Question for the team leaders |
Steinaech
First Knight
Registration Date: 2006.07.20
Posts: 164
Location: South Carolina
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Question for the team leaders |
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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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2006.10.15 23:24 |
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TheImperialDragon
Councilor
Registration Date: 2006.06.21
Posts: 5,904
Location: Ontario, Canada
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RE: Question for the team leaders |
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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.
__________________ "Where were you when the Dragon Broke?"
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2006.10.15 23:28 |
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Razorwing
Administrator
Registration Date: 2004.03.24
Posts: 8,972
Location: Sweden
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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!
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
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2006.10.16 00:00 |
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Steinaech
First Knight
Registration Date: 2006.07.20
Posts: 164
Location: South Carolina
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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? |
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2006.10.16 00:14 |
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Razorwing
Administrator
Registration Date: 2004.03.24
Posts: 8,972
Location: Sweden
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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.
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
Proof of Originality (a few shots proving close calls for those who may wonder)
My pet peeve: huge images in img code. I reserve the right to make any such image clickeable thumbnails whenever I see them.
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2006.10.16 06:13 |
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TheImperialDragon
Councilor
Registration Date: 2006.06.21
Posts: 5,904
Location: Ontario, Canada
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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...
__________________ "Where were you when the Dragon Broke?"
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2006.10.16 06:16 |
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IAMTHEEMPEROR
Archduke
Registration Date: 2006.07.04
Posts: 1,917
Location: New England
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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!
__________________ Imagination is more important than knowledge.
For knowledge is limited, whereas imagination embraces the entire world.
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2006.10.16 22:21 |
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Razorwing
Administrator
Registration Date: 2004.03.24
Posts: 8,972
Location: Sweden
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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
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
Proof of Originality (a few shots proving close calls for those who may wonder)
My pet peeve: huge images in img code. I reserve the right to make any such image clickeable thumbnails whenever I see them.
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2006.10.17 07:43 |
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Steinaech
First Knight
Registration Date: 2006.07.20
Posts: 164
Location: South Carolina
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I seriously need to work on the interiors above all else though. I never seen such lag in my life
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2006.10.17 23:34 |
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TheImperialDragon
Councilor
Registration Date: 2006.06.21
Posts: 5,904
Location: Ontario, Canada
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That would probably be the lighting. :/ Still, I don't have much trouble there...
__________________ "Where were you when the Dragon Broke?"
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2006.10.17 23:36 |
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Steinaech
First Knight
Registration Date: 2006.07.20
Posts: 164
Location: South Carolina
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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. |
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2006.10.18 02:27 |
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sandor
Councilor
Registration Date: 2006.03.21
Posts: 3,580
Location: Belgium/The Netherlands
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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.
__________________ Silgrad city, a huge city under construction, it may be visited in the next public release i.e. Silgrad Tower v3.00.
Exitus acta probat.
The outcome proves the deeds. (the end justifies the means).
Ovid BC 43-18 AD, Roman Poet
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2006.10.18 16:43 |
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raggidman
Prince
Registration Date: 2006.01.06
Posts: 3,326
Location: where my heart is
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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?
__________________ Editor and Core The Elsweyr Confederacy
Editor and Core Valenwood
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2006.10.18 22:09 |
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Steinaech
First Knight
Registration Date: 2006.07.20
Posts: 164
Location: South Carolina
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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: |
Kedal.esp (118.02 KB, 2 downloads)
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This post has been edited 2 time(s), it was last edited by Steinaech: 2006.11.05 15:56.
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2006.10.18 22:28 |
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Steinaech
First Knight
Registration Date: 2006.07.20
Posts: 164
Location: South Carolina
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2006.10.24 23:27 |
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Razorwing
Administrator
Registration Date: 2004.03.24
Posts: 8,972
Location: Sweden
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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?
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
Proof of Originality (a few shots proving close calls for those who may wonder)
My pet peeve: huge images in img code. I reserve the right to make any such image clickeable thumbnails whenever I see them.
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2006.10.25 00:29 |
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raggidman
Prince
Registration Date: 2006.01.06
Posts: 3,326
Location: where my heart is
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2006.10.25 00:30 |
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Steinaech
First Knight
Registration Date: 2006.07.20
Posts: 164
Location: South Carolina
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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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2006.10.25 00:54 |
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Razorwing
Administrator
Registration Date: 2004.03.24
Posts: 8,972
Location: Sweden
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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.
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
Proof of Originality (a few shots proving close calls for those who may wonder)
My pet peeve: huge images in img code. I reserve the right to make any such image clickeable thumbnails whenever I see them.
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2006.10.25 01:26 |
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