[Wipz] The Imperial Battle College

Post » Sat Feb 19, 2011 6:33 am

And not just tweaks. I'm slowly learning my way around the CS, and have just recently begun to edit cells/world-space. I figured to teach myself, I'll be creating a mod.

A series of quests will allow the player to Join and move up in the ranks of the Imperial Battle College. I plan to make it approximately as long as the Mage's guild ques-tline. I'll be introducing no new meshes/textures etc. Just what I get from Modder's Resources or Mod's I see have something to offer (if I get permission).

I will be introducing a Fortress situated on a flying Island off the Gold Coast.
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oliver klosoff
 
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Post » Sat Feb 19, 2011 7:54 am

And not just tweaks. I'm slowly learning my way around the CS, and have just recently begun to edit cells/world-space. I figured to teach myself, I'll be creating a mod.

A series of quests will allow the player to Join and move up in the ranks of the Imperial Battle College. I plan to make it approximately as long as the Mage's guild ques-tline. I'll be introducing no new meshes/textures etc. Just what I get from Modder's Resources or Mod's I see have something to offer (if I get permission).

I will be introducing a Fortress situated on a flying Island off the Gold Coast.


I look forward to seeing how this comes along. Good luck to you.
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 12:14 am

I look forward to seeing how this comes along. Good luck to you.



Me too, thanks. I need to be careful not to get ahead of myself. I'm still putting together the flying island, which is a chore, but fun, and helping my learn the navigation controls for the render window.

I never expected to enjoy putting things together this much. The coolest part is my Island is Visible from the Anvil Lighthouse. (I haven't tested further out, yet.)
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Valerie Marie
 
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Post » Fri Feb 18, 2011 9:38 pm

Me too, thanks. I need to be careful not to get ahead of myself. I'm still putting together the flying island, which is a chore, but fun, and helping my learn the navigation controls for the render window.

I never expected to enjoy putting things together this much. The coolest part is my Island is Visible from the Anvil Lighthouse. (I haven't tested further out, yet.)


I finished the base for the http://i174.photobucket.com/albums/w92/ImpMalgamma/IslandComplete.jpg?t=1275707628 ! I still need to put structures and vegitation on it, but here it is!
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Toby Green
 
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Post » Sat Feb 19, 2011 5:47 am

That Island looks really good.
I can't say I've seen a flying island that good, in fact.
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Bethany Short
 
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Post » Sat Feb 19, 2011 5:27 am

That Island looks really good.
I can't say I've seen a flying island that good, in fact.


Thanks! I just kluged together some local rocks for the top, and flipped Oblivion rocks for the bottom. I used the Talon rocks to try and give it that 'torn out' look.

That make me feel really good, too. That island was my first attempt at doing more than tweaking items.
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A Dardzz
 
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Post » Sat Feb 19, 2011 2:21 am

Thanks! I just kluged together some local rocks for the top, and flipped Oblivion rocks for the bottom. I used the Talon rocks to try and give it that 'torn out' look.

That make me feel really good, too. That island was my first attempt at doing more than tweaking items.


Alrighty, The Exterior is almost finished. My Fences ended up to tall, and I need to figure out how to keep the guards on the Island. I ran into them Patrolling Near Skingrad for some reason. (I placed the guards from the Arcane Sanctuary. Should I give them their own Guard tower so they stay on the island during shift changes?)

I'm currently working on the Public interiors, mainly the Foyer and the Office of the Mage-General(Title in progress). The Library I'm still putting together a list of books. I don't look forward to doing this room though.

I still have to create: The Proving Grounds, A quest and quest locations, Restricted spaces (Barracks, Armory, Lab) And create and Place named NPC's. (Mage-General, Quartermaster, Librarian, Antagonists, and Quest Givers).

I am also debating altering the default Battlemage class to better reflect the Morrowind description of the class. It will certainly be an Optional File though.

I am creating this work in Vanilla Oblivion, with SI added, latest version. However, I have had an issue with something I installed in Oblivion (I'm alternating between Mod Nights and Play Nights, when I have free time at all). This will likely slow it down quite a bit.
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roxanna matoorah
 
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