[WIPz] Sheogorad - Forsaken Isles

Post » Mon Dec 13, 2010 10:49 pm

Just Posting new topic for this for Phitt since the old one was full.
at least I'm a member of his forum so hopefully he won't have sharp teeth like other monkeys :)
Pacific Morrowind
Updates

15. July

'Dome' tiles are done (more or less, need a few variations etc). That means the Velothi tileset is done completely, except for the tower pieces. And when I have those tower pieces all tilesets are done. Omg...yay!

http://image-upload.de/file/z6znvm/dbf337f61a.jpg

08. July

Computer working again, some more work done on Velothi tombs. Started making some 'real' tombs in the CS that will be in the mod.

http://s66.photobucket.com/albums/h271/Phittte/Senim01.jpg

http://s66.photobucket.com/albums/h271/Phittte/Senim02.jpg

15. June

http://1.bp.blogspot.com/_tfGC7tOlrdk/SFYjktze_hI/AAAAAAAADaY/d4dix3l7NR8/s400/computer-destroyed-in-fire.png

06. June

Large rooms are done.

http://s66.photobucket.com/albums/h271/Phittte/V6.jpg

03. June

Reworked Velothi tileset, basics are done.

http://s66.photobucket.com/albums/h271/Phittte/V2.jpg

http://s66.photobucket.com/albums/h271/Phittte/V1.jpg

http://s66.photobucket.com/albums/h271/Phittte/V3.jpg

http://s66.photobucket.com/albums/h271/Phittte/V4.jpg

30. April

Made a low poly cliffracer mesh. Will be animated and then be used as decoration (floating in the sky high above the player).

http://s66.photobucket.com/albums/h271/Phittte/Cliffracer.jpg

And animated it.

http://www.youtube.com/watch?v=ppvPFvVLYf4

29. April

Dagon Fel meshes are done completely, most of the CS work as well.

http://www.youtube.com/watch?v=zIvTZJrLZT4



Sheogorad - Forsaken Isles (working title, didn't find a better one yet :P)

A first note to moderators, Bethesda employees and all other people: All meshes you see on the screenshots/videos are done 100% from scratch. 98% of the textures are either altered Oblivion/SI textures or also done from scratch. The remaining 2% will be replaced before release. Other content (like sound effects, animations etc) is also done from scratch. No Morrowind assets will be redistributed or converted with this mod.

A second note to modders: I'm currently looking for a few skilled team members to speed things up, get new ideas and add even more content to this mod. Please take a look at the description and the screenshots/videos. If you like what you see I would appreciate if you'd consider to join this project. I have a 'jobs' section at the very end of this post, if you are interested in helping out/becoming a team member please tell me (via PM or directly in the thread). Thanks. :)

1. Description
2. Goal
3. Progress
4. Media
5. FAQ
6. Team[b/]
7. Jobs


1. Description

This is what I've been doing for the past months. A recreation of the Sheogorad region from Morrowind with all needed assets done from scratch in a (hopefully) better quality. In case you haven't played Morrowind or can't remember, http://s66.photobucket.com/albums/h271/Phittte/Sheogorad.jpg is a map showing the region. You can find a description of the region at the UESP Wiki http://www.uesp.net/wiki/Morrowind:Sheogorad.

The main quest will be an archeological adventure in the spirit of the 'Indiana Jones' films (and no, I had this idea long before Lost Spires came out). It's about 'things' the Dwemer did shortly before they vanished (different from the known story about the Numidium and creating their own god). The player will find out the hard way what they did and it will give another possible reason why they got extincted.
The quest starts in Cyrodiil and the player will travel to the Sheogorad region in a very special way while examining the remains of a well hidden Dwemer ruin near the border of Morrowind. In Sheogorad he finds more information and needs to take a closer look at the ruins of Mzuleft. There is more inside that ruin than it seems to be.

This mod will require Shivering Isles and the latest patch, but nothing else.


2. Goal

The final goal is to create a small expansion pack similar to Shivering Isles. The accessible worldspace is about 50% the size of SI. The region has 35 dungeons and two villages - Dagon Fel and Ald Redaynia, which was not in Morrowind originally. But I've been told that it was planned by Bethesda, so it's not against lore. We redo the region as accurate as possible, but only placement of buildings and the heightmap will be exactly like in Morrowind. Landscape object placement, dungeon interiors will be done differently and better. Quests will be new ones as well of course. Regarding models my aim is to accurately remake the Morrowind meshes with more smoothness, highres textures and normal maps. When that is done I'll make a lot of additional stuff that either was missing in Morrowind or that I'd simply like to see. New traps, new tiles, new objects, more variation in general.


3. Progress

I will update this section from time to time, but don't expect me to do this every few days or even weeks. If you want to follow progress just follow the thread and look at the WIP screenhots.

Landscaping is almost complete now, exterior meshes are complete. Daedric tileset, Dwemer tileset and many of the house interiors are complete as well. Velothi and moldcave tileset are still missing.

I decided not to make a list of all the stuff that needs to be done like

██████████ Velothi 50%

because it's annoying to keep it updated. Just check the thread from time to time if you want to know what's going on.


4. Media

Please keep in mind that this mod is still WIP. The landscaping is not finished yet and LOD regions aren't generated at all. The LOD textures are low quality placeholders. The dungeon screenshots are taken from test esps I made for testing my meshes. They might look a little bit bland since I just dropped stuff randomly in the render window. No leveled lists, NPCs or enemies have been created yet to keep things ordered. The few creatures you see on the screenshots are just placed to give you a better feeling for the final product.

http://jagnot.deviantart.com/art/Sheogorad-Forsaken-Isles-Wall-80416190

Landscape

http://www.youtube.com/watch?v=PGvQDlKWaYk
http://www.savefile.com/files/1448872

http://s66.photobucket.com/albums/h271/Phittte/MshrmGuyNight.jpg
http://s66.photobucket.com/albums/h271/Phittte/MshrmBeach.jpg
http://s66.photobucket.com/albums/h271/Phittte/MshrmFogFireFlies.jpg
http://s66.photobucket.com/albums/h271/Phittte/AldRedTower.jpg
http://s66.photobucket.com/albums/h271/Phittte/MshrmRainGloom.jpg
http://s66.photobucket.com/albums/h271/Phittte/Gragu.jpg
http://s66.photobucket.com/albums/h271/Phittte/MshrmHunger.jpg
http://s66.photobucket.com/albums/h271/Phittte/Shipwreck.jpg

Dagon Fel

http://s66.photobucket.com/albums/h271/Phittte/DagonOverview.jpg
http://s66.photobucket.com/albums/h271/Phittte/DagonShip.jpg
http://s66.photobucket.com/albums/h271/Phittte/DagonTower.jpg
http://s66.photobucket.com/albums/h271/Phittte/DagonDawn.jpg
http://s66.photobucket.com/albums/h271/Phittte/DagonHouses.jpg
http://s66.photobucket.com/albums/h271/Phittte/ShackMedium01.jpg

Ald Redaynia

http://s66.photobucket.com/albums/h271/Phittte/AldRedNight.jpg
http://s66.photobucket.com/albums/h271/Phittte/AldRedDusk.jpg
http://s66.photobucket.com/albums/h271/Phittte/AldRedFog.jpg
http://s66.photobucket.com/albums/h271/Phittte/AldRedNight2.jpg

Dwemer

http://www.youtube.com/watch?v=_VUybVapd94
http://www.savefile.com/files/1448901
http://www.youtube.com/watch?v=bwNUacwMv9E
http://www.youtube.com/watch?v=E4faL4ICDrg

http://s66.photobucket.com/albums/h271/Phittte/DwemerMzuleftView.jpg
http://s66.photobucket.com/albums/h271/Phittte/Nchardahrk2.jpg
http://s66.photobucket.com/albums/h271/Phittte/MzuleftFin01.jpg
http://s66.photobucket.com/albums/h271/Phittte/DwemerIntFlame.jpg
http://s66.photobucket.com/albums/h271/Phittte/DwemerIntHall01.jpg
http://s66.photobucket.com/albums/h271/Phittte/GratesCor-1.jpg
http://s66.photobucket.com/albums/h271/Phittte/DwemerIntBeltdrive.jpg
http://s66.photobucket.com/albums/h271/Phittte/DwemerIntShaft.jpg
http://s66.photobucket.com/albums/h271/Phittte/DwemerIntSneak.jpg
http://s66.photobucket.com/albums/h271/Phittte/DwemerIntSpider.jpg
http://s66.photobucket.com/albums/h271/Phittte/DwemerIntHall02.jpg
http://s66.photobucket.com/albums/h271/Phittte/DwemerIntForge.jpg

Velothi

Velothi interiors are still WIP, I currently don't like how boring they look. Problem is on the original tileset there is only one texture for the walls, floor and ceiling. I need something to break the monotony, maybe I'll re-UVmap all the tiles.

http://s66.photobucket.com/albums/h271/Phittte/VelothiExt01.jpg
http://s66.photobucket.com/albums/h271/Phittte/VelothiBasic.jpg
http://s66.photobucket.com/albums/h271/Phittte/Velothihups.jpg

Moldcaves

Moldcaves were done by Razorwing from Silgrad Tower and not by me. Check out their website for more information about their mod, which recreates the Morrowind mainland. http://oblivion.silgrad.com/

http://s66.photobucket.com/albums/h271/Phittte/Moldcaves.jpg
http://s66.photobucket.com/albums/h271/Phittte/Moldcaves2.jpg
http://s66.photobucket.com/albums/h271/Phittte/Moldcaves3.jpg

Dunmer Stronghold

http://s66.photobucket.com/albums/h271/Phittte/RotheranFinal.jpg
http://s66.photobucket.com/albums/h271/Phittte/Rotheran2-1.jpg

Daedric

See WIP

WIP screenshots

Screenshots from WIP meshes not finished yet. They might look ugly and bland. Discuss what you like/don't like and what you'd like to see. I might do it.

http://www.youtube.com/watch?v=yIDFgBV2l3U is a video that shows some of the things I did lately


http://www.youtube.com/watch?v=Vl_Ui-36x0M
http://s66.photobucket.com/albums/h271/Phittte/D01.jpg
http://s66.photobucket.com/albums/h271/Phittte/DRooms01.jpg
http://s66.photobucket.com/albums/h271/Phittte/DShrine01.jpg
http://s66.photobucket.com/albums/h271/Phittte/DRooms03.jpg


http://s66.photobucket.com/albums/h271/Phittte/DRuin02.jpg

Daedric textures done by Storm Falcon

http://s66.photobucket.com/albums/h271/Phittte/DwemerRich.jpg
http://s66.photobucket.com/albums/h271/Phittte/RichStairs.jpg
http://www.youtube.com/watch?v=a6NXy51sxjU
http://www.youtube.com/watch?v=Szszm2_WIzo

http://s66.photobucket.com/albums/h271/Phittte/VeloLarge01.jpg


5. FAQ

Why Sheogorad? I like the Ascadian Isles better!
Sheogorad is the only remote region with natural borders in Vvardenfell. It has all the landscape features that I liked in Morrowind (Mushroom forests, strange flora and landscape in general) and there are no large towns (which is easier to accomplish in the quality I have in mind, especially regarding performance).

Will you make the rest of Vvardenfell once you're done with this mod?
No. It took half a year to get this far and will take even longer to finish this mod completely. I have a lot of things on my mind I want to implement and when I'm done with that I'm most likely done with Oblivion modding too. Don't want to spend my whole life slaving away at a mod for a computer game. :P

Will the mod have Morrowind gameplay? No fast travel for example?
No. There are other mods you can use if you don't like how Oblivion handles these kind of things. There will be a transportation system between Ald Redaynia and Dagon Fel though, so even with fast travel disabled you won't have to walk all the time. The leveling mechanics for creatures/items however will be a mixture between OOO (static) and Frans (intelligent leveling with the possiblity to meet stronger/weaker enemies and get high-/low-level equipment at all levels).

I want to use your meshes/textures/whatever in my own mod. Can I?
Not now. Once I have a complete version (and no beta) I will make a modders resource package that includes all my custom assets with free permission for anyone. It will happen, but I can't say when. Hopefully in 2009.

But I've seen that Silgrad Tower already uses your Dwemer tileset! Either you are a liar or the Silgrad folks are thieves!
Neither nor, we have a deal. I can use their moldcave tileset and they can use my Dwemer tileset. That's fair, because both tilesets took hundreds of hours to make. If you happen to have a complete Daedric shrines tileset on your HD tell me and we can make a deal as well.

I think aspect xxx of your mod is against lore! I hate you!
I want to make this mod as lore accurate as possible, even though I'm not a big fan of TES lore. I appreciate if lore masters told me if something obviously contradicts lore, but I will also enhance lore on my own if it's plausible (like the Dwemer story in the main quest). If you don't like that you can't use my mod. :shrug:

Is this a total conversion/stand-alone mod?
No. It will be implemented seamlessly into the world of TES4: Oblivion. You can travel between Sheogorad and Cyrodiil as you see fit.

Do you use Morrowind assets for this mod?
No. All meshes are 100% done from scratch, textures are 98% done by me or altered Oblivion textures. The few textures (a dozen or so) that are from Morrowind right now will be replaced before release, they are only placeholders so I could go on with modeling. Sounds, animations etc are 100% custom as well. I will not redistribute a single vertex or pixel from Morrowind.

So did you start this project because of the trouble with Morrobli...the tool that must not be named?
No. I started this project in late August 2007. I don't know when you know what came out, but I installed it for the first time quite a bit later when I had already done a lot of stuff. And the trouble began even much, much later. Even if things were not like they are I would make my mod the way I do for quality and other reasons. So please don't discuss this issue in the thread, it has nothing to do with my mod.

I don't have Shivering Isles! Will you make a version that doesn't require SI?
No. It would require an enormous effort to remove all SI content from the mod only to make it worse. SI is not expensive and is worth its money (and is included in the GOTY edition). If you like TES games as much as I do there is no reason not to buy it.

So when is it done?
When it's done. I plan to release a first beta version without Daedric shrines and Dunmer stronghold interiors, but at least the rest needs to be playable in a fun way. So it will certainly take a few months.

What happened to your polished plate armor?
The armor will be included in this mod, at least the best of it. You can see it on two of the Dwemer screenshots (non-shiny version). If I decide not to put everything in this mod I'll release the rest as a stand-alone.


6. Team

Phitt - Models, Textures, a bit of everything else

Seigfried (still don't know wether it's a misspelling) - Landscaping, Interior design

Storm Falcon - Daedric textures and more

The Architect - Scripting, Modeling, Interior design

Raven777 - Interior design

Rowan - Interior design

Credits will be added once I start implementing resources from other modders.


7. Jobs

Basically I'm looking for almost any category of modder available. You don't need to become a full-blown team member if you don't want to. Small contributions are greatly appreciated as well and I certainly don't want to push people or put pressure on them. All I'm asking for is one thing: reliability. If you say that you can only model a few pieces of furniture and that it will take a month to do that, fine. Or do one medium sized dungeon in a month or two. But please do it. And don't vanish without saying a word. I want to get this thing done and it's really hard to keep work in order if you wait for things that will never happen. So please think about how much work you can handle, everything you do counts.

Modeler
Well, you make models just like me. There is a lot of stuff to do and if you like Morrowind this is your chance to put your skills to a good use. You can do what you like, there is something for everyone. If you feel like making the Daedric Shrines that's awesome. If you want to make a Dunmer chair, fine as well. You don't even need to remake a Morrowind model, if you decide to to some additional meshes it's great too. The possiblities are endless.

Texturer
My texturing skills are limited. Very limited. Some textures are still placeholders from Morrowind. Others aren't as good as I wish they'd be. So if you are a talented artists - there is more than enough work to do. You can chose what you'd like to do of course. Every texture counts and will give you a cosy place in the credits list.

Quest maker
Did you ever have a PM? No, I don't mean personal message. I mean a personal modeler. If you join as a quest maker you'll have one. I'll concentrate all my efforts to supply you with needed meshes to make your quest(s) as good as possible. We have a few ideas already and the rough story for the main quest, but basically you can do what you like and bring in your own ideas.

Landscaper
There is still a bit of landscaping to do. It's not the huge mess it was in the beginning anymore, so this should be a nice little job. A few small islands that need to be decorated, maybe 40-50 cells all in all.

[b]Interior designer

Currently not needed as there aren't enough meshes yet for more than three people to work on it (my team members and me). But that will hopefully change soon when I have the mines meshes and finished the Velothi tileset.

User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Mon Dec 13, 2010 6:40 pm

Absolutely love the work you're doing, Phitt! Fantastic as always.

And OT: What would the world do without people like PacificMorrowind? I suspect nothing good.
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Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Mon Dec 13, 2010 1:15 pm

You can't go wrong with Morrowind'ish mods. That tomb looks great!

And I've never been this happy to see a Cliff Racer! :P
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Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Mon Dec 13, 2010 7:53 am

I posted this in the previous thread, but I'll post it here since I don't know if Phitt is going to read the old one :P

@ Phitt: Have you seen this:
http://www.silgrad.com/wbb2/thread.php?threadid=11098

It looks really well done, even though it's not yet finished and the creator might not finish it :(

Would you consider finishing the Telvanni tileset and include it in your mod? I know that there aren't any Telvanni settlements in the Sheogorad region during TES3, but since your mod takes place several years after the events in TES3 it would be possible. And House Telvanni were already very expansionist in the original game, even starting a settlement near Molag Amur, so it would be quite plausible for them to have a settlement there.

Maybe not in the first release of the mod, but perhaps after that? I've always found the Telvanni architecture the most alien one, even though it had this homely warmth to it. Maybe you could have it on a remote island, and maybe even have a Dunmer wizard with a full set of Daedric armour, as sort of an easter egg :)

I'm in no position to tell you what to do with this mod, but I hope that you would at least consider it as a possibility. It would allow you to add another Morrowind tileset without doing a new region.

User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Mon Dec 13, 2010 12:30 pm

Hey there, I'm back from vacation. Thanks for making a new thread, I don't have sharp teeth...at least I don't use them. Funny you say that because some monkeys didn't let us go back into our car (which they had claimed as a playground) during vacation and showed us their very sharp teeth, but that's a different story. It became quite scary when they even tried to steal my wifes shoes (she still had them on her feet), but eventually I managed to get into the car and we could flee.

Will go back to work on the mod this week.

It's really sad that Dave91 has more or less stopped working on his meshes as it seems - they are all of very high quality. Right now I certainly don't have any time to work on his Telvanni tileset as it would be a never ending story if I started doing that as well (not even sure he'd allow me to do that).

To be honest right now I even think about releasing the meshes I've done so far as a resource for anyone to use. Not that I would stop working on the Sheogorad mod, but a new job and the house we bought are giving me less spare time then I used to have a year ago and before. I'm not sure it makes sense to keep all the hard work locked up for another twelve month or more - it's impossible to say how long it will take to get a 100% finished version out. I would probably be happier if people could use the meshes and play with them in game before TES5 came out. I wish I could say that the mod will be done in three months or less, but I can't. What do you think?
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rolanda h
 
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Joined: Tue Mar 27, 2007 9:09 pm

Post » Mon Dec 13, 2010 12:01 pm

on one hand its a good idea, but on the other i think it would ruin the mystique of the land. i know i just about peed my pants in excitement as i was walking around the island because it looked just like morrowind but better. if the meshes pop up in dozens of other mods it will just kill that feeling. i want people to have that same magic.
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Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Mon Dec 13, 2010 4:18 pm

Fantastic!
I don't play OB too much anymore, now that I mod MW, but I'll definitely keep my eye on this.
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X(S.a.R.a.H)X
 
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Joined: Tue Feb 20, 2007 2:38 pm

Post » Mon Dec 13, 2010 10:16 am

I would personally favor an earlier-than-originally-planned resource pack release, because once you release the assets as a resource, it will still take a long time before they begin showing up in other mods in any well-realized way. Sheogorad may still be the first exposure 99% of people have to the meshes. But maybe there's a selfish part of me that thinks if the assets are out there, that will put more pressure on the Sheogorad/Ashlands North team to churn out a first release faster. :evil:
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Sophie Miller
 
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Joined: Sun Jun 18, 2006 12:35 am

Post » Mon Dec 13, 2010 8:29 pm

on one hand its a good idea, but on the other i think it would ruin the mystique of the land. i know i just about peed my pants in excitement as i was walking around the island because it looked just like morrowind but better. if the meshes pop up in dozens of other mods it will just kill that feeling. i want people to have that same magic.



true but perhaps a few limited Morrowind style mods might find the mesh's useful.
I can think of one :P

called something like silly grad power?
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Emilie Joseph
 
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Joined: Thu Mar 15, 2007 6:28 am

Post » Mon Dec 13, 2010 3:10 pm

I agree with Lady Nerevar. It'll cheapen the whole experience if there are 4 or 5 daedric houses strewn about the gold coast by the time the actual mod is finished.
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candice keenan
 
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Post » Mon Dec 13, 2010 8:53 pm

I would personally favor an earlier-than-originally-planned resource pack release, because once you release the assets as a resource, it will still take a long time before they begin showing up in other mods in any well-realized way. Sheogorad may still be the first exposure 99% of people have to the meshes. But maybe there's a selfish part of me that thinks if the assets are out there, that will put more pressure on the Sheogorad/Ashlands North team to churn out a first release faster. :evil:


I kind of see what you're saying, but if what Phitts doing will take more than 12months to finish (supposing no one helps the project) then i'm sure other mods will kill the experience.
Perhaps you could do the best of both worlds and release a kind of half finished version of Sheogorad, releasing those meshes as you do so. That way everyone still gets to see the awesome new content in action and those particular meshes also get released.
Who knows, it might just inspire more people to help out, too. :shrug:
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NIloufar Emporio
 
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Post » Mon Dec 13, 2010 10:32 pm

Actually, Wizard had a good idea (I think). Why not just selectively release the assets on a case-by-case basis? Someone asks for permission, and you judge based on whatever criteria you like when to supply the goods, on whatever conditions you like. That way you could get the meshes out and avoid the "Daedric houses on the Gold Coast" problem, if that is a problem. The only drawback is if you don't want to get into the business of discriminating against certain people or certain mods, and that's a matter of personal preference.
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Brιonα Renae
 
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Joined: Mon Oct 22, 2007 3:10 am

Post » Mon Dec 13, 2010 1:22 pm

Actually, Wizard had a good idea (I think). Why not just selectively release the assets on a case-by-case basis? Someone asks for permission, and you judge based on whatever criteria you like when to supply the goods, on whatever conditions you like. That way you could get the meshes out and avoid the "Daedric houses on the Gold Coast" problem, if that is a problem. The only drawback is if you don't want to get into the business of discriminating against certain people or certain mods, and that's a matter of personal preference.


I agree. Its a nice idea in theory but Phitts going to have a reall lot of people Pming requests for the stuff after a while, and people could get pissy...

I'm not sure what the best thing would be to do to be honest. Its just sad to hear the project may be so far from done. :(
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Stryke Force
 
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Post » Mon Dec 13, 2010 11:32 am

Case-by-case is not something I'd like to do. Either everyone can use it or no one (except for a few who helped me out with lots of resources like Silgrad Tower - they already have permission for the Dwemer tileset and I'll give them permission for Daedric as well if they want). Otherwise I'll get 10 PMs a day and I don't really want to say 'your mod svcks and I won't let you use my resources' anyway.

I didn't think about just releasing the resources without any mod to look at. But the original idea of making everything complete plus a few quests plus main quest is taking too long. I'm really tired when I get back home now and instead of working for an average of 3-4 hours per day on the mod like I used to I can only mod for 1-2 hours at most. So this is the new plan:

1. Get the landscape done. Finally. I made a huge amount of progress since I got back home and I really think I can do it this time. Most of it is done anyway.

2. Get the LOD landscape done. Unfortunately the Vvardenfell team is not active anymore and I doubt they'll start working on it again. That leaves me with an unfinished landscape in the LOD region (Ashlands). Too much detail work done to use the region editor, not enough to do the rest of it on my own. Hope I can do it roughly by hand so it looks good for LOD without spending 100 hours on it.

3. Do the pathgrids. There are so many little paths in the region, I'll need to put in the blue pathnodes all by hand - as well as red ones for the villages. The rest can be auto-generated fortunately.

4. Set up leveled lists. Most creatures and armors/weapons/items have already been implemented. Setting up the lists will still take some time.

5. Clutter the exteriors with spawns and generic NPCs (NPC without specific dialogue or quests). That shouldn't take very long.

6. Complete all dungeons that aren't finished yet and do as much as I and the others can. I guess we'll have about ten dungeons for a release that way, which should be enough.

7. Make a connection from Cyrodiil and release a beta.

I really hate doing it this way (without the main quest), but hopefully a complete landscape, lists setup and a few complete dungeons will attract some (or even only one) serious, experienced quest modders. That way I think we could do the rest of the mod within a few months. And people could already use the resources as long as it takes. It will still take a lot of time to get this far, but it won't take forever.
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ILy- Forver
 
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Post » Mon Dec 13, 2010 10:18 am

2. Get the LOD landscape done. Unfortunately the Vvardenfell team is not active anymore and I doubt they'll start working on it again. That leaves me with an unfinished landscape in the LOD region (Ashlands). Too much detail work done to use the region editor, not enough to do the rest of it on my own. Hope I can do it roughly by hand so it looks good for LOD without spending 100 hours on it.

You wouldn't happen to have a copy of their files would you phitt? They had some rather impressive screenshots, and I'd like to see exactly how much detailing they had of the Northern Ashlands.

This is my saying that I may be back modding again...
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Wayne Cole
 
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Post » Mon Dec 13, 2010 11:16 am

You wouldn't happen to have a copy of their files would you phitt? They had some rather impressive screenshots, and I'd like to see exactly how much detailing they had of the Northern Ashlands.

This is my saying that I may be back modding again...


All their stuff is in the esm already. They did a good amount of work, but the Ashlands are large. The problem is that I need everything up to the Red Mountain for the LOD landscape. That would be an estimated amount of 500 cells for the Ashlands alone left to do (plus Grazelands, a small amount of West Gash and a small amount of Azura's Coast). Impossible to do that in detail if we ever want to release the mod. So what you would need to do is make a good looking LOD landscape without any small objects like small rocks, plants etc. Mostly textures, vertex colors and trees is what we need. It won't take forever that way, but it's probably less fun then making a detailed landscape that looks really cool when you walk through. Don't know wether you want to do something like that.
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Alan Cutler
 
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Post » Tue Dec 14, 2010 12:19 am

I think when the resources are out there a lot of people might be encouraged to pic up the mantel and work on vvardenfell. Even a TR type set up would be good. With TR people from the team leave and new people show up all the time but slowly and surely its gets completed eventually. Really a great model if someone were to set it up some day for VVardenfell.
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Teghan Harris
 
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Post » Mon Dec 13, 2010 5:39 pm

All their stuff is in the esm already. They did a good amount of work, but the Ashlands are large. The problem is that I need everything up to the Red Mountain for the LOD landscape. That would be an estimated amount of 500 cells for the Ashlands alone left to do (plus Grazelands, a small amount of West Gash and a small amount of Azura's Coast). Impossible to do that in detail if we ever want to release the mod. So what you would need to do is make a good looking LOD landscape without any small objects like small rocks, plants etc. Mostly textures, vertex colors and trees is what we need. It won't take forever that way, but it's probably less fun then making a detailed landscape that looks really cool when you walk through. Don't know wether you want to do something like that.

I think I could set up presets and such just fine to generate the regions that surround the northern ashlands (Grazelands, West Gash, Azura's Coast, etc). From what I know the small chunk of the Ashlands that is considered northern was mostly completed by the Vvardenfell team; I think I *might* be able to polish it enough to actually include it as an explorable area. When was the most recent version of the esm released phitt?
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REVLUTIN
 
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Post » Mon Dec 13, 2010 5:52 pm

Most of the Ashlands North area was completed anyway. Just a small section remained (with a few gaps in between).

I have a more up-to-date esp for the Ashlands area if its needed but I'll need to check the (Ashlands) assets because I replaced and added a few.
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Life long Observer
 
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Post » Mon Dec 13, 2010 9:51 am

Most of the Ashlands North area was completed anyway. Just a small section remained (with a few gaps in between).

I have a more up-to-date esp for the Ashlands area if its needed but I'll need to check the (Ashlands) assets because I replaced and added a few.

If you would be willing to send me an up to date copy of the Ashlands I'd love to take a look and get a feel for what needs doing.
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Emily Jeffs
 
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Post » Mon Dec 13, 2010 8:12 pm

This will be EPIC when and if it gets finished. Hell, it will get finished...even if the next ES game comes out. How do I know? I am basing my assumption on the fact that people still mod Morrowind and it has been over 3 years since Oblivion was released.
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Leonie Connor
 
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Post » Mon Dec 13, 2010 5:03 pm

I think I could set up presets and such just fine to generate the regions that surround the northern ashlands (Grazelands, West Gash, Azura's Coast, etc). From what I know the small chunk of the Ashlands that is considered northern was mostly completed by the Vvardenfell team; I think I *might* be able to polish it enough to actually include it as an explorable area. When was the most recent version of the esm released phitt?


Most of the Ashlands North area was completed anyway. Just a small section remained (with a few gaps in between).

I have a more up-to-date esp for the Ashlands area if its needed but I'll need to check the (Ashlands) assets because I replaced and added a few.


The current esm will soon be outdated as I'm in the process of making a new one with the Velothi tileset and the landscape work I did added. The Ashlands done by the Vvardenfell team are in the current esm already.

It's true that most of the Northern Ashlands are done, but for LOD I need everything up to the Red Mountain because that's how far the player can see from Sheogorad. I've made a CS screenshot to show what is already done and what is not.

http://s66.photobucket.com/albums/h271/Phittte/Ashlands.jpg

To the left are the Grazelands, to the right is the West Gash. I think I can do these pretty quickly by using the region editor and doing some rough detail work. Only the Ashlands can't be done like that and as you can see it is quite a lot of landscape left to do if you want to make it full detail. But you could maybe finish the Ashlands North and do the rest with less detail. There will be a bit of fog already towards the Red Mountain anyway (even with clear weather) and you can't see every single bit of the LOD landscape anyway.
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Lady Shocka
 
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Post » Mon Dec 13, 2010 10:22 am

That gives me a better idea of what I've done since. The right-most area isn't done on that screenshot but it's mostly done now. The big gap where the esps clashed to the left is also fixed and I altered the amount of trees and vertex shading in a lot of areas. Fixed the land textures there too. I also filled in a the 'foyada' to the right of the screenshot... up until about where it touches Red Mountain. I made a start on the Ashlander Camp too (exterior) and it's mostly complete.

Seigfried - I'd be more than happy to. You could actually do me a little bit of a favor and let me know if any missing statics/textures come up when you load it with the esm. I'm aware I added some new stuff (not much) but lost track of what it was.

Phitt - Before I send the esp to Seigfried I could texture the landscape around the whole of Red Mountain if you want with vertex shading too for the distant LOD land. I did this when I was making Azura's Coast for a personal thing and it didn't take long to do the whole region with a few surrounding areas (an hour or two).
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Soraya Davy
 
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Post » Mon Dec 13, 2010 6:22 pm

That gives me a better idea of what I've done since. The right-most area isn't done on that screenshot but it's mostly done now. The big gap where the esps clashed to the left is also fixed and I altered the amount of trees and vertex shading in a lot of areas. Fixed the land textures there too. I also filled in a the 'foyada' to the right of the screenshot... up until about where it touches Red Mountain. I made a start on the Ashlander Camp too (exterior) and it's mostly complete.

Seigfried - I'd be more than happy to. You could actually do me a little bit of a favor and let me know if any missing statics/textures come up when you load it with the esm. I'm aware I added some new stuff (not much) but lost track of what it was.

Phitt - Before I send the esp to Seigfried I could texture the landscape around the whole of Red Mountain if you want with vertex shading too for the distant LOD land. I did this when I was making Azura's Coast for a personal thing and it didn't take long to do the whole region with a few surrounding areas (an hour or two).


That sounds really good, didn't know you're still working on it. Would be great if you could texture the rest of the Ashlands, since you made most (all?) of the landscaping it would look like the rest. I would also prefer if you would send me the esp once you're done so I can merge it directly into the esm. Of course you can send the esp to Siegfried as well so he can have a look at it, but it's better if we all work from the same esm.
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Adam Kriner
 
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Post » Mon Dec 13, 2010 5:37 pm

I can hold off doing anything until an esm update if thats the case. From that screen, it really looks like the whole of the northern ashlands is done (I'm not counting the Foyadas). Were any dungeons ever completed for the Ashlands?
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The Time Car
 
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