03-07-2008, 06:45 PM
General.
After discussing my priorities with the Core I stopped with the generation of the region areas and shifted my focus towards our capital.
Late November Razorwing and I decided to move Silgrad city to a number of child worldspaces. This will improve the FPS for the low (medium) end users, Razorwing is doing the same for Soluthis.
Due to limitations of the exterior tileset (fading) I have to resize the city (same number of interiors, the surface area will be smaller).
The exterior (original) wall will remain where it is and I'll create a new inner wall which surrounds the city (smaller surface). The slums are lying between the outer and the inner wall.
The complete inner wall will be placed in the ST land (main worldspace) together with the outer wall. Inside the inner wall I'll place LOD buildings (low quality versions). It's the same principle as with the Oblivion cities like Cheydinhal etc.
When the player approaches Silgrad city he/she will see the city with the two walls and the LOD buildings (made by Razorwing).
I discussed this with bob196045 and we agreed on the following.
I am planning to use many of the NPC names from the TES3 version.
IMO the following locations from the TES3 mod should be included in the TES4 version as well.
Check this thread posted by bob196045 for more info.
blue[/HR]
Planning.
Silgrad Tower v3.0, #5.
:alert:
Updated February 24th 2010.
After discussing my priorities with the Core I stopped with the generation of the region areas and shifted my focus towards our capital.
Late November Razorwing and I decided to move Silgrad city to a number of child worldspaces. This will improve the FPS for the low (medium) end users, Razorwing is doing the same for Soluthis.
Due to limitations of the exterior tileset (fading) I have to resize the city (same number of interiors, the surface area will be smaller).
The exterior (original) wall will remain where it is and I'll create a new inner wall which surrounds the city (smaller surface). The slums are lying between the outer and the inner wall.
The complete inner wall will be placed in the ST land (main worldspace) together with the outer wall. Inside the inner wall I'll place LOD buildings (low quality versions). It's the same principle as with the Oblivion cities like Cheydinhal etc.
When the player approaches Silgrad city he/she will see the city with the two walls and the LOD buildings (made by Razorwing).
I discussed this with bob196045 and we agreed on the following.
Quote:Originally written by bob196045
Simple enough though the outer wall would be easily answered as a newer structure built by the Empire, possibly to expand the city more or as you said to provide better protection.
I am planning to use many of the NPC names from the TES3 version.
IMO the following locations from the TES3 mod should be included in the TES4 version as well.
- The Forgotten Pub
- The Fast Rat
- The Magic Shoppe
- Eru Onaye Finest Weapons
- House of Wisdom
Check this thread posted by bob196045 for more info.
blue[/HR]
Planning.
- I already posted new claims for the Riverside district, I'll post more. :check:
- The shack claims for the slums will be posted within a week or two.
SACarrow is going to mod a number of standard shacks. :check:
- The Silgrad city area will be merged to the esm within four to five weeks (fully generated around 2000 cells). :check:
- Creating Dungeon claims (tombs, caves) for the Silgrad area. :check:
- Replacing the exterior textures of the tileset. :check:
- The Slums district district (northern part near the Riverside district) will be accessible for modders when ready. WiP.
- For the Riverside district there are problems with fading wall pieces. This also applies to the city walls in general. We don't have the final models --> Missing collision for the single piece house objects and no _far nifs for the walls. These have to be made/fixed before we add this district.
- Rechecking the landscape (floaters etc.), WiP.
Silgrad Tower v3.0, #5.
:alert:
Updated February 24th 2010.