(WIP)Ebonheart Expanded

Post » Sun Jan 31, 2010 10:02 pm

Sorry if I derailed the thread or raised tempers regarding lore. Thing is, I'm a Medieval Archaeology major, so that tends to be what I know and what I map onto my conception of fantasy worlds. If there are sidewalks in Oblivion, that's good enough for me. Besides, they do look nice.

Like I said, I'm looking forward to this immensley. I especially like the NOM compatability. But I have one humble request - please have another person proofread dialog if it's possible. We all make mistakes, and odd typos/random capitalizaion is the thing that pulls me out of game immersion most easily. It seems as though a lot of modders don't look over the text in their (legitimate) concern for clipping, fleshing out populations, etc.
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{Richies Mommy}
 
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Post » Sun Jan 31, 2010 9:57 pm

Don't worry about it, didn't bother me in the least. :)

I will have this Beta tested before full release. Spelling will definitely be something I'll ask to have checked out. (I tend to type fast and have little patients to go back and spell check, so it'll definitely be a must)

Glad You like what You see so far. :)

And thanks vt3fan4evr.
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Jade MacSpade
 
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Post » Mon Feb 01, 2010 9:03 am

Oh, and what are the framerates like compared to Balmora? I'm using a machine about halfway between the minimum and recommended specs, and I don't mind some chopiness, but it svcks when you can't walk across a city in under ten minutes. :shootme:


Also, is the NOM restaraunt on the map the same one as in the standard NOM incorporated into the city, or a new one?
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Ana
 
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Post » Mon Feb 01, 2010 1:36 am

Oh, and what are the framerates like compared to Balmora? I'm using a machine about halfway between the minimum and recommended specs, and I don't mind some chopiness, but it svcks when you can't walk across a city in under ten minutes. :shootme:


It depends, its gets rather bad in some areas, thow that is getting fixed right now. Its the reason I'm reducing the number of side walks. It shoouldn't be so bad when I release it.

Also, is the NOM restaraunt on the map the same one as in the standard NOM incorporated into the city, or a new one?


Its the original one. I havn't touched it, thow the pond and statue of azura outside have been removed.
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Emma louise Wendelk
 
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Post » Mon Feb 01, 2010 4:18 am

Heh, it sounds like my opportunistic alchemist is going to have to go pick the restaraunt's landscaping clean before people mysteriously build a town there in a matter of days. :D
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Lucky Girl
 
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Post » Mon Feb 01, 2010 4:05 am

Hmm if that's the original NoM restaurant I'm guessing this might conflict with Nevena's Twin lamps and slave hunters? It puts a slave pen in the area of that restaurant I think... Unless theirs another restaurant I've missed... quite possible :)
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naana
 
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Post » Mon Feb 01, 2010 12:58 pm

I think Your right DD. I haven't played that Mod in a LONG time. I'll have to check it out. (Had completely forgoten about that Mod.)
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joannARRGH
 
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Post » Mon Feb 01, 2010 1:13 am

Could someone plz tell me what NoM is?!
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darnell waddington
 
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Post » Sun Jan 31, 2010 9:33 pm

Could someone plz tell me what NoM is?!

http://www.tadnan-hideout.com/MW/mods/necessities.html Requires you to eat, drink, and sleep . . . like in real life. ;)
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tiffany Royal
 
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Post » Mon Feb 01, 2010 5:32 am

WOW thats really cool but how often do you have to eat??
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Kevin Jay
 
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Post » Mon Feb 01, 2010 3:51 am

WOW thats really cool but how often do you have to eat??


You're best off checking out the website for your questions. For this particular question, it's twice a day, and it does it automatically.
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Robyn Lena
 
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Post » Mon Feb 01, 2010 12:49 pm

OK whats the adress to the website!
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courtnay
 
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Post » Mon Feb 01, 2010 11:05 am

OK whats the adress to the website!

I gave it to you already--click on the bold in the post after your original post and you should go right to it.
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Soku Nyorah
 
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Post » Mon Feb 01, 2010 2:17 am

OH sorry I forgot I must be tired or something!
THANKS!
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AnDres MeZa
 
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Post » Sun Jan 31, 2010 10:24 pm

Did this mod get abbandoned or what?
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Philip Lyon
 
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Post » Mon Feb 01, 2010 3:05 am

i noticed you've gone for a very oblivion feel for it, the way the towns layed out, but nether the less it still looks brilliant i hope you havent given up on it.
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Dean Ashcroft
 
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Post » Mon Feb 01, 2010 11:37 am

Did this mod get abbandoned or what?


Highly unlikely.
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matt
 
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Post » Mon Feb 01, 2010 11:01 am

Highly unlikely.


There has'nt been any new news about it for a long time.
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Shelby Huffman
 
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Post » Mon Feb 01, 2010 1:16 pm

Nah it ain't abandonned. It's just taking its time getting done. ;)

Haven't had much new to post about that's all. mainly tweeking right now, and figuring out compatabilities with mods i just found out occupy the same space. As soon as thats done i'll put up some news.

cooper_59

I started working on this almost a year ago, it wasn't intentionally made to look like Oblivion towns, thow then again it makes sense that it would resemble them in a way.

Sorry to keep you guys waiting and thanks for being patient.
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Karl harris
 
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Post » Mon Feb 01, 2010 5:18 am


Sorry to keep you guys waiting and thanks for being patient.


No problem :twirl: Patience is a virtue we all need to cultivate :D
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Victoria Vasileva
 
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Post » Sun Jan 31, 2010 11:08 pm

almost a year ago... wow talk about commitment but anyways i dont mind waiting and the town looks very nice so keep up the good work.
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Amy Smith
 
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Post » Sun Jan 31, 2010 10:24 pm

Nah it ain't abandonned. It's just taking its time getting done. ;)

Haven't had much new to post about that's all. mainly tweeking right now, and figuring out compatabilities with mods i just found out occupy the same space. As soon as thats done i'll put up some news.

cooper_59

I started working on this almost a year ago, it wasn't intentionally made to look like Oblivion towns, thow then again it makes sense that it would resemble them in a way.

Sorry to keep you guys waiting and thanks for being patient.


Exactly - you laid them out to resemble a real-life medieval European town, which is the same look that Oblivion copied. It was the logical way to do it.

Oh, and in case you saw on my website that I too plan a future Ebonheart expansion, don't worry - they won't conflict, I promise ;)

I'm really looking forward to seeing what you've done, and it's all looking really good. I'm very pleased and relieved it's not been abandoned.
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Kelsey Anna Farley
 
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Post » Sun Jan 31, 2010 10:26 pm

Thanks guys (and Ladies ;) )


Oh, and in case you saw on my website that I too plan a future Ebonheart expansion, don't worry - they won't conflict, I promise ;)


Yes I saw it, I think, is it the Ebonheart interior expanded WIP ? Either way don't worry about it, as much as I might add or do with this theirs plenty of room for much more. :)

Thanks, I'm hoping to get it started on Beta testing by friday.
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Scared humanity
 
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Post » Mon Feb 01, 2010 2:50 am

That's the thing about cities - they grow, and can continue to grow indefinitely. The city I used to live in started off with a few hundred people and occupied one square mile. These days it has nine million residents and sprawls across five counties...

:)

Nope, I've said it a thousand times and will continue to say it - I'm really looking forward to this mod.
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kristy dunn
 
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Post » Mon Feb 01, 2010 6:57 am

... and figuring out compatabilities with mods i just found out occupy the same space. As soon as thats done i'll put up some news....


Mein General,

Which mods are you trying to figure compatiblities with, and are there any mods that will definately conflict with your expansion but you won't try to make compatible? The reason I ask is I'm slowly building a new game and I've got 5 or 6 mods for the ebonheart area and don't want to bother unstalling mods that severely conflict with yours, since yours looks like its going to be excellent. TIA.

Jhorri
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Yonah
 
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