[REL/ALPHA/WIP] Sheogorad - Forsaken Isles

Post » Wed Mar 30, 2011 11:45 am

I love you. This is amazing.

Edit:

How does the http://www.tesnexus.com/downloads/images/37329-1-1298734283.jpg work?? I thought flying stuff was hard/nigh on impossible to implement?
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Jonathan Montero
 
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Post » Tue Mar 29, 2011 8:09 pm

Does anyone know if the Vvardenfell project that was being done along with this mod is still active?There was also a website for Sheogorad and Vvardenfell but I can't find it anymore.
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Robert Garcia
 
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Post » Wed Mar 30, 2011 8:30 am

Thanks for the nice comments!

How does the http://www.tesnexus.com/downloads/images/37329-1-1298734283.jpg work?? I thought flying stuff was hard/nigh on impossible to implement?


The cliffracer is just an animated mesh, not a real creature. It flies on a fixed path and it won't attack you, neither can you shoot it down or anything like that. It's only for decoration.

Does anyone know if the Vvardenfell project that was being done along with this mod is still active?There was also a website for Sheogorad and Vvardenfell but I can't find it anymore.


I don't know how or why, but I completely forgot to mention that this release also includes the northern Ashlands (which is the Vvardenfell project). It is even more unfinished than Sheogorad itself, but if you go the mainland you will see that a good part of the northern Ashlands is (more or less) done. The two projects were actually the same project (which some people may not have realized) since they use the same esm and the same resources. It was just that I worked on the Sheogorad region while the other people (mainly Dave91, but also SpeedyB and InsanitySorrow (and Captain Ultima as well?) worked on the northern Ashlands.
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Nicole Coucopoulos
 
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Post » Wed Mar 30, 2011 4:33 am

Awesome! Thanks Phitt!
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Micah Judaeah
 
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Post » Tue Mar 29, 2011 10:21 pm

Just thought I should pop in and mention that if anyone is a skilled modder and wishes to join the project you can PM Phitt or me.
The main blockage in progress for the mod is simply people to work on it.
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LittleMiss
 
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Post » Wed Mar 30, 2011 12:19 pm

I might be interested in doing some odd work here and there, I can model N texture now xD
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Rachel Tyson
 
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Post » Wed Mar 30, 2011 10:29 am

Now we can finally get somebody to spruce up the Morrowind border of Cyrodiil - add some mushrooms, maybe a Velothi tomb, etc. A Dwemer ruin could also be built perhaps on the Hammerfell border to spread the resources out.
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Grace Francis
 
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Post » Tue Mar 29, 2011 10:35 pm

Excellent work with all this. I'm especially impressed with how well Dagon Fel came out. One of my favorite outlying villages in Morrowind.

I've also got just the thing that's been waiting on some good wall resources, they're just about the right height to use for OCR Cheydinhal :)
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Crystal Birch
 
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Post » Wed Mar 30, 2011 7:22 am

That is some seriously awesome work. :foodndrink:

I took a walk around Sheogorad and visited Ald Daedroth, Mzuleft, and a few tombs.

I encountered some very cool traps like that falling floor inside Ald Daedroth or the various dwemer mines inside Mzuleft.

I also found a dwemer crowbar! :toughninja: And used it to get through the bars in front of a broken fan. Very neat!

I also had a chat with http://tesnexus.com/imageshare/images/78816-1299025334.jpg. :ohmy:
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Emilie M
 
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Post » Wed Mar 30, 2011 9:13 am

Thanks!

The textures for the Daedric tileset were made for Sheogorad, but Kzinistzerg (the person who made them) is mainly a Morrowind player if I'm not mistaken. She might have released them as a replacer for MW as well, I think she mentioned something like that. If you like the Daedric tileset it is mainly her achievement. I think the textures are as perfect as they can be - they look almost exactly like the Morrowind ones, but in a much, much higher quality. The meshes aren't that much different from the Morrowind tileset. I smoothened some edges, made better UV maps and made some additional tiles and other stuff (like the hanging vines). But without the textures it wouldn't have looked nearly as good.

Personally I like the Daedric stuff from Morrowind more than the generic 'hell' type Daedric stuff from Oblivion. The MW models look more alien and make you feel uncomfortable with their hypnotizing patterns and spiky shapes.


Hehe, thanks. I made them totally from scratch but I paid very close attention to detail.

Honestly, I don't think I released them as a texture replacer-- I think I forgot about it. Maybe I'll get around to that...
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jesse villaneda
 
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Post » Wed Mar 30, 2011 1:31 am

I've also got just the thing that's been waiting on some good wall resources, they're just about the right height to use for OCR Cheydinhal :)


Great news! :D
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SexyPimpAss
 
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Post » Wed Mar 30, 2011 6:41 am

I made a simple replacer for this, using Da Mage's new Dwemer Steam centurion a replacer for the current XD
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Daramis McGee
 
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Post » Wed Mar 30, 2011 5:26 am

This is a fantastic resource! Thanks a million Phitt!!!

I already have a major project in mind for these tilesets, but I gotta finish Ravensgate first...
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Jessica Colville
 
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Post » Wed Mar 30, 2011 3:30 am

I'm going to second the notion that Morrowind's Daedric stuff was "better" than Oblivion's. But you know, just about everything that makes Morrowind superior in feel has to do with it being more "exotic," and that's the case with the Daedric stuff too. We'll just have to accept that Oblivion does its standard European fantasy thing and doesn't try to mess with it, heh. But the Daedric shrines in Morrowind were quite exciting to me back in 2002 in a way that the detailed hellscape of the Oblivion realms today is not, somehow.
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sunny lovett
 
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Post » Tue Mar 29, 2011 10:17 pm

I`ve been taking a few screenies in Sheogorad so I thought I`d post a few here in the thread.

http://tesalliance.org/forums/uploads/1300149872/gallery_470_10_86715.jpg

http://tesalliance.org/forums/uploads/1300149872/gallery_470_10_110599.jpg

http://tesalliance.org/forums/uploads/1300149872/gallery_470_10_62315.jpg

http://tesalliance.org/forums/uploads/1300149872/gallery_470_10_145246.jpg

http://tesalliance.org/forums/uploads/1300149872/gallery_470_10_38345.jpg

http://tesalliance.org/forums/uploads/1300149872/gallery_470_10_9223.jpg

http://tesalliance.org/forums/uploads/1300491106/gallery_470_10_26950.jpg

http://tesalliance.org/forums/uploads/1300491106/gallery_470_10_60520.jpg

http://tesalliance.org/forums/uploads/1300491106/gallery_470_10_81740.jpg

http://tesalliance.org/forums/uploads/1300491106/gallery_470_10_107485.jpg

http://tesalliance.org/forums/uploads/1300491106/gallery_470_10_4782.jpg

http://tesalliance.org/forums/uploads/1300933685/gallery_470_10_5119.jpg

http://tesalliance.org/forums/uploads/1300933685/gallery_470_10_66938.jpg

http://tesalliance.org/forums/uploads/1300933685/gallery_470_10_6496.jpg
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Enny Labinjo
 
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Post » Wed Mar 30, 2011 12:11 pm

*words fail me* *so amazing*

Keep up the good work folks :goodjob:
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Marta Wolko
 
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Post » Wed Mar 30, 2011 9:14 am

Yes, top quality job here Phitt.

I'm going to be using a few of the resources in Unique Landscapes; The Eastern Peaks, and I'm very impressed with how they look in game.
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john page
 
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Post » Wed Mar 30, 2011 11:52 am

*words fail me* *so amazing*


Agreed. No disrespect at all to the ones above it currently, but this should be self evident as the File of the Month at TES Nexus IMO. It's as if Sgt. Pepper wouldn't be record of the month when it came out.
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Miss Hayley
 
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Post » Wed Mar 30, 2011 12:47 am

Well, I voted for this file :)

Unfortunately, not everyone on Tesnexus is a modder though....
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Mélida Brunet
 
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Post » Tue Mar 29, 2011 10:24 pm

I`ve been taking a few screenies in Sheogorad so I thought I`d post a few here in the thread.

[...]


Thanks, the screens look amazing!

I made a mistake btw, there are .lod files in the mod to make distant objects show up (like the menhirs, the Dwemer towers and the Parasol mushrooms). The distant objects are incomplete (mainland is completely missing for example) and have some errors (like a few objects turned upside down, that always happens when I use anything but the CS to generate .lod files, no idea why), but they are there. Unfortunately the .lod files don't work while they're inside a bsa. You need to unpack them from the bsa to make the distant objects show up.

Agreed. No disrespect at all to the ones above it currently, but this should be self evident as the File of the Month at TES Nexus IMO. It's as if Sgt. Pepper wouldn't be record of the month when it came out.


Hey, thanks! Well, if Sgt. Pepper was a demo tape with a few songs from the album recorded in low quality then maybe. Since this is not a full-blown mod and not really that interesting for anyone but modders I understand why it 'only' became #3. But thanks for the slightly exaggerated comparison. :P
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Jack Moves
 
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Post » Wed Mar 30, 2011 2:06 am

It's funny that just a few minutes ago I was thinking "hmm I wonder what's the status of Forsaken Isles".

Well I have nothing useful to add, other than I've been waiting years, and if you're still going to finish this, then I think waiting more years would be worth it.

Though I suspect in the meantime, this will sprout many small-medium mods based on the assets. ^_^
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Nitol Ahmed
 
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