 ), also some scripting, dialogue and quest making.
), also some scripting, dialogue and quest making.The mod shall include (so far):
- A little port with travel options, and a fisherman's dock
- Market stalls selling food and misc items (no weapons or armour or potions)
- Marketers' Quarters for the new market NPCs to stay in
- An inn with beds
- A dancer entertainer in the main square
- A "crazy lady" who gives you a quest, and her "crazy house"
What I won't be doing:
- Any retexturing (beyond my knowledge at the moment)
- New models/meshes (so far beyond my knowledge that I can't see it)
Some screenshots of my progress so far:
http://i298.photobucket.com/albums/mm270/Aiylah/TES-Screens/newseydaWIP1.jpg
http://i298.photobucket.com/albums/mm270/Aiylah/TES-Screens/newSeydaWIP2.jpg
http://i298.photobucket.com/albums/mm270/Aiylah/TES-Screens/newseydaWIP3.jpg
http://i298.photobucket.com/albums/mm270/Aiylah/TES-Screens/newseydaWIP4.jpg
http://i298.photobucket.com/albums/mm270/Aiylah/TES-Screens/newseydaWIP5.jpg
http://i298.photobucket.com/albums/mm270/Aiylah/TES-Screens/newseydaWIP6.jpg
http://i298.photobucket.com/albums/mm270/Aiylah/TES-Screens/newseydaWIP7.jpg
Problem: Some of the NPCs tend to walk into the new additions/this may affect Fargoth's sneak pattern
 
 I'll update as I progress, any feedback along the way is appeciated
 
												
 » Tue Jan 19, 2010 2:51 pm
  » Tue Jan 19, 2010 2:51 pm 


 Ah, path grids, another new part of the CS I never knew was there.
 Ah, path grids, another new part of the CS I never knew was there. 





