Proposed community project

Post » Tue Sep 14, 2010 6:34 am

I've done 9 sails http://www.tesnexus.com/downloads/file.php?id=34530 is the file. pics there too. i'm fine on limiting resource use. you can use these or not. i did them just to do them.
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Alessandra Botham
 
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Post » Tue Sep 14, 2010 10:58 am

Thanks Rattfink, those look awesome. :)

I didn't mean to say we couldn't use any resources. I'd just like to avoid using an entire added tileset just for one house (as an example). If one looks at TR (as Aquan said) there are some incredible interiors and exteriors that use only vanilla statics. A little imagination and creativity goes a long way. :)


KF
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electro_fantics
 
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Post » Tue Sep 14, 2010 6:03 am

I would like to sign onto this community project, and it seems i am just in time, i will be drawing up different layouts of the town based on the pictures of it. I should have them by tonight actually.
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Aliish Sheldonn
 
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Post » Tue Sep 14, 2010 6:27 pm

Ratt, love the Nerevar sail! However, let's go with the wolf sail for the galleon. Once you have the two ship models send them off to kite for placement. I'm happy as "status coordinator" but I need somebody else more experienced with CS to step up when it's time for assembly. And I'm a guy. Other than the sails, let's limit to Morrowind, Tribunal, and Bloodmoon resources.
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Janette Segura
 
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Post » Tue Sep 14, 2010 4:22 pm

Well as far as I'm concerned, Mordigant, you are now project coordinator. :D I'll help out with merging everything together when the time comes.

I agree on keeping it vanilla (except for the sails) and having the big 3 dependencies.

@Gamerteen: I've been throwing things together on the fly. If you'd like to draw up a map, feel free. :) Hopefully you can stay relatively close to what I've already got done, but if not I'll change things.

Anyone else who would like to contribute is more than welcome. Just jump in and make your presence known. :) This is a community project, so the more community that participates, the better. :D

Also, unless anyone has an objection, could we change the thread title to "ModTown 2010"? It will make things easier to find. :)


KF
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Beulah Bell
 
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Post » Tue Sep 14, 2010 9:39 am

The town and island are now officially called Northreach as proposed earlier. This is not a ModTown project, though we may still make our avatars as NPCs if we want.
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josie treuberg
 
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Post » Tue Sep 14, 2010 4:37 pm

Let's call the mod "Community Project: NorthReach"

As it was stated earlier this mod is a litter off from the modtown community project. I think it should just be named community project northreach because that is exactly what it is.
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Dan Stevens
 
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Post » Tue Sep 14, 2010 1:45 pm

Ok. Northreach it is. :) I still think we need to change the thread title. How about "Northreach, a community project" ? The next time you see an update from me the town will be labeled as "Northreach".

Feel free to PM me if you need anything Mordigant. The only thing I can't do is dialogue and questing.




KF

Edit: Ninja'd by Gamerteen with almost the same name! :)
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Marquis T
 
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Post » Tue Sep 14, 2010 7:18 pm

Hey Ratt, can you put the Nerevar Moon and Star sail on a longboat and send it to me? It doesn't thematically fit the docks but I have an idea for it because it looks really cool. I will add it to the town esp when I add the treasure hunt items.

Also, I'm moving town story discussion to another thread. This one is now for design purposes.
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Chloe Botham
 
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Post » Tue Sep 14, 2010 9:47 am

I might be able help you guys with landscaping :)
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Hella Beast
 
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Post » Tue Sep 14, 2010 3:38 am

Welcome aboard Trancemaster! :)

Gamerteen is working on a map for the island. I'm waiting on the map before proceeding much further. There is definitely plenty of work to go around. :) I'll send you my landmass file as soon as I get the map and work the land to fit.



KF
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Chris BEvan
 
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Post » Tue Sep 14, 2010 10:33 am

Welcome aboard Trancemaster! :)

Gamerteen is working on a map for the island. I'm waiting on the map before proceeding much further. There is definitely plenty of work to go around. :) I'll send you my landmass file as soon as I get the map and work the land to fit.



KF


Don't worry I'm used to loads of work, New Cities Project and a TC says it all :P

Sure bring me the details when you're ready. Though I may not work as fast as everyone else with all these project in my mind hehe.

- Trance
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louise hamilton
 
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Post » Tue Sep 14, 2010 3:31 pm

No rush. My own contributions currently are late-in-the-process type stuff, so once I finish those they'll be sitting for a while.

Earlier there was a comment about a "crashed spaceship" in the cliffs. If we could find some way to implement a similar idea it would be really cool, and possibly an interesting thing to work into a quest. Obviously a spaceship cannot be done, but maybe a shipwreck in the rock (like in Myst). Just an idea, but probably not practical.
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Bird
 
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Post » Tue Sep 14, 2010 11:46 am

Sorry for not having this last night like I said, next time i will give myself ample time.
So here is the link for the first map.
http://gamer-teen.deviantart.com/#/d2yfa5z

It is a simple MS paint map that I put together, now as it say in the comment:

Okey so this is for a mod, the color system is as a follows:

Dark gray: Hill/mountain
Brown: Path
Green: Trees and other foliage
Light Gray: Rocks boulders etc

Now let me explain the concept a little. This is the working/slums area. The right hand side of the area holds the shops and such, along with the upper side of the slums. While the left hand side houses Multi-tenet houses. And of course the tavern is the great meeting point.


Now there are a few empty lots in the shops area, they can be filled with what not and such.
To explain my thoughts behind the upper and lower side of the slums, The right hand side of this area is designed to be well maintained, trees and nice walkways, they should be neat clutter and it should look as though it is busy and functional. Ass in some nice maintained houses and a single family to each one. (by family i mean Husband and wife)
Now on the left hand side, the houses should be scattered, clutter should be scatter everywhere as well, little to no foliage or trees, a large amount of stones and boulders that seem to create an inclosed environment. Now the house are call Multi-tenet because there should be 3 to 4 people living in a single house with every house full of scatter items and clutter. And then of course, you have to have a tavern full of drunks,

Keep in mind all of this is up to change, i can take ideas and advice rather well. None of this is set in stone ( although i would love to build and fill the tavern myself)
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Alessandra Botham
 
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Post » Tue Sep 14, 2010 5:27 pm

Great map Gamerteen. :)

A couple of problems though.

This is a little too detailed for this stage of the build. We need a little more of an overview of the entire island.

The other problem is SLS (straight line syndrome). Everything is too lined up. I'm not sure how the others feel about it, but my vision is of a town that has been through a series of changes. The island was originally settled by the Nords, then taken over by the imperials, and has since become a major trading port between Skyrim and Vvardenfell. This would explain the relatively large town in such a remote area. That's why the Imperial portion of the town was built around the Nord village, and then the town grew around all of that because of prosperity. I'm planning on making the dock area rival the Ebonheart docks in size. Everything on the island centers around trade. whether the traders themselves, or the support sector (smiths, food merchants, etc.), or the criminal element that preys on the merchants, it all revolves around the trade.

As I said, this is all in my head. If you all have other ideas, I'm all ears. :) I'll see what I can come up with. I've received the ships from Rattfink so they will be placed on my next run. :)


KF
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Tracey Duncan
 
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Post » Tue Sep 14, 2010 9:10 am

I hear you with the SLS, it is just that i was using MS paint, so not much variety can be given. Really this is just to get everyone's thoughts going, it's just a springboard so to speak.
It really just gives my general idea of this area of the island.
Now as far as a general overview of the island. I Have a few questions:
1. What makes up the Telvanni Distract? What is the general idea and culture of the area?
2. What makes up the Nords? (although i have a pretty good guess)

And i know how to map out the imperial/ common distract


Although, if the docks our on the north side of the island, how are the reasons getting to the imperial area? I just to know what the general relationships are between the nords the imperials and the Telvanni distract.
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Teghan Harris
 
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Post » Tue Sep 14, 2010 5:10 am

Again this is only my opinion. :)

The Telvanni district is actually the newest part of the town. I planned on having the district sort of bridge over the inlet near the Imperial docks. There will be enough space underneath to allow smaller boats to unload cargo from ships anchored away from the docks. As to the culture, the entire island is centered on trade. Everything on the island is connected to trade in some way or another.

The Nords were the original settlers. They have more or less melted into the rest of the population. They're not isolationists like the Skaal. For all intents they are like any other Nords you'd meet in Vvardenfell.

The dock are actually on the south side of the island. If you're standing on the steps to the governor's mansion, facing away from the building, you're looking north. :)

The first update I posted has a link to a top-down view of the entire island. It should give you an idea of what I'm looking to do. :)

The overall relationship of the different factions is pretty smooth. Everyone gets along for the most part. It doesn't make sense for the island to be as prosperous as it is if there were a lot of bickering and fighting going on. That's not to say there isn't any bickering or fighting going on. It's just that the bickering is on a small, personal scale, rather than the usual house vs. house stuff you'd see on Vvardenfell. Rivalries take a back seat to prosperity on Northreach. :)



KF
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Charleigh Anderson
 
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Post » Tue Sep 14, 2010 3:18 pm

I really do not like the idea of a Telvanni district. What would the Telvanni be doing here, right near the border of Skyrim (when they are found in east Morrowind) and more importantly why would they care? I'd say leave it as a nice canyon so we can have some cool rope bridges and steps.
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Helen Quill
 
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Post » Tue Sep 14, 2010 7:50 am

I haven't placed a single Telvanni static yet. :) They were only included because at the start of the project everyone seemed to want to do districts from all the different great houses. I've been thinking about it too, and it really doesn't make sense to have Telvanni on the island. I don't think Hlaalu will fit well either (though I could make an awesome cliff city). IMHO, this should be pretty much Imperial and Nord. Nords because they settled the island in the first place, and Imperial because they took over (like the rest of Vvardenfell). I'll leave it up to a consensus of what everyone involved would like. :)


KF
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Cat Haines
 
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Post » Tue Sep 14, 2010 9:13 am

Hm, I'm not quite fond of the idea with a city that linear. It doesnt seem natural and would require the landscape to be rather "flat" all over. My suggestion would be to do an overview of the landscape, how things should look, type of landscape etc, and go on from there. It's pretty annoying when you've got to change the hight of all buildings/statics all the time just beacause you're not happy with the landscape :P

And I don't think that the Telvanni should play a big role in this project either, perhaps an "embassy" would fit somewhere in the city, otherwise it would be kinda odd :P
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Alba Casas
 
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Post » Tue Sep 14, 2010 9:11 pm

I'll set up a poll thread for discussion, as I did with the quests.
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stevie trent
 
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Post » Tue Sep 14, 2010 8:07 pm

Kite, can you send me the esp file when you add the ships? I have a great idea for a "teaser" image!
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christelle047
 
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Post » Tue Sep 14, 2010 7:43 am

Kite, can you send me the esp file when you add the ships? I have a great idea for a "teaser" image!




I'd be more than happy to. It may be a couple of days though. My weekends get a little hectic. :)



KF
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Jesus Sanchez
 
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Post » Tue Sep 14, 2010 10:31 am

The Nerevar Moon and Star sail looked good too. Ratt, can you put it on a longboat? Kite, can you add it to the dock and make it appear only after the MQ is complete?

There is an update to the plan for my weapon shop. We are now going to have a regular smith in the town. My shop will still be in a cave, but will be limited to just the joke weapons.
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Nicole Mark
 
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Post » Tue Sep 14, 2010 1:24 pm

Interior Status Update:

First common interior is pretty much finished and the layout has been started on the first section of the Daedric Ruin. I've also built the exterior for the first common building (taking a note from Aquan's suggestion), showing what the building should look like (minus the trees, foliage and rocks of course, I just put those in for fun :P ).

Side Note: Does anyone know what cave-type I should be using for the Daedric Ruin? Currently I'm using Mudcave, but that might not go so well with the surrounding terrain (depending on where we put the ruin).

Screenshots:
http://img.photobucket.com/albums/v603/Darkelfguy/ModTown%202011/ModTownInteriorScreenshot01.jpg
http://img.photobucket.com/albums/v603/Darkelfguy/ModTown%202011/ModTownInteriorScreenshot02.jpg
http://img.photobucket.com/albums/v603/Darkelfguy/ModTown%202011/ModTownExteriorScreenshot01.jpg
http://img.photobucket.com/albums/v603/Darkelfguy/ModTown%202011/ModTown2011InteriorLayout.jpg
- Note: The entrance to the ruin is on the right, with the door leading to the second interior of the ruin being on the left.
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anna ley
 
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