Tamriel Worldspace Modding Project II

Post » Thu Jul 08, 2010 4:10 pm

Your island wants you to complete it.



jep looks really nice and would be a nice small destination for a sailing trip :-)


Thanks... I even had a basic layout of story for it. Maybe I'll return to it one day. But it's in interior cell and there are bunch of resources that I just used from my Data folder so getting permissions and all that... Ugh...

Anyway, I copied that first cave in the CS and made sandrock version of all the pieces from that cave. Since that's unbelievably annoying task, I'm willing to share it with community.

I'll try to find it or upload it again.
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Thu Jul 08, 2010 1:56 pm

Thanks all!

Great looking waterfall, StarX :thumbsup:

Please add some of this creatures to your jungle paradise:

- http://www.tesnexus.com/downloads/file.php?id=29086

- http://www.tesnexus.com/downloads/file.php?id=25744
- http://www.tesnexus.com/downloads/file.php?id=25743


Thanks for the links, mate! :foodndrink: The birds are awesome!
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Thu Jul 08, 2010 10:51 am

http://www.invision.tesalliance.org/forums/uploads/1276198156/gallery_114_64_705465.jpg

http://www.invision.tesalliance.org/forums/uploads/1276198156/gallery_114_64_992914.jpg


Nice screens! Might I suggest using bushes with custom leaf textures? I feel like something with a more exotic looking, vibrant look would suit the rest of the environment better.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Thu Jul 08, 2010 6:59 pm

hell yeah Star. Now THAT'S a jungle :P

and Seigfried...amazing work. can't wait to see more. the 1st screen is really great. i love the atmosphere and the uniqueness of it. You did a good job at making not seem like merely a cyrodill town i skyrim.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Fri Jul 09, 2010 1:15 am

and Seigfried...amazing work. can't wait to see more. the 1st screen is really great. i love the atmosphere and the uniqueness of it. You did a good job at making not seem like merely a cyrodill town i skyrim.


What you see in that screen is Riften's Quarry, I'm glad that you like it :D On the opposite side of the city will be the Rift, a huge canyon/fissure that spans much of eastern Skyrim south to north.
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Fri Jul 09, 2010 1:01 am

Hope you all don't release to quickly, don't know how I ever can continue work on Rimmen when such great mods wait to be explored :P. Great work!!! :foodndrink:
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Thu Jul 08, 2010 9:50 pm

@ BadCompany: Thanks!

Nice screens! Might I suggest using bushes with custom leaf textures? I feel like something with a more exotic looking, vibrant look would suit the rest of the environment better.

Well, in reality most jungles (at least on planet earth!) are almost entirely green. But I admit it can use a bit more color just for visuals sake, so I'll have a look at retexing some of the exotic plants. :)

Hope you all don't release to quickly, don't know how I ever can continue work on Rimmen when such great mods wait to be explored :P. Great work!!! :foodndrink:

Nah, Senchal will take a while. There's so much to do, but it's immense fun to create that particular region and a living city. Good luck on Rimmen! :foodndrink:
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Thu Jul 08, 2010 11:06 am

Here's what I promised:
http://www.mediafire.com/?c1zqctl1njj
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Thu Jul 08, 2010 1:06 pm

Well, in reality most jungles (at least on planet earth!) are almost entirely green. But I admit it can use a bit more color just for visuals sake, so I'll have a look at retexing some of the exotic plants. :)


Well I didn't mean that they shouldn't be green, I just meant that the bushes you had in there now make it feel a little too 'temperate deciduous.' By exotic I meant leaves with a brighter green like you said, and a fern/palm sort of leaf too them.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Thu Jul 08, 2010 11:07 pm

Well I didn't mean that they shouldn't be green, I just meant that the bushes you had in there now make it feel a little too 'temperate deciduous.' By exotic I meant leaves with a brighter green like you said, and a fern/palm sort of leaf too them.


Oh yeah, I'll see what I can cook up to add a bit more colortone variety in there. Thanks for the feedback!

I just released my first version of the Tamriel Worldspace Creature Pack. It's exclusively at TESA and I made it with the Tamriel Heightmaps in mind. It will get some more polishing in the future but it's usable as it is. It comes with an esm to make things easier! :foodndrink:

Download it here: http://www.invision.tesalliance.org/forums/index.php?/files/file/488-tamriel-worldspace-creature-pack/

Cheers,

StarX
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Thu Jul 08, 2010 11:30 am

WOW :-) This is getting really busy...

@ StarX ...Creature pack already dl ...very cool ....thx a lot for making this

@ Seigfried ...this picture from Riften looks amazing

@ Washington thx for sharing your stuff


sorry for beeing a bit short...I am back working on Morrowind ( beside this watching football and playing Nehrim keeps me busy )


Edit : something technical

city builders using the tamriel ws as a parent might find this usefull ....

lets say you have created a new worldspace for your city called "City1" having the tamriel ws as a parent ...there you place a building called HouseA (mesh is called House A as well)...to make this HouseA visible in the Tamriel ws, you place this HouseA now at the same location in the tamriel WS and create a_far nif of HouseA...Tes4LodGen will create then lod data of HouseA in all ws where it is used ( in this case tamriel and City1)...

this is the way it is done in most of the mods...but as we know this often has a bad impact on the game causing slowdowns when used together with a lot of other mods...allthough Arthmoore has done an amazing job on improving the _far nifs with his ReallyAEVWD

what I suggest is following :

again you have your ws City1 and your House A...now you create a _far nif for HouseA (using pyffi or manually, using Arthmoores instructions)...but name this mesh "HouseALod" ...this is the one you place now in the tamriel worldspace...then make a copy of HouseALod mesh and rename it to HousALod_far
Tes4Lodgen will now create only lod data of HouseALod in the tamriel ws and because the HouseALod mesh is improved/reduced the same way as the _far mesh you will notice better framerates arround your city....
to improve it more you can use lowres textures for the ...Lod and the Lod _far nif

I have created my vwd for Fort Akatosh this way and it really helps a lot :-)

have fun
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Thu Jul 08, 2010 11:32 pm

Oh yeah, I'll see what I can cook up to add a bit more colortone variety in there. Thanks for the feedback!

I just released my first version of the Tamriel Worldspace Creature Pack. It's exclusively at TESA and I made it with the Tamriel Heightmaps in mind. It will get some more polishing in the future but it's usable as it is. It comes with an esm to make things easier! :foodndrink:

Download it here: http://www.invision.tesalliance.org/forums/index.php?/files/file/488-tamriel-worldspace-creature-pack/

Cheers,

StarX


I guess ya have to join to get it right?
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Thu Jul 08, 2010 12:55 pm

I guess ya have to join to get it right?


If you do, it's free registration.
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Fri Jul 09, 2010 12:48 am

I'm not getting any feedback on my question in the cs forum, so I thought I'd ask here.
I'm making a city. I've made a new worldspace, and set the parent worldspace as Tamriel.
when I try to edit my new worldspace, the only coordinates I can work with are 0,0 by the imperial city.
If I make the render window move to another cell next to 0,0 it creates the cell. I need to get all the way to Hammerfell however.
How can I get to my city's coordinates?
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Thu Jul 08, 2010 12:56 pm

I'm not getting any feedback on my question in the cs forum, so I thought I'd ask here.
I'm making a city. I've made a new worldspace, and set the parent worldspace as Tamriel.
when I try to edit my new worldspace, the only coordinates I can work with are 0,0 by the imperial city.
If I make the render window move to another cell next to 0,0 it creates the cell. I need to get all the way to Hammerfell however.
How can I get to my city's coordinates?


Hold down the Up key on the keyboard until high enough, then move left or right until you get to the cell you want to use. Once there, rename one of the cells so that you can easily find it in the future.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Thu Jul 08, 2010 10:41 pm

Hold down the Up key on the keyboard until high enough, then move left or right until you get to the cell you want to use. Once there, rename one of the cells so that you can easily find it in the future.


Awesome! Thanks a lot.
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Fri Jul 09, 2010 12:18 am

@ Onra: Thanks for the info on _far's and LOD! I really need to document all that kind of stuff! :foodndrink:

I guess ya have to join to get it right?

Yup! But TESA is worth joining. Darkrider runs a great site there! And modders tend to help eachother out there a lot.

I took Seigfried's advice and made the jungle a bit more vibrant. I must say that I really do like the result. I think it's an improvement already, though I will experiment some more:

http://www.invision.tesalliance.org/forums/uploads/1276474300/gallery_114_64_999569.jpg

http://www.invision.tesalliance.org/forums/uploads/1276474300/gallery_114_64_268815.jpg

Cheers,

StarX
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Thu Jul 08, 2010 1:08 pm

Awesome monsters and and awesome pics star! love em!
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Fri Jul 09, 2010 2:11 am

Awesome monsters and and awesome pics star! love em!


the jungle looks absolutely real..you should consider adding some nice soundfiles ( should not be that difficult to find some good jungle sounds)

:goodjob:
User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Fri Jul 09, 2010 1:23 am


http://www.invision.tesalliance.org/forums/uploads/1276474300/gallery_114_64_999569.jpg

http://www.invision.tesalliance.org/forums/uploads/1276474300/gallery_114_64_268815.jpg



Definitely, I really like those leaves with the red on the branches.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Thu Jul 08, 2010 2:25 pm

I'm trying to make a player home in High Rock but for some reason when I go in game to look at it; it is all messed up. When I look at it in the game when the mod is below the Hammerfell.esp the house isn't there, just a door. When I load the mod before the Hammerfell.esp the house is there and everything but the landscape where that cell is is gone.

My process for starting to make the house mod is this.
1. I open CS and load these things: Oblivion.esm, Cobl.esm, and Hammerfell.esp.
2. I then chose my cell I wanted to place the house: -118, 69 then rename the cell so I can find it easier.
3. I then place a map marker.
4. I place a door that I will eventually link to a interior.
5. I set the mod in my load order so that it is above the Cyrodiil Resized Map.
6. I play the game, find the house and then I see my problems

If there is something wrong with the process I'm doing, please, tell me. This is my first mod and I'm only just figuring out how to use CS.
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Thu Jul 08, 2010 9:54 pm

Did you Esmify the Hammerfell esp?
things don't work if you don't do that.
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Thu Jul 08, 2010 6:09 pm

How do I Esmify it?
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Thu Jul 08, 2010 3:09 pm

in Wrye Bash, right click the Hammerfell esp, and there should be an esmify option.
just click ok to the warning box.

make the modifications to your mod that you want, and before you test espify the Hammerfell esp again, or there won't be any ground in Tamriel.
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Thu Jul 08, 2010 4:33 pm

>< But I can't get Wrye Bash to work. Why does everything need Wrye Bash.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

PreviousNext

Return to IV - Oblivion