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Steinaech
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I became part of the team a while back but fell out of oblivion before I finished anything and now I want to come back. But I dont want to do specific buildings or anything. If its ok with you guys, I would like to do refinements, like fixing glitchy things and stuff that doesnt look right and overall, make it look better. Basically, I just want to go back over the towns and touch things up a bit while still keeping what you created. So let me know if this would be ok.

Thx, ~ Steinaech
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TheImperialDragon
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I think it would be great myself. =) There are always things that could be improved or whatnot. I wouldn't go outright changing something a modder specifically set or anything, but you should have a look at the dungeon forum, that is where bugs are reported, then we do our best to fix 'em. :)

Then there seems to always be technical stuff everywhere, perhaps you'd be interested in helping review interiors? In that case, I would contact Sandor.

Welcome back to Silgrad.

Wave

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Razorwing
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Welcome back Steinaech!

It's not a bad idea at all, but I'm afraid I'm at a loss for what to say since I was recently advised not to make esp's dependant on the Reich Parkeep esm at the present time. That's because we're transitioning from using the Reich Parkeep esm as base to instead using a joint esm that'll have both the landmass, RP/Soluthis, Ebbedin and other things. Once that transition is complete then, on the other hand, the field is wide open.

Well, not for anyone to do what they like, because for instance a part of the town landscape that might look randomly jumbled to one person was a work of art for the other person who modded it. I know there's a cove in Soluthis I spent surely five or six hours putting together almost exactly like I wanted it, and I'd be miffed to see that one go. So, it's a tricky question, but there is absolutely no shortage of work to be done in Soluthis if exterior decorating is something you would enjoy?

But that should wait until the joint esm though, so the question is what you'd like to do in the meantime. Hmm hmm hmm *thinks* perhaps you'd like to mod a cave? A job like that doesn't have to be dependant on anything we've made, and can be as big (or small) as you want it to be, and can be easily placed on the future landmass for players to enjoy. I'm sure you have ideas of your own though, so I don't want to pre-empt your creativity with mine. Let us know what you think! =)

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2006.10.16 00:00 Razorwing is online Send an Email to Razorwing Homepage of Razorwing Search for Posts by Razorwing Add Razorwing to your Buddy List Send a Private Message to Razorwing View the MSN Profile for Razorwing
Steinaech
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I see your point and is very understandable. But in particular is what I mean, for instance, when you first enter Reich Parkeep by portal and you go inside the Imperial thingy, you guys used those red brick thingys to fill in space and it look retarded. Those are the kinds of things that I want to fix.

And as you said toward the end of your response, maybe I could mod a cave. It made me think about a huge mod that I was working on pretty much solo. I had one friend that really only kinda play tested for me. It began as an underground city that had been put under a curse and its filled with stuff thats, a little off. So could I possilby implement this into Reich Parkeep so that I may have assistance when needed to create it?
2006.10.16 00:14 Steinaech is offline Send an Email to Steinaech Homepage of Steinaech Search for Posts by Steinaech Add Steinaech to your Buddy List Send a Private Message to Steinaech AIM Screen Name of Steinaech: Jeff Dell Italia YIM Account Name of Steinaech: Steinaech
Razorwing
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Oh, I know. Finetuning the bridge's placement with the landscape proved challenging back then, because I was using a single model for the whole bridge. I'm not anymore and I've been meaning to take care of it one way or the other, just didn't get to that point on my to-do-list. Not that that's an excuse. I'm not too fond of the bricks themselves anymore either, so I have my work cut out for me once the landmass esm comes out :)

Going by your description it sounds to me like a great idea! If your underground city is solid and interesting I don't see why you wouldn't get assistance on it if you need it. We put a lot of emphasis on free will in our team though, so if someone will assist you or not is up to them to decide; I can't allocate modders or anything like that. We're all here to have fun, and being told what to do usually isn't, so we usually summarize what needs to be done in the form of open claims which members can pick and choose from if they wish. I think a system like that is a good compromise between being told what to do and having creative freedom, because not being given any direction at all is just as detrimental as given too tight reins. If the job description has merit and is intriguing though, assistance will surely come.

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TheImperialDragon
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quote:
Originally posted by Razorwing
I'm not too fond of the bricks themselves anymore either


I think I also included the recoloured brick texture in the Z7 file of the bug fixes. It was seperate though, so you may still have to go into the CS and point it to the right mesh...

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IAMTHEEMPEROR
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Dang, I knew this day would come. I have a few of the mods just for me that I made, and they are dependant on Reich Parkeep. Oh well, I'll just rename the double mod or something, that way I have two mods...but then I will have issues with duplicate areas, objects, and NPC's. CRAP!

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Steinaech
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I edited a small section in the Imperial district of the gate closest to the church. Here is a before and after picture so you can see exactly what I"m aiming for. I personally think what I did just makes it look "cleaner" you know?

Steinaech has attached these images (downsized versions):
before.jpg after.jpg

This post has been edited 1 time(s), it was last edited by Steinaech: 2006.10.16 22:55.

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Razorwing
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quote:
Originally posted by Steinaech
I edited a small section in the Imperial district of the gate closest to the church. Here is a before and after picture so you can see exactly what I"m aiming for. I personally think what I did just makes it look "cleaner" you know?


Yes, it does look a lot better the way you did it :)

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Steinaech
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I seriously need to work on the interiors above all else though. I never seen such lag in my life Frown
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TheImperialDragon
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That would probably be the lighting. :/ Still, I don't have much trouble there...

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Steinaech
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I have noticed that the interiors are bright as hell...I'll work on it and see what I can do. But let me know when you guys finish the file transition thingy that your doing so I can begin my little project here.
2006.10.18 02:27 Steinaech is offline Send an Email to Steinaech Homepage of Steinaech Search for Posts by Steinaech Add Steinaech to your Buddy List Send a Private Message to Steinaech AIM Screen Name of Steinaech: Jeff Dell Italia YIM Account Name of Steinaech: Steinaech
sandor
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quote:
Originally posted by Steinaech
..bright as hell.


Lighting is a personal thing (for modders to decide), what's bright?


quote:
Originally posted by TheImperialDragon
Still, I don't have much trouble there...


I agree.




I never checked the fps because of my graphics card.

I decided to change the lighting (improving the fps) in my own interiors and replace these by fakes and bulbs. The brightness will remain the same.

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raggidman
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quote:
Originally posted by Steinaech
...snip...

And as you said toward the end of your response, maybe I could mod a cave. It made me think about a huge mod that I was working on pretty much solo. I had one friend that really only kinda play tested for me. It began as an underground city that had been put under a curse and its filled with stuff thats, a little off. So could I possilby implement this into Reich Parkeep so that I may have assistance when needed to create it?


Steinraech - your Underground City mod mention intrigues me - if it were suitable and placed near the Velothi Mountains it does occur that we have a Vampire Clan that will require something special underground - you might check with Sandor and Razorwing to see what they think of this for the Cerro in TES4, and natch bob (with lots numbers) leader now of the TES3 ST would need to be in the loop -

But if your city as a whole is too big then part might be used if you wanted, question might be would it fit into the RPK TES3/4 world in terms of feel, and would it be adaptable as an Ancient Vampire lair? - their speciality is Alchemy by the way. Or do you have something else in mind for it?

Give you something to consider while Razor is pulling the major stuff into line?

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Steinaech
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Well, just so you guys can see it, here is what I have done before I stopped working on it because it was only me, and it got kinda annoying. But the inhabitants are all Dark Elves primarily becuase they are my favorite race, so that aspect fits perfect with Reich Parkeep. It has its own name scheme that I made up that I wish to keep. I don't really want to have to change the names to fit if you guys don't mind.

To access the city go to the IC Market District and outside the Guilded Carafe on that foundation thingy there is a trap door to "Kedal". Thats were you enter.

But keep in mind, it isn't linear. When you enter you will come into a room that has 1 door on the other end that leads to a dungeon. At the end of the dungeon there is a portal door. You will have to run directly into the door and console unlock (hit ~ then click the door and type unlock) becuase I have not added a key in yet. After that door you enter the city. The first room and dungeon are only there right now for testing purposes.

Upon entering the houses on the immediate left are all enterable except for one. These include a smith, Kzadchens house, and abondanded house (very interstiong place, spend much time in there) and a Tavern.

Overall the basic layout of the town is complete, I just have to add in little stuff like walls and such.

So let me know what you guys think we can do with it k?

Thx

Attachment:
unknown Kedal.esp (118.02 KB, 2 downloads)

This post has been edited 2 time(s), it was last edited by Steinaech: 2006.11.05 15:56.

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Steinaech
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uh....hello?
2006.10.24 23:27 Steinaech is offline Send an Email to Steinaech Homepage of Steinaech Search for Posts by Steinaech Add Steinaech to your Buddy List Send a Private Message to Steinaech AIM Screen Name of Steinaech: Jeff Dell Italia YIM Account Name of Steinaech: Steinaech
Razorwing
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I apologize for the belated reply.

I checked out your mod in the CS, and it looks very promising! It struck me as having the potential to be a great adventure for the player. In that regard I especially liked "KedalAHDungeon", which seemed to set the stage for a dark, evil and unnerving experience.

I think the NPC character names are okay. To be included in the mod the ID's need to conform to the standard, basically meaning adding StXx in front of them where Xx is your modder abbreviation. It doesn't apply to the IDs of cells, but it's great if the IDs list together, which I think yours already do. Person by person the ID's may not make much sense, but when it all comes together then there's ID's from dozens of modders to keep track of and if there weren't any ID conventions it'd be mighty hard to keep track of stuff added to the mod.

What's the story behind the place and its people?
What would the quest deal with?

One important concern (for suspension of disbelief) is where the people get their food from. Going by the way the passage to the big cavern looks like it seems to me they don't go outside much. If so, they'd need to be self-sufficient to a large degree, and for a subterranean setting there's usually only two options; mushroom farms and/or meat from livestock. What's your views on that?

We could certainly have an entrance to Kedal in Soluthis in the meantime, though I think that in the end it would be better to have the entrance out on our landmass, perhaps close to the Cyrodiil border? What got me thinking that is the Ayelid architecture in some parts of your city, as that culture had close ties to Cyrodiil and probably didn't spread far into what is today the Morrowind Province. Once the landmass is released I'm sure you could find a suiting spot you liked, if you're ok with that idea?

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They must be concentrating on other stuff atm. I would like to try it, but my Morrowind got wiped, and this comp isn't up to Ob Blush - but I would be interested to see any screenies... ?

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Steinaech
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Alright, ima work on changing all the ID's before I begin adding more stuff though. Most of the stuff like the aylied ruin is just for testing purposes, it probably won't stay there. I wanted to have a strange looking entrance to the Dark Oasis but Ayleid Ruins were the only things at my disposal becuase of the lack of architectural diversity that came with Oblivion. I would like to have used Velothi or even Daedric.

As for the story, in a short summary, these people were pretty much banished to this place and they are forbidden to leave.

If you noticed there is an NPC in there named after me and looks like my character. I am still debating whether I am going to keep him there or change his name but he will grant a quest called "Elemental Knowlege" which will send the player through elemental caves with an end boss in each, and upon completing the quest will get some awesome loot and be taught powerful spells depending on which cave the player completed.

I have to go eat now so I cannot go into more detail at the moment. Think about this and give me some insight.
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Velothi would definitely be a possibility, as we have a rather cool tileset that's very flexible. If you'd like to pursue that then we could certainly have the entrance in Soluthis permanently. I could bring in one of the Velothi buildings left from Veet's pack and set it up in the city and then you could mod an interior for it which also holds the entrance to Kedal. (A gallery of the models are in this thread; the textures used in the screenshots have been replaced with new ones) Would that work? If not then I'm open to suggestions.

Sounds like a solid, classic quest. The standard game didn't have many waterbased challenges, like having to swim through a long tunnel where you had to do it exactly right else drown. Perhaps that would be a form of elemental challenge? Though I guess one would have to find a way to cancel out permanent water breathing spell effects like the one you get by helping the fisherman outside the Imperial City, else it wouldn't be much fun. I dunno, just throwing around ideas. :)

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Silgrad Tower: Oblivion » Sundry » General ES Modding » Kedal » Question for the team leaders

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