[WIPz] The Nerevarine Chronicles: Tiuj Kiuj Restis

Post » Tue Jul 16, 2013 2:30 am

Yes, you're right, that's the one. Jarin Root never appeared in Redguard, only once in Skyrim. I'll place the Jarin plant in the Orge's Tooth Mountains like the lore describes.

You're absolutely right, I was just a little worried I would be unable to have a number of the things on the isles that I wanted at the scale it is. I tested with some placeholder objects though, it turns out I will be able to place everything I wanted to after all. /smile.png' class='bbc_emoticon' alt=':)' />

No. The Yokudan settlement will be in the same place the Yokudan camp was in Redguard, on the north shore of Stros M'Kai directly north of the Palace. I plan to have their homes built into the beach in some way.

And now for some screenshots. http://imgur.com/a/slvQF#0. As of now, the basic landmass and height of it is made. I'm now shifting my efforts to creating the models and textures that will populate this landscape. There's quite a bit I have to do, but I'm not short of ideas, and the art in Redguard provides a good reference for me to work off of. I'll be posting updates as I go along, as usual. /smile.png' class='bbc_emoticon' alt=':)' />

I also haven't said anything, but thanks for all the positive feedback! I hope I can live up to at least my own expectations of this mod, so I'm going to keep at it. /biggrin.png' class='bbc_emoticon' alt=':D' />
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Chloé
 
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Post » Mon Jul 15, 2013 7:04 pm

Very cool. I'm excited to see this get more built up.
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Yvonne Gruening
 
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Post » Mon Jul 15, 2013 3:01 pm

I've found something interesting. This may not be very helpful, but still interesting. Anyway here it is. http://almanach.scharesoft.de/nirn/?lng=-178.86883735656738&lat=88.96307945251465&zoom=14
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lacy lake
 
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Post » Tue Jul 16, 2013 1:00 am

This looks amazing! I'll definitely be grabbing this one up when it's done.

I can't help with modding, but I AM a writer, and I would love to help with character and quest writing. Hit me up if you want to take me up on that!
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Charleigh Anderson
 
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Post » Tue Jul 16, 2013 2:39 am

Continuing my trend of bringing potential resources to your attention, Westly has some really nice Arabian-inspired clothing in his Alakazar's Lamp mod. None of it is a modder's resource, but you could shoot him a PM and see if he might let you use some of them for the natives of Stros M'Kai.
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Lawrence Armijo
 
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Post » Tue Jul 16, 2013 5:38 am

Thanks! I've bookmarked this, should come in very handy when I get to landscaping. /smile.png' class='bbc_emoticon' alt=':)' />

Ignore all of this. The Yokudan camp was destroyed in Redguard with all but two survivors, one of which was an elderly woman, I imagine that they would have integrated themselves into mainstream Imperial/Hammerfellian society after this event so there will be no Yokudan settlement on the island. Instead, I will be placing a number of homes built into rock hoodoos inspired by the ones I visited at http://en.wikipedia.org/wiki/Writing-on-Stone_Provincial_Park in Southern Alberta, Canada.

As far as the progress on the development of this goes, it's been slower than my workflow in the past, mainly because of laziness/creative challenges/distractions, but I have made progress on some new architecture meshes, and textures which I'll be using on a number of meshes for the tilesets I'm making for this mod.
House: http://imgur.com/DhNImLb, http://imgur.com/NptJtcb, http://imgur.com/oiGAl1B
http://imgur.com/1QCzlqF

At the moment I'm trying to organize how I'm actually going to go about tackling all of the meshes and textures I have to make for this mod since working on whatever in no particular order has been a bit confusing and distracting for me. That being said, I drew some concept art for the Dwemer Bridge which I'd like to get done, stages http://24.media.tumblr.com/2f4c41edd786217951e2869c5c4e9488/tumblr_mipn2wKJd51rjqahso1_1280.jpg, http://24.media.tumblr.com/611b2f2f7d1a930428c95c5f882f175d/tumblr_mipn2wKJd51rjqahso2_1280.png, and http://24.media.tumblr.com/ee63ced591038bf675eca4361bd6d05c/tumblr_mipn2wKJd51rjqahso3_1280.png. As far as order goes though I have been prioritizing architecture and haven't made anything other than that asides from one or two landscape textures. Seeing as the isle is on the complete other side of the continent I want to stay away from using vanilla meshes and textures as much as possible to really push the feeling of being in a completely new place.

I also have a burning desire to make this isle look as good as Skyrim looks graphically, but don't worry as I'll be optimizing meshes as much as I can get away with with the look I'm going for so it should definitely be playable. However the level of detail I'm aiming for is much higher than anything I've seen in the game even including much Tamriel Rebuilt so don't expect it to play like the existing gameworld.

Anyways, I'm going to update and clean up the first post again and then probably go to bed since it's 1:30 AM where I am. /tongue.png' class='bbc_emoticon' alt=':P' />
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Rik Douglas
 
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Post » Mon Jul 15, 2013 2:32 pm

The concept of this project intrigues me, not only is it being done by a respectable modder, but it's also an isle small enough to not be considered over ambitious.
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Floor Punch
 
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Post » Tue Jul 16, 2013 4:21 am

Definitely looking forward to this /smile.png' class='bbc_emoticon' alt=':)' />
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Emzy Baby!
 
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Post » Mon Jul 15, 2013 2:40 pm

So I put down some placeholders to check the scale of the docs and http://imgur.com/a2gPYGR is something that I find a bit worrying. The Hunding Bay is supposed to be huge, at this scale it's barely big enough for the boats to sail into. Another problem is if I increase the scale of the isles I'll likely have to redo all of my edits to the landmass and compensate on certain things like the Dwemer bridges, I'd also be going against Morrowind's scale of Tamriel and would have an oversized island in the Abcean Sea.

The Palace Island is also roughly the same size as the Emperor Crab Shell in Ald-Ruhn. This isn't really a problem, I can work with the scale I have now pretty much everywhere but those ships are making it look a bit ridiculous, and I'm not sure how much I can scale down ships (I was planning on making my own ship meshes) without making them too small.

In conclusion, the docks are a bit of a problem, the Saintsport and N'Gasta docks will only be used for transport around the island so that's not really a problem but the Stros M'Kai city docks are their main shipyard and I want to make sure I get it right.
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gemma king
 
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Post » Tue Jul 16, 2013 3:33 am

I wouldn't worry too much about the scale of the Hunding Bay. Just use smaller ships, and focus on detail. If you wanted to get really technical about it, Red Mountain should not be visible from Seyda Neen, even with MGE, but you're not going to see anyone (with a semblance of sanity) doing anything about that.
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Heather beauchamp
 
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Post » Mon Jul 15, 2013 8:35 pm

I definitely see what's concerning you there SWG. I'd say you could either double the size of the landmass you're working on (it's an island, and I'll be damned if anyone actually ever finished Summerset for Morrowind, so I'd say there's plenty of room) or edit your grayscale map you used to generate Stros M'kai to have a larger bay in that area. It's been several centuries or something, right? So it's entirely possible that the geography of the island has changed a bit.
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Lew.p
 
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Post » Mon Jul 15, 2013 2:00 pm

Well, I solved the scale problem for ships by scaling them down to 75% of their original size. All this means is when I make my own ship meshes I'll have to change the proportions of things a little and perhaps either make one large interior level or make the interiors larger than the exterior.

One thing that I was also thinking about was (spoilers) the cove that the Restless League were occupying in Redguard. I don't recall it's location was ever revealed but I imagine that unless it was on another nearby island, which seems unlikely, as Stros M'Kai seems to be the only island big enough to hold such a cove in the area, that it would be somewhere on the southern shore of the island. This makes the most sense to me, as the southern shore is mostly rocky outcrop from the Ogres Tooth mountains. I imagine since the authorities would know about it after the events of Redguard, it would be guarded by a patrol ship of some sort in order to make sure no criminals or squatters take home there. That being said, the small town the Restless League had built there would be all but a ruin. It also makes sense to me that an entrance to the Dwemer ruins on the isle could be found there.
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Alexandra Louise Taylor
 
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Post » Mon Jul 15, 2013 9:06 pm

What's this, no replies? Gah, I don't like double posting! /tongue.png' class='bbc_emoticon' alt=':P' />

Well too bad, I started working on the main Dwemer bridge mesh, here's http://oi50.tinypic.com/2l9qcyr.jpg comparing it to the Vanilla Bridge mesh (without pipes). It's basically the same structurally, though it has more polys all around and a lot of beveled edges to give it a nice smooth look, I'm going to hate UV mapping this thing. :/

The one in the shot I'm using as a reference has 123 verticies (I know right?), and mine has 376 verticies, I just plugged that into a calculator and mine has roughly 3 times as many verticies. Should look good in game. /smile.png' class='bbc_emoticon' alt=':)' />

I almost thought it could be used as a replacer for the vanilla mesh when making it, but as the pipes are going to be a seperate object and I'd probably die trying to make it tile like the original, not to mention trying to get all the bevels to work with the vanilla textures, I'm not even going to try to do that. Somebody else is free to when I release this mod though.

Ok, now to pick what I'm going to work on next. :3
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Natasha Callaghan
 
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Post » Tue Jul 16, 2013 5:02 am

You might see about getting into the big mess of Hammerfell resources Lady Nerevar has been holding onto from the abandoned Tamriel Rebuilt TES4 project. Might be some things you can use.
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Lyd
 
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Post » Tue Jul 16, 2013 2:35 am

I was told about this before. I might do this, apparently they completed Stros M'Kai, though I couldn't find any screenshots of it on their website. I'm still more comfortable working with my own resources though.
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vicki kitterman
 
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Post » Mon Jul 15, 2013 10:04 pm

Fair enough. I'll be watching /turned.gif' class='bbc_emoticon' alt=':turned:' />
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marina
 
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Post » Mon Jul 15, 2013 4:21 pm

As far as I know from the small time I was in the project Stros M'kai was never worked on. You might be thinking of Stirk, which they did before I joined.
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Ryan Lutz
 
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Post » Mon Jul 15, 2013 9:25 pm

No, on their forums someone said (I can't recall who) that Stros M'Kai was done.
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Queen of Spades
 
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Post » Tue Jul 16, 2013 5:32 am

Looking nice so far.

As to size, guess island are limited and thus, water may rise / take some part of the land (erosion, not sure of the english word).

Then, as it is an volcanic island, there could be something to do with that to (altrough the dwemer used part of the energy into their installations (I like that, clean ressources) thus "stabilizing" the activity ? Then, time and humans, ogre and gobelins, more than enough for something to be done (so as to use them to part of that energy)) ?
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Myles
 
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Post » Tue Jul 16, 2013 5:01 am

You're talking about the TR mod, right? Exterior work for Stros M'kai was never even started. I had the latest build, as I was with the team up until the point it ended. You can check the release notes, also. They mention all that was worked on/finished.

Either way I don't mean to derail your thread. I'm looking forward to this mod, you're doing a great job.
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Sandeep Khatkar
 
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Post » Mon Jul 15, 2013 11:36 pm

I seriously doubt erosion would have decreased the size of the island that much in between Redguard and Morrowind, even if it did, the Hunding Bay would be bigger, not smaller. Anyways I'm fairly certain you're mistaking game mechanics (each game's worldspace being a representation of a larger area) and lore. The reason my Stros M'Kai is smaller than Redguard's Stros M'Kai is because in order to fit with Morrowind's scale of Tamriel I had to size it down, it's not much smaller, but it is.

Where are you getting this information? I have seen no mention anywhere of Stros M'Kai being a volcanic island, perhaps it was mentioned in Redguard somewhere, I don't know, but this doesn't make any sense to me. The islands landforms don't reflect that of Volcanic activity at all, there is one main island which is crescent shaped, a moat and river dug through the middle of it, and a mountain range to the south. In fact the island's geography doesn't really make any sense when compared to the geography of islands on earth so I'd say it was likely formed by magic much like the rest of Tamriel and Nirn's landmasses.

Also, on the note of the Dwemer utilizing magma/lava as a power source, they were miners, and they dug deep, in Redguard their city had been partially destroyed by magma flows, in Morrowind the presence of magma in most of the ruins was explained by Vvardenfell being a volcano, but even in Skyrim they had dug deep enough to reach magma, so I don't think that it's out of the question at all that they would purposefully dig deep enough to reach magma in order to utilize it as a geo-thermal power source to power their steam machines. It's apparent that that's exactly what they were doing in Redguard and I'm planning on going into much more detail on the workings of their city in Stros M'Kai in this mod.

^I tend to write long responses, don't I? /tongue.png' class='bbc_emoticon' alt=':P' />
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Lil Miss
 
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Post » Tue Jul 16, 2013 2:29 am

Lady Nerevars Hammerfell project for oblivion might be dead but it lives on in Skyrim. Beyond Skyrims Hammerfell project is Practically the same project as Lady Ns Hammefell, we use the same lore, assets and some of the same modders.
Lady Nerevar have been holding on to those resources for years and will only hand them out to a project capable of recreating all of Hammerfell. Right now the plan is to use them in the mega mod called Beyond Skyrim Hammerfell. Which is part of the Beyond Skyrim Province mod collaboration.

We are working on creating a unique tile-set for every city in Hammerfell, including Stros M'kai. Lady N's tileset is to be used in Rihad. I really like what you have done so far and I encourage you to visit our forum at http://www.darkcreations.org/forums/forum/267-hammerfell/ drop by and we can discuss the modelling proses of Stros M'kai, I'd be happy to share my work with you, as I really like the look of your project. we also have a large selection of concept art you might want to look trough

I hope to hear from you soon.
Kind regards,
Markus Liberty.
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benjamin corsini
 
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Post » Mon Jul 15, 2013 4:19 pm

Interesting, interesting. I am really quite intrigued by this, sounds like it could be a lot of fun to both play and work on. I have PM'd you, SWG, as i'm sure you've noticed, offered my services as a writer (of lore, quests, and dialogue). I can also do interior design and related tasks. Looking forward to the outcome of this project. I shall be watchinggggggggg * disappears into the shadows*
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Lucie H
 
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Post » Mon Jul 15, 2013 7:54 pm

http://imgur.com/a/3J8Yk
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Davorah Katz
 
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Post » Mon Jul 15, 2013 10:47 pm

Wow, very interesting style SWG. Looks like a fun place to explore! The corners do look rather sharp though.
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Kat Ives
 
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