[WIP]Ald-Ruhn Temple Expansion Thread 3

Post » Tue May 17, 2011 2:41 pm

Interesting project. It looks good according to the screenshots. Pinned.
And take your time. It's done when it's done, as blizzard always say. ;)
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Tanika O'Connell
 
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Post » Tue May 17, 2011 8:33 am

It's good to see this project running again :) I miss those good days of Morrowind modding...
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Lisa Robb
 
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Post » Tue May 17, 2011 6:57 am

Since I have been infested by the modding bug, I have made a decision which, while it will push the ETA backwards, will hopefully be good news to most people with an interest in this project. I have decided to work with bhl to bring you the full version of the mod, dialogue and all, instead of just a purely aesthetic expansion as I planned when I started working on this project again. There won't be any major quests or spectacular LGNPC-sized conversations, but I do intend to write up enough new dialogue to make the characters interesting. Basically, this is a return to what I had in mind before the project went on a hiatus. If all goes well, this shouldn't take more than a couple of months, but we'll see.
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Alex [AK]
 
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Post » Tue May 17, 2011 7:16 am

Looks interesting. I like how you make the place look like theres actually some sort of life going on there. ;)
Must admit I never really cared for the temples, but this seems like it could be a nice place to visit. Hope you′ll get it finished one day...
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Kerri Lee
 
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Post » Mon May 16, 2011 10:34 pm

Forgot to mention something.
I kind of stumbled when I was looking at http://i119.photobucket.com/albums/o133/Xeth-Ban/Morrowind/My%20Mods/Overview.jpg, just didnt know why.
Maybe you overdid those overhangs a little bit? Especially on that tower...just seems a little too much to me, I mean too many.
And its always the same double-overhang. Maybe you could delete the one over the entry to the tower, or make it 2 single ones, get some variation into that. Or put a single overhang over one of those upper windows and leave the window next to it unshaded...? Or, on one side, make it only one window in the middle instead of 2 and then put a single overhang over it...just some ideas.
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meghan lock
 
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Post » Tue May 17, 2011 11:35 am

I definitely overdid the overhangs, yes. I seem to have had a bit of an obsession with overhangs back when I first worked on this mod. I wasn't really sure what to do with them once I started working on it again recently, but creating some diversity would probably be a good idea.

In other news, here's a couple of semi-new screenshots. They don't depict anything new in particular, but the screenshots themselves were captured recently:
http://i119.photobucket.com/albums/o133/Xeth-Ban/Morrowind/My%20Mods/Interior1.jpg
http://i119.photobucket.com/albums/o133/Xeth-Ban/Morrowind/My%20Mods/Interior2.jpg

By the way, could anyone do me a favour and create a list* of some of the more major/popular mods physically altering Ald-Ruhn in any way? I'm not going to go out of my way to ensure full compatibility with everything, but I don't want it to needlessly conflict with something popular either.

*Titles only; no links needed, unless you feel like including them.
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Marine Arrègle
 
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Post » Tue May 17, 2011 2:02 am

NoM adds a food shop and a well to Ald-Ruhn, but they should be distant enough from the temple.
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Jah Allen
 
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Post » Tue May 17, 2011 12:39 am

Hm, yes, I doubt NoM would conflict with this.

An update:
I was a bit bothered by how the road leading to the side-entrance of the temple was, you know, not a real road at all, so I figured I'd do something about it. There's obviously a lot of polishing an detailing left to do, but I wanted to know what people thought of the basic idea before moving on with it.
http://i119.photobucket.com/albums/o133/Xeth-Ban/Morrowind/My%20Mods/Side-Road.jpg?t=1287347396
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helen buchan
 
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Post » Tue May 17, 2011 1:10 pm

Hm, yes, I doubt NoM would conflict with this.

An update:
I was a bit bothered by how the road leading to the side-entrance of the temple was, you know, not a real road at all, so I figured I'd do something about it. There's obviously a lot of polishing an detailing left to do, but I wanted to know what people thought of the basic idea before moving on with it.
http://i119.photobucket.com/albums/o133/Xeth-Ban/Morrowind/My%20Mods/Side-Road.jpg?t=1287347396

yeah looks good - definatly a vast improvement.
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kiss my weasel
 
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Post » Tue May 17, 2011 3:40 am

I like it.
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courtnay
 
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Post » Tue May 17, 2011 11:10 am

I have now started working on the NPCs. Actual dialogue is still weeks away, but I have begun writing the character sheets for each of the new NPCs involved in this mod. This will hopefully provide me with a good foundation for dialogue writing later on.

I'll try to write at least one of these each day, but I can't make any promises. Here's the first one:

Name: http://img607.imageshack.us/img607/9932/aravysarayn.png
Class: Pilgrim
Age: 24
Background:
Aravy Sarayn, the son of a Redoran guardsman from Maar Gan, is currently undertaking the Pilgrimage of Seven Graces. He has stopped in Ald-Ruhn to prepare for his journey to the Shrine of Pride behind the Ghostfence.

(Major spoilers.)
Spoiler
Aravy Sarayn is secretly a Dark Brotherhood assassin. He was hired by an unknown client to assassinate Arovar Merethi, the highest ranked Armiger stationed at the Ald-Ruhn Temple. While he is skilled in the arts of deception, he is a poor fighter, and has to rely on poisons and the like to get the job done.


Personality, mannerisms, etc.:
Level-headed, polite, man of few words.

(Major spoilers.)
Spoiler
One his fa?ade is broken, his true nature is revealed. The assassin speaks rapidly and without pause, emphasizing words seemingly at random. He still seems polite, but only on the surface.


Purpose:
(Minor spoilers.)
Spoiler
- Giver of “[Fill in the name of a quest involving gathering supplies for Aravy here]” quest.
- Giver of “[Fill in the name of a quest involving delivering a letter for Aravy here]” quest.

(Major spoilers.)
Spoiler
- Antagonist of [A quest involving an assassination attempt on Arovar]
And/or
- [A quest involving tracking down and capturing/killing Aravy after his 'successful' assassination of Arovar.]


If you have any feedback to offer, I would be glad to take it.
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liz barnes
 
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Post » Mon May 16, 2011 11:46 pm

What about compatibility with LGNPCs?

Apologies if I missed something you said already regarding that.
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Anna Kyselova
 
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Post » Tue May 17, 2011 8:31 am

This mod won't affect any of the vanilla NPCs, so there's no need to worry about that.

Work on this kind of slowed down after I started playing Europa Universalis 2 again, but I've still spent some time writing every now and then. Still no dialogue, but the characters themselves are starting to shape up.
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josh evans
 
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Post » Tue May 17, 2011 1:28 am

This is a really neat mod. There's some room for potentially cool compatibility patches here as well. For example, one that allows you to purchase one of the guars if you're a member of the temple if you have Abot's Guars mod installed.
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Cartoon
 
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Post » Tue May 17, 2011 1:02 am

Thanks!

You won't be able to purchase a guar from the temple, but you will be able to rent one, with or without Abot's mod installed.
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kirsty williams
 
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Post » Tue May 17, 2011 4:36 am

Sounds cool. What happens if the renter doesn't return the Guar?

<_<

>_>

Not that *I* would do such a thing! :whistling:
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Sylvia Luciani
 
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Post » Tue May 17, 2011 1:15 am

Since it would technically count as theft, you'd get a bounty on your head after a certain amount of time passed. The guar would be returned to the stables upon your arrest.

If it dies, you'll have to pay a fine to the temple, and you won't be able to rent any more guars.
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oliver klosoff
 
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Post » Tue May 17, 2011 5:01 am

It's amazing tweaks to simple things such as this that make great atmospheric mods that I use on almost every playthrough. Can't wait, and looks great.
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Richard Dixon
 
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Post » Tue May 17, 2011 4:58 am

Thank you for the kind words!

Written the character sheets for 5 out of 10 NPCs now. Thought up a bunch of quests as well. No other progress apart from that.
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Sarah MacLeod
 
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Post » Tue May 17, 2011 3:11 pm

[Farnswort]Good news everyone![/Farnsworth]

All NPC sheets are now completed. A total of 7+3* NPCs spread over roughly 6-7 full pages of text. I have most of the quests planned out as well**, and all that remains of the planning phase is to write them down and structure them.

*Not going to spoil anything, but due to their nature, they only got one sheet divided between the three of them.
**And by "Most" I mean "Pretty much all of them"
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Kahli St Dennis
 
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Post » Tue May 17, 2011 8:02 am

[Farnswort]Good news everyone![/Farnsworth]

All NPC sheets are now completed. A total of 7+3* NPCs spread over roughly 6-7 full pages of text. I have most of the quests planned out as well**, and all that remains of the planning phase is to write them down and structure them.

*Not going to spoil anything, but due to their nature, they only got one sheet divided between the three of them.
**And by "Most" I mean "Pretty much all of them"
Cool :) So how's the tricky "write them down and structure them" bit going?

< Disappointed that the shifty-eyed ninja emoticon seems to have disappeared. But then that is what ninjas do.
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asako
 
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Post » Tue May 17, 2011 2:17 pm

Agreed, nice to see some progress!
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R.I.p MOmmy
 
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Post » Tue May 17, 2011 6:17 am

The gaming world is really going to love it when this mod is released!
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Amy Smith
 
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Post » Tue May 17, 2011 2:49 pm

Why do people only post after I stop checking the thread? XD

I got addicted first to Fable 3* and then to Europa Universalis 2** again for a while, so work was kind of shelved for that duration of time. Finished with both of them for the time being though, so I should have time to write again soon. Morrowind isn't really on the top of my priority list these days though, so bear with me. n.n'

*Surprisingly okay despite my initial despair over how terrible it was in comparison to 1&2.
**My Habsburg http://img853.imageshack.us/img853/3264/germanempire.jpg grew http://img156.imageshack.us/img156/8980/germanempire2.jpg over the centuries.
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Carolyne Bolt
 
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Post » Tue May 17, 2011 12:14 pm

It's a conspiracy to get you to come back. Morrowind made us do it. Honest. :whistling:
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Donald Richards
 
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