[WIPZ] Solstheim Overhaul

Post » Fri Mar 08, 2013 4:10 pm

Dagoth Ur was the bad guy in terminator all this time?

I can't refute being the creator of skynet... as that's what the creator of skynet would say... poop.

Also, i'm not sure what you've added to Solstheim, but the tavern at the end of the jetty is finnneeee. Although we've both added Ma's falmer weapons... Oops/

You're cruel man, so cruel :wink:

So that Tavern won't conflict with your additons? Anyways I've not done much else really, some bandits, a camp and some other small stuff. But really, in comparison to your stuff those "additions" would be pretty bad :tongue:
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Fri Mar 08, 2013 2:30 am

You're cruel man, so cruel :wink:

So that Tavern won't conflict with your additons? Anyways I've not done much else really, some bandits, a camp and some other small stuff. But really, in comparison to your stuff those "additions" would be pretty bad :tongue:

Tavern's fine. Well, just throw the bandits and whatnot onto another ESP. And only Hirstaang and Moesring are changed, btw.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Fri Mar 08, 2013 5:40 am

ok, been along hiatus, but i've finnally opened the CS again.. and i'm thinking of moving on too vurts trees, rather than my tweek vanilla trees. (looks better, and somewhat easier and faster to use and make cells with [img]http://www.gamesas.com/images/smilie/tongue.gif[/img] )

thoughts?


I think it best to stick to vanilla else you will kill frame rates for folks with low end pc's whilst folks using graphics mods will most likely have Vurt's trees in anyway.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Fri Mar 08, 2013 4:30 am

I think keeping the vanilla trees and sprinkling vurt's or your trees around would be a cool effect. That way the majority of them are the vanilla so performance isn't hurt and you'll see the other trees every now and then. It would give a bit of diversity to the forest.
User avatar
NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Fri Mar 08, 2013 12:36 pm

There was a poll a while back, and Vurt's trees won, been rollin' with them since. And even on my last laptop (which svckkkkedd to the maxx yo) the FPS was bearable, Vurt's Solstheim trees are his easiest going.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Fri Mar 08, 2013 10:48 am

I think keeping the vanilla trees and sprinkling vurt's or your trees around would be a cool effect. That way the majority of them are the vanilla so performance isn't hurt and you'll see the other trees every now and then. It would give a bit of diversity to the forest.

I have been wanting to see something like this. The "same-ness" is the only issue I have with flora replacers. I'd love to see more combinations.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Fri Mar 08, 2013 2:29 pm

Just making the .esp an .esm, and cleaning.

I'm almost freeeeeee!
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Fri Mar 08, 2013 12:49 pm

A babel of cheers! Been very much looking forward to this one.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Fri Mar 08, 2013 6:32 pm

I can't wait to get my hands on it to help expand it either. I just hope people like my effort with the Fort Frostmoth expanded interiors
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Fri Mar 08, 2013 6:28 pm

Just making the .esp an .esm, and cleaning.

I'm almost freeeeeee!

Can you relieve me from my Rebirth too? :cool:

Can't...stop...modding...
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Fri Mar 08, 2013 5:39 pm

Can you relieve me from my Rebirth too? :cool:

Can't...stop...modding...

Ask Okida, I want to work on some of my own smaller mods for a while; I want them for my next actually in-game-venture. :P

There's no doubt that they will Okida, they're great. And I look forwards to you exteriors too!
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Fri Mar 08, 2013 10:31 am

Ask Okida, I want to work on some of my own smaller mods for a while; I want them for my next actually in-game-venture. :tongue:

There's no doubt that they will Okida, they're great. And I look forwards to you exteriors too!

Ask Okida what sorry?

As for my own work, I'm making a Ebonheart expansion and a fishing village on the side 83 .... I have way too much free time
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Fri Mar 08, 2013 6:29 pm

Ask Okida, I want to work on some of my own smaller mods for a while; I want them for my next actually in-game-venture. :tongue:

There's no doubt that they will Okida, they're great. And I look forwards to you exteriors too!

Oh the irony, I was joking a bit mate :D Sorry for the missunderstanding! :P

Anyways looking forward to this!
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Fri Mar 08, 2013 4:59 am

This sounds fantastic. I can't wait to see it. I built a character a little lodge in Solstheim for a small mod I'm releasing along with BoV. Since you're changing the landmass so much, I hope to make it compatible. I'll worry about doing it on my end by making a compatability patch that moves the house. :smile:



Cool, do you plan to use some of the creatures found in skyrim, your project looks awesome, but, if I may suggest, limiting the amount of real life animals, morrowind being a fantasy land and all, the normal ones like bears and wolves and stuff is ok, but somehow, I can't picture moose that well in bloodmoon, or seagulls for that matter, since its so cold. God work though keep it up

Also, just wanted to add that moose and seagulls look fine to me. I live in Canada, and those animals can stand the freezing cold just fine (the sea itself warms the climate enough so seagulls can stand it). There are moose up in the Yukon, which is as arctic as you can get. Moose are also huge and mean, so please make them aggressive and tough to fight.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Fri Mar 08, 2013 9:15 am

Sounds cool Stuporstar, the more mods that work with mine and the more likely people are to use it. I have a bunch of compatibility patches to make.


Cleaning cells a bit further, then i have 13 icons to make, and a model for Trainwiz. Gonna need some beta testers soon (Mortimer?).
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Fri Mar 08, 2013 10:14 am

Having problems cleaning with EE. I deleted everything in the "cells" tab that shouldn't be there, but the "landscape" tab is a little tricky, as it doesn't display the cell name, and so it's taking forever to check each cell. Anyone have any tricks to help speed the process up?
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Fri Mar 08, 2013 6:21 pm

can't wait for this!
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Fri Mar 08, 2013 2:23 pm

Man, do we still live in an age where I have to write some installation instructions? You guys knew i cant do the gramma very good.
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Fri Mar 08, 2013 6:23 am

It's gone out to the beta testers (all 2 of them), anyone wants to help out with that, speak yo.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Fri Mar 08, 2013 6:36 pm

Speak "yo" and enter.. :obliviongate:

I can check it out in the cs if I may. I'm good at finding stuff D:
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Fri Mar 08, 2013 12:34 pm

Hey there, I tried your mod and it's awesome!
Literally the best landscape altering mod out there!
Thank you very much for this!
However, there is a problem with groundcover mods ofc.
Do you plan to release a patch or is there an easy way to do this myself?
I know how to delete grass in undesired positions, but I don't know how to generate new grass for landscape mods.
Thank you so much for this Wolli.
- kurzschlusskuh
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Fri Mar 08, 2013 5:29 am

So the last two regions are about 40-50% done, then I'll finish the graphics and begin making the sea a little bit prettier. Then I'll release beta version 2. And once everything that needs changing after that release is changed I'll release the final mod. Kinda exciting, for me.

two questions:
Thirsk was made 100 ingame years ago when the inhabitants left Skaal, would anyone like to see the settlement become a bit larger?

Would adding snowballs be too silly?
http://download.fliggerty.com/download-128-551
Cause I really, really want to have snowballs placed around the region...


Hey there, I tried your mod and it's awesome!
Literally the best landscape altering mod out there!
Thank you very much for this!
However, there is a problem with groundcover mods ofc.
Do you plan to release a patch or is there an easy way to do this myself?
I know how to delete grass in undesired positions, but I don't know how to generate new grass for landscape mods.
Thank you so much for this Wolli.
- kurzschlusskuh
Glad you like the mod, there's a lot more landscaping still to come! I plan on creating some new ground cover (using vurt's grass) once the mod is out of beta.
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Previous

Return to III - Morrowind