(WIP)Ebonheart Expanded

Post » Mon Feb 01, 2010 2:29 pm

Looking forward to seeing Your WIP thread and Pics of what Youre doing Princess. :)

Jhorri Yes, obedience is good Soldier. ;) :P

PCSmithy
I hadn't heard of this one, I'm still checking it out.

Nevena's Twin lamps and slave hunters
Dark Diva pointied this one Out, i had completely forgotten about it, the main problem is that it conflicts with NOM's restaurant, Still trying to figure out what to do with this.
By the way, haven't seen Nevena around lately, is She still coming here?

Broken Drum
At some point a horse is spawned in this mod not far from the tavern, problem is the spot where this horse spawns is now occupied with buildings.

I tried to contact the modder who did this mod a few months back but didn't get a response. I haven't completely played thru that mod yet so I'm hesitant to move the horse, till i know that t won't mess anything up.


And a small last thing, No matter how much i try to remove mushrooms and tree's placed by NOM around it's restaurant, they keep showing up in game, right in the middle of streets and blocking a few doors.

I don't plan on releasing this till these issues are solved , so don't worry too much about incompatibilities, but i don't think it'll take too long to handle.

By the way if any one knows of any other mods affecting the area north of Ebonheart castle let me know.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Mon Feb 01, 2010 3:59 am

Nevena's Twin lamps and slave hunters
Dark Diva pointied this one Out, i had completely forgotten about it, the main problem is that it conflicts with NOM's restaurant, Still trying to figure out what to do with this.
By the way, haven’t seen Nevena around lately, is She still coming here?


AFAIK Nevena's been MIA for a year or more :shrug: Could the tower simply be moved to the outskirts of town in a patch or some such?
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Mon Feb 01, 2010 12:27 pm

No other choice I guess. Don't usually like to mess with other modders stuff too much without asking them first, but if She ain't around... Too bad that she's gone.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Mon Feb 01, 2010 1:51 am

Usually with incompatibilities like that, I fix them in my game by doing something practical and realistic. As the Slave Hunters are legal in Morrowind, I would just make their tower part of Ebonheart, offered with a compatibility patch or something. It's an Imperial tower anyways, and cities are, in my opinion, better the bigger they are. Think it makes sense to have that Slave Hunter tower in Ebonheart. The same can be done with the Broken Drum, and the PC Smithy, and similar mods. A tavern and a smith.. both could be found in an average town, right? This would also be a good example of seeing how the modding community works together to make a true world. I'd love to see Ebonheart consisting of many buildings by different modders. More realistic, anyways.
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Mon Feb 01, 2010 9:12 am

Very nice work! :)

http://img122.imageshack.us/img122/5407/untitled1copy3hm.jpg

http://img122.imageshack.us/img122/7029/screenshot2763zs.jpg

Remove the sidewalk if you want, but do not remove the stairs, it would be a pity...
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Mon Feb 01, 2010 1:07 pm

Casey Tucker

Your right, it is as simple as moving a building a little. and i agree all these other Mods will add alot to this one when played together.

Like i said my main hesitation is just touching another modders work if I don't have permission, and wanting to make sure it won't mess anything up. but again I don't think these are big problems. I haven't had to watch out for this with my other mods (which were clothing and armor Mods) I learning something new, their are more little things to watch out for then I thought.


Very nice work! :)
Remove the sidewalk if you want, but do not remove the stairs, it would be a pity...


Thanks, don't worry, most of the side walks are staying, and the stairs definitely are.
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Mon Feb 01, 2010 12:36 am

...By the way if any one knows of any other mods affecting the area north of Ebonheart castle let me know....


TheGeneral,

The only mod I know of north of ebonheart is artoriusmanor. I haven't installed it due to anticipation of your mod. It's 'readme' says its halfway between ebonheart & the hlaalu conton in vivec, and visible from both.

Also, does your mod south of ebonheart? if so, how far? TIA.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Mon Feb 01, 2010 12:18 am

Thanks for the info, I'll try to check it out.

No I didn't go south of the castle so their shouldn't be any conflicts there.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Sun Jan 31, 2010 11:11 pm

Is this project abandond or something?
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Mon Feb 01, 2010 9:12 am

http://canadianice.ufrealms.net/forum2/index.php?topic=815.msg64253#msg64253

Sorry guys, the last couple of weeks have been very hectic. I'm half Lebanese from my fathers side. much of my brothers and sisters as well as other relatives live in Beirut and southern Lebanon and many have been arriving here in Canada to get away from the fighting. I've been spending most of my time trying to help them get out of Lebanon and here safely and making room for them when they get here, and once their here setting them up.

Their spread out all over the place right now (my place, my fathers, some with at my uncles hoses etc...) so it hasn't exactly left me alot of time to finish of the mod.

All i have left right now is improving compatibility with other mods in the area for the most part. As soon as i can, i'll get back to it to finish it off.

User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Mon Feb 01, 2010 12:44 am

Gotta love real life's habit of kicking you in the crotch.
I say real life should be banned. Who's with me!

*crickets chirp*

.. yeah. Anyway, I hope to see this released some time, it looks really good.
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Mon Feb 01, 2010 2:23 am

Still working on this..?
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Mon Feb 01, 2010 1:07 am

So how close would you say that you are to finishing this?

BTW I loved your simple elven clothing mod, it was a small but good mod.
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Mon Feb 01, 2010 8:58 am

This is a fine mod, hopefully it's not dead :( The General was last active today somehow...
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Mon Feb 01, 2010 12:51 pm

Not dead he's just got some rl things and some conflicts in the actual mod to take care of that are proving a pain. He'll be back :)
User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Mon Feb 01, 2010 8:08 am

I just saw this first time. That's just AWESOME!!! Can't wait to grab it...
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Mon Feb 01, 2010 3:06 pm

No not dead, I've been back to working on this for some time now( tho not with as much time as I would like) compatability with other mods is proving a pain in the A**, I've had to move stuff around and the space available is exactly abundant.

Their have been quite a few changes recently, I'll try to post new pics later today or tomorrow.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Mon Feb 01, 2010 12:23 pm

Thank you so much, I've been looking forward to this. I was going to leave a bump yesturday but I figured it was an abandoned project.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Mon Feb 01, 2010 3:38 am

This looks fantastic TG! I can't wait for a release. I can't believe this is the first time that I have seen this thread.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Mon Feb 01, 2010 12:52 am

Thank you so much, I've been looking forward to this. I was going to leave a bump yesturday but I figured it was an abandoned project.


Nah, i've put way too much time on this one to drop it now., Even if i decided to quit i'd try to find someone willing to finish it off. I'm sure i'd find someone willing to do so. Hopefully You won't be waiting too much longer. ;)

Lowebrow

Glad you like it so far. :)
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Mon Feb 01, 2010 7:41 am

@TheGeneral: Could you give specifics as to what you still need to do or what conflicts you are working on resolving? And a percentage of the mods completion.
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Mon Feb 01, 2010 2:45 am

Will the NOM restaurant still be there?
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Mon Feb 01, 2010 6:24 am

*lip-synching Bing*
I'm dreaming of an Imperial Christmas! :)
(bumpage with a holiday flair)
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Mon Feb 01, 2010 1:55 pm

Do you think that you will be finished with the mod this year?
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Mon Feb 01, 2010 12:17 pm

yes :P and yes, the NOM restaurant will be compatible (it was one of the main compatibility issues I has to work out, damned trees it added wouldn't go away.)
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

PreviousNext

Return to III - Morrowind