Vivecheart, Suburban Blues

Post » Sat Jul 16, 2011 5:04 am

Hello, I recently got Morrowind for the P.C. It was my first Bethesda game that I played on the P.C and I'm loving it so far. I began tinkering with the CS lately, and after reading up on how to use it, I began working on my first Mod.

Introduction: Ebonheart is tearing apart at the seams. More and more people are cramming to enter Vvardenfell due to cheap land and Imperial contracts, but there is no space in Vivec or Ebonheart. In desperation, the Empire grabbed a small peninsula in between Ebonheart and Vivec and began to build homes. The Tribunal is furious and demands answers.

The Mod Includes:

1. The new sea town of Vivecheart (Vicec and Ebonheart in name combined), which is built between Vicec and Ebonheart.

2. A new player house in the district of Road-Side, near the main tavern. (A gift is included with this. I won't spoil the gift, but just about anyone will like it)

3. Several new merchants which sell high quality goods.

4. Many new NPCs and dialogue.

5. Easy access to Vivec and Ebonheart.

6. Around 20+ interiors.


The City Description: Vivecheart was created over the course of a week much to the dismay of the Tribunal. The city is only open to Outlanders, also sparking racial tensions in a already tense area.

Road-Side: This is the entrance to the town. The bar is located here, right off Road Plaza. The player's house is also located right off the plaza. The Imperial Guard post is located near the plaza as well. Road-Side is also the least developed of the districts, with most roads being unpaved paths.

Imperial Bazaar: This is the unofficial downtown of the town. Most of the commerce of the town is located in the Bazaar. The Bazaar itself is a mix of open market stalls and traditional shops. A mage guild offshoot is located in the Bazaar.

Ocean City: Ocean City is the waterfront and the port district. The Imperials in control charge high rates to enter Vivec by boat, sparking Tribunal anger. The park is located in this district. A hotel and several high-end shops are also located in the Ocean City district.

Acadia Park: The main green space of the city, located on the Western Edge of the Ocean City district. The City Hall is located off of the park.


Progress as of Now: Second Day, got a lot done today. Did several new interiors, made many new exterior homes, and finished a merchant. Began to make a wall around the town itself.

Compatibility: When the mod is released, I may, if demand is high enough, make this mod compatible with the more popular mods. This will come in a future patch/expansion.

Future: After this mod is released, I will release new content in the form of patches and expansions. Quests won't be in the initial release, but will be released in future expansions once I gain more experience with the CS.
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kevin ball
 
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Post » Sat Jul 16, 2011 2:19 am

More and more people are cramming to enter Vvardenfell,

The spreading Ash storms and deadly Blight haven't persuaded them away yet?
:P
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Kim Kay
 
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Post » Fri Jul 15, 2011 9:35 pm

I take it the player is supposed to investigate this sudden population explosion, or is this just another place to visit and shop for stuff with an interesting backstory?
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Monika
 
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Post » Fri Jul 15, 2011 8:14 pm

The spreading Ash storms and deadly Blight haven't persuaded them away yet?
:P


I was thinking about the recent Imperial contracts on the Island like in Caldera.

I take it the player is supposed to investigate this sudden population explosion, or is this just another place to visit and shop for stuff with an interesting backstory?


For now, its the latter, but as I gain more experience with the C.S, i'll release patches/expansions adding quests and more content.
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benjamin corsini
 
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Post » Fri Jul 15, 2011 5:54 pm

For now, its the latter, but as I gain more experience with the C.S, i'll release patches/expansions adding quests and more content.


Sounds cool.
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Elisabete Gaspar
 
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Post » Sat Jul 16, 2011 5:08 am

Sounds cool.


Thanks :D

I just have a question. Is it possible to add roads or paved paths? I have not found any in the CS yet.
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Logan Greenwood
 
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Post » Fri Jul 15, 2011 9:06 pm

Thanks :D

I just have a question. Is it possible to add roads or paved paths? I have not found any in the CS yet.


I believe that people do that by texturing the landscape itself. Not sure though, never really delved into it.
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Russell Davies
 
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Post » Fri Jul 15, 2011 10:27 pm

yeah, in CS, you can go to the World menu (in that file/edit/view/world/... thing) and choose Landscape Editting. The middle box that says "TEXTURE" will have the textures to choose from to put on the landscape. As you scroll through them, you'll notice several have the word 'road' in them. Those are the road textures. You place them by selecting the texture and in the render window, right-clicking on the ground.
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Samantha Jane Adams
 
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Post » Sat Jul 16, 2011 4:38 am

yeah, in CS, you can go to the World menu (in that file/edit/view/world/... thing) and choose Landscape Editting. The middle box that says "TEXTURE" will have the textures to choose from to put on the landscape. As you scroll through them, you'll notice several have the word 'road' in them. Those are the road textures. You place them by selecting the texture and in the render window, right-clicking on the ground.


Thanks :D

When I first opened up the CS, let me just say I was expecting something different, but now that I've played with it, its actually fairly easy to use.
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Christine Pane
 
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Post » Fri Jul 15, 2011 5:23 pm

Sounds pretty cool, but why would they call it Vivecheart? Just seems strange to call it a portmanteu of the two settlements nearby with different owners, rather than just give it it's own name. I mean wouldn't there be some issue with them putting their God-king and major cities name in the name of an Imperial settlement?
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Vera Maslar
 
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Post » Fri Jul 15, 2011 4:00 pm

Sounds pretty cool, but why would they call it Vivecheart? Just seems strange to call it a portmanteu of the two settlements nearby with different owners, rather than just give it it's own name. I mean wouldn't there be some issue with them putting their God-king and major cities name in the name of an Imperial settlement?


I imagine that's part of the storyline for the city, all the hooplah over its name, location, and the general behavior of its inhabitants. Morrowind is full of conflict created by the mere presence of Imperial settlements. Dunmer aren't very tolerant people. :P
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Jessica Raven
 
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Post » Sat Jul 16, 2011 4:44 am

I imagine that's part of the storyline for the city, all the hooplah over its name, location, and the general behavior of its inhabitants. Morrowind is full of conflict created by the mere presence of Imperial settlements. Dunmer aren't very tolerant people. :P

Maybe. It just seems weird to me for some reason, like (to use 2 random cities and assuming incorrectly that they are side by side) building a town between London and New York and calling it NewLondonyork.
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Antonio Gigliotta
 
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Post » Sat Jul 16, 2011 2:01 am

Maybe. It just seems weird to me for some reason...


Weirdness?

THIS IS MORROWIND!!

Couldn't resist. :P

Anyhoo...

(to use 2 random cities and assuming incorrectly that they are side by side)


http://imageshack.us/f/23/mwmapvvardenfell.jpg/

Although I will agree Vivecheart may not be the best name in the world, I think it'll grow on me, and I do imagine the city itself is meant to be a bit of an eyesore anyway. And I like that idea.
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Nick Pryce
 
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Post » Sat Jul 16, 2011 4:55 am

Weirdness?

THIS IS MORROWIND!!

Couldn't resist. :P

Anyhoo...



http://imageshack.us/f/23/mwmapvvardenfell.jpg/

Although I will agree Vivecheart may not be the best name in the world, I think it'll grow on me, and I do imagine the city itself is meant to be a bit of an eyesore anyway. And I like that idea.


Yeah, so far, the city is an eyesore :D The land its built on is not flat at all, so the city is starting to look like San Francisco.
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Donald Richards
 
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Post » Fri Jul 15, 2011 8:18 pm

By the way, how many NPCs can the engine handle without lagging like crazy? Considering my mod's proximity to Vivec and Ebonheart, I don't want to release an unplayable mod due to lag.
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Roberta Obrien
 
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Post » Fri Jul 15, 2011 10:27 pm

By the way, how many NPCs can the engine handle without lagging like crazy? Considering my mod's proximity to Vivec and Ebonheart, I don't want to release an unplayable mod due to lag.

Depends on the hardware.
But NPCs are one of the most demanding aspects of the game, so try to limit them to something rational for exteriors.

Ebonheart (and Balmora) already lags for some machines, due to the amount of NPCs walking about.
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yermom
 
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Post » Fri Jul 15, 2011 7:35 pm

Yeah, so far, the city is an eyesore :D The land its built on is not flat at all, so the city is starting to look like San Francisco.


The more I learn about this, the more I like it. :)

By the way, how many NPCs can the engine handle without lagging like crazy? Considering my mod's proximity to Vivec and Ebonheart, I don't want to release an unplayable mod due to lag.


Well, not everyone experiences lag the same way, to the same degree. For example, I had over 60 creatures running around in one very large (the whole thing would probably cover as much surface area as Balmora) interior cell in my old dungeon mod, and it lagged like crazy for me, but for Slaanesh, he had no problem.

It's all about how much the game is attempting to render all at once, which is determined by the direction the character is facing. This is why Ebonheart lags quite a bit for me, but Vivec does not (instead it causes freezes and crashes, yay!), because the former has a lot of stuff in one cell, whereas Vivec takes up several cells and doesn't have as much to render in each of them.

Expect to have to beta test your mod extensively, in other words. :P
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Krystal Wilson
 
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