Under the sign of the dragon -Tamriel Landscapes-

Post » Sat Feb 19, 2011 4:03 am

Under the sign of the dragon - Tamriel Landscapes -


http://www.tesnexus.com/downloads/file.php?id=30429



Description
=============================================

Based on the Tamriel heightmaps we will try to provide plugins for every province of Tamriel containing different things like cities, settlements, trading outposts, imperial legion forts, new quests or simply some nice landscapes.

Thes plugins are also planned to interact with our legion mods Fort Akatosh and Guards of Cyrodiil.


Requirements
================================================

Under the sign of the dragon - Tamriel heightmaps -

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

Shivering Isles

...later on when the plugins getting more detailed the Tamriel Resource Pack and probably cobl will be required as well.


The first plugin will be Summerset Landscapes and bring the city and region of Firsthold located in the north of the eastern isle of Summerset.

A beta version will be released within the next week :-)



have fun

onra


PS: I started to work on this a good time ago...so hopefully we can join forces with Googlepox Summerset Project :)
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Fri Feb 18, 2011 8:10 pm

wow onra this is certainly ambitous! i looked at the pics, that looks great! i see your using retouched ayleid models as well as new some architecture, it looks great so far!
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Fri Feb 18, 2011 10:01 pm

This looks amazing! I was wondering if there were plans to fill in all the lore Cities, Towns and Locations? possibly allowing for mod using this as a base to recreate Arena/Daggerfall/Morrowind?
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Sat Feb 19, 2011 6:59 am

wow onra this is certainly ambitous! i looked at the pics, that looks great! i see your using retouched ayleid models as well as new some architecture, it looks great so far!


yeah the camoran paradiese tileset and the telvanni tile set...the towers are retextured IC towers...as always a lot of Mr_siikas stuff ( the bridges are from his dawarven city), his elven ships...and some elven resources ( Valenwood from seigfried) retextured with Mr_siikas elven ship textures


This looks amazing! I was wondering if there were plans to fill in all the lore Cities, Towns and Locations? possibly allowing for mod using this as a base to recreate Arena/Daggerfall/Morrowind?


..there will be plugins for all provinces..but even one city is a lot of work...so let's hope that other modders or teams will join forces...:-)
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Fri Feb 18, 2011 7:29 pm

I am up for creating a city or somewhat somewhere, but I don't have an awful lot of time I'm afraid.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sat Feb 19, 2011 10:54 am

I am up for creating a city or somewhat somewhere, but I don't have an awful lot of time I'm afraid.



even a nice village...a trading outpost...a bandit hide out...plantations...etc etc every small piece will bring the provinces to life :-)
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Sat Feb 19, 2011 8:59 am

WOW, you work very fast onra. Everyday I am visiting this form I am excited what is new from you. Absolutely fantastic work and I am looking forward to Tamriel Landscapes and Skyrim High Rock etc.

Thanbks for your great work!!!
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Sat Feb 19, 2011 3:45 am

mabye when rimmens finished, or the workpart for me is finished i'll work on area for summerset, the lands of the altmer always intrigued me. by the way what texture are you using on the telvanni tilesets and how did oyu get the aylied pieces to look so new?
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Sat Feb 19, 2011 12:59 am

Onra you are my hero, who needs TES V once this is out! (i do)
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Fri Feb 18, 2011 10:02 pm

thx everybody for the nice comments...

@Johnn123

I simply use the camoran paradiese textures...as well for the bridges which are taken from Mr_siika dwarven tileset...the Telvanni tileset is the one you can download on Nexus (John Satriani)
also I used Mr Siikas elven ship textures for retexturing some of Seigfrieds Valenwood resources ...I use them as middle class houses...the towers are IC towers with camoran paradise textures and the golden roof textures are as well taken from Mr_siika elven ships....

have fun
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sat Feb 19, 2011 12:40 am

oh i forgot about camorans paradise textures, i may just have to go look at those!
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Sat Feb 19, 2011 6:15 am

A beta version will be released within the next week :-)

PS: I started to work on this a good time ago...so hopefully we can join forces with Googlepox Summerset Project :)

Sounds good. :) The screenshots are looking great.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Sat Feb 19, 2011 3:52 am

Summerset Landscapes Beta version has been released on Nexus

http://www.tesnexus.com/downloads/file.php?id=30429

The first plugin "Summerset Landscapes" adds the city and region of Firsthold to the game. Firsthold is located at the north of the smaller island of the Summerset Isles. It is divided into 3 parts : Port Firsthold including a small imperial trading outpost, Firsthold Markets and the city of Firsthold. The city itself and Firsthold Markets are not accessable in this version (exteriors only atm) but the imperial outpost will be a nice destination for some nice sailing trips to the Summerset Isles. There is an Imperial Census and Excise Office (the Census Inspector will provide some usefull lore background about Summerset) a tavern and an imperial trading company office...out in the bay you will see the "Revenge of the Emporer" a mighty imperial war galley, sent to help keep things under control ....

cheers
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Sat Feb 19, 2011 7:34 am

very nice onra, thnx :)
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Sat Feb 19, 2011 6:25 am

Brilliant, I'll try it out when I get the chance. ^_^
A quick question: are you adding/have added any NPCs, or is it just landscape and architecture at the moment?

I've just realised the potential of these mods, too; you could have quests between provinces now. Now, fetching quests could be a lot more interesting, if you have to sail to Summerset Isles, or to Valenwood or somewhere else, instead of walking a couple of meters past a city to a dungeon. You could go to a dungeon, and discover that a treasure-hunter or someone else has looted it, and you must seek it in another province. Anyway, it's looking great and I'll have to install it soon.
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Fri Feb 18, 2011 9:49 pm

Brilliant, I'll try it out when I get the chance. ^_^
A quick question: are you adding/have added any NPCs, or is it just landscape and architecture at the moment?

I've just realised the potential of these mods, too; you could have quests between provinces now. Now, fetching quests could be a lot more interesting, if you have to sail to Summerset Isles, or to Valenwood or somewhere else, instead of walking a couple of meters past a city to a dungeon. You could go to a dungeon, and discover that a treasure-hunter or someone else has looted it, and you must seek it in another province. Anyway, it's looking great and I'll have to install it soon.



thx...

there are npc's at the imperial trading outpost ( only imperial presence) ..a Census Inspector which provides a lot of lore background about Summerset, Firsthold and the current events on Summerset...a very few legionnaires guarding the imperial doccks, Jack Reanuld owner of the " One Eyed Jack" tavern and the local imperial trading company agant .......Firsthold Markets and the city of Firsthold are closed (ext only) but I created some background lore for it...

for the potential of the mods...for example Fort Akatosh Redux V.1.3 ( I am currently working on as well) will be the last version not using the tamriel heightmaps...all planned versions for the future will take use of the different provinces...


another idea would be some kind of trading mods ....buy some salt rice at Senchal ( and some moonsugar) and deliver it to Firsthold...there you can store fruits from Summerset and deliver them to the IC....rollplaying a trading ship captain :-)...or a smuggler...also you can ship troops from one province to the other....

Oblivion gates opening during the Oblivion crisis in Black Marsh, Skyrim and Morrowind......etc etc etc

:-) cheers
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Sat Feb 19, 2011 4:09 am

Like I said on the TESA forums: awesome job to create the heightmaps for Cyrodiils surrounding provinces! This opens up tons of possibillities for new and interresting mods. The fact that the landmasses are already there helps a lot in getting peoples interrest. I was never interrested in doing heightmaps, but landscaping and townbuilding is lots of fun!

It also helps that there are tons of modder's resources available to give the regions a unique look. Right now I'm building the Valenwood town Arenthia, which will put the resources available to good use.

When more people start seriously modding the provinces, it might be a good idea to create a Unique Landscapes stylish topic that can serve as a hub for all the various plugins available.It can also keep track of the cells that are changed by the various plugins.

Once again: thanks! :foodndrink:
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Sat Feb 19, 2011 6:10 am

Nice. I'll give it a try. [img]http://static.zenimax.com/forums/images/public/style_emoticons/default/thumbsup.gif[/img] Have to see if I've put the name of Firsthold in the right place on my very large (7000x5228 pixels) very customised cyrodil_resized.dds. All it lacks is Morrowind + Solstheim and I have all of Tamriel to drool over. [img]http://static.zenimax.com/forums/images/public/style_emoticons/default/drool.gif[/img] [img]http://static.zenimax.com/forums/images/public/style_emoticons/default/laugh.gif[/img]

Arenthia, eh? Good luck, StarX.


Huh? Why did the smilies show up as text only??!?!??
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Sat Feb 19, 2011 9:34 am

[quote name='StarX' date='13 March 2010 - 05:17 AM' timestamp='1268475472' post='15752807']

It also helps that there are tons of modder's resources available to give the regions a unique look. Right now I'm building the Valenwood town Arenthia, which will put the resources available to good use.

wow ...this will be awsome...coming down from Anequina looking on Arenthia :-)


When more people start seriously modding the provinces, it might be a good idea to create a Unique Landscapes stylish topic that can serve as a hub for all the various plugins available.It can also keep track of the cells that are changed by the various plugins.

yeah...defenetely a good idea !!!

regards

onra
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Fri Feb 18, 2011 7:06 pm

Well right off - as I understand it the upcoming UL mod River strid has outlined cells that overlap with where mos mods put Arenthia.

I'm sure all that can be worked out but infor for StarX - if you didn't know.
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Sat Feb 19, 2011 1:50 am

Well right off - as I understand it the upcoming UL mod River strid has outlined cells that overlap with where mos mods put Arenthia.

I'm sure all that can be worked out but infor for StarX - if you didn't know.


Thanks for the info, Psymon. For now I will try to keep the aera north of Arenthia as untouched as possible. There's plenty of room to the south to do some serious landscaping.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Sat Feb 19, 2011 10:29 am

Well right off - as I understand it the upcoming UL mod River strid has outlined cells that overlap with where mos mods put Arenthia.

I'm sure all that can be worked out but infor for StarX - if you didn't know.



I had a look on the cell map for UL River Strid....and it seems as ot will conflict heavily anyway with Ilianas elsweyr mod ( the cells used by UL River Strid are even overlapping with the city of Dune) and with the current version of the Valenwood heightmap...as it looks (on the map) UL river strid seems to generate new cells/ land as well ( not sure)...in this case even patching would be nearly impossible...
all we can do is waiting for the final release of UL river Strid and then start making it compatible ...however :-)

regards
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Sat Feb 19, 2011 10:07 am

Please don't forget that the cell grid map showing River Strid is still an unconfirmed estimate of the cells Carel originally suggested his mod was likely to cover. I believe it was about a year and a half ago that the area was marked on the map, it could be highly inaccurate now (or it could still be accurate, we don't know yet!). Best thing I can suggest is to carry on like River Strid doesn't exist (since it doesn't yet) and worry about it when it does exist.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Fri Feb 18, 2011 10:08 pm

Just saw the UL gridmap as well and The River Strid is going to take up a huge portion of Valenwood and Elsweyr indeed. And it defenitely touches all the cells around Arenthia. I didn't know UL mods stretched out beyond the borders of Cyrodiill that far.

Anyway, let's worry about that later.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Fri Feb 18, 2011 8:55 pm

Please don't forget that the cell grid map showing River Strid is still an unconfirmed estimate of the cells Carel originally suggested his mod was likely to cover. I believe it was about a year and a half ago that the area was marked on the map, it could be highly inaccurate now (or it could still be accurate, we don't know yet!). Best thing I can suggest is to carry on like River Strid doesn't exist (since it doesn't yet) and worry about it when it does exist.



:-) Yep...there will be surely a way to get things compatible later on....
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Next

Return to IV - Oblivion