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Siegfried
Archduke


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A year and a half ago I made a city exterior for Jaga Talesin to use for a never completed benchmark feature in his streamline mod. I had hoped to complete it at a later date, but haven't had the time or dedication to do it justice.

In a conversation with DA back after I first made it, he said it reminded him of High Rock a great deal. Lather than let it sit on my HD, I thought I'd see if you guys could use it.

Screens:








ScreenShot8 is a very early wip screen.

All told the town is roughly 40 buildings and an oversized castle. My only condition for using the town in your mod is that the town's size is not reduced, and you keep the redwoods that are growing in the the town (I love those things). If you're interested, I'll upload a copy of the mod so you guys can treck around and get a feel for things.
2008.10.04 03:33 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List Send a Private Message to Siegfried
Braggi
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Registration Date: 2006.09.23
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Hi Siegfreid!

I'm actually a little speechless here. :) This is a very generous offer. Thank you very much.

Regarding the redwoods, I think they are great. We have some concept work done for a High Rock Red Cedar as well, which I would love to add in to the city at strategic points for diversity and spice. If you look at the concept for the Red Cedar it fits the area of the city quite nicely - the concept design thread is here, second post down.

Based on what you have, the location that would fit it would likely be Camlorn due to the overall terrain around the city and the fact that it is a coastal location, which this calls for. In terms of our other coastal cities, Northpoint not really a great fit - its terrain is a pretty good but it is also very snowy and would likely require some serious re-texturing work. Farrun is definitely not a fit due to the same thing, along with very incompatible local terrain.

Regarding alterations - if we keep the redwoods (which we definitely would) and keep your building count, how much would re-design leeway would you be willing to allow us?

I'm mainly thinking in terms of getting the city in line with any Lore we have gleaned for it and adapting it to the new height map when it is completed. Camlorn does have more Lore then some of the other cities and we'd like to leave lots of room for modder creativity in development. Having your work to use as a design base would speed things up exponentially, in terms of getting the city on the map.

If you want an idea of some of the adaptations we might face, have a look at the Camlorn city thread, here, and review the proto-Lore and Lore in the first post that we have collected up so far. Since you designed this city and know it's layout intimately, you could advise us as to whether or not you believe it would be compatible. Assuming it is, we could then run with it and get a nice jump in developing one of the cities.

Yes

All in all, I must say that this is a wonderful offer. Thank you once more!

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The Old Ye Bard
Princess


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Highrock is on the seaside, however not exactly like how Siegfried's city is. Camlorn as described in the Mystery of Princess Talara (which is rather indepth btw), is positioned on the top of cliffs that leam over the water, with the occasional house along the shore.



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Siegfried
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About the Red Cedars, there are some White and Scotch pines scattered around the town, you could easily replace those with your cedars.

As far as alterations are concerned, you are free to do as you want with the upper class area on the cliff top and the castle. Expanding the town elsewhere is fine to, and you easily add a lower class area hanging off the side of the cliffs like TOYB mentioned. Replacing the little chapel with a temple or expanding the town in other directions is fine. What I really want to remain mostly intact are the dock areas (which are what I am most proud of).
2008.10.05 23:39 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List Send a Private Message to Siegfried
Deeza
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How about Northpoint? There's no lore about that, so we could develop it whatever way we wanted.

We'd need to replace the trees with snowy ones and change the ground texture, but it could work. Unless someone has a different vision for Northpoint?
2008.10.05 23:49 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
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I think we should wait awhile before comming to anything conclusive, people may still want to make actual claims on these cities, which then can be made from the ground up based specifically on lore, and made with new models. I think if time starts to run out, or we become stretched, we should look to this option.



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Deeza
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Unless, of course, Seigfried would like to claim a city and adapt this to that place.
2008.10.06 00:15 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
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Registration Date: 2006.09.23
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I suspect Siegrfried is quite up to his elbows in work on Skyrim at the moment.

Also gang, something should be made clear here: When the mod was re-activated, we promised both ourselves and Razorwing that we would not pull anyone away from active Beyond Cyrodiil mods. (There is a mention of this in High rock FAQ in the Announcements Forum - scroll down to the question that reads "Q: How much is going to change from the old project?")

Much as I would welcome another person's assistance (especially someone who knows their modding the way the good Siegfried does) we need to honor that commitment to remain ethical. There is also the fact that we want to play all the mods when they get done!

:)

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Deeza
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Understood. :)
2008.10.07 22:56 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Siegfried
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Actually I haven't had time to mod at all in the past 2 months Tongue and probably won't be able to again until the end of this month.

But if you guys aren't interested in using my city, which is the consensus I get from this thread, that's fine. Give me a heads up if you change your mind. I'd still like to see it get put to good use.

This post has been edited 1 time(s), it was last edited by Siegfried: 2008.10.08 05:00.

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Braggi
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I'm sorry you got that impression, Siegrfried. We actually are quite interested in the city. The main thing that we need at the moment is to find out what a "top-down" view of it would look like. That way, we can then see which of the undeveloped areas it might adapt to.

Also, there is the fact that if we use it, the terrain will force changes upon us, whether we like it or not. This was the main reason for my asking what kind of latitude you would permit for alterations.

I personally would like to see such a generous offer accepted. if at all possible and workable. As mod leader, I can see tremendous design advantages for any of the unclaimed city-states if we have this to use a modding base.

Once again, thank you for the offer and please be patient as we get the details ironed out - we have a lot on the go here.

Yes

My reply about your being busy with Skyrim, was simply to let Deeza know of a mod policy regarding active modders which I hadn't had the time to inform him of previously. In this case, you are offering something already developed and not looking to put the majority of your time into High Rock, which is what the policy is meant to cover. So, there are no restrictions on are use of you excellent work, save those we settle on with you here.

Hope that gets everything clear!

:)

This post has been edited 1 time(s), it was last edited by Braggi: 2008.10.10 06:15.

2008.10.10 05:12 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Siegfried
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Overview
Uptown
Docks
Town
Castle

I opened it up in the CS for the first time in over a year today, and I found that the city had some invalid cell coordinate errors. I don't think they would persist if the cities architecture were copied onto another worldspace and then the old worldspace with said errors deleted, but that's not my area of expertise.

Braggi, would you like me to upload a copy of the city so you take a look at it yourself, and form an opinion based on that?
2008.10.11 03:15 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List Send a Private Message to Siegfried
Braggi
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This is very helpful!

I like the layout too - a lot actually. :)

A question - was this city designed for use in a separate worldspace ar as an "open cities" type of location? The docks would of course need placing on the height map to work. However, the closed in portion of the city would appear to work fine in a separate worldspace of its own, since it is fully walled.


Right off the top I can see the following things that need to be considered:

1. Camlorn is located on the edge of some hilly/mountainous terrain, on a down-slope that ends at the ocean. There may actually be some "terraced" effects to the architecture of the city streets. What would that do to your current work as it stand?

2. T use this in-game, we would have to roatate the city to match the coast line. The overview appears to show the city being lined up so that the docks are due east, whereas the geography will need the exact opposite. Would it be a problem if we were to rotate the whole thing about 180 degrees when developing and placing it?

3. Do we have any latitude in moving the castle to match the Lore location of it? (This is a minor point and if it would wreck your design, we can work around it if need be).


With all of that said, please fell free to attach a copy of the location for testing. I'm very curious about it.

Yes

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nick_op
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I was thinking - earlier in this thread TOYB mentioned that he though we should use new models. What about if new models were made to be a similar size to that of those used already, then just used to replace the existing layout. I'm pretty sure the CS has a find and replace function.

With this method we could have unique architecture while retaining the layout of the city, and just a few tweaks would likely be needed. It would certainly be much faster than doing the city from scratch.

Just an idea. :)
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Siegfried
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There's no problem with adding the walled area or castle to seperate worldspaces. Right now they are together in one.

1)The castle and walled area are on one level atop cliffs, the docks and town are on another. It's possible to expand terraces off the side of the walled area.

2) If the land stays the same to match a rotation, there's no problem if things face a different direction.

3) How much of a change will changing the latitude of the castle bring?
2008.10.16 05:27 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List Send a Private Message to Siegfried
Braggi
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I'd hazard a uess that we might need to move it between 20 and 35 degrees in one direction or the other. (I'm visualizing as if looking down from above... say... wait a minute... let me see here...)

I'm going to grab a copy of the top-down view you posted and play with it a bit then re-post to help illustrate.


OK, now if you look at the altered image (pardon my rather crude additions) I have attached, here are things we need to account for if the city is going to fit the terrain. Fiirst off, I rotated and flipped the city so it would roughly match the facing we'll need. After that, we have the following to consider:

1. Angle of the Camlorn coast: The entire coast line angles off at approximately the direction indicated. Basically, it would mean that there would be land filling in some of the space where your label and arrow are for the house expansions. (Those would work better with the terrain if moved to the opposite side.)

2. Rotate castle in this direction: Basically, the two arrows here indicate a range of rotation possible. The terrain of both your map and the height map would dictate how much of this would be used. (Also, we have to keep in mind where the roads are going to go as an added factor.)

3. Slopes upwards: The angle indicated is likely the approximate direction of the mountain foothills, which Camlorn will be hugging. The eastern wall will likely be elevated above the western, with the north and south following any sloping in the terrain.



Now as far as the city Lore goes that you asked about, here is some quotes from the collected TES1 information on the city's layout:

- Temple of Sethiete was named the "Brotherhood of Seth" in TES1 and located near docks (This has to be added, since it is Lore-specific. Would that be all right?)

- City layout would appear to be reasonably in-line with the layout of the coast it was on, with the dock to the city's north west, matching the angle of the Eltheric Ocean's coast on this part of the peninsula (Your docks are actually fine as they are for this)

- Palace for the city is located on the western edge of the city, overlooking the Eltheric Ocean. (This is the reason for the requested rotation - to get the castle closer to the ocean's edge.)

- Two main gates are indicated, one to the north (likely heading for Shornhelm and Northpoint) and one to the west. (How are you with adding a second gate northward - would this be all right for us to do?)

- The city appears to have a central park, which contains trees and a lone fountain near it's center. (Looks like you already covered this, but please correct me if I am wrong here.)

- One of the TES1 temples (located directly to the east of the western city gate) is named "The Order of the Knights of Hope" (a possible knightly order for the mod?) (Room to add this in if needed?)

The rest can be adpated to your current layout pretty easily - these are the important points to give the city it's "feel", if you will.

What do you think?

Braggi has attached this image (reduced version):
Camlorn Proto.jpg



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Siegfried
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Slopes and angling the city should not be a problem, as for rotating the castle-- I'm not really sure its worth it, if you want to keep the bridge its going to look awkward at the angle you suggested, and you're going to create a whole mess of trouble for yourself if you rotate the whole castle because that will set tiles on a very strange angle and throw off the snap to grid functionality.

It's something I would advise against, and frankly I don't know that any fan who played the mod would realize the difference. Ultimately its your call, I can upload the mod now for you if you would like.
2008.10.22 03:54 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List Send a Private Message to Siegfried
The Old Ye Bard
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It's probably best in the long run to just use Siegfried's city as a layout concept, due to the fact that the buildings, the walls, and the castle will all be receiving new models, or at the least retextures, which will have to be swapped manually, and everything will have to be adjusted to suit the new things added.



2008.10.22 04:13 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
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Silgrad Tower: Oblivion » Lore Discussions » Archive » Archived Non-Silgrad » High Rock » Counties, Cities and Settlements » If you would like...