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Vvardenfell Region Weather Data


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(Apologies for long post.)

Vvardenfell Referencial Link- Click

[Image: morrowindregionmappg3.jpg]
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The people who have played TES3: Morrowind may already have a good knowledge of the various regions and their weather types and climates, the people who have not played Morrowind though may find the following information useful:

MW data variables used always add to 100(%)

Ascadian Isles Region

The Ascadian Isles are the fertile, green lowlands on the south-southwestern corner of Vvardenfell. Settlements include Vivec, Ebonheart and Pelagiad. The large Daedric ruins of Ald Sotha lie to the east of Vivec. Most of Vvardenfell's farms and plantations are in this region. These typically include Netch herding and agriculture. Plants that commonly grow in this region include heather, willow flowers, stoneflowers, gold kanet flowers, black anther plants, comberry, corkbulbs, saltrice, ash yams and marshmerrow. Slavery is common in this area especially on the plantations.

Sreenshot

Clear- 45
Cloudy- 45
Foggy- 0
Overcast- 0
Rain- 5
Thunder- 5
Ash- 0
Blight- 0

Ashlands Region

The Ashlands are the dry and inhospitable areas surrounding Red Mountain to the north and west. Various Dunmer tribes inhabit the region, and the Redoran seat of Ald'ruhn is near the western edge. The Ashlands are inhospitable to most life, but some creatures have managed to adapt to the harsh terrain and climate. These include mainly Guar, Nix hounds, Cliff racers, and Alit. Some plants, like the Trama Root, manage to flourish in this desolate area. Nomads known as Ashlanders also call this region home. Hazardous ashstorms are frequent due to Red Mountain's volcanic activity. Blight is common in this region.

Screenshot

Clear- 10
Cloudy- 25
Foggy- 10
Overcast- 25
Rain- 0
Thunder- 0
Ash- 30
Blight- 0

Azura?s Coast Region

Azura's Coast is the long, rugged and mostly uninhabited coastline and islands of Vvardenfell's east and southeast. It is a wet and rocky area devoid of trees, only low-lying and hardy vegetation is able to exist here. The area, historically uninhabited, has seen a drastic increase in population since the opening of Vvardenfell. Most of Azura's Coast fell within the jurisdiction of House Telvanni, and they have established several settlements including Tel Branora to the south; Tel Aruhn, Tel Fyr, and the house seat of Sadrith Mora, within Zafirbel Bay; and Tel Mora, near the junction of Azura's Coast and the greater Sheogorad archipelago.

Screenshot

Clear- 25
Cloudy- 45
Foggy- 10
Overcast- 10
Rain- 5
Thunder- 5
Ash- 0
Blight- 0

Bitter Coast Region

The Bitter Coast is the humid southwestern coast of Vvardenfell so-named because of the area's salt marshes and swamps. It is also known as the Smuggler's Coast, due to the rampant smuggling that goes on in this area. Seyda Neen, Hla Oad, and Gnaar Mok are the only settlements in the region. The area is lush with tall trees, rich plantlife, and rare fungus. Plants and fungi that grow here include violet coprinus, luminous russula, bungler's bane, hypa facia, slough fern, and occasionally hackle-lo. There are several shipwrecks in the area, caused by the coast's infamous fog and bad weather. Numerous islands dot the coast and there are even a few grottos.

Screenshot

Clear- 10
Cloudy- 60
Foggy- 10
Overcast- 0
Rain- 10
Thunder- 10
Ash- 0
Blight- 0

Grazelands Region

The Grazelands are plains that cover the majority of the northeastern coast of the island and are so named because of the Ashlander herds that graze there. It is largely uninhabited, except for the settlement in Vos village, as well as the wizard tower of Tel Vos. The Ahemmusa and Zainab Ashlander tribes also have settlements in the region.

Screenshot

Clear- 30
Cloudy- 40
Foggy- 5
Overcast- 5
Rain- 10
Thunder- 10
Ash- 0
Blight- 0

Molag Amur Region

The region located between the Ashlands and Azura's Coast is Molag Amur. It is a desolate expanse of lava flows, ravines, and fields of ash. Travel is difficult, and ashstorms frequently strike the area. Parts of the region are considered impassable, even by the ashlanders. The stronghold of Molag Mar, Erabenimsun camp, and the pilgrimage sites at Mount Assarnibibi and Mount Kand are the only inhabited sites. Molag Amur consists almost entirely of a confusing maze of foyadas. The dangers of Molag Amur are considerable; it is one of the areas most likely to be stricken by ash storms, and is a prime habitat of such creatures as cliff racers, shalks, and other hardy creatures such as alit. Due to this, and its winding labyrinthine passages, travellers can easily get lost or come under attack.

Screenshot

Clear- 5
Cloudy- 15
Foggy- 35
Overcast- 25
Rain- 0
Thunder- 0
Ash- 20
Blight- 0

Red Mountain Region

Red Mountain is the central, defining feature of Vvardenfell. It is a giant volcano, steep and rugged, from which ash storms continually issue. Surrounding the mountain is the magical Ghostfence, which fences in the many demons of the region, and filters out the disease-laden "blight" which issues from the crater. The only official entrance is at the fortified outpost of Ghostgate, in which pilgrims, as well as the Buoyant Armigers, reside. In addition, an ebony mine burrows beneath the eastern portion of the Ghostfence and opens out onto the slopes of Red Mountain. Numerous Dwemer ruins dot its slopes, and Dagoth Ur resides inside a facility deep inside the mountain, and the majority of the inhabitants in the region are servants of Dagoth Ur. Other than that, it is uninhabited, though you can find the occasional mine on the Mountain's slopes, for it is rich in natural resources such as ebony ore and raw glass. Plants are extremely scarce and most of the trees are dead. Only trama shrubs, scathecraw and fire ferns have a chance of surviving here. Adventurers rarely venture past Ghostgate.

Screenshot

Clear- 0
Cloudy- 0
Foggy- 0
Overcast- 0
Rain- 0
Thunder- 0
Ash- 0
Blight- 100

Sheogorad Region

The large island of Sheogorad is on the northern tip of Vvardenfell, and due to its rugged terrain and hostile creatures, it is largely uninhabited, except for the small villages of Dagon Fel and Ald Redaynia. Numerous ruins dot the landscape, and there are several daedric and dwemer ruins in the area. The region is named after Sheogorath, a Daedric god whose sphere is madness.

Screenshot

Clear- 15
Cloudy- 40
Foggy- 10
Overcast- 15
Rain- 10
Thunder- 10
Ash- 0
Blight-0

West Gash Region

Screenshot

The western highlands stretching from the Sea of Ghosts to the city of Balmora is called The West Gash. The Hlaalu district seat of Balmora is here, as is the Imperial town of Caldera, the mining village of Gnisis, and the fishing villages of Ald Velothi and Khuul. Vegetation in the region is sparse, but hardy. Common plants are kreshweed, roobrush and chokeweed.

Clear- 15
Cloudy- 30
Foggy- 15
Overcast- 20
Rain- 10
Thunder- 10
Ash- 0
Blight-0

NOTE: Variables used in Oblivion CS may go over the 100(%) limit unlike Morrowind.

NOTE: Used for reference only, this is not the specific weather data that we will be using, some of the variables may change.
Ahem, pardon my ignorance but shouldn't the Blight storms have stopped after the completion of the MW main quest?
Yeah they're stopped, but this is just data from MW, as her said the things might be different in our mod, that's one of the things Tongue
Kuukulgur- Yeah, more than likely. Smile Look at the bottom of the post, I wrote that this is the data from Morrowind only, not specifically for the mod. Smile

'NOTE: Used for reference only, this is not the specific weather data that we will be using, some of the variables may change.'

Quote:Yeah they're stopped, but this is just data from MW, as her said the things might be different in our mod, that's one of the things Tongue
Indeed. =)
That's nicely formatted info Dave_91. Smile I think you should go ahead and try to draw out the regions in the region editor whenever you are able since we can fine tune the weather a bit later. It may not be all that easy getting the regions borders spot on, but as a guide each (x,y) cell position in TES3's Vvardenfell is now at (4x, 4y - 16) on the enlarged TES4 landmass. Each position cell position is 4x further out because each TES4 cell is 2x longer than a TES3 cell and of course we've also doubled the scale. It's been shifted south on the Y (north-south) plane by 16 TES4 cells to stay within TES4's LOD drawing limits.

So position (0,0) in TES3 is now at (0, -16) in TES4. A point at (-7, 13) in TES3 will now be at (-28, 36) for example.

The purpose of the post is to gain feedback from everyone regarding how much the weather should be changed for each region since Dagoth Ur's fall so we can set them for the new landmass. I think we should set a final deadline for, say, the end of next Sunday (01-April-2007 - no April fool's weather pls Big Grin) and then enter whatever (if anything) has been decided regarding changes to this weather. These settings can be re-tuned easily enough at a later date (e.g. I assume we still have to create ash storms somehow?) but we at least need those regions defined so KuKulzA can maybe come up with some kind of action plan on how to start modding with it, AFAIR beginning with the Bitter Coast and also the adventurous can start playing about with different types of procedural generation in the different regions. And it's also better to have some weather now, like you, say, to add to the immersion factor. I can give a cell gridded version of the texture overview map if required that will help with claims, if KuKulzA wants it?

I'm not trying to dictate at all, but I think these are things we could press on with now so there's a continued feeling of more general progress. Smile

Lightwave

p.s. Is there an overview map ready to import in to the game, like the low-detail hand-drawn one used for Tamriel? If we have one that's correct to proportion, I could try getting it to line up. If not, who's going to create one? Wink The other map - the high detailed one - is normally generated in the CS, but will be pretty featureless atm until there's doors and other static landmarks.
Quote:Originally posted by Kuukulgur
Ahem, pardon my ignorance but shouldn't the Blight storms have stopped after the completion of the MW main quest?

just to be sure you know...
Blight storms are when blight-infected ash is thrown around, giving not only a grey haze, but a reddish grey haze...
Ashstorms are just regular ash being blown, that's deadly, but not infectious Wink

:goodjob:

"I can give a cell gridded version of the texture overview map if required that will help with claims, if KuKulzA wants it?"
yea! sounds great to me
Quote:I think you should go ahead and try to draw out the regions in the region editor whenever you are able since we can fine tune the weather a bit later
Sure I'll give it a try later. I tried last night but it's harder than it looks getting the regions accurate... because of the double scale like you say...
hehe, I think it's a bit funny you said Ashlands have frequent blight, but under the weather types it said Blight- 0
:lmao: Hmm... that's a good point. It's not my information though, it's simply copied from UESP. Smile
Quote:p.s. Is there an overview map ready to import in to the game, like the low-detail hand-drawn one used for Tamriel? If we have one that's correct to proportion, I could try getting it to line up. If not, who's going to create one? Wink The other map - the high detailed one - is normally generated in the CS, but will be pretty featureless atm until there's doors and other static landmarks.
I just loaded up the CS, I was about to work on it a little, see what I could come up with. However, if there's another way which involves drawing or something, I'd happily make a hand-drawn one if it would help any.
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