New Caldera 1.0, Seyda Neen 1.6 & Gnisis 1.2 released!

Post » Tue Dec 21, 2010 11:47 pm

Figured I'd pop in to say what progress I've made on Pelagiad. Progress overall is good.

- There are 2 remaining interior cells (parts of the fort) I need to finish fiddling around with and the exterior of the main part of the fort.
- The Halfway Tavern is the only building besides those 2 fort interiors that needs its skeleton layout finished.
- Some of the grotto is decorated because I was feeling lazy and copy/pasted some other grotto over for the base design I worked off of.
- Every single interior has working door markers in place.
- There are no Northmarker's in any of the new interiors (decided I'd leave that for you :D ).


I swear its impossible to come up with a good exterior fort design for the main keep. And I also remembered why I always deleted vanilla interior pieces before changing stuff around...saving an esp and loading it back up only to find interior pieces back in there original positions is extremely irritating. :mad:

Edit: All I have left to do now before I clean it and send it your way is finish the Halfway Tavern. Would be really nice to have a more seamless custom mesh for the tavern instead of putting 2 buildings together though to get the look I want for it. Meh, better than nothing I guess.
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Tue Dec 21, 2010 10:03 pm

I'll try yours mods : they are really great but there is too much conflict with grass mod .
Maybe make some smoother landscape is not a good idea because many of us use grass mods (or we need a compatibility patch).
The biggest problem is for New Caldera : look around the town and you'll see what I mean.

In New Seyda Neen there is a floating stuff under water near Silt Strider.

Maybe you must make yours mods COM compatible (again I think lots of us use COM) : you can for example clean the zone where are the children.

And for New Caldera a door in the wall to go to the COV tavern will be really great.
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Wed Dec 22, 2010 11:47 am

Figured I'd pop in to say what progress I've made on Pelagiad. Progress overall is good.

- There are 2 remaining interior cells (parts of the fort) I need to finish fiddling around with and the exterior of the main part of the fort.
- The Halfway Tavern is the only building besides those 2 fort interiors that needs its skeleton layout finished.
- Some of the grotto is decorated because I was feeling lazy and copy/pasted some other grotto over for the base design I worked off of.
- Every single interior has working door markers in place.
- There are no Northmarker's in any of the new interiors (decided I'd leave that for you :D ).


I swear its impossible to come up with a good exterior fort design for the main keep. And I also remembered why I always deleted vanilla interior pieces before changing stuff around...saving an esp and loading it back up only to find interior pieces back in there original positions is extremely irritating. :mad:

Edit: All I have left to do now before I clean it and send it your way is finish the Halfway Tavern. Would be really nice to have a more seamless custom mesh for the tavern instead of putting 2 buildings together though to get the look I want for it. Meh, better than nothing I guess.


Oh that's some progress right there! Good to hear you're almost done :D


I'll try yours mods : they are really great but there is too much conflict with grass mod .
Maybe make some smoother landscape is not a good idea because many of us use grass mods (or we need a compatibility patch).
The biggest problem is for New Caldera : look around the town and you'll see what I mean.

In New Seyda Neen there is a floating stuff under water near Silt Strider.

Maybe you must make yours mods COM compatible (again I think lots of us use COM) : you can for example clean the zone where are the children.

And for New Caldera a door in the wall to go to the COV tavern will be really great.


I won't make them compatiable sorry, it's to much work. And the smoother landscape is something that will be far greater than the grass-mods in my opinion. Spiky landscape - no thanks :D
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Tue Dec 21, 2010 8:44 pm

Without certain custom interior meshes there will be oddities with the design of the Halfway Tavern when compared to its exterior, but there is no way around it with what's available. :shrug: I'm about halfway done with the new parts of the taverns interior. Progress is slow because the design conflicts there are no solutions to are annoying me to no end.

On another note...the two doormarker arrows near Erval's house finally got me curious enough that I clicked select door after opening up one of the arrows edit box. Ignatius Flaccus'.....who you say? Oh...according to UESPwiki.

For some reason, Ignatius seems to have an invisible house in Pelagiad. It is nearly identical to the house of Erval, which it is next door to, except that it has two exit doors instead of one. This house only exists with the Tribunal expansion installed, and it is inaccessible without the console, as both doors are one-way only. To enter, open the console and type: COC "Pelagiad, Ignatius Flaccus' House". Inside it, in addition to the same items also found in Erval's house, there is 1000 gold on the floor, and 3 samples of Scrap Metal. All of the other contents are labelled as Erval's property, as they were evidently copied from his house. Presumably this house was used as a test-cell for the Dwemer Warbots quest.


So...yea. I can add an exterior for the house if you'd like trancemaster. The place could probably be turned into Ignatius' dwemer research lab or something.
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Wed Dec 22, 2010 12:19 am

Without certain custom interior meshes there will be oddities with the design of the Halfway Tavern when compared to its exterior, but there is no way around it with what's available. :shrug: I'm about halfway done with the new parts of the taverns interior. Progress is slow because the design conflicts there are no solutions to are annoying me to no end.

On another note...the two doormarker arrows near Erval's house finally got me curious enough that I clicked select door after opening up one of the arrows edit box. Ignatius Flaccus'.....who you say? Oh...according to UESPwiki.



So...yea. I can add an exterior for the house if you'd like trancemaster. The place could probably be turned into Ignatius' dwemer research lab or something.


For what it's worth, according to me it doesn't matter if the exterior doesn't match the interior. But it's your call!

Well sure, It could be interesting doing a reasearch lab. I've got some ideas for that one!

And if you haven't noticed this will be included in my TC instead of the New Cities Project :D
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Wed Dec 22, 2010 11:33 am

For what it's worth, according to me it doesn't matter if the exterior doesn't match the interior. But it's your call!

Well sure, It could be interesting doing a reasearch lab. I've got some ideas for that one!

And if you haven't noticed this will be included in my TC instead of the New Cities Project :D

The tavern is going to be huge, but considering how many npc's clutter up the place if you use a lot of mods (seems to be a popular spot for mod added npcs) that might be a good thing. With as big as its coming along the tavernkeeper may be able to have a section of the place to actually call home. :lol:

K, I'll add an exterior for Ignatius then.

I noticed that TC thread earlier. Sounds like it will be really nice when its finished. I've fiddled with Dagon Fel some in another town project of mine, but have only added 3 houses and modified the landscape some around 2 of them.
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Previous

Return to III - Morrowind