(WIP)Ebonheart Expanded

Post » Mon Feb 01, 2010 6:01 am

I started working on this last August ( I'm not the fastest Modder around ;) ) and have had My WIp thread about it at CI's site during this time, But since its almost done I thought It was time to post it here as well.

Basicly I wanted to make a City portion to go around the castle since I felt this being the centre of Imperial politics on Vvardenfell as well as the EEC, their should be at least a settlement there.

This is the first time I try to make anything this Big and Its been a pain in the a**, but also fun.

The City has several aspects, Green (lots of tree's) exteriors, a few seedy alleys, and a rather well inhabited sewer network and underground.

Here are a couple of Pics (some are rather old, a few are New, Either way they give a good Idea of the General look) Those that have seen the WIP thread at CI's site will recognise most of these, not much new (i don't want to ruin all the surprises :P )

City Map (changed somehwat since this was done, its a few months old)

http://img516.imageshack.us/img516/5634/map9dn.jpg

City's Exterior
http://img465.imageshack.us/img465/5310/000010dp.jpg
http://img465.imageshack.us/img465/194/000083or.jpg
http://img465.imageshack.us/img465/2936/000092rk.jpg
http://img385.imageshack.us/img385/3356/000119cy.jpg
http://img122.imageshack.us/img122/7029/screenshot2763zs.jpg
http://img147.imageshack.us/img147/7976/untitled2copy4wp.jpg
http://img122.imageshack.us/img122/5407/untitled1copy3hm.jpg
http://img320.imageshack.us/img320/230/screenshot3542tt.png

Grave Yard

http://img414.imageshack.us/img414/6343/00010ep.jpg
http://img414.imageshack.us/img414/74/00054gk.jpg
http://img129.imageshack.us/img129/6789/00067tz.jpg

Arena

http://img509.imageshack.us/img509/6793/untitled1copy2jo.jpg
http://img92.imageshack.us/img92/6717/untitled4copy1ki.jpg
http://img92.imageshack.us/img92/1527/untitled2copy1ru1.jpg
http://img174.imageshack.us/img174/1122/untitled5copy3uc.jpg


Some Interiors and NPC's.

http://img92.imageshack.us/img92/3379/00033ko.jpg
http://img92.imageshack.us/img92/7934/00000056oi.jpg
http://img92.imageshack.us/img92/5503/000138gy.jpg
http://img92.imageshack.us/img92/3131/untitled4copy4pk.jpg


I'll post more pics soon (having a little bit of trouble with Image Shack right now)

I'm srill open to some suggestions if any one has any. in fact I'd have a Question:

In some of the pics You can see the side walks, I was wondering what people would prefer, The side walks slow down FPS alot in some area's, would You guys prefer having them anyways or if I remoped them to speed up performance?

hope You all like it thanks :)
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Vivien
 
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Post » Sun Jan 31, 2010 8:06 pm

looking good! Can't wait toplay it, and leave the sidewalks. They are very cool.
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Vicky Keeler
 
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Post » Mon Feb 01, 2010 6:45 am

I'm very, very excited about this. Great stuff. Thanks for posting about it here . . . we've been hearing rumors about it (but I've been too lazy to click on over to CI's . . . :shootme: ) I haven't seen all the screenies so can't advise about the sidewalks, but I'll look sometime when I'm not half-asleep . . .

:goodjob:
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Star Dunkels Macmillan
 
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Post » Mon Feb 01, 2010 8:17 am

wow... looks fantastic!
how exactly did you do those sidewalks? they look great :goodjob:
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Milad Hajipour
 
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Post » Sun Jan 31, 2010 7:57 pm

I've forgotten if you've mentioned this before, is the city still NoM compatible? Did you add in extra water barrels and/or wells? A NoM compatible well would be a life saver every now and again. There's nothing like spending a long day adventuring, feeling thirsty and heading over to the nearest well to find out it's been boarded up and run dry :P
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Batricia Alele
 
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Post » Mon Feb 01, 2010 6:47 am

As one of the little points says nom restaurant, I would assume so. :P
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Lauren Dale
 
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Post » Mon Feb 01, 2010 2:44 am

As one of the little points says nom restaurant, I would assume so. :P


Ugh! You caught me :D I didn't look at the actual map :twirl: Too busy getting to the eye candy.
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le GraiN
 
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Post » Mon Feb 01, 2010 4:09 am

I didn't see it until just now. A very good looking map. It seems like Ald-Ruhn is going to be way bigger. But a lot less organized. I love how it looks like a real city, designed by imperial architects. I really love the streets.
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jessica robson
 
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Post » Mon Feb 01, 2010 6:16 am

I like what I see!
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sally R
 
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Post » Sun Jan 31, 2010 8:09 pm

Wow, wasn't expecting such high quality work when I came here! Lovely!!!
In some of the pics You can see the side walks, I was wondering what people would prefer, The side walks slow down FPS alot in some area's, would You guys prefer having them anyways or if I remoped them to speed up performance?
As much they look great, I'd go for performance :shrug:
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Rude_Bitch_420
 
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Post » Mon Feb 01, 2010 2:24 am

Thanks Guys.

Yes it is NOM Compatible, Their are several Wells around and a few Barrels.

The Side walks are Retex of the Suran Docks and the rest is just matching the peices up.

Blake, Its smaller then I had originally planned but surprisingly has alot packed in. and their are parts outside the wall (still surprised how fast alruhn is going :o)
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zoe
 
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Post » Mon Feb 01, 2010 11:59 am

Wow, wasn't expecting such high quality work when I came here! Lovely!!! . . . As much they look great, I'd go for performance :shrug:

Clicked on the screenies . . . amazing! I would also choose "no sidewalks," for FPS . . . and also because then it would be a bit closer to Pelegiad, which I love. :shrug: But I think it would look great either way. :D What a terrific city! :trophy:
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Jesus Sanchez
 
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Post » Mon Feb 01, 2010 3:33 am

make sure you can get to balmora, suran etc easily. im not sure if i saw a silt strider on any of those photos.

also would be dead cool if there was a quest to get a house there, or just the option to buy a house there
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Emilie M
 
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Post » Sun Jan 31, 2010 9:28 pm

Nice work! Just curious, how many NPC's do you expect to have added in the final verison? Just an estimate would be nice. I think this mod could be awesome if it had a lot of NPC's, after all, it is the link between the mainland, and Varrdenfel, if I'm not mistaken.
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Victor Oropeza
 
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Post » Mon Feb 01, 2010 5:38 am

Have you done/are going to do interiors? Will there be quests, any mods merged into yours? All three would be much appretiated :)
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Nienna garcia
 
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Post » Sun Jan 31, 2010 10:24 pm

Great to see this, TG! :)

I don't know if you got my email, but is that the 'arena' you were speaking of? It looks really good! :goodjob:

I'm very much looking forward to this now.
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Sharra Llenos
 
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Post » Mon Feb 01, 2010 4:25 am

I'd like to have these sidewalks, actually. They would make look Ebonheart much more like the imperial cities we can see in Oblivion.
Although, if they are a horrible FPS killer, could you maybe make two esps? One with the sidewalks, one without?
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BethanyRhain
 
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Post » Mon Feb 01, 2010 10:39 am

I know this is probably taking the p*ss given it's already at Beta but any chance of merging PCSmithy and the Broken Drum with this? If I'm reading the map right they should be along Imperial Lane. If you're not familiar with them the first allows you to run your own armour shop and the second is probably the best tavern (modded or not) in Vvardenfell. I'd love to use this but those two are must load mods for me and this looks like it'll landscape conflict with them.
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Stephy Beck
 
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Post » Sun Jan 31, 2010 7:46 pm

This project sounds really promising :goodjob: I like the arena, I think it will add a lot to the atmosphere in Ebonheart ! Keep up the good work, you are really doing a good job on this (at least to my mind) ! :)
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Sarah MacLeod
 
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Post » Sun Jan 31, 2010 8:45 pm

Wow, that's amazing. Finally, I realistically large Imperial city in Morrowind, sidewalks and all.

Need any help, or do you have it all under control? Looks big.
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Sabrina Steige
 
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Post » Mon Feb 01, 2010 8:53 am

In some of the pics You can see the side walks, I was wondering what people would prefer, The side walks slow down FPS alot in some area's, would You guys prefer having them anyways or if I remoped them to speed up performance

Would it be possible to make the sidewalks into an optional esp? so that then people could decide if they wanted them or not. Or just have two esps, or something...

EDIT: In what way do the sidewalks slow the FPS? Cos it may be able to script around, if you made a non FPS hogging script...
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Rachael
 
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Post » Mon Feb 01, 2010 2:29 am

This looks fantastic, and I look forward to adding it to my world.
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Rhysa Hughes
 
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Post » Mon Feb 01, 2010 6:14 am

Thanks alot Guys Glad You all like it. As for the side Walks, I'll try to make it optional. Since most are split on it it seems.

Yacoby I know practicly nothing about scripting, so I wouldn't know it it could be fixed that way, Most of the scripts I wrote for this were with the help of "Morrowind Script Generator" But the main reason it slows done FPS is because their are about 400 statics put together in a rather small space, I would imagine. If Scripts can help with this I'm more then willing to find out, if some one can let Me know. I will however try to reduse the texture sizes for it. maybe that'll help. :shrug:

randman22222 At last count their were 147 NPC's added, thow this has increased now, I'm guessing it'll be close to 2 hundred thow only a few will be unique in any way, the rest will mostly be standard. on a side note Their are beggers and performers around on the streets thow.

princess_stomper Thanks and I Just checked and yes I did get it, Thanks alot :)

I hope these answer all the questions asked (sorry if I missed some)

Everysingle building has the proper interiors.

Apart from Ebonhearts docks for fast travel, Their is a Mages Guild Outpost (not a full fledged guild hall) that provides travel to a few other Guild halls. a strider port just didn't seem right for an Empirial town (no other ones have it.)

Their are a few basic quests nothing big, just Miscallanious ones. Thow Originally I had a rather large Quest planned for it,and have quite a bit done on it but I decided to wait for Blakes vampires of Vvardefell Mod first as it has many similar themes and will fit rather well with it (if He agrees of course ;) )

It is compatible with [/b]Doom Drum (thow I'm still working on a few details with the horse that are giving me a hard time. If You look on the top of the Map You'll see an empty space between building where the Inn goes.

As for PCSmithy I have no Idea, I hadn't heard of it, I'll have to check it out.

Casey Tucker Thanks for the offer, For the most part its pretty much done, but You never know.

If I missed anything let me know. Again thanks guys. :)
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Tamara Dost
 
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Post » Mon Feb 01, 2010 7:05 am

Yacoby I know practicly nothing about scripting, so I wouldn't know it it could be fixed that way, Most of the scripts I wrote for this were with the help of "Morrowind Script Generator" But the main reason it slows done FPS is because their are about 400 statics put together in a rather small space, I would imagine. If Scripts can help with this I'm more then willing to find out, if some one can let Me know. I will however try to reduse the texture sizes for it. maybe that'll help. :shrug:

Scripting may not help then, what scripting could do is stop them being rendered. But sometimes the downsides outway the benafits.

What may be a better option would be to PM some modelers/Make a request thread, and ask them if they would be willing to merge the meshes into groups of # (# = any number), in the order you have layed them out in your mod. This would drasticly reduce the amount of objects. :shrug: An idea
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Taylah Illies
 
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Post » Mon Feb 01, 2010 12:20 am

Hand't thought of that, I'll see what i can do. I might know some one that might do it.
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Kitana Lucas
 
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