[RELz] Underdark: The Realm of Underdark

Post » Fri May 27, 2011 10:47 am

The Assassin is fixed. Download http://www.tesnexus.com/downloads/download.php?id=47310 or at http://www.tesnexus.com/downloads/file.php?id=23153.

If you ever overwrite "skeleton.nif", you must have this update in order for the armor to work correctly.
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Motionsharp
 
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Post » Fri May 27, 2011 5:18 pm

Very interesting from what I see in the screenies. Downloaded earlier and will check out later when I get time.
I have a book resource that I recently uploaded at the nexus. It may be of interest to you/others. I might be interested in helping out some, but will get back to you later later on that after I have checked it out. Bookmarked.

Mooo
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Nikki Hype
 
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Post » Fri May 27, 2011 6:10 am

Aye right now its random new stuff, but it could easily be added to veintuar, or anywhere else. It's just nice to get building [censored]e again. When Dragon Age comes out I'm prolly going there though! :wub:


I would hate to see you go Shadow, you're the only one that mods like me (nonconformist) :D
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Davorah Katz
 
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Post » Fri May 27, 2011 7:59 pm

by the way Shadow, I had an idea on having a huge surface opening over a cavern area where some parts of the cavern stay dark and under the hole, it showed daylight. I posted this question at the TES CS forum to see what I could come up with. I was thinking the subcells could do it but I'm not sure.

In Anvil port, there are sub cells (I can't remember how they are categorized) and I have a question regarding this type of "area" (sorry, just can't remember the name of it).
I am wanting to divide up a cell in this manner, in a cave. No problem, but -- can I control weather in this subcell in such a way that I may define weather in one and have it not bleed over to the other subcells and/or control light setting in the same manner?


I'm thinking of creating a Tamriel World lookup from within the cavern, as seen from the bottom as an illusion. What do you think? Should we use the illusion we currently use? And if so, the problem will be in handling of the Sun rising and setting within the cavern but yet keeping it's darkness when walking away from the light.

The concept here is supposed to be that part of the world has collapsed and fallen into the underdark.
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Melanie
 
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Post » Fri May 27, 2011 11:29 am

What is cool about this, it's a sure fire easy and quick find to the Underdark and it would be really easy making the whole in Tamriel space. However, I would have to set up a poll to get community input where to put this whole in Tamriel so that it wouldn't interfere with other mods.

Essentially, the whole in Tamriel would look like the earth disappeared by sinking and falling to darkness. This part is easy to do. Controlling the sunlight in the Underdark location is another matter. For it will need to retain it's darkness, yet compensate for the light that shines over the hole.

On another note, it can be an optional add-on to the Underdark.
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noa zarfati
 
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Post » Fri May 27, 2011 3:47 pm

Hmm, I'm not sure how well the in-game shadows work, but could you just get a normal day-night cycle going, then build the cave double-sided so the outside blocks the light? As in placing big block pieces to sort of box in the cave except for the opening where the light would shine down.

I've never tried anything like that so I'm not sure how it would handle it.

Likewise, you may be able to have a "simulated" effect, if the sunlight doesn't work, by using a gigantic "light" that you would normally use to light interiors. Then scripting it to turn off at night. Not sure what you would do about skies, but I think you could do a similar thing with simulated skyboxes that switch depending on the time of day. No way to make anything fade smoothly with scripting though, so getting natural sunlight to work would be [censored].

As for assigning cells different weathers, (I'm not sure what sub-cells are exactly), I know you can do that and they won't bleed over.

Sounds like an awesome idea though, will have to post screenies of your progress!

And thanks much by the way. What was the You-Tai-Thingy area you mentioned? Sounds fun :)
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Stryke Force
 
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Post » Fri May 27, 2011 1:48 pm

Hmm, I'm not sure how well the in-game shadows work, but could you just get a normal day-night cycle going, then build the cave double-sided so the outside blocks the light? As in placing big block pieces to sort of box in the cave except for the opening where the light would shine down.

I've never tried anything like that so I'm not sure how it would handle it.

Likewise, you may be able to have a "simulated" effect, if the sunlight doesn't work, by using a gigantic "light" that you would normally use to light interiors. Then scripting it to turn off at night. Not sure what you would do about skies, but I think you could do a similar thing with simulated skyboxes that switch depending on the time of day. No way to make anything fade smoothly with scripting though, so getting natural sunlight to work would be [censored].

As for assigning cells different weathers, (I'm not sure what sub-cells are exactly), I know you can do that and they won't bleed over.

Sounds like an awesome idea though, will have to post screenies of your progress!

And thanks much by the way. What was the You-Tai-Thingy area you mentioned? Sounds fun :)


I'm not sure on the shadow management either, but between you and I think we can manipulate some illusions good enough for the setup. Maybe... we can activate/deactivate certain statics in different positions under a constant light source to help with the simulation in scripts? Which would manage shadows better... I think. Need to test this out. It's also a possibility that the roof of the cavern will be to high to even notice the effect.

Sometime take a look at the subcells, I don't recall the term used to name that, but it may be possible to use that as well. Anyways, the you-tai-tingy is just a thread to acquire feedback from the community to find out where a good spot is to place the hole. If you want to manage that, you're welcome to post it ^^

Subspace, that's it!
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Sanctum
 
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Post » Fri May 27, 2011 9:44 am

Link to the ruins: http://www.sendspace.com/file/8exfs5

It's dark, like I usually make 'em. But there are some areas with atmospheric lighting. I spent a huge amount of time detailing the cell... Drastically changed the look and feel of most default tilesets by layering objects/tiles, looks nice I think.

Most dungeons and other big interiors have 100-400 objects in vanilla oblivion. Mine has 2,236 (and very smooth performance). Other areas I've made had high count as well, but nothing in comparison... There's roughly 5,000 objects for the "Labyrinth" esp that includes veintuar, then 2,200 in this new "dungeon".

Anyway, if you're wanting to check it out in-game you'll have to warp to AASLCave1 then ghost through a bit. I built an entrance location but it's not assigned to anything. I will test this thoroughly then get the latest underdark.esm and include some unique content in there, finalize it, and send it your way Aoikani.

EDIT: TO DO LIST/Bugs-- Water flows backwards in aquaducts.. Gate only opens from inside, outside wheel does nothing.. bubbly FX by aquaduct split looks good for some areas but not bridges.. water is weird, change back to dungeonwater.. add a light in front of the bridge where roots are coming down to show off that bit.. random crates and goodies in the main hall to make it more interesting.. do detail work in dark temple area..

Will work on that tomorrow, 6am. haven't slept. redrum.
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Claire Jackson
 
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Post » Fri May 27, 2011 8:29 pm

i remember playing in the underdark in neverwinter nights... aah happy days...
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Benito Martinez
 
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Post » Fri May 27, 2011 4:43 pm

Link to the ruins: http://www.sendspace.com/file/8exfs5

It's dark, like I usually make 'em. But there are some areas with atmospheric lighting. I spent a huge amount of time detailing the cell... Drastically changed the look and feel of most default tilesets by layering objects/tiles, looks nice I think.

Most dungeons and other big interiors have 100-400 objects in vanilla oblivion. Mine has 2,236 (and very smooth performance). Other areas I've made had high count as well, but nothing in comparison... There's roughly 5,000 objects for the "Labyrinth" esp that includes veintuar, then 2,200 in this new "dungeon".

Anyway, if you're wanting to check it out in-game you'll have to warp to AASLCave1 then ghost through a bit. I built an entrance location but it's not assigned to anything. I will test this thoroughly then get the latest underdark.esm and include some unique content in there, finalize it, and send it your way Aoikani.

EDIT: TO DO LIST/Bugs-- Water flows backwards in aquaducts.. Gate only opens from inside, outside wheel does nothing.. bubbly FX by aquaduct split looks good for some areas but not bridges.. water is weird, change back to dungeonwater.. add a light in front of the bridge where roots are coming down to show off that bit.. random crates and goodies in the main hall to make it more interesting.. do detail work in dark temple area..

Will work on that tomorrow, 6am. haven't slept. redrum.

Got the file. I don't know if you're up to date on the resources, let me know what you don't have. I just posted a stability report over on BOSS forum thread and so far everything is looking good for 0.58 release for Sulteric's Stoker Quest. RedDragonDreamer sent me the Melee-magthere and Sorcere esp but it needs to be finished. And as you know, we still need a LOT of populating to do.
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Eileen Müller
 
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Post » Fri May 27, 2011 1:20 pm

It would be good if someone could populate Veintaur too. It'll be awfully weird with only two Duergar there!
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Christie Mitchell
 
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Post » Fri May 27, 2011 3:43 pm

Ya, and those two dwarves took me months to get in and (partially) working. Really done with that [censored]. Def not my area of expertise.

Anyways, fixed all those bugs and to-do list stuff, as well as added a ton more detail to the main hall area and tweaking to get the lighting looking better without performance loss.

Did more testing as well. Now just need to grab the underdark resources and plop in some underdark critters and maybe some flora to make it more... underdarky
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N3T4
 
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Post » Fri May 27, 2011 7:33 pm

These are two dwarves, one that I will place to direct the party to the Smithy and one for the smithy himself that will lead the party to the succubus encounter. These all take place in the TVH esp.
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Isabella X
 
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Post » Fri May 27, 2011 8:36 pm

Shadow, I just released the Version 0.58 update, make sure you get any main files you're missing as well.
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Khamaji Taylor
 
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Post » Fri May 27, 2011 3:43 pm

These are two dwarves, one that I will place to direct the party to the Smithy and one for the smithy himself that will lead the party to the succubus encounter. These all take place in the TVH esp.


That makes 4 then! ^^ in such a big city.

We really, really need some help on creating the populace in Menzoberranzan and Veintaur.

I'm assuming, that this new area Shadow will be either place for Graklstugh or the Kuo-toan city? Well, unless we can get a modeller to create a cloaker and Phaerimm, we can make it a Mindslayer city?

What is your ideas on it?
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Danii Brown
 
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Post » Fri May 27, 2011 5:38 pm

Kuo-Toan city would be fuuuuun to make. So would a mindslayer city. Though maybe someone could help me on the lore there? I'm sure we got loremasters around here :D

What size were you thinking for either? Would be nice to discuss this with you. And does underdark have any modifications to the viewing distance under-water? That might be needed. If not possible to be just certain areas, then the whole mod IMO.

Also, do we have any kind of scripted levitation? I remember reading about that in the Salvatore novels, would make some interesting level design.
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Chloe Yarnall
 
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Post » Fri May 27, 2011 3:27 pm

Aoikani: sent you a message on msn requesting the ftp info. can pm it to me or send me an offline message on msn (if I'm not on).
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Michelle Serenity Boss
 
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Post » Fri May 27, 2011 7:39 pm

Built the exterior of J'bhulgolboth with terrain map-- Fungal Lake, etc. That prolly won't make sense to anyone but Aoikani. Sleep now.
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Neko Jenny
 
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Post » Fri May 27, 2011 6:51 am

Could build the Mindflayer castle that Drizzt and Belwar get taken to and rescued by Clacker.
Also The Underdark is awesome. i downloaded it the other day for my Drizzt rp character, ventured literally 100 yards inside and got butchered by some drow warrior. Cost me a reload but it was awesome and also the sounds are so freaky.
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Tikarma Vodicka-McPherson
 
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Post » Fri May 27, 2011 8:11 pm

Cartha: glad you like it... still beta though, so lots and lots of changes are in store.

Shadow: That was quick! So tell me, is it an exterior world?



We need testers, please anyone willing to test and give bug reports give us a PM.
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Sammygirl
 
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Post » Fri May 27, 2011 6:38 am

Yep its an exterior. I'll post some screenshots today :)

So far I've built the area right around the city, the docks/marketplace outside the city, and the city walls/gates/borders. It's right on the edge of a giant underground lake/sea as planned.

Need to make the interior of the city, then do the heightmap for the river, then decorate all the exterior... I know there's a way to mass-place flora, but ill prolly have to dig through some tutorials to figure it out. Need to mass-place mushrooms ;)
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no_excuse
 
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Post » Fri May 27, 2011 2:22 pm

re: Cartha

I'm going to redo alot of the difficulty settings for the creatures. Some are insanely difficult right now and need to be adjusted. I do it on my version that I have with every drop. I want them to be hard but not so insanely difficult that the player gets mad and gives up.
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Yvonne Gruening
 
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Post » Fri May 27, 2011 2:22 pm

Quick screenshot of "Fungal Lake Region". I'm still trying to get the lighting perfect. Right now it's overly bright with fog turned off just for testing.

http://img143.imageshack.us/img143/7632/fungallaketest.jpg

There will be lots of crappy shanty housing outside the walls, on the docks, inside, along the river (for slaves and workers). Then inside the walls will be soldiers/merchants/slave-owners in decent wood houses. Then in the core of the city against the black rock will be the temples and luxurious stone houses for the Kuo priests. Sacrificial altars, etc.
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Tikarma Vodicka-McPherson
 
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Post » Fri May 27, 2011 7:42 pm

Nice work. Where is this going?
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oliver klosoff
 
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Post » Fri May 27, 2011 4:33 pm

Also anyone made a fur lined cape like Drizzt uses and also, there are some of some sword mods out for Icingdeath and Twinkle i was wondering if someone could make them slightly more curved?
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Jimmie Allen
 
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