[WIPZ] Solstheim Overhaul

Post » Fri Mar 08, 2013 7:41 am

Rather than re-opening the last one, freddo suggested making a new one... which is not a bad thing because the last one was out-dated.

Introduction:
This mod is all about recreating the island of solstheim, not much else to say really.

progress:
so far, moesring has been finished, though i plan on remaking it with some of the new meshes i've created for the project, Hirstaang Forest is just about done - more than a half complete ATM.

features:
Creatures:

Spoiler
Antares' Treant
Antares' Troll
Antares' Deathlord
Sea Serpent
Bat
Seagull
Robin
Sparrows
Deers - 3
rabbit
Shark
moose
squirrel
spider
Riekling - Variations
Draugr - variations
all creatures are being added to level lists.

Flora:
Spoiler
Thistle
EmeticRussula
Boglilly
Flax
Green Stain Mushroom
Hogwort
Ladies Mantle
Lavender
Lilly
Moonflower
Motherwort
Redwort
Summer Bolete
Swamp Pansy
Amania

-Repair items in fort frostmoth
-fort frostmoth no longer gets completely destroyed by wolf's claws...



http://www.wollibeebee.com/solstheim-overhaul.html

http://www.gamesas.com/index.php?/topic/1202653-wipz-wollis-solstheim-overhaul/

progress:
hirstaang 50%
Fort Frostmoth 50% (needs interiors
Moesring 100%
falsaad 10%
barrows -meh-



-wolli
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MatthewJontully
 
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Post » Fri Mar 08, 2013 6:29 pm

Is Anteres Treant similar to this http://mw.modhistory.com/content/screenshots/c05dcabc09e04633.jpg?

If you're interested there is some http://mw.modhistory.com/search-au-Captain+Zaltan on http://mw.modhistory.com/download-55 that you can use for your mod.

Are you referring to the same flower Flax there is in Oblivion?
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Sophie Morrell
 
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Post » Fri Mar 08, 2013 11:04 am

Yay :D - its back :P

looking through your flora i am thinking that you shouldnt include Monkshood - its from the same species as wolsbane (monkshood is often also called wolfsbane) and as we aleady have wolfsbane ;)

I dunno, it would make sense to ahve other genetic branches of the same speices but given the unique quality of wolsbane in loodmoon perhaps you could offeer soem ingsame lore or something - have monks hood as a common variety?
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Guinevere Wood
 
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Post » Fri Mar 08, 2013 12:03 pm

Good work, screenshhots look awesome, thoough I think that real life creatures in morrowind sort of spoil the experience,.
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louise tagg
 
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Post » Fri Mar 08, 2013 2:41 am

Ohhai Wolli!
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Brian LeHury
 
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Post » Fri Mar 08, 2013 8:47 am

Really nice, now I won't have to redo Solstheim too :P

Mournhold left for me though.. :toughninja:
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luis ortiz
 
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Post » Fri Mar 08, 2013 6:48 am

ohai scamp!

MA: didn't know about the monkshood been the same, the mesh is very, very different. i'll probably rename it now ;).

Trancemaster: I was looking at mournhold the other day -just messing around with it- looks hard to remake...! :bolt: wonder what you come up with ;)

Leonardo: No, i looked at that one but didn't like it so much. and i've found heaps of stuff at MMH, thanks team. :D
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Danial Zachery
 
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Post » Fri Mar 08, 2013 8:06 am

https://www.dropbox.com/gallery/23627856/1/Solstheim?h=c7b885

exterior work has almost come to and end, and then it'll just be interiors to do.

so anyone got any requests? perhaps i bug you want fixing? or something that annoyed you? for example: bladecom asked me to give the fort frostmoth smith repair hammers so that he could buy them, as bladecom was frustrated that he could only get them in ravenrock and skaal. (something along those lines).
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lilmissparty
 
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Post » Fri Mar 08, 2013 7:21 am

Only thing that pops into my head right now would be make it so Fort Frostmoth will become repaired eventually after it gets damaged. Maybe also check and see what services are lacking on Solstheim and add new npc's to provide them - I remember hearing that some were lacking, but I don't remember what they were.
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Clea Jamerson
 
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Post » Fri Mar 08, 2013 1:22 pm

Only thing that pops into my head right now would be make it so Fort Frostmoth will become repaired eventually after it gets damaged. Maybe also check and see what services are lacking on Solstheim and add new npc's to provide them - I remember hearing that some were lacking, but I don't remember what they were.
This I agree will need to go in.

you've made a lot of changes wolli so I am not sure if the two frostmoth repair mods out there would be compatible - if not defo look at trying to include it in your mod :)
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George PUluse
 
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Post » Fri Mar 08, 2013 4:26 pm

I like your mod, Wolli :clap: Glad to have you in the Cyrodiil team.
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Kristian Perez
 
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Post » Fri Mar 08, 2013 3:56 am

Only thing that pops into my head right now would be make it so Fort Frostmoth will become repaired eventually after it gets damaged. Maybe also check and see what services are lacking on Solstheim and add new npc's to provide them - I remember hearing that some were lacking, but I don't remember what they were.

I actually think that damage should be revamped completely. Seriously, how the hell did a bunch of werewolves knock down fortified stone walls? If someone had told me ahead of time, you know what I would've been expecting to come back to? Piles of dead soldiers, pieces of destroyed armor, claw marks, destroyed furniture, and bloodstains. Everywhere, especially inside, where the werewolves went to capture Captain Carius. You know the fight had to have gotten bloodier once the Hounds breached the interior of the curtain. When you go in there, nearly everyone should be dead, tore up by werewolves.

And how did any of them fight those werewolves without becoming one themselves? That should be worked in somehow, maybe have the player be tasked with putting the person out of their misery, or perhaps the NPC runs off and the player can either go find them, or risk running into them later when they're gotten the hang of turning furry and scary at night.

You know what? I think I'm going to re-write the entire Bloodmoon MQ, see if anybody's interested in doing it. I don't know that I want to do it myself (have a lot of projects as it is), but I definitely have ideas on how it could be improved dramatically.
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Zach Hunter
 
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Post » Fri Mar 08, 2013 12:47 pm

Only thing that pops into my head right now would be make it so Fort Frostmoth will become repaired eventually after it gets damaged. Maybe also check and see what services are lacking on Solstheim and add new npc's to provide them - I remember hearing that some were lacking, but I don't remember what they were.
There is a mod called Frostmoth Repaired by Talthybius that does this. Haven't used it, so I don't know how well it works or if its a gradual rebuild or an instant fix. But I have it in my "Maybe" folder for the new game I'm trying to set up. To be honest, I've never gotten that far in the game... :whistling:

LINK:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4704

Can't be too bad, I guess. It rates a 10. And it appears to be a gradual rebuild, since it has scaffolding in it. Guess I'll move this to my Yes folder.
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Brian LeHury
 
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Post » Fri Mar 08, 2013 1:23 pm

I actually think that damage should be revamped completely. Seriously, how the hell did a bunch of werewolves knock down fortified stone walls? If someone had told me ahead of time, you know what I would've been expecting to come back to? Piles of dead soldiers, pieces of destroyed armor, claw marks, destroyed furniture, and bloodstains. Everywhere, especially inside, where the werewolves went to capture Captain Carius. You know the fight had to have gotten bloodier once the Hounds breached the interior of the curtain. When you go in there, nearly everyone should be dead, tore up by werewolves.

And how did any of them fight those werewolves without becoming one themselves? That should be worked in somehow, maybe have the player be tasked with putting the person out of their misery, or perhaps the NPC runs off and the player can either go find them, or risk running into them later when they're gotten the hang of turning furry and scary at night.

You know what? I think I'm going to re-write the entire Bloodmoon MQ, see if anybody's interested in doing it. I don't know that I want to do it myself (have a lot of projects as it is), but I definitely have ideas on how it could be improved dramatically.
Those are great and much more realistic ideas, Architect. I wonder if they would work with Wollibeebee's project.

I noticed there are not a lot of trees in your screenshots, Wolli. Is that because you're leaving room so that Vurt's trees will fit in and not clip any of the ones you've placed?
This will still be NOM and COM compatible, right?
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Nick Tyler
 
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Post » Fri Mar 08, 2013 7:29 am

Those are great and much more realistic ideas, Architect. I wonder if they would work with Wollibeebee's project.

Thanks. Depends upon what I come up with for the quests, I have a tendency to go overboard. :P

I noticed there are not a lot of trees in your screenshots, Wolli. Is that because you're leaving room so that Vurt's trees will fit in and not clip any of the ones you've placed?

I've seen that he's working on some Solstheim trees, I suppose that has something to do with it.
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SUck MYdIck
 
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Post » Fri Mar 08, 2013 5:13 am

I actually think that damage should be revamped completely. Seriously, how the hell did a bunch of werewolves knock down fortified stone walls? If someone had told me ahead of time, you know what I would've been expecting to come back to? Piles of dead soldiers, pieces of destroyed armor, claw marks, destroyed furniture, and bloodstains. Everywhere, especially inside, where the werewolves went to capture Captain Carius. You know the fight had to have gotten bloodier once the Hounds breached the interior of the curtain. When you go in there, nearly everyone should be dead, tore up by werewolves.And how did any of them fight those werewolves without becoming one themselves? That should be worked in somehow, maybe have the player be tasked with putting the person out of their misery, or perhaps the NPC runs off and the player can either go find them, or risk running into them later when they're gotten the hang of turning furry and scary at night.You know what? I think I'm going to re-write the entire Bloodmoon MQ, see if anybody's interested in doing it. I don't know that I want to do it myself (have a lot of projects as it is), but I definitely have ideas on how it could be improved dramatically.
agreed, think i'll make some new activators that appear after the fight. i'm sure i can get some decals somewhere. Also, how about making it so that the fort doesn't get it's walls blown to pieces? just gates... doors... couple of bricks here and there, etc.

Those are great and much more realistic ideas, Architect. I wonder if they would work with Wollibeebee's project. I noticed there are not a lot of trees in your screenshots, Wolli. Is that because you're leaving room so that Vurt's trees will fit in and not clip any of the ones you've placed? This will still be NOM and COM compatible, right?
what screens? cause if it's the mountain screens; i haven't started working on falsaad.
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Peter lopez
 
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Post » Fri Mar 08, 2013 6:45 pm

agreed, think i'll make some new activators that appear after the fight. i'm sure i can get some decals somewhere. Also, how about making it so that the fort doesn't get it's walls blown to pieces? just gates... doors... couple of bricks here and there, etc.

There should definitely be some doors torn off their hinges. As an aside, I think Frostmoth should have some gates at the two archways leading into it, which of course get demolished by the werewolves.

I'll let you know when I think I've got a real solid set of plans for the rest of the MQ, see what all can be incorporated into what you're doing.
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David John Hunter
 
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Post » Fri Mar 08, 2013 4:25 am

I actually think that damage should be revamped completely. Seriously, how the hell did a bunch of werewolves knock down fortified stone walls? If someone had told me ahead of time, you know what I would've been expecting to come back to? Piles of dead soldiers, pieces of destroyed armor, claw marks, destroyed furniture, and bloodstains. Everywhere, especially inside, where the werewolves went to capture Captain Carius. You know the fight had to have gotten bloodier once the Hounds breached the interior of the curtain. When you go in there, nearly everyone should be dead, tore up by werewolves.And how did any of them fight those werewolves without becoming one themselves? That should be worked in somehow, maybe have the player be tasked with putting the person out of their misery, or perhaps the NPC runs off and the player can either go find them, or risk running into them later when they're gotten the hang of turning furry and scary at night.You know what? I think I'm going to re-write the entire Bloodmoon MQ, see if anybody's interested in doing it. I don't know that I want to do it myself (have a lot of projects as it is), but I definitely have ideas on how it could be improved dramatically.
agreed, think i'll make some new activators that appear after the fight. i'm sure i can get some decals somewhere. Also, how about making it so that the fort doesn't get it's walls blown to pieces? just gates... doors... couple of bricks here and there, etc.

Those are great and much more realistic ideas, Architect. I wonder if they would work with Wollibeebee's project. I noticed there are not a lot of trees in your screenshots, Wolli. Is that because you're leaving room so that Vurt's trees will fit in and not clip any of the ones you've placed? This will still be NOM and COM compatible, right?
what screens? cause if it's the mountain screens; i haven't started working on falsaad.
No, unless someone wants to make compatibility patches (unless they're not needed)

also, i'm not sure about restoring the Fort, after it's gone it's gone... but some sorta extra -script-reversing-plugin- will be alright :)
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Noely Ulloa
 
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Post » Fri Mar 08, 2013 5:07 am

What about making the fort more gruesome and full of slaughtered corpses, like how it would be in real life? Ya know, just making it more messy as if there really were an attack on it.
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Andrea Pratt
 
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Post » Fri Mar 08, 2013 2:41 am

What about making the fort more gruesome and full of slaughtered corpses, like how it would be in real life? Ya know, just making it more messy as if there really were an attack on it.
While I like the idea of corpses strewn about the place for realism, I think it is more realistic that, having lived with the threat of werewolves, the townsfolk would have been a little more prepared for such an attack. You might find most of them hiding in cellars, behind locked doors, and with silver weapons, etc. Not to say its not a good idea, but I think if you are going for "realistic", you might want to add a few werewolf corpses in there as well.
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Pants
 
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Post » Fri Mar 08, 2013 4:12 pm

What about making the fort more gruesome and full of slaughtered corpses, like how it would be in real life? Ya know, just making it more messy as if there really were an attack on it.

NYU not my friends, the imperial guards! :flamethrower:
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STEVI INQUE
 
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Post » Fri Mar 08, 2013 12:39 pm

While I like the idea of corpses strewn about the place for realism, I think it is more realistic that, having lived with the threat of werewolves, the townsfolk would have been a little more prepared for such an attack. You might find most of them hiding in cellars, behind locked doors, and with silver weapons, etc. Not to say its not a good idea, but I think if you are going for "realistic", you might want to add a few werewolf corpses in there as well.

My thinking is that the Legion is used to wolves, but not werewolves. Especially the Hounds of Hircine, which are different from the rogue werewolves that wander the wilderness. They're organized, at least as organized as werewolves can be. They're driven by a purpose beyond their hunger for flesh: their master has a job for them, and to fail him is to be sent to the afterlife in a most unpleasant manner.

So, at the most I would have two out of the dozen werewolves that storm Fort Frostmoth be laying crumpled on the ground by the time the player gets back. No, I don't know that that's how many are supposed to have assaulted the place, but I'm doing a re-write, I can do what I want. :)

I think I'm going to do a kind of mock-up of what I have in mind and post some screenshots for anyone interested, some time later today.
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Tikarma Vodicka-McPherson
 
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Post » Fri Mar 08, 2013 6:45 am

NYU not my friends, the imperial guards! :flamethrower:
Would you spell your words out normally instead of using esoteric acronyms?
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Chloe :)
 
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Post » Fri Mar 08, 2013 3:43 am

Would you spell your words out normally instead of using esoteric acronyms?

No*
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Eddie Howe
 
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Post » Fri Mar 08, 2013 2:33 am

Would you spell your words out normally instead of using esoteric acronyms?
what would be the point in that?

anyway, moesrings 100% done, just needs testing.
i've decided to stay away from interiors -other than bug fixing, and adding creatures, ofc- as i can't do them... no skill in that department.
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Haley Cooper
 
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