[REL] Vality's Balmora Mod

Post » Thu Jan 07, 2010 12:31 am

I made a new door texture by overlaying the stone wall texture onto it to give it a stone look, it blends in a little better now I think. Don't know what to do about the handle though. What do you think?

http://i73.photobucket.com/albums/i201/Vality7/misc/c1.jpg
http://i73.photobucket.com/albums/i201/Vality7/misc/c2.jpg
http://i73.photobucket.com/albums/i201/Vality7/misc/c4.jpg
http://i73.photobucket.com/albums/i201/Vality7/misc/c3.jpg

They look good; not necessarily to my tastes, but good work nonetheless.

It's actually not, at least in my opinion, that the original doors stand out because of the differences between your textures and the originals; it's because your textures look so good, and thus the original door textures stand out not because they don't blend, but because they're ugly.

Really, any quality texture replacer would do, so long as it doesn't turn the doors orange or something. Because that would look really out of place.
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Alan Cutler
 
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Post » Thu Jan 07, 2010 2:56 am

All the exteriors use your hlaalu textures in my game, but
inside only the walls seem to use your hlaalu textures. :(

That's because I didn't make textures for the floor and ceiling, I guess I should though. I didn't make any because the originals blend in with mine. I can make some if you want easy enough in the same style as the others.

Really, any quality texture replacer would do, so long as it doesn't turn the doors orange or something. Because that would look really out of place.

I don't know of any other ones really, I've never used any texture replacers for Balmora before.
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Bryanna Vacchiano
 
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Post » Thu Jan 07, 2010 2:12 am

I use Kel's High-res Hlaalu retex. Designed to retain the Bethesda look.
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Anthony Rand
 
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Post » Thu Jan 07, 2010 6:06 am

That's because I didn't make textures for the floor and ceiling, I guess I should though. I didn't make any because the originals blend in with mine. I can make some if you want easy enough in the same style as the others.
I don't know of any other ones really, I've never used any texture replacers for Balmora before.


Nice of you to offer that Vality, but please only do that if there are
more people wondering about that. Making floor and ceiling textures
just for one person is not needed.
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Jimmie Allen
 
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Post » Wed Jan 06, 2010 9:27 pm

Nice of you to offer that Vality, but please only do that if there are
more people wondering about that. Making floor and ceiling textures
just for one person is not needed.

Already done, it's something I should have done in the first place anyway. Will show some pics soon.
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Sasha Brown
 
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Post » Thu Jan 07, 2010 12:47 am

I use Kel's High-res Hlaalu retex. Designed to retain the Bethesda look.

I'll have to remember to check it out then.



It does look wonderful, but I've grown rather fond of Vality's work as well. It's an interesting dilemma actually; vanilla Morrowind was ugly as sin, and once upon a time I would have taken anything to make it look better, yet here I am debating which texture pack gives me the right sort of pretty.
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Alada Vaginah
 
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Post » Wed Jan 06, 2010 10:52 pm

Not that it matters but I love to go swimming underwater. It's one of my favorite things to do in Morrowind. If there's even the slightest roleplaying pretext for it I give my characters water-breathing spells (I add the spell to merchants in Seyda Neen). I can easily spend half an hour or more at a time swimming underwater.

But I really don't know how typical that is. For all I know I may be the only person who does it.

The only reason I never go underwater is there is never any purpose behind it. If we had some underwater Argonian cities I would love to head underwater and explore for a while. Even some underwater environments to look around in and search for loot would be nice.
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Amy Siebenhaar
 
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Post » Wed Jan 06, 2010 11:31 pm

Thanks, Vality. This is so absolutely beautiful, that my Redoran-loving character is seriously considering joining House Hlaalu.

Seriously gorgeous work, you really feel deep in the swamps. It's mysterious, magical - I love it!

BTW, I tried this out with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6051 and I really like the effect.
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Justin Bywater
 
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Post » Thu Jan 07, 2010 2:13 am

Already done, it's something I should have done in the first place anyway. Will show some pics soon.


Sorry to bring this up again Vality, but did you upload the updated
version of your Hlaalu textures?
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Bones47
 
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Post » Wed Jan 06, 2010 10:08 pm

Sorry to bring this up again Vality, but did you upload the updated
version of your Hlaalu textures?

No I never did, I got carried away with other things. I was going to release an addon for this mod for the rest of the Odai River, but started my Rainforest mod.

I've just completed a mod which turns the entire Ascadian Isles into a Bitter Coast style region, including the trees/flora and the ground textures, though it doesn't have any muck ponds or anything like that as it's a pluginless replacer. It didn't take me long to make, so it wasn't an effort at all, and it completely transforms the entire region to the same quality as that of the BC mod (minus the swamps and stuff), though in a way better it's because it includes a few new things from the Rainforest mod like the ferns and palm type trees (though overall it's not quite the quality of the upcoming Rainforest mod). It's pluginless, but I might release a plugin with it to fix up a few tree placements as well as add in some falling leaves and possibly some mist.

To some it may be lore breaking or whatever, the area is meant to be a farming area, and usually I would care about say for example the Ashlands being turned into a grassland, but I don't feel like idea this is that game breaking, but either you download it or not I guess, really I just made it for myself to see how it would turn out, and I think it looks great, way better than my current Ascadian Isles mod, I'll never go back to how it was. The mod will be reliant on the Ascadian Isles mod, but all the meshes and stuff will be replaced with new ones, and some of Connary's BC textures if he's okay with that - so it will also be reliant that you use both Connary's BC textures as well as my BC mod.

I'll show a video and screens, but I'll wait until Connary has released his Imperial housing mod so it looks a bit better.

edit:

Here's a few shots from in the CS:
http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc1.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc2.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc3.jpg -http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc4.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc5.jpg

As you can see the ferns replace the old bush mesh, and the palms replace those extra mushroom types I had included in my AI mod. I've also made two new leaf types for some of the BC trees since my last BC release.
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Luis Reyma
 
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Post » Thu Jan 07, 2010 3:21 am

That looks amazing? As long as the FPS hit is like your Balmora
Add on then i will certainly use it if/ones you bring it out. :drool:
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Sammygirl
 
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Post » Wed Jan 06, 2010 4:27 pm

Just one word: BRILLIANT!
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Sammygirl500
 
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Post » Wed Jan 06, 2010 10:08 pm

I hope that you will keep your original vision of the Ascadian Isles available for those of us that like your work, but do not see the farmlands as part of a rain forest (a well done rain forest, but....).

sieboldii
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Alada Vaginah
 
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Post » Wed Jan 06, 2010 6:58 pm

Wooooooooooooow! I thought most of Morrowind was pretty bare, and this will completely flip that upside down! Ba-da-ba-ba-baaa, I'm lovin' it!
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No Name
 
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Post » Wed Jan 06, 2010 11:02 pm

Ah, so does that mean we can expect to see your Balmora add-on in the light pretty soon though? I like...thrive off of that mod. :nod:

And I'd really like to see the Odai made even better.
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CHangohh BOyy
 
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Post » Thu Jan 07, 2010 1:30 am

That looks amazing? As long as the FPS hit is like your Balmora
Add on then i will certainly use it if/ones you bring it out. :drool:

The FPS hit on my PC was none.

As for the if, well yes I will release this mod, as it's about 90% complete. I just have to go through it and fix up tree placements and maybe add/remove a few things.

I hope that you will keep your original vision of the Ascadian Isles available for those of us that like your work, but do not see the farmlands as part of a rain forest (a well done rain forest, but....).

Of course, this mod will be an addon for the Ascadian Isles mod, not a replacement, I never said that anyone has to download it. I understand that people don't want it being anything but a farm region, so this mod isn't for those people.

As I said, it was more of an experiment than anything, which just happened to turn out to be quite a good mod (which is how most of my mods come about). I've always had the idea of doing this but never thought it was easily done - but then I realised I had already done all the groundwork (with my previous AI mod), all I needed to do now was replace the trees.

That said, it's not unheard of IRL for there to be farming areas in such regions. The areas where there are "farms" (more like backyard gardens here) are mostly clear of trees - this isn't adding any new trees since my last AI mod, just replacing the trees. That reminds me, I guess I might have to do some tweaking to the weather for the region as part of the esp.

Wooooooooooooow! I thought most of Morrowind was pretty bare, and this will completely flip that upside down! Ba-da-ba-ba-baaa, I'm lovin' it!

Most of it is still pretty bare. With BC and AI done, that's still only a small portion of Vvardenfell done. I've been thinking of ways to improve the Ashlands/Red Mt/Molag Amur regions, once I'm finished with the BC I might move onto that.

Ah, so does that mean we can expect to see your Balmora add-on in the light pretty soon though? I like...thrive off of that mod. :nod:

And I'd really like to see the Odai made even better.

Which Balmora addon, the Odai River one? I did pretty much complete that mod, but I'm not sure when it will be released, I haven't touched it for a while. It's getting a bit messy now with all these mods and addons.
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rheanna bruining
 
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Post » Thu Jan 07, 2010 1:53 am

Maybe we can have the mods merge all your threads, and have a single Vality 7 Product Agency thread. ;)

Might make it easier to keep in order if it's all in one place.
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Mari martnez Martinez
 
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Post » Wed Jan 06, 2010 3:16 pm

Maybe we can have the mods merge all your threads, and have a single Vality 7 Product Agency thread. ;)

Might make it easier to keep in order if it's all in one place.

It's not the threads that's the problem, I could easily make one thread if I want. It's the fact that there's so many mods of mine all based around the same area, for me it gets annoying having to divide them all up into pieces, knowing that if I want to release stuff I have to make it modular, and it's annoying to manage them - to remember what I've done in each one, where I left off and what there is left to do in each one etc. If I had my way this would be just one giant mod, but because people don't share my way of thinking and have to have certain things their way, if I want to release stuff, then I have to make it suit other people - that's where it becomes a problem for me.

- Bitter Coast Mod, Ascadian Isles Mod, Balmora Mod, Odai River Mod, Bitter Coast Rainforest, Ascadian Isles Rainforest.

Those are just the main titles, at the moment in my folders I have an .esp for every seperate part which makes up the BC Rainforest mod, like Ferns, Palms, Falling Leaves, Mist, Lighting, Sounds etc, so my folders are a mess, when I look at all these projects as a whole, this is just a big partly organised mess.
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!beef
 
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Post » Thu Jan 07, 2010 2:28 am

Hmmm, I see where the problem lies. Why not make separate folders on your desktop for each mod, and have your own sub-folders for each aspect of the mod, like you said; light, ferns, palms, mist, lighting, etc etc. That way, you can go into each mod and edit what you want at your choosing?

It's very hard to get everything organized, I completely understand...but hey, that's what we're all here for, to try and help out. :D

Besides, I'd hate to see you get too frustrated with a mess of files and mods, and then burn out.
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JeSsy ArEllano
 
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Post » Wed Jan 06, 2010 5:22 pm

I can handle it, it's just that I can only work on one thing at a time, so the Odai River mod will have to wait.

My usual method of work is this - I start experimenting with whatever, it usually turns into a mod, along the way I find something new to experiment with and leave the previous work unfinished. By the time I get back to the previous mod, either I've forgotten what I was doing or I've found something new to do which makes it obsolete, that's if I even bother to go back to it - I like to keep moving on and trying new things.

So it's hard for me to go back to previous work, even the Odai River mod which wasn't that long ago. I have a lot of unfinished work, only about 5-10% of all the MW modding I've ever done has been released - when it comes to releasing stuff it becomes messy, because I'm so used to experimenting and just playing around that I don't bother sorting out stuff until release, and it's usually a hassle getting all the files together and making sure things are useable for other people.
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Sophie Miller
 
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Post » Wed Jan 06, 2010 8:43 pm

What's the word on this?
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K J S
 
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Post » Thu Jan 07, 2010 3:41 am

What's the word on this?

On what?
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Richard Thompson
 
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Post » Wed Jan 06, 2010 9:05 pm

On these..

Here's a few shots from in the CS:
http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc1.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc2.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc3.jpg -http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc4.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/aibc5.jpg

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joannARRGH
 
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Post » Thu Jan 07, 2010 1:24 am

The mod is pretty much done, here are a few ingame screens:

http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-01.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-02.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-03.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-04.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-05.jpg

I just need to fix up the tree mesh placement. I placed all the meshes back when I made the AI mod, so to make this new mod all I needed to do was to replace the trees/bushes. So I didn't need to place one mesh, I just need to fix up some of the placements - the new different sized trees make it a little complicated, as they sit at different depths into the ground, and some trees now overlap other trees, as well as buildings. So don't be suprised if you see a few floating trees and ferns, overlapping buildings etc on release, of course if I don't rush a release, there will be less problems.

I also might be adding falling leaves everywhere, I have done some which you will see in the video when I put it up. I can't say when the mod is going to be released, won't be that far away.
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Austin Suggs
 
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Post » Wed Jan 06, 2010 11:24 pm

The mod is pretty much done, here are a few ingame screens:

http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-01.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-02.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-03.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-04.jpg - http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/AIR-05.jpg

I just need to fix up the tree mesh placement. I placed all the meshes back when I made the AI mod, so to make this new mod all I needed to do was to replace the trees/bushes. So I didn't need to place one mesh, I just need to fix up some of the placements - the new different sized trees make it a little complicated, as they sit at different depths into the ground, and some trees now overlap other trees, as well as buildings. So don't be suprised if you see a few floating trees and ferns, overlapping buildings etc on release, of course if I don't rush a release, there will be less problems.

I also might be adding falling leaves everywhere, I have done some which you will see in the video when I put it up. I can't say when the mod is going to be released, won't be that far away.


In my opinion, falling leaves should be a separate addon (like: ubercooltreemod.esp and undercooltreemodwithfallingleaves.esp)

Oh and BTW,
You = #1

:celebration:
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Quick draw II
 
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