Show us what you are working on #27

Post » Fri May 04, 2012 11:59 am

Some npc adventurers with pack rats/guars, tame nix hounds, scribs, etc. following them around would be kind of cool.

I should do this in my Random-Events mod. Thx you for giving me the idea!
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CArlos BArrera
 
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Post » Fri May 04, 2012 7:17 am

:blink: Oops, I thought I posted that in your thread, haha. Well, glad you like the idea anyway!
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Bedford White
 
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Post » Fri May 04, 2012 11:38 am

:blink: Oops, I thought I posted that in your thread, haha. Well, glad you like the idea anyway!

Mistakes happens.
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Phoenix Draven
 
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Post » Fri May 04, 2012 8:52 pm

This is the Aherim City thread, in case you're looking for it.

http://www.gamesas.com/topic/1368217-balmora-remastered-expansion-mod/

Thanks for that; I was out with friends today, so I wasn't able to reply.

I am not entirely sure, but I might make TR a requirement for my mod.
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Chenae Butler
 
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Post » Fri May 04, 2012 8:28 pm

A few new tracks for Morrowind Rebirth, by: Nichols Benedict.

http://soundcloud.com/benedictnichols/a-knight-of-our-land I recommend listening from 1.40 onwards :)
http://soundcloud.com/benedictnichols/death-of-svengorn-1
http://soundcloud.com/benedictnichols/across-the-lands
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Agnieszka Bak
 
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Post » Fri May 04, 2012 11:08 am

A few new tracks for Morrowind Rebirth, by: Nichols Benedict.

http://soundcloud.com/benedictnichols/a-knight-of-our-land I recommend listening from 1.40 onwards :smile:
http://soundcloud.com/benedictnichols/death-of-svengorn-1
http://soundcloud.com/benedictnichols/across-the-lands

Good stuff. I'm in the process of getting permissions for music use, myself, and one of the composers checked out my work and offered to compose new music. Things like this make the whole process so rewarding.
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Dina Boudreau
 
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Post » Fri May 04, 2012 6:02 pm

I'm gonna try and make an Argonian underground city complete with shops and houses.
Noooo!

Ive been working on a mod for years with a hidden underground city mostly populated by argonians and runaway slaves. A completely new tileset of ram shackled houses made of all bits and bobs.

I'm joking ofcourse, make what you like.
Thanks for that; I was out with friends today, so I wasn't able to reply.
Ha.... Morrowind.... friends...? Ohhhh.... you mean Jiub.
I am not entirely sure, but I might make TR a requirement for my mod.
Sounds like a bad idea. Making your mod dependand on a largely unfinished mod thats ever changing. Also, forcing people to have to download and play with TR's map in order to use your mod for no other reason than you thought you 'might' make it a requirement?

Only make it a requirement if it actually uses something from it.
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Jeneene Hunte
 
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Post » Fri May 04, 2012 4:13 pm

Ha.... Morrowind.... friends...? Ohhhh.... you mean Jiub.
:lmao:
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Chris Cross Cabaret Man
 
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Post » Fri May 04, 2012 11:12 am

Noooo!

Ive been working on a mod for years with a hidden underground city mostly populated by argonians and runaway slaves. A completely new tileset of ram shackled houses made of all bits and bobs.

I'm joking ofcourse, make what you like.

Ha.... Morrowind.... friends...? Ohhhh.... you mean Jiub.

Sounds like a bad idea. Making your mod dependand on a largely unfinished mod thats ever changing. Also, forcing people to have to download and play with TR's map in order to use your mod for no other reason than you thought you 'might' make it a requirement?

Only make it a requirement if it actually uses something from it.

That which it's using many things from it. :tongue:

I don't get understand your friends comment. . . -_- xD
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Vicki Gunn
 
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Post » Fri May 04, 2012 8:43 am

Noooo!

Ive been working on a mod for years with a hidden underground city mostly populated by argonians and runaway slaves. A completely new tileset of ram shackled houses made of all bits and bobs.

I'm joking ofcourse, make what you like.

Ha.... Morrowind.... friends...? Ohhhh.... you mean Jiub.

Sounds like a bad idea. Making your mod dependand on a largely unfinished mod thats ever changing. Also, forcing people to have to download and play with TR's map in order to use your mod for no other reason than you thought you 'might' make it a requirement?

Only make it a requirement if it actually uses something from it.
The idea has changed anyway as the gate to the underground city was weird. the door was in the CS but it didn't show up :confused: so now it's an island called Whitemarsh that floats around Tamriel. I just need to make it so that if someone attacks someone else they notice it. and to make it so that if anyone enters the island that isn't Argonian they are attacked by my level 50 guards. and add some flora and more NPC's and shops and houses. and uh. learn to write scripts and quests :P
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Dorian Cozens
 
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Post » Fri May 04, 2012 7:21 am

Ive been working on a mod for years with a hidden underground city mostly populated by argonians and runaway slaves. A completely new tileset of ram shackled houses made of all bits and bobs.

I thought of you when he mentioned that, lol - your mod looks excellent, btw. Let me know when you're ready for play-testers, I'd love to see it. I have one lonely argonian in Keening and people treat him badly because he appears to have totally messed up the job he was given, but he's actually done something smarter than everyone else, which the player discovers. Anyways, your mod is one of those really interesting multi-year solo projects that really catch my eye. I might have to make a webpage devoted to plugging the massive projects that are in the works - being new to modding, I had no idea so many amazing, large projects like yours and azurian isles and the province mods like 'Nords and Cyrodiil were in the works, so getting the word out to players that Morrowind is still alive seems like a good idea.
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Devils Cheek
 
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Post » Fri May 04, 2012 6:43 pm


Ive been working on a mod for years with a hidden underground city mostly populated by argonians and runaway slaves. A completely new tileset of ram shackled houses made of all bits and bobs.

Any screenshots? thread? I am intrested in this.
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Kari Depp
 
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Post » Fri May 04, 2012 8:08 pm

Any screenshots? thread? I am intrested in this.

Seconded.
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W E I R D
 
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Post » Fri May 04, 2012 11:50 am

There were threads a while back. I've shown tonnes of screenshots too. Kinda keeping the hidden city underwraps though, at least until I release the mod.
https://www.dropbox.com/gallery/22925394/2/Morrowind/Amanita?h=d2730f
Loads of screenshots in there. Some pretty old ones too.
Anyway, goodbye cos this is probably gonna get me banned again...
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Elea Rossi
 
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Post » Fri May 04, 2012 12:15 pm

Anyway, goodbye cos this is probably gonna get me banned again...

Why would showing screenshots ban you?

It's very big, and I like the detailing of the landmass.
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sarah
 
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Post » Fri May 04, 2012 7:25 pm

Because i got banned for people having no sense of humour.


And yeah its pretty big, Solsthiem has 150 land cells and this has 350. It sits nicely out of the way of TR's map 1 and 2 and fingers crossed it shouldnt conflict with their next release, although it would take a whole minute or so to move it if it does.
Lots of NPC's (i think there are around 150 is the telvanni city), three cities, lore friendly to a certain degree. Three main quests with multiple outcomes and tonnes of side quests. Also one great feature of the mod is there is still loads for me to have to do, ha, so don't expect it to be released anytime soon. Working on High Rock too you see.
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JUan Martinez
 
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Post » Fri May 04, 2012 6:47 am

There were threads a while back. I've shown tonnes of screenshots too. Kinda keeping the hidden city underwraps though, at least until I release the mod.
https://www.dropbox.com/gallery/22925394/2/Morrowind/Amanita?h=d2730f
Loads of screenshots in there. Some pretty old ones too.
Anyway, goodbye cos this is probably gonna get me banned again...

Thank you for sharing that - an amazing build! Sadly, our landmass mods are in the exact same location. I *just* moved Keening to get out of the way of Tamriel Rebuilt's future releases and people were insisting that I move my mod land there because there was nothing else being built there. Such is life, I suppose.
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Laura-Jayne Lee
 
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Post » Fri May 04, 2012 6:23 pm

I wish I had heightmapping skills...

Dana, has your mod made it through the move with no bad consequences so far?
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Sharra Llenos
 
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Post » Fri May 04, 2012 7:44 am

I wish I had heightmapping skills...

Dana, has your mod made it through the move with no bad consequences so far?

Yes, so far so good. There were some slight underwater land height seams at the edges that I had to clean up, but all the doormarkers moved with it with no problem, save four scripts that it said I needed to recompile, but they were mostly left over from absorbing part of the creatures mod (all of the creatures I'm using have unique IDs - so, no worries), and the scripts referred to objects that I did not include, so I just omitted the scripts. It appears that part of the coastline landed on top of an underwater glass house from some other mod I have installed, but I have no idea which one. Whomever put that in their mod probably forgot it was even there. TESFaith requires you to type in all your coordinates and tell it how to modify them - it reads a document that you have to type up - no dropdown menus here, lol. So, that said - I learned how to do it, I succeeded, and I wish to never ever have to move something ever again.
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Brandon Wilson
 
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Post » Fri May 04, 2012 6:36 pm

Crap. I just realized i [censored] svck at scripting and quest dialog management :/
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Catharine Krupinski
 
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Post » Fri May 04, 2012 5:04 am

A couple of market stands

http://i.imgur.com/Dz2vU.jpg
http://i.imgur.com/j2Pte.jpg

http://tesalliance.org/forums/index.php?/files/file/1212-market-stand-resource/
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Kristian Perez
 
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Post » Fri May 04, 2012 8:31 am

A couple of market stands

http://i.imgur.com/Dz2vU.jpg
http://i.imgur.com/j2Pte.jpg

http://tesalliance.org/forums/index.php?/files/file/1212-market-stand-resource/

Sweet, yesterday when I asked about what you're working on, and you showed me that, I wasn't think I'd be downloading it today. :P

I like it, it should blend in pretty seamlessly with my game, something a lot of modded items don't do. Not that I think every last one of them should, but these days, it's a plus.

More please. :D
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Olga Xx
 
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Post » Fri May 04, 2012 5:40 pm

Thank you, NZDawghaus. These are great- I'm adding them to the list for use in Keening Part Two: Keening City Expanded.
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sophie
 
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Post » Fri May 04, 2012 10:19 am

I decided to update that butt ugly Bloodworm Helm replacer of mine:

http://imgur.com/aWguc,DTwsX,9RmXW

Kalamestari_69
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Teghan Harris
 
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Post » Fri May 04, 2012 11:59 am

I decided to update that butt ugly Bloodworm Helm replacer of mine:

http://imgur.com/aWguc,DTwsX,9RmXW

Kalamestari_69

Awesome work. ^_^
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Jennifer Rose
 
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