[RELZ] Shezrie's Villages

Post » Fri May 27, 2011 7:15 am

Looks great, although, the first "village" has too many big buildings instead of shacks.
Towns like these always had a wall or garrison of some sort.


Lakewood? It is naturally defended, there is only one entrance to the town. Same with Ravenview, only one entrance to the town up a sheer cliff. Woodland Village has Imperial Guards patrolling through the town. While I do see your point I always felt that the towns were too small to warrant their own guard and while I considered walling in the towns, that would affect frame rate too much.:)

However Pell's Gate has it's own guard and guard uniform as seen in the video, that was textured by the very talented Phaedra. But the Pell's Gate guards will not help you if you are attacked. They are pretty corrupt, I fought another NPC right in front of them and they couldn't care. But when I stole something from one of them I was whisked away to the Imperial Ciy jail. I haven't looked at the possibility of making a Pell's Gate jail, that will be looked at in the future.
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Fri May 27, 2011 9:55 am

A door is scriptable, but you'd need to define a custom door. Shouldn't be overly hard to come up with something that keeps track of when it's activated and charges more rent if you return after the time period is up. Not sure how to handle "eviction" from the place though.

The way they handled it in one online game, is that if you were past due in rent you were simply locked out until you re-rented it, all your belongings were kept safe but you had no access to them, and you did not have to pay rent for the "expired" time (if say you were away for a very long period) just start up again.
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Fri May 27, 2011 3:32 am

Really looking forward to the new version Meek. Not rushing you, just sayin'.
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Fri May 27, 2011 10:55 am

I just have to say that, while I abhor your choice of blood-spotted training pads as door mats, the exteriors of the villages are beautiful. It's so nice to have more life to the game. Feels like I have somewhere worth stopping and lingering in my travels, as opposed to just zooming all over from one task to the next. :)
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Fri May 27, 2011 2:29 am

Thank you! :)

I just realized that for the first time the lockable door script I use on all my player houses, will be truly useful. You WILL need to lock your door when you are in and when you leave the apartment in Pell's Gate Apartments or NPCs WILL enter and who knows what they will do. They may do what the guy at the end of the video is doing. :hehe:
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Fri May 27, 2011 1:54 am

Woodland Village has Imperial Guards patrolling through the town.

Well, I ran into a serious problem with Woodland Village tonight. Two Hill Giants went on a rampage through town and depopulated pretty much the entire town in a matter of minutes. It was a guesome sight, all those townsfolk lying around. I had to lead the Hill Giants far out onto the road to attract the attention of FCOM guards patrolling on horseback. As a result of this carnage I've just made all Woodland Village NPCs essential in my copy of the mod (that seemed slightly more realistic than having them respawn every three days) and I will go back to an earlier save.

The problem is this: those of us who run FCOM or other spawn-adding mods have an awful lot of monsters spawning in the immediate vicinity of Woodland Village. My suggestion, if you ever do an update to the mod, is to consider making Woodland Village NPCs essential or respawnable. It's nearly impossible to keep a town full of level 4 and 5 NPCs alive otherwise with the mods some of us run.

Having said that, I want to say again what I've said before: Woodland Village is beyond a doubt the nicest village I've ever had the privilege to wander around in. The layout of the town is wonderfully cozy and inviting. My current character has fallen in love with the place - despite the constant threat of Hill Giant invasion - and since she will never have enough money to purchase the player home provided by the mod she has talked me into building her one, which I am about to get to work on after I finish typing this. I have to hurry because she's not very patient. ;)
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Thu May 26, 2011 11:28 pm

I agree - I think there is an FCOM spawn point right in the town square actually. Hence I don't think even gates at each end would suffice.

Great village but I fear going there for killing off the townsfolk.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Fri May 27, 2011 12:54 pm

I think a much better solution to the problem, is to make a patch that removes some of the nearest MMM-added spawn points, so that there's less monsters around. Such a patch should be pretty easy to make as well. Just take note of Woodland's cell, fire up TES4Edit with MMM and look for spawn point changes in the closest cells, and then remove that.
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Fri May 27, 2011 10:10 am

Woodland sits in the 6 cells directly south of Ceyatatar. For me the situation comes from TIE sticking a bandit spawn next to the chapel, plus the fact that there's a conjurer spawn up next to the ruin that TIE put there too. Probably not as dicey as hill giants but still a bit of an annoyance if the conjurers wander off toward the city.
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Fri May 27, 2011 12:29 am

Thanks Pseron. :)

I don't have FCOM or TIE or MMM or OOO as I have to keep the simplest game possible in order to test houses for ORE. What I can do is make the residents essential but I think this might garner complaints about unrealism from other players who think an entire village of invincibles ruins their immersion. :shrug:

So I think in this case the best thing is patches all round. Maybe ones for each of the conflicting mods that place spawn points to close, to remove those spawn points. However this is something I will not be able to do at present and must leave it to others at this point in Pell's Gate's development, especially as Shezrie's Villages has already been upgraded to Shezrie's Towns.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Fri May 27, 2011 8:07 am

OOO doesn't appear to be an issue as you've deleted the vanilla spawner in town. TIE isn't a major concern, and would be lesser still if a couple of legion soldiers were hired by the town for protection, at least along the main road. I don't see any issues off to either side.

But those MMM hill giants sound tough, so a patch is probably the way to go there.
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Fri May 27, 2011 1:58 am

I have never had a problem with Woodland Village and OOO.


I have Woodland Village permenantly in my load order, and I play with OOO but not MMM. As I never fast travel I pass through the village regularly. I've never encountered monsters in the village or dead NPCs, so it seems no OOO patch is necessary.
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Fri May 27, 2011 12:06 pm

...no OOO patch is necessary.

As Arthmoor mentioned in his post above, Hill Giants are from Martigen's mod, not OOO.
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Fri May 27, 2011 6:12 am

I have never had a problem with Woodland Village and OOO.


I have Woodland Village permenantly in my load order, and I play with OOO but not MMM. As I never fast travel I pass through the village regularly. I've never encountered monsters in the village or dead NPCs, so it seems no OOO patch is necessary.

Thanks, so OOO is clear that is good tp know. I seem to remember one problem spawning point with that in Lakewood Village. I really should try MMM at some point it sounds brilliant.
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Fri May 27, 2011 7:06 am

http://i110.photobucket.com/albums/n99/Shezrie/clothes.jpg

I really should create a new topic for Pell's Gate. This highjacking my own threads to insert random pictures is not good.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Fri May 27, 2011 7:48 am

Impressive work, well done!
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Thu May 26, 2011 10:23 pm

This highjacking my own threads to insert random pictures is not good.
i know. you should really post more video.
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Fri May 27, 2011 11:14 am

http://i110.photobucket.com/albums/n99/Shezrie/clothes.jpg

I really should create a new topic for Pell's Gate. This highjacking my own threads to insert random pictures is not good.


I'm really looking forward to trying out your Pell's Gate. You've really given the place alot of character and it looks like a fascinating place to explore. I love all the little touches like the hanging clothes on the line in your last screenie. That really gives it a truly medieval village feel.

For your apartment have you thought about surrounding the player's section with a subspace box? That should prevent any NPCs from wandering into the space.
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Thu May 26, 2011 11:01 pm

http://i110.photobucket.com/albums/n99/Shezrie/clothes.jpg

I really should create a new topic for Pell's Gate. This highjacking my own threads to insert random pictures is not good.


You could have a mod unlock your old thread :)
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Fri May 27, 2011 1:44 am

I'm really looking forward to trying out your Pell's Gate. You've really given the place alot of character and it looks like a fascinating place to explore. I love all the little touches like the hanging clothes on the line in your last screenie. That really gives it a truly medieval village feel.

For your apartment have you thought about surrounding the player's section with a subspace box? That should prevent any NPCs from wandering into the space.


You don't know how subspaces work :) A subspace will do the exact opposite - any NPC that wanders into it will become trapped, unable to leave. Subspaces are placed to contain NPCs, not to keep them out.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Fri May 27, 2011 12:46 am

I don't know if its been mentioned but this mod (Lakewood Village in particular) causes massive land tears when loading before Et in Arkay Ego, loading after it causes some objects (from EiA) to float but nothing major. Just thought I'd point that out.

Great mod, great villages, I haven't tried out any of the "quests" yet though.
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Thu May 26, 2011 11:26 pm

CORRECTION:

Old Crow Inn actually fully conflicts with Shezries villages as it places a shack right in the heart of town (near fork) that was not readily seen by just walking through the road at center of town.

Load order will not resolve this. Possible a patch moving the Old Crow Inn shack might resolve it though.


Hello,

Just found this amazing mod and was wondering..

1) Does the version avaliable on ORE is the COBLized one? Can I still use it the UL Cloudtop patch with it?
2) As I understand, The Old Crown Inn has been updates, so no conflicts with it anymore?

Thanks!
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Fri May 27, 2011 11:29 am

i know. you should really post more video.

I stand by what I said http://www.oblivionsrealestate.com/Resources/Town_Modding/town_modding.html#Interest My town layout is my most closely guarded secret and the Pell's Gate layout is my best so far in all six towns I have made for Oblivion, so sorry can't reveal more video. :P

I'm really looking forward to trying out your Pell's Gate. You've really given the place alot of character and it looks like a fascinating place to explore. I love all the little touches like the hanging clothes on the line in your last screenie. That really gives it a truly medieval village feel.

For your apartment have you thought about surrounding the player's section with a subspace box? That should prevent any NPCs from wandering into the space.


Thank you! I certaily hope people will enjoy exploring. :) The clothes line was made possible by Aisis, she was able to sort out the havok on those.
Fro the apartment it is my hope that people make good use of the 'locakable door' script I have been putting on my houses for years, so people could lock their home doors when they leave. But finally....*cackles manically*....it will serve it's purpose fully. It is my intention that if the player doesn't lock the door they will have intruders. :) Just need a 'bang on the wall' animation to stop those noisy neighbours. :lol: AMaybe in the future.

You could have a mod unlock your old thread :)


That thread has long since vanished. I think I closed it over 6 months ago. :shrug:

I don't know if its been mentioned but this mod (Lakewood Village in particular) causes massive land tears when loading before Et in Arkay Ego, loading after it causes some objects (from EiA) to float but nothing major. Just thought I'd point that out.

Great mod, great villages, I haven't tried out any of the "quests" yet though.


Thanks for letting me know. I haven't played that mod so had no idea. :)

Hello,

Just found this amazing mod and was wondering..

1) Does the version avaliable on ORE is the COBLized one? Can I still use it the UL Cloudtop patch with it?
2) As I understand, The Old Crown Inn has been updates, so no conflicts with it anymore?

Thanks!


Thank you!

I am sorry there was a COBL version up on ORE but I seem to have lost it when I had to revert to a backup of the site. However I just put it back up. Get the COBL version directly http://oblivionsrealestate.com/Mods/ShezriesVillagesCOBL.esp

I don't think the Cloudtop Patch is compatible, but then I kinda leave the patches to others with more know how on patching. I will ask in the UL thread and maybe they can make one if the current patch is not useable with the COBL version.

As for the Old Crow Inn, I have not heard anything about it being made compatible with this mod. It would be considerably easier to move the shack from that mod, rather then move the entire of Woodland Village. But I don't think anyone has done that. Sorry.
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Fri May 27, 2011 1:30 pm

Arthmoor already made Old Crow compatible after I pointed out that the shack was collided int he village. The latest version of Old Crow works fine.

As for COBL versions - I'd recommend naming them the same as the regular versions (and just having the archive say COBL version) otherwise I just rename the mod to the regular version and it seems to work fine with cloudtop patch.

6 villages - I can only think of the three from this mod and Pells - what other villages have you done?

thanks to btw
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Fri May 27, 2011 9:22 am

(Lakewood Village in particular) causes massive land tears when loading before Et in Arkay Ego, loading after it causes some objects (from EiA) to float

Thanks for that heads-up, rokknroll4. I'm beginning a game with both these mods installed and that's good to know. I may go back to my old modular versions of Woodland and Ravenview for this game.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

PreviousNext

Return to IV - Oblivion