[WIP]Redwood

Post » Sat Apr 02, 2011 10:29 pm

This is really good!
I hope I'm able to run it :D
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Danial Zachery
 
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Post » Sat Apr 02, 2011 5:28 pm

@ISGC -> if I understand it right, this is an interior cell, you should be able to. :P
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Rachel Tyson
 
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Post » Sat Apr 02, 2011 4:58 pm

I don't know how I managed to miss this one for so long. It looks great, really looking forward to the release!
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Sarah Unwin
 
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Post » Sat Apr 02, 2011 6:21 pm

thank you all !

2 years passed during making this mod and it still going well.

the outdoor view is nearly complete, just need to add some detail and indoor cells to fit it.

I allready have some ideas about quests and other part to make it an alive and complex RPG style mod.

hope a fully playable release can show up in this years.
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Marguerite Dabrin
 
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Post » Sun Apr 03, 2011 3:24 am

Update

1
changed the area where you enter the town for a less bare feeling.
http://i50.tinypic.com/11a8jo0.jpg

2
add light along the road in higher part.
http://i45.tinypic.com/2v1u60x.jpg
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Eilidh Brian
 
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Post » Sun Apr 03, 2011 12:55 am

Update

1
changed the area where you enter the town for a less bare feeling.
http://i50.tinypic.com/11a8jo0.jpg

2
add light along the road in higher part.
http://i45.tinypic.com/2v1u60x.jpg



Looks very nice!
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Cameron Garrod
 
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Post » Sat Apr 02, 2011 4:32 pm

thanks.

Update

1
add details to misc shop indoor cell. that's a 2 floor wood room. here is the first floor, shot taken a bit above where the shop runner stand.
http://i45.tinypic.com/2dbrpdh.jpg

2
remove Nobodycare index trading service in contract center. made few improvement at 2 indoor cells.
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~Amy~
 
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Post » Sat Apr 02, 2011 4:18 pm

The mod is looking great. Not sure if this was addressed before, but I think something on the roads - stones or some sort of border would work great. As it is, it looks like people step out of their houses straight into mud.
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krystal sowten
 
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Post » Sun Apr 03, 2011 6:00 am

glad to see you like it.

I'm thinking of the roads issue months. I tried paint road in the ground texture; tried to add bloodmoon stone wall mesh as stone road. the result looks not good.
thanks your advice. you mean add stonebase under buildings while the road still been mud ? or make the road as stone road and the part led to buildings also stone road ?
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Katie Louise Ingram
 
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Post » Sat Apr 02, 2011 9:35 pm

Update

1
Velkaarn's house and a bit basic dialogue complete. Velkaarn, you havn't come to this forum since April 2008, but I havn't forget your character.
you are the second person like to be a npc in this town, as you wish, an alchemist. here is the detail.
Velkaarn, male, alchemist, well known at potions and plants. he is a member of freelancer company in this town.
the number of his house is 12. here is a bird view of his house.
http://i48.tinypic.com/29prjq1.jpg
I spent hours in making his house detailed. first let's have a look at a reasonable toilet.
http://i46.tinypic.com/4kz7nt.jpg
and a cooking stove. the pot have meet in it, it made by changed the Korana's Stew Pots modderresource.
that pack include 2 cooking pot meshes,I replaced one mesh's pot part to the other's. I also retextured it with original morrowind resource and make the water animated by replace it with Dongle's water mesh.
http://i47.tinypic.com/1zw0jth.jpg
2
A new guild here is starting develop. the unnamed freelancer company. I allready start making the first quest of it.
only a few people work there. they work together for fine and money. sometimes they pick job in contract center, sometimes they do what they like.
the boss\founder of this company is an old retired hunter, he is more like a mechanic now. you may find robot, monitor and plans in his basemant.
if like to join the company, he will ask you visit other members in town...then a meeting to decide whether you may in...then a real mission...
3
Vraptor, you the first person who like to be a npc in this town. your dialogues start making. you also a member of freelancer company.
the story we discuss in 2008 will be add as part of your dialogue. as you wish, your character is a local hunter. he's not powerfull, but he is cute.
4
some background informations about the town shaped in my brain but havn't added.
a simple history of Nobodycare
they shaked in cold wind, hopeless in dark night, running in wilderness, chased by the people who ruined their life.
they are the first group people of Nobodycare, not too much of them, only dozens of man and woman.
hero's blood trickled in one of them. he try to do something to stop enemys that followed them, but failed.
during escape in wild forest they found an ancient ruin where they think is the best place to stay, because they can go no further and enemys are near.
that's a fearful night as if they know it's the last day they alive. bloody things happened. no one know what happened detailed.
when the sun rise, half people dead, but they win the battle. survivors build a siege with woods and stones base on the old ruin.
more and more people come here during years. the siege grow very fast, now become a gem in border area.
the leader of this place claim it as a new kingdom. they stand at their own side. they know border area is not well suit for farmer life, but suit for some kind of business.
in order to survive in the hard life in border, they accept smuggling and slavery. but they are not a group of dirty hands.
their law is simple: do not harm to any none-slave person here, and respect each other, then no body will care your life.
that kind of law attract many people come here. not only the local border people, but also smuggler, trader and even wanted man, they all want a new life.
there is a rumor in border area: if you have no way to go, try Nobodycare.

and to anyone also want to be a npc here, feel free to post the detail about your character, such as what name and what kind of man of it, dialogue or quest idea also welcome.
only nord, imperior, breton race allowed. spell caster such as mage not allowed.
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Mashystar
 
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Post » Sun Apr 03, 2011 6:15 am

Looks superb! I love the house, very detailed and comfortable. This entire mod is looking great, I am looking forward to the release. :goodjob:
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Samantha Wood
 
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Post » Sat Apr 02, 2011 8:02 pm

Thank you, Lyssia. glad to see you like it.

Update


1
made a few minor improvements, such as add a bit more details to Velkaran's house and add a flower garden as a backyard of the misc item shop.
http://i48.tinypic.com/2lcp890.jpg

2
completed the first quest of freelancer company. a simple one, just use to introduce partners. after passed that, player may become a member of freelancer.
during this quest , you will meet vraptor, velkaran and the other two partner. their dialogues of this quest completed. they have different personality.
look, vraptor want sell his capture to the trader at street.
http://i48.tinypic.com/5p4m8p.jpg

3
take a cs screenshot to show the whole bird view of the town.
http://i49.tinypic.com/15ogpya.jpg
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Chris Johnston
 
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Post » Sun Apr 03, 2011 5:54 am

Maholix, if you still in this forum, your character has been changed from godfather to the runner of this cell.


Noted and I'll get to work catching to up to the new changes. I've got a lot of reading to do, but I am happy you've got the spark back. I was disappointed when this went inactive. Thanks a lot for the PM.

Before I begin, it seems like there is enough rehashed that it might be worth reintroducing the mod and it's concept. It will not only help me refresh, (it's been two yrs) but also to see if there are any changes in your original idea I should be aware of. With the time passed, and all this stuff moved and reworked, I want to be sure we are once again on the same page.
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Gavin boyce
 
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Post » Sun Apr 03, 2011 12:00 am

Hi Maholix.

yes, in 2009 I placed your character as the runner of contract center. but now, you are free to choice what kind of person you want to be.

the major groups are the company[if anyone say he work for the town. that means he work for the company. it's the core force of this town, owned some public place such as arena, contract center, farm and guards...think it as a mini government], freelancer company[a new guild player may join], enemy force[enemys from north/south country], local people[hunters, local traders, common one...], outcomer[travellers, smugglers.....].
no need to read all pages, I just updated the first post with fully and recently concept so far, so we are on the same page.

and about what you said in Mar 8 2008
The name I use (Maholix) is based off a story I made with some friends about a phenox that thinks he's human, because he lost his memory of who he is really after a battle. Thus, when I use that name in MW, he becomes a nobleman who is something of a wanderer. A sort of laid back justice over law kinda guy. Like a freelance guard with no ties to the imperial legion, but the freedom and respect to do as he pleases
. it sound like a good man plays a lonely and dark knight style life. or just a outcommer noble or bounty hunter.

any quest idea, dialogues about what you want to say are welcome. you may say what's in the dialuge window of your character ingame. i may change it a bit to better fit quests and other concept, but will not completely redone what you say. imagine you are in this town, your character may like what you like, hate what you hate, reflect your personality. also you may make your fantasy character.
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neen
 
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Post » Sun Apr 03, 2011 12:42 am

Great, before I come up with dialogue I would need to take a look around, see the world and it's quests to know how he would react. However I can add a lot more background now, as it seems you are ready for it, and that should help. You were right in your first suggestion of a lonely but good man. This will be on top of what I already mentioned of course.


Maholix usually goes by Maho, so you have freedom to choose which you like better. He ages slowly, and I guess if I was to term him in the MW races only, he would either be closest an imperial or a high elf. He is somewhat imperial in how he handles himself, and is a noble of a long gone family, and thus his origins are forgotten.. but because he can handle courtly manner, it's obvious he can fit in among high class folks should he choose to. Despite this and the fact he has a habit of keeping to himself, he is more casual than many nobles once you get past his guarded manner.

He tends to be overly curious about any unusual items or areas, and is both highly scholarly and philosophical. He was trained as a knight, and the concept of honor runs very deep in him. Because of his memory, he can forget things often. He is a spell sword, and although extremely skilled in magic, his skills suffer from his forgetfulness, particularly his enchanting. This in the end makes him deadly should he choose to use his magic, but because he may not remember most of his spells what he capable of actually casting varies. (this should give you creative leeway)

MW magic skill would fit in like this: Mysticism, Illusion, Alteration, Alchemy, Destruction, Enchanting (in order of skill)

True to his knightly nature, he prefers a long sword and though in the past used heavier armor, he now wears light armor. (and occasionally medium armor) He dislikes helms, (preferring a hood instead) because he feels helms impair vision. He does not want to be known for doing this, but because of his nobility and sense of honor, he secretly aids those in distress. He has a history of ambushing bandits and murderers under an alias.

Maho has a habit of rambling about his obscure interests if he knows you well, and gets excited about any magically mystical item brought to his attention.


For further insight, he has at least one "living" relative, but has no idea this man is still around. His grandfather is a brutal and insidious necromancer. Maho vaguely remembers witnessing some odd experiments and large braziers of green flames in a dark place, but does not know this was necromancy. He will not mention this to anyone who he does not trust however, because these memories make him feel awkward.

As an aside, the "family" he knows are not actually his birth parents. They found him as a teenager wandering around confused and with little memory, so they took him in and raised him as their own. So thus his origin is far more lost than it appears. He is no stranger to odd portals, and not just because of his knowledge of magic or his studies. Sometimes when seeing an odd doorway, something nags at him, but he can't understand why.


That should do. :)
If you have any questions or whatever, feel free to ask.
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kiss my weasel
 
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Post » Sun Apr 03, 2011 5:25 am

thank you, Maholix.

I got the figure about your character after reading your post. nice background concept. but this is a none/few magic world, so the magic part of your concept will be cut.
below is what's in my mind after change a bit of your concept.

according to
a lonely but good man
and
He was trained as a knight
and
He has a history of ambushing bandits and murderers under an alias.

he is a noble who
secretly aids those in distress
like Zorro. he have two life, live as a noble in public and bring justice to bad man as Zorro without anyone recognized him.
His grandfather is a brutal and insidious
man. at a point they may face each other with blade in hand. his grandfather maybe a member of enemy force and have done a lot bad things years.
He will not mention his grandfather to anyone who he does not trust however, because these memories make him feel awkward. his grandfather's action is a threat to his noble figure.
some people may dislike him if they found he have such a bad grandfather, or even suspect he is a partner of his grandfather.

before I come up with dialogue I would need to take a look around, see the world and it's quests to know how he would react.

there is only one quest added so far. screenshots in first post of this thread show the town clearly. background so far also in the first post.

look forward to your further input.
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Sarah Bishop
 
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Post » Sun Apr 03, 2011 3:11 am

I am now all caught up I think, and back on proper concept. I was pretty sure the magic bit was not a part of it still, but included it in case it gave you ideas. I am in agreeance on how you adjusted Maholix and can now begin adapting him to your land. In this case, he would prolly be a freelancer, but have an understanding with the company. Being as he is a noble, they would want him involved with them somewhat, and would obviously see how he could be of use to them, even if he is a risky freelancer.

This would suit his purposes too, since to lead a double life one needs connections, influence and something of a "day time" face to cover your actions. You mention "legends." This I think would be a good replacement. Instead of magical interests, we could have him keen on knowing and meeting legends if he could. My character would be mixed up in something like this. He always is. lol I'm not certain of complete layout of the town, so I don't know if this is good for you, but I have a suggestion on house placement.

As a wandering noble, he'd desire to be somewhere he could walk around some. And with lots of personal struggles and that secret life of his, he likely would not be comfortable being in the middle of town, especially with such a guarded demeanor, even though he may work and have contacts in such a town. His house would likely be near the outskirts of town, if in town at all. Close enough to still be included, but enough of a distance that there isn't a lot of people watching the place. A bit out of the way if you will.

And, because he is a noble, this would not seem odd. Rich people are like that sometimes, let alone a rich person who carries a sword and is a freelance knight. In the past it was mentioned that there may be an evil cult, formed from a corrupt group within the church. If we made these people really awful and ceremonial, they would be akin to a real life version of necromancers. If they still exist in the plan, these would be the perfect arch enemy for my character as this would not only tie into the occult relative I mentioned, but for a number of other reasons as well.

A knight, especially a troubled yet honor bound noble, would go to a church to pray often. Knights do this, because a creator is part of how keep fresh in their minds why they take upon themselves such a difficult code, and one who doesn't know much of his own past would sure look to the divines. To learn of such evil unhonorable things being done under the guise of something that is suppose to be protecting people's souls would be an affront like no other to such a knight.



On the technical side of things, how are you handling magic? It may not exist in your world, but it does exist in the game. How you stopping people from casting spells while there? In the lore it could be easy to explain, but it doesn't stop them from having starter spells and the like on their character.
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Penny Wills
 
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Post » Sun Apr 03, 2011 8:04 am

Update

1
A small church finished. here is a picture show how it looks like in both outdoor and indoor view.
http://i50.tinypic.com/15zjey8.jpg
by new animation modderresouce, you may see npc pray there.
http://i46.tinypic.com/10gzink.jpg
another shot of the church, you may see there is a person behind the paperwall, he is waiting for godfather to listen his prayer.
http://i50.tinypic.com/4tsrdc.jpg

2
minor improvement, such as add flowers in the base of the big tree near south gate.

3
background about Maholix seems more and more clear. I started to make his base content, such as his house.
You mention "legends." This I think would be a good replacement. Instead of magical interests, we could have him keen on knowing and meeting legends if he could.

good idea, Maholix. he may think: "this town build base on an ancient ruin that nobody can tell the history of it, so, why not a treasure hidden somewhere near the town." so, a reason about why he came here shaped. he is a outcomer who came here seeking fame and wealth, he doesn't plan to live here forever, so he buy a house in town but not close to town center so that not too many people know what he done every day. Maholix, you may input some base dialogues, such as what he will say while in church.

On the technical side of things, how are you handling magic? It may not exist in your world, but it does exist in the game. How you stopping people from casting spells while there?

doesn't need to stop them, there is no mage class npc that this mod offered so far. a hunter class npc will not cast a fire ball to player while have a weapon in hand.

Maholix: I'm not certain of complete layout of the town

the first screenshot in the first post show the layout of this town.
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Britta Gronkowski
 
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Post » Sat Apr 02, 2011 4:32 pm

what exteriors are u using for the buildings? and on the ariel view i see some big rocks perfect for me so i was wondering if they where in tescs or are they custom?
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Daddy Cool!
 
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Post » Sun Apr 03, 2011 3:55 am

just stock bloodmoon skaal village house mesh. most of buildings of this mod consist of more than one building mesh.
I think the house in original game looks too small compare to npc, for a realism reason I combine some of them to make bigger one.
and about the big rocks are also original bloodmoon rocks, I just scaled it in cs. for example, one of the big rock's id in cs is "terrain_rock_bm_73".
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Lori Joe
 
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Post » Sat Apr 02, 2011 9:57 pm

my epic blonde moment sry im sorta new to this -1 year- if thats legitametly new it didn't click seen as i've been making a big desert city for most that time but thanks
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Robert Garcia
 
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Post » Sun Apr 03, 2011 5:21 am

background about Maholix seems more and more clear. I started to make his base content, such as his house.

:) Good luck. Might be best to keep in mind that although he didn't intend to stay, (which is actually right on character) he often over builds for his given plans, and he has indeed been here longer than he originally planned. Add to that this is a noble's home and would like have some embellishments. Then too, based on his secret life, there might be a few hidden passages, and perhaps a secret room.

Not sure as to the quests yet, but I am sure this would not only exist, but come into play during a quest line. So this home would be well made, despite his originally hurried intent. If possible, it should not even seem apparent that this place conceals anything.. That way it not only looks realistic, but doesn't tip off the player too early.



good idea, Maholix. he may think: "this town build base on an ancient ruin that nobody can tell the history of it, so, why not a treasure hidden somewhere near the town." so, a reason about why he came here shaped. he is a outcomer who came here seeking fame and wealth, he doesn't plan to live here forever, so he buy a house in town but not close to town center so that not too many people know what he done every day. Maholix, you may input some base dialogues, such as what he will say while in church.


#1
I would say not so much fame, but more for adventure and to satisfy his driving curiosity. He cares little for fame otherwise there may be more known about him, and he'd be less likely to drift about. The fame he has likely comes from the fact that he is both rich and a mystery, as well as his odd class. (freelance knight)

#2
For me to do this, I might need to know more about the deitys in the area. He would have normally prayed to something akin to elemental spirits, but this is a pointless activity in a world with no magic. He needs adjusted before I can work on some examples of his piety, and for this I need an idea of the relgious syste m of the area. Although he may pray to a different one than most bing a traveler and all, (depending on the system) knowing more about it will help me make it less outlandish.



doesn't need to stop them, there is no mage class npc that this mod offered so far. a hunter class npc will not cast a fire ball to player while have a weapon in hand.

This confuses me. The basic MW has a magic system. Do you mean to say that this mod will disable base races things like night elf, breton, high elf etc? They ALL come with some sort of magic skill and/or spells right when you're selecting the character. If so, this mod will highly conflict, destroying the original intent of building it in an interior cell. If it doesn't disable them, how will it prevent the player from using such magic in your area?



the first screenshot in the first post show the layout of this town.

I meant I was unsure if it had room for a house like the one my npc would be using, since most the land seem allotted, or if there is land that extents past the screen shot. (ex. these other kingdoms or a wilderness)

Btw, great work on the church. Very believable! :D
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Jessie Rae Brouillette
 
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Post » Sat Apr 02, 2011 10:32 pm

Hi Maholix.

Add to that this is a noble's home and would like have some embellishments. Then too, based on his secret life, there might be a few hidden passages, and perhaps a secret room.

we thought the same idea. a double face hero usually have his secret armory and passage, for example zorro[in a movie he have a passage in his manor to wilderness] and batman[in movie he have secret armory]. as a noble, his house should looks more rich than common npc's house. and due to his interest in legend, he may have some nice and valuable item embellished in his house. the passage in his house may lead to wildness outside the town as a concealed way not under gate guard's eye.

I would say not so much fame, but more for adventure and to satisfy his driving curiosity. He cares little for fame

change as your concept. he doesn't need fame and he is allready a rich man. he came for adventure.

For me to do this, I might need to know more about the deitys in the area

I havn't think about the god in this place. why not a real world god, Jesus.

about the base dialogues of him. I'm intend to make he say different things in different places, such as when in church, in town, in willderness, in his house, in arena.....yes, player may see him in different places. and what he will say to player when they meet, what he'd like to talk about with player? or just walk away proud as a noble without say a word to player?
surely he is a kind people who help commoner in the other life. but, is he a friendly noble who may sit and drink common beer in tavern with commoner or a proud noble who spend money as water everywhere? what he will say about "the company", the locals, the two countries...? I know it's not easy to say too much these while the concept still havn't complete. but after you say it, we discuss it.it's well for shaping this world better.

I meant I was unsure if it had room for a house like the one my npc would be using, since most the land seem allotted, or if there is land that extents past the screen shot

there is a wilderness south of the town which half finished. I think a noble's house should in town, not in wildness. I'm intend to change a bit part of town to add a new building near south gate but is not being side road or gate.

Do you mean to say that this mod will disable base races things like night elf, breton, high elf etc?

No, I will not touch that. surely it will conflict with nearly all magic mod if I go that way. I mean just leave it there, player may cast spells, but this world's npcs will not/or rare. it's not difficult to me to block the spell ability of player, but i'm not intend to do that.
the "none/rare magic world" design is for role player. you imagine it as a none/rare magic world, and it is that kind of world.

great work on the church. Very believable!

thanks, that's hours work. prepare to see if the view fit your character when your house finish. :lol:
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lauraa
 
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Post » Sun Apr 03, 2011 8:15 am

I havn't think about the god in this place. why not a real world god, Jesus.


I find in a game setting it's best to come up with a new deity for an area. When using a real god, people often come with preconceived beliefs, and it begins to mix the real world with an escapist type of game. Oddly, this often eats away a bit of the immersion, even when it seems feasible. Since this is on a role play basis, that has to be avoided where possible.

Instead it may be better to create a deity and base him on one or many gods, much like the Bethesda team has done with both MW and OB's divines. It allows people to have that god like system there, but gives you creative control and actually fosters immersion. So my suggest is instead of having the god(s) be Jesus, base the god(s) off of him and add your own twists. A new name, a reason to believe and something that has basis in history.

For example.. Jesus is kind, rewards followers and is benevolent among other things. Then factor in these people's backgrounds and where they (or their founders) come from. Who and what are they likely to mystify? Why do they believe in such an existence? What is the basic belief system they are likely to adopt? Why? Did they worship a different god that after the town was founded slowly became something else? These are questions you should ask when brainstorming the god of your area.. and don't be afraid to look in real history for examples. Are these mountain folk? If so, try Norse gods an borrow one or two traits from there. etc.

I will help you along it if you like, just ask questions. :)
I write short stories and tell them to folks to pass the time every so often, so I'm used to creating things like that.



about the base dialogues of him. I'm intend to make he say different things in different places, such as when in church, in town, in wilderness, in his house, in arena.....yes, player may see him in different places. and what he will say to player when they meet, what he'd like to talk about with player? or just walk away proud as a noble without say a word to player?
surely he is a kind people who help commoner in the other life. but, is he a friendly noble who may sit and drink common beer in tavern with commoner or a proud noble who spend money as water everywhere? what he will say about "the company", the locals, the two countries...? I know it's not easy to say too much these while the concept still havn't complete. but after you say it, we discuss it.it's well for shaping this world better.


These are all great questions and exactly what I needed. As for the locals though, I do not yet know who they all are, so that may have to come later. As for the countries, much of that depends on their involvement. Will we be able to leave the village and visit these places? (which would be cool, but I know unlikely) If not, what do we actually know about them? Do they visit? I know concept is just getting going, but so far about all I know is they exist. Hard to have an opinion without a history or an interaction. That too may come later.

Again, great questions, I will think on them and get back to you. They will prolly need some refinement as we go, but that's a WIP for ya! :)



there is a wilderness south of the town which half finished. I think a noble's house should in town, not in wildness. I'm intend to change a bit part of town to add a new building near south gate but is not being side road or gate.

Makes sense, question answered. Hopefully the changing and movement of objects is enough. Sounds like it will be a large house.



No, I will not touch that. surely it will conflict with nearly all magic mod if I go that way. I mean just leave it there, player may cast spells, but this world's npcs will not/or rare. it's not difficult to me to block the spell ability of player, but i'm not intend to do that.
the "none/rare magic world" design is for role player. you imagine it as a none/rare magic world, and it is that kind of world.


I understand this, but as it is intended as a "non-magic" area, my concern is a magical player would have a huge, even balance breaking advantage. To leave this unchecked seems a tad foolish. It's like allowing the player to cheat. I completely agree that the canceling of any that races that can use magic is conflict ridden, but isn't there something that could be done to keep the player's magic in check while in the area, even if it's not completely disabled?
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ANaIs GRelot
 
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Post » Sun Apr 03, 2011 6:50 am

about the god. I have an idea: there are 3 gods in this place, one as science and knowledge [that's why people use round wheel under cart, not cube wheel], the other as kind and mercy[like the real world god], another as desire[fame, wealth, power....].
the church is a place not only pray god [the common work a real world church do], but also teach limited science to anybody who seek for it [like a school].
isn't there something that could be done to keep the player's magic in check while in the area, even if it's not completely disabled?

I can put sound spell effect to player make it have a rate fail to cast spell when enter this world and remove that effect when he/she leave this world back to tes world.
that will make mage character still can cast spells in this world, but can not act like a powerfull pure mage here.

Will we be able to leave the village and visit these places?

I have been made this town more than 2 years, and not likely make a new town[land] before this one mostly finished.
as future after finished this town, I may or may not make new places to continue this adventure. that's depend on how real life going and how long this town's moding may take.
about the 2 countries I can tell so far is not enough to input.

about the locals, so far i can tell :
Major groups there.
the company
if anyone say he work for the town, that means he work for "the company". it's the core force of this town, consist of townhall, arena, contract center, prison farm and guard base. they offer public services and protect the town, imagine it as a mini government. player may join this company. the town's mostly income is from trading and public services. they rule the place and proud as if they are nobles, but some locals don't like them.
freelancer company
a few person do what they want for fine or money. they work together to done the work that one person can't done. player may join. most members don't like people of "the company".
enemy force
enemys from north/south country, spy and army.
local people
hunters, local traders, common citizens.
outcomer
travellers, smugglers.
some npc here
the company lead by the master of this town, a legend man who usually un show in public. under his kneel there are two powerfull man, one is guard captain[who lead army] and the other is town mayor[who manage common things]
freelancer company just a few fellow do what they want. four members so far, Salandas[boss,old man],velkaran[civilized local potion seller],vraptor[kind local hunter],lasskar[strong local rough man]
misc item shop owners are 2 sister without parent.
smith is a old man.
one of guards is the kind of man who may take bribe.
that's so far all.
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Mélida Brunet
 
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