Silgrad Tower from the Ashes

Full Version: Road Claim: Bitter Coast - North (east side)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Road Claim: Roads through Bitter Coast (North - east)
STATUS: Finished

You'll need the 3.25 version of the ESM (pathched with M1277) or higher to mod this road.

[Image: BitterCoastNorthEast_Roads_thumb.jpg]
Note that water and trees do not appear on these generated maps.
Download higher resolution maps from here! (~6MB)

[title]Description[/title]
Those familiar with TES3: Morrowind will no doubt be familiar with the Bitter Coast region. The Bitter Coast is the largest region in our mod, being so large that we split it into four smaller areas for reasons of convenience and organization Big Grin (these regions are South, Latrys South, Latrys North, and North). Its terrain is salty, humid swamp. Many bandits and smugglers have found refuge in this region, as guards and lawmen rarely enter.

There is one settlement in the northern part of the Bitter Coast. Ebbedin is a poor Redoran fishing village located on an island in the water between the mainland and the stretch of land where the lighthouse is located. There's a ferry on either side of the river, one of which is accessible from the road in this claim. You need not worry about modding the ferry, however.

Bordering this area of the Bitter Coast are the Steadhelm region (south), and the Soluthis region (west). See our map webpage to see where this region is in our mod.

[title]How to mod the road[/title]
Above is a map of the region, with a rough layout for the roads sketched in tan. Keep in mind as you're modding that the road doesn't have to match the image exactly - the road should generally go through the same cells as on the map, but exact bends and so on are 100% up to you, the modder. The important thing is have a layout similar to the one shown on the map (there is a fair bit of flexibility), with road endings in cell (60, 56) (which is where the ferry will be later on), in cell (62, 65), and in cell (50, 33).

After loading up the CS, you should load the area where you wish to start in the Render Window. The Silgrad Tower worldspace is STLand. After that, you'll want to open up the Landscape Editor, then find and select the texture called StIdBcMainRoad01.

Now you're ready to start modding the road. Use a brush size of 2 to paint the road, and make sure you use vertex shading (with a value of 160 for each of RGB) along the edges of the road. Please make sure the road has bends (so it's not completely straight). In addition, please mod a "pathspear" fence along at least some segments of the road - you may find individual pieces of pathspear fences under Static->ST->Walls->Fence->Pathspear. You may move, delete, or place Bitter Coast rocks and trees along the road path as you see fit, whether to make way for a road, or to add more detail. A list of Bitter Coast objects is given below. You may also paint the area around the road with other Bitter Coast textures if you wish*. The road should not be modded beyond the area of the region shown in the map (don't mod below the y = 33 line of cells).

Most Bitter Coast objects can be found in the following list locations in the CS:
[INDENT][/INDENT]Trees:
[INDENT][/INDENT][INDENT][/INDENT]- Trees->SilgradBlackGum (please use the trees beginning with StIdBc)
[INDENT][/INDENT]Cypress Knees:
[INDENT][/INDENT][INDENT][/INDENT]- Static->Landscape (all models beginning with StIdCypressKnee)
[INDENT][/INDENT]Rocks:
[INDENT][/INDENT][INDENT][/INDENT]- Static->ST->Rocks->BitterCoast
[INDENT][/INDENT]The flora that are used in this region are all under Flora->ST:
[INDENT][/INDENT][INDENT][/INDENT]- StFloraBiCoSloughFern (models 01 and 02)
[INDENT][/INDENT][INDENT][/INDENT]- StFloraBiCoLuminousRussola (all models)
[INDENT][/INDENT][INDENT][/INDENT]- StFloraBiCoVioletCoprinus01 (models 01, 02, and 03. May also be placed in shallow water)
[INDENT][/INDENT][INDENT][/INDENT]- StFloraBiCoAmpoulePod (all models, but only in shallow water)
[INDENt][/INDENT][INDENT][/INDENT]- StFloraBiCoDraggleTail (all models, but only in shallow water)
[INDENT][/INDENT][INDENT][/INDENT]- StFloraBiCoBunglersBane (models 01 and 02, but growing only on the trunks of trees, alive or dead)
[INDENT][/INDENT][INDENT][/INDENT]- StFloraBiCoHyphaFacia (models 01 and 02, but growing only on the trunks of trees, alive or dead)
You may also copy and paste other objects you see in this region.

There are several rivers and pools in this region - it is likely that you will need to mod at least one bridge to cross water (I would actually encourage bridge-building for this region). To build a bridge, I suggest using the models StExDunShackWalkway and StExDunShackWalkwaySupport made by SACarrow. Try to combine sections of the walkway to make the walking surface, and then adding the support pieces.

An optional task for this claim is adding static, green sheets (Static->St->Environment->StIdScumsheet) over the small pools near the road in this part of the Bitter Coast. Drag the "Scumsheet" so that it is just above the pool, and if necessary, scale it so that it covers the entire water surface.

When you're done, upload the ESP either to the forums, or to a free file-sharing website such as http://rapidshare.com or http://www.filefront.com.

* All textures beginning with StIdBc are Bitter Coast textures.

[title]Claiming[/title]
If you want to claim this road, please post saying so. Likewise, if you have any questions, feel free to ask them in this thread. Smile
Wow this is huge. I will take it.
This was a large claim Smile

I painted the road and added path-spears and scum-sheets along the road. I followed as closely as I could the flow of the drawing. I play-tested.


During play-testing I wanted to start at the lower part of the road and move up toward the lighthouse. When I 'cow' to 50 33 I crashed to desktop.

Later I decided to start in BittercoastNW and 'tcl' over to the other side. This esp contains a fix in cell 34 58, which is bittercaostNW, a small corner of a cell had a different texture. Anyway I 'tcl' over to the lighthouse and it went fine, 50 to 60 fps. I traveled down the road and everything looked fine.

When I get within a couple of cells, maybe 52 34, of what I believe is Steadhelm the game crashed to desktop.

I usually run and jump about when I am testing. But having crashed the first time I decided to creep up on the area. I was moving intermittently in the cells when I crashed.

I don't believe the issues are in the BittercaostNE cells. But I suppose it is worth checking.
@Zurke

Regarding the CTD's.

Did you install the latest version of the assets?

It includes a fix dated July 5th and SACarow confirmed it worked for his Fish island as well.


EDIT
The fix in the assets update doesn't work because of the file dates (older than the most recent version of the bsa = download date).

I sent you a PM and I'll contact Razorwing.


Additional info.
I just DL some I will install and try it again.
Is this the road to the imperial lighthouse?
Quote:Originally posted by blackbird
Is this the road to the imperial lighthouse?

blackbird I believe it is. There is a lighthouse at one end of the road whether it is imperial I am not sure. But it is not of Redoran design.
Quote:Originally posted by Zurke
blackbird I believe it is. There is a lighthouse at one end of the road whether it is imperial I am not sure. But it is not of Redoran design.

It's Steve's recreation of the Imperial lighthouse in Seyda Neen, and belongs (in a sense) to Steadhelm. Smile
Thanks RW Smile
It's the Ebbedin Lighthouse.

(old claim)
Pages: 1 2