[WIP] At the Narrows of the Niben: Leyawiin Rebuilt

Post » Wed Mar 30, 2011 11:56 am

A bump to keer er' in the public eye.
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Chrissie Pillinger
 
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Post » Wed Mar 30, 2011 8:30 am

Time for an update! :)

Lately, I've had more time than usual to work on the mod in general and the castle Leyawiin interior specifically. (By the way, my decision to almost totally redesign the interior and exterior layout of the castle has probably added a full year of development time to this project!) But now I think it's really getting there...and looking fantastic!

I've always wanted to ask you folks on the forums for some modeling and texturing help on some of the architecture and other details I had in mind for castle Leyawiin that I didn't have any expertise in. (All I wanted was a new green-shingled roof over here, a retextured plaster wall over there, and a few unique windows extracted from the vanilla house meshes...) Until I learned a few months ago how freaking easy it was to retexture items in Nifscope! And if I could do that, I MIGHT be able to try my hand at actual 3d modeling. :rofl:

Sooo...for the past few days...I've been learning Blender! (OUCH!) :brokencomputer: Now that I've got a slight grasp on its weird, counter-intuitive controls and an infinitesimal understanding of how to mess with meshes...I've managed to pull apart the exterior mesh of http://server6.theimagehosting.com/image.php?img=LRblender3.jpg&album=22952&fullsize=1 (aka Glarthir's House) and isolate the http://server6.theimagehosting.com/image.php?img=LRblender1.jpg&album=22952&fullsize=1 on the exterior tower. (Believe me, this took a while!) (And by the way, the pane of glass above the window will be hidden inside the wall it's attached to.) Then, I attempted the equally trying feat of http://server6.theimagehosting.com/image.php?img=LRblender2.jpg&album=22952&fullsize=1 and removing verticies to make it fit the recessed, arched nooks that are in vanilla Oblivion castles. (I still don't actually know how I managed to do this!)

And finally, I got to look at the newly transplanted windows in game... :celebration:
http://server6.theimagehosting.com/image.php?img=LR50.jpg&album=22952&fullsize=1
http://server6.theimagehosting.com/image.php?img=LR51.jpg&album=22952&fullsize=1
http://server6.theimagehosting.com/image.php?img=LR52.jpg&album=22952&fullsize=1

Let me know what you think of the results!

I'm really pleased...And I'm in the process of pulling apart more house meshes to get several more unique, individual windows for my castle! (And yes, I will release these separated windows to the community as a modder's resource...when I get around to it!)

I'll still eventually need some help from a talented modeler (or two) with creating one new lighthouse design I have planned along with some other smaller stuff before release...I'll let you all know when the time gets closer.

I can't tell you how awesome this mod is looking... This is about as close to the original Bethesda concept as I've seen. Well, to Open Cities defense, I haven't really looked at their Leyawin design in depth.
Thanks! Getting this thing really close to Beth's http://www.elderscrolls.com/images/art/ob_concept/ob_concept03B.jpg for Leyawiin has been the whole point of this mod all along! Texian, Godhugh, and Arthmoor's somewhat different, open design of Leyawiin went in a different direction than mine, but I think that they all did an excellent job with it. (And of course, their mod is WAY better than vanilla Leyawiin!) :banghead:

Wouldn't your more spread-out (and closed city) layout help keep GPU/CPU demands lower?
I've got no idea, but I assume most computers nowadays are powerful enough to handle open cities...

Will I ever release an open version of my Leyawiin Rebuilt mod? Probably, but let me get the closed version done first!

From what I can see so far, though, this mod looks like it will be essential. You have done some amazing work on this so far, and it's close to being finished? Wow. I can't wait. :)
Thanks! You'll have to wait a little longer, unfortunately...It's not close to being done (in an alpha, bug-squashing, playtestable version) for several more months...

You mean you are going to have scripted ships?!? Say it is so... I know it's probably too much to hope far. Having scripted ships that travel tamriels waterways is something I have been wishing for since, well, Morrowind. Maybe it will happen one day...

I always thought it would be a cool travel option to be able to buy a ticket for a ship, give it to the captain, then have a scripted travel time for the ship to leave. You could be transported below along with your horse, companions, etc., then when the ship leaves the dock, you would be able to come up on the deck and watch Cyrodiil pass by, then once it arrives, you go back below to get your horse, companions, etc. and they would be transported back on deck with you to debark.
There are several mods (from Reneer and QQuix) which are in development right now that will let you do most of that. What I'm hoping is once this mod is released and folks realize that Leyawiin finally has a proper harbor and that ships can sail all the way up the river Niben to the Imperial City, they'll get the concept of scripted ships working so it can be used alongside my mod! (I'll also be eventually releasing my version of an add-on mod to clear small islands, rocky obstructions, and landscape the lower river valley up to Niben Bay.)

The only suggestion for improvement I see with the docks as they are is maybe having some more spots open for player-controllable ships, etc. It looks like you have one spot open, at least, so not a big deal.
I'm planning on having two "parking spaces" available for player (or scripted npc) ships to come and go as they please...

Thanks for the great comments everyone! Now, back to Blender! :(
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Lavender Brown
 
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Post » Wed Mar 30, 2011 3:03 pm

Let me know what you think of the results!

It looks great! Makes the place look really unique. Good to see this mod is coming along nicely.
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Jesus Sanchez
 
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Post » Tue Mar 29, 2011 11:49 pm

Kind of reminds me of Morrowind's Ebonheart.
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barbara belmonte
 
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Post » Wed Mar 30, 2011 6:02 am

If and when this gets completed, it will seem like a retro-knockout mod from yesteryear...that will blow people's minds!
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Lexy Corpsey
 
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Post » Wed Mar 30, 2011 1:57 am

Still really excited to see this, and you say completion is near (ish) now?
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Michael Russ
 
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Post » Wed Mar 30, 2011 2:05 pm

Still really excited to see this, and you say completion is near (ish) now?
I wouldn't say that....exactly. :P

I've been working on Leyawiin quite a lot over the past few months. I've been delving into the wonderful world of texturing and modeling in Blender and NifSkope...and it's all starting to make sense! I recently pulled apart several vanilla house meshes to get at the windows. And they're now in the castle Leyawiin County Hall, letting the sunlight in! B) I'm exclusively modifying and dismantling meshes...not making new stuff from scratch...but it still takes me a few hours to get a window or a railing separated and ready to insert into my mod. (I'm going to be working on making some custom cliffs next...)

So everything is taking longer than I thought. I can't say when this is going to be finished, but I hope you all will like it (and use it) when it's ready!
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Hayley O'Gara
 
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Post » Wed Mar 30, 2011 10:43 am

And finally, I got to look at the newly transplanted windows in game... :celebration:
http://server6.theimagehosting.com/image.php?img=LR50.jpg&album=22952&fullsize=1
http://server6.theimagehosting.com/image.php?img=LR51.jpg&album=22952&fullsize=1
http://server6.theimagehosting.com/image.php?img=LR52.jpg&album=22952&fullsize=1

That is absolutely stunning. I was planning on making a house mod using the castle pieces, but I was dismayed that there weren't any window pieces. But seeing as there are some (I don't know if you'd ever give permission to use them as a modders resource though), it's pretty awesome.
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Emily Jeffs
 
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Post » Wed Mar 30, 2011 1:42 am

Looks amazing so far, I'll defiantely keep an eye on this :)
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Elizabeth Lysons
 
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Post » Wed Mar 30, 2011 5:17 am

Keep on keeping on, Bannanaman!
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Emma Parkinson
 
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Post » Wed Mar 30, 2011 2:42 pm

Hope this is still active!!! :wave:
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Heather Stewart
 
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Post » Wed Mar 30, 2011 2:50 pm

Hope this is still active!!! :wave:

Me three!
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Isaiah Burdeau
 
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Post » Tue Mar 29, 2011 10:56 pm

Me three!


Me Four...

I am working on a mod that expands Anvil myself (compatible with the expanded Anvil Harbour - but also seperate to it). I hate how all of Oblivions cities dont live up to the "City" title...

JD
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Lily
 
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Post » Wed Mar 30, 2011 1:52 am

I hope this WIP hasn't died! I've been looking for a good Leyawin mod which is close to the original concept where the river is open to ship travel. I was liking the progress on this mod... hope it's still being worked on.
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Penny Courture
 
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Post » Wed Mar 30, 2011 12:12 am

I hope this WIP hasn't died! I've been looking for a good Leyawin mod which is close to the original concept where the river is open to ship travel. I was liking the progress on this mod... hope it's still being worked on.

We all do...I can see at this moment, Bananaman putting the last touches on his masterpiece to surprise us soon!
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Samantha Mitchell
 
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Post » Wed Mar 30, 2011 12:12 pm

How will this interact with Better Cities - Leyawiin? Will I have to uninstall Better Cities?
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Lilit Ager
 
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Post » Wed Mar 30, 2011 2:23 pm

How will this interact with Better Cities - Leyawiin? Will I have to uninstall Better Cities?


Don't use BC Leyawiin, the rest of BC will be fully compatible.
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Sophie Louise Edge
 
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Post » Wed Mar 30, 2011 8:20 am

I probably should show you guys what I've been working on lately...shouldn't I? <_<
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joannARRGH
 
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Post » Wed Mar 30, 2011 3:57 am

I probably should show you guys what I've been working on lately...shouldn't I? <_<


Well....




Spoiler
Yes, please! :whisper:

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Oscar Vazquez
 
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Post » Wed Mar 30, 2011 2:47 am

We would love to see! This project looks beautiful...
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Brian LeHury
 
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Post » Wed Mar 30, 2011 2:44 pm

NEVER SAY DIE!!!!
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James Rhead
 
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Post » Wed Mar 30, 2011 8:02 am

I probably should show you guys what I've been working on lately...shouldn't I? <_<


Meep!
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Kat Stewart
 
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Post » Wed Mar 30, 2011 9:15 am

Yes Bananaman, it would be nice to see what you're working on, and I hope that "At the Narrows of the Niben: Leyawiin Rebuilt" is eventually released. I'm still waiting as I'm sure are many of your fans.

:)
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Inol Wakhid
 
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Post » Wed Mar 30, 2011 3:15 am

Yes Bananaman, it would be nice to see what you're working on, and I hope that "At the Narrows of the Niben: Leyawiin Rebuilt" is eventually released. I'm still waiting as I'm sure are many of your fans.

:)

I'm walking very, very slowly towards Leywiin, hitting random dungeons and lots of elsweyr along the way in the hope that this is there when I arrive!
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Wane Peters
 
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Post » Tue Mar 29, 2011 11:59 pm

Hi guys! Just because I haven't posted in a long while doesn't mean that I haven't been productive...:shocking:

I've had a lot of time to work on the mod in the last few months, so I've finally got some progress to show you patient people. :)

For the longest time, I was not terribly motivated to work on my redesign of Leyawiin...there seemed to be so freaking much to complete, and I wasn't making much progress. So for a change of pace, I decided to fiddle with Oblivion's architecture meshes in Blender. After learning a little about the program, I managed to disassemble several buildings and pull apart several windows, railings, and walls and insert the meshes into my mod. This has been terribly fun and addictive. ^_^ I am most proud of my new custom windows for Castle Leyawiin...

http://i.imgur.com/6hUlG.jpg

http://i.imgur.com/Eyqnh.jpg

http://i.imgur.com/OfKDt.jpg

I just finished working on these today. They have transparent window glass and a full day / night lighting cycle, thanks to the awesome and incredible weather mod, All Natural.

I've also been making custom wooden stairways and landings for the interiors of the castle towers...

http://i.imgur.com/txuu9.jpg

http://i.imgur.com/W3jhA.jpg

All of the castle towers will have interiors and most will have wooden staircases running all the way up them, like medieval elevators.

I made new castle hallways by retexturing the cathedral crypt tileset into something that looks more castle-like...

http://i.imgur.com/rhLwG.jpg

These meshes are also going to be used for the newly redesigned dungeon and lower levels of the castle.

http://i.imgur.com/I8vs0.jpg

Basing my design on Mr Siika's great castle kitchens, I came up with a new, low ceilinged kitchen for the castle (which has not been cluttered yet!)...

http://i.imgur.com/BOAQ9.jpg

http://i.imgur.com/VxYJS.jpg

Here's a great series of screenshots showing of the new day / night lighting cycle, courtesy of All Natural...

An upper level castle hallway in the http://i.imgur.com/7muay.jpg, http://i.imgur.com/hfyzT.jpg, http://i.imgur.com/6fbk4.jpg, and http://i.imgur.com/PD3Ia.jpg

And here are some exterior shots...

http://i.imgur.com/Q7M2o.jpg

http://i.imgur.com/XRn8C.jpg

(In case you were wondering, the old screenshots in this thread vaporized when my old image hosting site disappeared...)

I've been focusing on the castle for the past few months, but I've still got plans for the rest of the city and surrounding landscape.

I am planning on releasing all my custom castle windows and other meshes as a modder's resource when this mod is released.

The more time I put into this mod, the more time I think it will take to complete. I have LOTS to do still...and lots of castle meshes to pull apart...but it's coming along. I hope to release an alpha version for testing in the next few months...or so. :P

I'll have more updates for you soon! Thanks for your continued support!
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Melissa De Thomasis
 
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