Is there any BIG CITY mod around?

Post » Thu Oct 14, 2010 4:41 am

All that cheesy music... man... that's one thing I don't miss about Daggerfall.


My Oblivion install has the music replaced with daggerfall+arena mp3s :rock:
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Thu Oct 14, 2010 6:45 am

I believe there is even developement for 3D games now.

So, better cities is the only big city mod then?


That is actually available in a stable and fully usable form, yes. The_UCM has been working on an expansion to the Imperial City for some time now, and an early pre-beta is available for download.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Thu Oct 14, 2010 12:03 pm

You guys should check http://www.youtube.com/watch?v=PGWPowZ3_hM. It is about the city of Venice and it is well rendered even if each you visit can be considered quite small in the end.
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Thu Oct 14, 2010 1:48 pm

That is actually available in a stable and fully usable form, yes. The_UCM has been working on an expansion to the Imperial City for some time now, and an early pre-beta is available for download.

Do you remember the name of the mod?
User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Thu Oct 14, 2010 1:33 pm

http://tesnexus.com/downloads/file.php?id=25113
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Thu Oct 14, 2010 4:33 am

Do you remember the name of the mod?



http://tesnexus.com/downloads/file.php?id=25113


Maybe that one.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Thu Oct 14, 2010 5:04 am

You guys should check http://www.youtube.com/watch?v=PGWPowZ3_hM. It is about the city of Venice and it is well rendered even if each you visit can be considered quite small in the end.


That's fairly awesome. Thanks for posting that.

Back to the topic of generated cities. Daggerfall's a bit before my time and, I'll admit, the graphics don't encourage me to go looking for it. But there's one obvious difference between Daggerfall and Oblivion/Morrowind and that's public access to a construction set. Static cities (as opposed to generated cities) make exterior modding possible. Generated or random cities would make modding much more difficult.

To give cities a bigger feel, I use Bannasplit's Better Cities and the Unique Landscapes mods. The two in combination make cities like Chorrol and Bravil seem much larger and the areas around them more developed. It also removes some of the "clash" I felt in vanilla Oblivion when I exited a city and was immediately in the wilderness.

~ Dani ~ :)
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Thu Oct 14, 2010 8:21 am

The perfect location for a huge, sprawling city already exists, thanks to Onra's maps. As an added benefit, it ties in perfectly with Iliana's Elsweyr-Anequina. I'm thinking, of course, of Senchal. Filling the entire tip of a peninsula, it has a wide variety of attractions. Harbor area on three sides. Extensive abandoned ruins (from when the city was burned due to plague). Bazaars and markets. Administrative centers. Slums. Drug dens (and an active criminal element). A recently added resort area built atop older construction.

I see this being a combination of open city for harbors, abandoned ruins/slums and resort beach, with everything else sealed off in individual closed districts much like the Imperial City handles it. There could even be a defensive perimeter outside the city-proper, a portion of peninsula void of all save tree-stumps, flanked by shabby wall with equally shabby spaced watchtowers. I'm sorta surprised that no ones started in on this yet, though it would admittedly take a heck of a lot of work!

-Decrepit-
User avatar
Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Thu Oct 14, 2010 3:54 pm

StarX is already working on Senchal, as posted regularly in the thread for Onra's heightmaps.
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Thu Oct 14, 2010 4:17 am

check out the capital of the mod Nehrim. Probably the most well done city out there.
User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Thu Oct 14, 2010 8:24 am

StarX is already working on Senchal, as posted regularly in the thread for Onra's heightmaps.

Cool! I've not followed that thread in some time. Will have to check it out.

-Decrepit-
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Thu Oct 14, 2010 4:46 am

StarX is already working on Senchal, as posted regularly in the thread for Onra's heightmaps.

Is it complete or almost?
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Thu Oct 14, 2010 11:37 am

Is it complete or almost?


Uhm, not at all. As Onra redid the whole Tamriel Heightmap to make it easier to handle and to further improve the quality it was put on hold as the version I had wouldn't work with the new heightmap. I only had the exterior and the harbours almost ready. As I'll be working on Valenwood mainly in the time to come I won't be working on Senchal.
User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Thu Oct 14, 2010 5:33 am

Uhm, not at all. As Onra redid the whole Tamriel Heightmap to make it easier to handle and to further improve the quality it was put on hold as the version I had wouldn't work with the new heightmap. I only had the exterior and the harbours almost ready. As I'll be working on Valenwood mainly in the time to come I won't be working on Senchal.

Oh, that's too bad. :(
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Thu Oct 14, 2010 4:47 am

You guys should check http://www.youtube.com/watch?v=PGWPowZ3_hM. It is about the city of Venice and it is well rendered even if each you visit can be considered quite small in the end.


Looks great. I'll admit, that's how I've imagined IC will be. I never heard of that Venetica before.
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Thu Oct 14, 2010 2:37 am

I started making one. An large scale city that is. http://www.gamesas.com/index.php?/topic/1091070-wipz-morthain-a-large-scale-open-city/page__p__15915519__fromsearch__1&#entry15915519. Abandoned it though, mainly due to engine limitations. Those being that without RAEVWD the house aren't VWD. So it just looks silly. I've contemplated doing a completely flat city though, but the problem would persist if you managed to get on a roof.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Thu Oct 14, 2010 5:10 pm

check out the capital of the mod Nehrim. Probably the most well done city out there.

Is there a link to this awesome Nehrim mod? I need to check it out!
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Thu Oct 14, 2010 8:25 am

I started making one. An large scale city that is. http://www.gamesas.com/index.php?/topic/1091070-wipz-morthain-a-large-scale-open-city/page__p__15915519__fromsearch__1&#entry15915519. Abandoned it though, mainly due to engine limitations. Those being that without RAEVWD the house aren't VWD. So it just looks silly. I've contemplated doing a completely flat city though, but the problem would persist if you managed to get on a roof.

I had a quick look at this and it could be solved by making your buildings different models to vanilla ones and giving them low-poly distant models. If you want you could use the ones you see from outside a city.
User avatar
sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Post » Thu Oct 14, 2010 11:14 am

Is there a link to this awesome Nehrim mod?

Ye gods, Nehrim has been constantly on the front page of the forum for the last week. The release thread is just four threads away as I write this. Or did you mean this to be sarcastic?
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Thu Oct 14, 2010 6:50 pm

I started making one. An large scale city that is. http://www.gamesas.com/index.php?/topic/1091070-wipz-morthain-a-large-scale-open-city/page__p__15915519__fromsearch__1&#entry15915519. Abandoned it though, mainly due to engine limitations. Those being that without RAEVWD the house aren't VWD. So it just looks silly. I've contemplated doing a completely flat city though, but the problem would persist if you managed to get on a roof.

You wouldn't really need RAEVWD, just check the "visable when distant" box on the houses, make sure the houses have a _far file, and have people run TES4LodGen after install. (something people should be doing already anyways)
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Previous

Return to IV - Oblivion