhaul for Torchlight before Torchlight 2 is released. I have plotted a bit of how the plot for PMR2 - Dragon Perch will be augmented too. If anyone has any suggestions, complaints, etc. Please let me know. I am very responsive to criticism and suggestions (which is why I'll be adding a NOM compat version too).
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Sun Jul 17, 2011 11:07 pm

How are things coming along on this? :)

And remeber: Torchlight may be fun, but this is, well, Morrowind.

;)

Glad to hear that Tusar's off in the distance but something you'll be doing, too. I played it when it first came out.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Mon Jul 18, 2011 4:54 am

I thought he was pretty talented for the time and so early in Morrowind Modding.

Not only that, but I believe he was extremely young as well (10...12?) when he began the project. I seem to recall him saying he was 14 when he finished.

About a year ago I tried to locate him. I tried all my old links, Googled him... nothing. He's probably in college now and has no time for modding anymore. ;)
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Mon Jul 18, 2011 1:38 am

First off, I'm greatly humbled by the support that still exists for my very ancient mod creation. Secondly, I'm quite sorry for not being in reach for contact about permission and such. I try my best to regularly keep a small update on if my mods are mentioned anywhere (still played by dedicated Morrowind users) and was happy to find this forum thread. I'd love to get in contact with you more about the project Pinkertonius. Just let me know your best contact methods and I will get in touch. I would also be very excited to see some of the changes in action once I get around to reinstalling Morrowind.

Thanks again for everyone's support regarding Sea of Destiny.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Sun Jul 17, 2011 8:06 pm

Clone, thank you!.

I devoted alot of time to merging and moving it. My original intent was just move it so that it wasn't conflicting with so many other popular mods. That way people wouldn't have to chose between them and SOD. After so much time anolyzing the details of the mod in CS, I started to get "ideas"...from that point it kinda took a life of it's own.

I have had big plans for SOD but I was working on my update of Dragon Perch so as to "build my skills" and experience with the CS (also hoping to get in contact with you for "official" permission. Although I have tinkered with the innards of ESPs and ESMs for many years, I hadn't assembled a level before so it was a learning process. I got your PM and I'll send you a low-down on my plans in more detail.

As of right now, recently to avoid burnout, I have spent a couple weeks working on a graphics mod for Arena and one for the game Torchlight. Usually, I switch back and forth to keep my interest from waning and to give time for ideas to stew in my brain.


BTW...for anyone....to change a topic (as in remove the "soon to be" part of the title) do I PM any moderator?
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Mon Jul 18, 2011 8:16 am

BTW...for anyone....to change a topic (as in remove the "soon to be" part of the title) do I PM any moderator?

It's usually quicker to just click the Report button for your OP, and ask for the edit that way. ;)
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Mon Jul 18, 2011 1:17 am

Does this conflict with silgrad tower/backlight?
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Mon Jul 18, 2011 7:24 am

Does this conflict with silgrad tower/backlight?


Not since I moved it. It's at least 10 cells south of the southenmost part of Silgrad.
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Sun Jul 17, 2011 10:31 pm

Is this current move compatible with upcoming tamriel rbiilt, province cyrodil and skyrim?
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Mon Jul 18, 2011 5:44 am

Is this current move compatible with upcoming tamriel rbiilt, province cyrodil and skyrim?


Can't speak to Province Cyrodill or Skyrim since they aren't released yet and I don't know where they will be. But for sure it won't conflict with Tamriel Rebuilt. I just checked it versus Map 4 and they don't touch or overlap. Of course Maps 1-3 are no where that side of the mainland.

Here is it's http://img217.imageshack.us/img217/3972/sodmovedlocation.jpg.
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Mon Jul 18, 2011 1:59 am

Thanks for you answer. It looks like it will interfere with province cyrodil
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Previous

Return to III - Morrowind