[WIP] Sadrith Mora Expanded

Post » Wed Nov 10, 2010 6:56 pm

I'd keep it as just a hole. The Telvanni seem like the type who'd get a kick out of being able to shove someone into the middle of an Arena battle.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Thu Nov 11, 2010 5:42 am

For now the Arena is underground - I've moved one house a bit (it was in my way...) and added an entrance to some underground tunnels. The arena is accessable from them, as well as a place for some slaves (someone needs to work in the town after all), the Underroots and a Telvanni Monster Lab (placed in a buried stronghold ruins - think of a buried Kogoruhn).
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Thu Nov 11, 2010 5:31 am

I like the buried stronghold ruins idea. It seems more and more like the city on the surface is only the tip of the iceberg...kind of like a reverse Port Telvannis from TR1...that city started at ground level and went up, this one seems like it starts at ground level and goes down. Yay!
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Wed Nov 10, 2010 5:51 pm

Update

The "shell" of the Arena (split into 4 cells somewhat similiar to Vivec's - Arena, Main Pit, Fighter's Training, Fighter's Quarters) and underground tunnels is done. Now to furnish and clutter them.

Decided to remove the The Cloak and Dagger from the Underroots - now it's going to reside in the town itself, though there is no indication of it (the owner being a former assassin pursued by a certain Brotherhood for betraying them; wants to keep a low profile, but make some profit nontheless).

Also, I'm thinking about making a daedric themed shop in CaDs old place - after all, if necromancers can stock themselves on spells, ingredients and general decor beneath the town, why conjurer's wouldn't?
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Wed Nov 10, 2010 7:10 pm

Some of the roads you add appear to suffer from Straight Road Syndrome(SRS), turning at right angles and appearing altogether unrealistic. Are they just WIP, or will you not be changing them to smoother, winding paths?
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Wed Nov 10, 2010 4:17 pm

I like this, I don't usually hang around this town much, for shopping and a few quests but I do have a home right outside it (one of the BE_DH_Homes, or whatever it is called) that I do use so would love to see the arena and stuff.

The Crimson Wire, The Hidden Pathway and Myrabels Clothing (spelling) all have shops near this area, too, just in case you don't use them...

It looks good! Looking forward to more screens.

Maria
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Wed Nov 10, 2010 5:01 pm

How have I missed this thread? Why was I not PM'd about this?

Rawr, this looks goood. Screw Balmora, let the Hlaalu dogs feel what a real city is like.
User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Wed Nov 10, 2010 8:50 pm

Since it's asked somewhat often, a list of mods checked and compatible with SME (at least for now)
- Rise of House Telvanni (check out the RoHT thread for more details, it's a laugh)
- Homes to Let
- Castle Vianden
- The Hidden Patchway
- Myrabell's Clothing Emporium
- The Crimson Wire
- Waterview House
- The Vvardenfell Libraries

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Some of the roads you add appear to suffer from Straight Road Syndrome(SRS), turning at right angles and appearing altogether unrealistic. Are they just WIP, or will you not be changing them to smoother, winding paths?

Actually, I didn't add any roads myself - those are the texture changes from Seamless Morrowind - I'll probably tweak them later a bit.

I like this, I don't usually hang around this town much, for shopping and a few quests but I do have a home right outside it (one of the BE_DH_Homes, or whatever it is called) that I do use so would love to see the arena and stuff.

I'd need to check that one. And the arena isn't screenshot worthy ATM - since all that exist is a collection of rooms and corridors.

The Crimson Wire, The Hidden Pathway and Myrabels Clothing (spelling) all have shops near this area, too, just in case you don't use them...

All three were tested and shouldn't conflict at all.

How have I missed this thread? Why was I not PM'd about this?

I don't trust PMs - I use ScampMail (the messanger scrolls). Unfortunately, those little devils can be mischevious at times ;)
Rawr, this looks goood. Screw Balmora, let the Hlaalu dogs feel what a real city is like.

I wish I'd have taken some photos when I forced the Telvanni shrooms to overgrow Balmora (using Grow your own Telvanni Towers mod) :chaos: :evil:
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Wed Nov 10, 2010 6:53 pm

...some photos ...



Well, that reminds me: I would like to see some photos from new Sadrith Mora :rolleyes:
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Thu Nov 11, 2010 3:20 am

Well, that reminds me: I would like to see some photos from new Sadrith Mora :rolleyes:

Me too! :whistle:

Virtually no visible progress this month - the very thought of doing something with the Telvanni tileset in the CS made my turn off the PC. As I said, now I know why such a project was never finished - despite two or three attempts in the past. This doesn't mean the mod is dead - I'll likely pick it up today or tomorrow.

I'll try to finish some things and release an alpha for testing purposes this weekend - though it definately won't feature the Underroots (I can't seem to make a cave I'd like) nor the smoothed landscape (see haplobartow's post - it seems I won't make a career as a landscaper). Would anyone be willing to test such version?
User avatar
Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Wed Nov 10, 2010 8:42 pm

I'd like to give it a try, although I have virtualy no idea about modding and such.
User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Thu Nov 11, 2010 7:44 am

If anyone is interested in (and willing to) testing the alpha version I'd be very grateful. While it's far from
being finished, I'd like to get your opinions on the things done so far, as well as any suggestions and
problems seen (especcially these, i'm almost sure that I've managed to miss some floaters and the like).

*****************************************************************     The Elder Scrolls III           MORROWIND:   Sadrith Mora Expanded (alpha version)		*****************************************************************Index:1. Installation2. Playing the Plugin3. Save Games4. Quest problems5. Credits & Usage*****************************************************************     1. INSTALLING THE PLUGIN*****************************************************************To install the plugin, unzip the files into the Morrowind/Data Filesdirectory. Note that this mod requires both expansions!*****************************************************************     2. PLAYING THE PLUGIN*****************************************************************From the Morrowind Launcher, select Data Files and check the box next to the Sadrith_Mora_Expanded.The next time you visit Sadrith Mora the town will be different than what you might remember - it has grown with housepods, manors, shops etc.*****************************************************************     3. Save Games*****************************************************************This plugin may or may not invalidate your old saved games. If you save your game while this plugin is loaded, you may encounter error messages when you reload the saved game without the plugin. Some areas may be permanently changed.*****************************************************************     4. Problems.*****************************************************************Bearing in mind this is an Alpha. This means that many things are still far from being finished - I need to clutter the interiors, create the Underroots tunnels, script the quests and do many other things.*****************************************************************     5. Credits & Usage*****************************************************************Most of the new content in this mod is considered to be a resource, usable when credit is given. You can use them in your mods, provided that you credit the original authors - the exception being AlienSlof, whom you should ask for permission before using her work - and she rarely says no!AlienSlof - designer robes (used also for enchanted items), Rogue's Vest, Tunic of Steady Spellcasting, black clothing set, painting of a certain vampire - models, textures, icons and scriptsPhijama - the bows, Gift of the Magi, Sorcerous Shortsword, Staff of the Viper - models, textures, icons and scriptsTamriel Rebuilt Team - molecrab armor, many misc. models, textures and iconsDongle - various daedric resourcesCarnithus - blood dagger model, textures, iconKittybrod - robe resourceQarl - crystal orbs, body parts in jars - models, textures and iconsJonSatriani - telvanni altar model (converted and slightly edited by me)Barabus - models from his Imperial Housing resourceAll the good folk at Beth forums for inspirationDragatus and Pekka - positioning script

User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Wed Nov 10, 2010 6:13 pm

Oooh, I can't wait!
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Thu Nov 11, 2010 5:43 am

So, does anyone have anything to say about the alpha?

Progress report:
- started lating out the deepest parts of the Underroots
- made dialogue & journal entries for two quests
- added some new enchanted items to the mod
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Wed Nov 10, 2010 11:56 pm

I might test it out this weekend if I can find the time. Its not that I'm that busy really...just that I like to sleep in on the weekends if I can. :bigsmile:
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Wed Nov 10, 2010 5:08 pm

I'm gonna try it tomorrow. But before I want to finish the main quest at least once. Somehow I think it is finally time to defeat Dagoth Ur after playing the game for years. :-P
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Wed Nov 10, 2010 5:04 pm

I had a quick run through of this mod, I might have a longer look later when the sun is down cause i cant stand the glare.... :S

Anyway i dont have specifics but I will get screens and what not to show you later. Some of your stairways have bad clipping issues and you cannot get up them either at all or very easily. Thats pretty much all i have noticed so far. When the sun goes down a bit I will take a little longer look, however I proly wont be testing very thoroughly. :S
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Wed Nov 10, 2010 11:12 pm

I might have a quick run through this once I get home tonight. The Underoots sound really appealing to me. I definitely want to check those out. I love the idea of winding underground caverns underneath the Telvanni towers. I think I'm going to take some inspiration from this and add some more visible root systems to my Tel Uvirith dungeon. :)
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Thu Nov 11, 2010 2:42 am

Syrcanus, Boggart - it will be grat if you could do even a quick test.

Anyway i dont have specifics but I will get screens and what not to show you later. Some of your stairways have bad clipping issues and you cannot get up them either at all or very easily. Thats pretty much all i have noticed so far. When the sun goes down a bit I will take a little longer look, however I proly wont be testing very thoroughly. :S

Screens will be great - while I did a quick test and didn't notice any problems, they don't surprise me at all.

I might have a quick run through this once I get home tonight. The Underoots sound really appealing to me. I definitely want to check those out. I love the idea of winding underground caverns underneath the Telvanni towers. I think I'm going to take some inspiration from this and add some more visible root systems to my Tel Uvirith dungeon. :)

Too bad that the Underroots are the least finished - as there is barely anything there ATM. Thought that will likely change quite fast, since I still can't force myself to do anything with any interior in Telvanni style - but since those are caves, it's completely different ;) Still, at least the concept is useful in a way.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Thu Nov 11, 2010 3:01 am

Oh I forgot to post this last night...

Here is a screenshot of one of the clipping issues: http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot13.jpg

As you can see that little lady up there is one of my followers and she is stuck there which is why she is up there rather then down by me. I think if you moved the light up a bit that will solve the problem.

That's the only screen I got as I figured showing screens of random stairs wouldn't be much help either way....

So the following have stairs that either lead upstairs or downstairs that are not passible by conventional means and one by any means.

Ralyn Drens Manor

Dorisa Sorandas: Fine Clothier

Fedrara's Trinkets

I don't recall which exactly is the one you can not get up at all but it is either the second or third.... The others you can get up but only if you hover or jump.

Not much but I hope that helps a bit. :)
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Thu Nov 11, 2010 7:59 am

Sorry for the long wait. I completely forgot I was going to test this and finally remembered last week. It still took me till today to get to test it. Here's what found. Some of this is a repeat of what AnOldFriend3 said, but oh well.

Errors, bugs, etc.
-Had trouble navigating Rolis Garvon's house on exiting it. The exterior stairs were too close to his door.
-There was a low ceiling in Ralyn Oryn's manor preventing me from going down the stairs.
-Couldn't get up the staircase inside of Dorisa Sarandus' house due to a low ceiling.
-The hunger in the Virith brothers house was annoying me to death with its incessant grumblings.
-There was no lighting in Fedrara's Trinkets store.
-Low ceiling in Fedrara's Trinket store prevented me from getting to the top.
-There was an oddly place root inside of a male dunmers house up on the top floor preventing access to the whole area up there.
-Albecius Leontiulonus had 1 travel option, which was for Sadrith Mora...oddly enough.
-The red lighting in the arena training room seemed odd.

Suggestions & other stuff
-Its easy to get lost in the underground section and all the areas that it connects to. There should be direction signs down there or something.
-I didn't notice any missing icons, meshes, or textures.
-Lots of clutter still needs placed...although it doesn't matter really yet, since this was an alpha.
-Albecius Leontiulous should be placed by the dock and be some sort of gondolier or something. Where he is now only the truly adventurous would find him. :whistle:
-The arena was very well done, although I though there maybe should be little rooms up top for vip's or something.

Overall great work so far. :rock: I'll test it out more later, since I didn't go hunting for seems and floating objects yet.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Thu Nov 11, 2010 12:25 am

Oh I forgot to post this last night...
And what can I say if I forgot to reply for nearly a month? Weren't it for Syrcanus it would continue to gather dust on the forum... This doesn't mean that there wasn't any progress on the mod itself - though it once again was as much as I hoped to do.


Here is a screenshot of one of the clipping issues: http://img.photobucket.com/albums/v217/AnOldFriend/MGEScreenshot13.jpg

As you can see that little lady up there is one of my followers and she is stuck there which is why she is up there rather then down by me. I think if you moved the light up a bit that will solve the problem.

I can see the problem, but it's more of a mod conflict - as I'm 100% sure that the light isn't in SME


So the following have stairs that either lead upstairs or downstairs that are not passible by conventional means and one by any means.
(...)
I don't recall which exactly is the one you can not get up at all but it is either the second or third.... The others you can get up but only if you hover or jump.

I've fixed them - while I don't know why I placed them as I did - they were bound to be impassable - I'm guilty of doing it

Not much but I hope that helps a bit. :)

Every little bit helps
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Thu Nov 11, 2010 4:47 am

I'm sorry about the doublepost, but the damn forum wouldn't allow me for near enough quotes in one reply...
Sorry for the long wait. I completely forgot I was going to test this and finally remembered last week. It still took me till today to get to test it. Here's what found. Some of this is a repeat of what AnOldFriend3 said, but oh well.

No problem - besides your post reminded me of this thread ;)

Errors, bugs, etc.
-Had trouble navigating Rolis Garvon's house on exiting it. The exterior stairs were too close to his door.
The hunger in the Virith brothers house was annoying me to death with its incessant grumblings.

Will check and fix

-There was an oddly place root inside of a male dunmers house up on the top floor preventing access to the whole area up there.

Are you sure it was a dunmer's house? While I admit I check the mod after the last changes I've made before release, and Arranir's house could have such issues he's a bosmer

-The red lighting in the arena training room seemed odd.

That must a mess-up on my side - though the entire area needs a lightning overhaul, so it's a temporary thing

Suggestions & other stuff
-Its easy to get lost in the underground section and all the areas that it connects to. There should be direction signs down there or something.

I'll see what I can do

-I didn't notice any missing icons, meshes, or textures.

this reminded me that I need to put MentalElf in the readme - his TESFiles program is a marvel

-Lots of clutter still needs placed...although it doesn't matter really yet, since this was an alpha.

Yes, clutterizing will begin when I'm 100% sure that none of the tables/shelves/roots blocks the player

-Albecius Leontiulous should be placed by the dock and be some sort of gondolier or something. Where he is now only the truly adventurous would find him. :whistle:

I added him (together with Dolms Vendal) as a travel system between Sadrith Mora docks and Wolverine Hall - I agree that it's not that usefull, but can help if you need to avoid the guards for some reason ;)

-The arena was very well done, although I though there maybe should be little rooms up top for vip's or something.

I had planned them in the shorter sides of the arena pit - there are four of them, each having two "windows" to see the fights and a little place to rest/relax

Overall great work so far. :rock: I'll test it out more later, since I didn't go hunting for seems and floating objects yet.

Thanks!
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Thu Nov 11, 2010 3:56 am

Uhm, I actually tried this some time ago and forgot to post my report :embarrass: . Overall, I am impressed and I really like the way this expansion is shaping up. The decision to concentrate most of the new buildings in the backside of the city was fortunate, it has the effect of making the city seem bigger while still keeping it spacious. The variety of new buildings is refreshing too, and I like it that you are not just adding shops but also new houses (this is a complain I often have with city expansion mods).

Some little bugs I've noticed:
- In Fedrara's Trinkets, the upper floor is not accessible (there are stairs, but they are unusable due to the roof being too low). The same happened in the clothier's shop, though to a lesser extent. It also happened in Ralyn Oryn's manor, though this interior is obviously just started. By the way, I really like the balcony.
- A minor thing: Nelos Rathryon's house is bigger on the inside than it is on the outside. (I know this is common with vanilla mesh, but in this case I think you used the wrong interior mesh for the house mesh you chose).
- There is a little floating root in the base of Meluria Seleth's house.
- The platform in front of Rolis Gravon's house could be slightly larger. As it is, it is very easy to fall off. (Just a minor thing, though).

And now, to some suggestions.
- Generally speaking, the added areas seemed a little barren. Personally I appreciate some sparse decorations, both in the streets and in the houses, besides what is purely functional. Plants, lanterns, or containers in the streets, for example; or living areas for the shop owners. Those little tweaks would make the place much more atmospheric.
- Like Syrcanus I found the underground tunnels confusing to navigate, however I understand that part is still a work in progress. On the top of my head, if you want to player to be able to go underground in a fancy way, you could script some kind of magic elevator (apt scripts are available in the CS forum).
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Thu Nov 11, 2010 5:37 am

Uhm, I actually tried this some time ago and forgot to post my report :embarrass: . Overall, I am impressed and I really like the way this expansion is shaping up. The decision to concentrate most of the new buildings in the backside of the city was fortunate, it has the effect of making the city seem bigger while still keeping it spacious. The variety of new buildings is refreshing too, and I like it that you are not just adding shops but also new houses (this is a complain I often have with city expansion mods).

Thanks. It's also good to know that I've managed to achieve the planned effect - expanding the city, but keeping it mostly in the old area (to keep the feel that it has grown around the tower and not the other way around).

Some little bugs I've noticed:
- In Fedrara's Trinkets, the upper floor is not accessible (there are stairs, but they are unusable due to the roof being too low). The same happened in the clothier's shop, though to a lesser extent. It also happened in Ralyn Oryn's manor, though this interior is obviously just started. By the way, I really like the balcony.

The stairs are fixed - and I like the balcony too ;)

- A minor thing: Nelos Rathryon's house is bigger on the inside than it is on the outside. (I know this is common with vanilla mesh, but in this case I think you used the wrong interior mesh for the house mesh you chose).

The problem is that telvanni housepods have four models for the exterior, but only two kinds of interiors.

- There is a little floating root in the base of Meluria Seleth's house.

Will check and fix

- The platform in front of Rolis Gravon's house could be slightly larger. As it is, it is very easy to fall off. (Just a minor thing, though).

I'll see what can be done

And now, to some suggestions.
- Generally speaking, the added areas seemed a little barren. Personally I appreciate some sparse decorations, both in the streets and in the houses, besides what is purely functional. Plants, lanterns, or containers in the streets, for example; or living areas for the shop owners. Those little tweaks would make the place much more atmospheric.

The houses are mostly an early WIP, so they will be more decorated and clutterized. As for the streets - in some places I can add more things, but other must remain empty - since I want the mod to be as compatible as it can be.

- Like Syrcanus I found the underground tunnels confusing to navigate, however I understand that part is still a work in progress. On the top of my head, if you want to player to be able to go underground in a fancy way, you could script some kind of magic elevator (apt scripts are available in the CS forum).

I'll add some signs there - much like the underground passage to the Silt Strider in TR's Ranyon Ruhn - but I don't want to add a lift - either you are a true Telvanni and can levitate down the shaft (or teleport to the place you'd want to go) or you need to use the ramps around the shaft (which shows that you're an inferior being).
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

PreviousNext

Return to III - Morrowind