Silgrad Tower: V3.0 Release

Post » Mon May 02, 2011 8:31 pm

A taste of Morrowind - Silgrad Tower v3.0

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The Elder Scrolls IV - Oblivion
Silgrad Tower - Release v3.0 Beta
Release Date - December 12th 2010
created by the Silgrad Tower team
http://www.silgrad.com


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Download the release version 3.0 beta files (please install the files from the 4 links into your Oblivion data folder)):
http://www.silgrad.com/ESM%20Updates/Silgrad%20Tower%20v3.0%20Version%202.7z (ESP/ESM Pair)
http://www.filefront.com/17650885/Silgrad-Tower-v3.0-Version-2.7z/

http://www.megaupload.com/?d=Z5BAQEM5 (In Game Assets)
http://uploading.com/files/eff55113/Silgrad_Tower_v3.0_RLZ.7z/

http://www.megaupload.com/?d=RB266RS8 (LOD and In Game Map)
http://www.filefront.com/17641409/Silgrad_Tower%20-%20Misc.7z

http://dl.dropbox.com/u/6665416/Silgrad_Tower%20-%20Voices.7z (Voicework)
http://www.filefront.com/17628546/Silgrad_Tower---Voices.7z/

If you want to rate our mod please check our http://www.tesnexus.com/downloads/file.php?id=37132 account.

http://img140.yfrog.com/gal.php?g=screenshot127.png

Check the following link to report bugs.


Silgrad Tower version 3.0.
Silgrad Tower is the largest Oblivion mod ever made (region map

Silgrad Tower version 3.0.
Silgrad Tower is the largest Oblivion mod ever made (region map). The size of the world is over 9 times that of Oblivion. Set east of Cyrodiil in mainland Morrowind, Silgrad Tower draws much inspiration from The Elder Scrolls 3.

The Silgrad Tower team is proud to present our Silgrad Tower v3.0 mod. With it, we hope to give players hours of entertainment as well as an impression of what our full, future release will be like. A lot of us in the team pooled together to work on the v3.0 release and we feel it represents the best of our work, ranging from quests and AI to voice work and models.

There are over 800 interior cells.

In the download you'll find a spoiler list with quest locations.
You don't have to use the list but it could help you in finding interesting locations and give you any hints you might need should you find yourself lost or unsure of what to do.

A Brief History of The Silgrad Tower Team:
The Silgrad Tower project first began in 2002. The team created a mod for Morrowind on which our Oblivion version is based heavily upon. In 3 years of work the team crafted a vibrant living world that truly lived up to the bar that Bethesda set with their game. Work on the Morrowind mod still continues to this day. If you are interested please visit our TES3 Forum.

The initial ideas for our Oblivion mod came in 2004 when Bethesda announced The Elder Scrolls 4. Work began even before the games release, with models being created, and texture being drawn. The actual modding process of the mods development began soon after Oblivions release. Over the past four years we have progressed to a stage where the mod is at a satisfactory state and we are very close to having one of our larger cities, Soluthis, fully completed. Completed towns/cities: Steadhelm, Ebbedin and Ald Nium.

Beta version.
The Silgrad Tower v3.0 mod is in the Beta stage of development, so it is still only a work-in-progress, however enough has been made for an enjoyable playing experience, as the entire landmass has been created, most of the interiors have been completed and there are many fully playable quests ready and waiting for any adventurous player to find and complete. But, since it is far from a final release, there is still very much work to be done, for example in Silgrad City itself and the wilderness and its dungeons and, as always, in the voice acting department.

Silgrad City (WiP).
Silgrad City Riverside District has two sections Southeast and Northwest. There are an assortment of shops within each section. The shops sell everything from food and potions to weapons. There are also a number of pubs in the area. The Hlaalu guard patrols here so be on your best behavior.

The Riverside District is located within the outer protective walls and surrounded by the Riverside Pathway. The Pathway is a garden style area which gives one access to other districts in the city.

Forgotten Garden (over 5600 downloads).
As you may know we released a teaser mod over a year ago (it's part of the v3.0 release). "The Forgotten Garden" offers new lands to explore, several fully voiced, unique characters and hundreds of new, handmade models. You'll get to explore new dungeons and work your way through new quests, and may even find yourself the owner of an estate with plenty of storage capabilities. Once you enter Morrowind, you'll notice many differences from Cyrodiil... pay keen attention to the rumors to learn the lay of this new land. It's part of our Silgrad Tower v3.0 release.
Additional info.

Images:
Road to the Forgotten Garden | The Garden Entrance | A statue watches the Garden | Waterfalls | The Garden has many plants | A lightpost along the path | Docks 1 | Docks 2 | The fisherman's shack | A road in the Bitter Coast | Garden Pathway | Bridges | Crossing a bridge at sunset | Gazebo on the hill | The Guard on Patrol | Folkbjorn enjoying the garden Augurio in his Redoran-style home | Distant View of the Forgotten Garden | Looking towards the Mainland (from Saenus' shack) | Looking towards the Mainland (from outside the Gazebo) |Path to the Tomb | Ancestral Tomb | Undead Attack | Creepy Cave | The Garden at Night | Generated Mountain | View from Inside the Gazebo|North Rocky Region|North East Region. Latrys Island|The Steadhelm bridge. A huge bridge west of Steadhelm|
A concept map|Silgrad Hills|Ashunor Valley a relatively pleasant region| Soluthis Grassy Oak Region|Deepen Meadows, safe, cosy woodland|Low levelled adventurers should steer clear of the forgotten forest|The Steadhelm region lays untouched by civilisation, or at least some areas do.|


Voice Samples:
These videos may have some echo created when making the samples. The echo is not heard in game.
Conversation with Ra'Vandra
Conversation with Ridam Uvirith
Conversation with Augurio

Videos:
Silgrad Tower: The Forgotten Garden

Premise to the Forgotten Garden also available as a separate download.
Long ago, Dark Elves belonging to Great House Redoran settled on a peaceful, green island that would one day become the most beautiful garden in all of Morrowind. On that island grew mysterious and exotic plants, unlike any others that dotted the vast and diverse landscapes of Tamriel. However, Redoran is a warrior society, not a society of gardeners, and they eventually left the island in search of land suitable for sustaining war. The garden was all but a forgotten legend just a few years later.

A few decades ago Lord Tadanil Balothan of the Redoran Council rediscovered the island, along with all of its natural mysteries. He founded a settlement, and named it
The Forgotten Garden. Under his leadership the settlement returned the island to its former glory. Settlers, and even some guilds, are hearing word about the many wonders that surround this garden.

However, the Garden is facing a threat. With Lord Tadanil's recent passing, local bandits are on the rise. Rumours are spreading that the settlement will soon fall to ruins, with the garden left to quietly waste away...


How to install Silgrad Tower v3.0.
Extract the contents of the downloaded archive to your Oblivion\Data folder. Then start Oblivion, tick Oblivion.esm and Silgrad_Tower.esm and Silgrad_Tower.esp, and you can start playing the mod. You'll get a journal entry shortly afterwards. Follow the clues in the entry to begin your journey. NOTE: The transportation spell only works outside city walls and when you're not in combat.

The esm/esp pair is load order independent.


To uninstall, simply delete the following files from your Oblivion\Data folder:
Silgrad_Tower.esm
Silgrad_Tower.esp
Silgrad_Tower.bsa
Silgrad_Tower - Misc.bsa
Silgrad_Tower - Voices.bsa

Also open the Oblivion\Data\Music folder and delete the Silgrad folder.


Known issues
A medium to high-end computer is recommended.

Some players reported a problem with the teleport spell, cause unknown.
If so, please use the console and type "coc w0".

If you use the Knights of the Nine add-on you'll hear a few rumors from it within ST worldspaces. All other rumors from the game have been disabled while you are in ST worldspaces. Rumors from Oblivion and other mods will still be heard outside of ST worldspaces. Since our mod does not alter anything related to Oblivion there should be no other compatibility issues.

The outer height map quads are WiP (Velothi mountains, not generated), the same applies to the Ferry system, the road to Morrowind including the seamless transition, Silgrad city South and Veranis Hall. If you see a Map marker location with a WiP extension, it means that the interior isn't finished or only the entrance can be visited.The in-game map is WiP.


Interested in joining the team?
Terrific! Check out our introduction for more information on how to join. The process isn't very formal, highlighted by the part in the introduction that half-jokingly says "Claim first, ask questions later." It's not as chaotic as that might imply, but it's true that we sort out most things by talking about them. Plus there's no substitute for personal experience. I'm sure you could stare yourself blind at our claim threads and still not get as good an impression of what one of our overall mod's cities is like as you could by checking it out in the Construction Set to see how it hangs together.

We're always excited to greet new members, so check out the article and then head on over to our forum so we can get to know you! :)

FAQ
1. When will Silgrad Tower be finished?
We don't have a deadline we're working against, preferring instead to maintain a healthy level of fun by modding at our own pace and often doing jobs on the side within our mod that might not count towards our goals for release, but are just plain fun to do. We'll release when the regions are generated, our cities have reached a highly playable state and there are roads connecting our towns and larger villages. Naturally we will continue working after we've released, and add more and more content to our mod throughout Oblivion's lifespan.

Please check our forum for news of our full release, Silgrad Tower v3.0 [WIP].

2. Why don't you just use TES3 models?
It's illegal to distribute Bethesda's models and other assets, meaning that if we ripped TES3 models we would be regarded as an illegal mod and couldn't operate on ESF and other crucial places. We're in it for the long haul, and some of us are already looking forward to an eventual fifth Elder Scrolls game which makes it even more important that we have a firm platform to stand on that doesn't compromise Bethesda's copyrights in any way. Besides that consideration the models in TES3 were highly optimized, to make them run on a mid-range computer in 2002, and would have needed extensive work on them just to bring them up to technical par with what you'd expect from Oblivion. For an experienced modeller, editing an old model in that way and making it look good is usually more work than creating it from scratch.

3. Are you modding Vvardenfell?
No, we are modding a region of the Morrowind Province's mainland situated west of Vvardenfell. This release is a preview of that work.

4. Will you make the whole Morrowind Province?
Perhaps we will expand our landmass in the future as the existing region gets completed, but modding the whole Morrowind Province is not our goal. Our goal is to make the part that we DO mod the best we possibly can.

5. What does the term "Dunmer" mean?
"Dunmer" is the name dark elves prefer to call themselves. The term "dark elf" is an Imperial invention.

6. What does the term "Redoran" mean?
To say it succinctly, it is a political power in the Morrowind Province who controls the western-most sliver of the Province. More information on them can be found on wikipedia.

7. Can I use your models/textures in my mod?
The short answer is no. The longer answer is that if you want to use something *specific* then please contact The Imperial Dragon or Sandor (sandor@silgrad.com or TheImperialDragon@silgrad.com) because you might be allowed to use it. An example is Tarnsman, who was granted personal permission to use the ingredient meshes in his "Morrowind Ingredients" mod.

Breaking our right to exclusivitivity would be a copyright violation and only result in locked threads/deleted uploads for you and tighter privacy arrangements for us. Given that a lot of modellers share their work freely as modders' resources there's no apparant reason why anyone would want to take our stuff; the only reason one can think of is if they are pursuing the same ideas we are - that of recreating the Morrowind Province. They would be welcome to do so, because a little healthy competition is just a good thing, but to try and do so using our own models and textures against us is unfair.

If someone wants to use our assets we would like them to become part of the team instead. We have a history of giving a wide berth to modders who come to us and wants to work together with us on their own pet projects, and they enjoy substantial freedom in the framework of the Silgrad Tower team. Not to mention access to helpful teammembers whom holds expertise in a wide area of the realm of modding, and whom all work towards the same goal. That's what is so great about being in a team, there's always someone there who knows more than you do about something who can help you out when you get stuck, and you may know more about something than he does, and so everyone has a good time and gets to see their creative dreams fulfilled in our massive, sprawling lands. The writer of this very readme was in the same place a few years ago as any new modder in the team is. I'm still here, and having more fun than ever. Give our team a chance and I'm sure it will grow on you the same way it has on me.

Internal credits
The Core team, honorary members, ST modders, inactive ST modders and everyone who participated.

External credits
Mr Siika for his resource packs e.g. cliffs, seagulls, chickens and fishing boat.
Kafeid for the Elegant Vests resource.
someone1074 for the capes & cloaks resource.
Ghogiel for the Bonemold armor, as well as Cryo and Shmbling_Horde for their Bonemold helmets.
Grimdeath, B3w4r3, Martigen, Syko Fox, Cryo, Mdogger, Xmarksthespot, Cryonaut, Orix, Renzeekin, and Grimenir for their Lore Creatures Expansion pack.
Prometheus for the statue set 'Prom' some of which adorn the Forgotten Garden.
Phitt for his help in greatly improving the FPS issue in the Forgotten Garden 2.0 beta release. Phitt for his Dwemer and Daedric tileset.
Please check our website for a full and up-to-date list of credits.

Special thanks to Koniption for her work on the lift, the Dres Scuttler the jellyfish; nick_op for his technical work on the LCE creatures and farm animals, and for animating the seagulls; and The Modax Jago for his work on the mesh and texture for the Kwama forager as well as nick_op for his skeleton, rigging, animations and SACarrow for his sounds and getting textures for two different UV maps working together as one on the Kwama forager. We would also like to thank Bethesda for making Oblivion, the makers and contributors of TES4Gecko for providing the ultimate modding tool, the makers of TES4Edit, TES4Files, and the makers of NifSkope for creating the perfect application for NIF-related work.

Contact
If you have questions regarding our mod, please [src="http://forum.silgrad.com/"]post them on our forum and a team member will answer you promptly.


Most of all, hope you enjoy the mod! :smile:
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Tue May 03, 2011 3:48 am

Downloading now! Can't wait to see it.
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gemma
 
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Post » Mon May 02, 2011 8:52 pm

Hope you enjoy it. :yes: I am going to play it myself now (So busy updating threads)
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Eve(G)
 
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Post » Tue May 03, 2011 6:25 am

Downloading now. I love me some Morrowind. :cool:
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Shirley BEltran
 
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Post » Tue May 03, 2011 4:53 am

themythofstrider!

I loved Vvardenfell Imports! :drool:

Hope you enjoy the mods too.
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Claire
 
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Post » Tue May 03, 2011 6:18 am

Awesome, downloading now.
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Karine laverre
 
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Post » Mon May 02, 2011 11:45 pm

This is going to be a great addition! INSTANTDL
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Alisha Clarke
 
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Post » Mon May 02, 2011 11:17 pm

Anyone else having a problem with the first download link?
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Noely Ulloa
 
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Post » Tue May 03, 2011 10:38 am

Anyone else having a problem with the first download link?


Same here.

Oops! (509)
This account's public links are generating too much traffic and have been temporarily disabled!

Can anyone put it in a mirror?
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Lauren Dale
 
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Joined: Tue Jul 04, 2006 8:57 am

Post » Mon May 02, 2011 9:52 pm

Same here.

Oops! (509)
This account's public links are generating too much traffic and have been temporarily disabled!

Can anyone put it in a mirror?

Sorry for the delay.

http://www.filefront.com/17642341/Silgrad-Tower-v3.0.7z/%5B/URL
User avatar
Eoh
 
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Post » Tue May 03, 2011 12:02 am

The board won't let me add the mirror to the download link.
Whats up with that.
It says: You do not have permission to complete this action.
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Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Mon May 02, 2011 9:52 pm

Downloading as I type.

Can't wait to see it in action!

Outstanding work!!! :celebration:
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Iain Lamb
 
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Post » Mon May 02, 2011 9:07 pm

Hope you enjoy it. :smile:
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yessenia hermosillo
 
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Post » Tue May 03, 2011 11:49 am

Sweet! Glad to see so many downloads!
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Jessica Thomson
 
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Post » Mon May 02, 2011 9:43 pm

I've been waiting for this for years!
Thanks guys, you really made my day!
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Melung Chan
 
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Post » Tue May 03, 2011 2:12 am

The board won't let me add the mirror to the download link.
Whats up with that.
It says: You do not have permission to complete this action.



It does that sometimes. You should be able to if you close the window or tab and open the thread again.
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Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Mon May 02, 2011 9:40 pm

Most excellent! Will download this right away and hopefully my computer can manage that I add it to my already heavily modded game. That leads me to the question: Will this mod further slow down an already heavily modded game? Considering it's all in a new worldspace and thus in theory should have no impact on the rest, but I'd rather make sure so I know if I should try it out in a seperate install or with my current install.

Oh, and thank you very much for this!
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Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Mon May 02, 2011 10:10 pm

WOW..this mod is Awe-inspiring. I can not believe how massive the world space is. Just a few questions, when i tried to travel east from Cheydinhal into Morrowind, the new landmass didn't appear, just the empty forest. Also I noticed a few floating rock formations in the area northwest of The Forgotten Garden. Regardless, i have to say this is probably one of the best oblivion landmass additions I've played, even though I've only made may way through about 10% of it. :foodndrink:
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Katy Hogben
 
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Post » Tue May 03, 2011 9:28 am

I had no idea this was still in the works. Nice!
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Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Mon May 02, 2011 7:35 pm

Most excellent! Will download this right away and hopefully my computer can manage that I add it to my already heavily modded game. That leads me to the question: Will this mod further slow down an already heavily modded game? Considering it's all in a new worldspace and thus in theory should have no impact on the rest, but I'd rather make sure so I know if I should try it out in a seperate install or with my current install.

Oh, and thank you very much for this!


I would agree with your statement of Silgrad Tower being it's own worldspace and should have no added effect on your system.

Merry Christmas
Zurke
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Shae Munro
 
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Joined: Fri Feb 23, 2007 11:32 am

Post » Mon May 02, 2011 7:36 pm

Oh wow, a release? I was stalking the beyond cyrodiil projects for so long, the main project really took me by a pleasant surprise. Okay, lets check it out! I've been craving new lands to travers anyway. :happy:
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Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Tue May 03, 2011 6:55 am

WOW..this mod is Awe-inspiring. I can not believe how massive the world space is. Just a few questions, when i tried to travel east from Cheydinhal into Morrowind, the new landmass didn't appear, just the empty forest. Also I noticed a few floating rock formations in the area northwest of The Forgotten Garden. Regardless, i have to say this is probably one of the best oblivion landmass additions I've played, even though I've only made may way through about 10% of it. :foodndrink:


Right now the only way of getting to Morrowind is by teleportation scroll (you should get a journal entry soon after starting with this mod loaded, it'll explain how to get started).

Indeed, it has taken a long time to get this far. :D
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roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Tue May 03, 2011 1:56 am

I've dusted of my old oblivion game just to try this out, knowing fully well my PC really can't handle it. I bravely stepped into my lagging game and went towards Morrowind. I don't have the patience to go exploring alot on this old pc, so I fast traveled around the map markers that were present. When I arrived at Soluthis city I was stunned. I felt back in the old Morrowind game. Wonderfull architecture (both interior + exterior) combined with the flora and fauna was great. Seeing the old bonemold armor again brought me great joy. In my short visit I saw alot great armors and clothing coming by. When exploring reich parkeep castle I trespassed a watch tower and got spotted, I choose to pay the fine, this sent me to the town of Ebbedin (Is this supposed to happen??) giving me the opportunity to visit that town. This gave more great architecture to enjoy. Steadhelm however game me a bit to much stutter, so I decided to quit for today.

I've had a look at the map, and it really is huge. This must be one of the best mods ever released, even in beta release.

I can't wait to play this mod on my soon to come new PC, from what I've seen up to now you really did a great job. I've been following you a bit on your forums, and you've got my support ^^.
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Baby K(:
 
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Post » Tue May 03, 2011 11:22 am

Thanks for the great review dutchman132 :)

We are very happy you like it. We have had great fun modding for Silgrad Tower.

Merry Christmas
Zurke
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GPMG
 
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Post » Tue May 03, 2011 7:36 am

Thankyou everyone for the good feedback. It makes me very happy to know people are enjoying it greatly.
We will continue to update this mod up until Skyrims release.
Coming Soon...
You will be able to walk from Cyrodiil into Morrowind through a mountain pass near Cheydinhal. We will also be adding content and fixing stuff etc. etc.
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c.o.s.m.o
 
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