[WIPZ] Solstheim Overhaul

Post » Fri Mar 08, 2013 5:36 pm

Why did you censore "out of"? :blink:

:tongue:

actually, i forgot to write "out of".

which is probably worse than getting "out of" censored.



So, Solstheim?! Werewolves 'n' stuff.
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The Time Car
 
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Post » Fri Mar 08, 2013 8:02 am

Creatures are been placed at the moment. New creatures are not going to be added, for the sake of compatibility and the fact that i can make a creature mod separately whenever...

I have a small hill to jazz up, and then I'm just waiting to catch the wonderful Opaik on Skype (who makes awesome interiors, everyone), and my baby will be released!
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Makenna Nomad
 
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Post » Fri Mar 08, 2013 3:00 pm

Awesome! I was going through my load-list just now (seriously, I'm still going through it) and was reminded that I had this mod active and looked at your site to remind me what it changed. Looking good wolli! And I'm looking forward to the final version!
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Karl harris
 
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Post » Fri Mar 08, 2013 5:41 am

Awesome! I was going through my load-list just now (seriously, I'm still going through it) and was reminded that I had this mod active and looked at your site to remind me what it changed. Looking good wolli! And I'm looking forward to the final version!
Where are my Kudos-Turtles?
This won't be the final version, only 2 of the regions are finished, But Opaik and I have split the remaining 2 regions (which are both much smaller than Hirstaang) between us, and a permanent release should be soon. :D (And if anyone else wants to do a little bit, I'd be happy to have more help)

Also, does anyone know much about Alchemy? Because the ingredients still need doing.
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Maria Leon
 
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Post » Fri Mar 08, 2013 7:17 am

Where are my Kudos-Turtles?
Silly me, where are my manners? Allow me to offer you :turtle: :turtle: :turtle: :turtle: kudos-turtles for all your hard labor on this awesome project Wolli. I expect a return on my investment soon :deal:

Also, does anyone know much about Alchemy? Because the ingredients still need doing.
Define, "know... about alchemy" what sort of ingredient work still needs doing? Balancing? Modeling?
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XPidgex Jefferson
 
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Post » Fri Mar 08, 2013 1:17 pm


Define, "know... about alchemy" what sort of ingredient work still needs doing? Balancing? Modeling?
Balancing, yup.
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Baby K(:
 
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Post » Fri Mar 08, 2013 7:00 am

Balancing, yup.
Heh, I'm not your man then. No experience in that department.
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Russell Davies
 
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Post » Fri Mar 08, 2013 3:37 pm

Pity, I'm going to leave the place soon, screens look so pretty...

Alchemy yes, I use that quite often and though not experienced, I'll be happy to help ;-)
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RObert loVes MOmmy
 
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Post » Fri Mar 08, 2013 8:10 am

Pity, I'm going to leave the place soon, screens look so pretty...

Alchemy yes, I use that quite often and though not experienced, I'll be happy to help ;-)
Would you be up for it if i were to send you a list of the new flora, and you could just randomly assigned different alchemical properties to each one as you see fit (IE: a plant you wish was in vanilla, etc)
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Rob
 
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Post » Fri Mar 08, 2013 2:29 pm

I saw a list of ingredients you want to have there on your page, if the list is still same. Do you have pictures of them (or idea how they would look like) and in which region they would appear? I can try to come up with properties (not randomly assigned though :biggrin:) you can start with...

Edit: OK, most of them are real with images on internet :biggrin:
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Jennifer Munroe
 
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Post » Fri Mar 08, 2013 12:38 pm

Yeah, I'm not too fond of the vanilla trees, and I also think most people will prefer those as well, since with graphic replacers, those trees stand out badly.
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Anthony Rand
 
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Post » Fri Mar 08, 2013 4:21 pm

I saw a list of ingredients you want to have there on your page, if the list is still same. Do you have pictures of them (or idea how they would look like) and in which region they would appear? I can try to come up with properties (not randomly assigned though :biggrin:) you can start with...

Edit: OK, most of them are real with images on internet :biggrin:
haha, awesome! Thanks heaps yglir. I should point out that the thissle is the most common, then the mushrooms are average, while most the others are fairly rare. Not sure if that could influence what you choose in anyway.
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James Smart
 
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Post » Fri Mar 08, 2013 10:17 am

oh, I realize that my comment as answering a question 3 pages back, sorry.
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Steeeph
 
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Post » Fri Mar 08, 2013 9:48 am

I like your work Wolli. I know I will love your overhaul once it's finished. :)
Did you check my conversion of the http://www.confrerie-des-traducteurs.fr/morrowind/mods/ressources_communes/ruines_de_bordeciel_de_momo.php ?
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David John Hunter
 
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Post » Fri Mar 08, 2013 1:45 pm

Those look nice Elterin. I was worried that you meant they were converted from the skyrim objects to Morrowind, but that page says you modeled them after it. They would look pretty good in Solstheim I would think. :)
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Janeth Valenzuela Castelo
 
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Post » Fri Mar 08, 2013 2:46 am

Elterin converted them from an Oblivion resource. Wolli's been using the resource in this project pretty much from the outset I believe.

Pretty sweet resource btw, thank you for converting Elterin ;)

edit: Usage - http://www.wollibeebee.com/uploads/7/5/1/4/7514871/8915272_orig.jpg
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Vicki Blondie
 
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Post » Fri Mar 08, 2013 5:47 pm

Yes but the one converted by Elterin are more complete (more pieces are present in the package).
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Ross
 
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Post » Fri Mar 08, 2013 7:33 am

Yes but the one converted by Elterin are more complete (more pieces are present in the package).
Completely relevant; I was just saying that Wolli's already converted the same resource for his own use. If he had found a use for the other pieces I'm sure he would have incorporated them. Honestly, I see use from the set as complements to the daedric set if retextured properly... but that might just be me :)
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lauren cleaves
 
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Post » Fri Mar 08, 2013 3:11 am

Are you tracking Skyrim's addition of Solstheim in their newest DLC? They say they are traveling back and it will be interesting to see if they stick with the original or make it different.
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Dylan Markese
 
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Post » Fri Mar 08, 2013 3:01 am

Thanks for the offer, Elterin. I got in contact with Moe long before i even began Hirstaang and you can find some of the ruin pieces in the old Moesring Mountains.
https://dl.dropbox.com/u/23627856/wl_moe%20%282%29.jpg https://dl.dropbox.com/u/23627856/wl_moe%20%283%29.jpg https://dl.dropbox.com/u/23627856/wl_moe%20%284%29.jpg
although your offer is not in vain as it looks like you have some newer pieces that i may not have, thanks!

Are you tracking Skyrim's addition of Solstheim in their newest DLC? They say they are traveling back and it will be interesting to see if they stick with the original or make it different.
We are, Okida has been doing a little lore for the project, and we have a little suspicion that we know who this Thrond from the altar of Thrond is... So expect some fore-shading to the DLC.


EDIT: Creatures and exteriors were completely finished yesterday, the last remaining interiors are just about to be done, NZdawghaus just donated a bunch of awesome tapestries for the project, Yglir is doing some Alchemy, and today I'll spiffy up the destruction of Fort Frostmoth and do some model work.

So if anyone has any suggestions, now's the time.
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Taylah Illies
 
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Post » Fri Mar 08, 2013 1:21 pm

So, will the fort be slowly repaired after the raid? And if so, what about adding some more guards - something like strenghting the crew? Just an idea. The screens look really good by the way :) And according to what I read here it should be compatible with MGSO 3.0 I guess.
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FLYBOYLEAK
 
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Post » Fri Mar 08, 2013 11:39 am

So, will the fort be slowly repaired after the raid? And if so, what about adding some more guards - something like strenghting the crew? Just an idea. The screens look really good by the way :smile: And according to what I read here it should be compatible with MGSO 3.0 I guess.
It'll work fine with MSGO, I'll cover it in my installation tutorial.

Not as much damage is done to the fort as before, and I'm no scripted, but I'll see what can be done about fixing the fort. (Although, i believe the current fort repairing mod will probably be compatible, I'll have to test.)
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Sarah Kim
 
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Post » Fri Mar 08, 2013 4:34 am

It'll work fine with MSGO, I'll cover it in my installation tutorial.

Not as much damage is done to the fort as before, and I'm no scripted, but I'll see what can be done about fixing the fort. (Although, i believe the current fort repairing mod will probably be compatible, I'll have to test.)

I really hope that you're not scripted man, admit that ur the creator of skynet!

Anyways this looks awesome, can't wait to see your work. *opens the TESAME and removes any edits to Solstheim from Rebirth* :biggrin:
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Alexander Lee
 
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Post » Fri Mar 08, 2013 3:02 pm

I really hope that you're not scripted man, admit that ur the creator of skynet!

Anyways this looks awesome, can't wait to see your work. *opens the TESAME and removes any edits to Solstheim from Rebirth* :biggrin:

Do this and one of the big NoM conflicts with your mod is gone ;)
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abi
 
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Post » Fri Mar 08, 2013 3:48 pm

I really hope that you're not scripted man, admit that ur the creator of skynet!

Anyways this looks awesome, can't wait to see your work. *opens the TESAME and removes any edits to Solstheim from Rebirth* :biggrin:

Dagoth Ur was the bad guy in terminator all this time?

I can't refute being the creator of skynet... as that's what the creator of skynet would say... poop.

Also, i'm not sure what you've added to Solstheim, but the tavern at the end of the jetty is finnneeee. Although we've both added Ma's falmer weapons... Oops/
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Heather Kush
 
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