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

Post » Fri May 27, 2011 12:25 pm

Well done biulding.

Your comin along great wi this.

I retract my earlier comments about this mod man cos at least your working and releasing. Toyb has apparently completely stopped at half mast and wandered off to Fallout 3 to "mod" for that game.

*scowls*

I didnt want to be rude by saying I wish he would finish the mods hes started here before half doing mods for Fallout 3. But what can ya do...

Good work tho man.
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JUan Martinez
 
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Post » Thu May 26, 2011 11:00 pm

hehe thanks man.... dusts off the beth thread* ah yes... back to work as usual... need to update the home forum link on this page....

meh...

im working right now on redoing the entire church... adding the knights back in, and giving them more unique ai, in addition to the druids, and priests

then working on the great library.... and then hopefully releasing 7.9.... and yes my mods dont say current version for to long :P

im always working on something... just not always the same project (got like 5 open at once...)

new forums: http://dragoncaptions2008.proboards.com/index.cgi

biulding
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Elina
 
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Post » Fri May 27, 2011 5:31 am

SO what parts of CURP do I need? Just the ESM or all 6?
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Star Dunkels Macmillan
 
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Post » Fri May 27, 2011 8:51 am

Sutch requires no part of the CURP what so ever

but other mods which require it will always need all of it, no point having the esm without the packs
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Laura Elizabeth
 
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Post » Fri May 27, 2011 10:01 am

On my launcher it says SUtch requires two ESMs, Oblivion and CURP?
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Lizs
 
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Post » Fri May 27, 2011 4:25 am

well AFAIK it doesnt, no mention in the read me so pehaps Building has just forgot to add that so you could try adding the CURP and make sure to get the orginal 6 plus the Dragon Captions new ones plus new esm

however still odd
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Mariana
 
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Post » Fri May 27, 2011 1:29 am

i was working on fort celious (which requires curp) then loaded sutch, and forgot to deactivate it... and before i cought it did alot of work on sutch, so it donst have any curp material in it, and will not... just need to strip if of that dependance with a tool at some point...

biulding
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J.P loves
 
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Post » Fri May 27, 2011 12:04 am

building you should put that on the first page and read me for now until thats changed
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Charlotte X
 
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Post » Fri May 27, 2011 12:49 am

wen i relase version 7.8 i will update all the redmes and other documentation on that aswell....

should have version 7.7. done today... maybe 8... who knows....

curently redoing the whole entire church agian, with every npc has custom ai

biulding
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christelle047
 
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Post » Fri May 27, 2011 11:45 am

cool oh and I noticed that my map canchged to the old map that has Sutch and COunty SUtch on it, and on my map Malacath's SHrine is IN SUtch, will they conflict in any way?
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aisha jamil
 
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Post » Fri May 27, 2011 11:44 am

the map is off.... the wall literly runs just above it.... and its now covred by some rocks.. so its out of site by the towns guard (your house is right across the little road from it :P)

im getting a new map made now.... so it will be correct, and updated for verison 7.8

biulding
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Vera Maslar
 
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Post » Fri May 27, 2011 11:10 am

looking forward into 7.8

the chruch has been completly redone, and the map has been fixed, so now its is more acurate, and is closer in desgine to thsoe of the other major towns...

hopeing to finsh up the ai, npcs, and quests for the libaray in sutch, thenr elase

biulding
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Shaylee Shaw
 
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Post » Fri May 27, 2011 8:15 am

looking forward into 7.8

the chruch has been completly redone, and the map has been fixed, so now its is more acurate, and is closer in desgine to thsoe of the other major towns...

hopeing to finsh up the ai, npcs, and quests for the libaray in sutch, thenr elase

biulding


Looks like another Dragon Captions masterpiece in the making! Keep up the excellent work!
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Ladymorphine
 
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Post » Thu May 26, 2011 8:32 pm

Looks like another Dragon Captions masterpiece in the making! Keep up the excellent work!

You got my support!
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Kim Bradley
 
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Post » Fri May 27, 2011 5:32 am

great then :D always love the suport of players :)

in fact, their is along list of dragon captions works that are coming up...

also... just realsed a 12 quest, quest mod last week, that is stable (not to graphicly pleasing, the doungoens are kinda bare, and such...) but it works, and the stoires are done :P

biulding
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Chris BEvan
 
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Post » Thu May 26, 2011 8:51 pm

version 7-8 is relased on nexus, its not perfect... but it works...

biulding
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Jessica Phoenix
 
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Post » Thu May 26, 2011 9:25 pm

version 7-8 is relased on nexus, its not perfect... but it works...
I am a svcker for new content mods containing quests, and this looks very interesting - I have kept an eye on it for a long time. So I am happy that you're making progress.

However, this mod is the dirtiest mod I have ever tried to install. It contains whopping 2244 "Identical to Master" records, and quite a lot stray dirty edits as well if I'm not mistaken. In other words, the mod is far, far less compatible than it could and should be. And for me who install as many such mods as I can, compability means a lot.

So since this mod is still actively being developed, I kindly request you to focus a little bit on making your mod cleaner. Cleaning all the "Identical to Master" records and undeleting records is easily done in TES4Edit, but looking for and removing other dirty edits is a bit harder especially unless you know whether an edit is really supposed to be there. Thanks :)

Edit: And it turns out the mod has CURP.esm as a master as well. The description says nothing about it.
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Dylan Markese
 
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Post » Fri May 27, 2011 9:17 am

the curp master, is becuase i was working on a mod that reuqired kvatch aftermath, and then forgot to deslect the curp esm, and sutch was then forced to have it... im going to go back and update that wen i realse version 8.0

as for the cleaning, my team is working on that now actuly...

biulding
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D LOpez
 
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Post » Fri May 27, 2011 10:31 am

news finaly! hehe

i plan on, after finshing the A Saints tale sirese, to retun to this mod.

remove all the scripts on the town, delete all the biuldings, redo the layout simliar to the "olde" style that you can find in version..... the latest one... there is a portal in a locked room somewwere :P hehe

and use the new custom architexture created by onra and firesparks for this project.


redo the city layout, redo the cemitary, and the crypts. redo the whole castle. make the library more elaberate, add more hosuing, then re-wrte all the quests

biulding
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 3:27 am

hehe

the new storyline is being written at the moment..

the main plaza has been completly redone, with new ai (some existing was reused.)

finshed fixing up all the pathing, and the eyecandy, new layout for the chaple area. changed the crypt to use the custom reosuces in the curp.

curp is now fully required by this mod.

i plan to remake the two side wings of the castle. if anyone has any ideas for the castle, please let me know, i would love to hear some of your ideas.

after that, im going to revamp the "haven district" where all of the towns people live.

then have relase 8.5...

and go from there.

biulding
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Catharine Krupinski
 
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Post » Fri May 27, 2011 8:26 am

the castle space has been doubled, and all castle staff members have ai.

the chaple is currently undergoing a good bit of work, getting all of its preists, and knights ai working.

biulding
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RObert loVes MOmmy
 
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Post » Fri May 27, 2011 8:51 am

I had read somewhere that you were planning on making this compatible with Unique Landscapes and Verona House Bloodlines - is that still true?

I'd like to report another conflict (if I haven't already) and that is with Grandmaster of Alchemy - which places
Spoiler
the entrance to a library
right where the current stairs leading to the city from the docks is located.

all the best with this.
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Nymph
 
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Post » Thu May 26, 2011 7:55 pm

vorians has already created a patch for ul lost coasts... oyster bay... which ever one that is, and that conflict u said had not been reported before.

can u send me a picture as to where the conflict is?

thanks

biulding
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Eric Hayes
 
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Post » Fri May 27, 2011 2:21 am

I may be wrong - but what I meant was that with the newer version of Sutch - I thought/read somewhere - that it was going to be designed so as not to need the patches Vorians created. Is that not correct?

As I have it now there are four mods Sutch conflicts with ...
UL Lost Coast - has patch at this time.
Frans (FCOM spawn points) - saw new patches on Nexus
Verona House Bloodlines - No direct patch but the patch for VHB and UL address a lot of the problems (Still see tearing around Sutch though).
Grandmaster of Alchemy - adds
Spoiler
entrance to secret library on side of cliff
that is completely covered by the stairs to the dock area - can't even see it when Sutch is loaded - in fact never realized it was there until I spent a little bit of time testing the above patches.

Hope that helps
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Tha King o Geekz
 
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Post » Fri May 27, 2011 6:23 am

hehe, well in the new version of sutch, the ul patch will still be need, but the staris are going to be removed. instead of the stair case, there will be a, old sewer system, that willl link the docks, and the town together. since with the stairs, it wouldnt be logical to carry cargo up 3000 flights of staris :P hehe and without the stairs, the hill side was to steep... so hopefuly that will fix a few things.... posibly... but the docksa as they are in version 7.6 onwards, will not be changed (in size, i will be adding more eyecandy, npcs, and clutter to the area, but not expanding them.)

i will look into the stuff on the other two mods, espcily the grand master of alchemy, asap...

up to my ears in ai, and illness...

thanks for the reports mate

biulding
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Tiffany Holmes
 
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