Shannon and Barabus's city

Post » Tue Jul 06, 2010 6:01 pm

Shannon requested that I make a new thread on this topic.


Screenshots:
http://s18.photobucket.com/albums/b105/shannon1978/shannon1/shannon2/

For those who dont know, I've been working on a big city mod with Barabus. Barabus is the one modeling the new buildings (well...he WAS until he dropped off the face of the earth, now its just me), and I have been doing the actual layout of the city. It has no name as of yet, simply referred to as "victorian/medieval city"...not a flashy title I know but the name is hardly important right now. This project is intended to be much more than "just" a mod. No offense to any other modders god forbid (i am teh uber moder11!!). Lately though, in my mind I have been calling it "the game" rather than "the mod". I want to take Morrowind, nay, RPGs to places they have never been before:

Namely, a huge urban environment. If theres another RPG of which I am unaware which has such a setting, please forgive my ignorance. What if Grand theft Auto took place in a victorian styled city? What if the guns were replaced by swords? What if the vehicles and gangsters were removed? Just call it "grand theft Guar"...ah forget that.

No, this mod has nothing in common with GTA other than it taking place in a big city. And when I say "big" I mean large, huge, hugely large! The scope of the city has been a problem for me in the past and still is really. This is not something which can be [censored] out in a day. I've suffered several losses of intrest, what I can only refer to "modder's block". I've unwisely squandered time and effort on failed attempts of various things, and I have found myself utterly confused by the sheer amount of CRAP I've got floating around in this thing.

All things considered though, its actually coming along quite well. I've given up on certain time-wasting endeavors, and established a mild sense of organization in all of the thousands (no exaggeration there) of object references in the mod. I've even drawn a map of the place so I can keep things organized, because there were some major inconsitancies in how the city was structured.

After months (years actually) of building streets, alleys and houses I have decided to focus more attention on dialog. Theres still much more building to be done but I need to brush up on my skills in that area. I am no college graduate so perhaps my writing is not up to par with the great authors of our time but I do know a thing or two about living in a big dirty crime infested city and I also think I have a good grasp on what makes games fun. So I am doing my best to give the NPCs of the city real personality.


~Peasants~

I'm sure I've mentioned this before, but I've created a huge batch of "generic" NPCs, all named "peasant". (I'll probably make a bunch of better dressed, wealthier "noble" NPCs too.)

All of these guys have random clothes (they often have no shoes), heads and hair, and their race and six is also random. The "day peasants" will disappear after dark and a much smaller number of "night peasants" will appear in their stead. They will have different dialog depending on a number of factors including time of day, location and race. They will probably be replaced by another NPC every 72 hours, which is perfectly fine by me. That will make it like a real city; full of strangers. Bretons are the most likely race to appear, with Orcs the least likely.

There will be no Argonian or Khajiit peasants. I've decided to make the city a very very racist place. All beast races are slaves and Orcs are shunned. While the humanoid races try to get along, they still much prefer the company of their own kind. Any argonian or Khajiit character entering this city can expect a chilly reception, and a completely unique experience.

The peasants are there to fill the streets, since making a million unique NPCs would be unfeasable. They have other purposes however. Namely, giving you tips as to where to find a certain quest related place or person. They will also be a hiding place for many side quests which may lead to even bigger things. If you meet certain factors and ask the right questions, you might just uncover a few, although you might have to dig very deep through many bits of idle conversation.

You can expect there to be at least a hundred peasants in the entire city, probably much more. And with so many different factors playing in to what they say, you never know what might happen.

Theres also a set of "special" peasants who behave differently. Theres the "sleepers"; guys who play a sleeping animation in beds (often in the nvde lol). Theres the "sitters" who obviously...sit. I've actually created a couple new sitting animations by PAINSTAKINGLY editing other anims with NIFscope. I don't even remember how I did it but it svcked I tell you and I'll never do it again. Theres also "drunkards" who stagger around, and "dancing fools" who dance. (you can usally find these guys near taverns) The sleepers wont take kindly of you sneaking into their bedrooms although I'm not sure of how to make them aware of your presence other than bashing them in the head. The drunkards will spout nonsense and sometimes start a fist-fight with you and the dancers will be full of mindless glee.

I've often tried to reinvent the wheel with my mods, attempting to do things that MW was never intended for. But now I am trying to play to it's strengths. MW's dialog system is quite versatile, allowing for an endless array of possibilites and long conversations. These peasants will be the lynchpin of my efforts in that regard. Some of the things they say will be utterly useless (just like real people!), but keep chatting them up and eventually you could uncover all sorts of things.

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Paula Ramos
 
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Post » Wed Jul 07, 2010 12:27 am

Great to see this is still being worked on, it looks fab! Good luck! :)
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~Amy~
 
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Post » Tue Jul 06, 2010 4:47 pm

I'd seen a few snaps of your city before. But this is much better! I can see why this is taking you both so long. ITS HUGE! :lol: But it looks very well done from what I have seen and I too am glad to hear that this mod is not dead. Because it looks great!

Keep up the good work! :goodjob:

Hopefully we won't have top wait too much longer!

edit: spelling
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koumba
 
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Post » Wed Jul 07, 2010 3:51 am

Definately still patiently waiting and looking forward to this exceptional mod. :tops:
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no_excuse
 
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Post » Wed Jul 07, 2010 8:10 am

Fantastic news! :goodjob:

Funny, I was just yesterday wondering where nikki and shannon have been. Ask and ye shall receive, right? :hehe:
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Mylizards Dot com
 
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Post » Wed Jul 07, 2010 5:06 am

Fantastic news! :goodjob:

Funny, I was just yesterday wondering where nikki and shannon have been. Ask and ye shall receive, right? :hehe:


Usually over on CI's Forum.

sieboldii
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Alexandra walker
 
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Post » Wed Jul 07, 2010 2:31 am

Some things are worth waiting for. I never gave up hope.
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Terry
 
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Post » Tue Jul 06, 2010 11:55 pm

Heres a map shannon drew of the city. This is not how the city will be layed out in the final version though, many things will be changed. But it does give a good idea of the size of the place so far.

http://i18.photobucket.com/albums/b105/shannon1978/shannon1/shannon2/map01.jpg
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Jessie
 
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Post » Wed Jul 07, 2010 5:07 am

Wow, great to see this still going! I never commented on the previous threads or anysuch, but I was watching this back before my forced absence.
A question for Shannon that perhaps you can pass on Nikki: Is there an updated version of Barabus' building resources available? I think I have the first version and it doesn't include a lot of what I saw pictured on his website as part of a 'planned update'. I'd like to use it for my own project. I attempted to contact Barabus numerous times with no luck, and from what you say it sounds like he's truly up'd and gone'd.

Thanks!

Can't wait to roam around this place!
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Toby Green
 
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Post » Wed Jul 07, 2010 12:53 am

Wow, great to see this still going! I never commented on the previous threads or anysuch, but I was watching this back before my forced absence.
A question for Shannon that perhaps you can pass on Nikki: Is there an updated version of Barabus' building resources available? I think I have the first version and it doesn't include a lot of what I saw pictured on his website as part of a 'planned update'. I'd like to use it for my own project. I attempted to contact Barabus numerous times with no luck, and from what you say it sounds like he's truly up'd and gone'd.

Thanks!

Can't wait to roam around this place!



I'm sure shannon is glad you decided to post in this thread just to ask for meshes. The answer to that question is and always has always been, no. Redwoodtreesprite released a small selection of early version meshes but the complete set is meant for this project alone.

Once this mod is complete, everyone can have a go at the resources contained within. I'm sure that will account for 90% of the downloads.

Thanks!
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Agnieszka Bak
 
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Post » Tue Jul 06, 2010 7:04 pm

I love brabus' textures :)

Hold On!!
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Allison Sizemore
 
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Post » Wed Jul 07, 2010 3:48 am

Good to see it's still being worked on. :)
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Genevieve
 
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Post » Wed Jul 07, 2010 1:34 am

Hey this is awesome!! Tho I didn't thought it's dead. Glad to see it up again.
:)
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DAVId Bryant
 
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Post » Wed Jul 07, 2010 4:29 am

Looks astounding. And huge. Huge and astounding. And jaw dropping. Huge and astounding and jaw dropping. And beautiful. Huge and astounding and jaw dropping and beautiful. :thumbsup:
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Angela
 
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Post » Wed Jul 07, 2010 3:45 am

Been following this for a while glad its still being worked on!!!
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leni
 
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Post » Tue Jul 06, 2010 10:49 pm

I love Shannon's work! I've been using her Hellhouse-X like forever. But this city looks stunning.
Emn.. btw. How can I contact Shannon?
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ezra
 
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Post » Tue Jul 06, 2010 9:27 pm

Looks gorgeous! I love the victorian-urban feel, I'm so glad Shannon didn't give up on this!
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RObert loVes MOmmy
 
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Post » Tue Jul 06, 2010 11:12 pm

I've been using her Hellhouse-X like forever.


His.

sieboldii
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JESSE
 
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Post » Tue Jul 06, 2010 7:10 pm

Is there an updated version of Barabus' building resources available? I think I have the first version and it doesn't include a lot of what I saw pictured on his website as part of a 'planned update'. I'd like to use it for my own project.


Yes, me too. the most need thing is the interior room meshes which match the outdoor buildings.

hope he may also release that as resource soon.
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mimi_lys
 
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Post » Wed Jul 07, 2010 1:31 am

I'm sure shannon is glad you decided to post in this thread just to ask for meshes.
Thanks!


I didn't post in this thread simply to ask for resources. If you'll notice the first part of my post:
"Wow, great to see this still going! I never commented on the previous threads or anysuch, but I was watching this back before my forced absence."

I hold interest in this mod whether the resources are available or not. It was simply a question. One that did not need to be met with such a comment.
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Naomi Ward
 
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Post » Wed Jul 07, 2010 9:25 am

I didn't post in this thread simply to ask for resources. If you'll notice the first part of my post:
"Wow, great to see this still going! I never commented on the previous threads or anysuch, but I was watching this back before my forced absence."

I hold interest in this mod whether the resources are available or not. It was simply a question. One that did not need to be met with such a comment.



Ok then. My bad. Sorry, truly.

I was having trouble sleeping when I posted that comment. I always post mean when I am having one of my insomnia bouts.
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Emma Louise Adams
 
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Post » Wed Jul 07, 2010 1:39 am

Good to hear that this is still under way and I anticipate the release. Hang in there, Shannon.
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Tarka
 
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Post » Wed Jul 07, 2010 2:42 am

I still feel guilty for not commenting after trying out the test version that was put out ages ago. Other people had done such a good job pointing out stuff that there didn't seem much to add. It was an extraodinary experience playing it, so many wonderful details. Living in the north of England a lot of the architecture felt very familiar! To me it had a bit of a "Thief" feel but maybe that was because of playing Thief 3 at the time. I thought it would be great if it was possible to climb up walls and go across roofs - great views from up there. Tried climbing walls with the Vertical Limit climbing mod but the path was blocked usually. Would be great to have a number of thief guild quests based there.

Keep at it Shannon, you're a creative genius and I love your Hell House too. :)
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Karl harris
 
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Post » Tue Jul 06, 2010 7:23 pm

I also loved the beta try and really can not wait for it t be finished and don't mind how long that will take! It was very fun to run through it and I can imagine how much better once it is done and more to do then just walk around gawking at everything!

Keep up the great work!

Maria
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claire ley
 
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Post » Wed Jul 07, 2010 4:11 am

bump
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Laura Samson
 
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