[WIP] Starfire Over Telvannis

Post » Wed Aug 18, 2010 8:27 am

Just for the sake of mod compatibility, in Port Telvannis there are three crude wooden tables sited in a small area above the path. I'm currently using one of them for the MC "extension" to the TR maps. I'll have to check it tonight to see which it is, but I think it's the middle bench. If you want to add a vendor or other NPC in that area, it would "behoove" us to coordinate our efforts, rather than have to fix it afterwards.

Also, I really need to load up your mod to check for other potential clashes; besides, the Mainland towns in my own game could use the extra NPCs. Since I'm (eventually) going to release an update which will include raw materials and woodcutters for the second TR map, as well as a few related resource and dialog adjustments/additions/corrections on Map 1, I can still move a few things if you've got anything "serious" in mind that would conflict.
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Teghan Harris
 
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Post » Wed Aug 18, 2010 2:25 am

I don't have anything too ambitious in mind at the moment. Could you be a bit more specific, as there are tons of paths in Port Telvannis. Your just saying not to edit those in any way? Can do. Aside from 2 objects in Firewatch (neither of which are of any consequence, but I can't figure out how to remove them without needing to redo Firewatch,) I have touched nothing but NPCs.
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Joey Bel
 
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Post » Wed Aug 18, 2010 12:52 am

Yet another double post:
Port Telvannis finished (at least for now, I'll probably revisit it later on)

.8 Changelog:
Ashamul added
Hla Bulor added
Port Telvannis added
-EDIT-
Version .8 uploaded.
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Ian White
 
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Post » Wed Aug 18, 2010 1:16 am

I don't have anything too ambitious in mind at the moment. Could you be a bit more specific, as there are tons of paths in Port Telvannis. Your just saying not to edit those in any way? Can do. Aside from 2 objects in Firewatch (neither of which are of any consequence, but I can't figure out how to remove them without needing to redo Firewatch,) I have touched nothing but NPCs.


The woodcutter in Port Telvannis only occupies the middle table. If you head straight out of the Port Telvannis entryway at the port, and stay to the left of the stairs, shop, and mushroom root ramp directly ahead, the path takes you clockwise around that end of the city. The tables (they look more like benches) are on your right, just before/as the path bends to the right and heads across the length of the entire city. You're quite welcome to the other two spots, if you like, and there' nothing too urgent to prevent me from finding another location if you deem it necessary to set up a small market or something, but I don't see that as "likely".

I've got a woodcutter set up in Firewatch as well, near the docks. There's a small wooden "booth" along the stone wall that seperates the dock area from the Castle district, and he's standing along the wall beside it, toward the actual docks. It doesn't sound like there'd be any conflict, but I figured that I'd mention it.

Unfortunately, it may be a while before my current character gets done with current affairs and wanders over to the mainland to check for potential conflicts with your mod. Since I'm holding off on any updates until after the next TR release, it might be easier if I work around your mod, rather than the opposite. By that time, you'll have NPCs in most of the settlements, and I can position any future added woodcutters, or adjust merchants' goods, to fit.
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herrade
 
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Post » Wed Aug 18, 2010 9:18 am

Well, there is only 1 minuscule settlement left on Map 1, and map 2 has *glances at map ~7 settlements to go, so it won't be long until I'm just going back over things and improving what I have done, then I wait for Sacred East. (I think I'll add some Necrom Ordinators of my own.)
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Ebony Lawson
 
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Post » Wed Aug 18, 2010 5:43 am

Thanks for your work on this, Blade117 :thumbsup:
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Tha King o Geekz
 
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Post » Wed Aug 18, 2010 12:55 pm

Reminds me, I ought to work on this some more. been playing M2TW (if you play it, you'll know what it is) too much compared to MW. I have too much time on my hands anyways, with classes having been over for a week.
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Mizz.Jayy
 
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Post » Wed Aug 18, 2010 11:22 am

*Necromancy*
I', going back to work on this. Sadas Plantation (that thing west of Port Telvannis) has been deemed undeserving of addition, as there doesn't seem to be much there. I may get around to it later. Sarvanni, a small village to the southeast of Tel Ouada, is being done as I type. More to come soon.
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Sophie Louise Edge
 
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Post » Wed Aug 18, 2010 7:33 am

Just a heads up, we are planning on expanding the docks area of Port Telvannis.
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Irmacuba
 
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Post » Wed Aug 18, 2010 2:47 pm

Just as long as you don't move any existing portions of dock around, that will be fine. Otherwise, NPCs can be moved around to accommodate the additions.
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Christine
 
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Post » Wed Aug 18, 2010 5:41 am

-UPDATE-
Started work on Marog. Additonally, I'm think of taking requests for NPC avatars of those who request them. Provide a description and a name (fitting to race naming conventions,) and eventually I hope to create another leveled list containing them. Thank Karpik777 for the inspiration.
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Queen of Spades
 
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