[RELz] Signy Signposts(!) TR Map 1

Post » Fri May 27, 2011 7:00 pm

First in a series of Signy Signpost(!) mods, signs for Vvardenfell landmass will soon(ish) follow.

Screenshots:
http://img.photobucket.com/albums/v680/Wyver_Almasy/Signy%20Signposts/SignsTR1_1.jpg
http://img.photobucket.com/albums/v680/Wyver_Almasy/Signy%20Signposts/SignsTR1_3.jpg
http://img.photobucket.com/albums/v680/Wyver_Almasy/Signy%20Signposts/SignsTR1_2.jpg

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6740
An ElricM link should soon follow.

---------------------------
Earth Wyrm's Signy Signposts(!): TR Map 1 V1.0
To be used alongside TR Map 1 Public Version 2.0
---------------------------
22/07/08
---------------------------

1. Description
2. Contents of Archive
3. Installation
4. Uninstallation
5. Credit
6. Trivia
7. Usage Stuffs
8. Contact

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1. DESCRIPTION
--------------------------

This is a mod which provides new meshes and high-resolution textures for the signposts on the Tamriel Rebuilt landmass Map 1 (Telvannis), making them easily readable from a distance.

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2. CONTENTS OF ARCHIVE
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The 21 textures that are included are as follows:
WA_Signs_Aegondo.dds
WA_Signs_AltBosara.dds
WA_Signs_Ashamul.dds
WA_Signs_BalOyra.dds
WA_Signs_BoethianMtLight.dds
WA_Signs_Darconis.dds
WA_Signs_Firewatch.dds
WA_Signs_FWViaAranyon.dds
WA_Signs_GahOuadaruhn.dds
WA_Signs_Market.dds
WA_Signs_RanyonExit.dds
WA_Signs_RanyonRuhn.dds
WA_Signs_Sarvanni.dds
WA_Signs_TelOuada.dds
WA_Signs_TOViaAranyon.dds
WA_ShackBoard1.tga
WA_ShackBoard2.tga
WA_ShackBoard3.tga
WA_ShackBoard4.tga
WA_ShackBoard5.tga
WA_ShackBoard6.tga

The 90 meshes that are included are as follows:
6 versions of WA_Signs_Aegondo.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_AltBosara.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_Ashamul.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_BalOyra.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_BoethianMtLight.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_Darconis.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_Firewatch.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_FWViaAra.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_GahOuada.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_Market.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_RanyonExit.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_RanyonRuhn.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_Sarvanni.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_TelOuada.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')
6 versions of WA_Signs_TOViaAra.nif
('Default', 'Light', 'Lighter', 'Dark', 'Darker' and 'None')

The 1 data file that is included is as follows:
WA_SignySigns(!)_TR_Map1.esp

The 1 text file included is as follows:
Earth Wyrm, Signy Signposts(!) - TRM1.txt

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3. Installation
--------------------------
Installation is simple, unpack the archive to your 'Data Files' folder, which can be found where you installed Morrowind.

...\Bethesda Softworks\Morrowind\Data Files\Textures

All of the default files should be placed in the appropriate places and the mod will be playable by simply enabling the file named 'WA_SignySigns(!)_TR_Map1.esp' under the 'Data Files' menu of the Morrowind Launcher.

---

There are also a few addition files included in the 'Meshes/Alternates' folder, these are alternate versions of the meshes with tweaked emissive values. The alternate meshes will respond differently to different light conditions, these have been included because different people have different needs and because different systems will obviously have different setups concerning the brightness of their monitor and/or gamma settings, etc.

- If you are having trouble reading the default signs at night-time then you may wish to install the meshes in the 'Light' or 'Lighter' subdirectories. These meshes will make the signs appear slightly brighter at night.
- If you think that the default signs are too bright at night-time then you may wish to install the meshes in the 'Dark' or 'Darker' subdirectories. These meshes will make the signs appear less bright at night.
- If you don't like the idea of the signs having an emmisive value at all, then you may wish to install the meshes in the 'None' subdirectory. These meshes have an emmisive value of 0.0.

To install any of these alternate meshes, enter the subdirectory in which they are located and move the 'WA' directory which they contain into the 'Data Files/Meshes' directory of your Morrowind Installation (...\Bethesda Softworks\Morrowind\Data Files\Meshes). A dialogue will appear asking for confirmation and permission to merge directories and overwrite existing files, allow it.

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4. Uninstallation
--------------------------
When you've decided you don't like this mod and want to return to stock morrowind textures, you will have to uninstall (obviously).
To do that, just go into your morrowind textures folder then into the 'WA' subdirectory (...\Bethesda Softworks\Morrowind\Data Files\Textures\WA) and delete the following 15 files:

WA_Signs_Aegondo.dds
WA_Signs_AltBosara.dds
WA_Signs_Ashamul.dds
WA_Signs_BalOyra.dds
WA_Signs_BoethianMtLight.dds
WA_Signs_Darconis.dds
WA_Signs_Firewatch.dds
WA_Signs_FWViaAranyon.dds
WA_Signs_GahOuadaruhn.dds
WA_Signs_Market.dds
WA_Signs_RanyonExit.dds
WA_Signs_RanyonRuhn.dds
WA_Signs_Sarvanni.dds
WA_Signs_TelOuada.dds
WA_Signs_TOViaAranyon.dds

If you are NOT using Shacky Shacks(!) v2.0, then you should also delete the following 6 files:

WA_ShackBoard1.tga
WA_ShackBoard2.tga
WA_ShackBoard3.tga
WA_ShackBoard4.tga
WA_ShackBoard5.tga
WA_ShackBoard6.tga

Now go into your morrowind meshes folder, then the 'WA' subfolder (...\Bethesda Softworks\Morrowind\Data Files\Meshes\WA) and delete the following 15 files:

WA_Signs_Aegondo.nif
WA_Signs_AltBosara.nif
WA_Signs_Ashamul.nif
WA_Signs_BalOyra.nif
WA_Signs_BoethianMtLight.nif
WA_Signs_Darconis.nif
WA_Signs_Firewatch.nif
WA_Signs_FWViaAra.nif
WA_Signs_GahOuada.nif
WA_Signs_Market.nif
WA_Signs_RanyonExit.nif
WA_Signs_RanyonRuhn.nif
WA_Signs_Sarvanni.nif
WA_Signs_TelOuada.nif
WA_Signs_TOViaAra.nif

You may also wish to remove the files placed in the 'Alternates' folder, which will be in your Morrowind meshes folder (...\Bethesda Softworks\Morrowind\Data Files\Meshes) but I recommend that, if you aren't familiar enough with Morrowind files that you can do this without explicit guidance, you leave that directory where it is. It may well contain files from other mods, so it isn't a simple matter of just deleting it.

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5. Credit
--------------------------
First and foremost, huge thanks go to Fanchergw who tested and retested the meshes for me and who contributed a great deal to the final design of the textures.
Thanks also to Crustacean and expecially Osiris (who also tested the .esp for me) for guidance on the TR landmass.
Thanks too to all of the people who gave constructive criticism and comments in the WIP thread. It was very, very helpful and the signs wouldn't be as they are now if it wasn't for everyone helping out.

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--------------------------
6. Trivia
--------------------------
I took ages to make this mod. Ages, 'cos that's how I do things. Slowly.
I only uploaded this mod at Planet Elder Scrolls and ElricM, so if you got it elsewhere than it may not be the latest version or it may have been tampered with. I'd advise just getting it from Planet Elder Scrolls or ElricM.
A matching post for the signs will be included in the next Signy Signposts(!) release, which will have signs for the Vvardenfell landmass, so don't be too concerned about the signs not yet matching the post. If and when you install the Vvardenfell pack, the post will change accordingly on the Mainland as well.
I use the 'Dark' signs.

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--------------------------
7. Usage Stuffs
--------------------------
I can't be bothered to monitor where my stuff ends up, so use it on what you like, when you like - It'd be courteous to contact me and give credit.
You can re-upload if you wish, but I'd rather you didn't unless I disappear.

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--------------------------
8. Contact
--------------------------
You're best off contacting me at the official elderscrolls forums as Earth_Wyrm or at Great House Fliggerty as Earth Wyrm.
Comments, suggestions and the like are all welcome.

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User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Fri May 27, 2011 1:08 pm

Those look good. I think making the signs for the towns that are nearer/further from the signs larger/smaller to denote there relative distance might be a good idea. Just a thought. :D
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Wayne Cole
 
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Post » Fri May 27, 2011 7:55 pm

That is a pretty interesting idea. Hrmmm...
But I'm not sure, could look a little awkward in actual practice, a signpost with five signs all of different sizes might look strange. But I suppose that it might work to have a number of chevrons carved into the wood after the name of the town...? So, three chevrons would be far, one chevrons would be close, etc.

Nice idea, AOF. :goodjob:
Wish I were an ideas person. ^_^
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Cat
 
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Post » Fri May 27, 2011 8:23 pm

That is a pretty interesting idea. Hrmmm...
But I'm not sure, could look a little awkward in actual practice, a signpost with five signs all of different sizes might look strange. But I suppose that it might work to have a number of chevrons carved into the wood after the name of the town...? So, three chevrons would be far, one chevrons would be close, etc.

Nice idea, AOF. :goodjob:
Wish I were an ideas person. ^_^


lol anything I can do to help. :D

The chevrons idea might be good, i was just thinking at least something to denote distance would be cool. Perhaps the position of the sign top to bottom already denotes the distance???? I haven't played in a very long time..... :S
User avatar
Gen Daley
 
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Post » Fri May 27, 2011 7:44 pm

Closest town at the top would make sense. I like the idea.

This mod will be a definite download, thanks for making it.
User avatar
James Smart
 
Posts: 3362
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Post » Fri May 27, 2011 5:31 pm

Good work EW, and about time! How long has it been since you started this project?

Anyway, my only concern from those screenshots is that the wood looks very dark, almost black. It might just be the lighting in the shots.

As for the ideas of having distances on the signs, or changing the sizes and whatnot; I don't think it is practical to implement unless you went with the idea of the ordering of the sign is relative to distance. Ultimately the signs should stay as they were intended by the creators of map 1, aside from the obvious improved and varied textures :)
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bimsy
 
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Post » Fri May 27, 2011 10:40 am

Just a heads up... some MAP 1 towns have changed name, and will be called something else in the next release. Why... well some members though that some names were to bad, that a rename despite being hard and wierd to make at this point, was a better option then keep the old names.

If you wish, just click my sig and ask on our forum which names have changed.
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Dalia
 
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Post » Fri May 27, 2011 6:53 pm

Fanfas i really dont think you guys should change names of anything at this point no matter how "bad" they may be. I am sure you are going to run into alot of scripting problems and other junk. ;)
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Siobhan Wallis-McRobert
 
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Post » Fri May 27, 2011 1:39 pm

Fanfas i really dont think you guys should change names of anything at this point no matter how "bad" they may be. I am sure you are going to run into alot of scripting problems and other junk. ;)


We fix any of our own problems that show up when we fix our names. No names of towns on Map 1 changed, I don't think, but there are signs and mentions in dialogue of some Map 2 names that changed. Darconis is now Helnim, for example. Other names we changed were "Gah Ouadaruhn" and "Gah Tel". They just plain svck, and were named in 2003. Our standards have somewhat risen since then, and we try to include all aspects of the mods in those rising tides, names and titles included.
User avatar
Laura Elizabeth
 
Posts: 3454
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Post » Fri May 27, 2011 11:49 pm

Fabulous signs Earth_Wyrm! Now, if I would only spend more time playing the game...

We fix any of our own problems that show up when we fix our names. No names of towns on Map 1 changed, I don't think, but there are signs and mentions in dialogue of some Map 2 names that changed. Darconis is now Helnim, for example. Other names we changed were "Gah Ouadaruhn" and "Gah Tel". They just plain svck, and were named in 2003. Our standards have somewhat risen since then, and we try to include all aspects of the mods in those rising tides, names and titles included.

And, pray tell, which map is Gah Ouadaruhn ;)
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Juliet
 
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Post » Fri May 27, 2011 3:43 pm

It would be map 1 I believe.
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Kelly Upshall
 
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Post » Fri May 27, 2011 8:37 pm

Great looking signs, Earth Wyrm! Thanks for this! :goodjob:
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 12:12 am

No longer pending at PES, now available:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6740

Thanks for the comments everyone, and don't worry, I know about the impending name changes (or, at least, some of them). It shouldn't be a problem to update this mod when the time comes.
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Julie Ann
 
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Post » Sat May 28, 2011 12:13 am

I'm looking forward to your Vvardenfell signs. These look really nice. :goodjob:
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kyle pinchen
 
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Post » Fri May 27, 2011 8:59 pm

I'm looking forward to your Vvardenfell signs. These look really nice. :goodjob:


We're looking forward to your first trip into the Morrowind mainland, too. ;)

No longer pending at PES, now available:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6740

Thanks for the comments everyone, and don't worry, I know about the impending name changes (or, at least, some of them). It shouldn't be a problem to update this mod when the time comes.


Congratulations to the release! :)
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Lou
 
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Post » Fri May 27, 2011 1:35 pm

I'm looking forward to your Vvardenfell signs. These look really nice. :goodjob:

They shouldn't take too long, as they're mostly done.
I've just got to take the bases that I've got and make a swampy and ashy variant on them as appropriate, in order that they match their surroundings better.
I'll have to find a decent way to do this first, which will take the longest time, but once I've found a technique I'll be able to get them done in no time. :)

Congratulations to the release! :)

Thanks Osiris :)
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Harinder Ghag
 
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Post » Fri May 27, 2011 4:30 pm

@Earth Wyrm: and why not a third mod with the Vv and TR signposts .esps merged together? :)
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teeny
 
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Post » Fri May 27, 2011 7:15 pm

Beautiful! I can't wait for the Vvardenfell signs!
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Del Arte
 
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Post » Fri May 27, 2011 8:45 pm

(Going a bit on a tangent, oops.) Earth Wyrm, are you still planning an ash blasted style of sign for the ashlands rather than the gunk covered effect you strived for with the TR signs?
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BlackaneseB
 
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Post » Fri May 27, 2011 10:49 am

@Earth Wyrm: and why not a third mod with the Vv and TR signposts .esps merged together? :)

I suppose that I might as well merge the .esps, maybe I'll do so when the new version of TR comes out and I update the names of some of the signs. I'll chuck in a merged .esp with the TR signs.
For now, I might make one and just upload it at these forums. Good idea, thanks. :)

Beautiful! I can't wait for the Vvardenfell signs!

I'll do my best to get them out within a reasonable time frame. :)

(Going a bit on a tangent, oops.) Earth Wyrm, are you still planning an ash blasted style of sign for the ashlands rather than the gunk covered effect you strived for with the TR signs?

Yep, which is why there's still going to be a wait for the Vvardenfell signs - if I were to release them with the same effect, then I could release them now. As it is, I'm going to be doing a few different versions of the signs, and I'll place them according to the weather conditions of the region that they're in. Hopefully it won't be too much trouble.
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Breanna Van Dijk
 
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Post » Fri May 27, 2011 1:58 pm

Yep, which is why there's still going to be a wait for the Vvardenfell signs - if I were to release them with the same effect, then I could release them now. As it is, I'm going to be doing a few different versions of the signs, and I'll place them according to the weather conditions of the region that they're in. Hopefully it won't be too much trouble.

Sounds excellent! Take your time. :goodjob:

And well done on this release!
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Dan Scott
 
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Post » Fri May 27, 2011 5:47 pm

I suppose that I might as well merge the .esps, maybe I'll do so when the new version of TR comes out and I update the names of some of the signs. I'll chuck in a merged .esp with the TR signs.


That's very good, thank you! :)

Yep, which is why there's still going to be a wait for the Vvardenfell signs - if I were to release them with the same effect, then I could release them now. As it is, I'm going to be doing a few different versions of the signs, and I'll place them according to the weather conditions of the region that they're in. Hopefully it won't be too much trouble.


Let me just echo Crustacean on this: that's an innovative idea, take your time. ;)
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Soph
 
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Post » Fri May 27, 2011 5:37 pm

Thanks. ^_^
If there's one thing that I can be relied upon to do, it's to take my time. :D
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Flesh Tunnel
 
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Post » Fri May 27, 2011 5:01 pm

Over 100 downloads. ^_^
No real progress as of yet on the Vvardenfell signs (been otherwise occupied) other than what I've already posted, but they will be done before long. :)
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meg knight
 
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Post » Fri May 27, 2011 3:03 pm

Over 100 downloads. ^_^
No real progress as of yet on the Vvardenfell signs (been otherwise occupied) other than what I've already posted, but they will be done before long. :)


Can't wait for some new signs to guide my travels on that island... I've updated everything else, vanilla signs look so out of place! I am curious to know if you are thinking about doing Signy Signposts for TR's Map 2(and/or later maps). And also on a humorous note, do you have any mods that don't have the initials S.S.? I've seen almost half a dozen mods by you with two words that both begin with S and none that don't. :-P Is that intentional?
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Chris Cross Cabaret Man
 
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