[REL]/[WIP]The Imperical City of Sutch Reborn

Post » Fri May 27, 2011 12:25 pm

I'm not sure if Cyrodiilians have even invented the wheel - the most important invention for civilization If we are to take B.C. comic strip to heart that is.

I've not even seen a mod that adds working wheels to the game in any format.

So without that - realism is still very far off.

Thanks for listening. all the best.
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Fri May 27, 2011 6:02 am

I've not even seen a mod that adds working wheels to the game in any format.

What kind of wheels do you refer to?
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Fri May 27, 2011 6:33 am

Carts, Carriages, Jeeps! :dance:

Well I mean carts that work (have havok).

You seen the size of the wine barrels in Better Cities? How do they move those - Magic? It is a game - with many limitations - I get that, but seriously the amount of stuff tamriel traders carry - they'd need more than a baby dinosaur or a back pack to lug around.

Not complaining - just a thought.
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Thu May 26, 2011 10:04 pm

Never noticed the wine barrel carts around in places then? Sure, they don't physically roll, you can't even push them at all, but they're there for dressing. Of course with as steep as the roads are, perhaps they rely on teleportation instead :)
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Fri May 27, 2011 12:10 pm

It can be done; I will look into the concept:

I can place whatever object in the cart and push it of the ramp.
http://www.youtube.com/watch?v=NkuGXFh0tgc&feature=channel_page
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Fri May 27, 2011 10:08 am

hm.... intersting ideas there mate

as for the oversized wine barrels... hehe sutch will have plenty of those ;) hehe and its own brands of wine :P remember reading somewhere sutch was heavy on makin wines at one point :P hehe...

just fighting through the ai for the holy knights atm.. tyring to think of diffrent tasks for them to do.... not the easyist thing in the word to accomplish... hehe and make it somehow pertain to kynerith.. hehe...

btw, if i havnt mentioned this, in version 8.6.... the town has been completly retextured, and the layout completly redone... quests are being revamped aswell.

and bout the traders.... might find some sutch traders beeing followed by a pack guar in the futuer ;)

biulding
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Fri May 27, 2011 4:05 am

hm.... intersting ideas there mate

as for the oversized wine barrels... hehe sutch will have plenty of those ;) hehe and its own brands of wine :P remember reading somewhere sutch was heavy on makin wines at one point :P hehe...

just fighting through the ai for the holy knights atm.. tyring to think of diffrent tasks for them to do.... not the easyist thing in the word to accomplish... hehe and make it somehow pertain to kynerith.. hehe...

btw, if i havnt mentioned this, in version 8.6.... the town has been completly retextured, and the layout completly redone... quests are being revamped aswell.

and bout the traders.... might find some sutch traders beeing followed by a pack guar in the futuer ;)

biulding


About the large wine barrels. The presence of many large wine barrels in Better Cities was a heavy source of criticism, so very early on we gave mod users the option to disable all large wine barrels in all the cities. You may want to consider making the barrels toggleable too, to save yourself from too many people grumbling about them.
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Thu May 26, 2011 10:34 pm

thanks vorians... hehe cant imagen what people would have aginst the barrels... there not in the way or anything, there all shoved back into corners... meh.... will add the option if need be...

updates
=====
all the priests of kyneirth have ai, most of the holy knights have ai, im still working out all of the stuff that they are tasked with doing.... still trying to think of diffrent ideas.

after they are done, then its just on to the guardians of the relics (3 npcs) and the druids....

after that, i will probably do a beta relase... before moving on to the new haven distirct.

biulding

ps, the sutch redux files uploaded on the nexus page, are the new meshes and textures that are going to be required by this mod. i will repack all of the old stuff into a complete archive (all of the old textures/meshes) and upload them aswell, so there will be 3 dls, the Sutch Reborn meshes and textures, the sutch redux meshes and textures, and the esp.... the meshes and textres u only have to dl once.... the esp you re-dl with each new relase...

it cuts down on upload, and dl times on both ends, and keeps you from re-dling uneed files.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Fri May 27, 2011 8:39 am

update
====
version 8.5:
the city layout has been completly redone, curtousy of onra...
the ai for all the npcs on the main plaza has either been tweaked, remastered, or completly redone... new ai has been created for all the new familes...
4 new shops have been created for the plaza....
the castles space has been doubled, and the ai for all the staff members, and count have been completly redone.
the chaple factions, have completly new ai, and schecduals.

im currently relooking at the docks, to figure out the best way to redo them, and update them....

this SHOULD NOT compermise the patch by vorians, since im not expandning the docks in anyway.

biulding
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Fri May 27, 2011 2:29 am

I'm glad someone finally took this project to heart.

I was also at work on the original Sutch mod. I believe it was with ADCK, but it may have been with another. There were two major projects going on at the time.

I was set to plan out three quests and the development of the nature reserve. Unfortunately, the project leaders all disappeared and Sutch dreams *lol pun* became nothing but a faint shroud of hope. I would take it in a very loving way if you would add in the nature reserve we were planning, maybe even as an optional expansion. But, I would understand if you don't, it would be a bit of work to say the least.
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Fri May 27, 2011 7:57 am

wait, u worked on the orignal sutch with adck? wow...

please... tell me all of his plans.... i desrie greatly to know of all that he, and any of the other sutch formers had planed for this mod... i have many of my own ideas, but would like to honor the memoreis of the previous modders....

so if there are any other ideas, please let me know! :)

great to hear from you mate

biulding
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Thu May 26, 2011 9:59 pm

No problem.

I responded to your PM. I will keep in touch and help you out wherever possible. He never finished Sutch to my liking xP


EDIT: Also, I am digging up my files on the original Sutch work, so if I find them I will elaborate on the information I have already PMed to you. There is plenty more info on the nature reserve to be found, if you desire it.
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Fri May 27, 2011 10:41 am

hehe but of corse mate! i would love to know all u find, lets use pms ;) so we dont keep reaprting ourslefs in two diffrent places :D

biulding
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Fri May 27, 2011 2:21 am

Nuuuu!
Dis mod can't die!

Not again :'(
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Fri May 27, 2011 6:12 am

as long as i am here... i shall not.. this has fallen through the cracks 2 times before... i shall not allow a third.... dont worry bout that neo..

this mod is currently being worked on by antoher one of my team members, adding in a sewer system...

after that, ima finsh the npcs for new haven, and cluter for the sewrs and relase sutch reborn version 8.6..

oh, thats after i remove all the old quests, scripts and other cluttering refs of the nature that i can with the cs....

biulding
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Fri May 27, 2011 11:27 am

Look forward to downloading this mod in the future... maybe after I buy SI, if I buy it. Which leads me to a question...

On TESNEXUS, on your mod's page, it says in the file section that 4.6 is the last version without Shivering Isles. Is that correct? The newer versions you're required to have SI installed? I saw nothing about SI being required anywhere in the readme, description on TESNEXUS, nor anywhere else but that specific file's description, so that is why I ask.

Anyways regardless, keep up the good work! :thumbsup:
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Fri May 27, 2011 2:08 am

hehe, thanks mate, that 4.6 file is over a year old ;)

no, the mod no longer requires si.. it did wen i was using a creature from si for sutch, but decided not to use it, and probably even the quest it was a part of.. so no, si is not directly required by this mod.... allthough its a great expantion, and buy ;) hwhw

wen i relase 8.6, or 8.7 (dont know how high it will end up being :P)

i will delete all the old versions leaving, 6.7, 7.9, and 8.6... i will also repack all the meshes/textures into one archive in addtion to the esp so its easyer to dl..

biulding
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Fri May 27, 2011 4:00 am

Sweet. Sounds like a game plan. :)
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Fri May 27, 2011 11:50 am

Alrighty, thanks for clearing that up for me Biulding. :)
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Fri May 27, 2011 12:22 pm

Heheh ... looks interesting. Can't wait for more news :tops:
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Fri May 27, 2011 8:32 am

hehe, ah, princess... i remember your morrowind mods ;) hehe thats probably going back quite a ways :P hehe

wen i saw your name on my thread as last poster i was... like... oh ........... wat happened now :P hehe thinking i got modderated for something :P hehe

glad its just kind words and encouragement :)

hehe, yes, the sewers are almsot complete for sutch ;) there are more than just seweres lieing beneath sutch... and wat all lies bellow... might have more history, that meets the eye....

biulding
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Fri May 27, 2011 10:03 am

hm....

update
====

seweres are done, just 4 more houses/familys/ai to creatre, then.... just a few other tweaks here, and there and v 8.6 will be ready for release..

biulding
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Thu May 26, 2011 8:13 pm

okay, just working on the ai for the last resident, then i will just need to make the guards for both the docks, and the new haven disticts... after that is done, just some minor tweaks here, and there, and i shall start preparing for a full relase of version 8.6!

biulding
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Thu May 26, 2011 11:11 pm

Sounds good Biulding! When you do your full public release of 8.6 moving it out of beta, I'll be downloading! :)
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Thu May 26, 2011 9:04 pm

the only downside to version 8.6, is it wont have any quests... but the city will be fully working, just like... better... than any other vinillia city in ob... its going to suprase chorrol, easy... and rivaled by skignrad.. hehe

the guard ai is proving a pain... trying to figure out scheduals and night shift/versus day shift, and such....

biulding
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

PreviousNext

Return to IV - Oblivion