WIP New Ald' Ruhn

Post » Wed Feb 16, 2011 7:42 pm

Uh... could you, perhaps, make a version without the cable car? I love most everything about this mod, except for that.
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yessenia hermosillo
 
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Post » Wed Feb 16, 2011 8:35 am

you could say Ald-Ruhn gets destroyed in Oblivion, in the future the Telvanni help recreate it, but then a dragon breaks, AND THEN the future Ald-Ruhn replaces the present one. Except with the same npc's.

It could happen.
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Ellie English
 
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Post » Wed Feb 16, 2011 1:48 pm

Looks damn good, but I'll stick with normal Ald'ruhn. I personally would have made it a new city, rather then a replacer. But keep up the good work, I do plan on taking it on a test run just to look at it all.
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No Name
 
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Post » Wed Feb 16, 2011 10:22 pm

That winding staircase looks epic. :)
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Umpyre Records
 
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Post » Wed Feb 16, 2011 12:58 pm

@Saint_Jiub: Sure, I can make a mesh replacer for the cableship with an empty mesh, so everyone who doesn't like it can get rid of it, even with no knowledge of modding!!! ;)

@M?rkus H: That's why I made a poll previous to this WIP, offering the option of a completely new city, but Ald' Ruhn won, so what should I do? :)


PS: Since I'm modding I've always been a TC-person at heart and wanted to do something different from Morrowind, something unique of my own. I have no real interest in modding the original Morrowind at all. All I'm doing at the moment is just a compromise to what I'd really like to do, cause I won't try a TC on my own ever again!!!


TheDaywalker :rock:
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Kelly John
 
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Post » Wed Feb 16, 2011 10:33 pm

I was just doing some landscaping in CS, now look what I found below the ground near Ald' Ruhn... :)

http://img704.imageshack.us/img704/9743/dae1.jpg
http://img706.imageshack.us/img706/1751/dae2.jpg
http://img693.imageshack.us/img693/4779/dae3.jpg
http://img268.imageshack.us/img268/1198/dae4.jpg
http://img693.imageshack.us/img693/6856/dae5g.jpg


TheDaywalker :rock:
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adam holden
 
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Post » Wed Feb 16, 2011 1:05 pm

That's one wicked looking archaeological find ;)
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JUan Martinez
 
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Post » Wed Feb 16, 2011 9:34 pm

I can't make this mod compartible with any single mod that involves this area, but maybe take care for the 2-3 most important and most often played mods. Could need some help on this once I get to that stage!!! :)



TheDaywalker :rock:


To assist with your mod conflict strategy (pick whichever ones you might want to check against - as you stated probably the 2-3 you feel you wouldn't want to conflict with) ...

Here are the most downloaded mods (with over 5000 downloads as of 18 months ago) that changed something for Ald-Ruhn's exterior cells as reported by MMGUM (land change indicator is for the MOD overall and not necessarily happening in Ald-Ruhn):

Mod Name	Author	Last Time Mod Updated	Mod Downloads	Land ChangesIndy Armorer	Indestructible	2006	78750	YesLiving Cities of Vvardenfell	Helios/Wrye	2006	36346	Dracandros' Voice	Dracandros	2005	30798	Twin Lamps Mod (Tribunal)	Brother Juniper	2006	26783	YesSauron's Abode	Hung Doan	2006	26775	YesBlood & Gore	TheLys	2005	24808	The Underground	Qarl	2006	18626	YesCloak and Dagger	MagicNakor	2006	18017	Official Mods	Deathbliss	2007	17806	YesCastlevania	The Dark Man		16028	YesTraveling Merchants	GhanBuriGhan	2006	15700	YesAdventurer's NPCs	Adam	2006	15348	Indarys Unleashed	Michael 'HelioS' Bennett	2005	13861	YesCastle of Balmora	SlugZ	2006	13551	YesModMan's Windowlights	ModMan	2006	13167	Ring of Teleportation	Kevin Tuttle	2005	12022	Unique Banners and Signs	Bart Notelaers	2006	12016	Witchgirl Adventure (Tribunal)	Emma	2004	10551	sixy Glass Armor Mk.II Revamped	Rob B.	2006	10431	Inn of the Whispering Wood	Granarinth, Endhome staff	2006	10252	YesNevena's Twin Lamps & Slave Hunters	Nevena	2006	10118	Erengard Mines	Graphite	2006	9798	A Call to Issilar	Granarinth	2006	9748	Yessixy Glass Armor	Cenobite	2005	8899	Trade Disputes	dalin	2006	8880	YesAdvanced Guards	The Puma Man	2006	8586	CM Partners	Cutthroat Mods	2006	7788	YesBeyond YsGramor	Miles Acraeus	2006	7557	YesLord of the Rings	MGSking	2004	7499	Bloody Oath	Aquan	2006	7151	YesOfficial Plugins	Murlocke	2007	7135	YesSuccubus	Dale Stocker	2005	7117	Necessities of Morrowind	Taddeus & Nymeria	2005	6799	Savant Armor Quest	Tenaka	2004	6678	YesRolePlayer's NPCs	La'Shae	2006	6561	Morrowind Comes Alive 5.2	Neoptolemus	2007	6534	sixy Glass Armor Mark II	Cenobite	2005	6287	Dremora	NukeouT	2005	6283	YesRole-Playing Classes (Stealth Pack)	Cliffworms	2005	6059	The Latest, Greatest Housing Mod GOLD	The V8 Man	2004	6028	YesFliggerty's Armor Project	Fliggerty and Friends	2008	5861	Nighttime DoorLocks-LD	Ldones	2005	5845	Dave Humphrey's Furniture Store	Dave Humphrey, Erstam	2005	5765	YesParadise Isle	Rabbiddog	2005	5307	YesMinas Ithil Keep	Miguel Felix	2005	5278	YesIce Armor	Evil Sorcerer	2004	5057	Yes

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Alyna
 
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Post » Wed Feb 16, 2011 9:57 am

Please tell me you are keeping those mushrooms. Please :D
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Chenae Butler
 
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Post » Wed Feb 16, 2011 3:09 pm

@Rougetet: Thx mate, that's a whole lot of mods, we'll have to discuss the most important ones lateron. I won't care for mods, that just add 1 new merchant or place a sword or armor somewhere in the exteriors, instead of this I'll focus on good quest mods and really important improvements like LGNPC!!! :)

@HunterGatherer: The mushrooms will stay, I made a fading in of flora through whole Ald' Ruhn. Less green environment when you enter the city and increasing amount of vegetation when you come closer to the garden where the mages' guild is placed.


And here it is, Ald' Ruhn's new mages guild. I guess it's not what you might have expected, but...

http://img411.imageshack.us/img411/5056/mg1y.jpg
http://img690.imageshack.us/img690/7411/mg2q.jpg
http://img717.imageshack.us/img717/2430/mg3.jpg
http://img22.imageshack.us/img22/5135/mg4f.jpg


TheDaywalker :rock:
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helen buchan
 
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Post » Wed Feb 16, 2011 3:55 pm

looks great! (although a bit out of place, very magic-y)
my only complaint would be that it glaringly doesn't look like the interior cell would fit inside it
as well as (since you aren't changing interiors) the extreme difference between the inside and the outside
not that that's always a bad thing
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lacy lake
 
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Post » Wed Feb 16, 2011 3:51 pm


http://img22.imageshack.us/img22/5135/mg4f.jpg
It looks really cool and alien, apart from that sign. Not sure how the apostrophe and the dot of the i stay there (it can't be magic as why is there the bar through the other letters). Also, the typeface is too clean and modern for a world that's just discovered movable type.

Y'know if I was the Mages' Guild I'd just have something out front that'd wow the plebeians. No need to spell out (boom boom) what building it is just have something there so bonkers it couldn't be any other place than the Mages Guild. An eternally burning flame on (or in?) a pool of water, say. Or maybe a waterfall going upwards. Or an orb spinning in mid air.

Not sure, just don't think the sign works.
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CArla HOlbert
 
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Post » Wed Feb 16, 2011 10:17 am

And here it is, Ald' Ruhn's new mages guild. I guess it's not what you might have expected, but...

No, it's better. ;) But I abhor the sign. If it must be there, could it at least be in Daedric? I feel like the English lettering is out of place. :(
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maria Dwyer
 
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Post » Wed Feb 16, 2011 7:33 pm

Ok, I got what you mean and after looking at the screens again I think I will remove the sign and come up with something else!!! :)


TheDaywalker :rock:
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Gavin boyce
 
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Post » Wed Feb 16, 2011 10:17 pm

Ok, sign is gone and I added some magic fx instead. Hopefully now anybody will know that this has to be the Mages' Guild!!! :) I can replace the fx by any particle effec lateron, but I chose a simple mesh now, because of saving fps. Yet I notice that my old PC is going to have some performance lack, when I enter the garden area of the city, but my PC is very very old I have to admit!!! ;)

Here' s some videos of the Guildhouse, had to make two single vids, cause quality after joining was very bad!!! :(

http://www.youtube.com/watch?v=_DXPp--DlI0
http://www.youtube.com/watch?v=gRMbgI1xeMs


TheDaywalker :rock:
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Sammie LM
 
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Post » Wed Feb 16, 2011 10:07 pm

Now that's better :) Says "We're the Mages Guild, we do awesome things."

I don't really think that needs particle effects. What'd look really cool, to me, is if those globes could be made to cast light (is that possible?). Also, not sure how easy it would be to mess up the paths of the orbs a bit so they pass in and outside of each other, or at least have their orbits a bit outside of pure, you know like how Pluto's off from the http://nineplanets.org/gif/outer.gif.

BTW, your framerate's not too great is it? ;)

[Edit: OK, looking at it again there is some variation in the orbits. I guess I want moar!

But, your mod: your call]
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Jason White
 
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Post » Wed Feb 16, 2011 2:20 pm

Now that's better :) Says "We're the Mages Guild, we do awesome things."

I don't really think that needs particle effects. What'd look really cool, to me, is if those globes could be made to cast light (is that possible?). Also, not sure how easy it would be to mess up the paths of the orbs a bit so they pass in and outside of each other, or at least have their orbits a bit outside of pure, you know like how Pluto's off from the http://nineplanets.org/gif/outer.gif.

BTW, your framerate's not too great is it? ;)

[Edit: OK, looking at it again there is some variation in the orbits. I guess I want moar!

But, your mod: your call]


Essentially you'd have to script a light to move in a circle with the sphere because you can't export a light from max or blender that can effect anything else then the internal mesh to that .nif file. Pretty tedious and IIRC from Fliggerty's musings in moving lights, there are some bugs.

If needed I have a script that will rotate things around in a circle, offset from it's center position.
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Riky Carrasco
 
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Post » Wed Feb 16, 2011 7:20 pm

I can change the orbits as i like, but I have to take care a bit of all the statics that stand in that area. Doesn't look that good, when those spheres move through a tree or rock or similar!!! :)

I guess I could make those spheres emit light with some tweaks in nifskope. As I recently have figured out Bethesda's animations that are based on a NiBaseAnimationNode also work as statics without need for nif, xnif, kf. So maybe it will work as lights too. I will test such a vanilla nif as light and see if it functions. If yes, I'll try to copy its settings!!! ;)

EDIT: Tested a waterfall.nif as light and animation works fine, now I have to find an animated nif which also works with NBSAnimationNode only and test it.


TheDaywalker :rock:
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Nina Mccormick
 
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Post » Wed Feb 16, 2011 3:39 pm

Whew, now that's what I call flora!!
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Wayland Neace
 
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Post » Wed Feb 16, 2011 11:40 pm

Here we go, now I'm taking the architecture of the canyon to the next level. As I said in the beginning, I was always bored by cities where you could only run around on a plane and maybe climb some stairs inbetween. I'm actually building a whole new district of Ald' Ruhn, high above the ground. There will be secure paths like bridges and steps, but lateron you'll also be able to reach unique spots of the canyon by risky actions like jumping from cliff to cliff. You get to the new district by floating rock elevators, which move up and down all the time and you just have to catch them up at the right moment!!! ;)

Advantage of the new district besides exploration is, that you'll be able to have a fantastic view over the whole area from any angle. Lorewise the new district could be explained by the need to keep distance to folks or beasts on the ground in times when diseases roamed the city. We will have to find a good name for the new district lateron though.

http://img202.imageshack.us/img202/8207/41999792.jpg
http://img121.imageshack.us/img121/1116/87248924.jpg
http://img121.imageshack.us/img121/7977/66136668.jpg
http://img687.imageshack.us/img687/2629/60655956.jpg
http://img80.imageshack.us/img80/598/79541952.jpg


TheDaywalker :rock:
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Dawn Farrell
 
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Post » Wed Feb 16, 2011 10:00 pm

Wow. I really like this, It is such a different feel to Ald' Ruhn yet somehow perfectly fitting. Awesome job.
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Jason Rice
 
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Post » Wed Feb 16, 2011 2:19 pm

snip

If needed I also have scripts that move a mesh down slowly and when you walk off it it will move back into place. IIRC it only enables if the PC steps on the mesh so it won't cause to much of an FPS hit. The good thing is you can jump from mesh to mesh and it will slowly keep going back to it's original or altenratively fall slowly until you step off it. Its' really nice =)
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Jack Moves
 
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Post » Wed Feb 16, 2011 12:35 pm

Still working on this, TDW?
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Nathan Barker
 
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Post » Wed Feb 16, 2011 8:28 pm

Still working on this, TDW?

I hope so, this looked epic.
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Crystal Clear
 
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Post » Wed Feb 16, 2011 4:35 pm

I will continue this and my other works earliest end of this year. I have to prepare for an important exam now and all my modding activities have to be paused now for some time. Maybe I'll make some small stuff for Skyrim mod inbetween for relaxation, but anything else has to wait, sry!!!


Greets, TheDaywalker!!! :rock:
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louise tagg
 
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