[RELz] Underdark: The Realm of Northdark

Post » Sat May 28, 2011 4:48 am

That's what I was planning on doing, waiting until 1.0 is out, then look for some spots. I need some places for my drow to live or inhabit and conduct business. As much as he hates his brethren he might find a reason to go back home.

Also I was wondering, since I haven't played it much/at all(been too busy with other stuff college ect) if there's a pantheon system. like having Lloth, Eilistraee and others?
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kyle pinchen
 
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Post » Sat May 28, 2011 7:13 pm

That's what I was planning on doing, waiting until 1.0 is out, then look for some spots. I need some places for my drow to live or inhabit and conduct business. As much as he hates his brethren he might find a reason to go back home.

Also I was wondering, since I haven't played it much/at all(been too busy with other stuff college ect) if there's a pantheon system. like having Lloth, Eilistraee and others?


There's a beginning of one... we have Elistrae followers, Silverhair Knights and of course Lolth. But that all at the moment.
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carley moss
 
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Post » Sat May 28, 2011 7:43 pm

Owning houses is handled through quests isn't it? I'd be willing to build houses if sulteric or whoever was willing to make the quests.. I know everyone is super busy but thought I'd offer.

Going to continue working and fleshing out.

Thanks for the compliments! :)
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Miranda Taylor
 
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Post » Sat May 28, 2011 7:49 pm

I realize this question is a bit silly, and likely answered in the readme or even the first post(though if it's in the first post, I'm very sorry, I checked and didn't see it): Does this mod contain new player races? I mean the drow, are they set to playable in this mod, or do we need to download a different mod(I think I remember which one was by your team, Drow Races of Faerun, right?)?
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Julie Ann
 
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Post » Sat May 28, 2011 4:49 am

I'll try to look through all the slew of pictures of drow stuff and see if I can find some inspiration to find designs in making a home or two. (I'll abuse myself by tacking on another project above the one I have already)
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Danielle Brown
 
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Post » Sat May 28, 2011 1:35 pm

From what I remember no player races yet. But they are on the list of things to do. Aoikani can say more
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Phillip Brunyee
 
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Post » Sat May 28, 2011 3:22 pm

I realize this question is a bit silly, and likely answered in the readme or even the first post(though if it's in the first post, I'm very sorry, I checked and didn't see it): Does this mod contain new player races? I mean the drow, are they set to playable in this mod, or do we need to download a different mod(I think I remember which one was by your team, Drow Races of Faerun, right?)?


no player races yet, I'm not sure if we'll do that at the moment. I mean really, there's some really good race mods out there already and the one you refer to is actually authored by Kielanai. She is a major contributor to the project with her resources and ideas, but haven't seen her around for awhile. I myself, at sometime would like to provide a patch for her Drow Fortress Dark Version which I think requires the Drow Races of Faerun, so that her mod can tie directly to the Underdark. If I create a patch to do this, it would immediately create an excellent player home already for players to have in the Underdark. We will have some races, but there's so much to do for such a big project.
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JR Cash
 
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Post » Sat May 28, 2011 5:03 am

Are the "fishy people" being talked about the Sahuagin?

http://en.wikipedia.org/wiki/Sahuagin
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Kelvin Diaz
 
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Post » Sat May 28, 2011 2:27 pm

I just say fishy people cause I hate trying to remember OUR spelling of these guys:
http://en.wikipedia.org/wiki/Kuo-toa

think its Kou-Tan
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Eileen Müller
 
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Post » Sat May 28, 2011 12:45 pm

Are the "fishy people" being talked about the Sahuagin?



I just say fishy people cause I hate trying to remember OUR spelling of these guys:
http://en.wikipedia.org/wiki/Kuo-toa

think its Kou-Tan

Both are fishy, but only the Kuo-Toa are found in the underdark. Sahuagin are found in seas above ground, where they tend to get into fights with almost anything that'll bleed.
Though, truth be told Kuo-Toa are more frog like then sahuagin, who are more fishy, but are almost as ugly. At least the sahuagin doesn't smell enough to cause anyone who gets within 30 feet to get nauseated. Say, is that implemented? I think a drain fatigue 10000 for 1 second would do just fine, though I don't know how it'd be done in a radius(other then a hidden script effect AoE cast on them now and then).
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Lucky Boy
 
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Post » Sat May 28, 2011 10:28 am

the kuo-toa are fish-like monstrous humanoids that dwell in the Underdark


fishy people!
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Manuela Ribeiro Pereira
 
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Post » Sat May 28, 2011 6:48 am

We'll have to work in a Geico joke.
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DAVId MArtInez
 
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Post » Sat May 28, 2011 11:17 am

Wikipedia knows all, bow before its infinite knowledge!

(alternatively you can bow before Google)
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Manny(BAKE)
 
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Post » Sat May 28, 2011 1:02 pm

Just think of the fart jokes we can pull off! :flamethrower:
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Benji
 
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Post » Sat May 28, 2011 11:47 am

We'll have to work in a Geico joke.


:facepalm: I can see the gecko scratching his chin!
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My blood
 
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Post » Sat May 28, 2011 5:14 pm

I just say fishy people cause I hate trying to remember OUR spelling of these guys:
http://en.wikipedia.org/wiki/Kuo-toa

think its Kou-Tan


Yeah I hate it too, but.. no infringements. The Kou-Tan are, likewise, a race of fish-headed humanoids.
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Sabrina Schwarz
 
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Post » Sat May 28, 2011 2:36 pm

Slightly off topic, but Aoikani, how did you populate the fungal lake area with rocks and trees and such?
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Trey Johnson
 
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Post » Sat May 28, 2011 7:10 pm

Slightly off topic, but Aoikani, how did you populate the fungal lake area with rocks and trees and such?


Landscape editor. If you want to tweak the terrain, add/remove anything, give me the references and I'll do it for you.
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Taylor Tifany
 
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Post » Sat May 28, 2011 5:45 pm

Exploring :D.. so how did you do the kaleidascope?

I have to add more to that museum.


Centered the transparency meshs/ other misc meshes, rotating textures(some based on timescale, others just .Rotate Axis, #, Flipped normals, Inverted, mathmatically placed. Then checked for flicker(the constant problem), used my head and a case of brew to think of workarounds (some I'm still working around), Etc, etc, etc, etc, etc, etc, etc, etc, etc,....

But yes, the "kaleidoscope" is working fine, some others I am testing are giving me trouble(I think there is a limit to everything and I'm pushing that limit a bit in one particular situation. I may have to cut the textures in half....) Might have to do with the weather... Will the weather be specific when this is all done? I don't think it should rain, should it, I mean in the underdark?

Anyhow, the tower replica I was working on is done. One single mesh now.
Here are some pics(not done retexing yet.) Think Volcano.....
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/IthinkIcan.jpg
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/IthinkIdidnt.jpg

This looks best in the complete dark. i.e. museum. must use a torch to see...
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/Underclock.jpg

And it would be nice if you could tell me if these will conflict with anything planned.
The first pic is the base of the tower on the left in the second pic.
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/TheDwarvenCogWIPz.jpg
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/JunkyardProposal.jpg
It doesn't seem to affect anything in the pathgrids....yet LOL
Built into the little cubbiehole.

So, what do ya think, Aoikani, ShadowLance?

Still working on it all bit by bit so it will look fantastic and work right*crosses fingers*!

Metallicow :obliviongate:
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Aman Bhattal
 
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Post » Sat May 28, 2011 8:13 pm

NICE.
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Andy durkan
 
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Post » Sat May 28, 2011 6:40 pm

Centered the transparency meshs/ other misc meshes, rotating textures(some based on timescale, others just .Rotate Axis, #, Flipped normals, Inverted, mathmatically placed. Then checked for flicker(the constant problem), used my head and a case of brew to think of workarounds (some I'm still working around), Etc, etc, etc, etc, etc, etc, etc, etc, etc,....

But yes, the "kaleidoscope" is working fine, some others I am testing are giving me trouble(I think there is a limit to everything and I'm pushing that limit a bit in one particular situation. I may have to cut the textures in half....) Might have to do with the weather... Will the weather be specific when this is all done? I don't think it should rain, should it, I mean in the underdark?

Anyhow, the tower replica I was working on is done. One single mesh now.
Here are some pics(not done retexing yet.) Think Volcano.....
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/IthinkIcan.jpg
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/IthinkIdidnt.jpg

This looks best in the complete dark. i.e. museum. must use a torch to see...
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/Underclock.jpg

And it would be nice if you could tell me if these will conflict with anything planned.
The first pic is the base of the tower on the left in the second pic.
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/TheDwarvenCogWIPz.jpg
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/JunkyardProposal.jpg
It doesn't seem to affect anything in the pathgrids....yet LOL
Built into the little cubbiehole.

So, what do ya think, Aoikani, ShadowLance?

Still working on it all bit by bit so it will look fantastic and work right*crosses fingers*!

Metallicow :obliviongate:


I agree with everything.. but one thing. Are you familiar with Norbandel? If I remember correctly, it's only a rock or spire that is magically illuminated, with the light ascending up and down. I know that may not be in your field, but the first mesh I gather is your design for it? Or is all of these pics dwarven exclusive? Everything else looks great. You don't have to worry about meeting a deadline, because I won't release until you are ready to merge. I have a lot to do as well on compiling everything for 1.0.
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Dalley hussain
 
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Post » Sat May 28, 2011 10:48 am

I can also add that floor you pointed out. You won't need to worry about architecture changing out of the blue either. Besides what you are doing, there is only interiors for Melee-Magthere and Sorcere Tower. Oh and what RedDragonDreamer is working on, but that doesn't need to be in 1.0.
So the additions are :tops:
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Rudi Carter
 
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Post » Sat May 28, 2011 6:28 pm

I agree with everything.. but one thing. Are you familiar with Norbandel? If I remember correctly, it's only a rock or spire that is magically illuminated, with the light ascending up and down. I know that may not be in your field, but the first mesh I gather is your design for it? Or is all of these pics dwarven exclusive? Everything else looks great. You don't have to worry about meeting a deadline, because I won't release until you are ready to merge. I have a lot to do as well on compiling everything for 1.0.

I guess you forgot, I don't know much about the lore.
Nothing really has to exclusive with the tower. Looks familiar doesn't it? Most people have seen it before... With all it's bells and whistles LOL. Just a different shade of texture. And all 1 mesh now. Easy to re-tex and you don't have to worry about rebuilding it every time. You could add stuff such as rope bridges, make border towers, etc. Use your mind....You guys have done an excellent job already.

It's just my idea to tie into a plot somewhere down the line where there's hot stuff involved. Eventually.
I know I won't have everything done by the time you want the 1.0 because I take my time doing stuff, plus I work, but then again, who knows? You never gave me a general date. A week?, A month? 6 Mos, What?
This is basically just architectural work at the moment. Fancy stuff. Not plain ol clutter.

About the magic rock or clock or whatever it is,...No, don't have a clue... or a pic... or even any fog...LOL
I had the tower placed on the other side of the bridge closer to labyrinth 3 or 4, I think in the corner by the bridge and veins.

It doesn't have to be placed anywhere particular, it's just there as a test spot at the moment. I have 3-4 separate test esps for the different ideas, keeping them separate.
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cassy
 
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Post » Sat May 28, 2011 7:55 am

Cool, I don't have much to contribute other than: good job! Feel free to use whatever space in Veintuar you want :)
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Penny Courture
 
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Post » Sat May 28, 2011 9:25 am

I guess you forgot, I don't know much about the lore.
Nothing really has to exclusive with the tower. Looks familiar doesn't it? Most people have seen it before... With all it's bells and whistles LOL. Just a different shade of texture. And all 1 mesh now. Easy to re-tex and you don't have to worry about rebuilding it every time. You could add stuff such as rope bridges, make border towers, etc. Use your mind....You guys have done an excellent job already.

It's just my idea to tie into a plot somewhere down the line where there's hot stuff involved. Eventually.
I know I won't have everything done by the time you want the 1.0 because I take my time doing stuff, plus I work, but then again, who knows? You never gave me a general date. A week?, A month? 6 Mos, What?
This is basically just architectural work at the moment. Fancy stuff. Not plain ol clutter.

About the magic rock or clock or whatever it is,...No, don't have a clue... or a pic... or even any fog...LOL
I had the tower placed on the other side of the bridge closer to labyrinth 3 or 4, I think in the corner by the bridge and veins.

It doesn't have to be placed anywhere particular, it's just there as a test spot at the moment. I have 3-4 separate test esps for the different ideas, keeping them separate.

If you would like, Metallicow, you can just make it it your own add-on esp to release. Of course I would like it that we release for 1.0 first, but as I said I won't do anything else to that mod except to close it up and a few modifictations that won't hinder you. The floor of course I can put in or if you want to place it in for your mod. Either way is fine. All our expansions will be added to Shadows of Old Shanatar.

I've been working on the Rauros Falls and Emyn Muil exteriors with Amon Hen/Amon Lhaw of MERP lately, bouncing back and forth between MERP and Underdark. Currently, I am balancing the creatures levels within the Underdark and will move on to add a better economy to Menzoberranzan. Especially adding a bit more availability of the potion remedies that players drastically need for their frolicking in the flora :D Please submit last minute suggestions for anything else as well. Maybe a sign or two in elven language pointing the way to landmarks?
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Jerry Cox
 
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