[Wipz] The Terror of the Deepwoods

Post » Tue Jun 22, 2010 9:31 pm

25/11 New Progress update!
15/01 Even Newer Progress Update! Now in Orange!

Update2 - This WIP thread has come a long way since its start, new stuff is in orange, scroll down to the bottom of my post for the overall progress. I have made recently another important decision, as this mod will now require OBSE and possibly Screen Effects. Several of the things I attempted to script in turned out to require OBSE, and since if it needs OBSE, I might as well make it require screen effects too, because it gives me much more flexibility and possibilities for the more visual parts of the mod. However depending on stability this may not happen. Suffice to say I'll be getting around to testing it out, and will decide on the screen effects then. It will still need OBSE

Hello everyone! I have been resisting starting a WIP thread for a while now, as I don't want it to seem like just another idea from an inexperienced modder, wanting everyone to do everything for him, which I unfortunately, how many new mods-in-progress come across. But the time has come to bite the bullet, as work is going slower now that I am back at school, and I could do with some motivation. So here goes:


The Terror of the Deepwoods

This mod intends to be a horror and suspense based quest mod/expansion with a feel similar to the Blair Witch Project, mixed with a good dollop of Daedric goodness, in the form of Hircine, God of the Hunt. It has been inspired by "Mythago Wood" by Robert Holdstock, in atmosphere and slightly in story. It has heavy emphasis on exploration, but also with survival horror aspects, such as the very real danger of getting lost in a truly hostile environment. Several new game mechanisms will be included, such as a map mechanism that as far as I know is entirely original within Oblivion and its mods, which is much more immersive than the normal "sat nav" map mechanism. The environments that I have modded (so far) are extremely detailed, but also filled with hidden content, that you will need to look carefully for. You will encounter horrendous predators, find new and unique treasures, explore a primeval forest and several large, atmospheric dungeons, and hopefully be scared out of your skin! (Oh, and you will need Shivering Isles)

The mod starts with you hearing a rumour about strange happenings deep in Blackwood, near a village called Greenhollow, close to the Black Marsh border, and upon investigation, weird things start happening, resulting in you being lost in the terrifying "Deepwoods" realm. From there, well you'll have to wait and see... ;)

Right, waffle over, on to progress:

The main quest is split into 5 broad "chapters", and I was attempting to get the first one completed before starting this thread, but I have'n quite yet:

Part 1:

I have finished the exterior of the village, the interior of 2 of the houses, the "tamriel side" of the forest, several scripted events, and am halfway through writing the various notes and books that you will find. (These consist of 2 short stories (ie books) (one of which, when I have the typo's sorted, I will post here) and several notes and diaries of the main characters) I have not yet started the NPCs, questing (although I have scripted quite a lot of other stuff) or dialogue (all of which will be voice acted - and I have already started on writing it) I have also retextured a darker, more oppressive version of almost every single type of in game tree, allowing me to create a varied, yet still atmospheric woodland. Everyone likes some concept art:
http://i168.photobucket.com/albums/u187/K4tana/P5030072.jpg?t=1253743727

UPDATE! - Dialogue, Questing, scripting and NPCs for the first part are now FINISHED! I have written several more notes, but yet to put them in game, and all the dialogue needs voicing, although I have the actors sorted out (I'm one of them! XD) and I have the voice of Dundee sorted just right! Here's an example of one of the short stories written for the mod, of which there are several: http://www.gamesas.com/bgsforums/index.php?showtopic=1042367

UPDATE 2! - I have done a large amount of the voice acting for Dundee, so only Sanvyn has no progress yet. Need to generate LIP files for Dundee, but I want to leave it, so that I can go back and do something different when I burn out on landscaping.

So without further ado, screenshots!
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot73.jpg?t=1253741733
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot31.jpg?t=1253741782
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot36.jpg?t=1253742413
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot18.jpg?t=1253742370
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot30.jpg?t=1253742484
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot21.jpg?t=1253742522
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot20.jpg?t=1253742559

Now, the woodland - Oblivion's woodlands have always bothered me, as they are very unrealistic in feeling - they mostly just feel like meadows with some trees in them. I have therefore attempted to make my woods much more atmospheric and realistic:
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot69.jpg?t=1253742729
http://i168.photobucket.com/albums/u187/K4tana/P2210524.jpg?t=1253742771
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot66.jpg?t=1253742831
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot41.jpg?t=1253742903
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot59.jpg?t=1253742950 - note the retextured tree trunk :)
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot61.jpg?t=1253743156- I have only used a few darker trees here, as it is still in Tamriel - you can see that tall one in the middle
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot48.jpg?t=1253743273
NEW SCREENSHOTS:
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot107.jpg?t=1256166212
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot108.jpg?t=1256166241
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot109.jpg?t=1256166266
I don't want to give too much away, so no more shots yet! ;)
NEW SCREENSHOTS:
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot1472.jpg?t=1260492559
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot153.jpg?t=1260491143
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot1482.jpg?t=1260491193
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot167.jpg?t=1263600422 - this new mesh is so that I don't have to place all these rocks individually
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot170.jpg?t=1263600522
Lightning flash effect:
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot157.jpg?t=1263600588
http://i168.photobucket.com/albums/u187/K4tana/ScreenShot158.jpg?t=1263600632 - I have worked out several methods I will be using to improve this effect, some with weather, and some with screen effects.
Again, when it comes to screenshots, expect there to be fewer updates, as I move onto making more story important landscapes, I don't want to give too much away. I'm sure I'll be able to treat you to a few though :P

Spinat has already been a great help with this mod, making a bunch of excellent models. Thanks Spinat!
As well as Spinat's continuing fantastic contributions, another very talented modeller and texture artist has joined the cause. A round of applause for both Nate Neurotic and Spinat please!

Now, where I need your help. Although I am a competent user of the CS, and scripting, I have very limited skills where it comes to 3d modelling and retexturing. So if someone were to volunteer to do the more complex modelling and texturing for me, I would be infinitely grateful. There is not much urgency however, as I still have a lot of modding to do, and have a-levels to see to as well. Update 2 - as of this update, consider this plea less important, as Spinat's and Nate's contributions have made many of these already, and I am getting much more competent in modelling and retexturing. However if you wish to lend a hand still, please feel welcome to do so! :)

Here is what I need doing, and several (rough) sketches detailing my ideas:

Major:
-A set of druidic themed armor with a curiass made from a ribcage, a ragged cloak, and a bone-like appearance, possibly including shamble skull pauldrons, with a helmet that is a combination of a hood, a madness helm and antlers. http://i168.photobucket.com/albums/u187/K4tana/P7310131.jpg?t=1253743903 http://i168.photobucket.com/albums/u187/K4tana/P7310123.jpg?t=1253743934 http://i168.photobucket.com/albums/u187/K4tana/P7310132.jpg?t=1253743958
UPDATE - Spinat has finished this! Well done him! http://tesnexus.com/downloads/images/27275-2-1255555418.JPG
-Changing the scalon to be wolf-like in appearance - ie wolf-like face, no fins and fur http://i168.photobucket.com/albums/u187/K4tana/P7310127.jpg?t=1253744052 http://i168.photobucket.com/albums/u187/K4tana/P7310126.jpg?t=1253743988 http://i168.photobucket.com/albums/u187/K4tana/P7310124.jpg?t=1253744019

and more relatively minor things such as:

-Making a minotaur with antlers rather than horns http://i168.photobucket.com/albums/u187/K4tana/P7310125.jpg?t=1253744108
UPDATE - Minotaur from Spinat:http://tesnexus.com/downloads/images/27275-1-1256258845.JPGhttp://tesnexus.com/downloads/images/27275-1-1255897551.JPG
-making some daedric gauntlets with 3 of those wrist spikes, and a bone texture
-making some other creatures (eg bears, wolves) larger and more aggressive looking, possibly with horns etc
- adding some kind of skull mask to goblins and hungers, making them look more feral and bestial.
UPDATE - Spinat has made some excellent creatures too: http://tesnexus.com/downloads/images/27275-3-1256314375.JPGhttp://tesnexus.com/downloads/images/27275-2-1256314375.JPGhttp://tesnexus.com/downloads/images/27275-1-1256469764.JPGhttp://tesnexus.com/downloads/images/27275-3-1256469764.JPG
-making some modifications to shivering isle statues to make them "hircine-like" eg, antlers, deer skull face masks (Completed by me! Woo!)
-making a dagger like the tip of the spear of bitter mercy and several other weapons http://i168.photobucket.com/albums/u187/K4tana/P7310128.jpg?t=1253744173
-retexturing some black wolves with red eyes (i can also do this myself) (I have already done this, but it isn't particularly good)
UPDATE Spinat has again made progress on this fronthttp://tesnexus.com/downloads/images/27275-3-1256437245.JPGhttp://tesnexus.com/downloads/images/27275-1-1256437244.JPG
-making some "visible when distant" models for the ruins from the shivering Isles
UPDATE - Arthmoor has given me permission to use models from RAEVWD Thank you! http://www.tesnexus.com/downloads/file.php?id=20053
-making some trees/stumps (I am going to attempt one of these any day now)
UPDATE Pacific Morrowind has offered to make some of these. He has yet to send me any, but here are some sketches I have made for them: http://i168.photobucket.com/albums/u187/K4tana/PA020289.jpg?t=1254858981 http://i168.photobucket.com/albums/u187/K4tana/PA020290.jpg?t=1254859009 http://i168.photobucket.com/albums/u187/K4tana/PA020291.jpg?t=1254859020 http://i168.photobucket.com/albums/u187/K4tana/PA020292.jpg?t=1254859050 http://i168.photobucket.com/albums/u187/K4tana/PA020293.jpg?t=1254859077
Update 2: I have been working with making new trees, and I have already made several:
http://i168.photobucket.com/albums/u187/K4tana/Picture3-1.png?t=1263601049 http://s168.photobucket.com/albums/u187/K4tana/?action=view¤t=Picture2.png http://s168.photobucket.com/albums/u187/K4tana/?action=view¤t=Picture1.png http://s168.photobucket.com/albums/u187/K4tana/?action=view¤t=picture4.jpg - and several more are still WIP
-I may think up some more things, and I will make some more sketches
UPDATE Another sketch: http://i168.photobucket.com/albums/u187/K4tana/PA210297.jpg?t=1256166329
Update 2: Nate has modelled this creature, and is in the process of texturing it: http://nateneurotic.fileave.com/UrscumugPreview_03.jpg http://nateneurotic.fileave.com/UrscumugPreview_04.jpg

Also http://tesnexus.com/downloads/file.php?id=27275 http://tesnexus.com/downloads/file.php?id=26478 :)

And anyone with access To SpeedTree will be my HERO if they can do some custom trees for me.

I have made some progress making a custom weapon: http://i168.photobucket.com/albums/u187/K4tana/BoneCleaver2.jpg?t=1253744532 but it has this weird black spot on the hilt, which I cannot figure out why it is occurring. UPDATE - This weapon is now FINISHED! Woo! http://i168.photobucket.com/albums/u187/K4tana/ScreenShot1282.jpg?t=1256924447 http://i168.photobucket.com/albums/u187/K4tana/ScreenShot1312.jpg?t=1256924477


I am well aware that this is an ambitious project, and it is likely to take me all year, so there is no urgent help needed, but any offered would be gratefully accepted, and if anyone can direct me to some modding resources that they think will be of use I will also be very appreciative :foodndrink:

Thanks for reading! :)

Overall Progress Estimate:

Part 1: ~95%
Part 2: ~5%
Total: ~25% - the reason for the small overall progress is that at the moment I am still doing lots of very time consuming landscaping, as well as working on meshes and scripts. In the last few weeks, I've been working on on one bit, and I've done about 9 cells out of about 550 cells in the entire world space. A lot of this time has been spent retexturing and making new meshes, so now that I have my resources in place, landscaping will hopefully go a lot faster, but it is unpredictable.

UPDATES!

25/09/09 - Fixed typos in short story -
02/11/09 - Updated post with progress!
15/01/10 - Major Update to post - Also: retextured rock set, meshes for trees and rocks, scripts for lightning, lights, and partially for quicksand.
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Nancy RIP
 
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Post » Wed Jun 23, 2010 3:07 am

You have some real good designs for a forest...talk to the Unique Landscapes team, in fact, you deserve to be a member!
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Ashley Tamen
 
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Post » Wed Jun 23, 2010 5:31 am

Wow this looks great, I hope you can find some help with it...
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Penny Courture
 
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Post » Tue Jun 22, 2010 7:55 pm

Though I generally dislike posting in threads without contributions or some such, I'll make an exception here. This looks like an instant download when it's done, particularly if it's done right. Very interesting concept.

I hope the horror in this mod is just as psychological as it is blatant scares, if not more so. Always more unsettled by the unknown than a giant minotaur coming at me, and this can definitely pull of a Blair Witch Project vibe if it's done the right way. Watching with great interest, and hopes that you find what you need.
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Lizzie
 
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Post » Tue Jun 22, 2010 2:27 pm

Those models look awesome. I love the way you redid the forest/woodland. It has always felt quite barren to me as well.

Have you noticed how walking through a forest in real life is quite difficult, to the point where you get cuts and bruises...etc. But in Oblivion, you walk right through the thousands upon thousands of gaps in the trees? I mean I understand they procedurally generated the entire landscape besides significant locations, due to the size of the map and completion dates, but wow...it svcks sometimes.

I am willing to help with any literature I can. I have very limited abilities with the CS and none with modeling, though I can make interesting emblems and such in Photoshop if you deemed it necessary.

Anyways, PM me if you need me. I'll be watching :)
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Anthony Rand
 
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Post » Tue Jun 22, 2010 8:56 pm

I hope the horror in this mod is just as psychological as it is blatant scares, if not more so. Always more unsettled by the unknown than a giant minotaur coming at me, and this can definitely pull of a Blair Witch Project vibe if it's done the right way. Watching with great interest, and hopes that you find what you need.



Yes... and use sounds to add to that psychological fright. Sounds (and I don't mean music) can be so much more creepy than anything else.
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Hot
 
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Post » Tue Jun 22, 2010 10:11 pm

if you get it done by the end of the year I'll be surprise but it looks good.
A questions: would custom models/textures be a) totally mod specific b)mod specific until relz and then resource c) resource?
I could easily do most of those changes - many are very easy... the first two are mainly beyond my current skills but are really just outside the limit so are remotely possible for me.
Unfortunately I don't have speedtree.
Any order to them?
Pacific Morrowind
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X(S.a.R.a.H)X
 
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Post » Wed Jun 23, 2010 2:00 am

definitely see the potential in this, try asking someone from Tamriel rebuilt team
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JaNnatul Naimah
 
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Post » Tue Jun 22, 2010 3:11 pm

Wow, just wanted to tell you this looks amazing.
so, Goodluck with your project :goodjob:
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JD bernal
 
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Post » Tue Jun 22, 2010 2:13 pm

I hope this dream comes true.
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Chenae Butler
 
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Post » Tue Jun 22, 2010 10:36 pm

Well, thank you all for the great feedback! It just goes to show how useful some evidence of progress is! I plan doing quite a bit over the weekend, I feel pretty motivated now!

You have some real good designs for a forest...talk to the Unique Landscapes team, in fact, you deserve to be a member!


I actually thought about this, but their modding policy is not to use any Shivering Isles resources in a non-shivering Isles environment. Having said that, I have made sure that I started my forest clear of any of their modded spaces, up above shattered scales cave, up the valley from their panther river mod. When I have made some more progress, I probably will approach them, but mine is first and foremost a quest mod, and keeping within their constraints I not something that am considering much as I make this. However they are reasonable people, and I'm sure they wouldn't mind including it, as it does make a relatively unique landscape!

@Neo Matrix: Thank you very much for the offer! I think I have most of the writing covered, but when I post up the short story, maybe you might be inspired to write another with a similar vibe? Any contribution would be welcome, although most of the character notes etc are story important, so I need to write them.

QUOTE (Metroid13 @ Sep 23 2009, 08:59 PM)
I hope the horror in this mod is just as psychological as it is blatant scares, if not more so. Always more unsettled by the unknown than a giant minotaur coming at me, and this can definitely pull of a Blair Witch Project vibe if it's done the right way. Watching with great interest, and hopes that you find what you need.


Yes... and use sounds to add to that psychological fright. Sounds (and I don't mean music) can be so much more creepy than anything else.


Indeed, this is what I am aiming for - a mixture of suspense and atmospheric fear, as well as some terrifying creature encounters. Many of the encounters will be scripted, and I will definitely include a few that lull the player into a false sense of security before pouncing them! I have already started on some sound effects, particularly one for when you get lost... I intend to have some times when there is no music at all, so you will be able to hear the footsteps behind you. :evil:

if you get it done by the end of the year I'll be surprise but it looks good.
A questions: would custom models/textures be a) totally mod specific b)mod specific until relz and then resource c) resource?
I could easily do most of those changes - many are very easy... the first two are mainly beyond my current skills but are really just outside the limit so are remotely possible for me.
Unfortunately I don't have speedtree.
Any order to them?
Pacific Morrowind


A misconception on my behalf - as a student, I still think of the year ending in the summer, and this is what I meant! I agree that it is unlikely that I will be releasing before new year!

Probably b ). Having said that, I am flexible, and if development is dragging, I might release them as a resource. Also, if you (or anyone else) were to make me some models for me, you would definitely have a say in what you would like me to do with them. Modding resources are a fantastic part of the community, and since I am using some myself, and I am more than willing to contribute to that.

Thank you very much for your interest! Probably the most important for now are the "far" models, the statues and the like, and the trees (which can be statics) Having said that, having custom statues of custom creatures would be awesome, and would let me set up some scary encounters.

As for speedtree, it seems that hardly anyone has it - it is marketed to game design companies for about $10,000 a year! This is probably why there are so few tree resources out there for modders!


Thank you all very much for your interest and encouragement!
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stevie critchley
 
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Post » Tue Jun 22, 2010 2:47 pm

Bravo Bravo! Bring it on!!!!!!!
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Kat Ives
 
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Post » Tue Jun 22, 2010 11:37 pm

A misconception on my behalf - as a student, I still think of the year ending in the summer, and this is what I meant! I agree that it is unlikely that I will be releasing before new year!

Probably b ). Having said that, I am flexible, and if development is dragging, I might release them as a resource. Also, if you (or anyone else) were to make me some models for me, you would definitely have a say in what you would like me to do with them. Modding resources are a fantastic part of the community, and since I am using some myself, and I am more than willing to contribute to that.

Thank you very much for your interest! Probably the most important for now are the "far" models, the statues and the like, and the trees (which can be statics) Having said that, having custom statues of custom creatures would be awesome, and would let me set up some scary encounters.

I understand what you mean by year end now... I sometimes think like that but only in May :lol:

I like that for stance on resource... my preferred personal method. for the far nifs for the SI ruins: just confirmed that RAEVWD has those already done so might as well not make them myself... but unfortunately no reuse is specified in the readme. So I'm pming Arthmoor for permision for you. Statuary of the custom creatures is pretty easy (unlike npcs which have irritating facial issues - default face and no way except hand vert by vert to change it), I'll pop together some of those creatures... er wait I actually have one already made sitting in my 4shared account for a previous req :) black wolf texture with glowing red eye mesh/texture - do you need me to give you a wolf body and head nif linked to that texture as well? http://www.4shared.com/file/125571374/c3b85ac8/red_wolf_eye.html.
Pacific Morrowind
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Mashystar
 
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Post » Tue Jun 22, 2010 11:34 pm

@Pacific Morrowind: Yeah, institutions screw with your head big time! :wacko:

Thank you very much for what you are doing - I can add the wolf texture to the nif myself. Thanks again! :goodjob:

Right, in other news, I have fixed the typos in my short story, so here goes. This will be a relatively common book in the mod, similar in prevalence to, say "The Argonian Account" that will be around in the houses of my mod. Its called "The Lost Army": (sorry about the oblivion book formatting)

This story is a bit huge, so rather than cluttering up this post, I'll start a thread in the fan fic forums http://www.gamesas.com/bgsforums/index.php?showtopic=1042367

If there are any lore-scholars out there, maybe you could help me with the dates - has the imperial legion ever been at war with Argonia? It is set about 200 years prior to Oblivion - is there a better date?

Thank you all for your enthusiasm and for reading! :)
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Laura Elizabeth
 
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Post » Tue Jun 22, 2010 2:06 pm

This looks awesome! I've always wanted a mod that added a super dense forest. This going to be awesome! I really like the idea and the screens so far.

Good luck!
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Trevor Bostwick
 
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Post » Tue Jun 22, 2010 7:44 pm

The forests look awesome! It doesn't even look like SI. I would only get rid of the huge mushroom trees, don't think they fit very well. May I ask what framerate you get compared to vanilla forests, like the Great Forest for example? Anyway, this looks and sounds like a great mod, looking forward to see more progress and eventually a release.
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Amelia Pritchard
 
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Post » Tue Jun 22, 2010 11:13 pm

love the woods you made!
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Charlotte X
 
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Post » Tue Jun 22, 2010 3:44 pm

Hell i just accasionally found this thread..... And i think i created something that would be interesting for you......
I created an druidic armor and weapon set similar to you concept=))) So you ve got my permisiion to use it in your mod if you like to... here is the link, plz if you like it pm me coz im not sure if i will find this thread again....
some pics:
http://tesnexus.com/downloads/images/27275-1-1253543814.JPG
http://tesnexus.com/downloads/images/27275-1-1253656892.JPG
http://tesnexus.com/downloads/images/27275-1-1253493513.JPG
http://tesnexus.com/downloads/images/27275-1-1253470080.JPG


Download link:
http://tesnexus.com/downloads/file.php?id=27275
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Kristina Campbell
 
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Post » Wed Jun 23, 2010 6:07 am

I like that for stance on resource... my preferred personal method. for the far nifs for the SI ruins: just confirmed that RAEVWD has those already done so might as well not make them myself... but unfortunately no reuse is specified in the readme. So I'm pming Arthmoor for permision for you.


I don't have a problem with using individual bits from the package this way.

Though my preference would be that if the meshes from SI are not being renamed in some way by the mod that people download the actual RAEVWD package for SI since they'll obviously be needing SI for those ruins to be there anyway.
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Lauren Dale
 
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Post » Wed Jun 23, 2010 12:08 am

Hello everyone! Its been a busy weekend, and thinking about it I probably should have given the thread a bump or two, but I can't abide updating without progress! :facepalm:

But I do have progress, as the interiors are now 100% finished (apart form placing NPCs)!! I won't put up pictures of the other cottage, as it isn't particularly interesting, and I can't really spill about the other interior, as it is plot important and hidden. All I can say is that there is a hidden basemant in one of the houses...

Also, I made a custom painting in game, with a normal map and all that.

@bluetaco and noname: Thank you very much for the feedback and encouragement, I find it very motivating! :)

@Phitt: Thank you very much! I hope work on Sheograd is going well! Praise form a famed landscape editor is well recieved! As for frame rate, on fraps I was getting an average of 50-56 in my new forests, and 60 is the maximum I usually get. However, when compared to the frame rate I get in the great forest (near Weatherlea) it was actually higher, as I was getting about 43-48 there! I suspect that this is due to more HDR lighting in the brighter, more open great forest. In my forest, the number of trees with leaves is larger than elsewhere, but is seems greater than that due to the dense bare branches at ground level. Also, since line of sight is blocked for long distances, the engine doesn't have to render objects a long way away.
Having said that, I have quite a high spec rig, and this could be a skewed result. When the mod is more complete, I'll give a copy to my brother to test, and his computer is much lower end.
About the mushroom trees, I would be prone to agree that they do not fit too well. But the notion of some large, rooty bare trees is something that I think is important for the feel. Maybe PacificMorrowind or someone else would be able to make some trees like this for me (ie statics)

@spinat: Wow! That armour is fantastic! It is not quite imposing enough for the armour set (which does sort of a full face helmet for story reasons) but there are several other characters, who before were going to be destined for plain fur armour. I would love to be able to use this armour in my mod! Thank you very much, I'll pm you about it! :)

@Arthmoor: Thank you very much! I wouldn't really want to make this mod dependant on another, as it already needs SI, and I think some people who cant run RAEVWD due to hardware limitations would be put off my mod if this was the case. However, if you have a strong aversion to me using these meshes as a resource, I will make RAEVWD a necessity. You see, due to the navigation mechanic in my mod, you will have to navigate partially by visible landmarks, of which the ruins are the most important. If I were to use these meshes, would renaming them help with compatibility issues when uninstalling? Thank you very much again!

@PacificMorrowind: Thinking about what Phitt said, I think making some large static trees (similar to mushroom trees, but not mushroomy!) would be the highest priority on my list of modelling requests. I will make a few sketches, and see if I can find any good photos from the internet and pm you the links to illustrate what I mean. Thank you very much!
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Shaylee Shaw
 
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Post » Wed Jun 23, 2010 6:38 am

Having said that, I have quite a high spec rig, and this could be a skewed result. When the mod is more complete, I'll give a copy to my brother to test, and his computer is much lower end.
About the mushroom trees, I would be prone to agree that they do not fit too well. But the notion of some large, rooty bare trees is something that I think is important for the feel. Maybe PacificMorrowind or someone else would be able to make some trees like this for me (ie statics)

I could also test that if you want - I have a very low end computer graphics wise - quite reasonably good every other way.
@PacificMorrowind: Thinking about what Phitt said, I think making some large static trees (similar to mushroom trees, but not mushroomy!) would be the highest priority on my list of modelling requests. I will make a few sketches, and see if I can find any good photos from the internet and pm you the links to illustrate what I mean. Thank you very much!

I can try *gulp* (a fair bit more complicated than I've yet done but I can probably do it... good skill building). clear thoughts make it easier but whatever you send should be good.
Pacific Morrowind
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JESSE
 
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Post » Wed Jun 23, 2010 12:03 am

Gah! The internet's been down at my house for the last 3 days - so sorry to people who I'd said I'd pm and haven't yet etc, as I haven't been able to access my account! :banghead: However, I have made several sketches for trees and the like, and I'll get them uploaded and PM them to you Pacific as soon as I can. Thanks!
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Eliza Potter
 
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Post » Tue Jun 22, 2010 8:35 pm

Looks grand...decent horror mods in oblivion are few and far between. Indeed, I think Ivellon was the only mod that gave me the willies...and by the looks of it your mod will have the same sense of isolation and overhanging psycological dread.

The idea sounds awesome and I look forward to downloading it upon its release, will keep watching!
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Jessica Phoenix
 
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Post » Wed Jun 23, 2010 4:01 am

Thank you very much Atomic! I hope it lives up to your expectations!
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remi lasisi
 
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Post » Wed Jun 23, 2010 5:10 am

Making progress, I have started on the quest bit now - even made a new icon!
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NEGRO
 
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