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!