[WIP] The Old Vivec

Post » Fri May 27, 2011 9:55 am

The Old Vivec
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By dingosky95/dingo and oblivion tomorrow/maiqdabomb
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A long time ago, the great city of Vivec once stood. But then the invaders arrived. Vivec was reduced to rubble. Builders rebuilt Vivec, but the ruins of The Old Vivec would always remain...
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This mod started with me randomly doing stuff on the CS, then I came up with this. So I contacted dingosky and he agreed to help me. It basically adds a trap door in the Foreign Quarter Underworks which leads to a small cave which leads to the ruins of Vivec. It has creatures, random loot, etc
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Features
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Multiple Quests and Dungeon Levels
Loot-lots of it too
New Monsters
more to come!
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JeSsy ArEllano
 
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Post » Fri May 27, 2011 6:55 am

Any screenies to show?
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Marquis deVille
 
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Post » Fri May 27, 2011 8:40 am

None yet. I'll post some when we add more stuff.
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Emmanuel Morales
 
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Post » Fri May 27, 2011 5:41 am

I'm assuming the ruins would be underwater, correct? Flooded passages and such?
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Cash n Class
 
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Post » Fri May 27, 2011 6:57 am

I'm assuming the ruins would be underwater, correct? Flooded passages and such?

Yes the passage leading to Old Vivec will be flooded. It is done so now we will be adding the main cities. Oblivion has asked that no screen shots be released until it nears its completion.
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Emerald Dreams
 
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Post » Fri May 27, 2011 12:10 pm

Yes the passage leading to Old Vivec will be flooded. It is done so now we will be adding the main cities. Oblivion has asked that no screen shots be released until it nears its completion.

No I didn't... I said after we get the rooms done
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Lily Evans
 
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Post » Fri May 27, 2011 8:30 am

My mistake. Once the rooms are done then.
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Sophie Louise Edge
 
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Post » Fri May 27, 2011 2:42 pm

The screenies should be up tomorrow, possibly later this night.
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Trevi
 
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Post » Fri May 27, 2011 8:38 pm

http://www.fliggerty.com/coppermine/displayimage.php?album=lastup&cat=0&pos=0
http://www.fliggerty.com/coppermine/displayimage.php?album=lastup&cat=0&pos=1 < level one

I am not good at taking screens but this is what we got so far. In level one there are 4 hallways and 7 rooms. I took the screen from the hallway to show the size from one to another. The rooms will lead to other rooms, caves, more of the city as you go.
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Amy Melissa
 
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Post » Fri May 27, 2011 11:32 am

And I've begun placing items already
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Taylah Illies
 
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Post » Fri May 27, 2011 8:33 am

I'd really rather you avoid the old convenient 'Wooden Door' and use something more like the cracked wall from Tribunal? Or something more cave like? I just think it would be more atmospheric to have it look like the ruins of old Vivec have only just opened up due to an earthquake (seaquake?).

Other than that, the passages look like they could use some rubble and clutter here and there ... just to give it the ruined city appeal ... just my 2 c's, knowing you have only just started and all.



Will there be any quests planned? Possibly in a future version?
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Marlo Stanfield
 
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Post » Fri May 27, 2011 2:58 pm

I agree with the cracked entrance style. Having a nice door doesn't really say 'old abandoned ruins we've built over and tried to forget'.
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teeny
 
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Post » Fri May 27, 2011 4:04 pm

Sounds like it has great potential.
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Emmie Cate
 
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Post » Fri May 27, 2011 5:32 am

Lots of quests planned for first version. And I've been telling dingosky that anf he said he'll take care of it.
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 7:47 pm

Just brainstorming for you :) Could also be a barred/locked/portcullis type door. Like it's known to exist but the temple doesn't want you to go down there so the entrance is 'sealed'.


Cheers
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Gemma Archer
 
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Post » Fri May 27, 2011 7:30 pm

This sounds sweet but, can you add a better lore explanation in the final? I mean the "Vivec was destroyed by 'invaders' " doesn't appeal to me. With all the Ordinators and Vivec himself living in the city, I don't think that could work.
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Anthony Diaz
 
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Post » Fri May 27, 2011 4:39 pm

Could have been destroyed when Vivec flooded all of Morrowind to get rid of an Akaviri invasion. (He temporarily gave water breathing to all dunmer, and I suppose to their guars and striders as well...)
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Austin Suggs
 
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Post » Fri May 27, 2011 7:41 pm

I'd really rather you avoid the old convenient 'Wooden Door' and use something more like the cracked wall from Tribunal? Or something more cave like? I just think it would be more atmospheric to have it look like the ruins of old Vivec have only just opened up due to an earthquake (seaquake?).

Other than that, the passages look like they could use some rubble and clutter here and there ... just to give it the ruined city appeal ... just my 2 c's, knowing you have only just started and all.
Will there be any quests planned? Possibly in a future version?

Thanks, I am building and Oblivion is filling. So he can take care of that end. Lots of quest coming some as research, others as kill those beasts. And I am sure we will come up with more. Feel free to give any suggestions it will be appreciated.
As for the doors I will be adding lots of them so I can surly fit those in. Of course Oblivion will have to give his approval.
It will be an all encompassing underworld. It will be huge trust me. It will take some time to see it all when finished.

Just brainstorming for you :) Could also be a barred/locked/portcullis type door. Like it's known to exist but the temple doesn't want you to go down there so the entrance is 'sealed'.
Cheers

Sure. Thanks, I will talk with Oblivion but it should not be a problem.

Could have been destroyed when Vivec flooded all of Morrowind to get rid of an Akaviri invasion. (He temporarily gave water breathing to all dunmer, and I suppose to their guars and striders as well...)

Nice thanks Gez.
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Kerri Lee
 
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Post » Fri May 27, 2011 11:26 am

http://www.fliggerty.com/coppermine/displayimage.php?album=lastup&cat=0&pos=0
http://www.fliggerty.com/coppermine/displayimage.php?album=lastup&cat=0&pos=1
Do you think this is dark enough? Or should there be negative lighting?
They all will be old shops and houses in this district also do you think shops would have been any different in those times?
Thanks
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dell
 
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Post » Fri May 27, 2011 4:17 pm

This mod reminds me of my old project 'Bal Ouada'. dang now i'm all nostalgic *tear*.

Whether the houses/shops would look different would depend on how old these ruins are. Architecture would probably stay the same or similar, but current trends and fashions would most likely have been different, perhaps furniture styles as well. Not sure how you'd show that, but just an idea.
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Carlos Vazquez
 
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Post » Fri May 27, 2011 8:52 pm

This mod reminds me of my old project 'Bal Ouada'. dang now i'm all nostalgic *tear*.

Whether the houses/shops would look different would depend on how old these ruins are. Architecture would probably stay the same or similar, but current trends and fashions would most likely have been different, perhaps furniture styles as well. Not sure how you'd show that, but just an idea.

Thanks. :thumbsup:
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Nicole Kraus
 
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Post » Fri May 27, 2011 9:10 pm

http://www.fliggerty.com/coppermine/displayimage.php?album=lastup&cat=0&pos=0
http://www.fliggerty.com/coppermine/displayimage.php?album=lastup&cat=0&pos=1
Do you think this is dark enough? Or should there be negative lighting?
They all will be old shops and houses in this district also do you think shops would have been any different in those times?
Thanks

Try to make it more destroyed, I hate it how so many ruins in Morrowind look the same as a perfectly good condition version of the ruin.

Other than that, it looks good.
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Tracy Byworth
 
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Post » Fri May 27, 2011 11:08 am

It looks very cool. The architecture should be the same, old Velothi style, but maybe one day you can go back and retexture it to look worse for wear. It is plenty dark for me.
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stacy hamilton
 
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Post » Fri May 27, 2011 6:26 pm

Yes its very dark, infact I think you should brighten it up at least for the purpose of screenshots.
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Prue
 
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Post » Fri May 27, 2011 6:48 pm

For screens maybe but I've always felt dark is good, it is after all a ruin buried beneath the earth. The ambient light in underground areas in MW always bothers me. You should need to bring a light source, it adds to the atmosphere IMO.

But it's your mod.... you do whatever you like! ;)


Cheers
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Jason King
 
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