Under the sign of the dragon Tamriel heightmaps/landscapes

Post » Mon Aug 01, 2011 6:00 am

http://www.tesnexus.com/downloads/file.php?id=27235


description
========================================

This mod provides a lore friendly heightmap of complete Tamriel,located in the "Tamriel" worldspace ( the same where Cyrodiil is located ), coming as only one esp including all provinces, isles and surrounding seas.

Official lore maps and/or other lore based maps ( like TR team maps) have been used to create lore correct or at least lore friendly shapes and basic geographic data of all provinces.Geo Control 2 terrain editing programm has been used for improving most of the new regions ( better erosion settings etc).

For compatibility/ technically reasons and to get a more realistic gameplay ( feel of a complete large continent), all provinces around Cyrodiil have been enlarged (mainly in north/south direction).This means you will find the different provinces larger compared to cyrodiil than on the lore maps.

in this case...

This is a part of the imperial library interview with Greg Keyes, the author of The Elder Scrolls Novel: The Infernal City.

"We are to imagine the world of TES to be a real place, of which the games are merely representations. My book represents that world in another way. Geographical distances, for instance, are contracted in the game -- in my books they aren't, so it takes days or weeks rather than hours to run from one city to another."

in other words...the worldspaces of the Elder Scrolls games are created lorefriendly but not lore accurate ( which is simply technical not possible)...
even TES 4 Cyrodiil is just lore friendly as it has the right shape etc...but not the right dimensions according to lore found in different books (not only the Infernal City) .

So ...enlarging the Tamriel heightmap as I did...makes it probably even more lorefriendly...or at least not less lorefriendly, as all TES games (and mods based on them) are just ..."merely representations" ....


requirements
===========================================

Note ! Valenwood and the southern parts of Elsweyr require Ilianas Elsweyr Deserts of Anequina mod to work properly !!


grab Elsweyr Deserts of Anequina here :


http://www.tesnexus.com/downloads/file.php?id=36303


install
===========================================

1.) Place the tamriel.esp (heightmap)in your data order.

2.) Backup your Data/Textures/LandscapeLod/Generated and

your Data/Meshes/Landscape/Lod folders !!!

3.) Extract the TamrielLandscape Lod resources (meshes and

textures) to your data folder. Let overwrite if asked.

Note ! Lod resources (landscape meshes and textures)

for Ilianas Anequina mod are included ! DO NOT

REINSTALL lod meshes and textures from Ilianas mod !!!

4.) Install the Unique Landscape Lod Resources if needed.

Note ! This Pack covers ALL Unique Landscape mods and I

absolutely highly recommend to use all of them together

with the Tamriel heightmap !!!!

5.) If you use TR_Stirk (which is highly recommended as well)

install the optional provided Stirk Lod Resources.

6.) If you want to use Kiwi Hawks ingame map (elven style),

extract the tamriel-ingame_map.esp and the provided

textures to your data folder.

7.) Set you Load order using OBMM or Wrye Bash

Load order should look like this :

Oblivion.esm
...
Unofficial Patch(es)
...
TR_Stirk.esp
...
Tamriel.esp
ElsweyrAnequina.esp
TWMP_Summerset
TWMP_Valenwood_Elsweyr.esp
TWMP_BlackMarsh

....
All Unique Landscapes etc
.....
Tamriel_Ingame_map.esp if used must be loaded at last !

9.) Update your Archieve Invalidation using OBMM and

make sure your textures quality is set to "Large" !!!!


Compatibility
===========================================

This is compatible with nearly all popular mods out there as BBC,UL,FCOM etc etc etc ...

but not compatible with any mod (province mods) creating new exterior cells in the tamriel worldspace like for example Skyrim or Valenwood Improved.

Elsweyr Anequina and TR_Stirk and of course all other province mods taking place in their own worldspace are fully compatible.


Landscape LOD....

This will conflict with mods providing their own landscape lod meshes ( lod meshes for Elsweyr Anequina, TR_Stirk and UL (complete) are provided)..LOD Patches for single UL and other mods will come with the province files seperately !

Note! The lod resources are of course only basic (not final) resources for ingame testing....


Ingame map
=======================================

It is highly recommended to use "Dynamic Map" made by The NiceOne. it works with any load order and comes with a lot of nice extra features.

Get it here :

http://www.tesnexus.com/downloads/file.php?id=35969

Gridmap made by Shadowbeast :
======================================

http://dl.dropbox.com/u/3593710/Tamriel-Gridmap.png

don't mind the marked projects....most of them are dead or canceled....

====================================================


Very highly recommended for exploring the new regions

Side's Sailing Ships mod which can be found here :

http://www.tesnexus.com/downloads/file.php?id=29688


used tools and credits
======================================================

Construction Set, TES4Edit, Wrye Bash, TESGecko,
GeoContol 2, TESAnnwyn, Gimp, TES4QLod

credits for the ingame map go to Kiwi Hawk !



http://www.tesnexus.com/downloads/file.php?id=38792



Valenwood_Elsweyr version 0.1 (alpha version !)

Landscape regions for Valenwood and southern Elsweyr not being covered by Ilianas Anequina mod.

Summerset Isles version 0.1 (alpha version !)

Landscape regions and a lot of exteriors for Summerset isles

Black Marsh version 0.1 (alpha version !)

Basic landcape regions for Black Marsh

Requirements:
============================================================

Valenwood_Elsweyr requires these files to work properly:

1.Tamriel heightmaps esp

http://www.tesnexus.com/downloads/file.php?id=27235

( you don't need the Tamriel heightmaps Lod Resources if you just want to use Valenwood_Elsweyr)

2. Elsweyr Deserts of Anequina

http://www.tesnexus.com/downloads/file.php?id=36303

no further patches or resources needed atm !


Summerset Isles requires these files to work properly :


1. Tamriel heightmap esp

http://www.tesnexus.com/downloads/file.php?id=27235

highly recommended... update your tamriel.esp to v.3.3 !!

2. Tamriel Resource Pack

http://www.tesnexus.com/downloads/file.php?id=24822

3. Tamriel Landscape Pack

http://www.tesnexus.com/downloads/file.php?id=36887


Black Marsh requires these files to work properly :


1. Tamriel heightmap esp

http://www.tesnexus.com/downloads/file.php?id=27235

highly recommended... update your tamriel.esp to v.3.3 !!

3. Tamriel Landscape Pack

http://www.tesnexus.com/downloads/file.php?id=36887

Install :
============================================================

place the esp's, bsa's and the lod resources in your data folder

Note! Summerset Lod Resources must overwrite the Valenwood resources.

load order should look like this :

Oblivion.esm
TamRes.esm
TamRes_landscapeResource.esm
TamRes.esp
tamriel.esp
ElsweyrAnequina.esp
TWMP_Summerset.esp
TWMP_Valenwood_Elsweyr.esp
TWMP_BlackMarsh.esp

Note ! Boss does not place the Summerset.esp correctly, you will have to change that manually !

Run Tes4Lodgen to create proper lod data for the new regions.

Note !! you probably have to revert back to an older Tes4Lodgen version (2.2.2)...latest version of tes4lodgen does not work for me...
if v.2.2.2 does not work try using the 4 GB patch for tes4lodgen exe

http://www.ntcore.com/4gb_patch.php


Compatibility :
============================================================

compatibility patches and lod patches for different mods will come with the next versions !


As this is an alpha version do not expect fully detailed settlements, creatures and stuff...this will all come later on. Please also do not report every floating tree or spot having just basic landscape textures...this will all be improved step by step...

thank you :-)


The tree for Falinesti is also just a place holder (no lod) just to show you how I imagine it for the future...a big tree that can hold a complete city :-)

Future Plans :
============================================================

next versions will get more map marker, pathgrids, creatures, new sounds, high resolution lod textures and of course fixes, patches and improvments....

Credits
============================================================

credits go to Star X , Kevenage (from the german sharesoft forums),Iliana, Vacuity, liquidgraph for all their models, presets and textures that have been used for this so far !
Also thx again to all the people who made the amazing stuff used in our resource packs ( fully credits are included in the readmes).

special thx go to Star X for creating so much nice stuff for Valenwood and Kiwi Hawk for creating so many of this amazing Summerset exteriors...

this would have never seen the light of day without your work mates...

cheers
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Mon Aug 01, 2011 6:20 am

HELP NEEDED !!!

I am looking for people able and willing to improve the so far existing province files while I am heading northwards to Morrowind.
This will include bugfixing, generating pathgrids, and improving different areas etc (not building cities and stuff !!)


cheers
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Mon Aug 01, 2011 12:09 pm

I can generate pathgrids and such. I have a machine I can leave on whilst I work which can generate stuff. I won't have time to do much actual changing of values and such for region generation though, but I can generate already completed regions that need generating.
User avatar
tegan fiamengo
 
Posts: 3455
Joined: Mon Jan 29, 2007 9:53 am

Post » Mon Aug 01, 2011 7:12 am

I can generate pathgrids and such. I have a machine I can leave on whilst I work which can generate stuff. I won't have time to do much actual changing of values and such for region generation though, but I can generate already completed regions that need generating.


generating pathgrids would be a huge help :foodndrink: ...if you like Valenwood_Elsweyr first ?

cheers
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Mon Aug 01, 2011 10:52 am

Sure, no problem. Just use the .esp from the public releases and generate pathgrids using the region generator bit?
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Mon Aug 01, 2011 6:11 pm

Sure, no problem. Just use the .esp from the public releases and generate pathgrids using the region generator bit?


yep :thumbsup:
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Mon Aug 01, 2011 4:56 pm

Sure, no problem. Just use the .esp from the public releases and generate pathgrids using the region generator bit?

Ooo, I could probably manage that too if it just uses the CS. You might have to explain the process (haven't used the CS much at all) but if all it entails is leaving the computer to generate things, mine is pretty powerful.

I can't mod, but if you need my help here then it's yours!
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Mon Aug 01, 2011 8:45 am

One caveat for folks who are going to do that to keep in mind - the results will need to be checked somehow to be sure it's not making edits to places these mods wouldn't ordinarily touch. The path grid generation code in the CS is pretty stupid in that regard, often causing spurious edits to show up in cells that are huge distances from the intended targets.
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Mon Aug 01, 2011 5:01 am

One caveat for folks who are going to do that to keep in mind - the results will need to be checked somehow to be sure it's not making edits to places these mods wouldn't ordinarily touch. The path grid generation code in the CS is pretty stupid in that regard, often causing spurious edits to show up in cells that are huge distances from the intended targets.



yep good point....but as the files will probably be edited and improved by different people I will check and clean them anyway before uploading them...testing compatibility (mainly the border regions) will be on the agenda later on also....

cheers


edit for people wanting to help :

using the Construction Set Extender is highly recommended !! Editing the files without it requires esmi and espifying the files using wrye bash....
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Mon Aug 01, 2011 10:41 am

generating pathgrids would be a huge help :foodndrink: ...if you like Valenwood_Elsweyr first ?

cheers

Valenwood-Elsweyr should be the first one that people does pathgridding (adding NPCs/creatures/caves?) to as it already borders Elsweyr Deserts of Anequina and forms a natural extension to Iliana's mod. I can't wait to see how the 2 cities of Southern Elsweyr looks like (along with the connecting road that should intersect with the road leading from Corinthe to the beach in elsweyr anequina that goes west-southwest along the southern elsweyr forest that leads south to the 2 southern elsweyr cities.)
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carrie roche
 
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