[soon to be RELZ] PMR - Sea of Destiny

Post » Sat Aug 21, 2010 8:46 am

Progress update:


I have spent quite some time working on the exterior of Daggersoul (the first city you arrive in) to include:
- moved building and objects around to create a sense of continuity and aesthetics.
- created central city area and moved outdoor mechants to make it a market bazaar type feel
- reduced the amount of lights being used as I felt the tribunal lights used had too large a radius and less lights would heighten the atmosphere.
- massively terraformed the land. To create more interest and add a little realism.
- repainted many of the landscape textures (not a fan of a city completely being cobbled stone).
- added "reef" to the entrance of the port.
- some other stuff I'm sure I forgot.

Plans for Daggersoul:
- add items of interest to the city (landmarks etc)
- add items to building exteriors to make them unique from each other (right now they all look like carbon copies)
- region dialogue so folks have something (ANYTHING) to say
- add some questline independant quests/dungeons (so their is something to do and motivate the player to explore)
- add land/boat travel (possibly nix magic travel)
- add alternate way to the island (beside the one guy outside Balmore...although I will probably move him to a better location too)


I also looked a bit more into the mods "guts". I discovered in Daggersoul alone, there are 13 door markers (and a few statics) beneath the mountain. All of them lead to stores and interiors that were made but not used. Oddly enough they have unique name while the ones actually used were generice (i.e. weapons stores). Also, NPCs are all being renamed from their awkward IDs to a more systematic one (SOD_race_trade_#). Half way through on that though since there are so many. With that came the discovery that many, many NPCs in the mod aren't actually used and some are variants (or prototypes) of characters in the game. I can almost see the process that this mod went through before it was released. It very fascinating. For now I'm not deleting the excesses till I have determined that I can't use them.

On top of this I have also worked a little on the sandy area near Gerson (some but not alot). I have just about settled on how I plan to expand the original plot. I have a new backstory that I hope to weave into the whole "narrative" of the mod. Plus I have worked out how to "add back" a couple of the unfinished (or even unstarted) areas to the mod.

For now the progress will be slow since for me "Real Life" is the rule and not the exception and this is a HUGE mod to update. Also, I'm trying to finish up a Texture pack overhaul for Torchlight before Torchlight 2 is released. I have plotted a bit of how the plot for PMR2 - Dragon Perch will be augmented too. If anyone has any suggestions, complaints, etc. Please let me know. I am very responsive to criticism and suggestions (which is why I'll be adding a NOM compat version too).
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Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Sat Aug 21, 2010 12:56 am

How are things coming along on this? :)

And remeber: Torchlight may be fun, but this is, well, Morrowind.

;)

Glad to hear that Tusar's off in the distance but something you'll be doing, too. I played it when it first came out.
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Trish
 
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Joined: Fri Feb 23, 2007 9:00 am

Post » Sat Aug 21, 2010 6:45 am

I thought he was pretty talented for the time and so early in Morrowind Modding.

Not only that, but I believe he was extremely young as well (10...12?) when he began the project. I seem to recall him saying he was 14 when he finished.

About a year ago I tried to locate him. I tried all my old links, Googled him... nothing. He's probably in college now and has no time for modding anymore. ;)
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Erin S
 
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Joined: Sat Jul 29, 2006 2:06 pm

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