Red Mountain

Post » Sun Dec 27, 2009 6:37 am

Do you guys think that red mountain is a little small, because using MGE, it looks more like a hill than a mountain, and one notices it also when you are exploring the region, actually, in general, the Morrowind map feels small (only a problem when using MGE) Does anyone know a mod that makes red mountain a little higher, as to be the big, oppressive force that it is supposed to be in the original game.
Similarly, is there a mod that makes the main quest affect the world of Morrowind more, like for oblivion there is the enhanced daedric invasion mod or something, currently I use darknuts Greater Dwemer Ruins mod.
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Shirley BEltran
 
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Post » Sun Dec 27, 2009 1:17 am

I know what you mean about MGE and the scale of Red Mountain (and everything else, for that matter) but the solution is simple, at least for me: turn down the view distance to about 4 or 5 cells. This makes a huge difference in how you see the far parts of the world while still keeping all the other MGE features.
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QuinDINGDONGcey
 
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Post » Sun Dec 27, 2009 12:13 am

From my mod list:

...my recommendation is to keep the fog on and to keep the number of cells set to display distant lands low - 2 or 3 at the farthest is plenty. This allows you to see most large objects in the distance, but without sacrificing atmosphere or dropping your FPS into the single digits.

Another concern is that the game's graphical flaws are made increasingly more noticeable by all of this. Distant loading, in particular, is still an issue. I'd suggest setting the draw distance to one cell beyond the maximum fog distance (I use 3 and 2 cells, respectively), thus causing objects to be drawn "behind" the fog and allowing them to fade realistically into view. As for distant lands, "drawing" is just replaced with [censored] popping up out of nowhere, which is just as annoying, if not worse. The CPU power I save by keeping my view distance reasonably low is then spent by lowering the minimum size for distant statics to 100 and pushing the nearest distant statics out to where the fog ends (again, 2 cells). This does away with the whole "[censored] popping out of nowhere" thing entirely. The farther distant statics are given filler values of 999 because, since you can't see beyond 2 cells because of the fog, what they're set to doesn't really matter.

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Alba Casas
 
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Post » Sat Dec 26, 2009 8:38 pm

When working on Oblivion, Bethesda said they tried out Morrowind with distant land and it just looked like a theme park. It wasn't designed so that you could see everywhere at once (but it sure is cool). Despite being "cool", I usually do the same as BTB and limit the view distance. I generally like the vibe the fog brings to the island too. Otherwise, the only solution would be for a mod to make the mountains "taller".
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Erich Lendermon
 
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Post » Sun Dec 27, 2009 8:47 am

Yeah. When Morrowind was designed, the limits of machines didn't allow powerful distant views, so creating a grandoise mountain wasn't really something they could easily plan to do, nor was it something that was terribly convenient. They just wanted to create something that felt rather big at close range, which I think they accomplished. I felt like I was pretty high up in the air and deep into the wilderness before MGE came around. I played with MGE at 10-12 cells for a while, but these days I have it set at 6. That's plenty distant of a view, allows more detailed and higher quality graphics for what is in front of me, and keeps the game world from feeling small. Morrowind is more convoluted than it is massive. Not having high MGE settings is more beneficial towards experience and it won't bend your will to use things like levitation to get around too much too, which makes exploring more fun.
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Kevin Jay
 
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Post » Sat Dec 26, 2009 8:31 pm

A mod that raises the height of Red Mountain might be pretty cool, if done well. That's a big if in my book, because there is so much leeway in how that feat might be accomplished. But the fact is, Red Mountain is, by lore, the highest peak on Tamriel, but in game, it is short and will (I think) be dwarfed by additions such as the western mountains in Tamriel Rebuilt and is definitely dwarfed by the mountains of the next game, Oblivion.
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Channing
 
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Post » Sat Dec 26, 2009 6:48 pm

i once made a mod that raised RM, worked well, never finished oit though. :( it's defiantly a team project.
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marina
 
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Post » Sat Dec 26, 2009 8:53 pm

i once made a mod that raised RM, worked well, never finished oit though. :( it's defiantly a team project.

It must be a challenge to make use of the limited space and account for all the structures that need to be there. I imagine you'd really be stretching out the textures.
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Trey Johnson
 
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Post » Sun Dec 27, 2009 4:15 am

The idea of raising Red Mountain in general is nice, however such project will have to rework 50-60% of the surrounding ashlands too if RM shouldn't only be "high". Just raising RM to the maximum size of units using those small amount of cells used to build RM will make it look very werd and unnatural...also it is the question if it is worth the effort since it is casing conflicts with many popular mods like GDR and a number of other Mods.
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Thomas LEON
 
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Post » Sat Dec 26, 2009 5:27 pm

i ended up just removing distant land features all together. my mind couldnt adjust away from what i was so used to seeing for 10 years ;)
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Facebook me
 
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Post » Sat Dec 26, 2009 11:25 pm

I am using view of 3 and static size of 100. Looks good.
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Mizz.Jayy
 
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Post » Sat Dec 26, 2009 10:43 pm

The distance thing never bothered me. I know it's unrealistic, but I like seein all of Morrowind from a distance. I have my view distance at 50 and it's great to walk on Red Mountain and see the whole world below you. :) With the amount of things that would have to be changed to make and expanded Red Mountain work, you could just delete all of Morrowind and recreate it in a much larger scale (kind of like the Sheogorad mod in Oblivion). Of course, who has the time to do such a thing? :P
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N Only WhiTe girl
 
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Post » Sun Dec 27, 2009 9:33 am

if anyone was to start a resize project for morowind. i would be all over that like white on rice. doing that would mean we would be able to expand all the cities without destroying all the surounding terrain. and make the island of a grand scope it could have been. that would be totally awesome :rock:
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Emma Louise Adams
 
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Post » Sun Dec 27, 2009 8:31 am

I posted this in another thread, it's a little 3d model mockup of a what a higher looking Red Mt could look like.
http://www.sendspace.com/file/dt0tke

It's possible to put this heightmap or something similar ingame, but every single object in the area would need to be moved around to make it fit, which sounds like a lot of work.


if anyone was to start a resize project for morowind. i would be all over that like white on rice. doing that would mean we would be able to expand all the cities without destroying all the surounding terrain. and make the island of a grand scope it could have been. that would be totally awesome :rock:

It would be a massive project. I've considered doing something similar for Solstheim, as it wouldn't be as difficult to shift all the exterior locations (like towns and cave entrances) onto it. Vvardenfell however is just too huge, it would need to be mostly automated somehow.
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MARLON JOHNSON
 
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Post » Sat Dec 26, 2009 9:10 pm

yes is it would be a ton of work. but for the sheer epicness of it. it would be worth all the work. i might use tes(whatever it is called) to resize the map and get an idea of what it would look like. the room for safe town expansion would make it worth it alone.
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Manuela Ribeiro Pereira
 
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Post » Sun Dec 27, 2009 2:03 am

See the bottom of http://projectmanager.f2s.com/morrowind/2x2/index.html page for some 2x Vvardenfell experimentation screenshots.

And the bottom of http://s621.photobucket.com/albums/tt297/Vality7_2/Elder%20Scrolls/Solstheim/new/?start=all page has some of the Solstheim rescaling stuff I've done so far.
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Samantha hulme
 
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Post » Sun Dec 27, 2009 8:05 am

See the bottom of http://projectmanager.f2s.com/morrowind/2x2/index.html page for some 2x Vvardenfell experimentation screenshots.

And the bottom of http://s621.photobucket.com/albums/tt297/Vality7_2/Elder%20Scrolls/Solstheim/new/?start=all page has some of the Solstheim rescaling stuff I've done so far.

Is that Vvardenfell project still being worked on? Really neat.
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Marie
 
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Post » Sun Dec 27, 2009 8:30 am

Is that Vvardenfell project still being worked on? Really neat.

No it was more of a proof of concept. He scaled the placement of meshes as well as the terrain, which as you can see with the gaps between meshes, it doesn't really work unless you also scale up every mesh.
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Rebekah Rebekah Nicole
 
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Post » Sun Dec 27, 2009 4:49 am

No it was more of a proof of concept. He scaled the placement of meshes as well as the terrain, which as you can see with the gaps between meshes, it doesn't really work unless you also scale up every mesh.

It seems like it would be a more ambitious project than TR. Also, a lot of mods would not be compatible with it. Would definitely be a lot of fun to build and play, though.
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Agnieszka Bak
 
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Post » Sun Dec 27, 2009 6:59 am

With the epic mountains from the Tamriel Rebuilt project Red Mountain is going to look like an ant hill in comparison...
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Gemma Archer
 
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Post » Sat Dec 26, 2009 11:50 pm

With the epic mountains from the Tamriel Rebuilt project Red Mountain is going to look like an ant hill in comparison...


Nope :)

We still haven't reached the height of Red Mountain. Our current highest peak (16893.006) is 86.977% the height of Red Mountain (19422.281), and we are not exceeding 85% for the rest of our mountains.
But our mountains are nicer than Red Mountain. And less lava. And more details.
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Bird
 
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Post » Sun Dec 27, 2009 10:00 am

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BethanyRhain
 
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Post » Sun Dec 27, 2009 5:41 am

It would really be something special if bethesda re-made this game. Actually it is really special anyway what modders have done so far.
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Charity Hughes
 
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Post » Sat Dec 26, 2009 8:46 pm

Vality, is there no way to remove the static rock meshes and replace them with taller, custom built mountain statics? Not changing the heightmap or exterior locations, more like sculpting the existing layout upwards? It sounds like alot of work, but not as impossible as changing the entire scale of Vvardenfel itself.
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sarah simon-rogaume
 
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Post » Sun Dec 27, 2009 1:30 am

you can always add more rocks. and retexture some cliff meshes i think mjy released. and make red mountain look more rugged. someone real good with exteriors could do that without changing the place of anything. it wouldn't be taller. but would appear to be so.
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Tha King o Geekz
 
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