Collaboration On A Mod

Post » Wed Dec 30, 2009 3:21 pm

I have contacted the author of this mod, and he has allowed me to finish it if I can. My system gets an FPS hit with this one, but can still function enough to get around. It turns Pelagiad into a much bigger, more crowded town than it's vanilla version. I would like to see this one finished, as I think it's a decent idea filled with potential, and i'm sure a lot of people would be interested when/if it's finished. I'd like to see if there's anyone interested in helping me out with this one, and if so, we could choose certain areas to work on to keep it organized. Also this could be a good place for people to post any ideas on filling in the gaps. I'd hate to work on it by myself and eventually release it, only to find that other people have finished it on their own and released it. Then we'd have more than one take on the same expansion of the same town. Here's the PES link:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7831

I took some of my own screenshots for a better look:

Full overhead view: http://i41.tinypic.com/aaex5h.png
North Pelagiad: http://i42.tinypic.com/x3xq2g.png
South Pelagiad: http://i43.tinypic.com/o9keuf.png


So, with that said, any takers?
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Riky Carrasco
 
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Post » Wed Dec 30, 2009 10:09 am

Ah yes. Pelagiad Expanded...

I spent so much time working on those exteriors. I love my work on Poor's Town - I'm so proud of my back alleys. And the Rich District's avenues and gardens. In fact, I pretty much love everything about that mod except for the bit of FPS hit you get.
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Multi Multi
 
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Post » Wed Dec 30, 2009 8:09 pm

Why did you guys stop working on it? Just busy with other things?
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Franko AlVarado
 
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Post » Wed Dec 30, 2009 1:35 pm

Well Grack stop working on it for personal reasons, a couple of other people just... disappeared (as they do, on the internet), I became really busy in RL and couldn't afford the time to work on both PE and YB, and Syrcanus stopped because everyone else stopped. At least, that's what I think happened.

I'd still love to see this mod finished, because I spent literally HOURS on detailing those streets and it would be such a shame to see it go to waste. I did try to resurrect the mod, but I found it hard to maintain the work rate on my own, alongside a huge project like YB also. So, as a result, this one sort of slipped away...
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sarah taylor
 
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Post » Wed Dec 30, 2009 5:00 pm

Well, i'd be more than happy to do some work on it. I don't know if there were any specific ideas you had in mind for certain people, buildings, etc. that you could remember and care to mention. Another thing I was thinking about...since this mod is a big FPS hit, is there a possibility of using interior as exterior terrain tiles and possibly splitting the town into sections? Somehow the player could still see the town from the ourside and above, but wouldn't be able to enter it other than through gates. is this feasible?
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Amanda Furtado
 
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Post » Wed Dec 30, 2009 3:19 pm

Sheesh... there's so much I had planned for this mod I don't know where to start. And I was only really working on the exteriors!

I'm not sure how feasible it would be. I think it would be a lot of work, plus what would you do about people levitating over the walls into an empty city? Also, the southern gate (in the poor district) is ruined and under repair, so how would you make that a teleporting door without taking the away the essence of what it is - a run-down, poor city-to-shack town entrance?
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Miragel Ginza
 
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Post » Wed Dec 30, 2009 6:25 pm

This might sound like a pipe dream, but I know the Romans used to cover the Colloseum (not sure what they used, maybe animal skins, some kind of cloth...). I wonder if there's some sort of giant awning-like type of object out there that could obscure most of the town, barely giving the player a view into it as well as keeping them from landing in it from above. You could have a 'dummy' town set up with just a few basics (the walls, a few tall building rooftops, etc) that the player would see from outside. Just a thought. I haven't actually checked out the southern gate.


Edit: I think I realize that covering the entire town and maknig it into an interior cell wouldn't work. You wouldn't have the advantage of being near the water, and it would take away from it. On the other hand, I wonder if maybe making a section of town covered. I'm just brainstorming here before I start working on filling it up.
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Alexis Estrada
 
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Post » Wed Dec 30, 2009 11:11 am

Well, I don't know about the covering, but there are invisible collision markers which could be placed over the city. That would stop any levitating people getting in, but there'd still be able to see. And also, you wouldn't be able to walk from district to district via the rooftops, (which was an idea Grack was always really keen on) but you'd always have to use the gates.

I was just intending to go through and delete some extra unnecessary stuff cluttering the streets and see if I could reduce the FPS hit that way. It would be a bit of a sacrifice visually, but I'm sure I would be able to make it look good and be more playable.
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Ross
 
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Post » Wed Dec 30, 2009 8:13 pm

Yeah. That rooftop walking thing sounds like a good idea, and i'm sure there was a good reason for this being where it was. I don't know what would give FPS hits exactly ( I assume anything that's added basically), but if you have any suggestions on what to remove, I could do it myself. As far as any ideas you guys had, anything you can remember that you feel like posting here would be great.

Edit: How does the FPS system work in MW exactly? What I mean is, do bottles make less of an FPS hit than a building for example? And if so, is it the mroe space it takes up, the more of a hit it will be?
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Lizs
 
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Post » Wed Dec 30, 2009 1:43 pm

Have you read the PE topic's OP in my sig? That pretty much sums up the vision of what we were wanting to do, and most of our ideas stemmed from that. If you haven't read it, then I would recommend doing so. Also the screenshots give a good view of the mod to date, not like the ones on PES - plus there are a few more of them.

I don't have time at the moment to sit, think and write down a bunch of our ideas, but if I get the chance I will try and list a few for you.
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Davorah Katz
 
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Post » Wed Dec 30, 2009 6:14 pm

How does the FPS system work in MW exactly? What I mean is, do bottles make less of an FPS hit than a building for example? And if so, is it the mroe space it takes up, the more of a hit it will be?

It's my understanding that large numbers of npcs, creatures and scripts are the most FPS intensive, whereas a single item won't cause any drop in fps.
However, I've read that unlike other games, Morrowind renders both sides of a 3d object, even if it isn't visible, so large buildings placed tightly together can drop the FPS dramatically.
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Nuno Castro
 
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Post » Wed Dec 30, 2009 6:42 pm

I understand. There's probably quite a lot to write about. I will definitely give this page a look, and if anyone decides to help me, i'll direct them there as well. I'd like to use as many as the original ideas for this mod as I can. Thanks for the assistance. By the way, Continent of Yesterbreeze looks great. You have definitely been busy.


"It's my understanding that large numbers of npcs, creatures and scripts are the most FPS intensive, whereas a single item won't cause any drop in fps."

I'm not sure how to do the quoting thing here, so I just copied and pasted. I see now. The more things piled into once cell, the more of an FPS hit it will take. Make sense.
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George PUluse
 
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Post » Thu Dec 31, 2009 1:00 am

It's my understanding that large numbers of npcs, creatures and scripts are the most FPS intensive, whereas a single item won't cause any drop in fps.
However, I've read that unlike other games, Morrowind renders both sides of a 3d object, even if it isn't visible, so large buildings placed tightly together can drop the FPS dramatically.

Well that's a bummer, 'cause we need those.

I don't really know about how much of an FPS hit they cause, but there are a helluva lot of clutter objects in the streets, and I'm sure that if you removed some of them it would help, just due to the number of objects that there are.

Thanks Bryman, Continent of Yesterbreeze is my main mod. Always has been, and always will. That's why this mod fell to the wayside despite all the time and effort I put into it.
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Sanctum
 
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Post » Wed Dec 30, 2009 10:00 pm

Just read the PE topic. The description at least gives me an idea of what the atmosphere was meant to be. I haven't thouroughly looked at this mod in the CS to see what was there and what wasn't, but I guess the sooner I get cracking on it, the sooner it will get done. I have other mods that i'm working on as well. But I tend to bounce back and forth between them to keep the drive alive and not get too frustrated with one particular project. These mods aren't too big either, so it's not like I have tons of work to complete them. If you happen to stumble across anyone who wants to help, send them my way.
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Nymph
 
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