Tamriel Worldspace Modding Project II

Post » Thu Jul 08, 2010 2:58 am

Kia Ora

I did a bit of Tootooing over the last few days,.. I'm maybe not a modders back pockets so not sure how good this is
but a swiped the city out of land of the Altmer and retextured it to see what I could do.

I slapped some rocks under it and added a bit of stuff I had made, not sure if it's what your looking for but if somebody
skiled wants it to chop and channel or jus wnats the resource I'm happy to zip it up and try find a play to put it for tham
to grab. theres a few night shots of it here, I'll get some day time one tomorrow, if it's not what your looking for thats ok too

http://picasaweb.google.com/Kiwi.Hawk.NZ/SummersetIsleMaybeS#

Be warned it's ruff and ready and unfinished



what is this exactly ..is it taken from the Summerset improved mod ...retextured and mixed with some other stuff ?..are the towers taken from the Firsthold mod ?
However...this looks really good for me and would work very well with the stuff I made so far for the Summerset Landscapes...If you like you can work on my Firsthold esp combining it with this stuff....I don't have the time to work on it anyway at the moment :-)

cheers

onra
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jeremey wisor
 
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Post » Thu Jul 08, 2010 10:08 am

what is this exactly ..is it taken from the Summerset improved mod ...retextured and mixed with some other stuff ?..are the towers taken from the Firsthold mod ?
However...this looks really good for me and would work very well with the stuff I made so far for the Summerset Landscapes...If you like you can work on my Firsthold esp combining it with this stuff....I don't have the time to work on it anyway at the moment :-)

cheers

onra


Yes to all the above lol the towers are from your mod and the textures are the same as yours,.. I have one interor from an old mod of mine I need to retexture yet
I'm nor sure I'm good enough to be messing with Firsthold but if somebodys ok with checking my work after and adding any scrpting and quests I'll have a go,..
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Alexx Peace
 
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Post » Thu Jul 08, 2010 1:55 am

Yes to all the above lol the towers are from your mod and the textures are the same as yours,.. I have one interor from an old mod of mine I need to retexture yet
I'm nor sure I'm good enough to be messing with Firsthold but if somebodys ok with checking my work after and adding any scrpting and quests I'll have a go,..


wonderful....give it a try ....should be good fun :-)

also check the included tower top interiors you can look out of the windows which is really cool....

oh and the elven middle class houses and interiors have no collision...


regards

onra
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Dona BlackHeart
 
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Post » Thu Jul 08, 2010 6:57 am

Kia Ora

I did a bit of Tootooing over the last few days,.. I'm maybe not a modders back pockets so not sure how good this is
but a swiped the city out of land of the Altmer and retextured it to see what I could do.

I slapped some rocks under it and added a bit of stuff I had made, not sure if it's what your looking for but if somebody
skiled wants it to chop and channel or jus wnats the resource I'm happy to zip it up and try find a play to put it for tham
to grab. theres a few night shots of it here, I'll get some day time one tomorrow, if it's not what your looking for thats ok too

http://picasaweb.google.com/Kiwi.Hawk.NZ/SummersetIsleMaybeS#

Be warned it's ruff and ready and unfinished


It's awesome!
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Roddy
 
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Post » Wed Jul 07, 2010 7:32 pm

@seigfried


I have finished now replacing the Skyrim Lod region preset by a fully detailed region one (based on the Jerall mountain presets). During testing I found a lot of flat areas ( valleys) in the western part where we could nicely place your Aspen woods regions....but better have a look yourself when the update is released.

the city exteriors are looking very good...the High Rock region presets will come in an extra esp anyway...similar to the Valenwood_Aneuina patch . So should be no problem to integrate it :-)

cheers


Sounds great. I've started retexing some grass textures for the tundra, I'm planning on including something that looks somewhere between http://www.duke.edu/web/nicholas/bio217/rsf4%20awc7/caribou_tundra.jpg and http://www.livingwilderness.com/mountains/tundra.jpg with patches of snowy rocks thrown in.
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amhain
 
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Post » Wed Jul 07, 2010 8:20 pm

Kia Ora

I put some more pic's up But I'm not happy as you can see I have issues with LOD and distance files and I have made a static version
of the Valastone that was used but they still keep falling when I enter the area and Ghost items floting in the air.

I'm after finding out what going on if anybodies got any idea's

A lot of the indoors are mods I can use as interiors without to much trouble if the lighting suits
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Oceavision
 
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Post » Wed Jul 07, 2010 8:19 pm

Kia Ora

I put some more pic's up But I'm not happy as you can see I have issues with LOD and distance files and I have made a static version
of the Valastone that was used but they still keep falling when I enter the area and Ghost items floting in the air.

I'm after finding out what going on if anybodies got any idea's

A lot of the indoors are mods I can use as interiors without to much trouble if the lighting suits



hey

LOD....if you want to make objects visible when distant you have to create a lod mesh for it...I would leave that for later as it isn't that easy and not and not absolutely necessary at the start of a project...in this case ...all used new architecture etc must have a unique ID !
for the Valastone...if you make a misc item static you have to remove the havok data from the mesh using nifskope ...here as well the mesh must be renamed

cheers
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Connor Wing
 
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Post » Thu Jul 08, 2010 7:29 am

hey

LOD....if you want to make objects visible when distant you have to create a lod mesh for it...I would leave that for later as it isn't that easy and not and not absolutely necessary at the start of a project...in this case ...all used new architecture etc must have a unique ID !
for the Valastone...if you make a misc item static you have to remove the havok data from the mesh using nifskope ...here as well the mesh must be renamed

cheers


So I should be using the _Far.nif to make the stuff?
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Donatus Uwasomba
 
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Post » Thu Jul 08, 2010 12:06 am

Kia Ora

I moved round the coast a bit to a nicer bay at -146 -45 or there abouts could call it Graddun Spring if it was used.

Don't know if a floating city would fit there tho
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Tessa Mullins
 
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Post » Thu Jul 08, 2010 2:51 am

Nothing interresting and new to show for Senchal, but I made another creature based on JCarls Werewolf to fill new dungeons with, it's a bit of a bat/vampire/wolf hybrid and will do well in mythic creature lairs and maybe some vampire lairs. Is anyone that's modding Onra's heightmaps interrested in a sort of creature pack or do people mainly want to use vanilla or their own creatures?

Anyhoo, here's the new creature:

http://www.invision.tesalliance.org/forums/uploads/1275729812/gallery_114_64_330746.jpg(winged variant).

Thank you, The Vyper for helping find a striking name!

Other creatures so far:

http://www.invision.tesalliance.org/forums/uploads/1275089768/gallery_114_64_68733.jpg
http://www.invision.tesalliance.org/forums/uploads/1275258115/gallery_114_64_352610.jpg
http://www.invision.tesalliance.org/forums/uploads/1275258115/gallery_114_64_97912.jpg

I'm mainly focusing on Mythic beings right now, as I've been playing God of War 3 which has some awesome and inspiring creature design! :disco:


Cheers! :foodndrink:

EDIT: Awesome stuff, Kiwi! Very nice! :)
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NeverStopThe
 
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Post » Thu Jul 08, 2010 2:42 am

So I should be using the _Far.nif to make the stuff?


...for example...you have an elven tower..this eleven tower uses a mesh called kiwihawkelventower01..to make the elven tower visible when distant you create a copy of this mesh and rename it to kiwihawkelventower01_far...both meshes have to be in the same folder...then run TES4LodGen

BUT !!! as this will slow down your sytem in most of cases you should remove all unnecessary stuff from the _far nif...I recommend to read Arthmoores RealAEVWD documents...there he decribes what should be removed from the _far nifs

cheers
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Matthew Warren
 
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Post » Wed Jul 07, 2010 6:59 pm

...for example...you have an elven tower..this eleven tower uses a mesh called kiwihawkelventower01..to make the elven tower visible when distant you create a copy of this mesh and rename it to kiwihawkelventower01_far...both meshes have to be in the same folder...then run TES4LodGen

BUT !!! as this will slow down your sytem in most of cases you should remove all unnecessary stuff from the _far nif...I recommend to read Arthmoores RealAEVWD documents...there he decribes what should be removed from the _far nifs

cheers


Can you do that for interior cells lol you'll notice some of my rooms are pretty big lol
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kitten maciver
 
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Post » Wed Jul 07, 2010 11:59 pm

Nothing interresting and new to show for Senchal, but I made another creature based on JCarls Werewolf to fill new dungeons with, it's a bit of a bat/vampire/wolf hybrid and will do well in mythic creature lairs and maybe some vampire lairs. Is anyone that's modding Onra's heightmaps interrested in a sort of creature pack or do people mainly want to use vanilla or their own creatures?

Anyhoo, here's the new creature:

http://www.invision.tesalliance.org/forums/uploads/1275729812/gallery_114_64_330746.jpg(winged variant).

Thank you, The Vyper for helping find a striking name!

Other creatures so far:

http://www.invision.tesalliance.org/forums/uploads/1275089768/gallery_114_64_68733.jpg
http://www.invision.tesalliance.org/forums/uploads/1275258115/gallery_114_64_352610.jpg
http://www.invision.tesalliance.org/forums/uploads/1275258115/gallery_114_64_97912.jpg

I'm mainly focusing on Mythic beings right now, as I've been playing God of War 3 which has some awesome and inspiring creature design! :disco:


Cheers! :foodndrink:

EDIT: Awesome stuff, Kiwi! Very nice! :)



A creature pack would be nice :D. They look very good :D
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Haley Merkley
 
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Post » Wed Jul 07, 2010 8:21 pm

Can you do that for interior cells lol you'll notice some of my rooms are pretty big lol


No you can't. _far NIFs only appear Visible When Distant in worldspaces, not interior cells.
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yessenia hermosillo
 
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Post » Thu Jul 08, 2010 4:26 am

Can you do that for interior cells lol you'll notice some of my rooms are pretty big lol


There is an .ini setting that controls how far objects load in interior cells though, so that may be a workaround
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vicki kitterman
 
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Post » Thu Jul 08, 2010 2:49 am

Nothing interresting and new to show for Senchal, but I made another creature based on JCarls Werewolf to fill new dungeons with, it's a bit of a bat/vampire/wolf hybrid and will do well in mythic creature lairs and maybe some vampire lairs. Is anyone that's modding Onra's heightmaps interrested in a sort of creature pack or do people mainly want to use vanilla or their own creatures?

I'm always interested in new stuff - architecture, creatures, armor, you name it! The more variety the better.
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Love iz not
 
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Post » Thu Jul 08, 2010 11:52 am

I'm always interested in new stuff - architecture, creatures, armor, you name it! The more variety the better.


yep this would be indeed very helpful to have one big creature pack/collection (esm) which could be used as a resource for all province mods :-) This could include new stuff as well as existing modders resources...

very good idea :foodndrink:



for the Hammerfell heightmap update...I am sorry but the release will be delayed for a few days ...I ran in some problems with this * placeholder for a very very bad word* lod trees placed behind the borders by beth :banghead:

here's a nice screenie I made during testing...view on skyrim mountains after crossing the Hammerfell border

http://www.tesnexus.com/downloads/images/27235-1-1275854763.jpg
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Ernesto Salinas
 
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Post » Thu Jul 08, 2010 10:11 am

yep this would be indeed very helpful to have one big creature pack/collection (esm) which could be used as a resource for all province mods :-) This could include new stuff as well as existing modders resources...

http://www.tesnexus.com/downloads/images/27235-1-1275854763.jpg


Are you familiar with WAC? It does exactly that, if waalx would finally do a public release that is...

What I'm doing in Skyrim though is trying to build a library of resources for players that come after me, its more armor/clothing/loot, but I have found some nice unique creatures that I plan on including. Hopefully Omegacron and anyone else working in that area will be able to utilize that stuff when I RELZ.

BTW that screen looks pretty nice.
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Epul Kedah
 
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Post » Thu Jul 08, 2010 1:27 am

Are you familiar with WAC? It does exactly that, if waalx would finally do a public release that is...

What I'm doing in Skyrim though is trying to build a library of resources for players that come after me, its more armor/clothing/loot, but I have found some nice unique creatures that I plan on including. Hopefully Omegacron and anyone else working in that area will be able to utilize that stuff when I RELZ.

BTW that screen looks pretty nice.


I made a few things for WAC, like a dungeon and some magic effects for the creatures a while ago. As it stands, the new creatures cannot be used as a resource. It would be awesome if we could use WAC creatures to inhabit the several regions, which is something that was a part of WAC as well: expansion beyond the border, cause Cyrodiil gets way to overcrowded.

Hopefully he'll be back soon so we can ask if we can use these mighty resources, or I'll try to contact him by email in the future. I'll keep building my own creature pack in the meantime, because variety is the spice of life! :foodndrink:
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Lilit Ager
 
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Post » Wed Jul 07, 2010 9:39 pm

WAC is publicly released, but in alpha stage only. http://waalx.com/RealSwordsForum/index.php?sid=487912a4479be280db41db3cc218931c


While you can't take creatures from WAC, you can, and that's what Waalx said (if you read >100 paged thread you'll see), make plugin depended on WAC.esm and add WAC as a requirement.

But if someone does that, for the love of the Nine, don't call that plugin XY's Wild Life.esp or something like that or you'll face the wrath of the modding community.
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Hayley O'Gara
 
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Post » Thu Jul 08, 2010 2:24 am

WAC is publicly released, but in alpha stage only. http://waalx.com/RealSwordsForum/index.php?sid=487912a4479be280db41db3cc218931c


While you can't take creatures from WAC, you can, and that's what Waalx said (if you read >100 paged thread you'll see), make plugin depended on WAC.esm and add WAC as a requirement.

But if someone does that, for the love of the Nine, don't call that plugin XY's Wild Life.esp or something like that or you'll face the wrath of the modding community.


Just to make sure I've send him an email, so hopefully we'll learn more soon. :)
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Laura Mclean
 
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Post » Thu Jul 08, 2010 11:02 am

Are you familiar with WAC? It does exactly that, if waalx would finally do a public release that is...

What I'm doing in Skyrim though is trying to build a library of resources for players that come after me, its more armor/clothing/loot, but I have found some nice unique creatures that I plan on including. Hopefully Omegacron and anyone else working in that area will be able to utilize that stuff when I RELZ.

BTW that screen looks pretty nice.



Do you have the "Real Swords" set in that collection I tried ages ago to make an esm of armors, Cloths weapons I use most and got a hell of a mess lol,.. all my land went on holiday

But anyway Shaiya has a nice set of womans cloths that Elves might slinck about in and Adonnay Elven weapons are realy choice too


My Bad, didn't see WAC post so "Real Swords" is in the works sorry
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Marta Wolko
 
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Post » Thu Jul 08, 2010 10:30 am

WAC is publicly released, but in alpha stage only. http://waalx.com/RealSwordsForum/index.php?sid=487912a4479be280db41db3cc218931c


Only people on his private forum have access to it though, and it is still technically 'alpha.' Ideally there would just be a single plugin that set down spawns of WAC creatures in the different provinces of Tamriel; Waalx always wanted to add more life to the border regions, it seems to me that onra's heightmaps and WAC should cohabitate very nicely, seeing as they complete opposite sides of the same goal.

@ Kiwi: Regarding the resources I am packing into Skyrim, it is only Nordic oriented content. What I've tried to do (and am so far 3/4 of the way succseful) is add in unique Nordic items from modder's resources that are comparable in quality and statistics to vanilla items. So in the Nordic loot progression bone weapons have equivalent stats to iron, nordic silver is comparable to Dwarven, mithril is comparable to glass, etc, etc.
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cassy
 
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Post » Thu Jul 08, 2010 12:50 pm

BUT !!! as this will slow down your sytem in most of cases you should remove all unnecessary stuff from the _far nif...I recommend to read Arthmoores RealAEVWD documents...there he decribes what should be removed from the _far nifs

or you can just run
C:/python26/python.exe scripts/niftoaster.py modify_makefarnif --only _far.nif$ "D:\Games\Extracted BSAs\Vanilla\meshes\"

(of course requires Python and PyFFI installed and change the path to point to your meshes (and the path to python if needed))
...
oh and what I actually came over here to ask... Onra, am I correct that the coastline of Elsewyr and Valenwood are pretty likely to stay the same (except for further mods) (andd that all teh other provinces coast lines still could likely change a bit?)
Pacific Morrowind
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Ilona Neumann
 
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Post » Thu Jul 08, 2010 4:56 am

Only people on his private forum have access to it though, and it is still technically 'alpha.'

Just for the record, he is still actively working on it. I lurk a lot on the forum and there's still a lot of activity surrounding the pack. In fact, a couple of my custom creatures are based off of WAALX meshes. He replied to my PM with a green light, so he's most definitely still around. Hopefully we can plan on seeing his awesome monsters creeping around these heightmaps someday, but I'd still love to see additional new stuff that's not WAC-based.
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Cameron Garrod
 
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