[WIP] Sadrith Mora Expanded

Post » Wed Nov 10, 2010 3:46 pm

I hate Sadrith Mora as it is, so if you can make it exciting, that'd be great! I like the idea of making it more of a "forest."
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adame
 
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Post » Wed Nov 10, 2010 11:12 pm

Telvanni player's dream come true. Those Archmagister items sound great...a nice, tangible reward for rising up through the ranks. I'm already a fan of RoHT and this will just make the Telvanni experience so much better. I like the underroots idea as well as the soulgem mine...answers a question many of us don't even think to ask. I know I didn't.
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Javaun Thompson
 
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Post » Thu Nov 11, 2010 12:20 am

Very cool indeed! It would be nice if you could add some unique clothing into the clothier's as well, or something to find in the Underroots (gotta love that idea!). Looking forward to this, as lately I seem to be hanging out in Sadrith Mora more often - maybe being a Telvanni has something to do with it? *grin*
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Anna Kyselova
 
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Post » Thu Nov 11, 2010 3:01 am

Wonder how I missed this. :confused:

Finally my Telvanni characters will find Sadrith Mora actually worth visiting. Any news on progress?

None unfortunately - I've had to abandon most of my MW activities ATM - RL and exams got in the way. I should be able to continue after the 26th June - that's the date of my final exam.

Very cool indeed! It would be nice if you could add some unique clothing into the clothier's as well, or something to find in the Underroots (gotta love that idea!). Looking forward to this, as lately I seem to be hanging out in Sadrith Mora more often - maybe being a Telvanni has something to do with it? *grin*

Well, the clothier currently has some clothes from the Goth Shops and I plan to have some items in the underroots too.
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Alan Cutler
 
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Post » Wed Nov 10, 2010 2:03 pm

Aw, you still have exams? Mine are OVER! Woohoo! Ahem. Sorry to rub it in there... *grin*
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Zoe Ratcliffe
 
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Post » Thu Nov 11, 2010 2:34 am

Any news? I wanna start my new character, but I want to wait for this to be released.
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Lloyd Muldowney
 
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Post » Wed Nov 10, 2010 2:03 pm

Just saw this today, looks great! :thumbsup:
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hannah sillery
 
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Post » Wed Nov 10, 2010 5:38 pm

wow :goodjob: , looks awsome
from the looks of the screenshots someone finaly used that blank space that was just a path with a gaurd!
also the "underroots" idea sound awsome
maybe the archmages stave could have a choosable visual effect
so it is realy costom like a ice staff or a lightning you have to have a fire staff and with cool names
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Samantha Jane Adams
 
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Post » Wed Nov 10, 2010 8:09 pm

Ok, exams are over, some other things are finished too - now I should have some time to work on this - I'll try to post some screens later.

On a different note - I'm short on ideas what to put in the town itself - I was thinking of doing a SM Monster Lab (like the Vivec one, but with staff and non-attacking monsters) where the PC could learn how to summon different creatures (goblins, Grahls etc.) after bringing the reaserchers their souls. However that is only one building - I'd like to add some more - does anyone have any ideas? (Note, that I don't want the town itself to grow TOO big - after all, Telvanni towns grow around the towers).
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Josh Sabatini
 
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Post » Thu Nov 11, 2010 5:24 am

Some random ideas that have been floating in my mind...- Some mage selling unique spells. Nothing scripted or incredibly extravagant, just new combinations of existing effects. Speaking of which, effects like Absorb Skill, Damage Skill are present in the game but never actually used, so adding them could be a possibility. Or you could have a Levitate spell that is very cheap, but also inflicts Sun Damage on the player - spells with unpleasent side effects are cool in my opinion (I have some ideas that I was going to use in a mod of mine, but I can share if you want :)). Selling Powers would also be nice.
- A "House Guide" building with mages teleporting to other Telvanni towers.
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Craig Martin
 
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Post » Thu Nov 11, 2010 4:13 am

I second the house guide idea.

Hmmm...ideas...

Well, I've always loved the Vivec arena, especially after installing the Gladiator mod. After that I always wanted a similar type of place, but for mages. A mage arena. Maybe it could be a place where Telvanni could go "settle" their differences officially. Or maybe just for the sake of testing one's skills. Every Telvanni must have catlike magical reflexes!

Just an idea...trying to think of more original things than standard shops and such.
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Sun of Sammy
 
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Post » Thu Nov 11, 2010 12:22 am

Maybe guard barracks? It's pretty useless, except for stealing sprees, but I love it when cities guards have some kind of headquarters where they live (like in Balmora, Vivec, Molag Mar...).
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alyssa ALYSSA
 
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Post » Wed Nov 10, 2010 5:23 pm

Another idea, though probably less interesting. If you need spare houses to add here and there, I am quite sure that in Sadrith Mora that are a couple people who are in fact "homeless". The Nord woman near Muriel's, the Redguard trader and the Redguard smith, and those Bosmer in the market.
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kasia
 
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Post » Wed Nov 10, 2010 3:04 pm

Glad to hear you're back on this project, Karpik777; can't wait for some updates and new screen shots.
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SWagg KId
 
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Post » Wed Nov 10, 2010 4:52 pm

Just some randomm idea. Maybe those crystals that are always found in Telvanni towers have some other kind of effect. Maybe you can have a quest where you chip off a portion of it and it gives you increased magic or something similar. Maybe have different crystals have different effects. Just something you could toy with.
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NO suckers In Here
 
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Post » Thu Nov 11, 2010 6:37 am

Some random ideas that have been floating in my mind...- Some mage selling unique spells. Nothing scripted or incredibly extravagant, just new combinations of existing effects. Speaking of which, effects like Absorb Skill, Damage Skill are present in the game but never actually used, so adding them could be a possibility.

I though about adding new spells to existing spell merchants - preferably via a script in order to make the mod compatible with head replacers. Either way, will do.

Or you could have a Levitate spell that is very cheap, but also inflicts Sun Damage on the player - spells with unpleasent side effects are cool in my opinion (I have some ideas that I was going to use in a mod of mine, but I can share if you want :)). Selling Powers would also be nice.

Unfortunately, this idea isn't very viable - except for the sun damage all negative effects can be resisted, resulting in cheap spells.

A "House Guide" building with mages teleporting to other Telvanni towers.

Sorry, but I don't plan to add a "guild guide" system for House Telvanni. However, Uvirith's Legacy already has a similiar system and Rise of House Telvanni is going to have one.

However, I'm going to make an optional, direct travel to Port Telvannis add-on (I hate going there in several steps)

Hmmm...ideas...

Well, I've always loved the Vivec arena, especially after installing the Gladiator mod. After that I always wanted a similar type of place, but for mages. A mage arena. Maybe it could be a place where Telvanni could go "settle" their differences officially. Or maybe just for the sake of testing one's skills. Every Telvanni must have catlike magical reflexes!

Just an idea...trying to think of more original things than standard shops and such.

Will see. If I can make it look good (and find a suitable place for it...) I'll make the structure. Than, if I'll be able to decypher some scripts, perhap's I'll add an option to have some duels. Thanks for the input!

Maybe guard barracks? It's pretty useless, except for stealing sprees, but I love it when cities guards have some kind of headquarters where they live (like in Balmora, Vivec, Molag Mar...).

Yes, I'll add one - a bit east from the Council House, near the Soulgem Mine. Thanks for the idea!

Another idea, though probably less interesting. If you need spare houses to add here and there, I am quite sure that in Sadrith Mora that are a couple people who are in fact "homeless". The Nord woman near Muriel's, the Redguard trader and the Redguard smith, and those Bosmer in the market

Yes, I'll add some houses to "fil up" the town.

Glad to hear you're back on this project, Karpik777; can't wait for some updates and new screen shots.

Well, it's good to have free time again for modding ;) Though I can see why it was never made - playing with the shrooms can be annoying after a while...

Just some randomm idea. Maybe those crystals that are always found in Telvanni towers have some other kind of effect. Maybe you can have a quest where you chip off a portion of it and it gives you increased magic or something similar. Maybe have different crystals have different effects. Just something you could toy with.

I don't plan to use these crystals themselves in order to keep compatibility with Morrowind Crafting. However, in order to get himself a staff, the Archmagister will need to find a VERY special crystal ;)
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Caroline flitcroft
 
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Post » Wed Nov 10, 2010 10:28 pm

Yay for direct travel to Port Telvannis...both in terms of TR integration and realism. It makes sense that 2 Telvanni capitals would be linked.

I also like the idea of special spell merchants...since the Telvanni are the traditional masters of magic, it would make sense that their spells are more intricate, or at least unique in some way from the magical traditions of other factions.

I was thinking the mage arena could look similar to the inside of the council house at Port Telvannis...except bigger, with more pads for spectators. Just a thought for design.
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darnell waddington
 
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Post » Wed Nov 10, 2010 4:53 pm

Thanks for the update Karpik, am keeping an eye on this one and appreciate your effort.

Cheers
KWM
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RUby DIaz
 
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Post » Thu Nov 11, 2010 6:01 am

This isn't as much of an update as it could be - I got distracted with some http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/text.jpg - as I want the added NPCs to have something unique to say.

Some screens (I'm sorry for the quality of some, I've had to brighten them and it didn't turn out so well):
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/books.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/soulgem2.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/enchanter.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/goods2.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/goods.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/soulgem.jpg - the Altmer is the Master Crafter who is hated by his apprentices - he gets the most pay, the best resources and made them work in the corner so that he could have a comfortable chair to read and drink various beverages
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/manor.jpg - belonging to a Conjuration master who will train the skill up to level 90 and sell some unique conjuration spells

Could anyone do a grammar/spelling check of this text for me?
A Treatise on Ancient Telvanni Artifactsby Toris IndaranysThrought the history of Great House Telvanni, it's enchanters created many items which power awed lesser mages. However, none of those items could compete with those created by the founders of our House: Masters Telvanni and Uvirith and Mistress Zafirbel. Their creations - although long lost - still make aspiring mages risk their lives braving the wildest and most dangerous parts of Morrowind in vain attempsts to find them. In this tome I want to gather all that is known about them.Zafirbel's StarCreated by Lady Zafirbel not long before her unfortunate demise in the eruption of Red Mountain. Despite the short time she had to display it's powers the resistance to Elemental Magicks and other lethal spell effects it gave became a legend.Uvirith's CubeMade by Lord Uvirith in cooperation with Dwemer Enchanters - others say that it was his animunculus twin which helped in the enchanting - the Cube prevented it's user from coming to physical harm. The artifact was lost when Lord Telvanni razed Uvirith's stronghold, slaying him in the process. All attemps to find it to this day have failed.Telvanni's ChaliceThe most powerful of the three artifacts mentioned, it was created at the peak of Lord Telvanni's power, after he had defeated the armies of Uvirith and became the first Grandmagister of the House. Legends say that it gave everlasting health and prevented aging.Golden Helm of Boethiah's RockLittle is known about this helm, though it is mentioned several times in recorded House history. Rumours say that it was enchanted by Boethiah himself as a gift to one of the Master's of House Telvanni. What is certain however, is that it is currently in the hands of the Grandmagister of Port Telvannis and that despite several attemps to steal it, the helm remains in his possession.The Crystal ChamberThe Crystal Chamber is unique as far as this book goes, since it is not an item, but a place. Different sources atribute it's creation to different founders of the House, and some say that it was created during a ritual in which the three great mages combined their power. The chamber itself is supposed to be a pocket plane in Aetherius, where the magical energies of the realm were gathered and channeled to anyone within the chamber.When Lord Telvanni retreated deep underneath Port Telvannis he was to say that "The Chamber awaits those, who are worthy of it's power. Only they will find the hidden keys". Until this day no one has managed to do it and the Chamber became a thing of legend.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I was thinking the mage arena could look similar to the inside of the council house at Port Telvannis...except bigger, with more pads for spectators. Just a thought for design.

I don't really think that design would work - at least with mage duels. While in Vivec arena the problems of spells hurting spectators isn't that much of an issue, in a Telvanni arena it would be one of the biggest problems. And in this variant every spell could hit them.
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RaeAnne
 
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Post » Wed Nov 10, 2010 7:39 pm

Could anyone do a grammar/spelling check of this text for me?

A Treatise on Ancient Telvanni Artifacts
by Toris Indaranys

Throughout the history of Great House Telvanni, its enchanters have created many magical items, the powers of which awed lesser mages. However, none of those items could compete with those created by the founders of our House: Masters Telvanni and Uvirith and Mistress Zafirbel. Their creations - although long lost - still make aspiring mages risk their lives braving the wildest and most dangerous parts of Morrowind in vain attempts to find them. In this tome I want to gather all that is known about them.

Zafirbel's Star

Created by Lady Zafirbel not long before her unfortunate demise in the eruption of Red Mountain. Despite the short time she had to display its powers, the resistance to Elemental Magicks and other lethal spell effects it gave became a legend.

Uvirith's Cube

Made by Lord Uvirith in cooperation with Dwemer Enchanters - others say that it was his animunculus twin that helped in the enchanting - the Cube prevented its user from coming to physical harm. The artifact was lost when Lord Telvanni razed Uvirith's stronghold, slaying him in the process. All attempts to find it to this day have failed.

Telvanni's Chalice

The most powerful of the three artifacts mentioned; it was created at the peak of Lord Telvanni's power, after he had defeated the armies of Uvirith and became the first Grandmagister of the House. Legends say that it gave everlasting health and prevented aging.

Golden Helm of Boethiah's Rock

Little is known about this helm, though it is mentioned several times in recorded House history. Rumours say that it was enchanted by Boethiah himself as a gift to one of the Masters of House Telvanni. What is certain, however, is that it is currently in the hands of the Grandmagister of Port Telvannis and that despite several attempts to steal it, the helm remains in his possession.

The Crystal Chamber

The Crystal Chamber is unique as far as this book goes, since it is not an item, but a place. Different sources attribute its creation to different founders of the House, and some say that it was created during a ritual in which the three great mages combined their power. The chamber itself is supposed to be a pocket plane in Aetherius, where the magical energies of the realm were gathered and channeled to anyone within the chamber.

When Lord Telvanni retreated deep underneath Port Telvannis he reportedly said that "The Chamber awaits those who are worthy of its power. Only they will find the hidden keys." Until this day no one has managed to do it and the Chamber has become a thing of legend.


Done. :) I marked my corrections in bold. Apologies for the somewhat drastic alteration to the first sentence--the original read awkwardly and was somewhat grammatically incorrect, and that was the only way I could think of to fix it.
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Portions
 
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Post » Wed Nov 10, 2010 6:40 pm

Done. :) I marked my corrections in bold. Apologies for the somewhat drastic alteration to the first sentence--the original read awkwardly and was somewhat grammatically incorrect, and that was the only way I could think of to fix it.

Thanks! It seems that my English got veeeeery rusty in the last few months...
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Haley Merkley
 
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Post » Wed Nov 10, 2010 6:09 pm

Coolness. It's good to see that someone is taking up a project like this again. If you need any more ideas, etc, feel free to use my old thread from the mod I was working on a year ago. Wow, It's hard to believe it's been that long. :cake:

Anyways, here's a link to that old thread: http://www.gamesas.com/bgsforums/index.php?showtopic=726991&hl=Sadrith%20Mora%20Expanded&st=0
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Marina Leigh
 
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Post » Wed Nov 10, 2010 5:37 pm

Unfortunately, not much progress made this week - blame Blizzard, the announcement of Diablo III made me play DII all week.

I've done a bit of fixing though, and played a bit with the Arena and City Watch.

Arena - it's a simple design ATM (a large room with a corridor going around it, from which people can watch the fights), however the more exotic designs either leaved not enough space for the spectators, or made them very exposed to the spells flying during the duels. I'm thinking of using either the ghostfence wall or the telvanni growths to separate the "pit" from the corridor - what do you think? I don't have an idea where to place it though - perhaps some of you do?
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/arena1.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/arena2.jpg

City Watch HQ - i've placed it on the road going to the wild from the Market. It's roughly halfway between the Council House and the Soulgem Lab (I'd place it closer to the town, but than it would conflict with http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1127). Again, if anyone has some ideas for an alternative location, please post them.
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/gh2.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/gh1.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/gh_in1.jpg
http://img.photobucket.com/albums/v483/karpik777/Sadrith%20Mora/gh_in2.jpg


Coolness. It's good to see that someone is taking up a project like this again. If you need any more ideas, etc, feel free to use my old thread from the mod I was working on a year ago. Wow, It's hard to believe it's been that long. :cake:

Anyways, here's a link to that old thread: http://www.gamesas.com/bgsforums/index.php?showtopic=726991&hl=Sadrith%20Mora%20Expanded&st=0

I remember that project - it's where i've got the Underroots from. And now I can see why you have abandoned it...
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Miguel
 
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Post » Thu Nov 11, 2010 12:51 am

The Telvanni growth's seem more of a realisitic choice, but the ghostfence walls seems to be the more logical choice to me. Basically because the ghostfence would block all of the incoming spells while the other would still be suspect to explosive spells. I wouldn't put it past some Telvanni to want to watch matches from unsafe positions either-their not all right in the head after all. :whistle: Perhaps place the arena as accessible from the Underroots?

Placement of the City Watch HQ's seems fine to me.
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Kill Bill
 
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Post » Wed Nov 10, 2010 10:41 pm

You could maybe have 2 layers of spectators positions with the ghost fence on the lower tier and the cage/growth on the upper? Sort of like the private boxes you get at stadiums these days. But if it's a choice between the two I'd go with the ghost fence option.

I like the watch house. Looks good.


:)
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Chris BEvan
 
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