Proposed community project

Post » Tue Sep 14, 2010 11:16 am

It is going to be a lore-correctish town, but the people who make it will be allowed to make their avatars as NPC's.

Also, I had an idea. The Tribunal and the Daedric cults both have big temples in Morrowind, but the Imperial religion only seems to have tiny one-room shrines in the back of forts. However, the Imperial culture in the game seems to be heavily based on real-life ancient Roman culture, which was known for grand architecture including great temples. It would be so cool to have a proper Imperial temple, with statues of the nine gods, in the Imperial district, possibly with its own music.

We could also have a combat arena like the Colisseum and the Vivec arena. Have the fights increase in difficulty as the player gets stronger. What do you think? (The arena would only happen if one person signs on to do just that)
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Joe Bonney
 
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Post » Tue Sep 14, 2010 5:22 am

Island name: Roykjavik
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Rude_Bitch_420
 
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Post » Tue Sep 14, 2010 1:12 am

I'm working on a treasure-hunt aspect for our town, which hopefully will convince players to really explore our creation!
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Flash
 
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Post » Tue Sep 14, 2010 12:16 am

Ratt, the ship for travel will be the kind that the Imperial Prison Ship from the beginning of the game is. I don't know yet what ships we're using for the harbor, but if any of their types have interiors somebody will be doing the interiors for those too. I needed a name for the travel ship since I'm doing its interior, so I called it Wonderstar.
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Rinceoir
 
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Post » Tue Sep 14, 2010 12:26 pm

Ratt, the ship for travel will be the kind that the Imperial Prison Ship from the beginning of the game is. I don't know yet what ships we're using for the harbor, but if any of their types have interiors somebody will be doing the interiors for those too.

ok, thats a DE ship i'll whip up some dunmer style, one with imperial crest, and a couple nord just to look at. will make some for each style ship ingame.
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Abi Emily
 
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Post » Tue Sep 14, 2010 5:58 am

Ratt, the ship for travel will be the kind that the Imperial Prison Ship from the beginning of the game is. I don't know yet what ships we're using for the harbor, but if any of their types have interiors somebody will be doing the interiors for those too.

ok, thats a DE ship i'll whip up some dunmer style, one with imperial crest, and a couple nord just to look at. will make some for each style ship ingame.
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BRAD MONTGOMERY
 
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Post » Tue Sep 14, 2010 7:20 am

The docks are Imperial in the concept, could you do an Imperial sail on the travel ship?

http://s639.photobucket.com/albums/uu119/Mordigant/?action=view¤t=characters.jpg
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Emma Parkinson
 
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Post » Tue Sep 14, 2010 1:33 am

The docks are Imperial in the concept, could you do an Imperial sail on the travel ship?

http://s639.photobucket.com/albums/uu119/Mordigant/?action=view¤t=characters.jpg

how's this http://i757.photobucket.com/albums/xx219/Rattfink333/morrowind%20mods/ScreenHunter_01Sep060906.jpg

http://www.tesnexus.com/downloads/file.php?id=34480 is the ship itself for use
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JD FROM HELL
 
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Post » Mon Sep 13, 2010 10:29 pm

Love the sail, but I think some people will say that picture is color clash. Good for now though. I personally like it.
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Brιonα Renae
 
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Post » Mon Sep 13, 2010 11:42 pm

Update: we need somebody to draw a detailed town layout map based on the landmass so we can start figuring out the scope of the project.
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Eddie Howe
 
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Post » Tue Sep 14, 2010 3:06 pm

Darkelfguy has just signed on to do the Daedric ruin and some other interiors
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abi
 
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Post » Tue Sep 14, 2010 12:46 pm

Update: we need somebody to draw a detailed town layout map based on the landmass so we can start figuring out the scope of the project.



I'll get the town basically laid out as I'm doing the land. It's a lot easier that way. There are going to be plenty of interiors to be done, in most all styles, so don't rush too much just yet. :)
It shouldn't take too long to get a working island up, but it won't happen overnight. :)


Edit: A little update. :)

http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=70&image_id=280

http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=70&image_id=279

Please note for future reference, the front door of the governor's mansion faces due north. :)



KF
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Ells
 
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Post » Tue Sep 14, 2010 2:43 am

Sounds good. We'll wait for your progress before rushing in. Meanwhile, everybody who wants to interiors, may start creating generic Telvanni, Imperial, and Nord interiors and we'll match it up and add characters later.

Imperial governor's palace is now in progress!
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Stephanie Kemp
 
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Post » Tue Sep 14, 2010 3:16 am

Daily status:

The island is looking better all the time! There is also work underway for some key interiors including the Daedric shrine and the Governor's Mansion. The ships at the dock will have custom sails. The items for the treasure hunt are being playtested to make sure they're not overpowered. Pretty soon some joke weapons will be made for the shop.

We're going to need somebody to step up as a resource coordinator who will put all the different creators' parts together as they are submitted. I'm new to the CS so I wouldn't be very good at that role.
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Jade Muggeridge
 
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Post » Tue Sep 14, 2010 7:29 am

Minor Progress Report:

Not a whole lot to say really, some progress has been made on the interior side of the project. The interior shell for the Daedric ruin has been started (though the proposed dungeon will take up between 5-7 interior cells) and one of the common buildings is almost finished. Anyone interested in interiors, please feel free to sign up! We still have several Nord and Telvanni interiors up for grabs, as well as a good few Common interiors. That's all I've got for now, hopefully I'll have some finished interiors to show off next time.

But to make it seem like I've done more than I have, here's a few editor shots of one of the Common interiors (how exciting!):

http://smg.photobucket.com/albums/v603/Darkelfguy/ModTown%202011/?action=view¤t=ModTown2011InteriorEditorShot02.jpg
http://smg.photobucket.com/albums/v603/Darkelfguy/ModTown%202011/?action=view¤t=ModTown2011InteriorEditorShot01.jpg
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Travis
 
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Post » Tue Sep 14, 2010 12:25 am

I've started creating a few kids for a COM patch that might be released simultaneously with the town, pending approval from Emma for the idea. I might even make one or two adoptable, using techniques I learned making my orphanage mod which should release very soon (my first-ever mod release!) The patch will be a separate esp that can be run if the player runs both our town and COM. Treasure hunt items will be tweaked and finaled tomorrow, and the weapon shop should be done next week, sans dialog which will take a bit longer. (It's comic relief but I don't want to make it too cliche)

Also, let's include some orcs in the slum area. The plot idea of orc corruption in the original concept can be downplayed and twisted into a miscellaneous quest or two. Obviously we can't have it on the scope as originally proposed, due to the main quest focus being on the Daedric story, but it would help to give a bit of atmosphere to the slum area.
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Amber Ably
 
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Post » Tue Sep 14, 2010 8:30 am

Daily status:

Nothing really new, though progress continues! There will however be a secret in the previously mentioned COM patch that won't be in the main release!

I've also split up the weapon merchant into two characters: the main one who sells them, and an assistant who makes the weapons (he has the repair service instead of the merchant).

Wolli: I've made a character for the governor mansion. I will add her when I'm adding the Kyne Armor to the project.
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BrEezy Baby
 
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Post » Tue Sep 14, 2010 4:45 pm

i've got most of the governors mansion done, just needs some decoration and some more of that... then polishing up. and it'll be done
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Red Bevinz
 
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Post » Tue Sep 14, 2010 1:36 am

A minor landscape update. :)

http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=70&image_id=281

This is just the basics. Much more detail to follow. :)



KF
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Khamaji Taylor
 
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Post » Tue Sep 14, 2010 2:41 pm

Nice docks! Ratt, we're going with the Wonderstar on one side and the galleon on the other. I'm also going to rename the Wonderstar to something more Imperial sounding. The galleon's sail should have a Nord design.
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Dorian Cozens
 
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Post » Tue Sep 14, 2010 3:46 pm

Which ship models are you planning to use? If I can place them early it will help with design. :)


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Ladymorphine
 
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Post » Tue Sep 14, 2010 6:41 am

Ratt is doing custom textures, so don't place the ships yet.
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vicki kitterman
 
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Post » Tue Sep 14, 2010 1:48 pm

Modtown 2010-11 sounds like a great idea !

I was the Co-Ordinator for Modtown 2004, and I must say it was a huge undertaking but was well worth the effort.
I wouldn't mind contributing in some way to this project, even if it were only to make a house and my Avatar....I can't say that I could commit too much more than that.....as I'm kinda rusty in the CS.

But here's how we did it to the best of my memory:

1) We only used what was available in the vanilla game. We concluded that this would challenge our creativity and saved a lot of potential headaches for people who did not have or want other mod dependencies like Better Bodies etc...or other custom textures, etc. Also, it kept the download size as small as possible. We kept the idea in mind that we wanted it to be as easy as possible for even the FIRST TIME mod user.....No Tribunal or Bloodmoon assets even....Much can be done with using only vanilla Morrowind assets....and it challenges the modder's creativity. LadyE did an amazing job with vanilla assets.....just sayin'......for those who know of her work.
2) I laid the groundwork by creating a decent sized island way way way to the North. I kept the area where the houses would be arranged pretty FLAT....to make it easy to place them without worrying about burying somebody's work that they intended to be seen. Most towns in MW are relatively flat. Beyond the town area I did create some moderate hills and other landscaping. There were a couple of residences placed carefully in the hills by modders who requested it, so I sent them the .esp so that they could do it how they liked....this was an exception......
3) A map was created with a dock area, main road and side byways.......and another contributor drew plots or lots (if you will). The dimensions of the lots were approximate to allow for aethetics in the overall design. The map was posted as a .jpg with lines showing the available numbered plots and potential contributors could get dibs on a particular plot that they liked....1st come, 1st serve. There was a river running thru the town so there were two sides....with a bridge or two.
House submissions were sent to me with both the External house and Interiors created in their own separate Interiors...contained in a single .esp. The house Exteriors were created in an Interior cell using floor tiles to place the constuction on....I simply deleted the floor tiles which were not going to be used in the final mod. All doors were in place but not linked..........I then copied the entire External house and pasted it into the mod and put it in place. Then copied their Interior(s) and put it in it's own Interior Cell(s) in the mod and linked the doors to the outside. If an interior had a dungeon (lets say) or more than one interior cell, the contributor could link the doors that way before submitting it; Or not, because everything was ultimately checked out.
4) All scripts had to be accounted for. Some contributors didn't have any scripts....and as I recall, there was one homeless Avatar...all dialog was done by the contributors and was copied in from their .esp......it seems to me now that their .esp's were simply merged and I deleted the "Exterior Interior cells" after copying their buildings into the mod.
5) The contributors who did the "main quests" were sent the .esp to work on that aspect when the time was right.
6) I finished landscaping and other details and a few of us play tested the living daylights out of it.

We completed it in 2 or 3 months if my memory serves me correctly....I was exhausted by the time it was completed....

That's how we did it and these are only suggestions and I would not like to seem to say that it's the only way to do it, but it worked for us.

You can still download Modtown 2004 here.....I was pleased to discover and amazed how many folks have checked it out over the years:

http://tinyurl.com/29oemof

OR HERE at Elric Melnibone's.....a better site:

http://tinyurl.com/2bgoocl


I need to look up and download the other years Modtown has been done since then.....2004 was the first as I recall......enjoy.

At any rate I'll be following the project that you guys are working on now and would like to do something, no matter how small.....like a house or shop or something.....whether or not you eventually call it "Modtown".

[edit].....It seems that Modtown 2006 was the only other one done....(correct me if I'm wrong) and I recognize a few names of the contributors..... ;o)-)
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Tamika Jett
 
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Post » Tue Sep 14, 2010 5:21 am

^^ Modtown 2004 was great, I still like to go back and play that every once in a while. You were in the fishing hovel weren't you Aquan? Or was that someone else....

Anyway, I definitely liked the idea of not using new meshes and textures in the 2004 modtown. But I could also see how a new take could be cool. Maybe an explicit "set" of resources will be available to use.
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Victoria Vasileva
 
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Post » Tue Sep 14, 2010 8:01 am

Hi Aquan! It's always nice to meet another mod veteran. :) Thanks for the inside info on how it was done. That should help a lot with keeping this as organized as possible.

It's my opinion that we need to decide on a project leader for this before it gets out of hand. :) I, personally, have a lot of irons in the fire, but I'll make room for more if needed. As Mordigant was the one who started this thread, he (she?) is first in line for the coordinator position.

I also think it's time we set the limits on how many resources are used. If we start using a lot of outside resources the file size could grow quite huge. I like the idea of sticking mostly to vanilla morrowind. I know a couple of people have already started on some retexturing (sails), but I'd like to limit these to very few to keep size and compatibility under control.

What do you all think?



KF
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casey macmillan
 
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