Unique Cities/Settlements

Post » Mon May 09, 2011 6:57 pm

Hey,

this stuff′s been around for a while now, figured I might as well give it a thread around here...


I just "worked" on some places around Vvardenfell, mostly cities, and made them have unique texture sets, so for example Suran doesnt have the same textures as Balmora, Dagon Fel doesnt use the same textures as Caldera, Dren and Arvel Plantation look different....you get the idea.
Changes are exterior only, no interiors have been touched.
Some of them have addons for other mods, like the "Suran Archery Tradehouse" or "Hilgya the Seamstress" in Dagon Fel.

Suran:
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Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7155

Screenshots:
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/7155/1289480235_fullres.jpg
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/7155/1289520498_fullres.jpg




Vos:
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Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=185416&id=8858

Screenshots:
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8858/1289913009_fullres.jpg
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8858/1289774655_fullres.jpg




Maar Gan:
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Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=185416&id=8853

Screenshots:
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8853/1289568239_fullres.jpg
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8853/1289567957_fullres.jpg




Dren Plantation:
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Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=185416&id=8855

Screenshots:
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8855/1289664612_fullres.jpg
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8855/1289664736_fullres.jpg




Dagon Fel:
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Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=185416&id=8862

Screenshots:
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8862/1289999123_fullres.jpg
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8862/1289998925_fullres.jpg




Ghostgate:
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Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9012

Screenshot:
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/9012/1298142574_fullres.jpg




Pelagiad:
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Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9017

Screenshots:
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/9017/1298232602_fullres.jpg
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/9017/1298232508_fullres.jpg
http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/9017/1298232703_fullres.jpg







Enjoy and please leave a comment, whatever it may be. :)
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cheryl wright
 
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Post » Mon May 09, 2011 8:29 pm

i use the suran one :) (and dark molag mar)
i like the concept, it renders the many different texture packs useful along each other.

only thing that bugs me is the problem with the windows glow mod (not your fault at all, i might add). gonna do something about it, maybe, when i have more time.
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maya papps
 
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Post » Mon May 09, 2011 1:01 pm

only thing that bugs me is the problem with the windows glow mod (not your fault at all, i might add). gonna do something about it, maybe, when i have more time.



Yeah, I imagine thats quite a bummer for people using windows glow (or illuminated windows). I myself dont use it because it doesnt look right to me. Like the houses are burning inside or the windows are infested by flickering ghosts or something. :D

Pelagiad might have a patch for that, I did that town together with another modder and she said she wanted to add a patch for windows glow because she is using that.

Sch?ne Grü?e in meine alte Heimat NRW ;D
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^_^
 
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Post » Mon May 09, 2011 10:32 am

Yeah, I imagine thats quite a bummer for people using windows glow (or illuminated windows). I myself dont use it because it doesnt look right to me. Like the houses are burning inside or the windows are infested by flickering ghosts or something. :D

Pelagiad might have a patch for that, I did that town together with another modder and she said she wanted to add a patch for windows glow because she is using that.

i'm also using neither of them (weird reason: some mods recently added to my collection seriously coup-de-grace'd my crappy pc's framerate. couldn't locate which one, so i threw out IW and the windows glow tribunal part, along with some others).
the windows glow flicker got a little on my nerves too (fixable), but all in all the improvement is nice.

patches are good. ideal would be a pluginless replacer for windows glow, that would also be compatible with all the unique cities you're doing (is that possible?)

hm... what about unique dunmer strongholds? :D

Sch?ne Grü?e in meine alte Heimat NRW ;D

sch?ne grü?e zurück nach texas :)
ich bin auch nicht mehr lange hier, die n?chste station ist aber nicht so weit weg (leipzig)
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Baby K(:
 
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Post » Mon May 09, 2011 6:53 pm

i tried it on several meshes but it overlays each other and is visible. my try was first pelagiad and second unique velothi domes but it just looks bad. pekagiad could be a diversity thing: delete the references to the tavern and both of the imperial houses and use it along with abots windows glow which makes the nord house windows glow and you have glowing and not glowing windows.

the worst thing are the meshes with windows included like the mentioned velothi domes and the imperial house meshes. it does not work i tried it out, the textures always flicker.

maybe someone can improve the script? i'm mostly done with windows glow - i deleted all meshes that make problems, leaving only those that are just windows and not a whole mesh.

since bw only made exteriors this is not valid for interior meshes for all mods touched by bw.

leibsich, ja? na dann willkommen bei uns im osten... (sagt der ossi, der in westberlin wohnt...)
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Daddy Cool!
 
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Post » Mon May 09, 2011 6:44 pm

i tried it on several meshes but it overlays each other and is visible. [...]
the worst thing are the meshes with windows included like the mentioned velothi domes and the imperial house meshes. it does not work i tried it out, the textures always flicker.[...]
leaving only those that are just windows and not a whole mesh.

what do you mean exactly? what did you try out?
i thought of windows glow "lite", without the script, without flickering, just adding a glowmap to the texture (btw, how to do that?)
the windows would glow all day (so colorpicking is vital here...), you would just notice it more at nighttime.

hm :) you already wrote something about it on scharesoft, right?
great opportunity to thank you personally for that guide, then (i was about to write a pm some days ago, but then didn't :) )
and i'm glad you keep working on it.

leibsich, ja? na dann willkommen bei uns im osten... (sagt der ossi, der in westberlin wohnt...)

hehe, danke...
als ich mir da letztens die uni angeguckt hab, hab ich ein t-shirt gesehen mit "laebds'sch" in lautschrift. das muss ich mir dann demn?chst kaufen :D
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Unstoppable Judge
 
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Post » Mon May 09, 2011 3:46 pm

Good concept - I might use your ESPs and use some other texture replacers I like instead of the provided ones.
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Elizabeth Davis
 
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Post » Tue May 10, 2011 12:05 am

what did i try out. this concerns bw's unique towns and windows glow.

i took the mesh with integrated windows such as the tavern meshes or the velothi domes. windows glow changes the whole mesh at night with a timerscript but instead of enabling and disabling it they are both there overlapping (at least that's how i experienced it). these meshes use the default tex replacer.

ingame this means two things: you see the flickering of the overlapping textures and you have different textures night and day (or the flickering textures on the windows). so i tried to put the unique-town-textures on the windows glow mesh. but this does not work either, the overlapping is visible nevertheless. after trying it quite for some time i was so frustrated that i stopped working on a solution and deleted the windows glow references for all meshes that include windows.

now i use windows glow for windows alone which means that i have lightened and dark windows which is quite immersive too.

i should write it in my guide^^

maybe this is a loadorder question. are both meshes there or are they really enabled and disabled? then it should work by using those scripts on bw's houses that they dissapear in the night, and appearing the winglow mesh but you have to do the same work for wing then like bw did for each unique town. hm.
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Kate Norris
 
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Post » Mon May 09, 2011 4:09 pm

they are both there overlapping (at least that's how i experienced it). these meshes use the default tex replacer.

ingame this means two things: you see the flickering of the overlapping textures and you have different textures night and day (or the flickering textures on the windows). so i tried to put the unique-town-textures on the windows glow mesh. but this does not work either, the overlapping is visible nevertheless.

strange behaviour indeed. i disabled windows glow on vvardenfell after a short visit to suran, where the window meshes wasn't white at night, like the rest of the houses, as you described.

which brings me back to just glow-mapped window textures, they would be compatible with all the unique cities existing and yet to come :) (and less scripts would be executed as well...)
there is a mod "herbalism for purists". it has a flora glow effect, now the mushrooms (luminous russula etc.) and some other plants are light sources at night (or in caves). this is very neat :) maybe we could apply that technique to the windows (without the mesh around them)... ?
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oliver klosoff
 
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Post » Mon May 09, 2011 10:38 pm

strange behaviour indeed. i disabled windows glow on vvardenfell after a short visit to suran, where the window meshes wasn't white at night, like the rest of the houses, as you described.

which brings me back to just glow-mapped window textures, they would be compatible with all the unique cities existing and yet to come :) (and less scripts would be executed as well...)
there is a mod "herbalism for purists". it has a flora glow effect, now the mushrooms (luminous russula etc.) and some other plants are light sources at night (or in caves). this is very neat :) maybe we could apply that technique to the windows (without the mesh around them)... ?

yeah. just that it glows at day too. but it could be a good workaround for people who don't care for that :)

i don't use that herbalism mod but my flora glows at night as well (mushrooms, podflowers...). must be some tex replacer.
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Terry
 
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Post » Mon May 09, 2011 3:54 pm

yeah. just that it glows at day too. but it could be a good workaround for people who don't care for that :)

i don't use that herbalism mod but my flora glows at night as well (mushrooms, podflowers...). must be some tex replacer.

okay. i'll look into it, as soon as i have time
i remember installing a flora_glow.bsa or something similar, that came with the herbalism mod
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Emma louise Wendelk
 
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Post » Mon May 09, 2011 9:58 am

Ghostgate added. ;)
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Timara White
 
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Post » Mon May 09, 2011 10:39 am

Sometimes the smallest mods make the greatest difference!
Just wanted to thank you, I use them all!
Grü?e aus NRW (Bielefeld)
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Lalla Vu
 
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Post » Mon May 09, 2011 3:21 pm

Ghostgate added. ;)

nice. that makes one more entry on my modlist

Grü?e aus NRW (Bielefeld)

haha
grü?e aus bielefeld nach bielefeld :D (solang ich noch hier bin)
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Russell Davies
 
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Post » Mon May 09, 2011 1:06 pm

Pelagiad added. ;)

Thanks for the comments of appreciation!
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Josh Trembly
 
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Post » Mon May 09, 2011 6:00 pm

i use just about all of these. great work basswalker. am glad to see your still at it. the more uniqueness, the better :thumbsup:
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Lou
 
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Post » Mon May 09, 2011 7:04 pm

Ah, so that's what you needed those textures for! :thumbsup:
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amhain
 
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Post » Mon May 09, 2011 1:45 pm

I love all these Unique mods....really give a chance to make each area feel like a different place. I also saw this http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8757 by tronvillan which complements these mods perfectly!
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Adam Porter
 
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Post » Tue May 10, 2011 12:23 am

Gah! Looking all the screenshots really makes me want to use these, but I do love Window's Glow. I think a WG patch for these would be very popular.
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Taylah Haines
 
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Post » Mon May 09, 2011 3:04 pm

Hi Basswalker,

if you are looking for something else to work on, well I would be very happy if you considered doing a unique fort texture pack from this one: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5831

I guess it depends on whether the modder would give you permission and all... anyway.

I have a question too! Whenever I use Connary textures (non-bsa format) and then install the unique Dagon Fell mod after, I never get to see the change in textures in Dagon Fell... dunno why, never have that problem with the other unique texture mods.
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Karen anwyn Green
 
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Post » Tue May 10, 2011 12:53 am

Has anybody or any team thought of adding the towns and settlements that were on the Arena map but were not included in TESIII? Like Markgran Forest, Stoneforest and Old Run?
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Chase McAbee
 
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Post » Mon May 09, 2011 5:51 pm

Has anybody or any team thought of adding the towns and settlements that were on the Arena map but were not included in TESIII? Like Markgran Forest, Stoneforest and Old Run?


Could you post a screen or something?
Never played Arena and cant find detailed Maps of Morrowind/Vvardenfell
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Richus Dude
 
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Post » Mon May 09, 2011 4:24 pm

Hi Basswalker,

if you are looking for something else to work on, well I would be very happy if you considered doing a unique fort texture pack from this one: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5831

I guess it depends on whether the modder would give you permission and all... anyway.

I have a question too! Whenever I use Connary textures (non-bsa format) and then install the unique Dagon Fell mod after, I never get to see the change in textures in Dagon Fell... dunno why, never have that problem with the other unique texture mods.

the wood texture thing would be something for frostmout. ask the maker of the unique imperial textures mod if he makes a version for it :)

dagon fel: don't got this prob. what and where did you install?
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Devils Cheek
 
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Post » Mon May 09, 2011 5:53 pm

dagon fel: don't got this prob. what and where did you install?


well, I installed the thing like you're supposed to (data files and subsequent folders), enable the .esp plugin in Wrye Mash, but then nothing happens in-game. I don't have that problem though with the other unique texture plugins (White Suran, Dark Molag Mar etc).

I noticed something however... some of connary's texture files have "TX_" instead of "tx_". Hlaalu textures for example. Would that mean some textures do not get overwritten when they should, due to the use of capital letters?


the wood texture thing would be something for frostmout. ask the maker of the unique imperial textures mod if he makes a version for it :)


I agree! Perfect fit. Someone in the mod comment section suggested to make it unique, but the mod author hasn't responded. Posted in 2007 if I remember, maybe he's gone?
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Queen
 
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Post » Mon May 09, 2011 11:25 am

Could you post a screen or something?
Never played Arena and cant find detailed Maps of Morrowind/Vvardenfell
Yeah, there are no detailed maps anywhere that I can find. I made this in Paint.

http://img708.imageshack.us/img708/217/82991550.jpg

There are only three cities to go to on Vvardenfell, none of which are in TESIII. Ebonheart is placed on mainland Morrowind in this game.
So I was wondering if anybody or team has thought of making those towns.
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stevie critchley
 
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