Information about this mod |
milkshake
Warder
Registration Date: 20.08.2006
Posts: 25
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Information about this mod |
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Could any of you(The author or someone close to him or whatever)
describe what this mod features in 1-3 lines (3 is maximum). I need to
know because I'm adding information about each mod on my mod list. You
can find my mod list: http://www.elderscrolls.com/forums/index.php?act=ST&f=25&t=623633,
there you will find a example which sgtsteve made for he's mod gold
coast expanded. If there's a thread to this mod at the official forums
I would like to know. And if its get locked and a new one gets up I
would be really happy if someone informed me
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05.02.2007 17:54 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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There is no author, if there was one person, he left ages ago. This is a project of a group of people. Where it's about?
"To create the province of Valenwood for The Elder Scrolls 4: Oblivion, including new guilds, quest and main quest."
But that's just my definition of the mod lead concept artist
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05.02.2007 20:15 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Yes there is no author like Mormacil said. I think each of us has our
own view of Valenwood. The easiest way to see what this mod is about is
to browse the forums me thinks.
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05.02.2007 21:33 |
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milkshake
Warder
Registration Date: 20.08.2006
Posts: 25
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hmmm...no author eh?
How can this work then?
Nobody in charge????
Is there any trailer for this mod, if not you guys should make one!
Especially since this is a big mod which will take a lot of time to
make( I have no idea how long you guys have come`d) and then to avoid
people getting tired of waiting you should release a teaser like skyrim
for oblivion did(i think it was them)..
Well anyways keep up the good work
Mormacil I like your definition, but it would be great with more
details, and when I add information about mods I like it to come from
the modders themselves and not me
Examples can be found in my list by the other mods in beyond cyrodill
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05.02.2007 22:09 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Officially FLESH is in charge, but he's just a teamleader, he's not a dictator
We're still working on a trailer, unlike Skyrim we can barely use old
OB stuff, we need to make new houses, armor, weapons, furniture,
plants, creatures etc. Valenwood is mostly jungle and rainforest. The
Green Pact of the Bosmer (forbid to cut down trees of eat anything
flora) isn't helping for the architecture, combine that with the lack
of masoning skill of Bosmer and you got a real skullcracker
I can't give you a single detail on the mainquest simple because there
is none yet. But I do can say we'll have some very impressive new types
of landscape for you, some new guilds, like a rangerguild and a whole
new unique culture.
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05.02.2007 22:33 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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The forgotten ones return.
Nice compilation there Mormacil
__________________ The Forgotten Ones have returned.
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06.02.2007 14:22 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Thx, now you go buy a scanner, thing cost like ?40...
I can't draw whole VW on my own.
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06.02.2007 14:42 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,281
Location: UK
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Nice shots there Mormacil, I never knew Valenwood looked like that,
though this is my first time here. From what I know, don't elevs live
there, if so how about making the race and a large Temple guarded by
them. Like in James Barclay's ElfSorrow book, the Temple in the forest
is guarded by Al-Arynar or As I know em guards. Maybe you could do the
same thing.
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06.02.2007 14:45 |
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milkshake
Warder
Registration Date: 20.08.2006
Posts: 25
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beautiful!!!
I wonna walk in valenwood!
Hows the progress on this mod?
will it be done in like a year
since its so big)
well anyway back to topic, could anybody write 1-3 lines about what valenwood will feature?
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06.02.2007 15:06 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Will proberbly take another 2-3 years, as most/all other Beyond Cyrodill projects. You can qoute me, just place:
"To bring the province of Valenwood alive in The Elderscrolls 4:
Oblivion. Valenwood will include new guilds, many new quests and a huge
new mainquest. - Mormacil"
IS, not sure which building you mean
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06.02.2007 15:17 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,281
Location: UK
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It's not in the mod, but in the books its called Herendeneth on the
isle of Calaius. Also they have an elite guard called TaiGethen, these
live within the forest and never go near the Temple, but protect the
elves from intruders. Also how about the ClawBound, An elf with a
Panther Companion that can communitcate with each other. They also have
a deep bond. Using the same names will ensue copyright, well problably
but the ideas won't.
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06.02.2007 15:20 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Well first of all, read the Bethesda lore about VW. Especially the
Green Pact and the relations with the Khajiit. I think there no races
on Tamriel that hate eachother more then the Bosmer and the catlike
Khajiit. So Bosmer with a catlike companion? not happening
But we have some great possibilities. For one there is a theory that
Bosmer and Khajiit are the same race, long ago they could shapeshift at
will, then one day it was taken away, some choose to become cat-like,
other prefered Mer-like (Mer=Elf). Further we got the Green Pact, the
GP forbids the Bosmer to cut wood or eat flora. So they life of meat.
Althought the Bosmer ain't cut trees they can import it, not commenly
done and they not a big fan of stone either. So we'll have to use
magically grown plants mostly...
But above all, nobody knows what lurks in the vast forests and jungle of VW
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06.02.2007 15:32 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,281
Location: UK
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The elves know as the Al-Drechar don't cut down anything in the forests
either, they forbid it. Though if not much is know then implementing
these type of ideas could work to add atmosphere. Also there is an elf
city there on Calaius and they import there goods, so you could have a
town on the edge of the forest that deals with imports for other places
like Cyrodill. Well maybe you could change the companion to something
other than a Cat, it wil still work in principle.
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06.02.2007 15:38 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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There will be some cities that trade, and there plans to give one a huge market.
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06.02.2007 16:08 |
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milkshake
Warder
Registration Date: 20.08.2006
Posts: 25
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quote: |
Originally posted by Mormacil
Will proberbly take another 2-3 years, as most/all other Beyond Cyrodill projects. You can qoute me, just place:
"To bring the province of Valenwood alive in The Elderscrolls 4:
Oblivion. Valenwood will include new guilds, many new quests and a huge
new mainquest. - Mormacil"
IS, not sure which building you mean
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aww.......thats long
I cant wait to try this mod. Questing in valenwood. buy a house in valenwood.
How many modders are there excatly?
Thanks for the lines I?ll add them
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06.02.2007 16:25 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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active? I say 5 and another 5 folks who drop by at random.
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06.02.2007 16:28 |
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milkshake
Warder
Registration Date: 20.08.2006
Posts: 25
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what!?
I've always though that there were hundreds of modders helping out in theese mods....You guys should really start recruiting
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06.02.2007 16:32 |
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milkshake
Warder
Registration Date: 20.08.2006
Posts: 25
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beautiful landscape, is valenwood like a big jungle with some cities in?
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06.02.2007 18:39 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Jungle, woodland, rainforest etc. But yeah huge areas with trees and
some cities in it. There no real roads and fasttravel will be disabled.
BUt we'll add teleportservices from the mageguild etc. So you do can
get around quickly, for a price
You should check the maps if you want to know which cities we'll have.
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06.02.2007 18:45 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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If you want to find lore (facts by the developers) try The Imperial Library, great site.
btw here is a map.
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06.02.2007 19:21 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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Hey Mormie, you forgot to include a pic of the mimic!
You might read Dance in the Fire - check Lit Dev and Lore - we have ES books about Vw there ...
Vw is not just about the Bosmer - there are other (little known) races
that live there, and there is a long history of struggle and invasion
and, well - the Capital is a Mile-high Tree? Is that a start?
You are worried about the numbers - we do sometimes, but then it is
comparatively easy to start from a richly detailed game release because
lots of people can relate to their in-game experiences - what Valenwood
is doing is starting from hints and fragments, then creating the things
we know, and extrapolating. It is very challenging ...
With ST and others the basis is all there really, so you can bang stuff
in, and have a lot ot show straight away. With Beyond Cyrodiil
'originals' the concept work is very sensitive as the Lore has to be
made to work in practice, and many people are very strongly inspired
and influenced by the most recent release, where what is needed is
something totally different ... that makes me a bit of an ogre ... but
since FLESH is so gentle
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06.02.2007 21:10 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Sorry about the mimic, my internet was slow, I mean slow, minutes to load a single page on the forum
And you're right about that we ony got little chips of information on
VW. For example Greenheart has 2 pieces of lore, one that it looks like
a forest instead of a city, and the other that's it build high and the
grounds below it area a dump. That's the info we got.
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06.02.2007 22:27 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by windsurfer
[quote]Originally posted by milkshake
aww.......thats long
I cant wait to try this mod. Questing in valenwood. buy a house in valenwood.
[quote]
I'm doing the teaser for this mod (all the ingame screens are from the
islands i'm making) I have done the two smallest and I am half way do
to the settlement on the large island. If people do interiors them hope
fully it should be to long before you get a small taste of what is to
come!
I also wish we had more people to make this mod progress faster but
thats how it is. It's hard to get people here without something to show
hopefully thats where my islands will come it.
Like I've said i'm still looking for interior modders for a cave and
the two houses in the screen shots. Thinking about it I will start a
thread v soon for them. After I have thought about who should occupy
them.
Flesh can you get some of the screens king evil is flashing around
to the ESF thread, the more ingame screens the better. Just try to get
some higher res versionsas you can't see a great deal in those.
Cheers everyone,
Tom |
I'll PM Razorwing about an Island interior modding sub forum in the
interior claims section. It's up to you to put the claims up but try to
keep to the layout we have in the other ones so as not to confuse
people.
We don't have a thread on ESF focused solely on PR (one of the reasons
is because we don't have a head of PR) but we a couple of threads
focused on recruiting.
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07.02.2007 15:00 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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quote: |
Originally posted by FLESH
I'll PM Razorwing about an Island interior modding sub forum in the
interior claims section. It's up to you to put the claims up but try to
keep to the layout we have in the other ones so as not to confuse
people.
We don't have a thread on ESF focused solely on PR (one of the reasons
is because we don't have a head of PR) but we a couple of threads
focused on recruiting.
-FLESH |
That would be great, I've got some great ideas on quests as well now. I
had to get thinking as interiors and there Npcs all link with the
quests, I will also write a section in literature soon. I would love it
if someone could write a script from my details descriptiion.
Also what is PR? I presume its progess report now thinking about it.
Doesn't matter just put all the screens you can on the requitment
thread. You have been around there long enough to know that screens
equal helpers. Also put on the links to the music that makes people
want to mod. Not all the tracks but just one will be good if they want
the rest tell them to come here.
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07.02.2007 18:36 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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As I said we don't have a recruitment thread per se. Just a thread
looking for modelers, and a thread looking for concept artists. Thats
why I said we need someone to be head of our PR, so we can have a
recruitment thread where we can post progress and the like.
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07.02.2007 19:40 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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quote: |
Originally posted by FLESH
As I said we don't have a recruitment thread per se. Just a thread
looking for modelers, and a thread looking for concept artists. Thats
why I said we need someone to be head of our PR, so we can have a
recruitment thread where we can post progress and the like. |
OK when I've got more to show from my part I will do
one. If you could get some high quality (1024*768 or larger) images of
what you have done up north that also would be great.
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09.02.2007 14:29 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I'll see what I can do, hopefully my computer wont blow up while
crancking up the visuals, it can barely handle as it is but some stills
should be fine. As sooon as I get this grass problem fixed (is there
anyway to just remove grass via the region editor? Because thats how I
added it in the first place but it just doesn't seem to work
).
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09.02.2007 15:58 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 4,898
Location: Belgium/The Netherlands
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quote: |
Originally posted by FLESH
As sooon as I get this grass problem fixed (is there anyway to just
remove grass via the region editor? Because thats how I added it in the
first place but it just doesn't seem to work
). |
Delete all of the textures (remove all) from the objects window and add
a non grass texture (density 100, the only texture in the object
window). Regenerate the region.
Then add the desired textures and regenerate again.
I would recommend to add the grass textures inside the city by hand (do not use the region editor).
If this doesn't work, PM me. There are other solutions.
__________________ Silgrad city, a huge city under construction, it may be visited in the next public release i.e. Silgrad Tower v3.00.
Perfer et obdura; dolor hic tibi proderit olim.
Be patient and tough; some day this pain will be useful to you.
Ovid BC 43-18 AD, Roman Poet
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09.02.2007 17:47 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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quote: |
Originally posted by sandor
Delete all of the textures (remove all) from the objects window and add
a non grass texture (density 100, the only texture in the object
window). Regenerate the region.
Then add the desired textures and regenerate again.
I would recommend to add the grass textures inside the city by hand (do not use the region editor).
If this doesn't work, PM me. There are other solutions. |
Just open up the .esp without making it active the remove grass from all the textures used then resave.
The grass is not added but using the region editor its linked with the
textures. Placing grass by hand is a ridiculeous waste of time!!
Flesh alternativly pm me a link to the .esp and I will do it?
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09.02.2007 21:02 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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It's all in the 10.0 ESM right now. Although the thread needs to be
re-named. I want to make a public release but a few kinks need to be
worked out first:
1) The buildings, they don't show up in the distance and only pop up
when close. How did Bethesda make they buildings visible when distant?
2) The grass, I had cleaned it up already, but it seems the update didn't manifest itself in the cleaned ESM
Once those things are worked out I can make a Public Release, and with that comes a PR thread where I can post screenies etc.
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10.02.2007 10:30 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 4,898
Location: Belgium/The Netherlands
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quote: |
Originally posted by windsurfer
Placing grass by hand is a ridiculeous waste of time!!
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I agree but I was talking about the city not the landscape.
Are you suggesting that you use the region editor to generate grass inside cities?
For example Arenthia. In the same cell is a house, pavements and a road.
There should be grass everywhere except where there are roads, houses etc.
As far as I know the region editor can't do that. You have to add/ remove the grass by hand.
quote: |
Originally posted by FLESH
The buildings, they don't show up in the distance and only pop up when
close. How did Bethesda make they buildings visible when distant? |
Assuming you use a standard building (these have _far.nifs) tick "visible when distant".
Go to World>World Testing> Update distant LOD data.
If you have custom models make sure these have _far.nifs.
__________________ Silgrad city, a huge city under construction, it may be visited in the next public release i.e. Silgrad Tower v3.00.
Perfer et obdura; dolor hic tibi proderit olim.
Be patient and tough; some day this pain will be useful to you.
Ovid BC 43-18 AD, Roman Poet
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10.02.2007 11:24 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 643
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quote: |
Originally posted by sandor
I agree but I was talking about the city not the landscape.
Are you suggesting that you use the region editor to generate grass inside cities?
For example Arenthia. In the same cell is a house, pavements and a road.
There should be grass everywhere except where there are roads, houses etc.
As far as I know the region editor can't do that. You have to add/ remove the grass by hand. |
The region editor does not add the grass!! I know it has the fuction but I dont even think it works.
Grasses are linked to the ground texture there are grass and no grass
versions of the same texture. Under building you place the nograss
version and where you want grass you place the grass version. Its that
easy and I like a said before placing grass by hand is a waste of you
time, better spent elsewhere.
PLz get too know the facts before you give advice,
Tom
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10.02.2007 14:23 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by sandor
quote: |
Originally posted by FLESH
The buildings, they don't show up in the distance and only pop up when
close. How did Bethesda make they buildings visible when distant? |
Assuming you use a standard building (these have _far.nifs) tick "visible when distant".
Go to World>World Testing> Update distant LOD data.
If you have custom models make sure these have _far.nifs. |
So you are saying I would need to tick Visible when Distant on each and every object?
Is that the only thing to it when doing custom meshes (just duplicating the Nif and putting a _far in it?).
And yes you can add grass with the RE, my suffering is a testament to that :
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10.02.2007 17:31 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 4,898
Location: Belgium/The Netherlands
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quote: |
Originally posted by windsurfer
The region editor does not add the grass!! I know it has the fuction but I dont even think it works. |
It works (I use it very often). Knowing your facts?
FLESH added the grass through the region editor.
quote: |
Originally posted by windsurfer
Grasses are linked to the ground texture there are grass and no grass
versions of the same texture. Under building you place the nograss
version and where you want grass you place the grass version. |
I know.
quote: |
Originally posted by windsurfer
Its that easy and I like a said before placing grass by hand. |
My definition of by hand: Selecting a grass texture in the landscape
editor and applying it by hand. By hand is the opposite of auto
generating the grass through the region editor.
quote: |
Originally posted by windsurfer
PLz get too know the facts before you give advice,
Tom |
I know the facts, do you?
@FLESH
If you want me to stop giving advise, let me know.
You are the moderator of this board and I don't like the way Windsurfer approaches people.
If you want to get rid of the grass (region editor) use my advise, I used this method many times and it works.
You can also use the landscape editor and select a "NoGrass" texture
and go over the spots (by hand, where there are undesired grass
textures).
The third option.
Open the landscape editor.
Go to the cell where you want to remove the grass.
Hold CTRL and right click on a texture. Press "I" . Look at the screenshot.
Select the grass textures and delete these (it will be deleted for the
whole cell). The fastest way. Disadvantage all the grass will be
deleted.
quote: |
Originally posted by FLESH
So you are saying I would need to tick Visible when Distant on each and every object? Frown |
Yes.
You can use the same nif but the best solution is to create a more basic version. Here is some info.
sandor has attached this image (downsized version):
__________________ Silgrad city, a huge city under construction, it may be visited in the next public release i.e. Silgrad Tower v3.00.
Perfer et obdura; dolor hic tibi proderit olim.
Be patient and tough; some day this pain will be useful to you.
Ovid BC 43-18 AD, Roman Poet
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10.02.2007 18:24 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,436
Location: Ontario, Canada
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Completely, non-biased opinion: sandor definately knows what he's doing
and/or talking about. I think some areas it would be good to place
grass ground textures by hand, but not other areas. For example, in
cities you'd want to place it by hand, don't want overgrown roads full
of grass left and right, but have some grass in garden areas.
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10.02.2007 18:47 |
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