(WIP) New Morrowind

Post » Sat May 28, 2011 1:53 pm

Bump on the new pics!
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Milagros Osorio
 
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Post » Sat May 28, 2011 9:50 am

Oh, one thing I've been wondering about. How will this work with the mod series being put out to improve on the eateries in Morrowind, the Traveller's Guide to Dining set? I've been watching it and posted a bit in Devi's topic, so I really hope for no conflict on it.
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Carlitos Avila
 
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Post » Sat May 28, 2011 9:49 am

Oh you lost me there Kefke, I really don't know what you're talking about hehe! (stupid english!) :whistling: Please post a link :)
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Calum Campbell
 
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Post » Sat May 28, 2011 5:50 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8448

First mod in the series, and has a link to the forum topic.
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Cool Man Sam
 
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Post » Sat May 28, 2011 11:13 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8448

First mod in the series, and has a link to the forum topic.


Ah, not I don't think the will conflict with my tc :)
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Catharine Krupinski
 
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Post » Sat May 28, 2011 3:11 pm

A quick update: I've at last implemented the http://i56.tinypic.com/25iw0sk.jpg covering the regions for the first release.

I also decided to limit the travel options:

From: To

Caldera - Balmora, Gnisis
Balmora - Caldera, Pelagiad, Seyda Neen
Pelagiad - Balmora Vivec
Seyda Neen - Balmora
Vivec - Suran, Ebonheart, Pelagiad
Suran - Vivec
Ebonheart - Vivec
Gnisis - Khuul, Caldera

I might add a few options during development, but consider this to be final.

- Trance :)
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koumba
 
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Post » Sat May 28, 2011 7:43 am

I can't wait to see what comes of this mod, i dont really play gameplay altering mods so this mod is perfect for me.
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Kirsty Wood
 
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Post » Sat May 28, 2011 2:17 pm

I'm hoping for some cool things from this mod too. I'm a real stickler for things being, if not necessarily "lore correct", at least justified enough to be "lore friendly". I guess that makes me hard to please. I do like what I've seen so far though, and I really want to see this one turn out as good as it seems to have the potential for.
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Josee Leach
 
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Post » Sat May 28, 2011 5:07 am

A teaser before I go to bed :P

http://i55.tinypic.com/29vx7rs.jpg

My idea was to put a tower somewhere near the entrence. Perhaps I'll remove the statue (I'm not satisfied with the current placement) next to the Silt Strider, and put the tower there. Sadly I'm not sure if there's a resource for velothi structures...
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Miranda Taylor
 
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Post » Sat May 28, 2011 6:32 pm

Well bump on this one.. I need a velothi resource with a tower or something similar. :)
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Johnny
 
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Post » Sat May 28, 2011 12:52 pm

What kind of tower?

And remember that the domes are officially velothi towers :P

Edit - anyway, either try http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3678, or retexture some Necrom pieces from TR (which is easy in this case)
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Bethany Watkin
 
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Post » Sat May 28, 2011 7:57 pm

What kind of tower?

And remember that the domes are officially velothi towers :P

Edit - anyway, either try http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3678, or retexture some Necrom pieces from TR (which is easy in this case)


Well some sort of guard tower. I'll see what I can find.. thanks! :)
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Dalton Greynolds
 
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Post » Sat May 28, 2011 2:53 pm

What kind of tower?

And remember that the domes are officially velothi towers :P

Edit - anyway, either try http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3678, or retexture some Necrom pieces from TR (which is easy in this case)

And http://www.freewebs.com/craigors_morrowind/Screenshots/cveloth001.jpg for you trancemaster from craigors old website of what's included in that velothi pack.
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Chris Guerin
 
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Post » Sat May 28, 2011 7:56 am

And http://www.freewebs.com/craigors_morrowind/Screenshots/cveloth001.jpg for you trancemaster from craigors old website of what's included in that velothi pack.


Hey! I know that pack!
I had actually been looking at that as a possibility for CoN.
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Yonah
 
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Post » Sat May 28, 2011 7:03 am

- Thanks guys, I think this will come in handy! :)



And some pics from Balmora:

http://i54.tinypic.com/ncbmug.jpg
http://i51.tinypic.com/2f0eq8l.jpg
http://i55.tinypic.com/27yq2e.jpg]
http://i54.tinypic.com/wmf71x.jpg

- Trance :)
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ZzZz
 
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Post » Sat May 28, 2011 6:44 am

You could texture the riverbed going through Balmora if you feel like it. It actually uses the land default texture...either way I've always thought the texture choice there stood out like a sore thumb. If you decide to change the texture you should use Tx_rock_WG_01, which is the texture used for the entire riverbed outside of Balmora.
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Caroline flitcroft
 
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Post » Sat May 28, 2011 6:06 pm

You could texture the riverbed going through Balmora if you feel like it. It actually uses the land default texture...either way I've always thought the texture choice there stood out like a sore thumb. If you decide to change the texture you should use Tx_rock_WG_01, which is the texture used for the entire riverbed outside of Balmora.


Sure that won't be a problem :)
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Cccurly
 
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Post » Sat May 28, 2011 1:02 pm

- Thanks guys, I think this will come in handy! :)



And some pics from Balmora:

http://i54.tinypic.com/ncbmug.jpg
http://i51.tinypic.com/2f0eq8l.jpg
http://i55.tinypic.com/27yq2e.jpg]
http://i54.tinypic.com/wmf71x.jpg

- Trance :)


I like it. I always felt that larger Elven towns should have more color. I know gamesas was going for drab, and they definitely succeeded in vanilla, so I like the new look! :)
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sophie
 
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Post » Sat May 28, 2011 1:42 pm

Yeah so do I, it's not a definite change but I think I'll keep it :)
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Lalla Vu
 
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Post » Sat May 28, 2011 4:46 pm

A small update:

I've done a whole lot of things the past days. Mostly I've been working with the Vivec docks (almost done) and the area around Dren Plantation. A new road between Pelagiad and Dren Plantation have also been put in place.

I'm having thoughts of adding a HQ for the Travel Agents ("Imperial Travel Agency" or something) , perhaps Pelagiad would be a nice spot. I also have plans for something called the "Halls Of Wisdom" in Ebonheart. A place (sort of library) where you can access books and council, something in that direction.

More details later on..

- Trance
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jessica sonny
 
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Post » Sat May 28, 2011 5:22 pm

There are certainly enough free buildings in the expanded Pelagiad to fit an Imperial Travel Agency. And didn't I build a road already sort of heading toward the Dren Plantation? Well...I guess it was actually more of a path.
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Crystal Clear
 
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Post » Sat May 28, 2011 5:14 am

There are certainly enough free buildings in the expanded Pelagiad to fit an Imperial Travel Agency. And didn't I build a road already sort of heading toward the Dren Plantation? Well...I guess it was actually more of a path.


Yeah you did add a path, though I haven't included your mod with this release of New Morrowind, just too much work :) I will include it at a later stage though :)
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Oceavision
 
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Post » Sat May 28, 2011 2:35 pm

Hi 1988, long time to see.

I'm here to post feedback and suggestions about your famous seyda neen mod, it looks very nice, thank you.

1
the interior cell of the new barracks need 2 windows to mach outside look.

2
the wood door of fagoth's house need move up a bit, because you can see the wall that should behand the door, the z position of that door didn't mach the frame of it.

3
the bartender in the red latern bar wear armors, I think a bartender shouldn't wear armor while working.
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Ricky Rayner
 
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Post » Sat May 28, 2011 5:17 pm

Thanks for your feedback sphinx, I will correct these issues as soon as possible! :)
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Timara White
 
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Post » Sat May 28, 2011 6:59 am

Thanks for your feedback sphinx, I will correct these issues as soon as possible! :)


You are welcome.

here is more:

1
the well you placed near the door when player finished taken order and come outside is at the same place NOM3 taken.
so, if player run your mod with nom3, he/she will see 2 wells at the same place.
I suggest remove that well and the small rock you placed near it for better compatible with NOM3.

2
suggest use AA's sit and eat animation resource to make the npcs in the 2 bar sit down for better look. and the evil crab bar 's bard play his music tool.

3
rise the cloak up a bit for the smith's head not clip with it.

4
more dialouges and misc quests.
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Tarka
 
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