05-20-2008, 11:44 PM
I lost my internet connection around May 14th and didn't get it back until after the weekend - and then it didn't do me much good because my classes were in "crunchtime". But now I've tied up most loose ends and can coast for the rest of the week, and after that it's even smoother sailing for the duration of the summer. I'll take one summer class and space that out with some paternity leave. Anyway, onto the business at hand.
Great to see this region claimed
There's two kinds of Farmland region in Soluthis, so to speak. The focus of this claim is one kind, and the other kind will eventually be generated by sandor. Hopefully the future Farmland region will see some modifications to it, but if it remains as generated wilderness that's ok too. (It's not like there are signs declaring the area as farmland hehe, it's just a descriptive name used between us modders.) So nope, you won't need to do any region generation to complete this job. It will still be quite a bit of work to complete it though because no matter how good a region is generated it will still feel generated, and manual modifications are needed to make it look and feel interesting.
The staple crops ash yam, comberry, corkbulb, hackle-lo, scrib cabbage and roweed (and potentially saltrice) are the ones I figured wouldn't feel illogical to be farmed in northern Morrowind. I kinda like the idea that there's an overall theme of ruggidness to the area around Soluthis. It's not a blatantly obvious theme of being far north, and I think it would have been hard to make it obvious without making it feel like you were in Skyrim instead of Morrowind. Or at least, make you feel like you weren't in Morrowind. So I figured it was a better choice to rely on traditional TES3 crops than create or use non-traditional ones to play into that theme. I hope they're enough to provide the variety you'd need but if you find the selection restrictive then it's ok if you use stock Oblivion crops as well. (Preferrably ones that would be logical in a temperate climate i.e. tomatoes, blackberries, potatoes etc).
Regarding the roads, please use the brownish cobblestone for main roads between towns & villages and the road dirt texture for sideroads to farms, dungeons, tombs and other locations.
I think all houses should have windows, which provide both logic and visual detail.
The talon is an old model I created back in the pre-work era and included on a whim once. It looks kinda bad so it's best not to use it. The barrier thorn is meant for military/security purposes.
The chimney is an exterior model that for logical reasons can be placed on houses that lack an integrated chimney, but who's modded interior has a standalone hearth.
I agree with TID that the round- and oval homes would be best for farms. The manor building is good too but only if it's a really big farm on the scale of Morrowind's Dren Plantation.
If I recall correctly StDoorRedMAINloaddoor is used on all house models except the guardtower. The one with rounded top is used in the tileset, and also to separate worldspaces in Soluthis. The hatch door is typically only used on guardtowers, but it can certainly be used generally if wanted.
If you have a small patch of areable land I think you should fence it off with gardenwalls. If it's a medium-sized patch you should use farm fences. If it's a large patch then I think the mediumwalls would be the most suitable. Beyond that you can use pathspears and mediumwalls for any purpose you like.
Great to see this region claimed
There's two kinds of Farmland region in Soluthis, so to speak. The focus of this claim is one kind, and the other kind will eventually be generated by sandor. Hopefully the future Farmland region will see some modifications to it, but if it remains as generated wilderness that's ok too. (It's not like there are signs declaring the area as farmland hehe, it's just a descriptive name used between us modders.) So nope, you won't need to do any region generation to complete this job. It will still be quite a bit of work to complete it though because no matter how good a region is generated it will still feel generated, and manual modifications are needed to make it look and feel interesting.
The staple crops ash yam, comberry, corkbulb, hackle-lo, scrib cabbage and roweed (and potentially saltrice) are the ones I figured wouldn't feel illogical to be farmed in northern Morrowind. I kinda like the idea that there's an overall theme of ruggidness to the area around Soluthis. It's not a blatantly obvious theme of being far north, and I think it would have been hard to make it obvious without making it feel like you were in Skyrim instead of Morrowind. Or at least, make you feel like you weren't in Morrowind. So I figured it was a better choice to rely on traditional TES3 crops than create or use non-traditional ones to play into that theme. I hope they're enough to provide the variety you'd need but if you find the selection restrictive then it's ok if you use stock Oblivion crops as well. (Preferrably ones that would be logical in a temperate climate i.e. tomatoes, blackberries, potatoes etc).
Regarding the roads, please use the brownish cobblestone for main roads between towns & villages and the road dirt texture for sideroads to farms, dungeons, tombs and other locations.
I think all houses should have windows, which provide both logic and visual detail.
The talon is an old model I created back in the pre-work era and included on a whim once. It looks kinda bad so it's best not to use it. The barrier thorn is meant for military/security purposes.
The chimney is an exterior model that for logical reasons can be placed on houses that lack an integrated chimney, but who's modded interior has a standalone hearth.
I agree with TID that the round- and oval homes would be best for farms. The manor building is good too but only if it's a really big farm on the scale of Morrowind's Dren Plantation.
If I recall correctly StDoorRedMAINloaddoor is used on all house models except the guardtower. The one with rounded top is used in the tileset, and also to separate worldspaces in Soluthis. The hatch door is typically only used on guardtowers, but it can certainly be used generally if wanted.
If you have a small patch of areable land I think you should fence it off with gardenwalls. If it's a medium-sized patch you should use farm fences. If it's a large patch then I think the mediumwalls would be the most suitable. Beyond that you can use pathspears and mediumwalls for any purpose you like.