(WIP) New Morrowind

Post » Sat May 28, 2011 2:11 pm

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.


1. It will not be compatible with NOM since I'm not currently working with my modular town expansions (I might do a quick update for Seyda Neen though). This TC will conflict with a rather huge amount of mods.. sorry.

2. Good idea, I'll see what I can do.

3. Fixed!

4. My skills are limited to exterior/interior work only, scripting/dialog ain't my thing really. :P

Please tell me if you find anything else.

- Trance
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Sat May 28, 2011 4:29 pm

So any further thoughts about this project? Is there something you're missing in the original game that I might be able to add? I'm pretty much open to anything, as long as it doesn't break lore.

Edit: Updated the album with some pics :)
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Sat May 28, 2011 5:06 pm

A little something I've been working on in Seyda Neen: http://i55.tinypic.com/af7j9x.jpg.. just a teaser though. I'm also having thoughts of adding Fort Seyda again.. We'll see :P
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Sat May 28, 2011 6:12 am

About your blacksmith, the screenshot looks nice, I suggestion you use the smith animation resource that AA made.
Here is the look in my unreleased mod.
http://i54.tinypic.com/303l0eu.jpg
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Sat May 28, 2011 11:15 am

Good suggestion. I'll look into it. :)


New pics:

Overview of Seyda Neen
http://i56.tinypic.com/2942zr9.jpg

Vivec Silt Strider
http://i55.tinypic.com/vhdh1v.jpg

Imperial watchtower and a preview of it's interior
http://i51.tinypic.com/34dq7bm.jpg

A piece of Dwemer tech - No I won't put it right in the open :P
http://i52.tinypic.com/358piyt.jpg

- Trance
User avatar
Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Sat May 28, 2011 5:50 pm

I really like pretty much all your changes/additions, except for the Balmora trees. I'm really, really picky about visual consistency in my game, so I'd rather this use the vanilla trees so that it matches up with all the other WG trees. Or, if you really want greenery, maybe just the Ascadian Isles trees?
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Sat May 28, 2011 4:46 pm

Just a few things I've noticed around Seyda Neen.

-The door on the exterior of Drarin Thiralas' House could be moved down a bit in Seyda Neen, as you can see the wall of the house.

-The door on the exterior of Arrille's Tradehouse that leads to the storage area needs repositioned in the door frame, as it is currently not really inside of the frame.

-The door on the exterior of Vodunius Nuccius House needs moved over to the left a little bit.

-The exterior door that leads into the Census and Excise Warehouse needs repositioned in the door frame, as it also is not really in the frame.

-The above also applies to the door directly across from the Census and Excise Warehosue door.

Also if you want lanterns that sway back and forth just change the id of an existing lantern to make a new object and add either the float or sign rotate script to the new lantern. I usually do this in my projects, but forgot to in that Pelagiad expansion I sent you.

And the ex_coiled_rope static could be used around the bridge you added ropes on to get an effect similar to the rope fence meshes. Just size it to 1.05 and it should work fine.
User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Sat May 28, 2011 9:17 am

I really like pretty much all your changes/additions, except for the Balmora trees. I'm really, really picky about visual consistency in my game, so I'd rather this use the vanilla trees so that it matches up with all the other WG trees. Or, if you really want greenery, maybe just the Ascadian Isles trees?


Yeah I've had some doubts about the trees too. I'm not sure If I should stick to the original feel or something out of the ordinary..


Just a few things I've noticed around Seyda Neen.

-The door on the exterior of Drarin Thiralas' House could be moved down a bit in Seyda Neen, as you can see the wall of the house.

-The door on the exterior of Arrille's Tradehouse that leads to the storage area needs repositioned in the door frame, as it is currently not really inside of the frame.

-The door on the exterior of Vodunius Nuccius House needs moved over to the left a little bit.

-The exterior door that leads into the Census and Excise Warehouse needs repositioned in the door frame, as it also is not really in the frame.

-The above also applies to the door directly across from the Census and Excise Warehosue door.

Also if you want lanterns that sway back and forth just change the id of an existing lantern to make a new object and add either the float or sign rotate script to the new lantern. I usually do this in my projects, but forgot to in that Pelagiad expansion I sent you.

And the ex_coiled_rope static could be used around the bridge you added ropes on to get an effect similar to the rope fence meshes. Just size it to 1.05 and it should work fine.


I've been focusing quite much on Seyda Neen the last few days, haven't noticed these issues though. Thanks for pointing them out. Lol I hate doors! :P
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Sat May 28, 2011 9:28 am

We all live in a yellow...

http://i55.tinypic.com/fcpfma.jpg
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sat May 28, 2011 8:44 am

about your "new pics"

1
Overview of Seyda Neen

I like the remove of the 2 towers in the dock area. it made dock looks more clear and reasonable.

2
Vivec Silt Strider

I think a vivec style building is not match with the other buildings of seyda neen.

3
Imperial watchtower and a preview of it's interior

I think the dwemer ruin is not match with seyda need, because there is not a dwemer ruin near the town.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Sat May 28, 2011 8:27 am

about your "new pics"

1
Overview of Seyda Neen

I like the remove of the 2 towers in the dock area. it made dock looks more clear and reasonable.

2
Vivec Silt Strider

I think a vivec style building is not match with the other buildings of seyda neen.

3
Imperial watchtower and a preview of it's interior

I think the dwemer ruin is not match with seyda need, because there is not a dwemer ruin near the town.


They don't need to match? This is a total conversion it will affect the whole of Vvardenfell, not only Seyda Neen :P
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Sat May 28, 2011 6:51 pm

Announcement: REL 24.th of December!

Merry Christmas ;)
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Sat May 28, 2011 1:30 pm

a total conversation


Conversation....or Conversion? If you would like I can talk a great deal on why I don't want to change my religion! :P :whistling: :lol:
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Sat May 28, 2011 4:17 am

Conversation....or Conversion? If you would like I can talk a great deal on why I don't want to change my religion! :P :whistling: :lol:


I'm sure you'll change religion after you've tried this mod! :P

Haha, lol I must have been drunk or something! :cookie:

- Trance
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Sat May 28, 2011 9:21 am

I'm sure you'll change religion after you've tried this mod! :P

Haha, lol I must have been drunk or something! :cookie:

- Trance

its in your sig :D
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Sat May 28, 2011 12:29 pm

Looking good, so far. :goodjob:

As far as I get it, this is neither a "total conversation" ;D nor a "total conversion".....isnt a total conversion more like making a totally new game using (in this case) morrowind′s construction set and engine? Like uhm Arktwend or Myar Aranath? You are "only" adding to the existing game world, so its more like a "total overhaul", or a "massive addon mod"?
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Sat May 28, 2011 7:44 pm

its in your sig :D


Do not question me! I'm your new god! :P

Haha I'll fix it!
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sat May 28, 2011 11:15 am

Do not question me! I'm your new god! :P

Haha I'll fix it!

But what if I want to know what perticular sacrifice you want? I cant just tell you what your having. YOu cant Tell a god what to do. So I have to ask you! which involves questions.... so therefore Iwould have to question you, which you told me not to do. So I wont ask you about the sacrifice and then you wont get one and then you'd be angry. Either way your gonna be angry.

Thats it your not my god anymore. Your paradox induced headache is too horrible to bare!
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Sat May 28, 2011 11:39 am

But what if I want to know what perticular sacrifice you want? I cant just tell you what your having. YOu cant Tell a god what to do. So I have to ask you! which involves questions.... so therefore Iwould have to question you, which you told me not to do. So I wont ask you about the sacrifice and then you wont get one and then you'd be angry. Either way your gonna be angry.

Thats it your not my god anymore. Your paradox induced headache is too horrible to bare!


http://cdn1.knowyourmeme.com/system/icons/2703/medium/Fishystick.jpg?1274211581
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Sat May 28, 2011 9:29 am

yay I got a fishy stick :D (never had one when I first joined the forum)
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Sat May 28, 2011 4:09 pm

If you would like I can talk a great deal on why I don't want to change my religion!

Yeah, let's hear it.
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Sat May 28, 2011 11:26 am

Hey, get a room guys! :P

Lol, now back to subject. Some screenies for your enjoyment.

http://i53.tinypic.com/any78j.jpg
http://i56.tinypic.com/2dwcayf.jpg
http://i56.tinypic.com/2you4aw.jpg

Later,

- Trance
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Sat May 28, 2011 3:52 pm

Good job
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sat May 28, 2011 8:47 pm

Good job


Thanks! :)

More screens tomorrow.
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Sat May 28, 2011 3:48 pm

For some reason, a well in the middle of the Balmora manor district doesn't fit to me. Perhaps something else could be put there.

I just think it doesn't look upper class enough...

Otherwise, it really is looking good!
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

PreviousNext

Return to III - Morrowind