[REL/ALPHA/WIP] Sheogorad - Forsaken Isles

Post » Wed Mar 30, 2011 6:43 am

I decided it's time to release what I have. While it is certainly not what I had hoped for (a release that is at least partially playable) it is better to release the assets now for anyone to use than to wait endlessly and let them rot on my hard drive till 2020. That doesn't mean the mod is completely dead, but it will certainly not be complete before Skyrim comes out.

Oh, and in case a moderator never looked at this. The assets were all made from scratch, no Morrowind assets converted or anything like that.

== Sheogorad - Forsaken Isles Alpha ==

READ THE README! SERIOUSLY!

Important things first:

1. This mod is an alpha version and completely unfinished. You can walk around in the Sheogorad region and visit a few (partially incomplete) dungeons, but there are no NPCs, no enemies except for a few placeholders, no pathgrids, no quests etc. This will change in the future obviously, but for now it is mainly meant as a resource. If you are only interested in playing a finished, (at least mostly) complete mod then you should forget about this and look somewhere else. I warned you, there is a lot of stuff missing or unfinished and for the average player it will look like a building site (which it is) and not like a full-blown mod.

2. If you want to use the assets provided by this mod in your own mod PLEASE READ THE TERMS OF USE. It's only a few things I'm asking for. Any mods that make use of Sheogorad assets that do not comply with the terms of use will not be tolerated by me and I will ask moderators of TES modding sites to remove these mods, no questions asked. May sound harsh, but it means a lot of trouble for this mod if the terms of use aren't respected.

These are the assets included:

1. A complete and enhanced Dwemer tileset.
2. A complete and enhanced Velothi tileset (mainly for tombs, but can be used for buildings as well).
3. A complete and enhanced Daedric tileset.
4. A mostly complete Dwemer rich tileset (not in Morrowind or other ES games, built from my own imagination)
5. Complete architecture for Dagon Fel (Imperial style houses in Morrowind).
6. A lot of 'Dunmer architecture', the same houses used in Vos in Morrowind.
7. A complete set of landscape objects that can be found in the Sheogorad/Azura's Coast region in Morrowind.
8. Some other things that were or were not in Morrowind (Dunmer ship, clutter, deco Cliffracer, some creatures and so on and so on)
9. Probably even more things that I forgot.

Installing the mod works as always, drop the bsa, the esp and the esm into you data folder and check the esp and the esm.

To play the mod you need to use the console, there is no way to get to the Sheogorad region other than that. To get to Dagon Fel simply type

coc XSDFHurgsHouseLvl

into the console. From there you'll be able to walk through Sheogorad. There are some houses and dungeons you can enter (for example Ald Daedroth as an example for a Daedric shrine or Senim Tomb as an example for a Velothi tomb), but most doors you will find will have no interior behind them. To see all map markers type

tmm 1

into the console.

Many interiors aren't accessible by normal means though, so here are a few console codes for locations of interest (of interest for modders who want to use the tilesets):

coc XSVENelasTombLvl01

Another example for Velothi tombs (like Senim Tomb, which is accessible via load door).

coc XSDWMzuleftLvl7

Example for the rich tileset.

coc XSDWMzuleftLvl3

Example for scaffolding Dwemer tileset.

There are a lot more interiors you can look at, just look them up in the CS.

I don't have much time right now and I want to get this mod out before the end of the weekend, so if you have any questions just ask.


= Credits =

Phitt - Models/Textures/CS work
Kzinistzerg - Textures
SpeedyB - Models/Textures/CS work
Rowan - CS work
Dave91 - Models/Textures/CS work
MrSiika - Models/Textures
Lady Nerevar - CS work
InsanitySorrow - CS work
CaptainUltima - World map

If you contributed to the mod and your name isn't here then please tell me and I'll add you to the list.


I know the readme is a mess, but I don't have much time right now. If you have any questions just ask. Screenshots, videos and all that are on the Nexus page. Most of it is outdated though.


http://www.tesnexus.com/downloads/file.php?id=37329
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ANaIs GRelot
 
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Post » Wed Mar 30, 2011 12:23 pm

Amazing, just amazing.
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Danial Zachery
 
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Post » Wed Mar 30, 2011 11:06 am

A big contribution to modders! Thanks Phitt!
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Louise Andrew
 
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Post » Wed Mar 30, 2011 12:17 am

WOOOT!! :celebration: :celebration: :celebration: :celebration:

Downloading now, cant wait to get there! Thanks Phitt!
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Veronica Flores
 
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Post » Wed Mar 30, 2011 2:19 am

About time you released this :lmao:, Good to see it out in the open :D
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Dawn Porter
 
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Post » Tue Mar 29, 2011 9:57 pm

Thanks, I hope you will like what you see. This mod was made over the course of 3.5 years and I think you can clearly see a difference in the quality of the assets - the Dwemer tileset (which I made first almost right after I started modeling) for example is pretty crappy from my point of view, while some of the later assets are at least ok for Oblivion standards if I may say so.

WOOOT!! :celebration: :celebration: :celebration: :celebration:

Downloading now, cant wait to get there! Thanks Phitt!


Hope your expectations aren't too high, this is really only the current development version uploaded to Nexus. You can have a look at a lot of things, but you will find unfinished or missing stuff, bugs, placeholders etc everywhere. For players this is almost worthless and under normal circumstances I wouldn't upload something like this. But I spent 1000+ hours on making the assets and thus I felt it would be stupid not to release them for others to use.
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ImmaTakeYour
 
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Post » Wed Mar 30, 2011 9:34 am

Thanks, I hope you will like what you see. This mod was made over the course of 3.5 years and I think you can clearly see a difference in the quality of the assets - the Dwemer tileset (which I made first almost right after I started modeling) for example is pretty crappy from my point of view, while some of the later assets are at least ok for Oblivion standards if I may say so.



Hope your expectations aren't too high, this is really only the current development version uploaded to Nexus. You can have a look at a lot of things, but you will find unfinished or missing stuff, bugs, placeholders etc everywhere. For players this is almost worthless and under normal circumstances I wouldn't upload something like this. But I spent 1000+ hours on making the assets and thus I felt it would be stupid not to release them for others to use.

I know what alpha's are like, I'm not expecting anything to be working really, I just want somewhere new to wonder around awhile for XD
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Sakura Haruno
 
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Post » Wed Mar 30, 2011 1:13 am

The screenshots look really good.
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Emzy Baby!
 
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Post » Wed Mar 30, 2011 11:59 am

Gratz on the release - Happy to see this gem in the open :thumbsup: Keep up the bad work, as always.
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Ben sutton
 
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Post » Wed Mar 30, 2011 5:55 am

Cheers on releasing this, and I wish you the best with whatever has been keeping you from making more progress. It'll be nice to see what mods result from this beautiful work.
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Add Meeh
 
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Post » Wed Mar 30, 2011 5:25 am

Honestly I'm excited just to experience the look and feel of the world you've created. I know your attention to detail is always top-notch and it must have been hard to release this before it lives up to the entirety of your vision. Regardless, this is obviously a very unique and special mod and my heart is pounding now as I click the download button. :drool:

Have your plans for the future of this mod changed? Does this mean you're likely to release updates to the mod more frequently as changes are made? Obivously you could have just released the assets if you wanted to. Any hopes of attracting more contributors to work on quests, dungeons, NPCs, dialog and the like? I know this is rare but at least one "new land" mod has seen some of this kind of attention.
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Rachael Williams
 
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Post » Wed Mar 30, 2011 7:53 am

Awesome to see this released :D Just walking around feel amazing, it truly is Morrowind in a newer engine.
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Brittany Abner
 
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Post » Wed Mar 30, 2011 2:22 am

That's sweet, Phitt! Great job!

Here are some screenshots of your tilesets being used in http://www.gamesas.com/index.php?/topic/1107446-andoranwip/:
http://pikucha.ru/i4ktg
http://pikucha.ru/i4kth
http://pikucha.ru/i4ktk
http://pikucha.ru/i4kte
http://pikucha.ru/i4ktf
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Baylea Isaacs
 
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Post » Wed Mar 30, 2011 2:57 am

Honestly I'm excited just to experience the look and feel of the world you've created. I know your attention to detail is always top-notch and it must have been hard to release this before it lives up to the entirety of your vision. Regardless, this is obviously a very unique and special mod and my heart is pounding now as I click the download button. :drool:

Have your plans for the future of this mod changed? Does this mean you're likely to release updates to the mod more frequently as changes are made? Obivously you could have just released the assets if you wanted to. Any hopes of attracting more contributors to work on quests, dungeons, NPCs, dialog and the like? I know this is rare but at least one "new land" mod has seen some of this kind of attention.


I wouldn't say frequently, but the basic goal I have is to complete the landscape at least - with LOD, pathgrids, enemy spawns and at least NPCs in towns that have nothing special to say. Then maybe a few complete dungeons. The only dungeon that I would consider complete right now (except for loot and enemies) is the Senim Tomb (close to Dagon Fel). Ald Daedroth is close though (but enemies and loot are completely missing). The landscape is about 80% finished, only a relatively large part of the main island needs more details and vertex colors. To be honest I doubt that I will ever be able to make it a full-blown, polished mod with lots of quests and every detail in place. It's a shame, but I guess I bit of more than I could chew with this mod. If I have time to mod for Skyrim I will certainly not try to remake 20% of a professional full-price title in higher quality on my own...

The reason why I didn't simply release the assets is that I wanted to show how they look in game. And I also wanted to show some of the work that was done besides making new models. Just look at the landscape in the CS and imagine that I placed every single object by hand, painted every texture and every vertex color by hand. That was really painful and I didn't want to throw this all away. Unfortunately there is nothing 100% complete, which svcks. But real life took over, a lot of work and impregnating my wife didn't help either :P.

That's sweet, Phitt! Great job!

Here are some screenshots of your tilesets being used in http://www.gamesas.com/index.php?/topic/1107446-andoranwip/:
http://pikucha.ru/i4ktg
http://pikucha.ru/i4kth
http://pikucha.ru/i4ktk
http://pikucha.ru/i4kte
http://pikucha.ru/i4ktf


That was fast! :P

I'm glad the models are used and I think they look really nice the way you used them. The snow type shrines look great as well.
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Jack Bryan
 
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Post » Tue Mar 29, 2011 10:40 pm

Yeah, I was going to say, just walking around for a bit I totally understand why landscaping has taken you so damn long. It's completely awe-inspiring, everthing vanilla Cyrodiil is not, and an exaggeration of everything that was great in Morrowind. The only other mod I have seen that does landscaping nearly as well was Nehrim. Both mods have a way of offsetting the problems of the game engine so you don't notice land and objects just appearing suddenly on cell load nearly as often. Plus there is this sense of majesty and being dwarfed, insignificant in your surroundings. Just my humble opinion.

The second most impressive thing to me was the daedric ruin tileset. The interior lighting is perfect. If I'm not mistaken (too lazy to just check the readme, please no one take offense), the textures were originally developed as a Morrowind replacer? It would explain why it feels like a totally different game, like you've walked into a different reality. There's something I can't put my finger on... like they don't conform to some commonality in the vanilla tilesets. Some might see this as immersion-breaking but I think the effect is a very positive one. Now I feel like the Vanillia OB Realms could have benefited from such an effect.
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Natalie Harvey
 
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Post » Wed Mar 30, 2011 3:37 am

Yeah, I was going to say, just walking around for a bit I totally understand why landscaping has taken you so damn long. It's completely awe-inspiring, everthing vanilla Cyrodiil is not, and an exaggeration of everything that was great in Morrowind. The only other mod I have seen that does landscaping nearly as well was Nehrim. Both mods have a way of offsetting the problems of the game engine so you don't notice land and objects just appearing suddenly on cell load nearly as often. Plus there is this sense of majesty and being dwarfed, insignificant in your surroundings. Just my humble opinion.

The second most impressive thing to me was the daedric ruin tileset. The interior lighting is perfect. If I'm not mistaken (too lazy to just check the readme, please no one take offense), the textures were originally developed as a Morrowind replacer? It would explain why it feels like a totally different game, like you've walked into a different reality. There's something I can't put my finger on... like they don't conform to some commonality in the vanilla tilesets. Some might see this as immersion-breaking but I think the effect is a very positive one. Now I feel like the Vanillia OB Realms could have benefited from such an effect.


Thanks!

The textures for the Daedric tileset were made for Sheogorad, but Kzinistzerg (the person who made them) is mainly a Morrowind player if I'm not mistaken. She might have released them as a replacer for MW as well, I think she mentioned something like that. If you like the Daedric tileset it is mainly her achievement. I think the textures are as perfect as they can be - they look almost exactly like the Morrowind ones, but in a much, much higher quality. The meshes aren't that much different from the Morrowind tileset. I smoothened some edges, made better UV maps and made some additional tiles and other stuff (like the hanging vines). But without the textures it wouldn't have looked nearly as good.

Personally I like the Daedric stuff from Morrowind more than the generic 'hell' type Daedric stuff from Oblivion. The MW models look more alien and make you feel uncomfortable with their hypnotizing patterns and spiky shapes.
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Vicky Keeler
 
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Post » Wed Mar 30, 2011 6:49 am

I downloaded this earlier, and left a comment on the Nexus... but this is AMAZINGLY remarkable work!


I downloaded it, even in an Alpha state, solely because not only is the the landscaping out of this world... but the tilesets included with it are -spot- on. It's unbelievable! And yet, I can see why you feel that it was time to release what you had. Work of this quality and caliber takes time. But in the end, it really is -worth- the wait. I hope to hell that you finish this one day.

Wow...
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Joie Perez
 
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Post » Wed Mar 30, 2011 5:42 am

I have been waiting for this since I heard that you started it all those years ago. Thankyou Phitt it looks as good as I hoped.
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Robyn Lena
 
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Post » Wed Mar 30, 2011 5:59 am

Its probably a good thing you are releasing this stuff. If anything it might even drum up more interest for the actual mod and work as a recruiting tool! I wonder what some of this stuff would look like in morrowind as replacers. Personally I've waited way to long for this mod to play it now. Gonna hold out for the complete version. Many of us are still waiting for Tamriel Rebuilt so I can wait for this too. I don't play oblivion anymore so theres no rush as far as I'm concerned. I wonder if you could put these to good use in Skyrim? An early WIP thread for a mod with this many assets would garner a whole tun of new support from a new community.

edit: on second thought I might download this just to take a peak ;) lol
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Louise
 
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Post » Wed Mar 30, 2011 5:04 am

So I went into some Dwemer ruins today. I've never felt more nostalgia then when I went into them and thought I was playing Morrowind! I use MGE and high res texture and when I went in I really thought I was playing Morrowind for a second! Amazing job!
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Janeth Valenzuela Castelo
 
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Post » Wed Mar 30, 2011 8:40 am

Awesome! Glad to see this made a release. I just downloaded it, and will probably install it tonight to check it out.
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Avril Churchill
 
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Post » Tue Mar 29, 2011 9:32 pm

Holy crap nobody told me this was out! Woooooo!
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John N
 
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Post » Wed Mar 30, 2011 10:42 am

Even though it might be quite a while until I get around to experiencing any of this or perhaps making use of it myself, I just wanted to say bravo to the incredible job you did here. Just from looking at the screenshots I'm insanely impressed so actually seeing it in-game must be that much more awesome. And of course you've multiplied the awesomeness by releasing what you have in consideration of the community of modders that will no doubt use the resources in service of more incredible stuff. I know, blah blah blah, but even if I'm not going to download it for a while I just had to mention how great this looks.
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lucile
 
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Post » Wed Mar 30, 2011 12:15 pm

This came unexpected and it is most welcome!

Of course, I have been waiting for this too from the beginning. Can't wait to check it out. I don't know what to write here more, I think this is awesome, I'm glad that it's released, you have my compassion for not having it in state that you wanted and my congrats for your baby-to-come... :)
Thank you Phitt for sharing this.
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Amy Smith
 
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Post » Wed Mar 30, 2011 7:55 am

They look good. I think I'll download and tinker. thanks.
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Ilona Neumann
 
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