[BETA-RELZ] Solstheim Castle: a tribute v. 0.99

Post » Mon Jul 22, 2013 6:33 pm

What?

User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Mon Jul 22, 2013 9:17 pm

Presumably he means that you are the only person who gets the thumbnail-only view. Everyone else sees a mid-sized picture in the regular view, and a full-screen view when clicking through as my linked pics in the 8th May post.

User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Mon Jul 22, 2013 11:35 am

Your link in the 8th May post is the one I used for the second screen shot in mt 9th May post. :tongue:

However, It seems to be an issue with Chrome. I opened the link using Explorer and it was fine. :thumbsup:

User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Mon Jul 22, 2013 10:58 pm

Glad you got to the bottom of it.

Just an update: I've been working on the floating 'Varldshav Village'. I've made Davie's Locker (a tavern aboard the boat - not quite as upmarket as Korana's original, but times being what they are and all that!), and there's a dormitory for the rest of the inhabitants. I'll now finish off the on-deck market.

I've also made a balcony on the castle, which replaces the deck area in Korana's mod: a place for watching the world go by. It's a sort of outdoor-indoor room, half of it under shelter, with the firepit (as in Korana's mod) and plenty of seating. The unsheltered part has a staircase, at the top of which is an observation point overlooking the sea. There's also a little mini roof-garden bit.

Following that, I'll have to make the courtyard housing the stables, smith and other buildings.

User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Mon Jul 22, 2013 6:07 pm

I havent played MW in such a long time and most especially havent played Koranas mods even longer but I do have a few questions.

Koranas castle faced West (again if I remember correctly) and had a large courtyard built around it, one gate facing the docks and one gate opening to the north. Are you looking about expanding northwards because I always thought it was rather unnecessary.
Also considering the amount of NPCs in that mod (a pirate captain comes to mind) will you be adding them as well?

User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Mon Jul 22, 2013 10:55 am

As I explained earlier in the thread, the "footprint" of the mod was too big to be viable - Bethesda have added in an extra island (Horker Island) and a Dwemer ruin where Solstheim Castle should be, so it's actually impossible to have it in the right place. It's now slightly northeast of its proper location, just beyond the invisible barriers (which you have to switch off in the .ini).

There is still one gate opening the docks and one the opposite side, but they now lead directly to the castle with (almost) no surrounding land, just like the real life castle, Bodiam. Instead of the expanse of land surrounding the castle, there will now be a small interior-as-exterior courtyard, and the "village" is now aboard a ship.

Since Skyrim is 200 years after Morrowind, there won't be the same NPCs as in the original mod. The captain's chamber is now a nursery, and there will be a different Khajiit maid (perhaps the original's grand-daughter?). There will be plenty of NPCs in the castle, but I will add these in last.

User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Mon Jul 22, 2013 2:20 pm

Your player homes are always the best. The Royal Pavilion is amazing :D

I'm definitely looking forward to this :)

User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Tue Jul 23, 2013 1:02 am

Thanks!

Uhhh ... I kind of went back on myself: I realised that it wouldn't be Solstheim Castle without Ripplewood Grove. So I've built it in an interior-as-exterior cell - the courtyard is considerably smaller than in Korana's mod, and uses the Dawnguard castle courtyard piece. Instead of completely surrounding the castle, you step off the boat onto a bridge and then directly into the castle. You then exit the castle through the kitchen to the courtyard (leading to barracks, guard towers, etc.) and then through another exit in the courtyard to Ripplewood Grove, which is now walled in by the same courtyard tilepiece. Again, it's smaller but keeps the general idea of the place. There is, of course, Brondolf Barrow, if you'd like to pay your respects to the previous owner.

Again, I'm keeping the quest out of it, on the assumption that you're either the 200-year-old owner who solved the riddle in Korana's mod, or their heir.

User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Mon Jul 22, 2013 11:50 am

As a slight concession to questing, I've put a non-respawning undead foe in the secret dungeon bit. It just didn't seem right not to have one, and the lighting should be a dead giveaway that it's a "danger zone" before you get anywhere near the fight.

I've added in a small new room - the cellar (now part of the South Wall) has a little room leading off it that is your treasury - it is filled with gold and glittery things and ingots, etc. The barred door can only be opened with the key, which is hidden somewhere in the castle.

Talking of hidden, I did finally find the sort of 'hidden door' I'd been looking for all along - a section of wall that opens out - so there are three such hidden entrances: one to the upper study (no longer part of the master suite, so the lady of the house can also enjoy it); one to the vampire quarters and finally to the secret necromancer's dungeon.

As an additional easter egg (and to keep my interest going in this very long-term project), I've decided to make most of the NPCs resemble characters from Game of Thrones. This will inevitably be with varying degrees of success due to the limitations of the CK (the resemblance to Jaime is tenuous at best, and the kids are generic, though in the editor Danaerys looks absolutely spot on - haven't seen her in game yet). Obviously I'm not calling them Game of Thrones names, because that would be too distracting, but it can be a bit of fun if you're a fan of the show working out who each is supposed to be.

User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Mon Jul 22, 2013 4:48 pm

That sounds very exciting indeed. :clap: It sparks memories of the undead boss in the bowels of Battlehorn castle form Oblivion.

Your talented efforts are greatly appreciated. :thumbsup:

User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Mon Jul 22, 2013 3:22 pm

I'm going to upload this as a beta this morning: the castle is functionally complete, though I still need to add all the NPCs (only half-a-dozen or so are currently included), optimize the cells, finalise some of the navmeshes, etc. etc. The NPCs only have generic packages, if at all, so all that needs to be done - in other words, there's still a mountain of work to do.

Meanwhile, you can be running amok and letting me know what needs fixing, any glitches or errors that need fixing, etc.

User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Mon Jul 22, 2013 8:16 pm

Beta uploaded: http://skyrim.nexusmods.com/mods/36786//?

User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Mon Jul 22, 2013 7:33 pm

:bunny: :bunny:

User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Mon Jul 22, 2013 10:38 am

Well Done!

User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Mon Jul 22, 2013 10:32 pm

Thanks - btw I'm aware of the collision issue blocking the exit to the greenhouse (you have to toggle collision off ('tcl' in the console) to activate the door. I'll fix that next update.

Otherwise, the only reported bugs so far seem to be people failing to disable their borders before using the mod. :)

User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Mon Jul 22, 2013 12:07 pm

Congrads on the release.

My current character is still quite a ways away from making it across the big pond to Solstheim. None the less, I will be downloading soon enough. It really looks amazing.

Great job, indeed.

User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Mon Jul 22, 2013 4:16 pm

Princess- I had a super strange bug, in the Master bedroom there was a sewer grate to "sigmus septimus".

Another observation is that in the display room, Vilja opens each of the center large display cases, even though they are empty. Probably just looking for her next sweet roll or something.

Fantastic work thus far! Definitely takes me back to the morrowind/Korana version!
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Mon Jul 22, 2013 7:33 pm

How to disable borders?

User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Mon Jul 22, 2013 8:51 pm

From the mod description page...

User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Mon Jul 22, 2013 12:15 pm

Wow, that is strange! I certainly haven't altered any cells called sigmus septimus, so I'll have to investigate and check - and perhaps seek help, since doors can do strange things.

:edit: Found it, tried and failed to fix it. Help topic here:

http://www.gamesas.com/topic/1462183-help-dirty-doorportal-ref-please-can-you-help/

User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Mon Jul 22, 2013 5:04 pm

New version 0.98 uploaded

http://skyrim.nexusmods.com/mods/36786//?

==================
Known Issues:
==================

- Exterior navmeshes incomplete/missing
- NPC AI packages to be finalised
- Castle still rather empty of people (more NPCs to be added)
- All interior navmeshes to be checked and finalised
- Room/portal optimization incomplete
- Counter marker in Merchant Hall needs moving
- Backgrounds to be written for other NPCs

==================
Changelog:
==================

08/06/13 : version 0.98 beta release:
- "Floating door" in master bedroom removed
- Some NPCs added
- Greenhouse door moved

02/06/13 : version 0.96 beta release

User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Mon Jul 22, 2013 1:05 pm

Wow thanks!

Solsthiem Castle has always been my favorite house mod in Morrowind. I loved all of Korana's mods, and this is a worthy tribute.

User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Mon Jul 22, 2013 9:20 pm

Having been bitten by one too many navmesh issues, I'll wait until that's complete to dl, or go to Solstheim.

Good Work!

User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Mon Jul 22, 2013 3:56 pm

I'm working on the navmesh now. I've put in all the NPCs, so the next update will be NPCS + Navmesh, so that the release update will be room optimization and schedules (they're currently using DefaultSandbox packages).

Are there any further issues I need to be aware of? I've literally only had two bugs reported: the greenhouse door and the 'floating' door in the bedroom. Is my mod really as flawless as all that? ;)

User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Mon Jul 22, 2013 12:40 pm

It looks like it is coming along very nicely. Great job on this.

User avatar
Roberta Obrien
 
Posts: 3499
Joined: Tue Oct 23, 2007 1:43 pm

PreviousNext

Return to V - Skyrim