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Alasdair
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Attention Skyrim Alpha 3 Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Sorry for the short delay, Valve and THQ conspired against the timely creation of this thread by releasing the DoW: Soulstorm demo and a new Team Fortress 2 map within one day of each other. Anyway...

Additions

Many new resources. If something has not been added that was suggested in the exterior mod resources thread it is because it a) Didn't fit in with the theme of the mod. b) Was distributed without an esp for merging, this is ok for small resources, but it makes large resources practically unusable. c) Had unclear usage terms, or overly restrictive ones (e.g If I am going to use your wolf texture resource, I would like to have control over which wolves are more powerful than others) or d) I forgot it (most likely).

Partially completed exteriors for every area of the Rift. I intend to detail and merge all the exteriors together for the next master, to complete a continuous playing area for the southern part of our mod. I will also generate pathgrids for this area, in order to facilitate the addition of creatures at a later date. If anyone is interested in helping me with this, please PM me, or mention it in this thread.

Short Term Goals (Stuff for the next file)

Get some more towns and interiors done, with the Rift exterior nearing completion, we need to focus on brining the interior portion of the mod to a similar level of completion. Once we have interiors and exteriors done to a decent level of completion, we can think about dialog and quests. Having questlines worked out before this will be a major time saver. Interiors does not just mean houses but dungeons too, it would be nice to see some more of those. A new towns claim thread is a definite possibility, and I need to dust off some of those Riften threads which have laid dormant for far too long...

Finalise the Rift Exteriors, by polishing the already existing exterior content (see above). I think Eastmarch can be left until we have really finished the Rift exteriors.

Oh, and I really need to complete all those modeling jobs I start but never seem to finish. Wink If anyone really needs any of those models done for something they are working on, I promise I will make it my number 1 priority.

Long Terms Goals (Stuff to think about)

Critters - If Waalx ever releases his creatures resource that should be our fauna pretty much sorted as far as models go. Of course there are questions about leveling, spawn locations etc that need to be discussed.

Quests - Fairly self explanatory I should think.

Dialog - Silent or Voiced? Also I think ST has a system for adding dialogue via a complex scripting thingy. I'm not sure why they do it, or how, but since it probably affects us in some way I should find out.

Alpha Release - The middle earth mod seems to have been favorably welcomed by the crowd over on the BSF forums, despite being the textbook definition of overambition. I think our reduced scope will appease those who think this is impossible, and a comprehensive (read: large n' verbose, with pretty progress bars to woo the masses) regularly updated thread could help gain some much needed publicity. This is something to think about for either the next release or further subsequent ones.

Downloads

Now if you actually read all that incoherent rambling you can finally download the files. You need to download Alpha 2.9, followed by the Alpha 3 update. Just extract both to your data directory and you're ready to roll. The megaupload link for Alpha 2.9 may just randomly disappear, so if that happens please mention it so I can re-upload.

Alpha 2.9:
http://www.megaupload.com/?d=VY6UV5G5
Alpha 3 update:
http://files.filefront.com/SkyrimAlpha3U...;/fileinfo.html
Alpha 3.1 update: (link broken - 3.2 includes all the stuff from 3.1)
http://files.filefront.com/SkyrimAlpha3U...;/fileinfo.html
Alpha 3.2 update:
http://www.megaupload.com/?d=LNZRGC6R
Alpha 3.3 update:
http://www.megaupload.com/?d=3YU4AX0I

This post has been edited 3 time(s), it was last edited by Alasdair: 11.06.2008 00:12.

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Siegfried
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RE: Skyrim Alpha 3 Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Looks good. How soon will Prom's Nord homes be added in?
17.02.2008 07:07 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Skot the Sanguine
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Hello, just tested the mod. I figured out the issue I am having with it not loading the terrain is indeed the load order. When I placed the esm in the "01" slot using Bash, it worked.

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Alasdair
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You can use TES4Gecko to make the ESM load order independent. The reason I have not done so yet is because it would probably break plugins that are dependant on the master.

Prom's nord homes are top of my modeling priority list, so you shouldn't have to wait too long.
18.02.2008 20:40 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
Alasdair
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RE: Skyrim Alpha 3 Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Siegfried
Looks good. How soon will Prom's Nord homes be added in?

RL has been a pain these last few weeks, but if I adopt a 'do one model per day' policy I should have them done by the weekend (and that includes new interiors).
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Alasdair
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All exterior pieces have been done, I can upload those tomorrow, and then get you the ints once I finish those. (I only have 2 more to do, shouldn't be too long)
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Cool stuff, I look forward to getting to work on it. What are the grid coordinates of Sunguard?
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Alasdair
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Oops totally forgot to upload that. Looking over the models, the wall pieces look like modified Morrowind meshes, and I thought the 'frame' pieces might be from BM? (not so sure about those though). I only included the 4 house models, but if their are any others you definitely know aren't MW models, I can upload them pretty easily as I converted most of them. I also included the armour you posted in the resources thread.

As for Sunguards location, Around 62,-16 should be correct. Ground textures are a bit dodgy in that region though... Wink
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Siegfried
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Hmmm, I really don't think the walls were tweaked Morrowind meshes. Prom did a gate for TR's Dunmeth pass that seems to match up with the wall meshes. Also before OB released, Blacklight was planning on including the wall meshes in there Oblivion version of the mod.

The other thing is that the houses seem to be missing some of the edging textures.
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quote:
Originally posted by Siegfried
Hmmm, I really don't think the walls were tweaked Morrowind meshes. Prom did a gate for TR's Dunmeth pass that seems to match up with the wall meshes. Also before OB released, Blacklight was planning on including the wall meshes in there Oblivion version of the mod.

The other thing is that the houses seem to be missing some of the edging textures.

Anyone?
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Alasdair
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I think they are, or are at the very least somewhat useless without the Morrowind castle meshes that they seem to tile with. Maybe I'm wrong, I only looked quickly (maybe that's more damning, because I instantly noticed it) but they do seem very similar to the imperial stuff in Morrowind. There is only one piece, and since we can use mr siikas castle meshes I'd say they are a better option.

Edit: Look at the SKY_Prom_wall1 model in the MW construction set, with wireframe turned on. It's definately a modified Morrowind model. No modeler would make it like that if it was from scratch. The top three crenellation thingys of the Morrowind imperial fort model have been stretched upwards and a copied section of the top of the battlements has been placed on top, in order to create the two level walkways. It's vertex for vertex the same as the Morrowind models in many places, so I don't think using it would be a good idea.

This post has been edited 2 time(s), it was last edited by Alasdair: 01.04.2008 18:34.

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As we found out a long time ago the same is unfortunately true of Zyndaar's "Modular Common Set". At first I thought yaay, Imperial settlements here we come, but closer inspection revealed the pieces were cut out of Morrowind's Imperial houses. Great for Morrowind modders, but a pity for Oblivion modders. But a good thing in the long run I guess because they were naturally very lowpoly.
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NeciFiX
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How do you get to Skyrim?
11.04.2008 00:53 NeciFiX is offline Send an Email to NeciFiX Search for Posts by NeciFiX Add NeciFiX to your Buddy List
Alasdair
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The command 'coc Riften03' should take you somewhere interesting, but the mod isn't finished yet, so don't expect much in terms of playable content.

This post has been edited 1 time(s), it was last edited by Alasdair: 11.04.2008 15:26.

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NeciFiX
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I know. I'm just curious to see what you've done so far. Cyrodiil can get boring after awhile, you know. :)
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Danaran
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3.1 link aint working anymore, jsut getting the main page of filefront

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Alasdair
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Damn, filefront sucks... The first megaupload link is still working though, maybe I'll reupload it there.
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Benrahir
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GREAT work guys! Thx for all the hard work.

btw, when will you reupload alpha 3.1? I'd love to get it...
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Alasdair
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Thanks! :D

I'll try to get it re-uploaded soon, but I've been rather busy with exams and whatnot.
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Siegfried
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http://tesnexus.com/downloads/file.php?id=17184

These rock meshes could be very handy.
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Woah so cool rocks.Especially like the rock wall.Very usefull for Tamosh.Thanks the link Siegfried. :)

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18.05.2008 14:10 Senten is offline Send an Email to Senten Homepage of Senten Search for Posts by Senten Add Senten to your Buddy List YIM Account Name of Senten: Senten16 View the MSN Profile for Senten
Alasdair
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Ok, I'm going to re-upload 3.1 tomorrow + My Nordic houses + Work on Pagran Village and the surrounding area tomorrow. Really. Promise. And this really will be tomorrow, and not AlasdairTime™ tomorrow®.

Honest. And I'll throw in those rocks for good measure.
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quote:
Originally posted by Siegfried
http://tesnexus.com/downloads/file.php?id=17184

These rock meshes could be very handy.


It's about time someone made some rocks like these... Good job!

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Alasdair
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Alpha 3.2 is up. Get it while it's hot!

It includes:
All the stuff in 3.1
My nordic house tileset
Mr Siikas rocks
Pagran village + surrounding areas.

It was actually less painful to make that update than I thought it would be. My ancient patch scripts seem to work better when there is less stuff to add; maybe more frequent updates wouldn't be a bad thing. No promises though. Tongue

This post has been edited 2 time(s), it was last edited by Alasdair: 06.06.2008 01:15.

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Siegfried
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W00t! It's here!

I have one other request, could we get some LOD uploaded sometime in the near future?
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I've seen a few threads that say to get to Skyrim I must go to Dragon Claw Rock then go path to the North. But, I always get the "You cna't go that way" message. How exactly do I get to Skyrim? I have Alpha 3.1 right now.
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Its a separate worldscape(i think),you can't going to Skyrim in Cyrodiil.Maybe with a code.

EDIT: I found this code : 'coc Riften03' type to your console,and you are in Skyrim. Good job!

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This post has been edited 1 time(s), it was last edited by Senten: 06.06.2008 19:49.

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quote:
Originally posted by Senten
EDIT: I found this code : 'coc Riften03' type to your console,and you are in Skyrim. Good job!

Yeah, right now you have to coc there.
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OK, I will try that command. Thanks. Just curious though...The video on YouTube that shows a player riding his horse from Dragon Claw Rock all the way into Skyrim...this must be his own mod?
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Yeah I knew this video.Its not a mod..Its just a command.He deleted the borders.You can delete in the Oblivion.ini file.

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Alasdair
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quote:
I have one other request, could we get some LOD uploaded sometime in the near future?

Ok, I'll see what I can do for the next release.
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Alpha 3.3 is up. It's mostly tweaks and additions to the landmass, but it also contains the exterior entrance for the nord tomb tileset, as well as two tombs I made (feedback welcome). I also added map markers to locations that deserved them. Currently they mostly have generic names like 'Mystic Lake' or names like 'XXX fort 001 XXX', where I just couldn't think what to call them. They will be updated when neccessary.
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OK, I used coc console commands to try just about all the areas in Skyrim but I always start out swimming in water. And once I finally make it to some dry land, it is a very small and limited area. No matter which direction I go it ends at a cliff that leads back down into the water. I did find a door in the middle of the water in one area, VernimWood area I think. Is this just the stage of development Skyrim is at or am I failing to do something?
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quote:
Originally posted by johnw
OK, I used coc console commands to try just about all the areas in Skyrim but I always start out swimming in water. And once I finally make it to some dry land, it is a very small and limited area. No matter which direction I go it ends at a cliff that leads back down into the water. I did find a door in the middle of the water in one area, VernimWood area I think. Is this just the stage of development Skyrim is at or am I failing to do something?

Load the Skyrim.esm as the first file after Oblivion.esm. Unfortunately, LOD is tied into a mod's index, so the LOD is looking for the mod with the index of 01 (or something to that effect).

Silgrad Tower managed to find a way to make LOD load order independant. Check out the first post in this thread for some details.
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Thanks nick, changing the order worked. VernimWood area is really cool!!! I walked around checking things out for a long while. I still have some issues though. All the other areas seem to have me stuck inside a building with see-through walls?!?!?! i.e. I can see lots of amazing views around me but can't get to them 'cuz I'm stuck in a box.
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Glad you like it! =)

Like you said, you probably got placed inside a building exterior model or inside a rock - that sometimes happens when you use the coc command. Use the 'tcl' command to turn off the collision and escape.
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cow1787
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Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC

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So I decided to reinstall Oblivion last night (it was installed, but messed up), and FINALLY get the Alpha and try and coc there. I was able to get to Riften by doing "coc Riften03" like Senten said in a previous post...is there anything else? And if so, how do I see it? I walked in every which way and it seemed like everything just ended after a little while. Did I install right? Can I not have any other mods on? Are there supposed to be people in Riften?

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15.07.2008 01:25 cow1787 is offline Send an Email to cow1787 Homepage of cow1787 Search for Posts by cow1787 Add cow1787 to your Buddy List AIM Screen Name of cow1787: cow1787 View the MSN Profile for cow1787
Alasdair
Jarl of Skyrim


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Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England

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You need to load SkyrimResourceMaster.esm as exactly the second master in your load order after Oblivion.esm, or it won't work right. Everything shouldn't end after a little while (depending on how big your definition of little is). Currently the area we have made for Skyrim is about the same size as the Shivering Isles (give or take) - I made a quick map to show the size of Skyrim compared to the Shivering isles (see the link below). We plan on releasing the area ringed in red as a Beta release within the next few months, and the cross marks the cell Riften03. Try visiting VernimWood1, or you could try visiting PagranVillage (which will be complete with NPC's and AI in the next release).

Link to map

Riften is currently empty but we do have about 50%-60% of the interiors done. We are focusing our efforts on polishing and finishing the area to the north at the moment, so it's been neglected somewhat of late.
15.07.2008 02:42 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
cow1787
First Knight


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Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC

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Yeah, I put the .esm second but still got that result. Also, there were no interiors for Riften (on my version), oh and there was no Skryim map. It was using the vanilla map....so I don't know. I'll try re-overwriting everything.

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15.07.2008 02:53 cow1787 is offline Send an Email to cow1787 Homepage of cow1787 Search for Posts by cow1787 Add cow1787 to your Buddy List AIM Screen Name of cow1787: cow1787 View the MSN Profile for cow1787
Alasdair
Jarl of Skyrim


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Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England

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The Riften Interiors have not been merged into the main file, and the Skyrim map esp is not included in any of the current releases. It took me a while to figure out how to get it to work in game without any troubles, apparently it has to be in a separate esp and it must load last (else the game usually CTDs). I will include it in Alpha 4 - which will probably be the next release, hopefully it will be a much smoother experience all round. It may seem a bit lifeless now but all the pieces of the puzzle are slowly coming together. We should have enemies and dungeons in there by the end of the month, for example.
15.07.2008 03:11 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
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