(Relz) Desert Region 2: The Final Frontier II

Post » Fri Nov 08, 2013 12:36 am

The mod itself: In the year of 2005, the first ever sci-fi first person shooter for Morrowind has started development. It bore the name of Ashes of Apocalypse and had planned for a world as big as vanilla Morrowind, realism features such as radiation and hunger/thirst and several endings for its main storyline. It was a very ambitious project and managed to gather enough interest for two demo releases.

Unfortunately, the third release never materialised and it was scrapped completely because the team leader did not like the direction of the mod. The mod has stayed dead for several years, and I discovered it by accident three years too late. Since the start of 2008, I started fixing up the world so far and expanding on the world. I already fixed up a lot of bugs, errors and placement issues in the main towns and cities and I added two main storylines and tons of side quests for the player to explore.

Factions:

Spoiler
The United Barrier Alliance: A cruel police faction who owns the Mojave island. They are often more interested in their own selfish gains than genuinely helping their citizens.

The Redchurch Temple: An ancient religious group, which was established in the First Era. They have adopted all of the Tribunal Temple and Indoril architecture and customs except for the religious beliefs. The United Barrier Alliance has requested that they change their ways in line to the futuristic culture in Mojave but was met with strong resistance.

Mercenaries: Was formed by an involuntary merger of House Hlaalu and the Fighters Guild. They own the entire southern California regions except for Moscow, which belongs to the Redchurch Temple. They have a place on the council in Icecape.

Scavengers: Unlike the other factions, they do not have their own architecture. Their city of Icecape has a mixture of Tribunal Temple, Nordic, Hlaalu and Redoran architecture and Arthfront has Redguard influence. They are not a faction to be toyed with. Magical items and potions are banned in their cities and anyone who is caught with them is shot dead by armed police officers. Unsurprisingly, futuristic items such as laptops, modern clothing and Playstations are also banned.

Backstory:

Spoiler
It was inevitable. The Red Year has devastated all of Morrowind and the survivors were fleeing to other neighbouring provinces. However, one faction has insisted to go somewhere else. The future.

The patri-arch of the Redchurch Temple, Finwe Taralom, has decided to secure his best efforts into sending the last remaining members into the future and re-establishing their presence in Tamriel. Many people thought he was crazy to do such a thing. But he insisted and decided to use the ancient Time Clock device to send the members into the future.

What the temple did not know was that word of the Time Clock device spread like wildfire. Some of the survivors of the Red Year in Morrowind also managed to use the device to get into the future.

All the old factions ended up in different places of the future Morrowind. At this time, Morrowind was thriving again but its landmass has changed over several millennia. Skyrim has shifted to the north and Cyrodiil was shifted to the east. The United Police Force has renamed themselves as the United Barrier Alliance (UBA) in response to the creation of the barrier cities on what used to be Vvardenfell and the western mainland - which were abandoned seemingly for a long time.

The largest barrier city of all was Zero-One which was set up on the new uncharted island in northern Morrowind. It was a place of grandeur and luxury. There was an arena, many luxury apartments and great food imports from Cyrodiil and Skyrim. Morrowind was at its peak.

But then came the fateful day when an unknown force has launched nuclear missiles all over Tamriel, changing it permanently. The elves and beasts died out in the explosions and many of the settlements have been destroyed. Zero-One was destroyed in a freak snowstorm, leaving Icecape to be the new capital city. Most of Morrowind surprisingly remained unscathed, or so people thought.

In response to the attacks, the UBA council on the mainland has decided to erase all of the Tamriel history by ordering all of the books to be destroyed and by renaming all of the provinces. Morrowind became California, Cyrodiil was split into Nevada and Arizona, Skyrim became Oregon and Hammerfell became Washington. The entire of Tamriel has been renamed The United States of America. Not all the books have been destroyed as they have been kept under lock and key by the Redchurch Temple.

The new book World History has been deemed by the temple as a complete pack of lies. The book in question called the planet Earth and treated as if Tamriel did not exist all this time.

The Redchurch Temple's old holdings were destroyed again. Spargus City only had one building left, the Oasis has dead grass and the old Spargus Arena is continuously burning. Moscow also suffered severe damage, particularly to the Red Place Chapel which was completely destroyed.

One girl named Susan was stationed in the old Spargus ruins. She wanted a good paying job after graduating the University of California but could not find one. She then heard some rumors of a religious group who is hiring people to help protect their settlements. Excited, Susan went on her way to New Kogotel, a small village in the cold northern regions. After speaking with Claire Faralom, the owner of the manor in the village, it was decided that Susan was simply too inexperienced to be able to handle the issues on the mainland and so was stationed in the ruins.

Susan was initially confident and sure of herself. She had a great colleague and her work in protecting the ruins never became boring. But when robots attacked the ruins and she could not protect her colleague Hal, she became mentally unstable and started to cry. The tears ran down her face for many days and she had no sign of stopping.

The Mojave branches of the Redchurch Temple and the UBA were not truly enemies, unlike on the mainland. The UBA was granted permission to build their architecture on some empty islands off the coast of Moscow. The UBA even helped to minimise the damage in Moscow by closing a lot of it off. Members of the Redchurch Temple could also be part of the UBA Mojave division, as long as they pledge allegiance to the temple.


Latest release: http://www.moddb.com/mods/desert-region-2-the-final-frontier/downloads

I'm taking a small break from this to work on my Oblivion mod. Should be back soon :smile:

User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Fri Nov 08, 2013 1:37 am

On the new thread :D

That looks absolutely wonderful. I will definitely use it when populating the Frost Plains in the release after the next release :)

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Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Fri Nov 08, 2013 10:40 am

I don't know where I'm going wrong with the Mesh Generator. I edit the grass.ini file but there seems to be an unhandled exception?

My grass.ini file is

Spoiler
["Ice Domain - Ice 1": Californian Plains, Ice Domain]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=150
iWeight=0
sBan0=tx_bm_ice_03
sChance0=100
sID0=
sMesh0=f/terrain_bm_ice_01.nif
sName=
sRecType=STAT
sScript=
["Ice Domain - Ice 2": Californian Plains, Ice Domain]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=150
iWeight=0
sBan0=tx_bm_ice_03
sChance0=100
sID0=
sMesh0=f/terrain_bm_ice_02.nif
sName=
sRecType=STAT
sScript=
["Ice Domain - Ice 3": Californian Plains, Ice Domain]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=150
iWeight=0
sBan0=tx_bm_ice_03
sChance0=100
sID0=
sMesh0=f/terrain_bm_ice_03.nif
sName=
sRecType=STAT
sScript=
["Ice Domain - Ice 4": Californian Plains, Ice Domain]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=150
iWeight=0
sBan0=tx_bm_ice_03
sChance0=100
sID0=
sMesh0=f/terrain_bm_ice_04.nif
sName=
sRecType=STAT
sScript=
["Ice Domain - Ice 5": Californian Plains, Ice Domain]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=150
iWeight=0
sBan0=tx_bm_ice_03
sChance0=100
sID0=
sMesh0=f/terrain_bm_ice_05.nif
sName=
sRecType=STAT
sScript=
["Ice Domain - Ice 6": Californian Plains, Ice Domain]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=150
iWeight=0
sBan0=tx_bm_ice_03
sChance0=100
sID0=
sMesh0=f/terrain_bm_ice_06.nif
sName=
sRecType=STAT
sScript=

Any help would be appreciated :)

User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Fri Nov 08, 2013 11:43 am

It's really finicky with the .ini settings. I believe I've had better luck manually setting things in the .exe itself rather than trying to edit the .ini directly. I believe you can then save the ini from the executable.

I've used Vurt's .ini settings as a basis for most of my experiments. I don't have it at the moment and I can't recall where he shared it at.

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Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Fri Nov 08, 2013 5:16 am

Thanks - I'll try setting things in the .exe file :)

Now large landmass mods are possible. Like I said, it is ambitious as the world map is planned to be towards the very limits so such tools are great ;)

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Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Fri Nov 08, 2013 3:56 am

Apparently having a faction and backstory in the OP has helped. Thanks PB!

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George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Fri Nov 08, 2013 11:58 am

I approve of mods which take lore and drop it in the incinerator. I also approve of mods which view lore as the Invisible Man, when he's naked. I also approve of mods which treat lore like an elderly friend who should be respected and occasionally needs to be corrected.

Looking forward to seeing where your new found motivation takes you. ;)

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Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Fri Nov 08, 2013 7:11 am

Thank you ;)

Hmmm, I get a chunk size error when I load the Grass.esp file for some reason :shrug:

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yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Fri Nov 08, 2013 9:44 am

You're gonna have to tone down the frequency that objects are placed. I had that issue once. The .esp was SOOOO large that the CS freaked out.

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Bek Rideout
 
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Joined: Fri Mar 02, 2007 7:00 pm


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