[RELz/Beta] Open Cities Reborn

Post » Sat May 21, 2011 10:52 am

if you mean to place them next to the farm and the fighters guild, i think it's some nice ideas!

Yep, place them next to the farm and fighters guild of course :)
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Sat May 21, 2011 8:45 am

Or a memorial for the pale pass and a statue of kantus jeril.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Tue May 10, 2011 8:40 am

Or a memorial for the pale pass and a statue of kantus jeril.

I think there is already a statue of the Pale Pass hero. :)
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Tue May 10, 2011 6:18 am

The big tree isn't going anywhere - it was part of the upper class area in vanilla and it's going to stay with the upper class area as it is now.

The city already has a cathedral, replacing it with one of Siika's models would necessarily also require the interior to be completely redone and I'm not going to do that. Untold compatibility issues with all sorts of things, including official DLC.

The Kvatch refugee idea sounds good, I may go with that on some level. With the whole section only going active once the player properly starts the Kvatch quest. Should still have space leftover for a Kantus memorial if there's fitting resources.

The graveyard up on the north side has the Stendarr statue already, so no need for a second one. Also, since it's already fairly large, making it even bigger would border on growing it just for the sake of eating space.

Moving Motierre's house sounds like a plan. An empty spot behind the castle is less difficult to explain and makes more sense.

Density on the southern gate was intentional. Most commerce/market districts of the time period were closely packed like that, and most of the folks who lived nearby were also closely packed in.

As far as whatever Christmas Peak is, the teleportation gate isn't available with Chorrol the way it is now either unless it made provisions within the mod itself to handle that.
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Sat May 21, 2011 10:46 am


As far as whatever Christmas Peak is, the teleportation gate isn't available with Chorrol the way it is now either unless it made provisions within the mod itself to handle that.

I'd bet my own two cents on that you have mixed that up with Skingrad, because I'm quite sure there are no such portal in Skingrad.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Tue May 10, 2011 4:59 am

I don't know anything about Christmas Peak, I was simply responding to what you said about there being a portal in Chorrol. Since it's a possible issue for patching, I'll look into it when I get a chance.

Now on to progress: http://img574.imageshack.us/img574/1985/chorrolreborn3.jpg

I think the layout is in place now. Kvatch refugees are north of the chapel, pig farm added in the west, dogwood trees playing stand-in roles for apple trees in the SW corner, upper class area sorted out, we're definitely getting there.

I've done some performance checks, and despite all the extra stuff added, it seems as though things are smoother than before. Could be placebo, or me wanting to hope for that, but maybe the balance of removing most of the sidewalk and stone wall pieces is helping more than I figured. Even the NPCs seem to be happier with things.

Now it's on to making interiors for the refugee area, and north marker adjustments. Oh the fun!
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Sat May 21, 2011 12:57 pm

I don't know anything about Christmas Peak, I was simply responding to what you said about there being a portal in Chorrol. Since it's a possible issue for patching, I'll look into it when I get a chance.

Now on to progress: http://img574.imageshack.us/img574/1985/chorrolreborn3.jpg

I think the layout is in place now. Kvatch refugees are north of the chapel, pig farm added in the west, dogwood trees playing stand-in roles for apple trees in the SW corner, upper class area sorted out, we're definitely getting there.

I've done some performance checks, and despite all the extra stuff added, it seems as though things are smoother than before. Could be placebo, or me wanting to hope for that, but maybe the balance of removing most of the sidewalk and stone wall pieces is helping more than I figured. Even the NPCs seem to be happier with things.

Now it's on to making interiors for the refugee area, and north marker adjustments. Oh the fun!

That's okay Arthmoor, but I think you should now of what type of mod http://www.tesnexus.com/downloads/file.php?id=28382 really is. :)
I must confess that I find it a little confusing of where north or south city gate is on that pictures. Could you describe where north and south gates is please. :whisper:

But I do know one mod that are really in conflict with OCR-Chorrol and that mod is the "http://www.tesnexus.com/downloads/file.php?id=21409" in fact you could say that mod is incompatible with OCR-Chorrol. I could be wrong but I don't think so.
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Tue May 10, 2011 9:39 am

That's okay Arthmoor, but I think you should now of what type of mod http://www.tesnexus.com/downloads/file.php?id=28382 really is. :)
I must confess that I find it a little confusing of where north or south city gate is on that pictures. Could you describe where north and south gates is please. :whisper:

But I do know one mod that are really in conflict with OCR-Chorrol and that mod is the "http://www.tesnexus.com/downloads/file.php?id=21409" in fact you could say that mod is incompatible with OCR-Chorrol. I could be wrong but I don't think so.


of course this mod is incompatible with that mods. in fact it is incompatible with a whole lot of mods. users can decide which mod they want the most, and they have to pass other mods. not all mods can be compatible!
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Sat May 21, 2011 5:44 pm

Well, that looks better than expected.

That's okay Arthmoor, but I think you should now of what type of mod http://www.tesnexus.com/downloads/file.php?id=28382 really is. :)
I must confess that I find it a little confusing of where north or south city gate is on that pictures. Could you describe where north and south gates is please. :whisper:

Judging from the outlying building near the gate, I'd say the picture is the right representative of directions: the gate at the top part of the image is the north gate whereas the gate at the bottom is the south gate.
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue May 10, 2011 5:04 am

Well, that looks better than expected.


Judging from the outlying building near the gate, I'd say the picture is the right representative of directions: the gate at the top part of the image is the north gate whereas the gate at the bottom is the south gate.

Thanks XtrRampage. :)
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Tue May 10, 2011 5:58 am

Thanks XtrRampage. :)

You're welcome :P

I was confused too at first, but then I noticed a small building at the bottom which looks identical to stable from above. That gave me clue. ;)
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Sat May 21, 2011 10:32 am

Heh, yes, north is at the top of the picture. I guess I could really have turned things upend by rotating the entire city around, but that would be a bit weird.
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Tue May 10, 2011 9:49 am

Looking at the pics I think I'll try my hand at making an open city for Valenwood. I was wondering, is there a resource available for the switchback mesh in the pictures? Looks mighty usefull. Didn't see it mentioned in the main post, so figured I'd ask.
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Sat May 21, 2011 11:36 am

The switchback in Leyawiin was built by hand using landscape height and vanilla stone wall meshes. Definitely one of my favorite parts of the city and still something I've yet to be able to get right when I've attempted it.
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Sat May 21, 2011 2:28 pm

For those who haven't been following along in the apple tree thread:

http://img574.imageshack.us/img574/5131/appleorchard.jpg
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sat May 21, 2011 1:41 pm

For those who haven't been following along in the apple tree thread:

http://img574.imageshack.us/img574/5131/appleorchard.jpg

Nice! Proof that oranges are not the only fruit.
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Sat May 21, 2011 12:30 pm

For those who haven't been following along in the apple tree thread:

http://img574.imageshack.us/img574/5131/appleorchard.jpg

I've read your http://www.gamesas.com/index.php?/topic/1138347-reqz-apple-trees/ and I wonder when we can see those trees in OCR?
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Tue May 10, 2011 10:55 am

As soon as Chorrol is ready to go. Which won't be long now, I'm in the middle of final touches, and setting the patches so I can remove the stand-in buildings that were reserving their space. I also need to do a pretty hefty patch for UL Chorrol Hinterland to go with it at release, which is already underway.
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Tue May 10, 2011 1:05 pm

As soon as Chorrol is ready to go. Which won't be long now, I'm in the middle of final touches, and setting the patches so I can remove the stand-in buildings that were reserving their space. I also need to do a pretty hefty patch for UL Chorrol Hinterland to go with it at release, which is already underway.

Thank you so much Arthmoor for that information. :clap:

I'm looking forward for the next update. :D
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Tue May 10, 2011 9:06 am

The switchback in Leyawiin was built by hand using landscape height and vanilla stone wall meshes. Definitely one of my favorite parts of the city and still something I've yet to be able to get right when I've attempted it.


Ah thanks, I seem to remember someone released a static mesh for a switchback, but wasn't sure. The handcrafted version looks great.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Tue May 10, 2011 12:53 pm

Open Cities Reborn v0.8 - WiP Beta

* Chorrol has been updated to its new layout, with some cool new stuff.
+ New style city walls which are shorter and made from different material.
+ Kvatch refugees will arrive in the city after the seige quest, and will convert to proper citizens upon starting Blood of the Daedra.
+ The statue in the southern courtyard is described as being a fountain and now has a water plane circle in it for the visual.
+ New crop and livestock farming in the western portion of the city. Including an apple orchard with harvestable apple trees.
+ Two Japanese Maples in the city have falling leaf effect added.
+ Mages Guild has a small garden with rare Oblivion plants growing in it. Be careful, they're just as dangerous as you'd expect.
+ Fighters Guild gets expanded territory, a couiple of new practice dummies, an extra archery target, and some tame animals.

Some additional considerations:

The patch for Clocks of Cyrodiil will need to be updated. Still need to do a bit of straightening out on that first.
The patch for Verona House Bloodlines needs to be updated for those who are using it.
Users of New Roads & Bridges Revised need to update to get the proper road record support.
There is a new patch for Orden des Drachen, a German mod, which adds a house in Chorrol.

The PES download mirror is no longer current. OCR has now exceeded their maximum file size and I will be dropping that shortly since I don't feel like jumping through FTP hoops and I don't want old versions of the mod floating around. PES really needs to wake up and enter the real world at some point.

And......

http://www.gamesas.com/index.php?showtopic=1141197
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Previous

Return to IV - Oblivion