[WiP] Markyn Council

Post » Sat May 28, 2011 2:36 pm

Markyn Council

This mod gives the player the opportunity to play as a Dremora, and a new race. But, new races aren't the only things new with this mod. Bruma has been taken over by the Dremora population, and just outside of Bruma, a large Daedric tower has appeared. The Dremoras have built a wall around it, but nobody really goes inside. The tower is actually the old Markyn Council tower, that has been pulled into Cyrodiil by otherworldly forces. Markyn, if you don't know, is Mehrunes Dagon's council of lords, they basically make descisions on everything that happens.

Anyway, the tower itself is burning and the only accessable area(for now) is the first floor. There are dead council members in the tower, and with them new weapons and possibly a few new armor pieces. As for the armor, nothing too special for a while, but you will find that the few weapons will be very useful. Aside from the tower, outside of the Great Hall in the castle is a large Mehrunes Dagon statue where many worship. The statue's Daedric magical force has also brought in flora from Oblivion, so you will see Bloodgrass, Haradda, and Spiddalstick not just in Bruma now, but they will be placed all around Cyrodiil.

The main idea of this mod is that Dremoras will have many advantages. If you are a Dremora, you will be added to the Dremora faction, and soon, the Daedra faction. There will be special merchants who will give you good offers on items you probably wouldn't find anywhere else in the game world. You will have new horses, which will be stronger than an average horse, and significantly faster. I will add in new homes for the player(already furnished so you don't have to pay!), add in a few new Birthsigns, classes, and maybe a few more races. As of now, this all comes to only a Dremora or the new race. I will try to make it so that any race the player chooses can have these advantages. But, for now, it's just for Dremoras.

VIDEOS:

http://www.youtube.com/watch?v=WZrYj3imrAs
http://www.youtube.com/watch?v=FBHL02KyT3s
http://www.youtube.com/watch?v=EV2_ew6zuo4


This mod is still a work in progress and the road ahead is still a long one, and I'm working on my own. So, this mod will not be released for a little while, and it may be some time before I can get an Alpha up on the Nexus. Right now, I wanna know what I should add in, or fix. I need to hear something from the community, and the community is the group that gets the mods and uses them.

This mod may not be compatible with other Dremora mods, and this will take away the old Bruma permanently. If you don't want to get rid of your other Dremora mods, or if you have a very needful use for Bruma, then it isn't recommended that you download this mod at all(when it comes out).
As said earlier, nobody is helping me with this mod but myself. I will not need help with the construction kit, but I would really like people giving me more ideas and stuff. It would be nice.
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Jennifer Rose
 
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Post » Sat May 28, 2011 7:42 pm

Update: I've made major adjustments to the mod. Bruma's chapel is changed, I've added in the first player home, I've made the Golden Saint and Dark Seducare playable races, AND I've made large additions to the Dark Brotherhood, (including a sanctuary in Bravil). I'm not to sure why I did the Dark Brotherhood, but it's turning out well. I should have some stuff up soon.
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Add Me
 
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Post » Sat May 28, 2011 10:21 am

Update: I've made major adjustments to the mod. Bruma's chapel is changed, I've added in the first player home, I've made the Golden Saint and Dark Seducare playable races, AND I've made large additions to the Dark Brotherhood, (including a sanctuary in Bravil). I'm not to sure why I did the Dark Brotherhood, but it's turning out well. I should have some stuff up soon.


Nice, I look forward to the finished product
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Amanda Leis
 
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Post » Sat May 28, 2011 1:11 pm

http://www.youtube.com/watch?v=FBHL02KyT3s
http://www.youtube.com/watch?v=EV2_ew6zuo4
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Angela
 
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Post » Sat May 28, 2011 9:18 pm

Interesting. Wonder what you'll make this into :)

One thing that could use fixing (I don't know if you noticed this yourself, as you did post a video with it all over the place) is the fact that you placed most of the 'tiles' in the Dark Brotherhood sanctuary too close together, causing constant clipping of the tiles with eachother. Doesn't look very good.
Also, I was wondering how this mod is going to play in existing games? Or is it intended only for new (dremora) characters?
I'm not sure about this but I think the plural of "dremora" is in fact "dremora", so dremoras is incorrect. A nitpick I know :P.

Edit: Oh, I just watched the chapel/player home video and noticed you have the same clipping problem there. Are you using snap to grid to place the tiles? If not, it would help alot to prevent this issue.
I personally usually place the tiles using that snap to grid and then add details/clutter without it.
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Nicole Coucopoulos
 
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Post » Sat May 28, 2011 3:03 pm

Interesting. Wonder what you'll make this into :)

One thing that could use fixing (I don't know if you noticed this yourself, as you did post a video with it all over the place) is the fact that you placed most of the 'tiles' in the Dark Brotherhood sanctuary too close together, causing constant clipping of the tiles with eachother. Doesn't look very good.
Also, I was wondering how this mod is going to play in existing games? Or is it intended only for new (dremora) characters?
I'm not sure about this but I think the plural of "dremora" is in fact "dremora", so dremoras is incorrect. A nitpick I know :P.

Edit: Oh, I just watched the chapel/player home video and noticed you have the same clipping problem there. Are you using snap to grid to place the tiles? If not, it would help alot to prevent this issue.
I personally usually place the tiles using that snap to grid and then add details/clutter without it.

Funny you would ask because Snap to Grid is actually the thing that caused it. The RWF wall/floor pieces don't really match to each other. I figured that I should fix it, but I've been working around with other stuff too. It's one of those things that I'd do at the end rather than now since there are more important things, you know?

And yes, the Dremora(a) will not be hostile to any race. I actually tested that out yesterday, none of the Dremora civilians or soldiers went awol on me. It will play fine for existing players, too. I have it to work just how I wanted it on my main character and it wasn't a new one.

EDIT: Where did you see the clipping in the player home? I never noticed any clipping there. The only issues with that place is trying to get the bodies to stay on the floor.
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Jonathan Montero
 
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Post » Sun May 29, 2011 1:54 am

Funny you would ask because Snap to Grid is actually the thing that caused it. The RWF wall/floor pieces don't really match to each other. I figured that I should fix it, but I've been working around with other stuff too. It's one of those things that I'd do at the end rather than now since there are more important things, you know?

And yes, the Dremora(a) will not be hostile to any race. I actually tested that out yesterday, none of the Dremora civilians or soldiers went awol on me. It will play fine for existing players, too. I have it to work just how I wanted it on my main character and it wasn't a new one.

EDIT: Where did you see the clipping in the player home? I never noticed any clipping there. The only issues with that place is trying to get the bodies to stay on the floor.


Actually, I think the RWF tiles don't clip either. I've made half a dungeon with them. You might have to make the snap-to-grid "size" smaller.
Heh, I always get all the tiling done before I do other things myself, so I guess we work the opposite way.

In the player home you can see clipping at 2:44 and 2:46. Possibly 2:51 too but that's harder to see. Then there's clipping at 3:18, just watch the ground near the statue as the fight starts. Same clipping is visible at 3:43 and 3:51.
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Catherine Harte
 
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Post » Sun May 29, 2011 12:51 am

Actually, I think the RWF tiles don't clip either. I've made half a dungeon with them. You might have to make the snap-to-grid "size" smaller.
Heh, I always get all the tiling done before I do other things myself, so I guess we work the opposite way.

In the player home you can see clipping at 2:44 and 2:46. Possibly 2:51 too but that's harder to see. Then there's clipping at 3:18, just watch the ground near the statue as the fight starts. Same clipping is visible at 3:43 and 3:51.

I can make the size smaller? :o How?
Also, thanks for pointing that out. I'll get to fixing that, since it will only take a second.
Edit: I just finished tweaking the area in there. I fixed the walls/tiles/floors whatever in the house. I'll get a video up to show you how the RFW tiles are turning out when I use snap to grid.
Edit again: I tested out the RFW and it worked fine in the same worldspace as the home. I don't know why it didn't before.
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Cesar Gomez
 
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Post » Sun May 29, 2011 12:59 am

The Alpha is finally up. Go ahead and take a look at it and test it out, let me know what you all think of it.

http://www.tesnexus.com/downloads/file.php?id=33564
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Floor Punch
 
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