Unique Ocean Landscapes [WIP]

Post » Thu May 03, 2012 8:00 pm

So im working currently on a new project. Doubt ill ever finish it. but ill throw it out for the heck of it. So far im currently working on the coast line of Seyda Neen as a example. Maybe get some suggestions before i continue. I'm actually starting to think i should start with the regions with Tamriel Rebuilt already made because i don tknow how far to go out without conflicting with the mod. So i'll probably start from the right side of morrowind first.

Let me know your ideas.

http://tes.nexusmods.com/downloads/file.php?id=42074 Here is my progress so far. Not much at all. This is my first mod ever for Morrowind so i dont know if i did everything right. Just having fun with it. Not much statics placed either and i dont know if this mod will conflict with Abots- Water life. I don tknow where the author put the underwater palace.
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Grace Francis
 
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Post » Thu May 03, 2012 5:08 pm

if you can make this compatible with abot's water life and vurt coral seafloor then this would be awesome to add to a game.
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Crystal Clarke
 
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Post » Thu May 03, 2012 9:12 pm

Ha! Looks really good so far. I hope you make all of the ocean! It also needs to be compatable with TR maps otherwise not many people will download it. Nice work.
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Liv Brown
 
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Post » Fri May 04, 2012 4:40 am

I like it so far! I dont use Abbots water life - and I am sure that no matter what you do its going to conflict some how somewhere along the line. My advice is NOT to make it compatable abbots water life to start of with - as that is such a large mod itself - one mod could potentially hold back so many sea mods!
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Penny Wills
 
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Post » Thu May 03, 2012 10:41 pm

Yeah, ill try my best to make sure its compatible with Tamriel Rebuilt. As far as Abots waterlife i dont really know what it does to terrain changes other than i heard it places a underwater palace somewhere, I'll see what i can do. I'll be working on the parts of the water that Tamreil rebuilt has already finished terrain in so i know its compatible.
I dont know if Vurt allows us to use his content but if i get a chance to start adding his underwater grass and stuff throughout the waters, it would really make it look awesome. Also gotta try and keep it region specific. The bittercoast area is muddy terrain with lots of clams, while the northern area will most likely be rocky with the corals and stuff. I got like 8 hours a day to work on this mod. so i should get a good bit acomplished :smile:

Edit; maybe i can gets Abots permission to just user the Water Life mods creatures part of the mod only. and not the terrain aspect so it would pretty much be guarantee compatability. Or i can place the underwater palace to a place of my liking :) and id never tell you where it is :P
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Kate Norris
 
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Post » Fri May 04, 2012 4:24 am

AFAIK Abot's Waterlife does not alter landscapes at all. The mods even have dynamic script that detects water level.
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Rusty Billiot
 
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Post » Thu May 03, 2012 4:41 pm

So, are you just going to create landscapes from all regions and then decorate later, or totally finish each region before moving on to the next?
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lucile
 
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Post » Thu May 03, 2012 9:04 pm

Vurt contents is free ressource.
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Phillip Brunyee
 
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Post » Fri May 04, 2012 2:10 am

Is one of your goals to reshape the land so that it makes more sense for ships to be able to reach the spots they travel to in the vanilla game? Because I've noticed that vessel accessibility really is an issue in some areas.
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jason worrell
 
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Post » Fri May 04, 2012 12:37 am

So, are you just going to create landscapes from all regions and then decorate later, or totally finish each region before moving on to the next?
I think i will create the landscape and then decorate it, and release it as a "Region finished" so people will be able to have at least a part finished. Then whenever ill merge them later. But i think i'll be leaving Seyda Neen as is for now, And move onto the region where Tamriel Rebuilt has finished the land on the other side so i know how far i can go into the sea without hitting land.

Is one of your goals to reshape the land so that it makes more sense for ships to be able to reach the spots they travel to in the vanilla game? Because I've noticed that vessel accessibility really is an issue in some areas.
Yes i did notice that Seyda Neen had issue of "how the hell did this ship get here?" so i fixed it a bit so its more realistic for boat travel. I will be hopefully fixing these as i see them.

Vurt contents is free ressource.
thanks for the heads up. I'll grab the stuff and start adding the underwater statics as i go then :D
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Claudz
 
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Post » Thu May 03, 2012 2:29 pm

Yes i did notice that Seyda Neen had issue of "how the hell did this ship get here?" so i fixed it a bit so its more realistic for boat travel. I will be hopefully fixing these as i see them.

Cool. Be sure to retexture the landscape as needed. You'll undoubtedly be moving rocks and such around, which will leave dark outlines on the sea floor that'll need to be cleaned up.
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ezra
 
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Post » Thu May 03, 2012 11:08 pm

I would definitely use Vurt's Corals as a resource.
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jennie xhx
 
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Post » Thu May 03, 2012 2:48 pm

Or just cover the Darkness with Coral. :D Are you planing on making underwater caves? I hopes so! I could make an Interior underwater cave for you.

More ship wrecks and such would be awesome too!

How far in the sea will you be going north? 10-20 cells would be fine. Maybe not even that much.
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Céline Rémy
 
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Post » Thu May 03, 2012 3:11 pm

Cool. Be sure to retexture the landscape as needed. You'll undoubtedly be moving rocks and such around, which will leave dark outlines on the sea floor that'll need to be cleaned up.
Yeah i noticed and i fix these as I go. Along with moving barnacles and plants to ground level once i adjust the terrain so i dont forget.
Or just cover the Darkness with Coral. :biggrin: Are you planing on making underwater caves? I hopes so! I could make an Interior underwater cave for you. More ship wrecks and such would be awesome too! How far in the sea will you be going north? 10-20 cells would be fine. Maybe not even that much.
So far im only going start on the water between original morrowind and tamriel rebuilt. But once i get the part wehre Map1 and Map2 are, i wont be able to work on the left side because i dont really know how far i can go without conflicting with TR. So need to have the rest of Tamriel Rebuilts done b4 i can really get into the nitty gritty. Might just a little bit but not all the way. As far as the north. Thats where i guess i can get really creative. I plan on making the water all the way from the land of morrowind to solthiem all unique so you can swim there and not have to see only flat ground. And around solsthiem, and as far as going up extra ill have to see. But all that is wayy ahead of me so i can't really make any promises. I'll see what i get done today :) Edit; as far as caves. i might. i really wanted to find a way to get exterior caves though, so you dont have to travel into another cell. would be sweet
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Vincent Joe
 
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Post » Thu May 03, 2012 9:20 pm

I'm interested to see how your mod turns out but would prefer that adding things like shipwrecks or underwater cities, etc. be an option rather than part of the basic mod. It's just me, I guess, but there's already so much that can be explored that exploration can be overwhelming, even when spread out over the course of several games (sigh). Eye candy is dandy, however.
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Len swann
 
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Post » Thu May 03, 2012 6:46 pm

Ok, so ive come across a little bump here. If anyone has loaded Tamriel Rebuilt and checked along the waters. They will notice the massive amount of those pillar rock things just scattered across the sea. Whats everyones opinion about me removing a good chunk of these? I'm adding much more depth to the inner parts of the sea so it gradually goes down to a much deeper level than previously. But these pillar rocks are just everywhere.. can't add much "uniqueness" keep them around. So it would be nice if you al threw out some ideas of what i should do. I do want to stay closer to "lore" as possible... does the sea really have THAT many?
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Pants
 
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Post » Fri May 04, 2012 3:58 am

Delete the unnecessary ones and sink the rest to the bottom. Maybe delete about 60% of them.
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Spooky Angel
 
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Post » Fri May 04, 2012 12:10 am

They are a little excessive, I'd say go ahead and get rid of most of them. Have you considered releasing a "landscape only" version along with the standard version, whatever that ends up being?
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Casey
 
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Post » Thu May 03, 2012 6:09 pm

They are a little excessive, I'd say go ahead and get rid of most of them. Have you considered releasing a "landscape only" version along with the standard version, whatever that ends up being?
I can do that. Release 1 version with just your basic statics. Then release another version that has Vurts Underwater grass and Corals for those with older computers. I'll release the landscape version first, i think i'll do this with all the regions. Landscape version first, then maybe once its all done and i got a good mod out, others can join in on the groundcover, cuz thats a lot of work for just 1 person :S
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Riky Carrasco
 
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Post » Thu May 03, 2012 10:05 pm

Your mod somehow ended by on Oblivion Nexus rather than Morrowind Nexus.
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sam westover
 
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Post » Thu May 03, 2012 6:39 pm

I'll try to get it fixed. Will be releasing a new version hopefully sometime this comming week. Its going to be a pretty big improvement :) stay tuned.
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Justin Hankins
 
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Post » Thu May 03, 2012 7:28 pm

So this is going to be the sea between TR maps, 1 and 2, and Vvardfell. I really can't wait. :)
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kat no x
 
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Post » Fri May 04, 2012 5:08 am

So this is going to be the sea between TR maps, 1 and 2, and Vvardfell. I really can't wait. :smile:
Actually lol no. While I was awaiting the response to what I should do with all those rocks, i went ahead and started doing the area between Solsthiem and northern Morrowind. that big open area of water. ^^ I'll have to do the TR map areas next or later.
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TIhIsmc L Griot
 
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Post » Fri May 04, 2012 2:38 am

Ever better!!! Wait, will it require TR? I think you should make two ESP's one that requires TR and one that just extends the ocean like normal without TR even there. Just an idea though.
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Angela
 
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Post » Thu May 03, 2012 9:32 pm

It will require TR, i dont think ill make a version that doesn't either, just keeping it simple. Besides, who doesn't use TR?? :S
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Marta Wolko
 
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